<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4272853609488688593</id><updated>2026-10-10T02:15:45.385-04:00</updated><category term="Genesis"/><category term="NES"/><category term="PC"/><category term="Game Boy"/><category term="Off on a Tangent"/><category term="SNES"/><category term="GBA"/><category term="PS1"/><category term="PS2"/><category term="GBC"/><category term="Game Gear"/><category term="Neo Geo"/><category term="N64"/><category term="Bootleg"/><category term="DS"/><category term="Master System"/><category term="Poverty Attendant"/><category term="Android"/><category term="Jurassic Park-athon"/><category term="NGPC"/><category term="PSP"/><category term="360"/><category term="3DO"/><category term="Amiga"/><category term="Arcade"/><category term="Atari 2600"/><category term="DC"/><category term="DSiWare"/><category term="Flash"/><category term="LCD"/><category term="Music"/><category term="NeoGeo"/><category term="Poverty Haul"/><category term="Saturn"/><category term="Sega CD"/><category term="TV"/><category term="WonderSwan Color"/><category term="Xbox"/><category term="webOS"/><title type='text'>Poverty Game Night</title><subtitle type='html'>This site is about playing cheap and/or terrible video games.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>171</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-3414644009116374244</id><published>2014-08-28T23:55:00.000-04:00</published><updated>2014-08-28T23:55:36.833-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Off on a Tangent"/><title type='text'>Seriously, Like, C&#39;mon</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCCf2u2GKz1-_42_eEr_o2qw2uhE-NKTRHGyjagOak_SEyQ_V7xeB9_uD4glDDnm5-CghNuug9YO-vdQCI202ueNxVEzXxOZMQx2p6kHxzzLQLpt3biQUOaETAQDQml2rFdDdKRhOymWM/s1600/call.gif&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCCf2u2GKz1-_42_eEr_o2qw2uhE-NKTRHGyjagOak_SEyQ_V7xeB9_uD4glDDnm5-CghNuug9YO-vdQCI202ueNxVEzXxOZMQx2p6kHxzzLQLpt3biQUOaETAQDQml2rFdDdKRhOymWM/s1600/call.gif&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Sometimes I get something annoying stuck in the back of my mind and it periodically returns to the forefront to annoy me further. &amp;nbsp;That something has lately (a while ago now) been the situation with Mighty Number 9&#39;s new community manager. For those that do not know, &amp;nbsp;basically, &amp;nbsp;Comcept (or whoever is in &amp;nbsp;charge of this part of the Mighty Number 9 project) &amp;nbsp;hired a community manager, &amp;nbsp;Dina Abou Karam, and after it was announced to the community, &amp;nbsp;the community discovered that she(!) was possibly a feminist(!!) that might not be a huge Mega Man fan(!!!). &amp;nbsp;For those that can&#39;t tell, &amp;nbsp;those are sarcastic exclamation points (sarcasclamation points?) &amp;nbsp;because, &amp;nbsp;seriously, &amp;nbsp;why does anyone care. &amp;nbsp;So, let me explain exclamation point by exclamation point why it is that I don&#39;t care.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
!. It would nice if I didn&#39;t have to explain this one, but given the way that &quot;gamers&quot; &amp;nbsp;have reacted, I guess I do. &amp;nbsp;You see, I have this crazy idea that women are people, &amp;nbsp;and that they are capable of being community managers for videogames. &amp;nbsp; This is one of many reasons I don&#39;t like to identify myself as a &quot;gamer.&quot; &amp;nbsp;On top if the general perception that &quot;gamers&quot; are dudes that spend their free time yelling at and shooting teenagers online, &amp;nbsp;there are also people that identify as &quot;gamers&quot; that think it&#39;s cool to harass people for who they are. &amp;nbsp; The subset of people that play video games is much larger and more diverse than the subset of people that fall into the subset of people that are actually like what the public perceives &quot;gamers&quot; &amp;nbsp;to be. I consider myself to be a person that plays videogames, just as Dina Abou Karam is a person that is a woman. This comparison is starting to feel a bit forced, and I fear it may be unfair, &amp;nbsp;as being a woman is quite a bit different than being a person that plays videogames. I&#39;m not trying to lessen the importance of being a woman, just using a comparison to make &quot;gamers&quot; &amp;nbsp;feel bad about themselves, which I&#39;m pretty sure means that &quot;gamers&quot; will now consider me the great Satan. I&#39;m making this too much about me. The point is there is a large amount of diversity in the people that enjoy video games, and the is no reason that diversity should not be present in the groups that make video games or manage their communities.&lt;br /&gt;
&lt;br /&gt;
!!. Let&#39;s assume that she is the most radical feminist there is. What is the worst thing the most radical feminist could do in the position of community manager for Mighty No. 9? &amp;nbsp;Is she going to manage all the men out of the community? Is she going to lobby the developers to put robot pants on all of the robot ladies? Come the fuck on. All of this is just people freaking out because they believe that Anita Sarkeesian is somehow destroying videogames. The thing about the Feminist Frequency videos is that they don&#39;t actually contain particularly inflammatory opinions. Most of the internet rage seems to be blatant misogyny disguised as rage about the money raised on Kickstarter. &amp;nbsp;The way Kickstarter works is that if you want to support something you throw money at it. If you don&#39;t like something but someone else funds it, you&#39;re not out a god damn thing, so what are you mad about? It doesn&#39;t affect, unless of course the mere existence of a video series raising the issue of the media&#39;s problematic portrayal of women harms you in some measurable way, in which case you must be have some serious issues.&lt;br /&gt;
&lt;br /&gt;
!!!. The thing about being a fan is that if you are not one, then you can become one. The whole idea that someone who is not a fan of Mega Man can&#39;t like Mighty No. 9 is awful. The fan base of Mega Man has been shrinking or drifting away for a long time now, and if Mighty No. 9 is meant solely for those that are left, then Comcept should just quit right now. Mighty No. 9 needs to get new fans, and who is to say that someone that is not already a fan of either can&#39;t become one? Quit trying to throw people out of their club and invite them in. It would be best for everyone. You are not the sum of the things you like and nobody is trying to steal or appropriate your identity (except maybe big corporations trying to sell t-shirts). Be nice to people that want to get into a thing because it is cool to talk to people that are interested in the same things as you, even people who don&#39;t look just like you and wear shitty fedoras with shitty t-shirts. Also, even if the community manager never cares deeply about Mighty No. 9, the developers clearly do, and that&#39;s what matters. Capcom currently has great community managers that love the company&#39;s history, but it is easy to get the feeling that the developers don&#39;t, and that is one of the reasons things seem so screwed up.&lt;br /&gt;
&lt;br /&gt;
It&#39;s been about five months since I originally started writing this, and while I have to admit most of my reasons for thinking about this specific situation has been because I wanted to finish writing this, it still annoys me. Regardless, it was really just a jumping off point to write about my feelings regarding various problems with &quot;gamer culture.&quot; I&#39;d like to think that the furor of stupidity over the issue has calmed down, but it has likely just moved elsewhere. Meanwhile, Dina has been doing a fine job of providing info to the backers of Mighty No. 9 and has yet to find a way to properly destroy their millions of dollars/dreams.&lt;br /&gt;
&lt;br /&gt;
It’s been about three months since the last rewrite, and the world is still a stupid place. &amp;nbsp;People are still flatly stating their opinions and other people are responding not by simply explaining that they disagree, but by calling people fucking monsters. &amp;nbsp;Of course, anyone is free to say whatever, but I just wish people would think about why it needs to be said and how it will have an impact. &amp;nbsp;For example, I am writing this because it bothers me when people act shitty and I want people to be more considerate. &amp;nbsp;This is coming from a place of anger and frustration, but not a place of hate. &amp;nbsp;I want things to be better. &amp;nbsp;I want people to be better. &amp;nbsp;If you are arguing on the internet with someone you don’t personally know, personal attacks are really not the way to go. &amp;nbsp;Maybe don’t call the person you disagree with a slut. &amp;nbsp;Maybe try stating your opinion without being an asshole. &amp;nbsp;Maybe try not having an opinion that another person is subhuman. </content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/3414644009116374244/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2014/08/seriously-like-cmon.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/3414644009116374244'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/3414644009116374244'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2014/08/seriously-like-cmon.html' title='Seriously, Like, C&#39;mon'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCCf2u2GKz1-_42_eEr_o2qw2uhE-NKTRHGyjagOak_SEyQ_V7xeB9_uD4glDDnm5-CghNuug9YO-vdQCI202ueNxVEzXxOZMQx2p6kHxzzLQLpt3biQUOaETAQDQml2rFdDdKRhOymWM/s72-c/call.gif" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-2756227020565987346</id><published>2013-05-23T15:01:00.001-04:00</published><updated>2013-05-23T15:01:13.535-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Off on a Tangent"/><title type='text'>The Call of Duty Dog and You</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXPRg_4Q_-kzBSRA-jNe1ZUgoR2NAM8KVdssryK9MoanZVVycyI4G_Utsl0uLCJImxCCVz4mwz5tbueYbSoT0NkSHCECQkHCrxnsYX_rOyihdxQd4HsLw9hY7dJFUVgHdvd-lZANIUZZA/s1600/call+of+duty+dog.jpeg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;223&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXPRg_4Q_-kzBSRA-jNe1ZUgoR2NAM8KVdssryK9MoanZVVycyI4G_Utsl0uLCJImxCCVz4mwz5tbueYbSoT0NkSHCECQkHCrxnsYX_rOyihdxQd4HsLw9hY7dJFUVgHdvd-lZANIUZZA/s400/call+of+duty+dog.jpeg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
With the recent reveal of &lt;em&gt;Call of Duty: Ghosts&lt;/em&gt;, people have been very excited about the inclusion of a tactical dog partner.  The reasons are obvious, the dog is cute and the footage of a real dog being motion captured was even more cute.  I hate to rain on everyone&#39;s parade, but this can only end in one of a few ways, especially with the writer talking about how he expects you to be forming all these deep, personal bonds with the characters.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;1. The Dog Dies&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Near the end of the game, about forty five minutes in, the dog will die in either a cheesy heroic act or a cheesy “shocking” and sudden cutscene.  With the franchise&#39;s history of low brow shock value moments, my money is on the latter.  The player character will be all sad for a few moments, and the player will be at least a little sad because a dog dying is always sad, but the moment will undermined by the fact that the player character has, up to this point, already killed hundreds of human beings, whom will never go home to their families or pet dogs again.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2. You Die&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The player character dies because this is war and that sort of thing happens.  The last thing the player sees is the dog looking sad and licking the player character&#39;s face, which is to say the screen.  It would be a bit schmaltzy, but this is probably the best case scenario.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;3. You Are The Dog&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;This isn&#39;t going to happen, but I might actually play a new Call of Duty game if the assumed player characters dies in the opening cutscene, then the player goes on a rampage of revenge as the dog with a side-mounted chain-gun and the ability to bark in air strikes.&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/2756227020565987346/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2013/05/the-call-of-duty-dog-and-you.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/2756227020565987346'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/2756227020565987346'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2013/05/the-call-of-duty-dog-and-you.html' title='The Call of Duty Dog and You'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXPRg_4Q_-kzBSRA-jNe1ZUgoR2NAM8KVdssryK9MoanZVVycyI4G_Utsl0uLCJImxCCVz4mwz5tbueYbSoT0NkSHCECQkHCrxnsYX_rOyihdxQd4HsLw9hY7dJFUVgHdvd-lZANIUZZA/s72-c/call+of+duty+dog.jpeg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-8105054486980192990</id><published>2012-10-12T17:36:00.000-04:00</published><updated>2012-10-12T17:57:12.693-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Android"/><title type='text'>The Horrible World of Smartphone Bootleggery</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd85FgV-z3L23BLYdRuSnDiriPdfkwoJpb4pvypDV3fRmYsLjqhejTctrhHUpjKxpmHrZTfxz2WhKTbTlHtHrNzlHls0aU0yVAg94-H0F-OWGrjxcH0WdyrSCybXf9oOuIlW1ocBLIqhw/s1600/Screenshot_2012-10-12-16-22-20.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd85FgV-z3L23BLYdRuSnDiriPdfkwoJpb4pvypDV3fRmYsLjqhejTctrhHUpjKxpmHrZTfxz2WhKTbTlHtHrNzlHls0aU0yVAg94-H0F-OWGrjxcH0WdyrSCybXf9oOuIlW1ocBLIqhw/s400/Screenshot_2012-10-12-16-22-20.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
When I was a kid my family would
annually go on vacation to Florida to see family and do vacation
stuff.  We would often go to flea markets and outlet malls and stuff
like that to find weird stuff for whatever reason was not in the flea
markets and outlet malls of Michigan.  At one point I got a wall
scroll of Iori from &lt;i&gt;The King of Fighters&lt;/i&gt;, and another I got an
amazing bootleg toy of Zero from &lt;i&gt;Mega Man X&lt;/i&gt;.  It was clearly
based off of the mold for the old Bandai model kits, but it was
already assembled and the colors were all wrong.  All his armor was
metallic silver and his hair was blue.  Sure it was janky, but it
also looked cool and it was very cheap.  Also, the paint was so
thick, though probably also poisonous, that the joints would actually
stay together, unlike a certain X model.  My point is that bootlegs
are awful, but entertaining, and on occasion might accidentally do
something right.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiBV_qNvHs2XgJucYl8yIYLZBPX0nbYRcAYw8V1SCZMIh95051P2GshCYYettg0Hs1yNCHlYbOYxdCKjGxkpZgdfhFkopfCIBC63vsCi3pxuYfKia0QaaBCz8yOPXjg2JCurVL_J0uYPg/s1600/kof+history.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;101&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiBV_qNvHs2XgJucYl8yIYLZBPX0nbYRcAYw8V1SCZMIh95051P2GshCYYettg0Hs1yNCHlYbOYxdCKjGxkpZgdfhFkopfCIBC63vsCi3pxuYfKia0QaaBCz8yOPXjg2JCurVL_J0uYPg/s400/kof+history.JPG&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;I love &quot;super fighters&quot; and &quot;mortal kombats&quot;!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
This memory came to me recently as I
was browsing the Google Play store, looking for some new games to
waste two minutes of my day, and I got much the same feeling as I had
when browsing shady flea markets.  Everyone knows of the big cases,
Gameloft has made a great deal of money aping popular console titles,
particularly with their &lt;i&gt;Modern Combat&lt;/i&gt; series that follows the
&lt;i&gt;Call of Duty: Modern Warfare&lt;/i&gt; games.  And of course there is
Zynga, which has become a mobile and social gaming juggernaut, mainly
by stealing games and painting over them with their terrible art
style.  I&#39;d like to say that Zynga is the The Asylum of video games,
but that doesn&#39;t really fit.  The Asylum is a small company eating
the table scraps of Hollywood by making mockbusters.  If the Asylum
were actually like Zynga, then &lt;i&gt;Transformers&lt;/i&gt; would be a small
indie movie, and &lt;i&gt;Transmorphers&lt;/i&gt; would have made millions.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ8SSEr9kUqNou_117f-BO6JhjjBdEuQabDn18u7xrHFU4XEQyx2IFlTDFLQsYWMYyBn3uPx71WcxIHT9H_IIrbWlo9GlvHu-TruKZHV0kTC6Pp3Q43Xc72p6J7MoC1DMKPnnd0Y6L1c4/s1600/Screenshot_2012-10-12-15-02-55.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ8SSEr9kUqNou_117f-BO6JhjjBdEuQabDn18u7xrHFU4XEQyx2IFlTDFLQsYWMYyBn3uPx71WcxIHT9H_IIrbWlo9GlvHu-TruKZHV0kTC6Pp3Q43Xc72p6J7MoC1DMKPnnd0Y6L1c4/s320/Screenshot_2012-10-12-15-02-55.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
No, games in the Google Play store are
often much more like those bootleg toys found in flea markets, made
as cheaply as possible to capitalize on the work of others.  FYI, I
am not going to link to the games because I don&#39;t think people should
actually install them.  Searching for The King of Fighters, the first
result is not &lt;i&gt;The King of Fighters Android&lt;/i&gt;, the official
version of KoF for the platform, but &lt;i&gt;King of Fighters – History&lt;/i&gt;
by Boxing Games.  This game uses the name of KoF, has an icon that is
from &lt;i&gt;Street Fighter Alpha 2&lt;/i&gt;, and the game itself is just an
emulated version of Data East&#39;s &lt;i&gt;Fighter&#39;s History&lt;/i&gt;.  I
appreciate the irony, and I would probably laugh the whole thing off
it weren&#39;t for the fact the game has banner ads, and someone is
theoretically making money off of it.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvD3Zl9kATHJECZ97FkenTS2-6zl2yUC5KHdvKqNW-fpQJEh2WLSctMe_GKHkzHGxRIE2S3gDTrc_Gpvf-ivgzedGwpHF8iXeagiRiDV2rBT9Cyze0Iq2IwOpvNq8E5L8VHPE3D227Q5g/s1600/Screenshot_2012-10-12-15-27-17.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvD3Zl9kATHJECZ97FkenTS2-6zl2yUC5KHdvKqNW-fpQJEh2WLSctMe_GKHkzHGxRIE2S3gDTrc_Gpvf-ivgzedGwpHF8iXeagiRiDV2rBT9Cyze0Iq2IwOpvNq8E5L8VHPE3D227Q5g/s320/Screenshot_2012-10-12-15-27-17.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Just under KoF is &lt;i&gt;Kung Fu Do
Fighting&lt;/i&gt; by WaGame, starring a main character that looks
something between Kim Kaphwan  and his son Kim Jae Hoon from the
&lt;i&gt;Fatal Fury&lt;/i&gt; series in a &lt;i&gt;Super Street Fighter 2 Turbo&lt;/i&gt; Ryu
intro pose.  The sprites are too small and poorly animated to have
been directly copied from anything, but the design inspirations are
obvious.  The game is just way too limited to be good in any way. 
It&#39;s not even possible to crouch, and the only thing need to win is
to hold forward and hit the single attack button until the opponent
is done, possibly pressing the super button when the bar is full. 
The classiest bit about the game is probably the banner ads that
cover up life bars and the video ads that play between matches.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi24JwfhGMeC_K9BFUbNvkm_3JqE80A93G-g3JHIbvwYd6_1D7Fk-5pl0CFyTpCEHTvGVf_bIvY5KKaezpbWJ4bAoKfA57W-VY_96z7uENvZ-ttCA4dowCv_IEq9TonWDAYzwwBUGOIPII/s1600/Screenshot_2012-10-12-15-40-44.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi24JwfhGMeC_K9BFUbNvkm_3JqE80A93G-g3JHIbvwYd6_1D7Fk-5pl0CFyTpCEHTvGVf_bIvY5KKaezpbWJ4bAoKfA57W-VY_96z7uENvZ-ttCA4dowCv_IEq9TonWDAYzwwBUGOIPII/s320/Screenshot_2012-10-12-15-40-44.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Capcom is not immune to this sort of
shenanigans either.  A search for Street Fighter quickly turns up the
game &lt;i&gt;Super Fighter Heroes&lt;/i&gt;, referred to as &lt;i&gt;Street Fighter
Heroes&lt;/i&gt; in game menus, by successful copyright infringer (and
probably the same company/person as Boxing Games) LOVEMARIO LTD.  For
some reason they didn&#39;t just use the rom of &lt;i&gt;Street Fighter 2&lt;/i&gt;,
and the game is actually an emulated version of Jaleco&#39;s &lt;i&gt;Brawl
Brothers&lt;/i&gt;.  It even says so right there on the character select
screen, which is the first screenshot on the game&#39;s page.  Of course,
there are ads abound.  Also of note is LOVEMARIO LTD&#39;s &lt;i&gt;Zombies
Hunt - Save The People&lt;/i&gt;, which is &lt;i&gt;Zombies Ate My Neighbors&lt;/i&gt;.
