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	<title>Matchsticks for my Eyes</title>
	
	<link>http://www.matchstickeyes.com</link>
	<description>Writing about worlds of wonder: Games, Books, Anime, TV, Movies</description>
	<lastBuildDate>Fri, 20 Jan 2012 02:11:11 +0000</lastBuildDate>
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		<title>Fan-made trailer for Dark Souls!</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/o1kdyi28T8o/</link>
		<comments>http://www.matchstickeyes.com/2012/01/20/fan-made-trailer-for-dark-souls/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 02:11:11 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Action Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PS3 Games]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[dark souls]]></category>

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		<description><![CDATA[Now this is very, very cool: &#160;]]></description>
			<content:encoded><![CDATA[<p>Now this is very, very cool:</p>
<p>&nbsp;</p>
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		<title>Book review: The Children of the Sky, by Vernor Vinge</title>
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		<comments>http://www.matchstickeyes.com/2012/01/19/book-review-the-children-of-the-sky-by-vernor-vinge/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 09:30:29 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Reviews]]></category>
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		<category><![CDATA[science fiction]]></category>
		<category><![CDATA[the children of the sky]]></category>
		<category><![CDATA[vernor vinge]]></category>

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		<description><![CDATA[The Children of the Sky, Vernor Vinge’s latest science-fiction novel, is the direct sequel to A Fire Upon the Deep (my review here). As such, I wouldn’t recommend starting the series with this book! That said, if you are familiar &#8230; <a href="http://www.matchstickeyes.com/2012/01/19/book-review-the-children-of-the-sky-by-vernor-vinge/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/product/B004YD5JIW/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004YD5JIW"><em>The Children of the Sky</em></a>, Vernor Vinge’s latest science-fiction novel, is the direct sequel to <em>A Fire Upon the Deep</em> (<a title="Book review from my archives: A Fire Upon the Deep" href="http://www.matchstickeyes.com/2010/11/06/book-review-from-my-archives-a-fire-upon-the%c2%a0deep/">my review here</a>). As such, I wouldn’t recommend starting the series with this book! That said, if you are familiar with <em>Fire</em>, I don&#8217;t think you need to re-read it – I enjoyed <em>Children </em>despite having read <em>Fire </em>so long ago, I only remembered its general premise.</p>
<p>&nbsp;</p>
<p>Whereas <em>Fire</em> took place on two levels – a galactic storyline ran in parallel to events on the world of the Tines, the book’s featured alien species – <em>Children</em> takes place solely amidst the latter. Its plot was interesting enough to keep me reading, but I have a couple of complaints.  One, not only does the ending suffer from “middle book syndrome”, but the lack of resolution felt a bit strange to me in light of previous developments. If A, B, and C already happened, then surely &lt;character&gt;’s fate shouldn’t have been left open? Two, while Vinge normally writes effective villains – his future totalitarians in <em>A</em> <em>Deepness in the Sky</em> were far more chilling than lesser authors’ Space Nazis/Commies – he slips here. One villain in <em>Children </em>was so slimy, and in such a way, that it felt as though Vinge was trying too hard to manipulate the reader’s (my) emotions. (This character also represents something of a missed opportunity – had he been less black-and-white, I think that would have given one plotline a bit more heft.)</p>
<p>&nbsp;</p>
<p>However, that one villain is the exception. Otherwise, Vinge’s characterisation and “micro”-level writing cement him in the top tier of space opera authors, and he particularly shines at depicting aliens. I could simply list what I like about his writing – clever concepts, lively dialogue, likeable aliens – but it would probably be more effective to point you to <a href="http://www.tor.com/stories/2011/06/children-of-the-sky-excerpt">this excerpt from chapter one</a>.</p>
<p>&nbsp;</p>
<p>Notice how many things Vinge does right in that excerpt. He gives a clear sense of the characters’ personalities, right down to the doorman. He gives an <em>especially</em> clear sense of Tycoon’s personality, first through the environment Tycoon has created, then through others’ reactions, and finally through the introduction of Tycoon himself. He gives a good sense of the world, starting with the contrast between servants/merchants/royalty and the word “factory district”, and he gives a great sense of how humans might look through another species’ eyes. All that just from the first two and a half thousand words!</p>
<p>&nbsp;</p>
<p>Of course, Vinge doesn’t fire on all cylinders for every page; that excerpt is probably one of the better scenes. But even if the book <em>as a whole</em> is probably “decent” or “good” rather than “great”, its<em> </em>best sequences are sheer delight. That delight is what I remember when I look back on <em>The Children of the Sky</em>, and that delight is what makes me recommend it, despite my complaints, to series fans.</p>
<p>&nbsp;</p>
<p>You can buy <em>The Children of the Sky</em> from <a href="http://www.amazon.com/gp/product/B004YD5JIW/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004YD5JIW">Amazon US</a> here.</p>
<p>&nbsp;</p>
<div style="text-align: center; font-size: 11px; font-family: arial; font-weight: normal; margin: 10px; padding: 0; line-height: normal;"><a style="border: none;" href="http://www.bestsfbooks.com/b/3119/The-Children-of-the-Sky-Vernor-Vinge"><img style="width: 107px; height: 23px; border: none; margin: 0; padding: 0;" src="http://www.bestsfbooks.com/sfback/b/3119.jpg" alt="" /><br />
The Children of the Sky</a></div>
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		<title>A history of heroes: storytelling in Valkyrie Profile 2: Silmeria</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/Og67FFjYRnU/</link>
