Rottenwood's GameSpot Friend's Blog Posts Rottenwood's GameSpot Friend's Blog Posts Rottenwood's GameSpot Friend's Blog Posts en-us Copyright (c)1995-2013 CBS Interactive. All rights reserved. http://www.gamespot.com 20 Sat, 18 May 2013 15:37:17 -0700 GameSpot Rottenwood's GameSpot Friend's Blog Posts http://img.gamespot.com/gamespot/shared/promos/misc/gs_logo.gif http://www.gamespot.com 135 40 Fri, 17 May 2013 22:07:29 -0700 JustPlainLucas writes: Let's Pay: Stealing the LPers' Income http://www.gamespot.com/users/JustPlainLucas/show_blog_entry.php?topic_id=m-100-26023558 Content ID matching is a topic that I haven't keep up on, but know it's been around for a while.  Basically, it's something that YouTube does to YouTubers who make income via advertisements on videos that contain content held by copyright owners.  Instead of taking the videos down, they redirect any ad revenue generated away from the content producer and to the copyright holder.  So, anyone who makes a Let's Play video and received income from the ads now loses it to the publisher, provided they claim it.  Nintendo has now laid claims.

http://wiiudaily.com/2013/05/nintendo-lets-play-controversy/

Personally, I feel Let's Players should be left alone.  I don't think copyright law particularly applies to this situation, as I see it differnently than animated music videos or recut films.  For a song artist, they can potentially lose a sale of their song because someone can hear it off of YouTube.  For a movie, someone can watch it off YouTube.  For a game... you can't really play a game off of YouTube.  And honestly, if someone just wants to see the game played without playing, they're still not going to buy the game, regardless if the LPer gets ad revenue or not.

Let's Plays are valuable sources of information.  Not only do they demonstrate a game being played to help out a person struggling through a specific level, but it's also a resource that a consumer can use if they're researching a potential purchase.  Stealing away an LPer's income source for making these videos is akin to charging writers for reviewing their games, or for writing FAQs and strategy guides.

Should Major League Gamers be charged for training on a publisher's video game?  Should a portion of the prize money be allocated to, say, Capcom because someone won a tournament playing Street Fighter X Tekken?  Now, I know what you're thinking.  "No, because they're sponsored." or "No, because it's promotional; they're advertising the game."  Well, Let's Players are also promoting these publishers' games.  The publishers don't have to pay these YouTubers to talk about their games, but instead are stealing their income for doing so.  This is like CBS signing over checks to Square-Enix every time a GameSpot employee talks about Tomb Raider.  

Here's an interesting thought.  Why not Sony charge whoever plays the game that's being shared to them over the PS4?  Why should some guy on the other side of the country be able to play someone else's game for free?  "That's unfair!"  Right, and so is taking ad revenue from LPers, who BOUGHT the game in the first place!  And in case you don't want to read the article I linked, I'll just pluck a quote out of it. 

"Theyre [Let's Plays] a great form of advertising and sadly, the way Nintendo is punishing people for playing their titles is going to do more harm than good, when it comes to exposure for their games. YouTube personalities will be less inclined to make lets play series based on Nintendo games since they get no revenue, which decreases exposure. Word of mouth exposure has always been one of the most premium forms of advertising for games."

Exactly.  The only difference is that these LPers are making a few dollars doing it.  They're taking time out of their day to spend playing YOUR game, which they BOUGHT, and spreading the word.  If you as a publisher are really bothered by that, then how about you pay them instead?  You didn't play the game for them, so how dare you take away what they earned?  

I know this is a grey area, and I can see exactly how copyright law would apply to these situations, but that doesn't mean I think it's right.  I don't like the way it works, and I think it needs to be reformed.  It also sucks for me personally, because I was thinking about doing this in the future.  Now, not so much.  If I really have to agree with this copyright law, then I figure I how about 100 different publishing houses money, because I earn a living shelving their books in my library. 

Bonus Content: Rich's take on Nintendo's claims. 

[ Watch Video ]

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"JustPlainLucas writes: Let's Pay: Stealing the LPers' Income" was posted by JustPlainLucas on Fri, 17 May 2013 22:07:29 -0700
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Fri, 17 May 2013 11:44:24 -0700 Uesugi-dono writes: A Weekend Funny http://www.gamespot.com/users/Uesugi-dono/show_blog_entry.php?topic_id=m-100-26023504 Dragon's Crown

Okay, people bitching about Dragon's Crown; happy now?

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"Uesugi-dono writes: A Weekend Funny" was posted by Uesugi-dono on Fri, 17 May 2013 11:44:24 -0700
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Thu, 16 May 2013 11:30:43 -0700 Synthia writes: GSPN Game Night - Terraria Part 1 http://www.gamespot.com/users/Synthia/show_blog_entry.php?topic_id=m-100-26023359 To celebrate Terraria being a part of the Midweek Madness deal on Steam we'll be playing some Terraria this Thursday at 7:30 pm PST.

Terraria-steam-wiki.png.jpg

The game is currently less than a cup of overpriced coffee (3.39) and worth every penny! We'll make a server and dig down to the depths to see if we can enter hard mode!

The deal is only going until 4:00 PM PST today. 

To sweeten the deal if we can get 50 people to sign up and participate in this two part game night I will make us an emblem.

MadElk will be assisting with the server, I will be posting details about how to join later this evening. Unless of course he decides to grace us with his presence and inform us in the comments. 

hqdefault.jpg 

We'll be using a chatzy room for communication up until the event happens, then we'll be moving to a group steam chat. 

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"Synthia writes: GSPN Game Night - Terraria Part 1" was posted by Synthia on Thu, 16 May 2013 11:30:43 -0700
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Thu, 16 May 2013 10:02:35 -0700 mufujifi writes: ... And that life choice chosen http://www.gamespot.com/users/mufujifi/show_blog_entry.php?topic_id=m-100-26023352 binarydomain_castlevania_zps1879fd8b.jpg

Yeh, so I decided on these 2 games instead of 1 new, over-priced title. Honestly, I was leaning towards getting Gears of War: Judgment but I saw that it was still fully-priced, which I don't think is worth it. As much as I REALLY want the game, and my sister saying that it's totally ok if I get it, I will feel bad about it. I'll just wait for either a price drop or for a used copy.