 Another rom with banner ads is &lt;i&gt;Fatal Mission-MegaMan X&lt;/i&gt; by
HAPPY MOBILE LTD (AKA the same people again), which, obviously, &lt;i&gt;Mega
Man X&lt;/i&gt;.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl2PI0OXVifj4iGreh5MWaLcFf_sFg6k8534MuxvzbMrkSDH2U1pwK3bCd8nz37W3PgP14EkShSAwmA1uGFu1kxR2Bouey2cWQNg-Po1TRZt7cUQEIwld0qEMlVmNZgpelz2rHQHZHH34/s1600/Screenshot_2012-10-12-16-07-18.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl2PI0OXVifj4iGreh5MWaLcFf_sFg6k8534MuxvzbMrkSDH2U1pwK3bCd8nz37W3PgP14EkShSAwmA1uGFu1kxR2Bouey2cWQNg-Po1TRZt7cUQEIwld0qEMlVmNZgpelz2rHQHZHH34/s320/Screenshot_2012-10-12-16-07-18.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
On the slightly higher end are the
games from Playphone.  While they certainly steal ideas, art,
designs, and general aesthetics from others, they at the very least
make their own games with some minimum amount of quality.  For
example, a search for &lt;i&gt;Castlevania&lt;/i&gt; will turn of &lt;i&gt;Castle of
Shadows&lt;/i&gt;, a game that looks to be trying extremely hard to be an
IGA &lt;i&gt;Castlevania&lt;/i&gt; game.  Sadly, it is only like one in looks
because it is a very boring, linear, hack and slash game.  The type
where everything is just a clusterfuck of explosions and numbers.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvg86mImb2dGy9baqzG2L5bL795JBXheJuz0fMj7dfvTwqKUOtHqE5HtdbcpC5wld0tuMtPQnCnG13DpLB2HGt4I7_qinKYq4x6qQDGR9tgXn3I8lLgqzXJJO6UJQOaqZagRkvSwMHXe0/s1600/Screenshot_2012-10-12-16-17-19+edit.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvg86mImb2dGy9baqzG2L5bL795JBXheJuz0fMj7dfvTwqKUOtHqE5HtdbcpC5wld0tuMtPQnCnG13DpLB2HGt4I7_qinKYq4x6qQDGR9tgXn3I8lLgqzXJJO6UJQOaqZagRkvSwMHXe0/s400/Screenshot_2012-10-12-16-17-19+edit.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_S4QivFhmun96ZRWEAIw6nMLEUPL-bLl6v3LBbNA9NgZTjfuDGmCB9t2lqUmJ9ZCiISUAHr3PY1Lqn38t0dB_8KQMGL_zg4KuBWdsRl9ghTI2P4otd4cSUHsqrts7uPcwYTqyXTAjx1g/s1600/street+fight.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;287&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_S4QivFhmun96ZRWEAIw6nMLEUPL-bLl6v3LBbNA9NgZTjfuDGmCB9t2lqUmJ9ZCiISUAHr3PY1Lqn38t0dB_8KQMGL_zg4KuBWdsRl9ghTI2P4otd4cSUHsqrts7uPcwYTqyXTAjx1g/s400/street+fight.JPG&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Another game from them is &lt;i&gt;Street
Fight&lt;/i&gt;, which is a beat &#39;em up with a whole lot of artistic theft.
 Most obvious is that the main character&#39;s portrait is clearly the a
drawn over version of Kyo&#39;s &lt;i&gt;The King of Fighters XIII&lt;/i&gt; art,
while the female lead is swiped King.  The art on the game&#39;s page
includes K&#39;, Maxima&#39;s back, and a bunch of character portraits from
&lt;i&gt;The King of Fighters 2002 Unlimited Match&lt;/i&gt;.  Why make your own
shit when you can just throw your logo over a screenshot from the
intro of 02UM?  Other bits of lacking originality can be found in the
main character&#39;s special moves.  And to top it off, the loud screens
feature King from &lt;i&gt;Tekken&lt;/i&gt; for some reason.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGQwlpjIsiZTy3DsWxYQlSRgMKHjvMICexx8Ee8s6h4MFo_wQRWoz2yvCq54H1-XmX0_y2Vq9NYwd7n0jGn84jFnwLRY5jp36Pm0TYLRlfoV2DqIAvXTxKrA35vXznrflcNTFwDUo-wSU/s1600/Screenshot_2012-10-12-16-19-56.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGQwlpjIsiZTy3DsWxYQlSRgMKHjvMICexx8Ee8s6h4MFo_wQRWoz2yvCq54H1-XmX0_y2Vq9NYwd7n0jGn84jFnwLRY5jp36Pm0TYLRlfoV2DqIAvXTxKrA35vXznrflcNTFwDUo-wSU/s320/Screenshot_2012-10-12-16-19-56.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Totally not K&#39;s Crow Bites.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi43LZX7e52I6mFj4el3hiCmtQfKM-OP2YUHuj4x8f7iAtfBXowYPy5r-VSSEW3zGYrTAWBm7AMWV7e64eKiLbv2g6bNnX2Zv8D4lpn-814WaelzIDlO9SfOabcXmBY_sPpVt6PG0QasQw/s1600/Screenshot_2012-10-12-16-20-58.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi43LZX7e52I6mFj4el3hiCmtQfKM-OP2YUHuj4x8f7iAtfBXowYPy5r-VSSEW3zGYrTAWBm7AMWV7e64eKiLbv2g6bNnX2Zv8D4lpn-814WaelzIDlO9SfOabcXmBY_sPpVt6PG0QasQw/s320/Screenshot_2012-10-12-16-20-58.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Totally not that one move Benimaru does.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I&#39;ve always liked Metal Slug, but I
always thought it was just too precisely controlled, well animated,
and fun to play.  Thankfully Playphone has my back with &lt;i&gt;Assaulter
and Metal Slugs&lt;/i&gt;, a knockoff of &lt;i&gt;Metal Slug&lt;/i&gt; that plays
itself.  All the player has to do is wag his or her finger around to
move and the game will do all the aiming and shooting.  The &lt;i&gt;Metal
Slug&lt;/i&gt; always had a lot of shit going on screen, but it was always
manageable and understandable.  With &lt;i&gt;Assaulter&lt;/i&gt;, it doesn&#39;t
matter that the game is a clusterfuck of explosions and numbers
because the player doesn&#39;t need know what is going on because the
game plays itself.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYlhWfM8L-v8trrC-voSrRmskL-SzHCa3oQVJ8BHv2hH9RtCI4kX7FSkvENbD8QZxmpHc2o9lE4yZTNqsttmOT8LKJDzwun6RXmmdEqAwxaT7dPvrKMHPjbdUoMe7m071psZEzILvakBc/s1600/Screenshot_2012-10-12-16-41-59.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYlhWfM8L-v8trrC-voSrRmskL-SzHCa3oQVJ8BHv2hH9RtCI4kX7FSkvENbD8QZxmpHc2o9lE4yZTNqsttmOT8LKJDzwun6RXmmdEqAwxaT7dPvrKMHPjbdUoMe7m071psZEzILvakBc/s320/Screenshot_2012-10-12-16-41-59.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There are many other curious games on
Google Play. &lt;i&gt;Zombie Hunt for Resident Evil&lt;/i&gt; by digicave is a
simple zombie shooting gallery with gyroscopic controls that has
&lt;i&gt;Resident Evil: Operation Raccoon City&lt;/i&gt; branding because fuck
the police.  &lt;i&gt;Escape From Three O Four&lt;/i&gt; by Harris Co. Ltd is a
point and click room escape adventure game &lt;i&gt;Silent Hill&lt;/i&gt;
branding because fuck you.  &lt;i&gt;Ken GO&lt;/i&gt; by iTsu Mobile Inc. is what
I can only describe as a Ken Masters simulator because fuck fuck fuck
fuck.  I give up.  I don&#39;t know how much money is being made off of
this stuff, but it has to be something, and that is just wrong.  I
now feel bad about buying that bootleg Zero.  I&#39;m sorry Capcom, this
is all my fault.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuEjQ96aRVgbeev1Dq3H_X96IE3cQR-r5nq6JFVzfZ9RIk1T_vvsQVAuq8Fld55ZmHlZPDJNYeflnLmwrmOTuoQIFriNuKtx__h8kyw5tPex98LMm3S4sF5g0hbS5sXXl0YtkNxx1XpGU/s1600/Screenshot_2012-10-12-17-08-43.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuEjQ96aRVgbeev1Dq3H_X96IE3cQR-r5nq6JFVzfZ9RIk1T_vvsQVAuq8Fld55ZmHlZPDJNYeflnLmwrmOTuoQIFriNuKtx__h8kyw5tPex98LMm3S4sF5g0hbS5sXXl0YtkNxx1XpGU/s320/Screenshot_2012-10-12-17-08-43.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/8105054486980192990/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2012/10/the-horrible-world-of-smartphone-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/8105054486980192990'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/8105054486980192990'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2012/10/the-horrible-world-of-smartphone-games.html' title='The Horrible World of Smartphone Bootleggery'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd85FgV-z3L23BLYdRuSnDiriPdfkwoJpb4pvypDV3fRmYsLjqhejTctrhHUpjKxpmHrZTfxz2WhKTbTlHtHrNzlHls0aU0yVAg94-H0F-OWGrjxcH0WdyrSCybXf9oOuIlW1ocBLIqhw/s72-c/Screenshot_2012-10-12-16-22-20.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-7402601823611218841</id><published>2012-01-13T20:42:00.001-05:00</published><updated>2012-01-13T20:42:24.941-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PS2"/><title type='text'>Yo Dawg...</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOSKMEakMWM9hmvNRGo841GxIgkQ_zF2MBcDpZ53b6m3wDUl_b8Glu84OISqDF3eN6k6aWwpVsGBM2RDmMVBm8QZ3xTAra-FEF2wdi9SEKxG49p0LsiAdkD-m7IDPMa490-ia5py6U0VU/s1600/pimp+my+ride+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;273&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOSKMEakMWM9hmvNRGo841GxIgkQ_zF2MBcDpZ53b6m3wDUl_b8Glu84OISqDF3eN6k6aWwpVsGBM2RDmMVBm8QZ3xTAra-FEF2wdi9SEKxG49p0LsiAdkD-m7IDPMa490-ia5py6U0VU/s400/pimp+my+ride+box.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The fervor has died down now that the
show has ended, but &lt;i&gt;Pimp My Ride&lt;/i&gt; was a rather popular show for
a while there.  I remember hearing other people talk about it and I
dismissed it as a stupid concept, but after actually watching the
show I had to admit it is pretty entertaining.  The host, Xzibit,
comes off as a likable guy that just likes to help people out and do
retarded things to cars.  Near the end of the show&#39;s lifespan, in
2006, a video game developed by by Eutechnyx was released for the
Xbox 360, PS2, PSP, and Wii.  Eutechnyx is most known for their
various racing games such as &lt;i&gt;Big Mutha Truckers&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;,
so it is surprising that they resisted the urge to put racing into a
game about cars.&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSQShLic9PWMCcb-PWsmd2OqLrbSYcqeHVXvyqiVLg9YSlu7qZvecLuBofMnMd1xITzid9vKTx_7raDq8uVrQGsSRuEVg7K-pPOW4PWsy99x79k8LEmq6oN1d78b6p5a4U6Aalf2_aj5U/s1600/01.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSQShLic9PWMCcb-PWsmd2OqLrbSYcqeHVXvyqiVLg9YSlu7qZvecLuBofMnMd1xITzid9vKTx_7raDq8uVrQGsSRuEVg7K-pPOW4PWsy99x79k8LEmq6oN1d78b6p5a4U6Aalf2_aj5U/s320/01.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Now, it has been a few years since I&#39;ve
seen the show, but based on my recollections and my experience with
this game, I can guarantee that every episode of &lt;i&gt;Pimp My Ride&lt;/i&gt;
went something like this:&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBq5SoY-1AJxqpC3SqDMTPx0yssWcyfGvMR6GaCeSifv1EM7UuIHBZarsfNcfKd6w08vqTNqsaBn8Jj7lRVY-irw0fVa_CYnSFxqYGTVog2YjA4bLr5zxVunLy-6x-dI3yrfzuJveoaaQ/s1600/xtothez.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBq5SoY-1AJxqpC3SqDMTPx0yssWcyfGvMR6GaCeSifv1EM7UuIHBZarsfNcfKd6w08vqTNqsaBn8Jj7lRVY-irw0fVa_CYnSFxqYGTVog2YjA4bLr5zxVunLy-6x-dI3yrfzuJveoaaQ/s1600/xtothez.JPG&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ol&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Xzibit shows up at some fan&#39;s
 house and he or she completely loses his or her shit.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The owner explains how busted the
 car is while showing it off, and at one point during this Xzibit
 slowly turns to the camera with a facial expression that says “Is
 this dude serious?!”&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Xzibit takes the car, stranding
 the owner for an undetermined amount of time.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The shop guys fix up the car,
 pausing exactly twice for hijinks.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The owner is brought in to see the
 car that he or she can no longer afford insurance on and promptly
 covers his or her mouth with a fist with one hand and pointing at
 the car with the other, all the while making a “doooooooooooo”
 sound.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Xzibit says that he heard that the
 owner likes some variable, so they put that variable in the car.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The owner takes the car
 home, and after Xzibit and the cameras leave the owner turns to
 the gathered friends and family and asks “Who the fuck told Xzibit
 that I &#39;like bugs&#39;? Because I really didn&#39;t need my sun roof turned
 into a fucking ant farm!”&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbg3ww7bpba7IKXXlXUCyv3ymcjAjkc7zTXagYHtqTh7jZcgx5ZLNsHx3skX0Y0e9oEQO2NhQiEwXfKoQRkROp2Ylnn8H05BiOsHZPVCs6bRx5dzNDFvvtfl2icykpdV3oW7zR6FSUKDw/s1600/03.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbg3ww7bpba7IKXXlXUCyv3ymcjAjkc7zTXagYHtqTh7jZcgx5ZLNsHx3skX0Y0e9oEQO2NhQiEwXfKoQRkROp2Ylnn8H05BiOsHZPVCs6bRx5dzNDFvvtfl2icykpdV3oW7zR6FSUKDw/s320/03.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;Pimp My Ride&lt;/i&gt;: The Show: The Game
isn&#39;t quite that complicated.  In the game, the player is some sort
of assistant to Xzibit, that most of the work on the show.  Unlike
reality, the show doesn&#39;t work with a specific shop on the West
Coast, but contracts every bit of the car out to separate shops in
Pimp City.  Pimp City, “home to some of the sweetest rides and
tightest whips in the world,” exists as a simple sandbox to make
the player drive around.  The basic premise is the still the same,
Xzibit takes some messed up car and gets it pimped out.  To make it
more like a game, the element of a rival shop that will go out and
take the exact same car that Xzibit is pimping and pimps it in their
own way, so the player needs to outpimp the competition in order to
win.  This whole setup seems like a poor business decision on both
sides.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZjmDEGZN1-LKo3K1PRf_76ZTGWwgNTaKDZReVYl2mE0iC6pv9W_fV_XGTkbgnk4Avu3hEfEv3j2Dd_2qUZoKsxE5Ie__EQ_pdzKwPpKW434rYaBr4drOSLMMFl0VcXYsEtYxi7LzQYpg/s1600/10.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZjmDEGZN1-LKo3K1PRf_76ZTGWwgNTaKDZReVYl2mE0iC6pv9W_fV_XGTkbgnk4Avu3hEfEv3j2Dd_2qUZoKsxE5Ie__EQ_pdzKwPpKW434rYaBr4drOSLMMFl0VcXYsEtYxi7LzQYpg/s320/10.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The actual mechanics of the game are
dirt simple, split between boring open-world driving and bland
QTE/rhythm minigames.  First, the player selects a target whose car
shall be pimped, then it is necessary to gather up a minimum amount
of cash to upgrade the car.  The ways this is done is to drive around
town and show off the player&#39;s current vehicle.  I don&#39;t know how
yelling at people in the street, running into cars, or dancing next to a moving vehicle
gets cash, but that is just how things work in Pimp City.  In order
to holla at passerby&#39;s the player needs to drive slowly past a group
of people, put the car in cruise control, and then press the prompted
random series of buttons (see: QTE).&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb52ERbUVqywTNCr1IiE_AyrkiArwaxUzAFVOkxSVR4Z6c2g658PbgrO8YGle7SpFEjLp_9hhaKQzDO3Wuz8zUU2PGRU292f83UqFBMm5o3OI4xj4m7s__2-LS9xZz6nSvwhm5bBd2LN0/s1600/08.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb52ERbUVqywTNCr1IiE_AyrkiArwaxUzAFVOkxSVR4Z6c2g658PbgrO8YGle7SpFEjLp_9hhaKQzDO3Wuz8zUU2PGRU292f83UqFBMm5o3OI4xj4m7s__2-LS9xZz6nSvwhm5bBd2LN0/s320/08.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The “best” part of the game is the
Ghost Ride The Whip minigame, which is basically just a dancing
minigame, but the character is dancing alongside a moving car instead
of on some stupid dance floor.  What confuses me about this is that
it might be controlled in one of two ways.  In one, the buttons that
need to be pressed scroll along the bottom of the screen and the
player needs to press it during the short period of time that it
passes through a couple of bars that get progressively closer
together.  Since the highest rating that can be achieved on a single
step is “pimpin&#39;,” I refer to this period of time as the “pimp
window.”  The other variation on this minigame has the player being
repeatedly prompted with a series of buttons, which needs to be
pressed before a certain amount of time runs out.  Neither of these
are very fun, but it is probably the best part of the game simply
because it is funny to watch.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKXg-iCd4yro5rx21tyBLe2GCzpjBYUB5icsf9ul4I2NiRrwe_Dv7SaZ1-J1TyOtu8bevNP8yA1dqIRKvZ56hMLcVhtNCCbjND3XW4f7uWU662mC7UIdsbabDhbYh7WSsJRdlPRa7A_CE/s1600/09.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKXg-iCd4yro5rx21tyBLe2GCzpjBYUB5icsf9ul4I2NiRrwe_Dv7SaZ1-J1TyOtu8bevNP8yA1dqIRKvZ56hMLcVhtNCCbjND3XW4f7uWU662mC7UIdsbabDhbYh7WSsJRdlPRa7A_CE/s320/09.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
After gathering up the proper amount of
cash, the player drives to the target&#39;s house, Xzibit makes fun of
the fictional person&#39;s fictional car, then the player is given a
limited amount of time to drive around to various shops in Pimp City
and get the car upgraded.  Each target has a specified career or
interest, so getting the most expensive parts that are related to
that person will get the best results.  This part is annoying because
there is a strict time limit (starting at two minutes, though it can
be extended), so it is important to plot routes between all the
shops.  Each time the player purchases a part, a very short minigame,
that generally consists of wagging a stick or mashing buttons, is
played in order to reduce the final price of the part.  When this
part of the game is over, Xzibit shows off the car to the target, and
then the target chooses between the player&#39;s car or the rivals.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The target is declared to have been
officially pimped and it is on to the next one.  There is just hardly a game here, and I can&#39;t imagine how anyone could enjoy it enough to
do more than target.  The only thing that I can imagine would get
anyone to this point is the fact that the final target is Xzibit.  I
didn&#39;t get that far, so I will forever imagine the final portion of
the game as a CG Xzibit presenting a car to another CG Xzibit, and
that car contains a third CG Xzibit, but just don&#39;t trust the game to
end in such a strong manner.  Since that doesn&#39;t actually exist, my
favorite part of &lt;i&gt;Pimp My Ride&lt;/i&gt; is that the back of the box
advertises &lt;span style=&quot;color: navy;&quot;&gt;&lt;span lang=&quot;zxx&quot;&gt;&lt;u&gt;&lt;a href=&quot;http://www.myspace.com/xzibit&quot;&gt;www.myspace.com/xzibit&lt;/a&gt;&lt;/u&gt;&lt;/span&gt;&lt;/span&gt;.
