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	<title>Comments for Daniel Primed:: Gaming Analysis, Critique and Culture</title>
	
	<link>http://danielprimed.com</link>
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	<pubDate>Fri, 10 Jul 2009 09:51:06 +0000</pubDate>
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		<title>Comment on Zelda: Twilight Princess – Conformity, Innovation and Relevancy by Gaming Round Up – Learning, Research, Addiction and Design « Neuroanthropology</title>
		<link>http://danielprimed.com/2009/07/zelda-twilight-princess-%e2%80%93-conformity-innovation-and-relevancy/comment-page-1/#comment-17574</link>
		<dc:creator>Gaming Round Up – Learning, Research, Addiction and Design « Neuroanthropology</dc:creator>
		<pubDate>Fri, 10 Jul 2009 09:41:05 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1493#comment-17574</guid>
		<description>[...] Primed, Zelda: Twilight Princess – Conformity, Innovation and Relevancy A great analysis of one boss battle, as well as the weight of legacy on the rest of the [...]</description>
		<content:encoded><![CDATA[<p>[...] Primed, Zelda: Twilight Princess – Conformity, Innovation and Relevancy A great analysis of one boss battle, as well as the weight of legacy on the rest of the [...]</p>
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		<title>Comment on Zelda: Twilight Princess – Nintendo-fying Stolen Mechanics by pvb_vio</title>
		<link>http://danielprimed.com/2009/07/zelda-twilight-princess-%e2%80%93-nintendo-fying-stolen-mechanics/comment-page-1/#comment-17528</link>
		<dc:creator>pvb_vio</dc:creator>
		<pubDate>Tue, 07 Jul 2009 15:28:24 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1503#comment-17528</guid>
		<description>Nice..</description>
		<content:encoded><![CDATA[<p>Nice..</p>
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		<title>Comment on Official Nintendo Magazine (June 09) Opinions by Steven O'Dell</title>
		<link>http://danielprimed.com/2009/07/official-nintendo-magazine-june-09-opinions/comment-page-1/#comment-17415</link>
		<dc:creator>Steven O'Dell</dc:creator>
		<pubDate>Wed, 01 Jul 2009 18:17:17 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1485#comment-17415</guid>
		<description>Just for the record, not that it means anything really, but the last issue of Hyper didn't have a flip-over cover, it was just a normal one. I assume the same will happen for the issue due next week too, so either they abandoned it because it was crap, or, it's not some trend. &lt;i&gt;*shrugs*&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p>Just for the record, not that it means anything really, but the last issue of Hyper didn&#8217;t have a flip-over cover, it was just a normal one. I assume the same will happen for the issue due next week too, so either they abandoned it because it was crap, or, it&#8217;s not some trend. <i>*shrugs*</i></p>
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		<title>Comment on Hyper, Print Media and Tips for Survival by Hardcore Gamers Blog » Blog Archive » Official Nintendo Magazine (June 09) Opinions</title>
		<link>http://danielprimed.com/2009/04/hyper-print-media-and-tips-for-survival/comment-page-1/#comment-17399</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Official Nintendo Magazine (June 09) Opinions</dc:creator>
		<pubDate>Wed, 01 Jul 2009 06:30:35 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1260#comment-17399</guid>
		<description>[...] Nintendo Magazine (June 09) Opinions                 A while ago I scrutinized Australian multiplatform games magazine Hyper for clinging to norms that would only see the publication into a slow, barbecued demise. It’s [...]</description>
		<content:encoded><![CDATA[<p>[...] Nintendo Magazine (June 09) Opinions                 A while ago I scrutinized Australian multiplatform games magazine Hyper for clinging to norms that would only see the publication into a slow, barbecued demise. It&#8217;s [...]</p>
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		<title>Comment on Play Impressions: Kirby’s Dream Land 2 and Half-Life 2: Episode One by Daniel</title>
		<link>http://danielprimed.com/2009/06/play-impressions-kirbys-dream-land-2-and-half-life-2-episode-one/comment-page-1/#comment-17389</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Wed, 01 Jul 2009 02:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1466#comment-17389</guid>
		<description>I much enjoyed Episode 2 in contrast to the rest of the series, it fixes a lot of the problems that I've been banging on about for ages. I understand why people consider Half-life 2 superior to Episode One -- it probably is -- but structurally Episode One is a realization of the prior issues. This comes full circles with Ep2, so no wonder most people really enjoyed it.</description>
		<content:encoded><![CDATA[<p>I much enjoyed Episode 2 in contrast to the rest of the series, it fixes a lot of the problems that I&#8217;ve been banging on about for ages. I understand why people consider Half-life 2 superior to Episode One &#8212; it probably is &#8212; but structurally Episode One is a realization of the prior issues. This comes full circles with Ep2, so no wonder most people really enjoyed it.</p>
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		<title>Comment on Play Impressions: Kirby’s Dream Land 2 and Half-Life 2: Episode One by Droniac</title>
		<link>http://danielprimed.com/2009/06/play-impressions-kirbys-dream-land-2-and-half-life-2-episode-one/comment-page-1/#comment-17385</link>
		<dc:creator>Droniac</dc:creator>
		<pubDate>Tue, 30 Jun 2009 22:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1466#comment-17385</guid>
		<description>I have to say I preferred Half Life 2 to Episode One. Not just because it lasted longer, but also because Half Life 2 had genuinely memorable moments and didn't feel quite so linear. Episode One... not so much. I recall the beginning with Dog and the ending, but nothing in between really.