Binary Domain and Lords of Shadow were some 2 for xx-price deal, and it was still way cheaper than Judgment. I actually brought used copies to the counter, but the dude working there swapped it out with brand new copies and I was like, wahey thanks! Even better is that these are games I've been wanting to play so I'm really happy with what I got.

It's gonna be 1am soon but I'll be checking out Lords of Shadow after I'm done with this post. I wasn't aware that the 360 version requires 2 discs though. Apparently if you install the first disc into your HDD, you can then just stick in Disc 2 for the whole duration... or something to that effect. Ugh well I'm one of those rare people still using a 20GB hard drive and struggling with space, so I'll be having fun with disc swaps.

Oh and before I forget, I've beaten Warhammer 40k Space Marine, which eventually grew into a huge dull-fest. The only good thing about the game is that it got me interested in knowing more about the lore of the 40k universe, so I ordered a few books on it. Looking forward to getting them in the mail soon.

Then I installed Duke Nukem Forever, and it honestly isn't a bad game at all. I'll get more into it in the next blog post maybe. For now, I'm off to play Lords of Shadow.

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"mufujifi writes: ... And that life choice chosen" was posted by mufujifi on Thu, 16 May 2013 10:02:35 -0700
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Thu, 16 May 2013 06:54:36 -0700 pokecharm writes: First Impressions: Saints Row 3 http://www.gamespot.com/users/pokecharm/show_blog_entry.php?topic_id=m-100-26023325 That queue is just monstrous.  I can't believe I've actually picked up so many games over the course of a few years.  I mean, it just stares back at me, taunting me, telling me I can't do it.  But I made the plunge to a game that could be very involving.  I had thought, again, about New Vegas and Binary Domain, but with SR4 coming out this summer, I thought, Hina, if you don't play SR3, how can you know if you'll like SR4 enough to pre-order it?

 

I haven't gotten very far in, I'm trying to understand the map and have resorted to stealing cars for the car challenge while I try to figure out whats going on.  I've also stumbled across a few collectibles too, you know the ones.

 

I can't say my impressions are too detailed at this point.  The controls for driving are more intuitive than I expected and the shooting mechanics are good as well.  The story hasn't drawn me in just yet, so I may go for the main story mission and try to understand what I'm seeing on the map.  I'm treating this like a GTA game and I probably shouldn't.  I've always found collecting all the extras first gets you started better.  I haven't figured out how to clear the shields and I'm not sure what the pink stars are.  Considering I have the guide, this is just me not bothering to flip through it at this point.  I do like the customisation for the character, but I might change it already.

 charmander on plane

I also added another review, in case anyone saw the free app of the week last week at Starbucks, it was Where's Perry.  A fun game, and since it was free, that much more enjoyable.  My sister leaves for Bosnia today (she works for the State department).  I can't say I'll miss her as much as I'll miss my neice, who invites her 2 yr old self into my room and claims all things in it are 'mine.'  It is adorable as all get out, until she touches the charmander.  I bought her a charmander and flew it out to AZ when they lived there.  They stuffed him in a box and sent him to Bosnia.  Anyway, /ramble.

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"pokecharm writes: First Impressions: Saints Row 3" was posted by pokecharm on Thu, 16 May 2013 06:54:36 -0700
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Wed, 15 May 2013 23:49:16 -0700 MrTakeda writes: ... oh I can go online now. FINALLY! http://www.gamespot.com/users/MrTakeda/show_blog_entry.php?topic_id=m-100-26023276 Good news I can now go online on my PS3 yay! Bad new, now I know Im not as good at XCOM as I thought, actually IM TERRIBLE! So far out of six games I only won two YES WON TWO! 2 is a very low number. Anyway that's helpful, I only have two games i can go online, and I have two friends already (why does two keep cropping up!).

So Im only really good at Call of duty 3, but don't worry, or you SHOULD worry! IF YOU PLAY ON CALL OF DUTY 3, BEWARE! I WILL MAKE THE NAME MRTAKEDA A NAME TO BE FEARED!

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"MrTakeda writes: ... oh I can go online now. FINALLY!" was posted by MrTakeda on Wed, 15 May 2013 23:49:16 -0700
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Wed, 15 May 2013 10:56:45 -0700 bowlingotter writes: New Drop Anchor song! http://www.gamespot.com/users/bowlingotter/show_blog_entry.php?topic_id=m-100-26023212 Those of you who know me know that I'm in a band called Drop Anchor. We have a new EP that's close to release, but we posted a new song from it early today. If you're a fan of 90s grunge or bands like Torche or Queens of the Stone Age, you might dig it. Please give it a listen if you have a moment! Thanks!

http://dropanchor.bandcamp.com/track/pulverized

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"bowlingotter writes: New Drop Anchor song!" was posted by bowlingotter on Wed, 15 May 2013 10:56:45 -0700
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Wed, 15 May 2013 07:20:43 -0700 mprezzy writes: Constantly Re-Assessing (And Repeating Myself) http://www.gamespot.com/users/mprezzy/show_blog_entry.php?topic_id=m-100-26023188 When I was in college, it was the life: I ran the whole gamut of everything from nerd-dom to party lifestyle. I hung out with "cool guys," until the bar was ready to close eating wings, watching football and finding women. On the flip side, I'd spend night playing Magic: The Gathering or pen and paper RPG's, along with my steady flow of video games in my own down time.

When I was 22 I worked as a disc jockey at a radio station. I was winding down my post-college career, rooming with a childhood buddy and entertaining a litany of girls streaming in and out of our "crib." Seems like the life, right? It was- for a while. Eventually it became stale. Repetitive. Finally, it became annoying. Too much money spent on good times, not enough money going to bills. No thoughts given on the future, only the now (it's really not a good way to live life, don't believe the carp  diem folks).

So, I met somebody older than myself; more mature probably. More stable and settled down. Quickly I figured out "Yeah, this is where I want to be at this point in my life."

