parkurtommo's GameSpot Friend's Blog Posts parkurtommo's GameSpot Friend's Blog Posts parkurtommo's GameSpot Friend's Blog Posts en-us Copyright (c)1995-2013 CBS Interactive. All rights reserved. http://www.gamespot.com 20 Sun, 19 May 2013 06:11:56 -0700 GameSpot parkurtommo'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.

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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. 

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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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Wed, 15 May 2013 22:20:48 -0700 charizard1605 writes: And now I'm 22 http://www.gamespot.com/users/charizard1605/show_blog_entry.php?topic_id=m-100-26023268 It's my birthday! And now I'm 22. I feel absolutely ancient. Wizened. Older than Gandalf. Born in the Stone Age.

But yay. 22. Twenty two.

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"charizard1605 writes: And now I'm 22" was posted by charizard1605 on Wed, 15 May 2013 22:20:48 -0700
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Wed, 15 May 2013 20:01:49 -0700 Aexuz writes: What should my platinum # 75 be? http://www.gamespot.com/users/Aexuz/show_blog_entry.php?topic_id=m-100-26023253 Hello guys I need help choosing a good platinum #75. 

I love milestones and I would like to have a sweet looking one in my profile

 

Here's my trophy card

 

Thiese are the games I can pick:

 

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"Aexuz writes: What should my platinum # 75 be?" was posted by Aexuz on Wed, 15 May 2013 20:01:49 -0700
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Wed, 15 May 2013 11:26:32 -0700 -Vulpix- writes: 505: Two Worlds 2(plus 35 other items purchased) http://www.gamespot.com/users/-Vulpix-/show_blog_entry.php?topic_id=m-100-26023216 420984_2994282254517_62024361_n_zpsc3eff

Anyway bought about 35 more items off of amazon which ended up costing me about $260 all together. and here they I'm not listing the prices for all of them since it would end up taking forever. and hopefully I can get through this blog without it screwing up somewhere in between.

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Two Worlds 2

Playstation 3 Game #106

Price: $9.99

was told this was better then first, but I guess if not at least I didn't spend too much on it. hopefully it doesn't make feel sick if I play it for a long period of time

also bought

618YQvJVL__SX385__zpse7dc8984.jpg51XGAg6DDTL__SX385__zpsaf690bc4.jpg

A Fringe-Obeserver T Shirt, a Dragon T-shirt and a Pokemon Reishram-Zekram tshirt

prices ranging from $17-$20 each

also bought

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41rxUfmbzEL_zps01b36f6b.jpg

Pokemon Movie/TV.Show animation cards x 2 each I think for first movie and t.vshow and 1 for pokemon 2000

and bought

41zNZjRzADL_zps0fb0e633.jpg511MQANMvsL_zps27a22a14.jpg91yjG9SndEL__SY500__zpse133b9af.jpg

Digimon Cards

and also bought

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Card binder ring along with more Binder sleeves x 2, hopefully I bought the right sized binder this time, if not guess I'll try walmart instead.

also bought

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Pokemon Card Theme Deck-Green Tornado

Price: $14

and bought

41JNazG40wL_zps7f040578.jpg41N0d-YqsL_zps984cfaa7.jpg

Shadow Tamer and Light of Intervention

used to own these before so bought them again

also used to own Swords of Revealing Light, Monster Reborn, Mirror Force and a Dragon Card I forgot the name of.