		<comments>http://www.matchstickeyes.com/2012/01/10/a-history-of-heroes-storytelling-in-valkyrie-profile-2-silmeria/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 10:14:00 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PS2 Games]]></category>
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		<category><![CDATA[storytelling in games]]></category>
		<category><![CDATA[valkyrie profile 2: silmeria]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=754</guid>
		<description><![CDATA[This is part of my Storytelling in Games feature series, comprising:   Storytelling in Games: An Introduction Storytelling in Games: “What’s it all about?” Or, the Importance of Gameplay Mechanics Storytelling in Dominions 3 (guest post at Flash of Steel) &#8230; <a href="http://www.matchstickeyes.com/2012/01/10/a-history-of-heroes-storytelling-in-valkyrie-profile-2-silmeria/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>This is part of my Storytelling in Games feature series, comprising:</em></p>
<p><em> </em></p>
<p><a href="http://matchstickeyes.wordpress.com/2010/10/17/storytelling-in-games-an-introduction/"><em>Storytelling in Games: An Introduction</em></a></p>
<p><a href="http://matchstickeyes.wordpress.com/2010/10/28/storytelling-in-games-whats-it-all-about-or-the-importance-of-gameplay-mechanics/"><em>Storytelling in Games: “What’s it all about?” Or, the Importance of Gameplay Mechanics</em></a></p>
<p><a href="http://flashofsteel.com/index.php/2010/11/01/guest-blog-storytelling-in-dominions-3-how-to-capture-the-feel-of-a-fantasy-world/"><em>Storytelling in Dominions 3</em></a><em> (guest post at </em><a href="http://flashofsteel.com/"><em>Flash of Steel</em></a><em>)</em></p>
<p><a href="http://matchstickeyes.wordpress.com/2010/12/05/storytelling-in-star-control-ii-playing-space-detective/"><em>Storytelling in Star Control II: Playing space detective</em></a></p>
<p><a href="http://matchstickeyes.wordpress.com/2010/12/30/an-extraordinary-life-storytelling-in-fallout-3/"><em>An extraordinary life: storytelling in Fallout 3</em></a></p>
<p><a title="The price of heroism: storytelling in X-Com" href="../2011/06/05/the-price-of-heroism-storytelling-in-x-com/"><em>The price of heroism: storytelling in X-Com</em></a></p>
<p><em>A history of heroes: storytelling in Valkyrie Profile 2: Silmeria</em></p>
<p><em> </em><br />
<strong><em><span style="text-decoration: underline;">(Note: this article contains moderate spoilers for the game.)</span></em></strong></p>
<p>&nbsp;</p>
<p>Elaborate backstories are part and parcel of speculative fiction. Fantasy’s defining work, <em>Lord of the Rings</em>, is above all a work of worldbuilding, while science fiction authors have long created detailed “future histories” to tie their works together. Given the extent to which RPGs grew out of this literary genre, it’s no surprise that RPG designers followed suit – a trend at its most visible in the lore codices of recent titles such as <em>Mass Effect</em> and <em>Dragon Age</em>. But in my opinion, few games have done it as well as a little-known 2006 Playstation 2 JRPG, <em>Valkyrie Profile 2: Silmeria</em> (developed by tri-Ace and published by Square Enix).</p>
<p>&nbsp;</p>
<p>Very, very, very loosely inspired by Norse mythology, <em>VP2</em> followed the adventures of Alicia, an exiled princess sharing a body with the valkyrie Silmeria*. The game offered a lengthy plot featuring wrathful gods, magic MacGuffins, swordsmen and sorcerers – but if the plot were all <em>VP2</em> had, I would not be writing this post. It simply wasn’t that great for the first two-thirds of the game, though it did pick up sharply towards the end. Rather more satisfying was <em>VP2</em>’s character growth: Alicia went from a frightened girl dependent on Silmeria (<a href="http://www.animepaper.net/art/134688/untitle">this wallpaper says it all</a>) to a mature, confident heroine, complete with new voice clips in battle. But while this was rewarding, it was still anything but groundbreaking – after all, character growth is the bread and butter of fiction.</p>
<p>&nbsp;</p>
<p>Where <em>VP2</em> uniquely shone was the way it brought its world, past and present, to life. Part of this was a combination of art design and music. The soundtrack was serene as you traversed the sunlit idyll of the <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;list=PLE80CF71437B0C9A8&amp;v=6DA6uFMUdpE#t=223s">Kythena Plains</a>; ponderous in a <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=fSvWzeLcKRc#t=448s">dark, haunted forest</a> and lilting in a <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=DRuXWjYf4wo#t=193s">magical one</a>; chirpy in the metropolis of <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=noDj0POKSmk#t=31s">Villnore</a> and ethereal as you crossed <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=DRuXWjYf4wo#t=193s">Bifrost</a>, the breathtakingly spectacular bridge to the heavens. Even ruins, the stock setting of fantasy RPGs, were distinct: <a href="http://www.youtube.com/watch?v=O7ith_-XV2k">when Alicia journeyed through a half-submerged temple</a>, the pensive music echoed the lost splendour around her – very different from the conventionally heroic theme that accompanied a trip through an <a href="http://www.youtube.com/watch?v=gRvxJmQ5Ybs">ancient volcano</a>.</p>
<p>&nbsp;</p>
<p>And the wonders of <em>VP2</em>’s world were more than skin deep. While your party included plenty of storyline characters, you could also recruit up to 20 einherjar – the spirits of long-dead warriors, chosen by Silmeria to fight for the gods – randomly chosen from a pool of 40. The storyline characters (who appeared in the game’s plentiful cut-scenes) were far more fleshed-out than any one einherjar (who had only a few lines of dialogue apiece**). But <em>as a group</em>, I think the einherjar received by far the better deal. That was because each character, storyline or einherjar, had backstory in the form of a character profile accessed from the party screen – and the einherjar backstories, spread over a thousand years of in-game history, were extensively woven together. They interwove with the towns you visited in-game (your party might include a given location’s mythical founders), but more importantly, they interwove with each other. If you read the profiles of two or three einherjar, you might find that they’d journeyed together in their youth; split up to take opposite sides in a war; and met their separate ends after that. A kingdom home to four or five einherjar in one generation might disappear a hundred years later, brought down by an einherjar from a rival land; that conqueror in turn might die ignominiously to a poisoned arrow.</p>