Granted, I understand that's not for everybody, but for me at that particular point...I guess it's just what I was ready for.

I'm going to be 36 in a little over a month.

In the last five years, I've drastically redesigned my life once again. The only mainstay throughout those transformations in Who I Am has been a video game (of some sorts). I've engrossed my spare time into teaching the pole vault- my girl is ranked #1 in the state this year- and I've enjoyed it. I weigh 177 lbs. now. I can do 15 pull-ups and I generally feel good about myself.

The only problem I have is that issue with gaming. Is it my re-assessment of life again? Have I grown out of games? Has the gaming industry not lived up to the standards of innovation I'm used to? Was there a golden age that I was privy to in the 80's and 90's that can't possibly be surmounted or even equaled? The sequels? The glass ceiling of ingenuity? My economic stability? Getting old?

Likely a combination of all of those factors in varying degrees. Whatever the case may be, gaming as a form of my own personal entertainment is dying a slow death. I cannot get excited to go into a video game store. I don't get a giddy anticipation over a new release.

The odd thing is, I want the excitement back. I want to be invigorated by the idea of a game. My best memories are there. Sadly, when I sit in front of a television and pick up a controller (or a monitor and keyboard)...it just doesn't click. Invariably I'd rather just go walk outside or something. Go on a trip somewhere. I don't know.

I cannot figure out if I lost gaming along the way, or if gaming lost me. This is the crux of my problem. As I look back through my backlog of blatherings, I think it's more me than the gaming. Some sort of personality shift. I remember old GS friends saying "Don't worry, it'll come back. We all go through the gaming doldrums."

Well, we're a few years down the road, and it hasn't come back. I'd rather just sit down and bust in an old game from 15 years ago, and that's only to get an injection of feel-good nostalgia.

Crap, I'm just getting old.

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"mprezzy writes: Constantly Re-Assessing (And Repeating Myself)" was posted by mprezzy on Wed, 15 May 2013 07:20:43 -0700
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Tue, 14 May 2013 08:33:46 -0700 JodyR writes: Farewell GameSpotters http://www.gamespot.com/users/JodyR/show_blog_entry.php?topic_id=m-100-26023069 Can you believe it has been almost 8 years since I first started working at GameSpot? How it began, GameSpot contacted me to ask if I knew of any competitive Unreal Tournament gamers for E3 2005. I provided a solid professional gamer and it didn't take long for them to offer a community manager position for the GameCenter service that allowed you to build your own game servers. I've pretty much done everything at GameSpot, from a daily show to stage show assistance but one area I never touched is reviews, and for good reason! It's a tough job.  Outside GameSpot, I've dealt with other games media networks, events, and services but now it's time to see how games are built from a developer's point of view. The game I'll be working with has two of my favorite gameplay components: rocket packs and rocket launchers! LOL But yes, the game is a competitive shooter so I fit right in. 
 
I'll miss all of you but I know we'll keep in touch. As for whether or not you're in good hands, GameSpot staff is working diligently around the clock to rebuild the site. I can't wait to see what's on the horizon!

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"JodyR writes: Farewell GameSpotters" was posted by JodyR on Tue, 14 May 2013 08:33:46 -0700
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Thu, 09 May 2013 19:16:37 -0700 InstantKlassick writes: MANHUNT Coming to PSN (PS2 Classic) http://www.gamespot.com/users/InstantKlassick/show_blog_entry.php?topic_id=m-100-26022447 Finally! Love that game! 

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"InstantKlassick writes: MANHUNT Coming to PSN (PS2 Classic) " was posted by InstantKlassick on Thu, 09 May 2013 19:16:37 -0700
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Wed, 08 May 2013 06:32:08 -0700 raahsnavj writes: Gaming news from GS... http://www.gamespot.com/users/raahsnavj/show_blog_entry.php?topic_id=m-100-26022277
I know it is probably hard to come up with because I am on a AAA hell hole of a gaming site and all, with the main course being EA all the time, but I seriously need a change from this.

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"raahsnavj writes: Gaming news from GS..." was posted by raahsnavj on Wed, 08 May 2013 06:32:08 -0700
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Tue, 07 May 2013 13:37:11 -0700 WTA2k5 writes: Fear of God, Wrath of Man - BioShock Infinite Review http://www.gamespot.com/users/WTA2k5/show_blog_entry.php?topic_id=m-100-26022180 Who dares doesn't always win, apparently. BioShock Infinite is a game that far too often goes only halfway in realizing its many grand ambitions. It dares to speak on ever-relevant issues of racism, classism, and nationalism, but in an odd twist of irony, it marginalizes these plot elements that, in the real world, often lead to oppression and marginalization to instead focus on some good old-fashioned mind-bending speculative science fiction. It admirably deigns to not fall back on jarring cutscenes, but predicates most of its major mechanics on familiar shooting structures, leaving most of its truly affecting moments to be navigated through singular button-presses, that is, if you are given the opportunity to have any real input in these moments in the first place. It wants you to lose yourself in the visually engrossing but philosophically abhorrent world of Columbia, but many of the floating city's major players are paper-thin caricatures, and the game's wealth of audiologs feels cheaper and more overly-convenient than ever. 

Still, it must be said that the fact that Infinite even partly accomplishes any of the tasks that it sets out for itself is hugely impressive. Considering many games have difficulties spicing up even the most rote shooting mechanics, unleash a deluge of cutscenes and quicktime events on players at every possible opportunity, and often struggle to not, themselves, be racist, BioShock Infinite stands out as an important step forward for big budget games that strive for serious artistry and drama. Irrational's latest isn't the gaming medium's magnum opus of cultural expression that one might expect given the game's self-serious artistic posturing, and huge critical acclaim, but it's still an utterly important release, and a damn good one too.

Columbia 

This is because there are plenty of things that Infinite gets totally right. The game's astounding audiovisual presentation is perhaps the foremost place to start. The game doesn't overtly flex any technical wizardry in the way an id or Crytek release might, but its sheer artistic splendor makes it one of the very best looking games of this console generation. At the root of this is no doubt the game's stellar environment, which ranks among the pantheon of gaming's greatest settings. 