Of course it has been ages since I played either game - and I played Episode Two right after One. That's probably the main reason as to why I remember so little about Episode One. It (Ep One) also did next-to-nothing for the 'tale of Half Life', the story advanced very little from start to finish, in spite of its quality NPC interactions.

Half Life 2: Episode Two is an amazing game. It combines the better focus and improved 'relationship' with Alyx of Episode One, with the superior gameplay elements of Half Life 2 (e.g.: non-linear segments, genuinely memorable moments, storyline advancement).

If only Episode Three were to be finished before the next century... ah well, plenty of other games to play. ;)

Great post!</description>
		<content:encoded><![CDATA[<p>I have to say I preferred Half Life 2 to Episode One. Not just because it lasted longer, but also because Half Life 2 had genuinely memorable moments and didn&#8217;t feel quite so linear. Episode One&#8230; not so much. I recall the beginning with Dog and the ending, but nothing in between really.</p>
<p>Of course it has been ages since I played either game - and I played Episode Two right after One. That&#8217;s probably the main reason as to why I remember so little about Episode One. It (Ep One) also did next-to-nothing for the &#8216;tale of Half Life&#8217;, the story advanced very little from start to finish, in spite of its quality NPC interactions.</p>
<p>Half Life 2: Episode Two is an amazing game. It combines the better focus and improved &#8216;relationship&#8217; with Alyx of Episode One, with the superior gameplay elements of Half Life 2 (e.g.: non-linear segments, genuinely memorable moments, storyline advancement).</p>
<p>If only Episode Three were to be finished before the next century&#8230; ah well, plenty of other games to play. <img src='http://danielprimed.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Great post!</p>
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		<title>Comment on Metal Gear Solid 4 – Smoking Metaphor by pimp_juice</title>
		<link>http://danielprimed.com/2008/10/metal-gear-solid-4-%e2%80%93-smoking-metaphor/comment-page-1/#comment-17337</link>
		<dc:creator>pimp_juice</dc:creator>
		<pubDate>Sun, 28 Jun 2009 15:25:21 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=729#comment-17337</guid>
		<description>awesome</description>
		<content:encoded><![CDATA[<p>awesome</p>
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		<title>Comment on Likening Games to Music (Videos) by Hardcore Gamers Blog » Blog Archive » Microtransactions: Custom Soundtracks and Chip Tunes</title>
		<link>http://danielprimed.com/2009/03/likening-games-to-music-videos/comment-page-1/#comment-17218</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Microtransactions: Custom Soundtracks and Chip Tunes</dc:creator>
		<pubDate>Tue, 23 Jun 2009 20:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1093#comment-17218</guid>
		<description>[...] Custom Soundtracks in WipEout HD     Some months ago I discussed games in relation to music and music videos, attaching similarities between particular game titles and music tracks. Recently I’ve been [...]</description>
		<content:encoded><![CDATA[<p>[...] Custom Soundtracks in WipEout HD     Some months ago I discussed games in relation to music and music videos, attaching similarities between particular game titles and music tracks. Recently I&#8217;ve been [...]</p>
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		<title>Comment on Half-life – Foreplay, First Person Platforming, Implicit Direction and Whitewash Vanilla by Neelesh</title>
		<link>http://danielprimed.com/2009/06/half-life-%e2%80%93-foreplay-first-person-platforming-implicit-direction-and-whitewash-vanilla/comment-page-1/#comment-17153</link>
		<dc:creator>Neelesh</dc:creator>
		<pubDate>Fri, 19 Jun 2009 10:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1449#comment-17153</guid>
		<description>I relate gameplay design to the nature of gameplay. The original Metroid's with it side scrolling mechanics keeps the user engaged through a vertical platform where a significant portion of your environment is present on-screen, once this shifts towards a horizontal 3d platform, gameplay design uses the narrative to push forward an environment that is not available to the user at his point. The linearity in a three dimensional a game is requires a different field of operations, if I am not wrong this module is based on George H Mead notion of the everyday, where the "present" is carried forward with an affirmation in the "future."