51COXLQ0xfL_zps0b0f2e38.jpg51GRlHF5xoL_zps99b778d3.jpg

51jgdyv0zNLhhhggg_zpse1ef87ff.jpg91yjG9SndEL__SY500_hhhh_zps8c9d28c6.jpg61vlxouOelL_zpsa7cd2215.jpg51jgdyv0zNL_zpsdb2737b9.jpg

Bought Prime Material Dragon and the rest of these cards all because I like the card design wonder if that is bad

almost forgot bought these cards too

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I'd say Light and Darkness dragon is fitting for me and sylver, elemental dragons of light and darkness.

also bought more Pokemon Cards

51YBAetcTL_zpsc111fc1a.jpg51FWO4JbnTL_zpsed1ae4f7.jpg

51H3m3OH7TL_zps5dcb557c.jpg00000000_zpsbaa5413e.jpg

Flareon, Glaceon and Zebstrika Card along with

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Black/White Booster pack x3

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Dragons exalted x5

and also bought My Little Pony Friendship is Magic Cards

51dM0u7YNaL__SX385__zps118f190e.jpg

x30-Box

price: $45

71mUwsP1RzL__SX385__zps49cc8167.jpg

My Little Pony Friendship is Magic Tin

which cost about $20

so I just spent over $50 on My Little Pony cards, and who knows how much on cards in general

lCA9VC38B_zps867b36de.jpg

reminds me think I took some lion king quiz years ago and score Kiara at 98% wonder if I should be concerned.

and was looking on amazon at posters for dragons and saw this epic picture

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As for other things Pokemon White I caught a Deino which I'll be leveling up to a Hydreigon then going to the Elite 4

and played the Resident Evil Revelations demo for PS3 just as good as the Nintendo 3DS game. so might buy it on PS3 sometime too

and 15 days until Legend of Zelda Oracle of Seasons/Ages on Nintendo 3DS VC.

after not buying cards in years I turn around and buy a bunch. after buying this many probably should take a break from buying them.

and there is another Fringe shirt I want to get sometime along with a dragon and wolf one and Mew shirt but that is at Hot-topic.

and still waiting on some of the other items I ordered last blog or two which I should get May 17th I think

Picture for the Day:

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~Cynder of Riverclan

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"-Vulpix- writes: 505: Two Worlds 2(plus 35 other items purchased)" was posted by -Vulpix- on Wed, 15 May 2013 11:26:32 -0700
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Wed, 15 May 2013 05:29:45 -0700 Oil_Rope_Bombs writes: Suspended from GameFAQs http://www.gamespot.com/users/Oil_Rope_Bombs/show_blog_entry.php?topic_id=m-100-26023182 For jokingly saying that a cousin posted on my account.

 

Lame.

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"Oil_Rope_Bombs writes: Suspended from GameFAQs" was posted by Oil_Rope_Bombs on Wed, 15 May 2013 05:29:45 -0700
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Tue, 14 May 2013 21:25:23 -0700 hijacobhi writes: why is it when you... http://www.gamespot.com/users/hijacobhi/show_blog_entry.php?topic_id=m-100-26023148 Have a good idea, it always sounds better in your head?

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"hijacobhi writes: why is it when you..." was posted by hijacobhi on Tue, 14 May 2013 21:25:23 -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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Fri, 10 May 2013 01:59:33 -0700 horgen123 writes: A little something from Saints Row 4 http://www.gamespot.com/users/horgen123/show_blog_entry.php?topic_id=m-100-26022490

[ Watch Video ]



A dubstep weapon plus superpowers!?!?

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"horgen123 writes: A little something from Saints Row 4" was posted by horgen123 on Fri, 10 May 2013 01:59:33 -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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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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Tue, 07 May 2013 12:29:12 -0700 seanmcloughlin writes: I've been featured in Gamespot's Videodrome section :D http://www.gamespot.com/users/seanmcloughlin/show_blog_entry.php?topic_id=m-100-26022172 Synthia from Gamespot came to me in one of my previous Blogs asking if I'd like to be part of #videodrome which showcases youtube videos of various sorts from your own material to reviews to sketches. My review of Bioshock Infinite was featured in this weeks  

http://uk.gamespot.com/features/6408029/

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"seanmcloughlin writes: I've been featured in Gamespot's Videodrome section :D" was posted by seanmcloughlin on Tue, 07 May 2013 12:29:12 -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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