In the game's opening hour, players are slowly, calmly introduced to the seeming utopia of Columbia, an opulent, sun-drenched city above the clouds defined by exaggerated American expressions. Bright, idyllic gardens surround grand Palladian building; a peaceful stillness remains pervasive even through bustling storefronts and chatting citizens, only to occasionally be interrupted by enticing music selections (seriously, pay attention to this game's soundtrack), or - as players will encounter soon after arrival - a gleeful carnival complete with silly games and booming fireworks.

The game is wise to devote such a long period of time to simply navigating and luxuriating in its enticing environment, as Columbia is a true marvel that demonstrates the fact that Infinite's surely ungodly budget was put to good use - Irrational's hugely talented art team seems to have been truly unleashed. And though the game reserves for itself a few more simple moments of quietude, players will also soon discover their chief motivation for the rip-roaring action that consumes the vast majority of Infinite's running time. 

Lead by the self-righteous and disturbed Father Comstock, most of Columbia's denizens have adopted a worldview that takes notions of American Exceptionalism to ridiculous but no less frightening extremes. Here, other religions have been extinguished in favor of a faith that idealizes America's founding fathers, as well as Comstock and his family, and all but the Anglo-Saxon adherents to this dogma are marginalized, reviled and exploited. This, as you might imagine, is causing some problems within the floating city, and tensions continually escalate from the moment you arrive.

Racism 

But don't ready your spinning skyhook just yet, as there's quite a bit to dissect with this hefty plot setup. As mentioned before, Infinite has no qualms about diving headfirst into seemingly risky storytelling territory. But, much like the original BioShock's awkward and contradictory critique of Randian Objectivism, Infinite handles its set of sociopolitical critiques in a rather bumbling, heavy-handed, and ultimately ineffective way. For most of the game, these heavy themes of discrimination are mostly shock with little substance. Early on, for example, players will find themselves in the headquarters of The Fraternal Order of the Raven, an environment whose every last bit of iconography - including statues of John Wilkes Boothe, and enemies garbed in darkened Klu Klux Klan robes - spews bigoted filth. Troubling, to be sure, but this environment is never explored to a satisfactory degree in a narrative context. We are never told what drove the Order's members to this disgusting mindset, or what function it plays in Columbian society as a whole; instead we're instructed to simply tear through the environment, dismembering every racist we can find. Indeed, almost every one of the game's on-the-nose explorations of racism and jingoism seems to exist as more out of a desire to simply justify Infinite's absurd level of bombastic violence than a willingness to earnestly and cerebrally comment on these weighty issues. 

It's a true shame, but again, the fact that the game is willing to go to these dark places in an upfront and confrontational manner when most games dodge around similar issues or make heavy use of metaphor and allegory in order to indirectly speak on them is commendable, even if it keeps Infinite's apparent daring from being something to truly celebrate.

But there is a second major component of Infinite's ideological critique, one that is much more subtly woven throughout the game, and one that ultimately cuts much deeper. Forgiveness and rebirth, in regards to its inherent inclusion in many major religions, is relentlessly examined and scrutinized over the course of the campaign in some truly unsettling ways. This side of the game's narrative might be so uncomfortable, in fact, as to offend adherents to the faiths that Infinite draws some heavily parallels to with its own disturbing belief system. The fact, however, that these themes aren't merely dabbled in, as are the game's superficial commentaries discrimination, but rather made absolutely integral to the core narrative and explored fully and fearlessly leads Infinite, in this instance, to fully live up to its grandiose goals. This is the moment where Infinite's narrative triumphs, and I can only hope that more games follow in its footsteps in bringing to light serious thematic content in a more direct manner, as can be seen so often in other media yet so rarely within video games.

Damn

Alright, here's where you can start revving up your skyhook. As he progresses through the carnival that greets him as he first steps foot in Columbia, Booker DeWitt, the game's playable and decidedly not-mute protagonist, begins to fully unravel the noxious worldview of Columbia's inhabitants. On his way towards a strange raffle that serves as the fair's main event, Comstock's voice booms over a loudspeaker, warning the citizens of Columbia about the arrival of the False Prophet, a man who has the letters "AD" burned into his right hand. Sure enough, our anti-hero holds his hand up to reveal that exact marking. And sure enough, during this eerie raffle event, the Columbians take notice of the mark, and Booker DeWitt swiftly digs a spinning hookblade into the skull of the first police officer that attempts to apprehend him.

With this, BioShock Infinite reveals its heavy emphasis on twitchy shooter gameplay and ridiculous amounts of gore. Engaging in the game's slick shooting mechanics feels no different than it might in the latest Call of Duty game; guns have a fantastic sense of weight to them and the responsiveness and ingenuity of the game's heads-up display ensures steady environmental awareness despite the over-the-top freneticism of many of the game's combat sequences. But where Infinite's combat truly shines is in its surprising mechanical density. Vigors that grant Booker special powers like the ability to shoot electricity from his fingertips or absorb bullets and toss them right back at foes serve as the first extra layering. For those familiar with the series, these powers might seem quite like the Plasmids introduced in the first BioShock, and though they do perform the same function, they're implemented in a far more balanced way in Infinite than they are in its predecessors; they're powerful and readily available but must be dealt out conservatively, as the mana pool they run on is rather restrictive.

But as gleefully destructive as they can be, Vigors are decidedly uninteresting in the face of Infinite's more inspired new mechanics. Booker's ability to latch onto the aerial Skylines running throughout Columbia is perhaps the most mind-blowing gameplay feature of them all. Though the mechanic seemed rather unbelievable during its first E3 showing a couple years ago, it speaks to the ingenuity of the game's level design that fluidly navigating Skylines that weave throughout many of the game's rather conspicuous battle arenas while taking shots at enemies, a potentially disorienting feat, becomes effortless after only a few encounters. The verticality and freedom of movement this system grants the game is awe-inspiring, and almost attaches a sense of childlike wonder to the act of mass-murdering racists.