 I guess that&#39;s better than giving out an AOL Keyword.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/7402601823611218841/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2012/01/yo-dawg.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7402601823611218841'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7402601823611218841'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2012/01/yo-dawg.html' title='Yo Dawg...'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOSKMEakMWM9hmvNRGo841GxIgkQ_zF2MBcDpZ53b6m3wDUl_b8Glu84OISqDF3eN6k6aWwpVsGBM2RDmMVBm8QZ3xTAra-FEF2wdi9SEKxG49p0LsiAdkD-m7IDPMa490-ia5py6U0VU/s72-c/pimp+my+ride+box.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-5538036691747057515</id><published>2012-01-07T01:41:00.000-05:00</published><updated>2012-01-07T01:41:12.288-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="GBC"/><title type='text'>Perfect Dark: Flawed Color</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4IJXKXvAbfKDCFR7KdcRECXsHgvI2eCojaPnOmSOAYyILQYDMd0jTJuy84rdOFqajV5374BmSrWcW_9l5p4uy3WRA0Neo65ueYP7M4u8tVo_fk5XW_VWEY3lovpwD1OKgEI59-su2jTU/s1600/perfect+dark+gbc+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4IJXKXvAbfKDCFR7KdcRECXsHgvI2eCojaPnOmSOAYyILQYDMd0jTJuy84rdOFqajV5374BmSrWcW_9l5p4uy3WRA0Neo65ueYP7M4u8tVo_fk5XW_VWEY3lovpwD1OKgEI59-su2jTU/s400/perfect+dark+gbc+cart.jpg&quot; width=&quot;272&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I&#39;m a big fan of &lt;i&gt;Perfect Dark&lt;/i&gt;, a
fact found in the couple of hundred hours I put into the game on the
N64, because it just does a lot of stuff that I like.  It has a
near-future science fiction setting, a strong female lead,
objective-based level design, a bunch of crazy weapons, and some
great multiplayer maps.  Sadly, I am not here to illuminate the game
I love, or even the embarrassing prequel everyone tries to forget
that is &lt;i&gt;Perfect Dark Zero&lt;/i&gt;, but the embarrassing prequel that
most people have had the good sense to forget, &lt;i&gt;Perfect Dark&lt;/i&gt; for the Game Boy Color.  Also developed by Rare, though presumably by
a different internal team, and released a couple of months after the
original game in 2000, it is a game that offers very little
justification for its own existence.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBmBEoYY4pQJkEKJEryCvBwW12osnA7JqIIh2qLbW3iOKGMgyHzOV5o2-MQScyKvoKaAGqmcbOZrH0q6DWYE6lHzFqbKS2yI7ryfNwFhobDhk60LujTTl8h_Iplbpt3Vdvh8DOZUHRqXA/s1600/perfect+dark+gbc+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBmBEoYY4pQJkEKJEryCvBwW12osnA7JqIIh2qLbW3iOKGMgyHzOV5o2-MQScyKvoKaAGqmcbOZrH0q6DWYE6lHzFqbKS2yI7ryfNwFhobDhk60LujTTl8h_Iplbpt3Vdvh8DOZUHRqXA/s1600/perfect+dark+gbc+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Going in, I wasn&#39;t really optimistic,
but after the pleasant surprise of &lt;i&gt;&lt;a href=&quot;http://www.povertygamenight.com/2011/11/legend-of-moneypenny-james-bond-007.html&quot;&gt;James Bond 007&lt;/a&gt;&lt;/i&gt;, and knowing
about the quality of &lt;i&gt;Metal Gear Solid &lt;/i&gt;(also known as &lt;i&gt;&lt;span style=&quot;font-weight: normal;&quot;&gt;Metal
Gear: Ghost Babel&lt;/span&gt;&lt;/i&gt;), I at least had a little bit of hope. 
This was a foolish hope because there just isn&#39;t much of anything
worthwhile in this version of &lt;i&gt;Perfect Dark&lt;/i&gt;.  The first thing
one might notice about the game is the oversized cart and the
requirement for AAA battery to power. . . something.  I wasn&#39;t
expecting something completely crazy like the light sensor in &lt;i&gt;&lt;a href=&quot;http://www.povertygamenight.com/2011/09/shining-some-light-on-boktai.html&quot;&gt;Boktai&lt;/a&gt;&lt;/i&gt;,
but it was still disappointing to find out that it is a simple rumble
pack.  It isn&#39;t put to any particularly good use, and it&#39;s not very
powerful, so it&#39;s kind of the opposite of the greatness found in
&lt;i&gt;&lt;a href=&quot;http://www.povertygamenight.com/2011/04/drill-dozer-another-reason-to-love-gba.html&quot;&gt;Drill Dozer&lt;/a&gt;&lt;/i&gt;&#39;s cart.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Things start out on a high note with
some quality music that, though it is coming from the Game Boy Color
sound chip, feels like proper Perfect Dark music, with a distinct
energetic composition.  Any hopes for a quality sound track were
quickly dashed as starting the game switched to a story sequence with
horribly garbled voice samples played over text, and the music never
came back.  Yeah, throughout all of the actual play of the game,
there is no music, just silence interrupted by gunfire and the
garbled samples of guards screaming in their death throes.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The only thing I can be really
complimentary on is the game&#39;s sprite work.  They are big and
surprisingly well animated, and pleasant to look at, but this
actually causes many of the game&#39;s problems.  The large sprites take
up most of the screen, so it is impossible for the player to get a
good sense of the surroundings.  It wouldn&#39;t be such a big deal if it
were a simple overhead run-and-gun game, but with an emphasis on
stealth, and an early mission that requires stealth, it makes it a
huge pain.  I can&#39;t even count the number of times I tried to slowly
move through an area, attempting to be stealthy, only to be spotted
by a soldier just as they appeared on the edge of the screen.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I suppose I should detail how the game
is actually played.  Most of it is controlled from an overhead
perspective, with pressing a direction causing Joanna to move in that
direction and double tapping a direction making her run.  The Select
button loots dead guards, Start opens a menu to select weapons and
items, B uses an item, and A fires a weapon in the direction Joanna
is facing.  One weird thing about the game&#39;s stealth is that guards
are immediately alerted by the player running, but not by gunfire.  I
guess the guns could be silenced, but they don&#39;t appear to be. 
Taking enemies unaware is really useful because a close attack on an
unaware guard kills them instantly.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
While this is how the majority of game
controls, there are also mini games forced upon the player, to break
up the monotonous levels I guess.  Entering doorways sometimes
unexpectedly enters a shooting gallery mode.  During this the
directions will move a cursor, and the player needs to hit A to shoot
the targets that pop up and B to reload.  It is just really boring,
and reeks of laziness on the developers part.  Even more lazy are the
door unlock sequences, which is just a simple color sequence matching
game.  I don&#39;t know who designed this security system, but it seems
decidedly insecure compared to even a simple number keypad.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
That&#39;s what I get for having hope. 
&lt;i&gt;Perfect Dark&lt;/i&gt; is a perfect example of a crappy cash-in portable
title based on a popular console game.  For a long time I assumed
that &lt;i&gt;Perfect Dark Zero&lt;/i&gt; was Rare&#39;s way of saying that they just
didn&#39;t really care about the franchise.  If I had played this, maybe
I would have known that they put all their love into the original
title and just cashed out.  I can easily say that I just don&#39;t like
this &lt;i&gt;Perfect Dark&lt;/i&gt; and that is it is a horrible mess.  Years
have passed since I last played &lt;i&gt;Zero&lt;/i&gt;, back when it launched,
so maybe I misjudged it.  Maybe it isn&#39;t as bad as I recall, and I
just hated it for not being what I wanted, but that&#39;s a topic for
another day.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/5538036691747057515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2012/01/perfect-dark-flawed-color.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/5538036691747057515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/5538036691747057515'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2012/01/perfect-dark-flawed-color.html' title='Perfect Dark: Flawed Color'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4IJXKXvAbfKDCFR7KdcRECXsHgvI2eCojaPnOmSOAYyILQYDMd0jTJuy84rdOFqajV5374BmSrWcW_9l5p4uy3WRA0Neo65ueYP7M4u8tVo_fk5XW_VWEY3lovpwD1OKgEI59-su2jTU/s72-c/perfect+dark+gbc+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-1570737368426749616</id><published>2011-12-16T13:11:00.000-05:00</published><updated>2011-12-16T13:37:26.519-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Off on a Tangent"/><title type='text'>A Fate Worse Than Game Over</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIHhOFVIcNwo31fM_Gn6oYJvtb7HjI3xGmTqipCFTePWtWn5hVVR39iF5vk-BmX8gjHW5HzaczkVBTzHbEh7mGHqeYRiKpc8FHYkhlBgLBgng4ZrP61d1cdTqd7zYX5EbMV6t1GI26pAc/s1600/chris+failure.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIHhOFVIcNwo31fM_Gn6oYJvtb7HjI3xGmTqipCFTePWtWn5hVVR39iF5vk-BmX8gjHW5HzaczkVBTzHbEh7mGHqeYRiKpc8FHYkhlBgLBgng4ZrP61d1cdTqd7zYX5EbMV6t1GI26pAc/s1600/chris+failure.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
One feature of video games I like
that I don&#39;t seem to see as much as I&#39;d like lately is the ability to
fail without a simple game over or restart.  I just think that is really
entertaining to make a bad choice or just generally screw up in a
game and be rewarded with the game changing in some way that is meant
to make me feel guilty.  It sort of bothers me when I see the lazier
side of this, like in the first &lt;i&gt;Assassin&#39;s Creed&lt;/i&gt; didn&#39;t do
anything to discourage the player from wanting to kill civilians, so
attacking them just drains the player&#39;s health.  I find it way more
interesting when a game predicts the bad behavior of its players and
responds to it in a unique way.  A good example of this is getting
swarmed by angry cuckoos in Zelda games.&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
This phenomena used to be typified by
the phenomena known as the “bad ending.”  If the player doesn&#39;t
do everything right, he or she is rewarded with a game ending in
which things just don&#39;t work out.  It is a neat way to use the
interactivity of a game to alter a story, and sadly it doesn&#39;t happen
as much lately because stories are so set in stone.  The only modern
example of the “bad ending” that I can think of is the ending of
&lt;i&gt;Mass Effect 2&lt;/i&gt; in which everyone, including the main character,
die.  Sadly, the success of &lt;i&gt;Metal Gear Solid&lt;/i&gt;&#39;s movie-like
story structure has led to it becoming the norm.  Granted, that
approach has the advantage if the writers have a strong story, but it
really should not have been seen as the only way to make a game.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
One of my favorite “bad endings” is
the one in &lt;i&gt;Streets of Rage&lt;/i&gt;.  After playing all the way to the
final boss, the crime boss Mr. X, he offers the players to join him. 
From here, the players can refuse him and beat him down to get the
“good ending,” or accept his offer and get sent back a few levels
before fighting all the way back to him to beat him again and get the
same ending.  It works the same way in single player, but there is an
extra ending if one player chooses to join and the other refuses. 
This leads to a death match between the two.  If the player that
chose to join wins, then chooses to refuse to join the second time
Mr. X asks, then the player will kill Mr. X and take his place as the
gang leader.  The player is then treated to a credit sequence in
which their character sits in the boss&#39;s chair and laughs maniacally.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/9d6038sJuLs?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;Streets of Rage 3&lt;/i&gt; didn&#39;t have
such an evil ending, but it did have a couple of interesting failure
endings.  For example, if the difficulty is set below normal, the
game is cut short, with the heroes defeating a Mr. X, seeing that he
was a robot, and basically just going “what the fuck?”  The robot
then tells to step up and play the game on a real difficulty level. 
If playing on a higher difficulty level, the level after that has the
player attempt to rescue a general before the poison in the room
kills him.  If he isn&#39;t saved the player is taken to an alternate
final stage and gets another bad ending.  If he is saved the player
is taken to the actual final stage and fights the real final boss. 
During this boss fight a timer is counting down, and if the boss is
defeated in time, everything is alright, but if not the player gets
an almost good ending in which the enemy is destroyed, but his bombs
go off and the city is fucked.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There are some games that I forget have
multiple endings.  I played the original &lt;i&gt;Resident Evil &lt;/i&gt;so many
times that I basically know exactly what to do when I play it, so I
honestly don&#39;t know the particulars of how to get anything other than
the best endings.  Obviously, not getting the MO disks to free the
other main character means that they will not be saved, but other
than that the only other thing I know affects the plot is whether or
Jill waits for Barry to return with rope after the fight with the
snake.  I know that Barry and Rebecca can die in Jill&#39;s and Chris&#39;s
game respectively.  The funniest ending, though, is the one in which
the player is completely incompetent and doesn&#39;t kill the Tyrant. 
The self-destruct sequence isn&#39;t even activated, so I guess there
would still be a bunch of zombies and BOWs wandering around the
woods, too.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
So, at this point pretty much everyone
knows that &lt;i&gt;Castlevania: Symphony of the Night&lt;/i&gt; has a fake out
ending in which the player kills Richter, and there is actually a
whole inverse castle to go through.  What I believe less people know,
or at least less people have bothered to get, is the “worst
ending.”  To get this ending, the player has to obtain the glasses
from Maria that allows Alucard to see what is controlling Richter,
then kill him anyway.  It is just a hilarious dick move on Alucard&#39;s
part, and in the context the ending is incredibly awkward.  Maria
asks Alucard how Richter is, and when he says “I&#39;m sorry” it
almost sounds sarcastic.  She then tells him that she won&#39;t stop
until she finds out what was wrong with Richter, to which Alucard
basically says “yeah, good luck with that, lady.  Later.”  What a
bastard.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/Khz-VlMcW7A?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
While &lt;i&gt;Deus Ex: Human Revolution&lt;/i&gt;
caught some flak for not being as malleable as its predecessors, and
the main plot had only a little variance, there was actually a lot
small, interesting ways that the player can affect future events. 
For example, if the player dillydallies too much before the first
mission, most of the hostages, which normally can be saved, will be
killed before the player even gets there.  This is a good way to
start off the game with people being pretty damned angry with Jensen.
 Later, there is a part in the game in which you can accidentally
kind of ruin a guy&#39;s life.  He shows up later blaming Jensen for his
troubles.  In my play through I told him I was sorry and that I&#39;d
help him get a new job and what not, but in my friend&#39;s play through
he told the guy to fuck off and the dude pulled a gun on Jensen, a
thoroughly suicidal choice of action.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Basically, I like games that reward
incompetence or dickery with guilt and shame.  It is just funny to
me.  The main reason that I find &lt;i&gt;Heavy Rain&lt;/i&gt; entertaining is
because it allows the player to be completely worthless and
ineffectual, but the game continues on anyway.  For example, I played
Shelby as a complete coward, and it was hilarious in a really sort
sad way.  After seeing the jerk boyfriend go into the dead kid&#39;s
mom&#39;s apartment, I walked up to the door, listened to her get beat up
for a bit, knocked on the door, then after he came and yelled at me,
I walked away instead of kicking in the door and fighting him.  When
the convenience store was being robbed I hid behind a rack of chips
and watched as the robber murdered the clerk.  The next time I saw
the dead kid&#39;s mom her face was all bruised up from having been
severely beaten.  I&#39;m a monster.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/1570737368426749616/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/fate-worse-than-game-over.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1570737368426749616'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1570737368426749616'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/fate-worse-than-game-over.html' title='A Fate Worse Than Game Over'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIHhOFVIcNwo31fM_Gn6oYJvtb7HjI3xGmTqipCFTePWtWn5hVVR39iF5vk-BmX8gjHW5HzaczkVBTzHbEh7mGHqeYRiKpc8FHYkhlBgLBgng4ZrP61d1cdTqd7zYX5EbMV6t1GI26pAc/s72-c/chris+failure.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-5785698022091371665</id><published>2011-12-15T17:50:00.001-05:00</published><updated>2011-12-15T17:50:08.393-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Poverty Haul"/><title type='text'>Poverty Haul 12/15/2011</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidjCDCbELYGTDWOVJplcr5sO1XME5E9jZcEbb335C5GQPejpOI9jVj9LLQ3VuIq37dFUYAIp7fEwbCE4NN4mOq-CI2NT0f4P_5sGCxFoD9kCuW7irRSSmobS_CzC_J0QsN_gxF5i0cGjo/s1600/IMG_20111215_162457.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;231&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidjCDCbELYGTDWOVJplcr5sO1XME5E9jZcEbb335C5GQPejpOI9jVj9LLQ3VuIq37dFUYAIp7fEwbCE4NN4mOq-CI2NT0f4P_5sGCxFoD9kCuW7irRSSmobS_CzC_J0QsN_gxF5i0cGjo/s400/IMG_20111215_162457.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Today I was out shopping for the
holidays, and I figured that, since I was out, I should hit up some
of the usual spots in search of poverty games.  I was in the same
plaza as a Game Stop, so I went there first, but it was a waste of
time as usual.  There was some &lt;i&gt;Friends&lt;/i&gt; trivia game for PS2 for
a couple of bucks, and I probably could have been talked into
purchasing it if I were out with friends, but since I was alone I
walked away from it.  Maybe another day.  Next, I went to my
preferred local used game store, Game On, which generally has games
in pretty good condition for a reasonable price.  They hadn&#39;t had a
new influx of SNES or NES game in a while, so I was pleased to see
that they had restocked a bit.  I picked up &lt;i&gt;Pit Fighter&lt;/i&gt; for
the former because it is awful and &lt;i&gt;StarTropics&lt;/i&gt; for the latter
because I know people that like it.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Ever since I had started going there,
they have always had all the PS1 games behind glass, and because
there was quite a bit of stuff there it was tough to browse, but now
they&#39;ve moved out most of the crappier PS1 games to easily accessible
shelving and only kept the games that are worth a shit behind the
glass.  It was here that I found a copy of the early 3D fighter &lt;i&gt;Vs.&lt;/i&gt;
 From there I picked out three Game Boy games from the tub.  I chose
&lt;i&gt;Perfect Dark&lt;/i&gt; for GBC because I forgot it existed, &lt;i&gt;Heiankyo
Alien&lt;/i&gt; because it has a weird name and label, and my personal
favorite a mystery game.  The employees always kindly offer to test
it to see what it is, but I always tell them that would ruin the fun.
 Look forward to a future post in which the identity of the game is
revealed.  Hopefully it isn&#39;t just &lt;i&gt;Tetris&lt;/i&gt; or something.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The total was around twenty bucks.  From there I went to the nearby Goodwill, that
always seems to have something bizarre to find.  Today I found a the
PC version of &lt;i&gt;Call of Duty: Modern Warfare 3&lt;/i&gt; for thirty
dollars, but I left it there because I just don&#39;t care about the
game.  More to my liking is the Game Boy-shaped Game Boy travel case.