<p>&nbsp;</p>
<p>This would have been impressive enough on its own. But there was also a second, deeper layer: <em>the profiles weren’t always true</em>. For instance, this is what the game had to say about Woltar the sorcerer, who joined in one of the earliest dungeons:</p>
<p>&nbsp;</p>
<blockquote><p>A ruthless alchemist who kidnapped the Queen of Crell Monferaigne in 746 C.C. Hiding out in the hinterland of Salerno, Woltar was rumoured to have spent his days and nights engrossed in horrifying experiments. However, in 752 C.C. he was found and punished by officers from Crell Monferaigne. A month after the queen was rescued from her prison, she took her own life by throwing herself  from atop the castle wall.</p></blockquote>
<p>&nbsp;</p>
<p>The mental images are horrific – but false. Here’s what really happened: <em>Woltar and the queen eloped</em>. They lived happily and even had a daughter together, before the king’s men found Woltar, killed him, and brought the queen back, only for her to kill herself out of grief for her lover. Their daughter’s ending was no happier, as you found out if you recruited her: she was murdered years later on the orders of her stepbrother, the prince.</p>
<p>&nbsp;</p>
<p>The tragic tale of Woltar and family was just the tip of the iceberg. The einherjar backstories were packed with sorrow: the woman who, believing false accusations, arranged for her sister’s death – and who killed herself upon discovering the truth; friends who met on the battlefield after supporting rival kings; the loyal sorcerer whose suspicious liege abandoned him to torture and death. And while the game played fast and loose with its Norse inspiration, this was one area where it felt absolutely true to my knowledge of myths from round the world – look at how few of the <a href="http://en.wikipedia.org/wiki/Heracles">ancient</a> <a href="http://en.wikipedia.org/wiki/Jason">Greek</a> <a href="http://en.wikipedia.org/wiki/Bellerophon">heroes</a> <a href="http://en.wikipedia.org/wiki/Theseus">made</a> <a href="http://en.wikipedia.org/wiki/Achilles">it</a> to a happy ending.</p>
<p>&nbsp;</p>
<p>But the einherjar backstories weren’t <em>just</em> about sorrow, containing as they did other emotions that we should feel in the presence of epics. These were warriors brave enough to be chosen as the champions of the gods, and thus, heroism – and triumph even in death – were prominent: the friends whose sacrifice saved their home from conquest; the trio who sealed off the gateway to the netherworld, something which could probably have made a story in its own right. There was even poetic justice: the sorcerer responsible for the deaths of four other einherjar never got to enjoy his triumph, courtesy of an arrow through the heart. His assassin? None other than another einherjar.</p>
<p>&nbsp;</p>
<p>Unfortunately, despite all the above, rock-solid gameplay*** and <a href="http://www.metacritic.com/game/playstation-2/valkyrie-profile-2-silmeria">praise from the critics</a>, <em>VP2</em> never achieved even the cult-classic status of its predecessor. Sales (according to <a href="http://gamrreview.vgchartz.com/sales-data/2588/valkyrie-profile-2-silmeria/">VGchartz’ estimates</a>) were measly, and even within the JRPG genre, it seems to have ended up little more than an obscure footnote. But it left its impression on me. Long after details of gameplay and plot faded from my mind, I remember the game’s locations, beautiful, diverse, and filled with character. I remember the game’s spiderweb of einherjar relationships, complex and deep enough to do any novelist proud. I remember how enthralled I was to see the pitiless history of <em>VP2</em>’s world played out through the lives and deaths of the einherjar; and I remember the emotions their stories provoked. True, this is not a method that could be used by many games, given how the valkyrie/einherjar conceit tied in with the game’s lore – but <em>VP2</em> made the most of it. To this day, I’m glad to have experienced <em>VP2</em>’s storytelling, and it remains one of my favourite games.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>* An invention of the game, not an actual mythological figure.</p>
<p>&nbsp;</p>
<p>** Unlike the first game, where <em>every </em>character you recruited was an einherjar, each of whom received an introductory cut-scene of his/her own.</p>
<p>&nbsp;</p>
<p>*** To be fair, sometimes it was a bit <em>too</em> rock-solid – the game was rather hard.</p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">Resources</span></strong></p>
<p>&nbsp;</p>
<p><a href="http://www.eurogamer.net/articles/valkyrie-profile-2-silmeria-review">Eurogamer review</a></p>
<p><a href="http://www.amazon.com/gp/product/B000G7X5P4/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B000G7X5P4">Order <em>Valkyrie Profile 2: Silmeria</em> from Amazon (US)</a></p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.</em></p>
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		<title>Book review: Spice and Wolf Volume 1, by Isuna Hasekura</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/Ra8P5Vrd8xs/</link>
		<comments>http://www.matchstickeyes.com/2012/01/05/book-review-spice-and-wolf-volume-1-by-isuna-hasekura/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 06:46:39 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Speculative Fiction]]></category>
		<category><![CDATA[economic fantasy]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[spice and wolf]]></category>