Combat

For the first few hours of gameplay, these are the mechanics that Booker is limited to. It's during this time that he seeks to accomplish a seemingly simple direction mandated by a mysterious client: "Give us the girl, and wipe away the debt." Though this phrase ends up holding more significance than an uninitiated player could possibly know, it nonetheless serves as the impetus for finding Elizabeth, a young woman whose power to tear holes in the space-time continuum has, perhaps expectedly, lead her to be sequestered on the looming, Statue of Liberty-esque research facility, Monument Island.

So, as one might expect, this ability of hers adds more than a few layers of complexity to what might've otherwise been a rather straightforward plot. As the extent of her powers is gradually revealed, a suitably mind-bending narrative begins to form that comments, among other things, on the frail nature of identity and the profound ways in which a single choice can influence personhood, for better or worse. Though the introduction of converging space-time might seem to risk devolving the story into an Inception-esque exercise in overly complex authorial self-indulgence, BioShock Infinite uses this storytelling conceit to build a truly tragedian narrative.

But Elizabeth isn't merely a means for crafting a brain-melting metaphysical storyline. Nor is Booker DeWitt a stupefied on-looker who hails from the same lineage of horribly flat shooter protagonists as Gordon Freeman, or Corvo Attano. They are both memorable characters whose defined personalities infuse the plot's affecting tragedy with a true sense of humanity. Elizabeth, on one hand, starts out as a surprisingly cultured and self-aware inversion of the classic damsel-in-distress trope, and her evolution over the course of the game's ten- to twelve-hour campaign is astonishingly well-paced and believable. Her exaggerated features and expressive animations that pay homage to the distinctive style Grim Natwick invented for Disney solidify her as one of the most memorable and empathetic characters in gaming. DeWitt, by contrast, is predominately a closed-book, limiting himself to practical, yet charismatic antics strongly reminiscent of classic swashbucklers like Han Solo until his dark past is fully revealed during the final act. When that happens, he extends far beyond his narrative role as a foil to Elizabeth, and the resulting revelations cut to the bone. Major compliments are due to Troy Baker and Courtnee Draper, who faultlessly brings this odd couple to life even through all the mind-blowing turns the story takes.

Liz

The duo also serve as a great team during Infinite's huge combat sequences. Though Booker, as mentioned before, is in charge of most of the direct combat, Elizabeth is a key ingredient in what makes the game's massive shootouts so dazzling. Most significantly, she uses her ability to alter time and space to bring objects into the battlefields that didn't previously exist. Asking for a wall of cover to hide behind when a dozen enemies are facing you down, or perhaps a Skyhook that lets you access a sniper perch adds an exciting tactical dynamism to combat that feels especially important considering the sheer number of foes the game throws at you. Since you can only select one object to tear in at a time, more heated battles require a constant mindfulness and economization of Elizabeth's power that is as exhilaratingly strategic as the best of tactical shooters.

A smaller, but no less genius touch is the fact that Elizabeth tosses you mana and ammo when it feels clutch. Even when it becomes obvious that she's scripted to do so whenever your resources are running low, the notion that an AI is looking out for you is relentlessly fulfilling, especially in a game that constructs a scenario that might've so easily fallen into the dreaded escort-mission trap. Indeed, going back to other first-person shooters has become tough, as Elizabeth is not just a delightful companion in a narrative sense, but she's also integral to the satisfaction of Infinite's moment-to-moment combat proceedings.

Each of the augments to the core shooting experience are satisfying in their own right, but once they all start working in tandem, Infinite's combat scenarios reach the upper-echelon of FPS sublimation. Not since Half-Life 2 has a shooter married pulse-pounding twitch thrills to a deeply strategic core so seamlessly, and while leaving so much room for experimentation. The gritty sound design that punctuates the action is equally superb; a combination of abrasive string stabs, impactful weapon sound effects and some truly horrifying enemy damage reactions unfailingly sell you on the weighty ferocity of the mayhem you cause.

All this, of course, sounds amazing, and on some level it truly is. But consider this: for all its fast-paced entertainment, Infinite's combat never fully works. In a mechanical sense, it's pretty much as polished as can be, but the game's massive amount of carnage doesn't quite work within the context of the story. In fact, story and gameplay don't feel merged at all. While there's a fair amount of narrative justification for the heavy degree of violence, the fact that shooting people and ripping their heads of with a spinning hook is pretty much Booker's only way of interacting with the world undercuts much of the arresting emotionality of Infinite's narrative.

Songbird

Highlighting this problem is the fact that many of the game's most powerful moments either preclude player input, or limit interactivity to the push of a single button. Elizabeth's ability to tear holes in the space-time continuum, for example, may have been the basis for some ingenious puzzle solving and narrative interaction, but players are instead left to simply push a button to demand entry into a new reality where they can proceed to shoot more people in the face. Again, this feels like BioShock Infinite going only halfway in bringing its many fantastic ideas to life; some truly inventive mechanical structures may have been borne out of the game's central narrative conceits, but Irrational has disappointingly opted to instead rely on more comfortable and pre-established action gameplay. 

This disconnect is furthered by the game's odd focus on scavenging between each firefight. While the opportunity to really dig into and appreciate each environment, as well as get a break from the nearly nonstop action is welcome, the context of the narrative doesn't really support these detours either. Booker's mission is given an impactful sense of urgency, so the fact that the game encourages you to stop down for long stretches of time to eat random food items littered about and try to uncover Columbia's many secrets is rather off-putting. Early on, for instance, Elizabeth finds herself in immediate danger. An objective indicator flashes on-screen telling you to go rescue her, yet you find yourself surrounded by lootable objects designated by a pulsating golden glow. Of all the moments to try and fish pieces of cake out of a trashcan, this may be the least opportune, but Infinite's structure, which evidently values narrative over gameplay in terms of pacing and logic, continues to tempt you astray regardless. This might all seem a bit nitpicky, but considering the fact that Infinite is so intent on being treated as a significant work of art, these small annoyances can't be ignored, as they gradually undermine the meaning the game tries so hard to construct for itself.