 Back before I had a Game Boy to call my own, my friend that did have
one also had this case, so I am all nostalgic about it.  For two
bucks I couldn&#39;t say no.  The section that usually contains video
games was mostly picked clean, with only the games that blended in
well with the CD&#39;s and a couple of SNES games to be found.  I didn&#39;t
need another copy of &lt;i&gt;Donkey Kong Country&lt;/i&gt;, but I would pay
sixty-nine cents for &lt;i&gt;Star Fox&lt;/i&gt; just to have a picture of the
silly Fox puppet on the label, let alone for the game.  Not a bad day
overall.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/5785698022091371665/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/poverty-haul-12152011.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/5785698022091371665'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/5785698022091371665'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/poverty-haul-12152011.html' title='Poverty Haul 12/15/2011'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidjCDCbELYGTDWOVJplcr5sO1XME5E9jZcEbb335C5GQPejpOI9jVj9LLQ3VuIq37dFUYAIp7fEwbCE4NN4mOq-CI2NT0f4P_5sGCxFoD9kCuW7irRSSmobS_CzC_J0QsN_gxF5i0cGjo/s72-c/IMG_20111215_162457.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-6550756238468274829</id><published>2011-12-15T02:57:00.001-05:00</published><updated>2011-12-15T03:11:20.281-05:00</updated><title type='text'>Mega Man &amp; Bass: Not A Fishing Spinoff</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUyUoChBj5AEUEeo1z-NdI3OIIe8mT4cgBb7lfJf9EVu1uroGTC2Dw0V0R7t5WIpXg80bPElCPgNrFC0hfwQXysujBEJj8s644jdwNRIEySgYXLwtSbFkS7GSUKWlOaFw0r8mwRrf-8qk/s1600/mega+man+and+bass+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;241&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUyUoChBj5AEUEeo1z-NdI3OIIe8mT4cgBb7lfJf9EVu1uroGTC2Dw0V0R7t5WIpXg80bPElCPgNrFC0hfwQXysujBEJj8s644jdwNRIEySgYXLwtSbFkS7GSUKWlOaFw0r8mwRrf-8qk/s400/mega+man+and+bass+cart.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I&#39;ve &lt;a href=&quot;http://www.povertygamenight.com/2011/04/mega-man-x4-what-am-i-writing.html&quot;&gt;written&lt;/a&gt; &lt;a href=&quot;http://www.povertygamenight.com/2011/04/bit-of-battle-networking.html&quot;&gt;about&lt;/a&gt; &lt;a href=&quot;http://www.povertygamenight.com/2011/07/advent-of-mega-mans-recent-fall.html&quot;&gt;Mega&lt;/a&gt; &lt;a href=&quot;http://www.povertygamenight.com/2011/08/things-mega-man-will-leave-off-his.html&quot;&gt;Man&lt;/a&gt; &lt;a href=&quot;http://www.povertygamenight.com/2011/12/smackdown-2-know-my-roll.html&quot;&gt;quite&lt;/a&gt; a &lt;a href=&quot;http://www.povertygamenight.com/2011/10/mega-man-powered-up.html&quot;&gt;bit&lt;/a&gt;
here on the site, probably because with the sheer amount of games in
the series there is bound to be some overlooked gems and some bad
games.  I am quite fond of the series, so that is probably why I have
mostly focused on the stuff that I like, so I guess that makes this
article something of a turning point.  Now, &lt;i&gt;Mega Man &amp;amp; Bass&lt;/i&gt;
isn&#39;t really a bad Mega Man game, but it isn&#39;t a great one either. 
Don&#39;t be surprised if I ever write about another game in the
franchise that I like, considering I haven&#39;t written about &lt;i&gt;Maverick
Hunter X&lt;/i&gt; or the Zero series yet, but with this game it feels like
things are probably trending down into the inevitability of things
like &lt;i&gt;Mega Man X7&lt;/i&gt;, &lt;i&gt;Mega Man Network Transmission&lt;/i&gt;, and
&lt;i&gt;Mega Man Soccer&lt;/i&gt;.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1-Y8PaAAslXipp5EgHN9qovLpFLfXiN8PGXIlGJeOPSZJH9xBlX3sHiSXMi5wkhJ3z2cp-oaUoO8EtpM7uXV05HUV2X56fgVhEWWzV9GywaazzCI1E_rcd0mZqk8XfXpVH4yJr9qYfFQ/s1600/megaman+and+bass+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1-Y8PaAAslXipp5EgHN9qovLpFLfXiN8PGXIlGJeOPSZJH9xBlX3sHiSXMi5wkhJ3z2cp-oaUoO8EtpM7uXV05HUV2X56fgVhEWWzV9GywaazzCI1E_rcd0mZqk8XfXpVH4yJr9qYfFQ/s1600/megaman+and+bass+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Anyway, &lt;i&gt;Mega Man &amp;amp; Bass&lt;/i&gt; has
a rather bizarre history.  It was originally released in 1998 on the
Super Famicom under the title using the characters&#39; Japanese names
&lt;i&gt;Rockman &amp;amp; Forte&lt;/i&gt;.  Not only is 1998 a really late time to
release a game for the system, but was also released after the series
had already moved on to more newer systems like the Playstation and
Saturn with &lt;i&gt;Mega Man 8&lt;/i&gt;.  The regression in system is probably
why it was a spin off instead of being called Mega Man 9, though that
didn&#39;t stop people from mislabeling the rom because it was some
strange Japan-only Mega Man game that came out after 8.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG6vjbLyhhbJJK8CdmgGAhmQKS2drrMLRd5hSZGqLMD4ZajN1g-Fa8xX7-E2ppwFxe0-6J0LzWnJasPxcxbuPZZCgA2UTNOyHKQ7nhuqxDY-9Dx9PWRq4Ybn4X3lacH0ujCeMgdyIDsDI/s1600/megaman+and+bass+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG6vjbLyhhbJJK8CdmgGAhmQKS2drrMLRd5hSZGqLMD4ZajN1g-Fa8xX7-E2ppwFxe0-6J0LzWnJasPxcxbuPZZCgA2UTNOyHKQ7nhuqxDY-9Dx9PWRq4Ybn4X3lacH0ujCeMgdyIDsDI/s1600/megaman+and+bass+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
That rom was the way I initially played
the game, considering it wasn&#39;t initially released over here on
account of the SNES being basically dead at that point making a
localization financially stupid, but when the game was ported to the
Game Boy Advance in 2002 an international release made more sense. 
It was probably a disappointment for most people that waited four
years for it, but it is a solid, if mostly by-the-book, Mega Man
game.  Considering that &lt;i&gt;Mega Man Zero&lt;/i&gt; came out a bit before, I
can only imagine that &lt;i&gt;Mega Man &amp;amp; Bass&lt;/i&gt; felt incredibly
dated upon the time it was released on GBA.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc69b9eb41IfiVHywhRxfCLPjXt0ZPqFeyHDf5XuSeiJKAHiF4nw_n6sXRt8tAZ27d6uagSvHkZygfQ52fw-wJH5yh1gPHnc-1G7mZVTRucEipKsuHMipNZqRBXG_pkKwMmJIrHoDPPjc/s1600/megaman+and+bass+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc69b9eb41IfiVHywhRxfCLPjXt0ZPqFeyHDf5XuSeiJKAHiF4nw_n6sXRt8tAZ27d6uagSvHkZygfQ52fw-wJH5yh1gPHnc-1G7mZVTRucEipKsuHMipNZqRBXG_pkKwMmJIrHoDPPjc/s1600/megaman+and+bass+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Instead of focusing on anything that is
within the usual Mega Man game formula, I&#39;ll explain what is
different.  The first and most obvious thing is the ability to play
as not just Mega Man, but Bass.  Thankfully, Bass isn&#39;t just a sprite
swap, but actually has a unique play style that is somewhat closer to
that of characters from the X series, though he can&#39;t wall jump. 
Instead of a slide he has dash that is executed by double-tapping
forward, which combined with his ability to double jump allows him to
jump further and higher than the Blue Bomber, but keeps him from
getting under low walls and attacks.  Similarly, instead of charge
shots, Bass shoots a series of rapidfire shots.  Holding down the
button fires continuously and locks Bass into place, allowing him to
fire in various directions.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX3TSZz_g-KmklnucxjkFPwq1vTnLN5D56d0n8AewHaWM9wjT9HWY9wyARA4qhGDWpq2Owu12P0xN1FsBR1IlsysVr2k4ja2Zn6Kf06nGXj63Tadul0KLhwZSk44Ut_JpZwtpsPHn0VgQ/s1600/megaman+and+bass+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX3TSZz_g-KmklnucxjkFPwq1vTnLN5D56d0n8AewHaWM9wjT9HWY9wyARA4qhGDWpq2Owu12P0xN1FsBR1IlsysVr2k4ja2Zn6Kf06nGXj63Tadul0KLhwZSk44Ut_JpZwtpsPHn0VgQ/s1600/megaman+and+bass+4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The differences in playable characters
is reflected in the strategies need to defeat enemies and the level
designs, such that instead of one route there are sometimes branching
paths or secret areas that can only be reached by a specific
character.  It&#39;s not very extensive, but it does make the levels a
bit more interesting.  Also meant to spice things up is the way
levels are unlocked in a branching pattern and the shop system,
similar to the one from &lt;i&gt;Mega Man 8&lt;/i&gt;, that allows the player to
purchase upgrades and extra lives.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_AuSaUCr1dPE1e_pPtnShc_qpBDe3D0c_oqfTZy6tDViSG5zcaGWOsT2URKoA3hravN2lF_70b1heuCBED1TBm8TSLtDq7Agjeg0ScfY5vGaypaHzSbBtXtfNMZ5nvhhbHMRmEtkCaW0/s1600/megaman+and+bass+5.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_AuSaUCr1dPE1e_pPtnShc_qpBDe3D0c_oqfTZy6tDViSG5zcaGWOsT2URKoA3hravN2lF_70b1heuCBED1TBm8TSLtDq7Agjeg0ScfY5vGaypaHzSbBtXtfNMZ5nvhhbHMRmEtkCaW0/s1600/megaman+and+bass+5.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Even though the game is largely
derivative, reusing art assets and even a couple of bosses, from 8,
it is still a new game with new levels, and the addition of a
playable Bass makes it feel pretty fresh.  And at least the reused
bosses have completely new attacks and patterns, so even when it is
familiar it is challenging.  On the subject of challenging, the game
is pretty difficult.  It&#39;s not the hardest game in the franchise, but
it is considerably less lenient than other Mega Man games of the late
90&#39;s.  For me, being able to unlock the ability to combine Bass and
his dog Treble and fly around makes the game charming enough for me
to put up with it.  &lt;i&gt;Mega Man &amp;amp; Bass&lt;/i&gt; isn&#39;t a great,
oft-forgotten Mega Man title, but it is an adequate one with enough
gimmicks to keep it entertaining.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/6550756238468274829/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/mega-man-bass-not-fishing-spinoff.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/6550756238468274829'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/6550756238468274829'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/mega-man-bass-not-fishing-spinoff.html' title='Mega Man &amp; Bass: Not A Fishing Spinoff'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUyUoChBj5AEUEeo1z-NdI3OIIe8mT4cgBb7lfJf9EVu1uroGTC2Dw0V0R7t5WIpXg80bPElCPgNrFC0hfwQXysujBEJj8s644jdwNRIEySgYXLwtSbFkS7GSUKWlOaFw0r8mwRrf-8qk/s72-c/mega+man+and+bass+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-900975756481118545</id><published>2011-12-10T13:14:00.001-05:00</published><updated>2011-12-10T14:48:31.725-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PC"/><title type='text'>The Disappointment of APB</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE04HzKxL3a8qNJfbzAaOAz3TF-57OxWSCuSm22CYGTGp7LvdiQUinCsmnd2DLPXatWmejYRbPvAPzLQOMWhX5b3vJdJPch8zD2QzIVKy0Z-zXhZ9fn5XZaEn2NjMhHk1HKgDnswYzQ1s/s1600/2011-12-10_00002.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE04HzKxL3a8qNJfbzAaOAz3TF-57OxWSCuSm22CYGTGp7LvdiQUinCsmnd2DLPXatWmejYRbPvAPzLQOMWhX5b3vJdJPch8zD2QzIVKy0Z-zXhZ9fn5XZaEn2NjMhHk1HKgDnswYzQ1s/s400/2011-12-10_00002.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Very few games have disappointed me as
much &lt;i&gt;APB: All Points Bulletin&lt;/i&gt;.  I was initially sold on the
concept alone: a GTA-style MMO based around cops and robbers.  It
seems like such a great idea, and since it was being developed by
Realtime Worlds, the company formed from ex-GTA staff that made the
excellent &lt;i&gt;Crackdown&lt;/i&gt;, I had a lot of faith that it would be
pulled off.  Add on to that a really complex system of character
customization, and I was really excited for the game.  When I finally
played the game I was massively disappointed because it just isn&#39;t
fun.  The concept is still great, and I don&#39;t think the game itself
isn&#39;t salvageable, but it will never be the game I wanted it to be.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUIy6O5-a70tYOFzeU0tYe_Xnkw3_cc_6Hd1YKZUZWx0yqj3UzSq3d4ANO0TN5v2Ejmofj-9b6OVf-NySOXpqdgcYxuedX5vlzP5CaKYJYnkskhrEh8Pr7vFRkq93mqqr08WU9dUOZQhY/s1600/2011-12-10_00003.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUIy6O5-a70tYOFzeU0tYe_Xnkw3_cc_6Hd1YKZUZWx0yqj3UzSq3d4ANO0TN5v2Ejmofj-9b6OVf-NySOXpqdgcYxuedX5vlzP5CaKYJYnkskhrEh8Pr7vFRkq93mqqr08WU9dUOZQhY/s320/2011-12-10_00003.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I actually got into the closed beta of
APB the first time around, and I was really excited until I tried to
run the game. My aging PC just wasn&#39;t up to the task and even though
the game loaded, it was completely unplayable even at the lowest
settings.  I decided to put off playing the game until I got a new
graphics card.  Between the time of the closed beta and my getting
better PC hardware, which was less than two years, APB was released,
it did horribly, it was shut down, Realtime Worlds closed, the game
was bought up by K2 Network, it was given to Reloaded Entertainment
to work on, it remade into the free-to-play &lt;i&gt;APB: Reloaded&lt;/i&gt;, and
I got a closed beta invite for that.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Since I finally had a machine that
could play it, I figured it was finally time for me to try out this
&lt;i&gt;APB&lt;/i&gt; thing, even if I had heard it wasn&#39;t very good.  Thanks to
K2&#39;s GamersFirst program being terrible, I wasn&#39;t actually able to
download the game client, so I still couldn&#39;t play the game.  So, I
gave up again and forgot about the game for a few months.  For
whatever reason I ended up decided to try the game again a while
after the Reloaded version officially launched, and few years I was
finally able to play the game and be thoroughly let down by it.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF-XUBPmsK71x4u2m8XWQPn9iLXRolmWpQfOz6WNFfyAT_7lQSfAugblbunkMauoQDOjDfKOZB2ULKW6QoXxYxfTfFl6bBBiebtAfF-Ylp8bp3hShK5uUWSWVe0gr7CalYojvkUP6lzUw/s1600/2011-12-10_00004.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF-XUBPmsK71x4u2m8XWQPn9iLXRolmWpQfOz6WNFfyAT_7lQSfAugblbunkMauoQDOjDfKOZB2ULKW6QoXxYxfTfFl6bBBiebtAfF-Ylp8bp3hShK5uUWSWVe0gr7CalYojvkUP6lzUw/s320/2011-12-10_00004.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The funny thing is, most of what I was
excited about &lt;i&gt;APB&lt;/i&gt; for was already realized in a better fashion
while &lt;i&gt;APB&lt;/i&gt; was still in development.  I wanted an online game
of cops and robbers in a large, open world, and &lt;i&gt;GTA IV&lt;/i&gt; did
that really well with its various online modes.  &lt;i&gt;APB&lt;/i&gt; just has
a lot to live up to, and sadly in most ways it doesn&#39;t.  The shooting
is okay, but the driving is wonky, the city of San Paro isn&#39;t very
interesting, and game balance that it promised just isn&#39;t there. 
Really, the only things that do work are the more esoteric features
that may make the game interesting to the Second Life crowd, but
don&#39;t actually constitute a reason to keep playing the game.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqW4ng-xJEo6V7d0Gw9oevGrCv49ylXtu5WFbjO1IBLz25ng3U19N5UdlA74BPW_lXGSi7nAI84rUIw54G5xXGXge7uYS4ID1DsqjYMAUO27jiSlnDKTPm6_yNyhSUC4vNsgjepuOdRhs/s1600/2011-12-10_00005.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqW4ng-xJEo6V7d0Gw9oevGrCv49ylXtu5WFbjO1IBLz25ng3U19N5UdlA74BPW_lXGSi7nAI84rUIw54G5xXGXge7uYS4ID1DsqjYMAUO27jiSlnDKTPm6_yNyhSUC4vNsgjepuOdRhs/s320/2011-12-10_00005.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;APB&lt;/i&gt; was billed as the first MMO
that is completely skill-based, where the player that is better will
win regardless of how much the other player grinds or whatever. 
Since it was based around gunfights, and it didn&#39;t have a stat or
leveling system that would turn long-time players into bullet sponges
compared to new players, this rather dubious claim makes at least a
bit of sense.  A head shot is a head shot, and players can&#39;t buy
special body armor that makes them arbitrarily better than other
players.  The mechanics of shooting are solid enough that this should
be the case, but it is completely fucked by the way new weapons are
earned.  