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		<description><![CDATA[Travelling merchant Kraft Lawrence dreams of amassing enough money to open a store in town – but for now, his life is dangerous and lonely, his home simply the back of his wagon. Meanwhile, for centuries Holo the wolf goddess &#8230; <a href="http://www.matchstickeyes.com/2012/01/05/book-review-spice-and-wolf-volume-1-by-isuna-hasekura/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Travelling merchant Kraft Lawrence dreams of amassing enough money to open a store in town – but for now, his life is dangerous and lonely, his home simply the back of his wagon. Meanwhile, for centuries Holo the wolf goddess ministered to a small village as its harvest deity – but now the villagers have a jealous new God, and new methods of farming. Neither needed nor wanted, Holo decides to return to her distant birthplace, and which travelling merchant should be around for her to hitch a hike?</p>
<p>&nbsp;</p>
<p><strong><a href="http://www.amazon.com/gp/product/0759531048/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0759531048">Spice and Wolf</a> is a series of Japanese <a href="http://en.wikipedia.org/wiki/Light_novel">light novels</a></strong> – I think the closest Western analogy is “young adult novels with a handful of illustrations” – following the adventures of the duo. It’s perhaps better known in the West for its two-season anime adaptation (the first novel overlaps with episodes 1-6 of the anime), whose first season I watched when it came out a few years ago. However, my enjoyment was marred by poor fansubs, and so when I saw the first novel available in English, I grabbed it. <strong>I’m happy to report it met my expectations.</strong></p>
<p>&nbsp;</p>
<p><strong>The heart of the book is the dynamic between the two main characters.</strong> Holo is teasing, gluttonous, sometimes temperamental, undoubtedly difficult – but also shrewd, loyal, and usefully for the duo, able to supernaturally sort truth from lies. She has enough of the capricious deity in her to make her feel convincingly alien; not enough to prevent her from being sympathetic. Lawrence is the more level-headed of the two, a hard-working, kind-hearted Everyman. <strong>Their banter is a delight to read – and so is how, when the chips are down, they come through for each other.</strong></p>
<p>&nbsp;</p>
<p><strong>Plotwise, the book stays true to Lawrence’s occupation: this has to be the only fantasy novel in existence about currency trading.</strong> Conspicuously absent are dark lords, evil emperors, conquering armies, and other staples of the genre. <strong>The world is pseudo-Medieval Europe, with little in the way of magic or intelligent non-humans</strong> – so far, Holo is the only example of either category. <strong>Both appear done reasonably well*, with especial kudos for the original subject matter of the plot – I’d like to see more along those lines!</strong> <strong>The prose is a bit clunky, but I stopped noticing after the first chapter or so. </strong>I do like the slightly archaic feel of Holo’s dialogue, compared to Lawrence’s – it’s consistent with their respective ages. Lastly, a note about the cover: it’s racier than the book’s contents. Luckily, taking off the dust jacket reveals the original Japanese manga-style picture of a fully clothed Holo, which could be useful in avoiding misunderstandings!</p>
<p>&nbsp;</p>
<p><strong>Ultimately <em>Spice and Wolf: Volume 1</em> is a short read, but it’s a very enjoyable one. As one of the few (maybe the only?) “economic fantasy” novels I’ve seen, it occupies a severely underused niche</strong>; even defining it more broadly as a novel about “everyday life in a fantasy world” still makes it fairly unique. <strong>Add interesting, likeable characters, and the end result is a book that should appeal well beyond fans of the anime. Recommended.</strong></p>
<p>&nbsp;</p>
<p><a href="http://www.amazon.com/gp/product/0759531048/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0759531048">You can buy Spice and Wolf, Volume 1 from Amazon US here</a>.</p>
<p>&nbsp;</p>
<p>* With the disclaimer that I don’t know enough about real-world medieval trade to spot any inaccuracies.</p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<div style='text-align:center;font-size:11px;font-family:arial;font-weight:normal;margin:10px;padding:0;line-height:normal'><a href='http://www.bestsfbooks.com/b/3831/Spice-and-Wolf-Vol-1-Isuna-Hasekura' style='border:none'><img src='http://www.bestsfbooks.com/sfback/b/3831.jpg' style='width:107px;height:23px;border:none;margin:0;padding:0'><br />Spice and Wolf Vol 1</a></div>
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		<title>My Game of the Year – 2011 is…</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/bme0z_H0yV0/</link>
		<comments>http://www.matchstickeyes.com/2011/12/31/my-game-of-the-year-2011-is/#comments</comments>
		<pubDate>Sat, 31 Dec 2011 09:49:53 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[game of the year]]></category>
		<category><![CDATA[tactics ogre]]></category>
		<category><![CDATA[total war: shogun 2]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=749</guid>
		<description><![CDATA[2011 was a good year in gaming. Just counting new releases, I enjoyed all of: &#160; Bastion (PC), an isometric action game with pretty art design and an original world; Dark Souls (PS3), which (so far – I haven’t played &#8230; <a href="http://www.matchstickeyes.com/2011/12/31/my-game-of-the-year-2011-is/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>2011 was a good year in gaming. Just counting new releases, I enjoyed all of:</p>
<p>&nbsp;</p>
<ol>
<li><em>Bastion </em>(PC), an isometric action game with pretty art design and an original world;</li>
<li><em>Dark Souls</em> (PS3), which (so far – I haven’t played enough to form a verdict) offers a promising mix of finely tuned challenge and great drop-in co-op gameplay;</li>
<li><em>Frozen Synapse </em>(PC), a stylish and clever squad-based indie strategy game;</li>
<li><em>Section 8: Prejudice </em>(PC), a bargain-priced team-based shooter. This is a genre I wouldn’t normally touch, but I had a great time roving around Prejudice’s battlefields as an engineer-medic-tank commander, a role that could survive my lack of reflexes;</li>
<li><em>Tactics Ogre: Let Us Cling Together </em>(PSP),  the modern remake of Yasumi Matsuno’s 1990s tactical roleplaying game; and</li>
<li><em>Total War: Shogun 2 </em>(PC), the latest and – by far – most polished instalment of the long-running historical strategy series.</li>
</ol>
<p>&nbsp;</p>
<p>One title, though, managed to stand out from the pack. One title was the best example of its genre I’d seen in years. One title is my Game of the Year. I present to you:</p>