BioShock Infinite is a game worth any mature player's while, but it has come at an unfortunate time. Within the past year alone, the industry has been treated to games like Spec Ops: The Line, The Walking Dead, and Hotline Miami, just a few titles that are capable of eloquently and expertly exploring dark themes while being cognizant of their respective mechanics' impact on the narratives they try to weave, making a game like Infinite - one that never fully accounts for the ways in which its gameplay influences the meaning and effectiveness of its story - seem a bit clumsy by comparison. David Jaffe, the brilliant designer behind games like God of War and Twisted Metal once deemed the relationship between gameplay and narrative as being like the combination of "chocolate and tunafish." I would argue that this claim isn't necessarily true, and games like Spec Ops are perfect demonstrations as to why that is. In the case of Infinite, however, Jaffe's argument has a haunting validity. But take heart, the chocolate that is BioShock Infinite's gameplay and the tunafish that is its story are pretty much premium grade when enjoyed separately. Just accept the fact that the combination is going to taste a little odd and find something to savor within it.

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"WTA2k5 writes: Fear of God, Wrath of Man - BioShock Infinite Review" was posted by WTA2k5 on Tue, 07 May 2013 13:37:11 -0700
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Mon, 06 May 2013 13:53:23 -0700 jediknight52501 writes: EA And Star Wars, Will It Work? http://www.gamespot.com/users/jediknight52501/show_blog_entry.php?topic_id=m-100-26022048
As part of the agreement, EA will create new Star Wars titles for a "core gaming audience." These games will span "all interactive platforms" and "the most popular game genres." Disney, meanwhile, will retain rights to create new Star Wars games for mobile, social, tablet, and online markets.

"Every developer dreams of creating games for the Star Wars universe," EA Labels president Frank Gibeau said in a statement. "Three of our top studios will fulfill that dream, crafting epic adventures for Star Wars fans."

Battlefield studio DICE and Dead Space outfit Visceral Games are currently making new Star Wars games, joining BioWare, which will continue to support Star Wars: The Old Republic. The new games from DICE and Visceral will run on the Frostbite 3 engine.

"The new experiences we create may borrow from films, but the games will be entirely original with all new stories and gameplay," Gibeau said.

Financial terms of the EA-Disney deal were not disclosed. EA will report earnings tomorrow after market close, where more information about the deal is expected to be divulged.

The fate of Star Wars: 1313 and Star Wars: First Assault remains unclear.

Disney purchased the Star Wars brand last October for $4.05 billion.


honestly, with DICE and Visceral making Star Wars games, this is not a bad decision. now we can blow stuff up. here's hoping for a new Battlefront game.

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"jediknight52501 writes: EA And Star Wars, Will It Work?" was posted by jediknight52501 on Mon, 06 May 2013 13:53:23 -0700
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Fri, 03 May 2013 02:40:33 -0700 dragonps writes: When Two Lives Collide http://www.gamespot.com/users/dragonps/show_blog_entry.php?topic_id=m-100-26021716  

Your business life and your personal life, two parts of the same conundrum or do they deserve to be accepted separately? Recently I have had these two worlds collide when people who know me personally have taken it upon themselves to reveal personal information in regards to myself and my family. They have revealed names, adresses, locations and even confidential information relating directly to them. This is something that I will honestly not tolerate as not only is it ilegal (by English law) but it infringes on my rights as a human being.

 

I understand that there will be some socially inept sub intellectuals who will take it upon themselves to exhaust all of their anger and frustration at the world unto me. Using your free time to tell someone in no less than 43 comments why you hate them is a rather bizarre pass time indeed. Let me just say that I can't stand football (or soccer as our American cousins call it) however you will never see me posting repeatedly hateful comments on Fifa videos or classic matches.

 

24 hours seems like a long time but in fact it's not, considering most of us get up around 7:00-7:30 arrangements not withstanding of course. Now take into consideration that most will be in bed around 11:00 and theres not many hours your left to play with. In conclusion only a complete and utter deluded idiot with no social struture would waste time hating on a video or person just for fun. Then again these are the type of people that believe the word syntax is an insult, yes this actually happened to me.

 

And so the worlds collide and keeping them separate seems harder by the day, internet acquaintances become friends and friends become close friends. In the end it seems nothing separates my real life friends from my internet friends and vise versa. As my popularity on youtube and twitter increases I can expect this sort of insident to become more frequent.

 

Until ultimately there is no business life or personal life, there is simply my life...

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"dragonps writes: When Two Lives Collide" was posted by dragonps on Fri, 03 May 2013 02:40:33 -0700
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Tue, 30 Apr 2013 16:32:47 -0700 auron11022 writes: I hate it http://www.gamespot.com/users/auron11022/show_blog_entry.php?topic_id=m-100-26021447 I'm pro-do what you want.  If you want to worship God through a personal relationship, through a church, through meditation, through nature, whatever, I'm cool with that.  On the flip side I'm cool if you don't.  However, I hate when my family forces me into this stuff.  First it was confirmation, now it is marriage prep.  If we want to get married in the church, and she does, then we have to do it. It sucks.

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"auron11022 writes: I hate it" was posted by auron11022 on Tue, 30 Apr 2013 16:32:47 -0700
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Fri, 26 Apr 2013 07:15:16 -0700 SadPSPAddict writes: Back in the Hospital then! http://www.gamespot.com/users/SadPSPAddict/show_blog_entry.php?topic_id=m-100-26020928 So the wife is back in hospital again and I believe right now she is "under the knife". My 12 year old and I left at 5am this morning to take her in - she was due to be first on the list so had to be there by 7am. Got there to discover she had been bumped to 2nd.

We waited with her until about 10:15am but she then insisted we leave to get back home where our 15 year old was looking after the 9 and 7 year olds! Just as we got home ( about 12 ) I got a text saying they were about to take her down. 

**UPDATE** Just spoke to one of the nurses and surgery is underway! Might not hear anything until 7pm ish though so a few more hours of this waiting

I'll be taking the kids to see her tomorrow afternoon

Think I might go and game for a while to try and take my mind off it.

Hope you all have a great weekend.

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"SadPSPAddict writes: Back in the Hospital then!" was posted by SadPSPAddict on Fri, 26 Apr 2013 07:15:16 -0700
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Thu, 25 Apr 2013 14:11:22 -0700 ad0234 writes: Review: New Super Mario Bros U http://www.gamespot.com/users/ad0234/show_blog_entry.php?topic_id=m-100-26020841 I've got a new review up, this time for one of Wii U's most successful launch titles: New Super Mario Bros U. Here's the link to my original review, ratings are very welcome.