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtEfo1rgchukkLiDMbytHLW36hy6B8TnXo19BYYsN9lMkNY-Us-COFTvMQ54O2cEngMxPqn96-Pw8KIVHznr0RLN-0I8clF8PkV0eWLt6vKvCToJnTy46UBSNbKB5LYSAEoT3l3_8fLsU/s1600/2011-12-10_00006.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtEfo1rgchukkLiDMbytHLW36hy6B8TnXo19BYYsN9lMkNY-Us-COFTvMQ54O2cEngMxPqn96-Pw8KIVHznr0RLN-0I8clF8PkV0eWLt6vKvCToJnTy46UBSNbKB5LYSAEoT3l3_8fLsU/s320/2011-12-10_00006.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The starting guns aren&#39;t that good
(they aren&#39;t very accurate at distance, don&#39;t shoot fast enough, have
low amounts of ammunition, etc), and new guns are unlocked by
completing missions, after which they must be purchased, which is to
say, they are unlocked by grinding. At first I was irked that the
cops&#39; starting revolver, the exact type of weapon I prefer, was
useless, and I didn&#39;t like that I needed to use the starting
sub-machine gun in order to keep up with the other players, but the
game didn&#39;t seem horribly unbalanced.  Then I had an epiphany while a
rocket screaming towards my face: “this shit just isn&#39;t fair.”  I
had played the game for 10 or so hours and I had only unlocked the
ability to buy one new weapon, and I couldn&#39;t even afford to buy it.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
That is exactly the sort of crap that I
don&#39;t like about the leveling systems of modern tactical shooters,
but taken to an insanely drawn out degree.  The idea of balance gets
completely thrown out the window in favor of making people more
addicted by having them accumulate higher and higher numbers, and
that makes absolutely no sense in a competitive game.  Imagine if the
next Street Fighter a Ryu player would need to get fifty wins before
unlocking the hadouken or shoryuken.  A new player is fucked because
they don&#39;t have the same tools available to them.  Though the
competitive fighting game community seems be a lot more accepting of
bullshit mechanics in their competitive games these days, I&#39;m pretty
sure they would draw the line at something like this.  Anyway, the
point is &lt;i&gt;APB&lt;/i&gt; isn&#39;t balanced, and, for a game that is supposed
to come down to skill, it actually forces the player to grind a great
deal, all the while getting his or her ass kicked, in order to
compete.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_QkLdq9OArebaZp-TKYeG4-KAzUK8DYbd5VoFg1_K2JlD3DuMwtexaPJo_83tAdBQ-uZssBHQA0PGO2VgV7ZhpcLNmffGSEVnNnTerF-LgacXD7HI403DSMn0eWkSj08XHBRyYV-4zsw/s1600/2011-12-10_00008.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_QkLdq9OArebaZp-TKYeG4-KAzUK8DYbd5VoFg1_K2JlD3DuMwtexaPJo_83tAdBQ-uZssBHQA0PGO2VgV7ZhpcLNmffGSEVnNnTerF-LgacXD7HI403DSMn0eWkSj08XHBRyYV-4zsw/s320/2011-12-10_00008.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The driving controls are bad.  Granted,
there are very few games that make driving a car an enjoyable
experience with mouse and keyboard.  Generally I would only want to
play a driving game with an analog controller, but for games like
this that would be annoying.  Mouse and keyboard is still superior on
foot for shooting, so the only choice would be to switch back and
forth on the fly, which is something I tried to do with &lt;i&gt;San
Andreas&lt;/i&gt; and &lt;i&gt;GTA IV&lt;/i&gt; on PC, but I find that I always end up
just using one or the other.  I guess it doesn&#39;t really matter
because I hate the way cars work in this game.  The sense of
momentum, the level of handling for turns, the way collisions work,
and just everything feels wrong.  If I could, I would run everywhere,
but sadly the game sets objectives too far apart for this to be
viable.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It is strange how dull and lifeless San
Paro seems considering that it is populated by more real people than
most open-world games.  The architecture just seems dull compared the
the crazy stuff found in &lt;i&gt;Crackdown&lt;/i&gt;, and the intricacies of the
alleys and areas that the player often runs around are just bland. 
The cities in GTA games often feel dirty and lived-in, but San Paro
looks too clean.  The way games are handled within the world is
interesting, though.  For example, a robber is given missions that
basically come down to robbing some place, and the cops will send
other players to stop the robber.  What ensues is sort of like a
death match or capture the flag game taking place in a shared world,
so when going about one match, a player might cross paths with a
bunch of other players doing their own thing.  Sometimes it can be
awkward, since players in separate games can&#39;t actually kill each
other, presumably to prevent griefing, but it is cool to think of all
the different stuff that is going on at one time.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Sadly, the features that are the most
well-executed are those that have no bearing on making the actual
game any fun at all.  The character creation is really great,
allowing for some really unique and great-looking characters instead
of the ugly mess that comes from Elder Scrolls games.  Other
customizations are equally complex, with the ability to add custom
designs on the character as tattoos, as well as on clothing.  This is
also held back by grinding, with clothing similarly locked and very
expensive.  I guess that could be the result of it going
free-to-play, made that way in order to make people want to waste
real cash on the game, but that is the state of the game as I played
it.  Another interesting feature is the ability to import a music
collection that can be played from inside the cars the player drives,
and if other players have the same track they will hear it coming
from the car, and if they don&#39;t they will hear similar music matched
from Last.fm.  Players can also create their own music using in-game
tools to compose it and share it with others.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I just wish &lt;i&gt;APB&lt;/i&gt; had turned out
to be the game I wanted it to be.  The idea of a big open world,
populated with a ton of players acting like cops and robbers battling
one another is something I could really get into, but it just doesn&#39;t
do those things well.  The way the player gets into missions and
conflicts doesn&#39;t feel fluid, the combat isn&#39;t the balanced,
skill-based game that it should be, and it just isn&#39;t fun.  I find
the entire experience of playing the game to be depressing and
incredibly disappointing.  On the positive side, I never had to spend
money on it, so I suppose it could have been worse.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/900975756481118545/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/disappointment-of-apb.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/900975756481118545'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/900975756481118545'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/disappointment-of-apb.html' title='The Disappointment of APB'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE04HzKxL3a8qNJfbzAaOAz3TF-57OxWSCuSm22CYGTGp7LvdiQUinCsmnd2DLPXatWmejYRbPvAPzLQOMWhX5b3vJdJPch8zD2QzIVKy0Z-zXhZ9fn5XZaEn2NjMhHk1HKgDnswYzQ1s/s72-c/2011-12-10_00002.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-1305241866876661374</id><published>2011-12-08T16:53:00.001-05:00</published><updated>2011-12-08T16:59:38.277-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PS1"/><title type='text'>SmackDown! 2 Knows My Roll</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH7vT_J3-8MhTVQ8XRbYurcJfgh3CBDwbTTF1h_tQXlfXRwvr2k0buj9VQjNXj2-bOkbU24PFm71kt-ATJoVkvczj06a8lsEM1qiwfxRMpDEB7OjJYBefXuTb62SAStpR3FYoh6XJ0BAw/s1600/smackdown+2+case.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;347&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH7vT_J3-8MhTVQ8XRbYurcJfgh3CBDwbTTF1h_tQXlfXRwvr2k0buj9VQjNXj2-bOkbU24PFm71kt-ATJoVkvczj06a8lsEM1qiwfxRMpDEB7OjJYBefXuTb62SAStpR3FYoh6XJ0BAw/s400/smackdown+2+case.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I&#39;ve &lt;a href=&quot;http://www.povertygamenight.com/2011/08/fun-with-folding-chairs-pro-wrestling.html&quot;&gt;said before&lt;/a&gt; that there are only
two wrestling games worth playing: &lt;i&gt;WWF No Mercy&lt;/i&gt; for the N64
and &lt;i&gt;WWF SmackDown! 2: Know Your Role&lt;/i&gt; for the PS1.  While the
former is technically a better game, the latter has always been my
favorite.  It was made by Yuke&#39;s, whom make most all the wresting
games since 2000, as well as UFC games, &lt;i&gt;Berserk&lt;/i&gt; games, and the
strange &lt;i&gt;Evil Zone&lt;/i&gt;.  &lt;i&gt;SmackDown! 2&lt;/i&gt; is fast paced, has a
lot of wacky shit, and also happens to come from the era in which I
watched the stuff.  My opinion is no doubt clouded by nostalgia, but
I contest that it is a fun game, with lots of entertaining things to
do.  At the very least, it is the only game I can think of that let
me create a horrific effigy of Mega Man.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi08_1yUoaWrYJ0XEflnKcvZL7yTuELgwODPPJK7Y9z0Ftj0WJUGDhlR-eEFdPM5zNhgCXLEaqKYddArAIDa0II9iUCPqaGluIOuHDkAjJecgutmuOZKWbA6Im7kKoWdmvc21jcXRR1mU/s1600/02.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi08_1yUoaWrYJ0XEflnKcvZL7yTuELgwODPPJK7Y9z0Ftj0WJUGDhlR-eEFdPM5zNhgCXLEaqKYddArAIDa0II9iUCPqaGluIOuHDkAjJecgutmuOZKWbA6Im7kKoWdmvc21jcXRR1mU/s320/02.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
And that is definitely a huge factor in
my love for &lt;i&gt;SmackDown! 2&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;, the
options for character creation are completely insane.  While most
games only allow the player choose a general body type, this game
allows a creator to choose the size of each individual portion of the
body, thus Mega Man.  I&#39;m not going to say it is a great rendition of
the character, but I still think it is pretty impressive considering
the game.  I mean, if I didn&#39;t mention that his helmet isn&#39;t actually
a helmet, but a flatly colored turban, I don&#39;t think anyone would
have figured it out.  I liked using him so much that I also created
Proto Man, who was decent; Bass, who was awful; and Roll, who looked
like a deformed prostitute.  I guess that is just how all women end
up looking in the WWF.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj00U40uHEguzgm-G5bTgue64lsO7APQAltZqyctlO8PcMb7OvObxnExDU_4aCvQjYI0qlEvtjBqtj25hRDLii9J48WDzHU4MfFVEQkXGU3ygYOlI3QWgbvsnuPJx7WolKkInANoEUDb4I/s1600/00.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;241&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj00U40uHEguzgm-G5bTgue64lsO7APQAltZqyctlO8PcMb7OvObxnExDU_4aCvQjYI0qlEvtjBqtj25hRDLii9J48WDzHU4MfFVEQkXGU3ygYOlI3QWgbvsnuPJx7WolKkInANoEUDb4I/s320/00.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;Other
interesting characters I created include Mr. T, who at least makes
sense in the context of a wrestling game, and Michael Jackson.  He
doesn&#39;t make much sense in a wrestling match, but I was able to
decently recreate him in &lt;/span&gt;&lt;i&gt;Thriller &lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;style.
 It is a great deal fun watching these characters fight against some
of the turn-of-the-millennium WWF stars, as well as some of the
weirder bonus characters.  My favorite bonus character is scrawny
commentator Micheal Cole.  The best part of this was that it was
possible to take existing characters and edit them in various ways,
which led to me creating SHIN MICHAEL COLE, a gigantic version of
Michael Cole that had the moves of The Giant/Big Show.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnUuLgypL83s9prE8s7Fma71YXyGoDYvcPQY2U2mdNh7rjAajwW86H-dVmp-IPErKAxVzWaTv8zFiiIPSqZSRdiJA65W86i9fVGpyhyphenhyphenNCzXOp3-qw25nqamL42Q3OYd3qA2xmCxoDnZwk/s1600/05.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;239&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnUuLgypL83s9prE8s7Fma71YXyGoDYvcPQY2U2mdNh7rjAajwW86H-dVmp-IPErKAxVzWaTv8zFiiIPSqZSRdiJA65W86i9fVGpyhyphenhyphenNCzXOp3-qw25nqamL42Q3OYd3qA2xmCxoDnZwk/s320/05.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;My
wackiness aside, it is a fun wrestling game.  The player&#39;s moves are
separated into striking and grapples, with X being one O being the
other, and pressing various directions in combination with those
buttons give the player different attacks.  Square is a counter
button that can catch striking attacks and put the player on the
advantage.  Some grapples may also be countered, but it is dependent
on the characters current strength and also random luck.  Triangle is
the run button, and it, along with quick dodges performed by double
tapping a direction and the general speed of striking attacks, makes
the game go at a fast pace that is really enjoyable.  There is a lot
of maneuvering to get into the proper position to grab someone in
just the right way.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS-o9GIn59boSKIbb2EBAJSUpWQzP_R0JloHRwAcvWUSsJ1btqQvrUpw9cdYeTcC-eNaw-EnWdGbR_1W1dbOxZb00ytrTVmiUkm4OY26dorlUHLM7Uub4TgGJCXe-rAf5QODlGApeIVbM/s1600/06.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;239&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS-o9GIn59boSKIbb2EBAJSUpWQzP_R0JloHRwAcvWUSsJ1btqQvrUpw9cdYeTcC-eNaw-EnWdGbR_1W1dbOxZb00ytrTVmiUkm4OY26dorlUHLM7Uub4TgGJCXe-rAf5QODlGApeIVbM/s320/06.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Ladies and gentlemen, this is proof anything can happen in the World Wrestling Federation!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;Each
player also gets  super bar.  Each time they do damage to the
opponent, it fills up, holding a stock of up to five (though the
amount is adjustable and defaults at two) super strong finishers. 
There are two levels of grapples, the regular ones that will happen
most of the time, and the dizzy ones that will only happen when the
opponent is stunned.  Dizzy grapples are considerably stronger, add
more to the super bar, and most finishers are dizzy grapples, so
dizzying the opponent is really important.  The funny thing is, all
of the best finishers hurt the opponent a lot, so if the player has
enough stocked up, they can do one, pick the opponent up and do it
again, repeating until the super bar is empty.  The funniest part is
that the bigger the finisher, the more super bar it gives, so instead
of a fully stocked Undertaker being able to do five of his “the
last ride” he can do eight in a row.  I&#39;m pretty sure if he did
that in a match wrestling fans would shit their pants.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQcNoYcnWfehVZVQk5ZGFjjGOFa538IepuALOuxOc9dB11UOv44wNg8aeJjIJaMMZ43-B_Az234nbfkARmMo4O0PQdFy_S3IND2ezWQL9WLvYs2f-qZSlKF-D6120HvBYLCiMD_P31SmQ/s1600/08.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;241&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQcNoYcnWfehVZVQk5ZGFjjGOFa538IepuALOuxOc9dB11UOv44wNg8aeJjIJaMMZ43-B_Az234nbfkARmMo4O0PQdFy_S3IND2ezWQL9WLvYs2f-qZSlKF-D6120HvBYLCiMD_P31SmQ/s320/08.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;One
thing that &lt;/span&gt;&lt;i&gt;SmackDown! 2&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
gets right is the amount of variety it offers for matches.  There are
a ton of different types of matches, not just the typical normal
matches, cage matches, and royal rumbles.  Those are there, but so
are ladder matches, casket matches, table matches, and my personal
favorite, the Hell in a cell.  Some of these are pretty janky, like
how it is particularly difficult to grab the belt in a ladder match,
but for the most part they are a lot of fun.  Another favorite of
mine are anywhere fall matches, in which it is possible to explore a
rather large amount of interconnected rooms and attack the opponent
with various odd weapons.  There are things like shopping carts,
plates, park benches, and stuff like that, but the best is the area
that has routinely passing cars, which can be used to commit
vehicular manslaughter.  Nothing feels better than whipping Shane
McMahon  into an oncoming car and rolling out of the way at the last
second.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxlxZAvTAjFE-f5SUT1_1InMhbhkWlyH8HkT1bBdiJh3IpyS1hoxIWtpkHL2-5p7kcCGF9eHwCjeUN-UmaRdCnQ_GrTGnIHlfFvE0Pg5ihIFHdQaBKnvXvOnAnoxJU9qGeibF29djVgdE/s1600/10.JPG&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;239&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxlxZAvTAjFE-f5SUT1_1InMhbhkWlyH8HkT1bBdiJh3IpyS1hoxIWtpkHL2-5p7kcCGF9eHwCjeUN-UmaRdCnQ_GrTGnIHlfFvE0Pg5ihIFHdQaBKnvXvOnAnoxJU9qGeibF29djVgdE/s320/10.JPG&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;SmackDown! 2&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; is just fucking crazy in so many ways it is hard not to love it. 
With the character creation, the fast combat, and the weird season
mode, I just can&#39;t recommend it enough.  It has some problems,
particularly the atrocious load times and some weird glitches, most
of which are associated with the season mode.  I mean, it is funny
when The Rock and The Rock are satisfied with their victory, standing
next to each other conjoined at the shoulder and nodding at each
other to show how satisfied they are.  Still, it is a fun mode that
really captures the weirdness of wrestling story lines.  I don&#39;t know
why people do back flips when hit with a Stone Cold Stunner (or the
Mega Stunner as I call it when Mega Man uses it), but I&#39;m sure glad
they do.&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/1305241866876661374/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/smackdown-2-know-my-roll.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1305241866876661374'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1305241866876661374'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/12/smackdown-2-know-my-roll.html' title='SmackDown! 2 Knows My Roll'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH7vT_J3-8MhTVQ8XRbYurcJfgh3CBDwbTTF1h_tQXlfXRwvr2k0buj9VQjNXj2-bOkbU24PFm71kt-ATJoVkvczj06a8lsEM1qiwfxRMpDEB7OjJYBefXuTb62SAStpR3FYoh6XJ0BAw/s72-c/smackdown+2+case.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-4848780069398239180</id><published>2011-11-29T20:11:00.001-05:00</published><updated>2011-11-29T20:13:36.800-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="SNES"/><title type='text'>D(imension) Force</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinrXGBzTO_DX01RveNV_4IU0UuymswhCRIW6yb7azzCHWYe_x-Vn4oO-4aLsbKaQ4ht68Z25WxXVVdFrbpyGg7ybr441SqOLjdN5I54MahiP65H6VqRl67YiFpHSFeE6TS437AUaf1gLU/s1600/d+force+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinrXGBzTO_DX01RveNV_4IU0UuymswhCRIW6yb7azzCHWYe_x-Vn4oO-4aLsbKaQ4ht68Z25WxXVVdFrbpyGg7ybr441SqOLjdN5I54MahiP65H6VqRl67YiFpHSFeE6TS437AUaf1gLU/s1600/d+force+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It has occurred to me that I haven&#39;t
posted much about SNES games.  This is mostly a product of my small
SNES collection, so to help rectify this I&#39;ve decided to write about
some random SNES roms.  After landing on a few Japanese-only RPGs,
which I don&#39;t feel qualified enough to get into, I ended up with
&lt;i&gt;Dimension Force&lt;/i&gt;, which I had never heard of.  There doesn&#39;t
appear to be much of a difference between it and the North American,
&lt;i&gt;D-Force&lt;/i&gt;.  This 1991 shooter was made by Asmik Ace
Entertainment, a company that has been around since the NES era, and
is still active today, but has never made much of importance.  The
most notable of their releases to me is the terrible &lt;i&gt;The Ring:
Terror&#39;s Realm&lt;/i&gt; for the Dreamcast.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTdN7XHv86D0MNvMsk1k7-dt4DQFsDa7e123EOrjABamSdc1ZRfMLPcHmXpyxt8ZNTOB2dUU3Dfmmc1Uqx1wpEUpnw3yulZKG-TWuT9Q9ZgA4TnqUCgVAAMebNb0AjeP6wW2ebMJlaG3A/s1600/d+force+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTdN7XHv86D0MNvMsk1k7-dt4DQFsDa7e123EOrjABamSdc1ZRfMLPcHmXpyxt8ZNTOB2dUU3Dfmmc1Uqx1wpEUpnw3yulZKG-TWuT9Q9ZgA4TnqUCgVAAMebNb0AjeP6wW2ebMJlaG3A/s1600/d+force+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;D-Force&lt;/i&gt; is a mostly unremarkable
vertical scrolling shooter.  The most unique features it offers are
the use of Mode 7 graphics effects and two types of levels.  At
first, the use of Mode 7 seems to just be a gimmick to make the game
look nice during the helicopter&#39;s takeoffs and crashes, but it
actually plays into the function of the second type of levels.  The
first type of levels, titled “shooting mode” levels, are regular
scrolling shooter levels with a bunch of aircraft to contend with,
powerups, and lots of bullets to avoid.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5YQHQsoyWPs4R8T7o6tOfn7dvw34rBfpnNX2GQr5_H5AY1qAWeDL2AQSsSB72ZLfwCmthZwJOsnABwJcVXSlyeAUbOMBHdFmp2NktAO_a5pV0tuWQ7kLXPcCVbuv2l42aUijVgQTj4D4/s1600/d+force+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5YQHQsoyWPs4R8T7o6tOfn7dvw34rBfpnNX2GQr5_H5AY1qAWeDL2AQSsSB72ZLfwCmthZwJOsnABwJcVXSlyeAUbOMBHdFmp2NktAO_a5pV0tuWQ7kLXPcCVbuv2l42aUijVgQTj4D4/s1600/d+force+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The second type of levels are titled
“exploration mode,” or “technical mode” in the Japanese
version, levels, and while there are still enemies, there are less
bullets flying around and player gets no powerups.  The biggest
change, though, is the ability to change from two different height
planes with the trigger buttons, and the background graphics will
scale accordingly.  This is fine for going from the higher plane to
the lower one because it is possible to see the lower enemies in
order to avoid them, but when going from the lower plane to the
higher one, it is a blind guess as to whether an enemy will be there
or not.  That&#39;s some nonsense, and on more than one occasion I
crashed because I switched planes right into an enemy.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMw7dxmmVqSSHqJGU-rAcSJWydYfwSV7R8XYTATjfyOgSM02SfoclDVAQ2QXlRcPamw7Q3nZrl_KDHDbkKSU9QMe1GWVitsukMFCkarTZw7dL2T8-trDAT5-kV5nBHRAn4ci9yEmAH8zs/s1600/d+force+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMw7dxmmVqSSHqJGU-rAcSJWydYfwSV7R8XYTATjfyOgSM02SfoclDVAQ2QXlRcPamw7Q3nZrl_KDHDbkKSU9QMe1GWVitsukMFCkarTZw7dL2T8-trDAT5-kV5nBHRAn4ci9yEmAH8zs/s1600/d+force+4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Even with this unique feature, &lt;i&gt;D-Force&lt;/i&gt;&amp;nbsp;
isn&#39;t a particularly interesting shooter.  Granted, I&#39;m not a big fan
of the genre, and maybe fans of this type of game could get into it
for some reason.  To me, it is just an unremarkable shooter that the
developers tried to spice up with the SNES&#39;s new technology and
didn&#39;t really come together.  The plane-switching thing could be
interesting, but without the ability to see the higher plane and with
the rough way it transitions, it just doesn&#39;t work.  Supposedly the
game is about overthrowing an evil Middle Eastern dictator, which
seems reasonable until the dinosaurs show up.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/4848780069398239180/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/dimension-force.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4848780069398239180'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4848780069398239180'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/dimension-force.html' title='D(imension) Force'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinrXGBzTO_DX01RveNV_4IU0UuymswhCRIW6yb7azzCHWYe_x-Vn4oO-4aLsbKaQ4ht68Z25WxXVVdFrbpyGg7ybr441SqOLjdN5I54MahiP65H6VqRl67YiFpHSFeE6TS437AUaf1gLU/s72-c/d+force+1.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-1246813735239375017</id><published>2011-11-22T16:52:00.001-05:00</published><updated>2011-11-22T17:00:09.900-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Genesis"/><title type='text'>Spider-Man vs. NYC</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPyR0JlV3je3Rhp5_SZ1ApjLSSPBWowsAFsYL0nLHLC-FKsw0VfWvnFDw8HCqRz5BwZND4Irt2l2u2wHiBwKSlORzkj1FOuaDV5NXRYZ6s0AIMg_z4xxqqRgKX4IY0-cSpqcwuI9wE0QM/s1600/spider+man+vs+the+kingpin+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPyR0JlV3je3Rhp5_SZ1ApjLSSPBWowsAFsYL0nLHLC-FKsw0VfWvnFDw8HCqRz5BwZND4Irt2l2u2wHiBwKSlORzkj1FOuaDV5NXRYZ6s0AIMg_z4xxqqRgKX4IY0-cSpqcwuI9wE0QM/s400/spider+man+vs+the+kingpin+box.jpg&quot; width=&quot;292&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I grew up playing &lt;i&gt;Spider-Man vs. The
Kingpin&lt;/i&gt; for the Genesis, and it is one of the earliest games for
the system that my family owned.  Maybe it was because of that, or
because it was at the height of the comics boom, when everyone loved
Spider-Man, but my brother and I loved this game.  It&#39;s really not a
very good game, but all that mattered was that it is a game that a
kid can play as Spider-Man.  It was the first game developed by
Technopop, a company that only lasted through the nineties, whose
only other notable game was the early console FPS &lt;i&gt;Zero Tolerance&lt;/i&gt;,
also for the Genesis.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRYXgm6YFPmo1vq-ksP6gtVY-s9m_hjdXs6m2xYUvaZMjkKJTAizksGltkoZu8P3n0ADZbD0wv8p-KzKnPQ-y_KkzpxcPGY0-1AhB2EJmb53SUo7F-Zd7snhIGZ7DDIlFFR69N6qpj594/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_000.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRYXgm6YFPmo1vq-ksP6gtVY-s9m_hjdXs6m2xYUvaZMjkKJTAizksGltkoZu8P3n0ADZbD0wv8p-KzKnPQ-y_KkzpxcPGY0-1AhB2EJmb53SUo7F-Zd7snhIGZ7DDIlFFR69N6qpj594/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_000.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Though it was later updated for the
Sega CD, with added &lt;a href=&quot;http://www.youtube.com/watch?v=u3yZWRskipE&amp;amp;feature=related&quot;&gt;hilarious CD-i-quality cutscenes&lt;/a&gt; that I believe
were entirely voiced by Cam Clarke, the story of &lt;i&gt;Spider-Man vs.