<p>&nbsp;</p>
<p><strong>Game of the Year – 2011: <em>Total War: Shogun 2</em></strong> (<a title="Total War: Shogun 2 – The Verdict" href="http://www.matchstickeyes.com/2011/04/26/total-war-shogun-2-the-verdict/">review here</a>), developed by Creative Assembly and published by Sega. This truly deserves the “strategy” label: it’s packed with interesting and well-executed sub-systems (diplomacy, realm management, campaign manoeuvre, and battlefield tactics), well-paced, and blessed with a clever computer player. With this, CA has addressed every complaint I’ve had – and redeemed its mistakes – as far back as <em>Rome: Total War</em>.</p>
<p>&nbsp;</p>
<p>And there is one more with a similar appeal:</p>
<p>&nbsp;</p>
<p><strong>Runner-up:</strong> <strong><em>Tactics Ogre: Let Us Cling Together</em></strong> (<a title="Tactics Ogre: Let Us Cling Together – The Verdict" href="http://www.matchstickeyes.com/2011/06/25/tactics-ogre-the-verdict/">review here</a>), developed and published by Square Enix. This is the pinnacle of the “traditional” turn-based TRPG genre; built around combat that’s fluidly lethal without being frustrating, it then tries to sand away every little annoyance in the genre – from unskippable random battles to unclear camera angles – and tell a story more meaningful and mature than “kill the foozle, save the world”. It doesn’t quite succeed at those two goals, but it aims high and comes close to its mark, something I appreciate all the more after going back to older, cruder TRPGs.</p>
<p>&nbsp;</p>
<p>Well done, Creative Assembly and Square Enix. And Happy New Year to all of you!</p>
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		<title>Dark Souls impressions: The eloquence of the blade</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/Yi-n2wswHNo/</link>
		<comments>http://www.matchstickeyes.com/2011/12/28/dark-souls-impressions-the-eloquence-of-the-blade/#comments</comments>
		<pubDate>Wed, 28 Dec 2011 11:27:30 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Action Games]]></category>
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		<category><![CDATA[dark souls]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=744</guid>
		<description><![CDATA[This is part 4 in my series on Demon’s Souls and Dark Souls.   1. Co-op: misery loves company 2. Progress, progress, progress 3. What difficulty in Demon’s Souls has to do with behavioural finance 4. Impressions of Dark Souls &#8230; <a href="http://www.matchstickeyes.com/2011/12/28/dark-souls-impressions-the-eloquence-of-the-blade/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>This is part 4 in my series on Demon’s Souls and Dark Souls.</em></p>
<p><em> </em></p>
<p><em><a title="Demon’s Souls: Misery loves company" href="../2011/10/03/demon%e2%80%99s-souls-misery-loves-company/">1. Co-op: misery loves company</a></em></p>
<p><em><a title="Demon’s Souls: Progress, progress, progress" href="../2011/10/12/demons-souls-progress-progress-progress/"><em>2. Progress, progress, progress</em></a></em></p>
<p><em><a href="../2011/11/20/difficulty-in-demon%e2%80%99s-souls-what-we-can-learn-from-behavioural-finance/"><em>3. What difficulty in Demon’s Souls has to do with behavioural finance</em></a></em></p>
<p><em>4. Impressions of Dark Souls as a knight </em></p>
<p>&nbsp;</p>
<p>After circa 25 hours in <em>Demon’s Souls</em>, it was time to take a break. I could have played something easier, brighter, more cheerful&#8230; but instead, I started its successor, <em>Dark Souls</em>. And no regrets: six or seven hours in, I’m having a good time. Early thoughts below:</p>
<p>&nbsp;</p>
<p><strong>Play style:</strong> This time, I opted for a build that was the opposite of the first game. In <em>Demon’s Souls</em>, I played a royal, a lightly armoured magic-user for whom melee was almost always the last resort. In <em>Dark Souls</em>, I’m playing a knight: lumbering (by default), heavily armoured, and reliant on melee.  While he does carry a cheapo bow and a painstakingly restocked arsenal of firebombs, most of his work is done up close, with sword and halberd. That has redoubled my appreciation of just how well the <em>Souls</em> games do hand-to-hand combat: even against trash mobs, it is a joy to dance past a zombie swinging his axe, cut him down from behind, and turn just in time to face a swordsman. Larger foes too: duck back from a knight’s enormous hammer and catch him while he recovers, hack away at a stone giant before it can awaken, dodge the whip-branch of an animated tree&#8230;</p>
<p>&nbsp;</p>
<p><strong>Level design</strong>: I think <em>Dark Souls</em> has the edge here. Three of the five worlds in <em>Demon’s Souls</em>, at least at the points where I was, felt like typical video game/fantasy environs: the pseudo-medieval castle; the prison/torture chamber; the ruined shrine. They were well-done, to be sure, but typical all the same. <em>Dark Souls</em>, in contrast, has given me a street battle through a pseudo-medieval <em>town</em>, followed by a dark, lush forest, both of which feel far fresher. I don’t think it’s a coincidence that I find it easier to suspend disbelief in the second game*.</p>
<p>&nbsp;</p>
<p><strong>Difficulty:</strong> Not being able to blow away weaker enemies with the wave of a wand should make my <em>Dark Souls</em> run harder, but so far, with one exception, it doesn’t <em>feel </em>that way. I can think of several reasons: (1) most of the time, <em>Demon’s Souls</em> limits the player to 50% or 75% of maximum health, a restriction missing from <em>Dark Souls</em>; (2) I think my knight’s armour does make a difference; and (3) I now have more practice at the combat system – probably the most important factor, judging by anecdotes from new players who are stuck on the first area. The exception relates to boss fights: in <em>Demon’s Souls</em> magic was the easy way to deal with most bosses, and I suspect that’s still the case. The most recent boss I fought was almost wholly ranged, though luckily, the designers provided a magic-using NPC to assist in the fight. At other times, I rely on the next point&#8230;</p>
<p>&nbsp;</p>