Half Life was heavily inspired from Quake II, but the developers did not want a testosterone focused shooter.I still feel the cognitive for Half Life as a game based on a model of exploration with action modules did recast a stereotypical adrenaline packed shooter.</description>
		<content:encoded><![CDATA[<p>I relate gameplay design to the nature of gameplay. The original Metroid&#8217;s with it side scrolling mechanics keeps the user engaged through a vertical platform where a significant portion of your environment is present on-screen, once this shifts towards a horizontal 3d platform, gameplay design uses the narrative to push forward an environment that is not available to the user at his point. The linearity in a three dimensional a game is requires a different field of operations, if I am not wrong this module is based on George H Mead notion of the everyday, where the &#8220;present&#8221; is carried forward with an affirmation in the &#8220;future.&#8221;</p>
<p>Half Life was heavily inspired from Quake II, but the developers did not want a testosterone focused shooter.I still feel the cognitive for Half Life as a game based on a model of exploration with action modules did recast a stereotypical adrenaline packed shooter.</p>
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		<title>Comment on Half-life – Foreplay, First Person Platforming, Implicit Direction and Whitewash Vanilla by Daniel</title>
		<link>http://danielprimed.com/2009/06/half-life-%e2%80%93-foreplay-first-person-platforming-implicit-direction-and-whitewash-vanilla/comment-page-1/#comment-17150</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Fri, 19 Jun 2009 06:50:01 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1449#comment-17150</guid>
		<description>Thanks Neelesh, you relate the mechanics of the game to the narrative brilliantly, but I think this is seperate from the atmosphere and Metroid. I think that we're just on different wave lengths here. I'm not sure what exactly you mean by gameplay design, can you be more specific?

The base mechanics for either title is vanilla and they can't on their own instill a sense of atmosphere, so the genre doesn't particularly matter.

The additional mechanics and environmental design (relative to the base too) do affect atmosphere. I covered the latter more than I did the former. I guess I could have talked about the individual gimmicks in Half-life 2 for example, but I don't think that this is as significant to my arguement nor as interesting as the environment and sound. 

I think that Half-life borrows more from Metroid than the other way around. Everything that the modern iterations do to create mood is adapted directly from the original games. Most if not all of what I said under the first heading is seen in the original games. Super Metroid and Metroid Prime were released before Half-life 2 and they exemplify this too.</description>
		<content:encoded><![CDATA[<p>Thanks Neelesh, you relate the mechanics of the game to the narrative brilliantly, but I think this is seperate from the atmosphere and Metroid. I think that we&#8217;re just on different wave lengths here. I&#8217;m not sure what exactly you mean by gameplay design, can you be more specific?</p>
<p>The base mechanics for either title is vanilla and they can&#8217;t on their own instill a sense of atmosphere, so the genre doesn&#8217;t particularly matter.</p>
<p>The additional mechanics and environmental design (relative to the base too) do affect atmosphere. I covered the latter more than I did the former. I guess I could have talked about the individual gimmicks in Half-life 2 for example, but I don&#8217;t think that this is as significant to my arguement nor as interesting as the environment and sound. </p>
<p>I think that Half-life borrows more from Metroid than the other way around. Everything that the modern iterations do to create mood is adapted directly from the original games. Most if not all of what I said under the first heading is seen in the original games. Super Metroid and Metroid Prime were released before Half-life 2 and they exemplify this too.</p>
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		<title>Comment on The Torturous Taste of a Magnificent Neo-Retro Light Show (Geometry Wars: Retro Evolved) by Daniel</title>
		<link>http://danielprimed.com/2009/06/the-torturous-taste-of-a-magnificent-neo-retro-light-show-geometry-wars-retro-evolved/comment-page-1/#comment-17149</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Fri, 19 Jun 2009 06:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1434#comment-17149</guid>
		<description>I assume you mean the remake of Space Giraffe, right? Unfortunately not. It sounds like a suitable contrast though.