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"It's yet another familiar entry into the New Super Mario Bros series. But it's definitely the best so far."

Difficulty: Just Right

Time Spent: 40 to 100 Hours

The Bottom Line: "Best in series"

Last year has been a significant one for the New Super Mario Bros series, since Nintendo had released two games of it in that year. That isn't to be said it was a very good one. The earlier one, New Super Mario Bros 2, released on the 3DS, was shoved in during the development of the Wii U version, with young, more inexperienced people working on the game, and one that didn't really succeed all too much, because it was simply too similar to it's predecessors, adding barely any novelty to the series. And then there was New Super Mario Bros U. A game with more significant changes and additions, and simply put, a game that savored more professional work and effort. And New Super Mario Bros U is also the first Mario platformer launch title since Super Mario 64 on the N64. Plus the Wii U needed some fresh, exclusive titles for it's launch, since a lot of the launch games were only ports of games already existing on different platforms. Luckily, New Super Mario Bros U, unlike the 3DS version, has succeed in bringing the series back to a more glamorous shine, even though it isn't that kind of launch title to show off the new console's possibilities and strengths.

--- Presentation ---

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Believe it or not, but in New Super Mario Bros U, the story actually gets a little twist. Instead of having Bowser and family kidnapping the Princess and taking her to Bowser's own castle, Bowser this time decides to simply take over Peach's castle, throwing Mario and CO. far, far away from the castle, and now it's up to the heroes to make their way back to the castle and save Peach and the Mushroom Kingdom from Bowser's mighty plans. In every other game such little twist would have absolutely no impact, but for a Mario game, it's actually quite a nice one.

Actually, it is the twists, the little or not so little twists to the New Super Mario Bros formula, that separate this game from it's predecessors. In a nutshell, New Super Mario Bros U is what you expect, and what you've come to know. You have to make your way through eight different worlds in order to defeat Bowser and save Peach and the Kingdom, each world contains it's own typical theme, you'll always encounter a level count that retains the ca. 8-10 levels per world, and so on.

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Making your way back to the castle instead of moving away from it gave the developers an opportunity to give the game another load of novelty they have missed. Since your way to the final stand of Bowser is more the exact opposite direction than it is usual, it would have been more than fitting to have some dramatic shift in world themes and the order of them. Instead, New Super Mario Bros U has pretty much the exact same world themes as well as order like in the previous New Super Mario Bros games. Yet, New Super Mario Bros U gives each world theme a new, little twist to make them feel at least a little different.

And another, much better twist of New Super Mario Bros U: It's the first of the New Super Mario Bros games to contain a big, full featured world map with all the smaller worlds fit into it, making the vibrant and rich world of Mario viewable in a whole. It's smaller worlds are connected great with each other, the path Mario must take through the main worlds takes you everywhere, and the different world themes make for a colorful and detailed world map. Not only does it look beautiful, but it also adds a better sense of an actual adventure happening. During any time you may scroll around the map and take a peak at where the adventure will take you, and adding to the charm, the game tosses a few cut scenes that show what happens to the castle while Mario's on his way to that destination. And one last note: the game's world map also contains extra content such as enemies and powerups wondering around the world map, as well as a few other clever features, including some little by-the-by minigames, and hidden paths that must be found, making the world map part of the fun.

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As far as the new features of the Wii U go, New Super Mario Bros U doesn't take that much usage of them. It's the best launch title to show off the off-screen play, but the touchscreen is only used for multiplayer, with some good yet limited use of it, and the visuals do not push the graphical abilities of Nintendo's system at all. Don't get me wrong, though, this isn't counted as a negative.

What does seem like a negative is that it seems like Nintendo took it quite easy with this game and made it themselves quite comfortable. They did put a lot of thought and polish into this game, but you'll also notice that they only did that, what was really necessary. Take the visuals, for example. Seeing the typical New Super Mario Bros visual style shine in HD, with backgrounds finally being 3D and getting lots of depth really is great. Actually, there are multiple beautiful and impressive looking backgrounds here to be admired. However, seeing the game recycling backgrounds for multiple levels is a bit odd. Or take the animations. Seriously, Nintendo took the amount of newly created animations to the possible minimum, making some cutscenes look a bit dated.

However, what's absolutely not acceptable is the soundtrack. It's still heavily the soundtrack from the Wii game, with some more, new tracks than New Super Mario Bros 2 had, but it's still lame having to hear so many tracks from the Wii game a third time. It's reaching a limit where the music just comes soaring out of people's ears right after entering them, and it's pretty frustrating and odd to see that Nintendo was so lazy with the game's soundtrack when considering that Nintendo puts a lot of effort into making good music for most of their games.

--- Gameplay ---

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Just as the presentation, New Super Mario Bros U's gameplay is very familiar. Like usual for a 2D platformer game, you guide Mario from left to right, avoiding the usual obstacles while snagging powerups to enlarge your chance of success and coins to collect 1-Ups, which are as easy to become as stomping yet another Goomba. Controls are, weirdly, even better than ever. Mario has all of his typical moves at disposal, and he controls as if you're controlling him with your own thoughts. Level Design in New Super Mario Bros U is even more creative than ever, offering the best levels of the series so far, with some meaty challenge after the first 4 worlds of the game, and the 3 Star Coins in each to find, some of them hidden cleverly, while some other are hard to reach. Not to forget the occasional secret exits that unlock hidden paths among the world map. It's all quite familiar yet all still so fun. And like stated before, it's not as if the game hasn't improved over it's predecessors, since it's got clearly the best level design of all four games. And there is some innovation in the level design; a few new ideas and objects as well as a combination of 2 familiar ideas that haven't been combined within a level before make for some innovation, though not much. The majority of the levels seem rather familiar, just better and more cleverly designed than ever.