<p><strong>Multiplayer</strong>: This has been the source of some of my grandest moments. Co-op is still a blast – my favourite visual image from the game, so far, is three warriors, male and female, differently armed and attired, advancing across a rooftop to meet a boss. And after regularly dying to PVP invaders in the first game, it was a glorious moment when in co-op, I tag-teamed an invading griefer, shrugged off <em>multiple</em> blows from his hammer in a battle lasting minutes, and finally knocked him to his death off a ledge.</p>
<p>&nbsp;</p>
<p><strong>Overall first impression:</strong> A more polished version of the same, but that’s not a bad thing! If anybody out there enjoyed the first game but hasn’t picked this up yet, this seems well worth checking out.</p>
<p>&nbsp;</p>
<p>* Though to be fair, I wonder if my reduced use of walkthroughs/maps in <em>Dark Souls</em> has something to do with this.</p>
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		<title>Ninja FAIL</title>
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		<comments>http://www.matchstickeyes.com/2011/12/26/ninja-fail/#comments</comments>
		<pubDate>Mon, 26 Dec 2011 09:14:03 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Strategy Games]]></category>
		<category><![CDATA[total war: shogun 2]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=742</guid>
		<description><![CDATA[Fresh from winning every* battle in a Shogun 2: Rise of the Samurai campaign and still losing the war, I found some much-needed comic relief in the following video. &#160; &#160; My favourite segment is the one beginning at 0:18, &#8230; <a href="http://www.matchstickeyes.com/2011/12/26/ninja-fail/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Fresh from winning every* battle in a <em>Shogun 2: Rise of the Samurai</em> campaign and still losing the war, I found some much-needed comic relief in the following video.</p>
<p>&nbsp;</p>
<p><iframe width="960" height="540" src="http://www.youtube.com/embed/HMlu7ZleclI?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>&nbsp;</p>
<p>My favourite segment is the one beginning at 0:18, but it wasn&#8217;t an easy pick!</p>
<p>&nbsp;</p>
<p>Separately, <strong>Matchsticks for my Eyes wishes you all a very merry Christmas and a happy New Year</strong>. Thanks for reading, and may you experience many wonderful stories in the years to come!</p>
<p>&nbsp;</p>
<p>* Okay, almost every.</p>
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		<title>Distant Worlds: The Verdict</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/TB4gQHXqhPA/</link>
		<comments>http://www.matchstickeyes.com/2011/12/21/distant-worlds-the-verdict/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 10:04:43 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Game Diaries]]></category>
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		<category><![CDATA[distant worlds]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=737</guid>
		<description><![CDATA[This is part 3 of a series on Distant Worlds. &#160; 1. First impressions: the galaxy is a big place 2. How the opening moves play out – a mini-Let’s Play 3. The verdict &#160; &#160; Note: I am playing &#8230; <a href="http://www.matchstickeyes.com/2011/12/21/distant-worlds-the-verdict/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>This is part 3 of a series on Distant Worlds.</em></p>
<p>&nbsp;</p>
<p><em>1. <a title="Distant Worlds first impressions: The galaxy is a big place" href="http://www.matchstickeyes.com/2011/11/27/distant-worlds-first-impressions-the-galaxy-is-a-big-place/">First impressions: the galaxy is a big place</a></em></p>
<p><em>2. <a title="Opening moves in Distant Worlds: a mini-Let’s Play" href="http://www.matchstickeyes.com/2011/12/04/opening-moves-in-distant-worlds-a-mini-let%e2%80%99s-play/">How the opening moves play out – a mini-Let’s Play</a></em></p>
<p><em>3. The verdict</em></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong><em>Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.</em></strong></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>4X strategy games, especially 4X space strategy games, do not think small. </strong>They challenge the player to build world- or galaxy-spanning empires, to juggle exploration, economic management, research, diplomacy, and military leadership.<strong> Yet even by these standards, Code Force’s <em>Distant Worlds </em>is a behemoth.</strong> <strong>Big (galaxies span hundreds of stars), complex, and breaking new ground within the genre, it could so easily have been a case of an ambitious indie developer biting off more than it could chew.</strong> From what I’ve read, it did indeed have its fair share of rough edges at launch<strong>&#8230; but as of the second expansion pack, <em>Legends</em>, it’s remarkable how well it works.</strong></p>
<p>&nbsp;</p>
<p><strong>At a design level, DW’s distinctive features are</strong>:</p>
<p>&nbsp;</p>
<ul>
<li><strong>Everything takes place in pausable real-time</strong> (which can be slowed down or sped up);</li>
</ul>
<p>&nbsp;</p>
<ul>
<li><strong>No separate tactical battles</strong>. As with a <em>Sins of a Solar Empire</em> or <em>AI War</em>, you can zoom in to watch ships fighting it out, at the same time that the rest of the galaxy goes about its business. However, there’s relatively little fine control available here – <strong>warfare in DW emphasises logistics and manoeuvre at the galactic level</strong>;</li>
</ul>
<p>&nbsp;</p>
<ul>
<li><strong>Relatively little emphasis on planetary management</strong>. There are only a bare handful of facilities to build, and they don’t unlock until a ways through the tech tree. As such, there are only a few levers to pull to influence the economy: laying down necessary infrastructure (starbases, especially with commerce centres, and refuelling posts), securing luxuries and resources (via mines and colonies), signing trade pacts with the neighbours, and building the odd wonder.</li>
</ul>
<p>&nbsp;</p>
<ul>
<li><strong>Rewarding goody huts</strong>. Finding a derelict cruiser early on is a nice treat. Finding a derelict armada, and making the necessary investment to recover it (the kind of decision that’s the crux of strategy games!), can tilt the balance of power.</li>
</ul>
<p>&nbsp;</p>