I partly agree and partly disagree. While the movement patterns are constant, Geo Wars is much more dynamic than a regular bullet hell shooter in that it isn't linear. In say Ikaruga the stages are preset obstacle courses, in Geo Wars the environment unfolds more dynamically - to the best of my interpretation. Therefore I see Geo Wars as more about skill than memorization, even though some memorization (such as your example) is required.</description>
		<content:encoded><![CDATA[<p>I assume you mean the remake of Space Giraffe, right? Unfortunately not. It sounds like a suitable contrast though.</p>
<p>I partly agree and partly disagree. While the movement patterns are constant, Geo Wars is much more dynamic than a regular bullet hell shooter in that it isn&#8217;t linear. In say Ikaruga the stages are preset obstacle courses, in Geo Wars the environment unfolds more dynamically - to the best of my interpretation. Therefore I see Geo Wars as more about skill than memorization, even though some memorization (such as your example) is required.</p>
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		<title>Comment on Quake and the Feeling of Nightmare by Hardcore Gamers Blog » Blog Archive » Half-life – Foreplay, First Person Platforming, Implicit Direction and Whitewash Vanilla</title>
		<link>http://danielprimed.com/2008/12/quake-and-the-feeling-of-nightmare/comment-page-1/#comment-17140</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Half-life – Foreplay, First Person Platforming, Implicit Direction and Whitewash Vanilla</dc:creator>
		<pubDate>Thu, 18 Jun 2009 20:50:03 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=904#comment-17140</guid>
		<description>[...] Half-life and Half-life 2, but I can’t as reasons below explain. On the flipside, I loved Quake when playing it for the first time late last year. So here’s my justification, don’t [...]</description>
		<content:encoded><![CDATA[<p>[...] Half-life and Half-life 2, but I can&#8217;t as reasons below explain. On the flipside, I loved Quake when playing it for the first time late last year. So here&#8217;s my justification, don&#8217;t [...]</p>
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		<title>Comment on Half-life – Foreplay, First Person Platforming, Implicit Direction and Whitewash Vanilla by Neelesh</title>
		<link>http://danielprimed.com/2009/06/half-life-%e2%80%93-foreplay-first-person-platforming-implicit-direction-and-whitewash-vanilla/comment-page-1/#comment-17135</link>
		<dc:creator>Neelesh</dc:creator>
		<pubDate>Thu, 18 Jun 2009 17:00:57 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1449#comment-17135</guid>
		<description>I somehow do understand your apathy towards Half Life, but to construe it with regard to the classic Metroid(s) which is by nature a side scroller is appalling. In my counter view I would point out the nature of the narrative has a lot to do with the encryption of gameplay design. The structure of the narrative of the initial game is in tandem with the action that players get to witness on screen,it is a lone man's perspective of a full blown alien invasion. Whereas HL2 there is no lone mission as such, it is a conflict of interests where Gordon Freeman plays the role of tipping the balance in the fate of the resistance. 

The nature of heroism is completely absent in the first game which makes the platforming elements so crucial as a result of which laying out a level design that suits a single player motif was necessary. The choice  of platforming puzzles have more in common with childern's games i.e. jumping across ledges, avoiding trip mines and takes cue from Mario more than any other game to incorporate a sense of familiarity to players.Some of the other gripes I believe are more related to the technology than anything else.