It's outside of the level design where the game picks more up in novelty. Baby Yoshi's can be found on the world map which than follow you from level to level, until you die or lose them, granting Mario some unique, new powers. Meanwhile, Nabbit, a totally new character to the Mario Universe, steals Mushrooms from Mushroom houses and hides in specific levels, who you then have to chase down in the level he hides in. A much different, but nice addition is the integration of Miiverse. It lets you state your opinion about levels you've just played, while at the same time let's comments from many different people appear on the world map. It really is these touches that make the game stand out from the other ones and let it feel fresh.

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And of course, this game can be experienced, just like the Wii one, with multiple friends among your side. While the main four players still play the same role and characters, a fifth player can join the Mustache-Mushroom fun and create platforms out of thin air, as well as interact with some enemies and platforms. The multiplayer is as fun and chaotic as ever, and definitely a particularly great offering for parties. The addition of a fifth player engaging himself with a kind of god-mode is a nice one, though it's probably not as fun as playing as one of the 4 main characters. It can however be a great help for inexperienced gamers, or a great option for those who aren't very good at platformer games and just want to join the fun fast and easy. Oh, and if you're up for some competitive play, Coin Battle mode is the perfect choice. It's the same as in the Wii game, yet a bit more competitive this time around.

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Snagging a copy of New Super Mario Bros U will also mean you'll have quite an impressive amount on content to discover. The lengthy main game is only part of what forms New Super Mario Bros U, as there are also two additional modes, Boost Rush Mode and Challenge Mode. Boost Rush Mode is about mastering side scrolling levels as fast as possible, speeding up the scrolling by collecting coins, which is accessible from one to five players. The real surprise is challenge mode. This mode tosses challenges towards you that rate from one star (fairly challenging) to 5 stars(super-enormous-tough), in which you can get a bronze medal, silver medal or gold medal. Or of course a fail. These challenges take place either in totally new terrains or in levels from the main game, and it's incredibly fun to try to beat each challenge, and succeeding in them is tremendously satisfying. They are also quite varied, and only the fewest are less than good or frustrating.

--- Verdict --- 

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It's simple: New Super Mario Bros U prefers to deliver an experience not very different from it's predecessors, while at the same time, never falling into the category "predictable". Sure, there are some overly predictable parts in the game. But others, like the sudden appearance of an classic Mario enemy in glorious HD on your TV screen that hasn't been seen since the mighty Super Mario World, or a level with a theme unlike any other level seen before in the New Super Mario Bros series, form some truly great moments of the game. You won't be able to shake off the familiar feel the game has, but these new, little twists make sure you will be getting enough "new" to keep you playing.

In fact, New Super Mario Bros U is without a doubt the best entry into it's series yet, as well as one of the launch titles worth to get for the Wii U. It's level design is always creative and fun, it is an overall challenging and satisfying game with lots of secrets, it's got some cool bosses and a very epic final battle, and, unlike the 3DS version, it's able to separate itself from it's predecessors, with new features and innovations, new, additional modes, in particular challenge mode, that add variety, novelty and more fun content as well as HD graphics with much nicer visuals. It's definitely not a good showcase of the Wii U, and does not present next-generation gaming in any ways, but that isn't a negative at all. What does disturb at some occasions is when you do notice that it could have been more, it could have been grander, as Nintendo did stay relatively save with this title, not taking too many risks (and yes, even in terms of level design that is). But it's still an incredibly enjoyable game that is definitely worth getting.

The Good

  • creative, varied and challenging levels
  • fun and cool boss battles
  • Incredible controls
  • Nice HD visuals
  • a full world map with all the little worlds connected with each other adds to the experience and looks really good
  • new features and other innovations give the game a fresh enough feeling, while still featuring many throwbacks
  • Multiplayer is a blast
  • great use of Miiverse

The Bad

  • Recycled music, again
  • occasionally predictable
  • game lies on the safe side

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Review Score: 8.0/10

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"ad0234 writes: Review: New Super Mario Bros U" was posted by ad0234 on Thu, 25 Apr 2013 14:11:22 -0700
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Wed, 24 Apr 2013 19:48:00 -0700 nate1222 writes: More Youtube clips of Retro Goodies. http://www.gamespot.com/users/nate1222/show_blog_entry.php?topic_id=m-100-26020708 Dear GS Homeslices,

I hope everyone's week is moving along pleasantly. Mine is going just fine. Friday can't get here fast enough though.

In this here blog, I'm just gonna toss up some gameplay footage I made using FRAPS that I uploaded to Youtube recently. I've been recording snippets of retro goodies and obscure, yet pretty cool, stuff. Stuff I think you may find interesting.

First up, we have Super Crossfire by Radiangames. Got it off Gamersgate, DRM-free. Generic name, but not-so-generic game. Super Crossfire is a retro shooter with a twist: the ability to teleport between the top and bottom of the screen. This dynamic works well in strategy, as dodging enemy fire becomes paramount. Even more of a challenge is when some enemies are able to nullify your dodging or are protected from you at a facing angle. What could've easily been another throw away retro shooter tunred out to be an addictive breath of fresh air.

Next up, we've got another retro goodie by Radiangames: Inferno+ Like Super Crossfire, I snagged this one off of Gamersgate, DRM-free. This game plays like a maze meets puzzle meets a bit of stealth hybrid. WASD for movement and mouse for aiming. Environmental obsticles actually aid you in avoiding enemy fire and maneuvering around swarms of weaker enemies as they attempt to overwhelm you. Again, this could've been throw away stuff yet turned out pretty damn good.

Another kickass retro game I managed to snag off of Gamersgate, DRM-free, was Ether Vapor Remaster by Eidelweiss and Capcom. I know Steam has it too. But Gamersgate's version has no DRM. And y'all know I prefer non-DRMed stuff. Well, the footage speaks for itself. Check it out.

Well, I gotta bounce. But not before throwing y'all some Torchlight II footage off my Steam account. And, here, have a gander at my Raptr gamercard.

Take Care

-nate1222/hare1222 on Steam/hare122275 on Youtube/hare1222 on Raptr

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"nate1222 writes: More Youtube clips of Retro Goodies." was posted by nate1222 on Wed, 24 Apr 2013 19:48:00 -0700
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