<p><strong>The net effect is that the game emphasises exploration (which it does very well), warfare (at the level of the grand admiral, not the captain), and preparing for the above.</strong> As such, it’s often likened to <em>Europa Universalis III</em> in space&#8230; though a better analogy might be <em>Victoria 2</em> or <em>Hearts of Iron 3</em>, because <strong><em>Distant Worlds</em>’ other distinguishing feature is the ability to automate almost every aspect of your empire.</strong></p>
<p>&nbsp;</p>
<p><strong>The AI automation is a joy to work with.</strong> <strong>It can be toggled off area by area</strong>, allowing you to concentrate on what you find the most rewarding part of the game. <strong>It smoothes out what would otherwise have been a fearsome learning curve</strong> – for instance, in my first game, I let the AI handle research and civilian construction while I learned how to play admiral. <strong>It takes care of tedious busywork</strong>, such as raising troops, fighting off pirate raiders, escorting civilian ships, or garrisoning outposts. As of <em>Legends</em>, it can even be given an intermediate level of autonomy: you can assign fleets an area of responsibility, either to defend or subdue, which allows you to dictate the “big picture” to the AI and let it handle the details. <strong>The AI, in short, is the assistant I wish every strategy game offered</strong>.</p>
<p>&nbsp;</p>
<p><strong>My main criticism of the game is an occasionally subpar interface.</strong> For example, I would love an easy way to route newly built ships to a given fleet, instead of having to select them one by one. I can only imagine how much of a hassle this would be on large maps, or when adding lots of smaller ships to a fleet! I’d also like to be able to see the total troop strength on a planet, not just the number of units. Still, this isn’t a deal-breaker for me.</p>
<p>&nbsp;</p>
<p><strong>Diplomacy is relatively simple, but works well</strong>. Here the various alien races’ personalities shine through: playing as the humans, I soon found out that the <a href="http://www.matchstickeyes.com/wp-content/uploads/2011/12/DW-Space-T-Rex.jpg">Space T-Rexes</a> are much friendlier than their fearsome appearance suggests, whereas starting next to insectoids guaranteed an early war. <strong>Computer players will sue for peace</strong> if they’re losing a war or if someone jumps them on another front. <strong>They’ll even butter you up with tribute</strong> when they want something, if they fear your power, or, more benevolently, if they’re on especially good terms with you.</p>
<p>&nbsp;</p>
<p><strong>And that’s emblematic of all the cool things to discover in DW.</strong> If this game had a motto, it would be, “<a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDevTeamThinksOfEverything">the dev team thinks of everything</a>”. <strong>Time and again, <em>Distant Worlds</em> has enthralled me with little touches that sound trivial on paper, but that helped bring its universe to life.</strong> The light-bulb moment when I realised <em>why</em> my AI neighbours were showering me with gifts. The nasty shock of seeing colonies revolt when I declared war on their ethnic kin – something that <em>should </em>happen in games, but never does. The awe of first starting the game and seeing how <em>big</em> the galaxy was. The thrill of discovering a derelict space fleet, waiting for me to defeat its guardians and send in the construction ships – and the moment when, upon seeing another empire’s construction ships butt in, I wondered if it would be worth a war to keep the derelicts to myself. <strong>Perhaps the most impressive part: there’s so much of the game I still haven’t seen!</strong> I haven’t tried many of the setup options (including an entire gameplay mode), and I’ve only played the humans, leaving 20 alien races, each with certain unique victory conditions, to go.</p>
<p>&nbsp;</p>
<p><strong>All in all, <em>Distant Worlds</em> lives up to its promise</strong>. <strong>Vast, unique, and packed with the sense of wonder that lies at the heart of science fiction, I’d recommend it to any grand strategy fan – and to any strategy developer in search of good ideas</strong>. <strong>Thumbs way up.</strong></p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>The basis of my review</strong></p>
<p>&nbsp;</p>
<p><strong>Length of time spent with the game</strong>: Roughly 30-40 hours.</p>
<p>&nbsp;</p>
<p><strong>What I have played:</strong> I’ve won two games on small maps, and walked away from many more on a variety of map sizes. Generally, I like my maps small enough to finish over an afternoon, and small enough for each individual colony or fleet to really count.</p>
<p>&nbsp;</p>
<p class="MsoNormal"><strong>What I haven’t played:</strong> The “Return of the Shakturi” mode, any species other than the humans.<strong> </strong></p>
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		<title>Book review: Fatherland, by Robert Harris</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/jXoYlrDcAiM/</link>
		<comments>http://www.matchstickeyes.com/2011/12/06/book-review-fatherland-by-robert-harris/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 10:43:02 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Speculative Fiction]]></category>
		<category><![CDATA[fatherland]]></category>
		<category><![CDATA[robert harris]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=730</guid>
		<description><![CDATA[Berlin, 1964. Germany crushed Britain and Russia, won the Second World War, spent the next two decades locked in a cold war with the United States. Hitler’s 75th birthday is approaching, just in time for a new detente with the &#8230; <a href="http://www.matchstickeyes.com/2011/12/06/book-review-fatherland-by-robert-harris/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Berlin, 1964. Germany crushed Britain and Russia, won the Second World War, spent the next two decades locked in a cold war with the United States. Hitler’s 75th birthday is approaching, just in time for a new detente with the US. And German detective Xavier March has just been called in to investigate the discovery of a body in an exclusive neighbourhood, which will kick off events further-reaching than March could have dreamed&#8230;</p>
<p>&nbsp;</p>
<p><strong>I found Robert Harris’ <a href="http://www.amazon.com/gp/product/B000JMKRLQ/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B000JMKRLQ">novels</a> <a href="http://www.amazon.com/gp/product/B0057D8UTI/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B0057D8UTI">about</a> Cicero and the Roman Polanski film based on another of his books (<em>The Ghost Writer</em>) enjoyable but nowhere near great. But his first novel, <em>Fatherland</em>, showed me why the man is a bestseller. </strong></p>