My concluding remark would lie in the modern iteration of the Metroid series which takes on a lot of inspiration from the original Half Life-Tight environments,scattered enemy encampments and a healthy dose of platforming for a heroine who is stranded in solitude...</description>
		<content:encoded><![CDATA[<p>I somehow do understand your apathy towards Half Life, but to construe it with regard to the classic Metroid(s) which is by nature a side scroller is appalling. In my counter view I would point out the nature of the narrative has a lot to do with the encryption of gameplay design. The structure of the narrative of the initial game is in tandem with the action that players get to witness on screen,it is a lone man&#8217;s perspective of a full blown alien invasion. Whereas HL2 there is no lone mission as such, it is a conflict of interests where Gordon Freeman plays the role of tipping the balance in the fate of the resistance. </p>
<p>The nature of heroism is completely absent in the first game which makes the platforming elements so crucial as a result of which laying out a level design that suits a single player motif was necessary. The choice  of platforming puzzles have more in common with childern&#8217;s games i.e. jumping across ledges, avoiding trip mines and takes cue from Mario more than any other game to incorporate a sense of familiarity to players.Some of the other gripes I believe are more related to the technology than anything else.</p>
<p>My concluding remark would lie in the modern iteration of the Metroid series which takes on a lot of inspiration from the original Half Life-Tight environments,scattered enemy encampments and a healthy dose of platforming for a heroine who is stranded in solitude&#8230;</p>
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		<title>Comment on Cross Blog Dialogue: GTA: Chinatown Wars #1 by Hardcore Gamers Blog » Blog Archive » Cross Blog Dialogue: GTA: Chinatown Wars #4 (Conclusion)</title>
		<link>http://danielprimed.com/2009/04/cross-blog-dialogue-gta-chinatown-wars-1/comment-page-1/#comment-17052</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Cross Blog Dialogue: GTA: Chinatown Wars #4 (Conclusion)</dc:creator>
		<pubDate>Mon, 15 Jun 2009 04:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1197#comment-17052</guid>
		<description>[...] refresher? Cross Blog Dialogue: GTA: Chinatown Wars #3 Cross Blog Dialogue: GTA: Chinatown Wars #2 Cross Blog Dialogue: GTA: Chinatown Wars #1     [...]</description>
		<content:encoded><![CDATA[<p>[...] refresher? Cross Blog Dialogue: GTA: Chinatown Wars #3 Cross Blog Dialogue: GTA: Chinatown Wars #2 Cross Blog Dialogue: GTA: Chinatown Wars #1     [...]</p>
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		<title>Comment on The Torturous Taste of a Magnificent Neo-Retro Light Show (Geometry Wars: Retro Evolved) by Simon Ferrari</title>
		<link>http://danielprimed.com/2009/06/the-torturous-taste-of-a-magnificent-neo-retro-light-show-geometry-wars-retro-evolved/comment-page-1/#comment-17024</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Fri, 12 Jun 2009 20:53:15 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1434#comment-17024</guid>
		<description>Have you tried Space Giraffe? Reason I ask is, I feel like the visual distortion is markedly less in the Geo Wars series than in SG. In Geometry Wars, after I got into the groove of the game I could always see exactly what was going to kill me. The field is obscured but no opaque. In Space Giraffe, giant clouds of distortion will flit in front of you and prevent you from seeing anything at all. SG makes this forgivable by giving you something like three lives and letting you restart at the beginning of each level, while Geo Wars punishes you by taking you back to the beginning.

I don't really know if I'd say this game is any more of a "betrayor" or a shoddy test of skill. The entire genre is about memorization. In the case of Geo Wars, you have to memorize a pattern for each spawn noise. Each kind of spawn has its own little ping of sound, and there's a flying pattern you need to enter to account for each. Not much different from a bullet hell game that has you memorize levels.</description>
		<content:encoded><![CDATA[<p>Have you tried Space Giraffe? Reason I ask is, I feel like the visual distortion is markedly less in the Geo Wars series than in SG. In Geometry Wars, after I got into the groove of the game I could always see exactly what was going to kill me. The field is obscured but no opaque. In Space Giraffe, giant clouds of distortion will flit in front of you and prevent you from seeing anything at all. SG makes this forgivable by giving you something like three lives and letting you restart at the beginning of each level, while Geo Wars punishes you by taking you back to the beginning.</p>
<p>I don&#8217;t really know if I&#8217;d say this game is any more of a &#8220;betrayor&#8221; or a shoddy test of skill. The entire genre is about memorization. In the case of Geo Wars, you have to memorize a pattern for each spawn noise. Each kind of spawn has its own little ping of sound, and there&#8217;s a flying pattern you need to enter to account for each. Not much different from a bullet hell game that has you memorize levels.</p>
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		<title>Comment on Metal Gear Solid 4 – Complete Impressions by RaduN</title>
		<link>http://danielprimed.com/2008/06/metal-gear-solid-4-%e2%80%93-complete-impressions/comment-page-1/#comment-17002</link>
		<dc:creator>RaduN</dc:creator>
		<pubDate>Thu, 11 Jun 2009 22:32:18 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=642#comment-17002</guid>
		<description>Thanks for the good read my friend, very discerning regarding the relevance of the thematics and the ideological prowess of the narrative, and i must say i agree on many (all?) other aspects of your analysis. 

I can't say i agree with your comment though, i think MGS4 was exactly the game it needed to be and there was no other way of finishing such a massive "larger-than-life" story without losing a bit of "sanity" in the process. It was an intensely affecting experience though and i'd be lying if i said in the end i wasn't overwhelmed by it's unrelenting scope and presentation, much like "Old" Snake. At the end of the day, with MGS games we are all actively part of a mind game in which we 'think' we are in control, and it's nothing quite like it.