The Kingpin &lt;/i&gt;is pretty bad.  The Kingpin puts a bomb in the city,
then goes on television, not even giving his name, blaming Spider-Man
for this hypothetically devastating bomb and offering a $10,000 award
for his capture.  I understand this causing vigilantes to try and
stop him for the reward money, but for some reason the police also
think that an uncorroborated rumor spread by a crime lord is enough
reason to start attacking someone in the street.  Also, since
Kingpin&#39;s entire goal seems to be to troll the shit out Spider-Man,
he has Mary Jane kidnapped.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8YbhPczqxsFcgS9STILXs1Kk38jdw5ENXIKfsdPEIqG_KGdp92yb9D9xLtwrF-qX2v2Y_3lvIaGvK7NqUUUj_ioPBbMPaM9LWB08mla0GN5nfU2RzbAJyVbIGlSsFsApp1tEG_9O-GwI/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_002.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8YbhPczqxsFcgS9STILXs1Kk38jdw5ENXIKfsdPEIqG_KGdp92yb9D9xLtwrF-qX2v2Y_3lvIaGvK7NqUUUj_ioPBbMPaM9LWB08mla0GN5nfU2RzbAJyVbIGlSsFsApp1tEG_9O-GwI/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_002.bmp&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This guy seems legit.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
So, the premise is that Kingpin has a
bomb that will go off in twenty-four hours unless Spider-Man finds
all of the keys and disarm it before it blows up all of New York
City.  This causes one of the most annoying aspects of the game, a
timer counting down at much faster than real time throughout most of
the game, which will cause an instant game over.  Another annoying
feature is a limited supply of web fluid, requiring the player to
take pictures of bosses in order to get money for more web fluid,
even though being able to shoot web is essential to completing the
game.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgezhjF1qvZ9A1PjYtzNl2e597EDuhedZzlmQhyoaBBI6Q7vrYcD92HruuvXwgyjKOb-ez1G7pKUkrGzQUtNQ1c9uKv62J1MR2PJs2mKwgH0XkIMnoiBQ4x9PNrLwS8dnuGI-eheaJ4Cpc/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_004.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgezhjF1qvZ9A1PjYtzNl2e597EDuhedZzlmQhyoaBBI6Q7vrYcD92HruuvXwgyjKOb-ez1G7pKUkrGzQUtNQ1c9uKv62J1MR2PJs2mKwgH0XkIMnoiBQ4x9PNrLwS8dnuGI-eheaJ4Cpc/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_004.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The worst problem with this game is
that it feels awkward.  It does okay with standard stuff like
jumping, shooting web as an attack, and punching/kicking people.  The
problems are with the Spider-Man-specific techniques, specifically
climbing on walls.  It&#39;s not so bad in outdoor areas with building,
where he can cling to walls in the background by holding down the
jump button and climb higher by repeatedly jumping off of them, but
once he gets indoors and needs climb walls in the foreground it can
get annoying.  The player needs to hold down the jump button, then
press the direction of the wall or ceiling that he or she wants to
cling to.  Letting go of the jump button while pressing no direction
causes Spider-Man to fall, but holding up while letting go causes him
to leap up at a forty-five degree angle from the wall.  It is just
really weird and makes it difficult to navigate the platforming
sometimes, especially in the enclosed vents.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivEaVjtTn47Qnwexy-ODiCDFPMWVckOpU-VD5E3d8OO81A2cGCIMXZTpA08YAWBekLlqYOj-GGYwggWHRi5JKmDvlavRRwhx47BGwzJyjnuW_sjgWHYBFcEiYPSDcR3Tnewgf4xgO9Rbg/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_006.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivEaVjtTn47Qnwexy-ODiCDFPMWVckOpU-VD5E3d8OO81A2cGCIMXZTpA08YAWBekLlqYOj-GGYwggWHRi5JKmDvlavRRwhx47BGwzJyjnuW_sjgWHYBFcEiYPSDcR3Tnewgf4xgO9Rbg/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_006.bmp&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;He will keep trying to stab the air above Spidey&#39;s head forever.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
On the positive side, web swinging
around feels really good and gives the player a real sense of speed
and momentum, as well as just he general sense of fun from the
feeling of swinging around like Spider-Man.  This is my favorite
aspect of the game, though some levels are cramped inhibit the
ability to freely use it.  I also like that there are times when
Spider-Man has to kick rats to death.  It doesn&#39;t seem like something
he would do, but it is quite comical.  Another good thing is the way
the game uses a great deal of Spider-Man&#39;s villains as bosses, and it
will definitely please fans of the franchise from the time of the
comic collectors boom of the 90&#39;s.  There are even occasionally
creative ways to deal with them, like spraying Sandman with a fire
hydrant.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGR6J5u0mSB46hviXFIwfQYNLSUtdJWm0rpuCm7-XjXaggavhpQkjvPtD3umUr6N3zNjavfWqcfSer0YALmxfpnK8gfrvhCHHX8hkcKg36LnU-f57STmFYvqeTztK3biRBqcwmRBnAphI/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_007.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGR6J5u0mSB46hviXFIwfQYNLSUtdJWm0rpuCm7-XjXaggavhpQkjvPtD3umUr6N3zNjavfWqcfSer0YALmxfpnK8gfrvhCHHX8hkcKg36LnU-f57STmFYvqeTztK3biRBqcwmRBnAphI/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_007.bmp&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Superhero!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Sadly, combat in the game is also
pretty damn awkward.  The AI for many of the regular enemies is
downright retarded, and some of the bosses and mid-bosses aren&#39;t much
better.  Bosses often follow a very strict pattern, going about their
business no matter what Spider-Man is doing.  The worst fight,
though, is the final fight with Kingpin after the bomb is defused. 
Not only does the player need to continually hit him in his
surprisingly small head, but also continually shoot web at Mary Jane
to keep her from being lowered into a vat of boiling acid.  It is
really frustrating, but what makes it even worse is that the player
can get a terrible ending in which Mary Jane is killed even if the
Kingpin is defeated.  On top of that, there is also an ending where
Kingpin defeats Spider-Man and lowers him into acid with his wife,
causing a game over and requiring the player to start the whole game
over.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOgcYquEPrq6hGhtznwUkYxJMwEQyMb0E0G3lzPdDsGCfpDVx9j5hGCf5CtbNsYr0kpwHgFrjXLpCnHjhjeUxBBd8u_9rR0uX-bwvsP6Vntr7uEfT-ey2Tf91gPqj13j06u7OQDZXsk3E/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_009.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOgcYquEPrq6hGhtznwUkYxJMwEQyMb0E0G3lzPdDsGCfpDVx9j5hGCf5CtbNsYr0kpwHgFrjXLpCnHjhjeUxBBd8u_9rR0uX-bwvsP6Vntr7uEfT-ey2Tf91gPqj13j06u7OQDZXsk3E/s1600/Spider-Man+vs+The+Kingpin+%2528W%2529+%255B%2521%255D_009.bmp&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;What the fuck? &amp;nbsp;There are so many things wrong with this.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I&#39;m just glad I didn&#39;t grow up with the
Sega CD version, which has a theme song by Mr. Big.  I&#39;m all for
giving Cam Clarke work, but that version is just horrifying.  Also,
for some reason it is &lt;a href=&quot;http://www.youtube.com/watch?v=NOPilmY3On4&amp;amp;feature=related&quot;&gt;dedicated to the memory&lt;/a&gt; of Brandon Lee, of &lt;i&gt;The
Crow &lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;and being Bruce Lee&#39;s son
fame&lt;/span&gt;, and Patrick Lippert, the activist that organized the
Rock the Vote campaign, I guess because it was made in 1993 and that
seemed like the right thing to do at the time.  Maybe the developers
knew them and I&#39;m just being a dick.  I dunno.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/1246813735239375017/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/spider-man-vs-nyc.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1246813735239375017'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1246813735239375017'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/spider-man-vs-nyc.html' title='Spider-Man vs. NYC'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPyR0JlV3je3Rhp5_SZ1ApjLSSPBWowsAFsYL0nLHLC-FKsw0VfWvnFDw8HCqRz5BwZND4Irt2l2u2wHiBwKSlORzkj1FOuaDV5NXRYZ6s0AIMg_z4xxqqRgKX4IY0-cSpqcwuI9wE0QM/s72-c/spider+man+vs+the+kingpin+box.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-4568876560722705057</id><published>2011-11-20T00:57:00.001-05:00</published><updated>2011-11-20T01:02:38.421-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Off on a Tangent"/><title type='text'>A Defense of Tank Controls</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOb4DTfmvEgCQPxPAwP2Y8e6sewTEGJSly7zxOZne7YB7lVymeQ0eUOFxkTfEAXBkispdxIyeHaN5yCI6XzC0h-hO8iiolX_9eSq4tqA7JYS5RSFzQf7-vS1Z3wOdY_wxBFVdmB9I81Zo/s1600/tank+controls+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOb4DTfmvEgCQPxPAwP2Y8e6sewTEGJSly7zxOZne7YB7lVymeQ0eUOFxkTfEAXBkispdxIyeHaN5yCI6XzC0h-hO8iiolX_9eSq4tqA7JYS5RSFzQf7-vS1Z3wOdY_wxBFVdmB9I81Zo/s1600/tank+controls+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It has always bothered me that some
people completely dismiss a game based on the way it controls.  The
goal of controls is to give the player a way to interact with the
game, and, to me, a game has good controls if they facilitate logical
interaction with a game.  Basically, if the controls allow the player
to do what needs to be done in the game, then they are good controls.
 Most complaints that a game has “bad controls” seem to boil down
to a player that wants one game to control like another instead of
attempting to understand why the other control scheme may be more
suited the that particular game.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
The Resident Evil series constantly
gets shit for having tank controls, but I never understood this
complaint.  For one, a control scheme in which up is always forward
makes sense in a game with multiple static camera angles.  If the
controls were camera-relative, pressing the direction the player
wants to move based on the current camera angle, it would make things
confusing when moving from one camera to another.  While holding a
single direction the character would move one direction, the camera
angle would change, and then, while still holding down the same
direction, would move in a different direction.  The only way to use
the “more standard” control scheme would be to completely change
the way the cameras are set up to a simple overhead view, and that
would completely destroy the artistic intent of making a B movie-like
experience.&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Another complaint is levied that the
sluggish controls “hurt combat.”  The thing is, in older Resident
Evil titles combat wasn&#39;t really important, and so the player didn&#39;t
need smooth combat controls.  Bear with me.  The enemies in the first
few games don&#39;t do a whole lot or move very fast, so the player
really doesn&#39;t need to be able to move and shoot, or lock on, or
whatever thing people think they need.  Some people just dismiss the
games as poorly designed, but they are actually perfectly designed. 
The player is given all the tools that are needed in order to fight
off everything in the game.  