<p>&nbsp;</p>
<p><strong><em>Fatherland</em>’s characters won’t win any awards for originality.</strong> Xavier March himself – middle-aged, at a career dead-end, estranged from his ex-wife and son, cynical about the Nazi Party – is straight out of central casting. The rest of the cast falls into equally familiar archetypes, from spunky journalist to Nazi brutes. <strong>And I suspect a veteran thriller reader would be able to say the same about the plot</strong> – even as a novice to the genre, a number of <em>Fatherland</em>’s plot developments felt awfully familiar, and I was even able to guess one of the major twists.</p>
<p>&nbsp;</p>
<p><strong>The real star is the dystopic setting</strong>. “The Nazis win WW2” is the most hackneyed of alternate histories, and I have a couple of niggles with Harris’ timeline, but none of that detracts from the book. Harris brings his setting to life with skilful detail, sometimes through March’s observations, sometimes through casual remarks, sometimes through well-written and interesting infodumps. We see March’s fellow Germans cringe from his SS uniform, we see the values of Nazi society reflected everywhere from the personals ads of March’s newspaper to the “crimes” investigated by some of his colleagues, we see how March’s devoutly Nazi son loves touring Berlin to admire Albert Speer’s post-war architecture, we hear rumours of the atrocities committed by March’s counterparts in the Gestapo. <strong>And this is more than</strong> <strong>background colour. The setting, plot and characters, stock though they might individually be, combine to create a work of chilling power.</strong></p>
<p>&nbsp;</p>
<p><strong>It is that chill which makes <em>Fatherland</em> so effective.</strong> This is not a feel-good book, except in the sense that it should make you grateful that history unfolded the way it did. But even knowing its biggest reveal before I started (this has to be one of the few spoiler-free reviews of <em>Fatherland </em>on the internet) did nothing to diminish the bleak horror when it did unfurl. And guessing much of its ending hasn’t prevented the book’s final moments from lingering with me. <strong>A worthwhile read.</strong></p>
<p>&nbsp;</p>
<p><a href="http://www.amazon.com/gp/product/0812977211/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0812977211"> You can buy <em>Fatherland </em>from Amazon here</a></p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<div style="text-align: center; font-size: 11px; font-family: arial; font-weight: normal; margin: 10px; padding: 0; line-height: normal;"><a style="border: none;" href="http://www.bestsfbooks.com/b/3554/Fatherland-Robert-Harris"><img style="width: 107px; height: 23px; border: none; margin: 0; padding: 0;" src="http://www.bestsfbooks.com/sfback/b/3554.jpg" alt="" /><br />
Fatherland</a></div>
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		<title>Way to shoot yourself in the foot (for the umpteenth time), Sony</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/uztdaz375KQ/</link>
		<comments>http://www.matchstickeyes.com/2011/12/06/way-to-shoot-yourself-in-the-foot-for-the-umpteenth-time-sony/#comments</comments>
		<pubDate>Mon, 05 Dec 2011 19:42:20 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[ps vita]]></category>

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		<description><![CDATA[Courtesy of IndustryGamers: &#160; “Q: How many PSN account can be set up on a Vita system?” GAF member mehdi_san wrote. “A: Only 1 account. If you want to use a different account, you need to format the system to &#8230; <a href="http://www.matchstickeyes.com/2011/12/06/way-to-shoot-yourself-in-the-foot-for-the-umpteenth-time-sony/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><del><a href="http://www.industrygamers.com/news/playstation-vita-only-allows-one-psn-account-per-system/">Courtesy of IndustryGamers</a>:</del></p>
<p><del>&nbsp;</p>
<blockquote><p>“Q: How many PSN account can be set up on a Vita system?” GAF member mehdi_san wrote. “A: Only 1 account. If you want to use a different account, you need to format the system to factory settings.”</p>
<p>Some PS3 and PSP owners have separate accounts to pick up games and demos from other regions.  This move means those players will be out of luck when it comes to playing Japanese titles on their American systems, or vice versa.</p>
<p>On the bright side, a Sony representative recently told <a href="http://thriftynerd.com/2011/12/vita-games-on-psn-to-be-40-less-than-retail/" target="_blank">Thrifty Nerd</a> that Vita titles on PSN would cost up to 40 percent less than their retail counterparts.  It’s some decent savings that could make up some of the ground lost by recent Vita revelations.  <a href="http://www.industrygamers.com/news/ps-vita-specs-detailed-costly-memory-and-short-battery/" target="_self">Proprietary memory cards</a> required to save certain titles, an expensive <a href="http://www.industrygamers.com/news/sony-reveals-umd-to-vita-transfer-plan-for-japan/" target="_self">UMD Passport program</a> missing many <a href="http://www.industrygamers.com/news/vita-umd-passport-program-passed-by-publishers/" target="_self">key developers</a>, and a lack of support for PSOne Classics are slight issues alone, but are starting to add up for some early adopters.</p></blockquote>
<p></del></p>
<p>&nbsp;</p>
<p>EDIT: So the limit on PSN accounts is actually linked to the memory card, not to the Vita, according to <a href="http://www.eurogamer.net/articles/2011-12-08-playstation-vita-not-limited-to-one-psn-log-in">Eurogamer</a>. Still annoying:</p>
<p>&nbsp;</p>
<blockquote><p>The PlayStation Vita is not limited to a single PlayStation Network log-in, <a href="http://www.eurogamer.net/articles/2011-12-05-vita-limited-to-one-psn-login-per-console-report">as widely reported last week</a>, Sony has confirmed.</p>
<p>However, you will need to either restore factory settings every time you want to change accounts or buy two separate proprietary memory cards.</p></blockquote>
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