Thanks again for the effort Daniel,

cheers !</description>
		<content:encoded><![CDATA[<p>Thanks for the good read my friend, very discerning regarding the relevance of the thematics and the ideological prowess of the narrative, and i must say i agree on many (all?) other aspects of your analysis. </p>
<p>I can&#8217;t say i agree with your comment though, i think MGS4 was exactly the game it needed to be and there was no other way of finishing such a massive &#8220;larger-than-life&#8221; story without losing a bit of &#8220;sanity&#8221; in the process. It was an intensely affecting experience though and i&#8217;d be lying if i said in the end i wasn&#8217;t overwhelmed by it&#8217;s unrelenting scope and presentation, much like &#8220;Old&#8221; Snake. At the end of the day, with MGS games we are all actively part of a mind game in which we &#8216;think&#8217; we are in control, and it&#8217;s nothing quite like it.</p>
<p>Thanks again for the effort Daniel,</p>
<p>cheers !</p>
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		<title>Comment on E3 2009 Impressions by Simon Ferrari</title>
		<link>http://danielprimed.com/2009/06/e3-2009-impressions/comment-page-1/#comment-16972</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Tue, 09 Jun 2009 05:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1423#comment-16972</guid>
		<description>Not to poke fun at your own possible preference, but my own historical lack of faith in anything Nintendo and Sony. I've been a pretty huge fanboy dickbag in my time!</description>
		<content:encoded><![CDATA[<p>Not to poke fun at your own possible preference, but my own historical lack of faith in anything Nintendo and Sony. I&#8217;ve been a pretty huge fanboy dickbag in my time!</p>
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		<title>Comment on E3 2009 Impressions by Simon Ferrari</title>
		<link>http://danielprimed.com/2009/06/e3-2009-impressions/comment-page-1/#comment-16971</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Tue, 09 Jun 2009 05:28:43 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1423#comment-16971</guid>
		<description>What this year made me realize is that console partisanship is truly the stuff of children. Now that I have a somewhat decent cashflow, I can afford all three systems and whatever exclusives they carry. It's a good year to be a trans-console gamer :)</description>
		<content:encoded><![CDATA[<p>What this year made me realize is that console partisanship is truly the stuff of children. Now that I have a somewhat decent cashflow, I can afford all three systems and whatever exclusives they carry. It&#8217;s a good year to be a trans-console gamer <img src='http://danielprimed.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Analysis of MGS4’s Camera Perspective System and How It Fosters Unique Playing Styles for the Player (Essay) by Hardcore Gamers Blog » Blog Archive » Link Out (7/6/09)</title>
		<link>http://danielprimed.com/2009/04/analysis-of-mgs4s-camera-perspective-system-and-how-it-fosters-unique-playing-styles-for-the-player-essay/comment-page-1/#comment-16956</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Link Out (7/6/09)</dc:creator>
		<pubDate>Sun, 07 Jun 2009 20:48:57 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1258#comment-16956</guid>
		<description>[...] to see if Richard has covered someone you read. He certainly squeezed out the weaknesses in my Metal Gear Solid 4 essay (which I confess to). A number of these show ponies endorse “critical discussion” of [...]</description>
		<content:encoded><![CDATA[<p>[...] to see if Richard has covered someone you read. He certainly squeezed out the weaknesses in my Metal Gear Solid 4 essay (which I confess to). A number of these show ponies endorse “critical discussion” of [...]</p>
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		<title>Comment on The Cultural Implications of Dialects in Video Games by Hardcore Gamers Blog » Blog Archive » Microtransactions: More Mindless Razzing on Print Media and Complaints About Modernization</title>
		<link>http://danielprimed.com/2009/05/the-cultural-implications-of-dialects-in-video-games/comment-page-1/#comment-16936</link>
		<dc:creator>Hardcore Gamers Blog » Blog Archive » Microtransactions: More Mindless Razzing on Print Media and Complaints About Modernization</dc:creator>
		<pubDate>Fri, 05 Jun 2009 10:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://danielprimed.com/?p=1382#comment-16936</guid>
		<description>[...] an article or two for the site and it’s discussed in the comments both there and a little here at my site. I receive an email or two by people who have particular responses to the article. I then cross to [...]</description>
		<content:encoded><![CDATA[<p>[...] an article or two for the site and it&#8217;s discussed in the comments both there and a little here at my site. I receive an email or two by people who have particular responses to the article. I then cross to [...]</p>
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