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqpY27aqtQR9HaJNTLKSwqgB8Pt8E_2Tml6rs_nEqXWv8Ov8KxnjgvfsdSKlrrdO6y70uF4JH0XPn1vuPuAJ2-GmWTE5tBWY7LzShcJyVxOqfcEOCn0zq4YxVj2wXVAZ3wfIO2EHCVMs/s1600/tank+controls+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqpY27aqtQR9HaJNTLKSwqgB8Pt8E_2Tml6rs_nEqXWv8Ov8KxnjgvfsdSKlrrdO6y70uF4JH0XPn1vuPuAJ2-GmWTE5tBWY7LzShcJyVxOqfcEOCn0zq4YxVj2wXVAZ3wfIO2EHCVMs/s1600/tank+controls+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
When later games added the ability to
aim freely, the enemies were similarly crafted around the player&#39;s
abilities.  Enemies became able to move faster and attacked in larger
groups, but they didn&#39;t use any weapons that could be considered
“cheap.”  Again, they never sent anything after the player that
the player was not capable of handling with the controls at hand and
a certain degree of skill.  So what if Resident Evil doesn&#39;t control
like the a modern FPS.  It&#39;s not like the player is going to be
engaged in gunfights with engaged in firefights with a bunch of dudes
or blowing up national monuments or whatever the fuck happens in a
Call of Duty game.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
A game should be designed around a
control scheme, and disregarding game because it doesn&#39;t have
familiar controls is ignorant.  How lame would it have been if &lt;i&gt;Mega
Man&lt;/i&gt;, &lt;i&gt;Castlevania&lt;/i&gt;, and &lt;i&gt;Super Mario Bros.&lt;/i&gt; all had the
same jump physics and attack mechanics? Metal Gear games have always had
unconventional control schemes, but they work for what needs to be
done. It&#39;s important for games to
have diverse controls because it allows for different experiences and
encourages innovation.  A game truly has bad controls when they don&#39;t
give the player the reasonable ability to do what a game needs.  Of
course bad controls should not be confused with a high level of
difficulty, but that is a topic for another time.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/4568876560722705057/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/defense-of-tank-controls.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4568876560722705057'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4568876560722705057'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/defense-of-tank-controls.html' title='A Defense of Tank Controls'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOb4DTfmvEgCQPxPAwP2Y8e6sewTEGJSly7zxOZne7YB7lVymeQ0eUOFxkTfEAXBkispdxIyeHaN5yCI6XzC0h-hO8iiolX_9eSq4tqA7JYS5RSFzQf7-vS1Z3wOdY_wxBFVdmB9I81Zo/s72-c/tank+controls+1.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-9115022332960757746</id><published>2011-11-19T15:14:00.001-05:00</published><updated>2011-11-19T15:18:15.257-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Genesis"/><title type='text'>Brown Before It Was Cool: Desert Strike</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjBM-V11hqL3vDN8dZqoBV6vyGFhWJy8ulqAscfQUIbcZrMhjKhqzpbnkEni9xUN0I8ZPj32SqzL8m6q7_upKFKF60o-eGg9icdiErlqwReiGYbHQFAqJrVYsWnrXTbRSfkWrMh86Dab4/s1600/desert+strike+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjBM-V11hqL3vDN8dZqoBV6vyGFhWJy8ulqAscfQUIbcZrMhjKhqzpbnkEni9xUN0I8ZPj32SqzL8m6q7_upKFKF60o-eGg9icdiErlqwReiGYbHQFAqJrVYsWnrXTbRSfkWrMh86Dab4/s400/desert+strike+box.jpg&quot; width=&quot;292&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It&#39;s strange how much things stay the
same.  Back in 1992 EA&#39;s biggest success was a military shooter based
around real world weaponry and a fictionalized version of a modern
conflict in the Middle East.  Some people were saying that it was in
bad taste.  It was a whole big thing.  On the other hand, much of the
success of &lt;i&gt;Desert Strike: Return to the Gulf&lt;/i&gt; was based on the
way it was different from the other shooters at the time.  It isn&#39;t
about just blowing up everything on screen and never getting hit by a
single bullet, but about going around, completing objectives, and
tactically dealing with any opposition there might be.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzeR5JGarPJUqmD0nZqEtyfXWTb7EVCxwuIX0IdbYzRFf9auvBXFrl6jk8sC1ruJCH2TrzGhwZUxqEpRv01bZcxlqo63Tse6B55MbA6fc_7RGZM-TFLMl8jwIxEw2mUjFr_W-zs_-wqQo/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_000.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzeR5JGarPJUqmD0nZqEtyfXWTb7EVCxwuIX0IdbYzRFf9auvBXFrl6jk8sC1ruJCH2TrzGhwZUxqEpRv01bZcxlqo63Tse6B55MbA6fc_7RGZM-TFLMl8jwIxEw2mUjFr_W-zs_-wqQo/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_000.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It is also strange to think that the
giant, faceless company that EA is now once had its biggest success
to date with a game that was designed and chiefly programmed by only
one guy, Mike Posehn.  It was originally suggested he make a game
similar to &lt;i&gt;Choplifter&lt;/i&gt;, but it seems closer to &lt;i&gt;Raid on
Bungeling Bay&lt;/i&gt; to me.  The game is also labeled with “EA Air
Force,” which makes me wonder if this was some sort of label for
EA&#39;s flight-related games, or if it was only used for this game.  At
any rate, it wasn&#39;t used for the Strike sequels, but according to
eBay they did make EA Air Force pins.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggYAqgcZFP6lNs43_0OAsvYOiFySyVCAHjNRc9vOvu0sr7by3ShPYMODS21mFw9gNggZmg7IbtK1cZ0yhYKf1X-JKyz5kBWPpopPpDAcuTY6dTeHdme_DiDAht-pcegUBDgwd94CnE8g4/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_005.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggYAqgcZFP6lNs43_0OAsvYOiFySyVCAHjNRc9vOvu0sr7by3ShPYMODS21mFw9gNggZmg7IbtK1cZ0yhYKf1X-JKyz5kBWPpopPpDAcuTY6dTeHdme_DiDAht-pcegUBDgwd94CnE8g4/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_005.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
During a time when almost every game in
which the player controls an aircraft was a scrolling shooter, &lt;i&gt;Desert
Strike&lt;/i&gt; was unique.  The player controls an Apache helicopter, the
game is viewed from an isometric perspective, and it uses
character-relative controls, which is to say, tank controls. The
controls do make the game slower than it might be, but it gives the
game a methodical method and a believable feel.   The methodical way
the game is played is the most interesting feature of the game
because it is, other than the different perspective and controls,
what makes it so different from shoot &#39;em ups of the day.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3hYlLpA0D_UVmbRGc_0Lo-VCc2eRU_5vuX0LkMkvpLXjeN5JulnvFOpqlmX4GHFkGn6O7hne_jEj-tUx2frrUUsSJwoI6rr3BV4knis1osR-Vy18e01RUdrBNnVMPIzKIdbn4bguL_go/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_007.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3hYlLpA0D_UVmbRGc_0Lo-VCc2eRU_5vuX0LkMkvpLXjeN5JulnvFOpqlmX4GHFkGn6O7hne_jEj-tUx2frrUUsSJwoI6rr3BV4knis1osR-Vy18e01RUdrBNnVMPIzKIdbn4bguL_go/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_007.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Instead of having infinite ammo, crazy
power ups, and a goal of getting from point A to B ending in a boss
fight, this game takes a more realistic approach.  Each level is a
big square with various objectives that need to be met in order to
complete the mission.  When these objectives are done is completely
up to the player, and that adds an element of strategy and planning
to how missions are completed.  Though the weakest machine gun on the
helicopter has infinite ammo, the weapons that do real damage, two
types of missiles, are in very limited supply and need to be
frequently refilled by picking up ammo crates scattered throughout
the levels.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEW59EbwuNH6bVLVI7HltoUb8WiLvBG4z7lHqBljac_RekUEnX9g1VaoqWQhvK-tZkvmGgUfH8pCnFzgThQ-LALFSZurixdi18BEoUa7lB_dqtJSE9DLq-cy3CLSROSNXr4N_uyX0YrtQ/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_009.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEW59EbwuNH6bVLVI7HltoUb8WiLvBG4z7lHqBljac_RekUEnX9g1VaoqWQhvK-tZkvmGgUfH8pCnFzgThQ-LALFSZurixdi18BEoUa7lB_dqtJSE9DLq-cy3CLSROSNXr4N_uyX0YrtQ/s1600/Desert+Strike+-+Return+to+the+Gulf+%2528UE%2529+%255B%2521%255D_009.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I like the way it is important to pick
up extra ammunition, fuel, and friendly troops in order to complete
each level.  This, combined with the methodical controls, makes the
game more of a thinker&#39;s shooter than the average twitch reactions of
shooters of the day.  There are other things about the game that are
charming, like the rocking music, detailed sprites, and simple joy of
blowing stuff up.  As smart as the game is, this didn&#39;t make EA think
much about milking the success and releasing annual sequels with
&lt;i&gt;Jungle Strike&lt;/i&gt;, &lt;i&gt;Urban Strike&lt;/i&gt;, and others.  It&#39;s strange
how much things stay the same.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/9115022332960757746/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/brown-before-it-was-cool-desert-strike.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/9115022332960757746'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/9115022332960757746'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/brown-before-it-was-cool-desert-strike.html' title='Brown Before It Was Cool: Desert Strike'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjBM-V11hqL3vDN8dZqoBV6vyGFhWJy8ulqAscfQUIbcZrMhjKhqzpbnkEni9xUN0I8ZPj32SqzL8m6q7_upKFKF60o-eGg9icdiErlqwReiGYbHQFAqJrVYsWnrXTbRSfkWrMh86Dab4/s72-c/desert+strike+box.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-4202625773297943321</id><published>2011-11-16T19:28:00.001-05:00</published><updated>2011-11-16T19:40:47.049-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="360"/><title type='text'>Deadly Premonition</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH7T56eI5ryp4ms7wDmorQLBOzHF_RYtS8tIn0txLkwe0TaXHSYUkS6Fph3qW7J7T9FZBg2cQjEGEUyelaFJFHhDlbCC4UrjllNuOnlDicMWI6MYW2EDxdt5Iet10VxWsP80YJTwAmWrs/s1600/deadly+premonition+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH7T56eI5ryp4ms7wDmorQLBOzHF_RYtS8tIn0txLkwe0TaXHSYUkS6Fph3qW7J7T9FZBg2cQjEGEUyelaFJFHhDlbCC4UrjllNuOnlDicMWI6MYW2EDxdt5Iet10VxWsP80YJTwAmWrs/s400/deadly+premonition+box.jpg&quot; width=&quot;285&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in; page-break-after: auto; page-break-before: auto;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span style=&quot;font-size: small;&quot;&gt;This is video game blog Poverty Game Night.  You can
call it PGN.  Everybody calls it that.  For those that can&#39;t tell
just by that reference, this post is about &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Deadly
Premonition&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;.  I can&#39;t remember the last time
I&#39;ve had such a difficult time articulating what is so great about a
game.  Even though the game is flawed in most every way, it is more
than the sum of its parts.  It is a game that is utterly bizarre and
strangely fascinating.&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in; page-break-after: auto; page-break-before: auto;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;, known as&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;
Red Seeds Profile&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt; in Japan, was developed by
Access Games, but was mostly the vision of the game&#39;s
writer/director, SWERY.  Other than this, he is best known for the
strange &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Spy Fiction&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;,
but he was also the scenario writer for SNK&#39;s &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;The
Last Blade&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt; series.  He may or may not be
completely insane, but I suppose the same could be said of most
auteur directors, like Hideo Kojima or Suda51.  Though I am willing
to guess that SWERY would prefer to be compared to David Lynch.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in; page-break-after: auto; page-break-before: auto;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGms2IaQ7tqHCazmXScAxA7JxKDBrgyKARsd1atw6eXeDRxdUYbWbI9GMY1T2m0GMLcqvt_qn0qrQ6ns9niu_1FiGblgS8BuSjcpOZY5HzWuj2l5sUuhuEhq4U1I2Ouhug0w578p8zhqY/s1600/deadly+premonition+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;182&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGms2IaQ7tqHCazmXScAxA7JxKDBrgyKARsd1atw6eXeDRxdUYbWbI9GMY1T2m0GMLcqvt_qn0qrQ6ns9niu_1FiGblgS8BuSjcpOZY5HzWuj2l5sUuhuEhq4U1I2Ouhug0w578p8zhqY/s320/deadly+premonition+1.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span style=&quot;font-size: small;&quot;&gt;2010 was a strangely active year for the television
series &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Twin Peaks&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;
considering that it had been twenty years since it premiered and
eighteen years since its last entry.  There was the excellent
thriller game &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Alan Wake&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;
that was obviously influenced by the show&#39;s small Pacific Northwest
town setting filled with various peculiar characters.  There was also
a mini-reunion in the form of the &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Psych&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;
episode &quot;Dual Spires.&quot;  All of this pales in comparison to
&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;,
which is the most &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Twin Peaks&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;-like
experience since the show itself.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in; page-break-after: auto; page-break-before: auto;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/rL8boTD4ais?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span style=&quot;font-size: small;&quot;&gt;I didn&#39;t watch the show when it originally aired (I was
five), but since it kept coming up in other things I liked I watched
it somewhat recently.  For a long time I just could not make heads or
tails it, but I was engrossed by it and watched the whole thing
through, and somewhere along the way I &quot;got it.&quot; 
Everything makes sense following the show&#39;s twisted logic and general
weirdness. &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;I&#39;m not too far into &lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt;Deadly
Premonition&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;, and I don&#39;t know if it will all
end up making sense in the end, but it emulates that feeling of
weirdness  and twisted logic perfectly.  Playing it gave me the same
sense of bewilderment I got from watching&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i&gt; Twin
Peaks&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;, and that is something very few things
do.  Of course, the game plays up the connection to the show by
showing the influence of it in the plot, characters, and setting of
the game.&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span style=&quot;font-size: small;&quot;&gt;The main character is Special Agent Francis York Morgan,
an FBI agent that has come to the small Pacific Northwest town of
Greenvale to investigate the mysterious murder of a beautiful young
girl.  His strange behavior and position as an outsider puts him at
odds with the local police.  He may be decidedly more crazy, York has
a strange fascination with the small town that makes him similar to
&lt;i&gt;Twin Peaks&lt;/i&gt;&#39; Special Agent Dale Cooper.  The story leads York
to interact with the various odd residents of Greenvale.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;With a premise like this, one might think that &lt;i&gt;Deadly
Premonition&lt;/i&gt; would be some sort of adventure game, but it is
actually an open world survival horror game.  As far as I know, this
is the only game that blends these two genres.  Remedy, the
developers of &lt;i&gt;Alan Wake&lt;/i&gt; initially planned to make the game
with an open world framework, but that was ditched in favor of a more
linear game for the sake of a more focused narrative.  After playing
this, I can understand why.  It is hard to build and maintain tension
when there are large portions of the game that have the player just
driving around without incident.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;Still, the open world mechanics benefit the bipolar
nature of the game&#39;s story.  One moment the game is highlighting a
grisly murder and the next it is making light of one of the game&#39;s
many quirky characters.  There is no consistent tone to the game, and
for some reason it is really charming.  Sometimes the juxtaposition
of the game&#39;s cheerier music with the serious nature of the dialogue
is jarring, and that makes for greatly awkward atmosphere.  On the
subject of the music, it is really great, though eclectic.  There is
some smooth jazz, some eerie ambiance, and some guitar whistling that
sounds like it could only have come out of K.K. Slider.&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;embed width=&quot;320&quot; height=&quot;266&quot;  src=&quot;http://www.youtube.com/v/5OUP_Z3iZPs&amp;fs=1&amp;source=uds&quot; type=&quot;application/x-shockwave-flash&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;On the subject of mental disorder, York is literally
crazy.  He has dissociative identity disorder, and frequently has
asides in which he speaks to his other personality, Zach.  This is a
stroke of insane genius on the writer&#39;s part because it gives York a
reason to talk about what is going on without it being a boring
internal monologue.  It also gives York, and I guess by extension
SWERY, the ability to directly address the player, as the player
ostensibly is Zach.  This leads a lot of the game&#39;s funny moments and
meta commentary.&lt;/span&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;The action of the game makes for the majority of the
survival horror elements of the game.  Essentially, York will go to
some area to investigate, he&#39;ll become isolated, and he&#39;ll start to
experience weird stuff.  This weird stuff includes red vines blocking
off areas, usually a lot of rain, and zombie-like people that attack
him.  The combat is basically a poor man&#39;s version of &lt;i&gt;Resident
Evil 4&lt;/i&gt;, with similar controls that are a bit more sluggish and
unwieldy.  There are various strong melee weapons, but they have a
limited amount of durability before they break.  Luckily York&#39;s
handgun has unlimited ammo and can be used for most everything,
though stronger weapons with limited ammo are generally a good idea
for dealing with stronger foes.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;Even though the combat isn&#39;t that great, the atmosphere
of the horror portions are really creepy and have an oppressive
atmosphere.  The mechanic of York holding is breath to become
invisible to enemies is great at building tension.  It&#39;s not up there
in creepiness  with a &lt;i&gt;Silent Hill &lt;/i&gt;or something, but it&#39;s
pretty good.  The time when York is running and hiding from an ax
murderer are quite frightening and incorporates an interesting
split-screen between the player&#39;s view and the killer&#39;s, but it is
marred by annoying quick-time events.  These moments also double as
an investigation or “profiling” section that has the player
finding clues that help unravel parts of the mystery surrounding the
mysterious events in Greenvale.  It&#39;s not nearly as involved as
something like the &lt;i&gt;Ace Attorney &lt;/i&gt;games or &lt;i&gt;Heavy Rain&lt;/i&gt;,
but it gets the job done.&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;The open world portion of the game doesn&#39;t seem
particularly necessary, but there is a lot of weird details in it. 
The player needs to have York shave and wear clean clothes or else
his hygiene suffers, which probably affects something.  Doing pretty
much anything, from breaking boxes to exploring various places, gives
the player cash which can be spent on all sorts of things about town.
 It is important to keep hunger and sleep requirements under control
by eating food and sleeping, so it is a good idea to spend a decent
amount of cash on food.  Probably the worst part of the open world
approach is the game&#39;s poor map, which doesn&#39;t zoom out far enough to
get a grasp of the relation between different areas and doesn&#39;t have
up always be north, but the direction the player is facing.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;There is a bunch more weird stuff that York can do.  He
believes he can predict the future by looking at his cup of coffee,
and so the player can choose to get a cup of coffee as a way of
getting a fortune.  There is fishing for some reason, so I guess for
those people that are a fan of open world games, survival horror, and
fishing, this is the game to play.  Watching a weather report on
television will give the player what weather to expect for the day. 
It is possible to talk to the various people as they go about their
daily routines about town, but sometimes they lock themselves in
their houses, and in that instance it might be a good idea to peek
into their homes because the game lets York be a creeper like that.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTYRDFCvU8EZHEhAlFYNDWarLkFmdOB68ZtuW0WRURAc8G1Nxh06YLmZiP51bXqa7_DG6NNe3k6Sz2QznC9lGAVSe8vB7vIhyphenhyphenW9qR54o7jusA_fcsGIfm6IhB_4vNl4RN0KuzRYVToyHw/s1600/deadly+premonition+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTYRDFCvU8EZHEhAlFYNDWarLkFmdOB68ZtuW0WRURAc8G1Nxh06YLmZiP51bXqa7_DG6NNe3k6Sz2QznC9lGAVSe8vB7vIhyphenhyphenW9qR54o7jusA_fcsGIfm6IhB_4vNl4RN0KuzRYVToyHw/s320/deadly+premonition+4.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;At one point York needs to get into a room in the police
station, but the guy with the keys lost them.  Instead of just
finding the key and returning it, the player finds various keys,
differentiated by key-rings with different squirrels on them. 
Handing a key with the wrong type of squirrel on it will cause the
guy to admonish York for not knowing his squirrels, then go into a
long explanation of what makes that particular squirrel unique.  This
whole thing is like a bizarre attack on the way many survival horror
games, like &lt;i&gt;Resident Evil&lt;/i&gt;, have the player collect a bunch of
keys marked with various symbols.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;border: none; line-height: 100%; margin-bottom: 0in; padding: 0in;&quot;&gt;
&lt;span style=&quot;font-size: small;&quot;&gt;It seems the best way to explain how crazy this game
seems to be just to flatly explain it, but I still feel like I
haven&#39;t gotten across how completely weird &lt;i&gt;Deadly Premonition&lt;/i&gt;&amp;nbsp;
is.  I think the best that I can do is urge people to just play it (I
got it for a mere eleven dollars new) and leave off with an example
of something that happens in the game.  This is the sort of game
that, to me, justifies the existence of this site.  It was a cult
hit, but it isn&#39;t some giant blockbuster title, and it flew under the
radar for most people.  It&#39;s not a perfect game, but it is really
interesting, extremely bizarre, and it deserves some attention for
being something so insane.&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/4202625773297943321/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/deadly-premonition.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4202625773297943321'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4202625773297943321'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/deadly-premonition.html' title='Deadly Premonition'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH7T56eI5ryp4ms7wDmorQLBOzHF_RYtS8tIn0txLkwe0TaXHSYUkS6Fph3qW7J7T9FZBg2cQjEGEUyelaFJFHhDlbCC4UrjllNuOnlDicMWI6MYW2EDxdt5Iet10VxWsP80YJTwAmWrs/s72-c/deadly+premonition+box.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-1884896646623224750</id><published>2011-11-15T21:28:00.001-05:00</published><updated>2011-11-15T21:32:21.202-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Boy"/><title type='text'>The Legend of Moneypenny: James Bond 007</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibHaqVKbbQMP1yxTIK1Eqk518GhlCV07jMGL-NfHpUeJ1ohvUjLyfDb_dDd1pUSr2RQQ1YZuUIWP3WmTs-g8lS2ZOKPX-B5Lee1wGKNTDTa_ZQdUANyxkKXvlc1plWhYmkn1tm8Rjrj10/s1600/bond+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibHaqVKbbQMP1yxTIK1Eqk518GhlCV07jMGL-NfHpUeJ1ohvUjLyfDb_dDd1pUSr2RQQ1YZuUIWP3WmTs-g8lS2ZOKPX-B5Lee1wGKNTDTa_ZQdUANyxkKXvlc1plWhYmkn1tm8Rjrj10/s400/bond+cart.jpg&quot; width=&quot;340&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Released amid the furor around
&lt;i&gt;Goldeneye&lt;/i&gt; for the N64, &lt;i&gt;James Bond 007&lt;/i&gt; for the Game Boy
didn&#39;t get attention.  There are quite a few reasons for this.  For
one, it was released in 1997, very late into the life-span of
monochrome Game Boy games and not long before the release of the Game
Boy Color, so it wasn&#39;t really a time in which any game for the
system got a whole lot of attention.  Secondly, the game could not be
more different from the game that popularized first-person shooters
on consoles.  It is not surprising that the game goes overlooked
considering the situation, but it is quite interesting.  It is the
first game from Saffire, a small developer formed out of Sculptured
Software that didn&#39;t make anything particularly noteworthy before
going out of business in 2004.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm9gVPjBTF5oSbdwCw5Ev6lkDd6nhj82YAgQ9xQwqCNMxYwgmt4C9LRMBahDFbfMFzofTOxVYtZeSzoe9P4PHjzY9F4PAQAFAYr5dcVgo9Rir96Rsb4OATheMr5NW6xZVpCo4C7MzRxfc/s1600/gb+bond+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm9gVPjBTF5oSbdwCw5Ev6lkDd6nhj82YAgQ9xQwqCNMxYwgmt4C9LRMBahDFbfMFzofTOxVYtZeSzoe9P4PHjzY9F4PAQAFAYr5dcVgo9Rir96Rsb4OATheMr5NW6xZVpCo4C7MzRxfc/s1600/gb+bond+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The best way to describe &lt;i&gt;James Bond
007&lt;/i&gt; for Game Boy is the unholy union between &lt;i&gt;The Legend of
Zelda&lt;/i&gt; and the old 2D &lt;i&gt;Metal Gear&lt;/i&gt; games.  I&#39;m sure the
latter makes sense, but I&#39;m sure most readers are surprised or
confused about the former.  It sounds crazy, but it really is the
best way I can describe it though.  There isn&#39;t a big overworld like
in &lt;span style=&quot;font-style: normal;&quot;&gt;Zelda&lt;/span&gt; games, but even with
the game separated into levels, each one is sort of like a mini world
of its own.  There are NPCs to talk to and do quests for, hidden
stuff to find, and places to infiltrate (see: dungeons).&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia0Pcisw34KZwOWHHB6L70XWOXayQ0ufbZnlg-0Y9w5sQSz0-MyEr8o0DFVvZnGvkeHu61W_yZ8wHt-MoCB4NMsWu_dkTpE1OidN69tBQUJ4qNDBbeOEawfEMmgS7v4WonuHKkaKNgzbQ/s1600/gb+bond+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia0Pcisw34KZwOWHHB6L70XWOXayQ0ufbZnlg-0Y9w5sQSz0-MyEr8o0DFVvZnGvkeHu61W_yZ8wHt-MoCB4NMsWu_dkTpE1OidN69tBQUJ4qNDBbeOEawfEMmgS7v4WonuHKkaKNgzbQ/s1600/gb+bond+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Finding the hidden stuff and figuring
out exactly what needs to be done next can be a bit of a pain, but
most of the time the game gives enough hints to push things along. 
It may not be quite a Zelda game, but it has a similar structure, and
that is kind of interesting in the context a Bond game, even if it is
sometimes incongruous with the world-traveling espionage setting. 
Managing an inventory of weapons and tools that can be assigned to
the different buttons is definitely familiar, but it works in the
gadget-filled world of 007.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJoHk-nIYZvLf963p1EPiBKTwT7tzc8hJ6kOOhQ2m-ixD9ChrEdm-LM1toDwAxfe3mJFaNch23bx9L6CGnrrnr61g9OXBXJTOULiq6COp7iI5Roe8_IRhT9bO8JqeHbiP9QlaXj-CJaIQ/s1600/gb+bond+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJoHk-nIYZvLf963p1EPiBKTwT7tzc8hJ6kOOhQ2m-ixD9ChrEdm-LM1toDwAxfe3mJFaNch23bx9L6CGnrrnr61g9OXBXJTOULiq6COp7iI5Roe8_IRhT9bO8JqeHbiP9QlaXj-CJaIQ/s1600/gb+bond+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The game is like the old &lt;i&gt;Metal Gear&lt;/i&gt;
titles mostly in the aspects of combat and weapon selection.  It
doesn&#39;t really have the stealth mechanics, but since it is combat
using melee and ranged attacks with modern weaponry shown from an
overhead perspective it has a similar feeling.  The way the player
needs to hit to opponent  fast and repeatedly before they can strike
back is reminiscent of how battle goes down in &lt;i&gt;Metal Gear&lt;/i&gt;, as
is the way enemies swarm when alerted.  Melee combat is a bit more
complicated with the ability to block attacks, though the game
doesn&#39;t use this in a way that requires to player to do much more
than block/counterattack.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju7J2QPBNaOOaWSPN0a-KU8KTYe_1vqGQis1-T-no72lQqObTstnn7uERLuuX7P_RLIsuhXJebZLqL_To0aSY30Nju-6XaNafVHwORfFC0j11zSUdlVOTWtgZtaU3ioJaOtwvgkTJ4icE/s1600/gb+bond+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju7J2QPBNaOOaWSPN0a-KU8KTYe_1vqGQis1-T-no72lQqObTstnn7uERLuuX7P_RLIsuhXJebZLqL_To0aSY30Nju-6XaNafVHwORfFC0j11zSUdlVOTWtgZtaU3ioJaOtwvgkTJ4icE/s1600/gb+bond+4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
It may not be better at anything than
the games that it reminds me of, but the power of the Bond license
and the way the fact that it isn&#39;t just the usual platformer cash-in
makes it quite entertaining.  &lt;i&gt;Goldeneye&lt;/i&gt; is definitely a fun
game, and it adds objectives to an FPS that makes it more like a
something that deserves the 007 name, but it doesn&#39;t quite capture
the feeling of being Bond.  In &lt;i&gt;James Bond 007&lt;/i&gt;, the player
flies around the world, does some snooping around, seduces a female
adversary, steals documents, and uses a bunch of gadgets.  That
covers a great deal of the sort of stuff Bond should be doing, and
that makes the game pretty charming, even if it lacks big set pieces
and chase sequences.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/1884896646623224750/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/legend-of-moneypenny-james-bond-007.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1884896646623224750'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1884896646623224750'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/legend-of-moneypenny-james-bond-007.html' title='The Legend of Moneypenny: James Bond 007'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibHaqVKbbQMP1yxTIK1Eqk518GhlCV07jMGL-NfHpUeJ1ohvUjLyfDb_dDd1pUSr2RQQ1YZuUIWP3WmTs-g8lS2ZOKPX-B5Lee1wGKNTDTa_ZQdUANyxkKXvlc1plWhYmkn1tm8Rjrj10/s72-c/bond+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-4696085246517412989</id><published>2011-11-11T17:01:00.001-05:00</published><updated>2011-11-11T17:07:09.992-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Off on a Tangent"/><title type='text'>Off on a Tangent: Piracy</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh4mLMn1SgLCQMME7zWGKSVPZchHAbbAh7b5rWjoHt2GCM6uQ1DfjXp6Skh4JaaBLww-o5AhJakVzZ_rDM0IVgZc-i05tKui0GKjucYDDKJjyp2o07txyxKBfQ-JSXk66c2Zyftr3Qh6U/s1600/IMG_20111111_165613.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh4mLMn1SgLCQMME7zWGKSVPZchHAbbAh7b5rWjoHt2GCM6uQ1DfjXp6Skh4JaaBLww-o5AhJakVzZ_rDM0IVgZc-i05tKui0GKjucYDDKJjyp2o07txyxKBfQ-JSXk66c2Zyftr3Qh6U/s400/IMG_20111111_165613.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I don&#39;t think publishers these days
understand how good they&#39;ve got it.  They love to complain about
piracy and used game sales, and are intent on redefining the concept
of software ownership in order to “protect” their works. Compared
to how things have been, publishers have the most control over their
games than ever before.  Consumers no longer own software, they own a
license to software, and this license allows the publisher to
basically make any restrictions they want on the product.  It just
annoys me that publishers completely ignore the negative effects on
the honest consumer out of fear of theoretically losing money.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
Compared to the way things were on PCs
in the early 90&#39;s, modern day publishers got it easy.  It was so easy
to copy a game from an official floppy disks to the computer and to
other disks that it was extremely wide-spread.  I don&#39;t know how
anybody ever made money on PC games back then.  Even with
copy-protection schemes like the use of passwords out of user manuals
was only a mild deterrent.  I remember that my grandfather, who is
admittedly more technologically savvy than the average grandpa, had a
spreadsheet of all the possible passwords for &lt;i&gt;The Incredible
Machine&lt;/i&gt;.  I also recall my brother outright guessing passwords
for &lt;i&gt;Where in the World is Carmen Sandiego?&lt;/i&gt;.
&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Later on, the industry switched to CD
keys, and consumers went from owning a game to owning a key to
accessing a game, and this gave rise to keygens.  And that basically
sums up how software piracy is.  Hackers always find a way around
copy-protection schemes, and there is always be people that don&#39;t
want to pay for things.  The way I see, this is inevitable and if
publishers focus on it, it only ends up to the detriment of people
that actually want to pay for games, and that makes no damn sense.  
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
To me, and probably to most gamers DRM,
digital rights management, is is a reviled thing.  The funny thing is
that it doesn&#39;t need to be.  Steam has DRM, but nobody cares because
it uses it in way that generally makes things easier for the
consumer.  Sure, the user can&#39;t be logged in in more than one place
and play the same game simultaneously on two computers, but it also
does things that are convenient for the user.  For example, it is
possible to log into that account anywhere and download games as
often as the user wants, streamlining the install process, and in the
case of some games save games and settings will automatically be
there as well.  Even if it has steps that curtail piracy, it also
makes managing a library of PC games across multiple computers really
easy, and that is how it should be.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The best thing publishers can do to
minimize game piracy is to make things convenient for the user.  The
music and movie industries are currently seeing this with services
like Spotify and Netflix, which make things more convenient for users
while not allowing ownership of content.  Even though these sort of
things are keeping those industries in a financially successful they
are still lobbying for more strict control over content, because they
are apparently very stupid, much like the video game industry.  If it
is easier to purchase something for a reasonable price than it is to
pirate, then people will do that, and that is why things like iTunes
has done really well.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Probably the biggest misconception that
publishers have about piracy is that they see every pirated copy of a
game is a lost sale.  That just seems ridiculous to me, because it
has always been my experience that people that pirate shit either are
the sort that don&#39;t ever want to spend money and would sooner just
not play the game or are the sort that simply can&#39;t spend the money. 
Then there are people like me that publishers don&#39;t believe exist. 
I&#39;m the sort of person that sometimes pirates games to try them out,
then if it is something that I like I&#39;ll go out and buy it, and if I
don&#39;t I&#39;ll just delete it.  I don&#39;t think I ever would have just
purchased &lt;i&gt;Super Princess Peach&lt;/i&gt; based on the box, but after  I
played it and liked it, I did.  This happened for me with a lot of
games, like &lt;i&gt;Mega Man Zero&lt;/i&gt; and &lt;i&gt;Chrono Trigger&lt;/i&gt;.  I guess,
for me, I wouldn&#39;t need to pirate if demos were universally
available.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I should also point out that there are
certain situations in which I don&#39;t feel guilty about piracy at all. 
If I it is an old game that is not freely available on services like
Virtual Console or Good Old Games or whatever, then fuck it.  The
perfect example for this sort of thing is &lt;i&gt;Earthbound&lt;/i&gt;, which
isn&#39;t available on anything other than the SNES in the US, and used
copies go for exorbitant prices.  If I download the rom, the only
people that aren&#39;t getting my money are resellers.  I like to support
things I like with my money, and if Nintendo isn&#39;t going to take my
money in exchange for &lt;i&gt;Earthbound&lt;/i&gt;, then screw them, I&#39;ll pirate
it because to me that is a morally neutral thing to do at that point.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/4696085246517412989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/off-on-tangent-piracy.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4696085246517412989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4696085246517412989'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/off-on-tangent-piracy.html' title='Off on a Tangent: Piracy'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh4mLMn1SgLCQMME7zWGKSVPZchHAbbAh7b5rWjoHt2GCM6uQ1DfjXp6Skh4JaaBLww-o5AhJakVzZ_rDM0IVgZc-i05tKui0GKjucYDDKJjyp2o07txyxKBfQ-JSXk66c2Zyftr3Qh6U/s72-c/IMG_20111111_165613.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-3221368101448053269</id><published>2011-11-11T00:49:00.001-05:00</published><updated>2011-11-11T01:01:02.776-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Boy"/><category scheme="http://www.blogger.com/atom/ns#" term="GBA"/><title type='text'>Final Fantasy Adventure and Sword of Mana</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrh061ITMALyye3U_dZZV1bbY40HiknPhOGmJogXE8MCyHIYFoeK68tgQ66lv2X4x7mG-RVLYIre_pZtUk8-NVi3peLQdtbONfJh-gOKTR_MlKLwVpp9jls-4SBgbCFzB_Ves8uWzSuP4/s1600/final+fantasy+adventure+and+sword+of+mana+box+and+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;271&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrh061ITMALyye3U_dZZV1bbY40HiknPhOGmJogXE8MCyHIYFoeK68tgQ66lv2X4x7mG-RVLYIre_pZtUk8-NVi3peLQdtbONfJh-gOKTR_MlKLwVpp9jls-4SBgbCFzB_Ves8uWzSuP4/s400/final+fantasy+adventure+and+sword+of+mana+box+and+cart.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I picked up &lt;i&gt;Sword of Mana&lt;/i&gt;
because I heard it was a remake of &lt;i&gt;Final Fantasy Adventure&lt;/i&gt;,
the first Game Boy game I ever bought and a game that I am quite fond
of.  See, &lt;i&gt;Adventure&lt;/i&gt; for the Game Boy is actually the first
game in the Mana series, which was followed up by the great &lt;i&gt;Secret
of Mana&lt;/i&gt; for SNES, but has more recently been known for some
pretty mediocre games.  A remake of an early Game Boy game updated
for GBA that brings it more in line with the SNES graphics and
systems of later games sounds great on paper, but something just
feels wrong about the whole thing.&lt;br /&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGAcKZh5980ZUY5S6EZl4V9lZC2fpoYtxX-0NR_dxrP2GLCTHbhDDKEc6qh4RShN5Cv8X59CgcbNy_qXSNChHq26V2DqFsjoYIyck2od1xWQ8lv62fkBtejjsXrymwYtgJgIpDCoXCjz8/s1600/ffasom+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGAcKZh5980ZUY5S6EZl4V9lZC2fpoYtxX-0NR_dxrP2GLCTHbhDDKEc6qh4RShN5Cv8X59CgcbNy_qXSNChHq26V2DqFsjoYIyck2od1xWQ8lv62fkBtejjsXrymwYtgJgIpDCoXCjz8/s1600/ffasom+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
One thing that is retained is the basic
framework of the story and its characters, which is both a positive
and negative thing.  The story of &lt;i&gt;Adventure&lt;/i&gt; was relatively
dark for its era, starting off with with the main character as a
gladiatorial slave whose friend has just died.  The writing isn&#39;t of
very high quality, probably due to bad translation, but the ideas are
there, and most importantly, it is mercifully brief.  The story is
there, it leads the player along (well, most of the time) and it is
just fine.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8CvIS76W2fqQBVeMEdARhkKikD_HUzU3iFv1AkDNS12cH8iRhv6JbXig21JeWgemd16jWVUGD2z-2zTUCbW0UDownd3afz5wpQf8hrIXHqFYplOIKhRNbhRXbfz5C1iOm7oLwV2o_Sf8/s1600/ffasom+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8CvIS76W2fqQBVeMEdARhkKikD_HUzU3iFv1AkDNS12cH8iRhv6JbXig21JeWgemd16jWVUGD2z-2zTUCbW0UDownd3afz5wpQf8hrIXHqFYplOIKhRNbhRXbfz5C1iOm7oLwV2o_Sf8/s1600/ffasom+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
For some reason Square Enix thought it
was important to expand upon the simple story and make it more
complex.  The problem is that it isn&#39;t particularly interesting, and
while it was fine in small doses, this version drones on and on with
its rote story and typical RPG nonsense.  In the beginning of
&lt;i&gt;Adventure&lt;/i&gt;, a guy named Dark Lord is forcing people to fight
monsters to the death for his enjoyment.  That&#39;s a simple way to
setup that the guy is evil and a villain.  In the beginning of &lt;i&gt;Sword&lt;/i&gt;,
the player is put in the same situation, but it goes into all this
extra detail about the situation and how it sucks to be gladiatorial
slave.  That&#39;s just not necessary, because the villain is still
called DARK FUCKING LORD.  Clearly he&#39;s an evil dude, I don&#39;t need to
see him give an evil speech or whatever.  It&#39;s just not necessary. 
If a game has to explain how someone named Dark Lord gained political
power, it&#39;s doing something wrong.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFw-sMOe03IJujLaUyh5eHlpo0k3jsTYBev9VtMWYER-fMfxp6FbDc3xdojk_lNZn1y6T-fXHqbU2z2oi1dkK688GSOfRnZhI1l5gSr4fcRnb6oHi9H9eZcnaN3ihIq3-PD5ECbXADy84/s1600/ffasom+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFw-sMOe03IJujLaUyh5eHlpo0k3jsTYBev9VtMWYER-fMfxp6FbDc3xdojk_lNZn1y6T-fXHqbU2z2oi1dkK688GSOfRnZhI1l5gSr4fcRnb6oHi9H9eZcnaN3ihIq3-PD5ECbXADy84/s1600/ffasom+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There are some nice things about the
remake.  Graphically it is a great-looking 2D game, and the day/night
cycle adjusts the color to keep it continually interesting.  The
music is very nice, with new versions of the original game&#39;s music
that is some of the best sounding stuff on the GBA.  The ring-based
menu system from &lt;i&gt;Secret of Mana &lt;/i&gt;works well in place of the
original&#39;s more traditional menu system, though it sometimes takes a
few more button presses to accomplish an action.  I like the addition
of the choice between playing the male or female lead, and there are
stories are actually different, as they are distinct characters that
cross each others paths throughout the game.  
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyIVOdsMP4UkXkDjW6wr5CXuwOOUuIjyaB80m1CM-FAg2bkOCyzSCSIOMd4jARX7TH0MDaIf7Drbo_QmaqDrwzqKAAh0gNwHpGezTIGLElHrxxGwvBPCX1MKc73c3mrVFWorFUfcEdoFk/s1600/ffasom+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyIVOdsMP4UkXkDjW6wr5CXuwOOUuIjyaB80m1CM-FAg2bkOCyzSCSIOMd4jARX7TH0MDaIf7Drbo_QmaqDrwzqKAAh0gNwHpGezTIGLElHrxxGwvBPCX1MKc73c3mrVFWorFUfcEdoFk/s1600/ffasom+4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
One thing that does bug me is that
&lt;i&gt;Adventure&lt;/i&gt; allowed the player to save anywhere, but &lt;i&gt;Sword
&lt;/i&gt;uses save points, which seems like a stupid step backwards,
especially for a portable game.  There are other little things that I
prefer about the original, like the way special attacks are charged
over time instead of by getting successive hits on enemies.  This
makes combat and choosing when to attack more tactical.  Not
everything is better in the original though.  I don&#39;t care for the
need to stock up on disposable items like keys and mattocks, and
there are some really absurdly obtuse requirements for progression,
like walking around a couple of palm trees in certain way in order to
open a dungeon.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx-4tetIl-sXObP_nOh1Jp7nS0kFElN4vGCF1qC5sfwLPT5P4NKbzQOc6WAQwnPBZlrb-1m5815eVBy6s5HyqlhWVNdxeCWQBzmkX4nSLYfTkZRFw-jbTKoy1mkqHPBpXynF5a-NbSlhM/s1600/ffasom+5.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx-4tetIl-sXObP_nOh1Jp7nS0kFElN4vGCF1qC5sfwLPT5P4NKbzQOc6WAQwnPBZlrb-1m5815eVBy6s5HyqlhWVNdxeCWQBzmkX4nSLYfTkZRFw-jbTKoy1mkqHPBpXynF5a-NbSlhM/s1600/ffasom+5.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;Sword&lt;/i&gt; mostly benefits from
changes of art and character design.  The original world was pretty
flat and is basically a cross between the look of &lt;i&gt;Final Fantasy&lt;/i&gt;
and the mechanics of &lt;i&gt;The Legend of Zelda&lt;/i&gt;.  It&#39;s a really fun
game, but the remake incorporates stuff from later Mana games that
makes it feel like a richer and more unique world.  It&#39;s a shame that
the game lost Boco the chocobo, and by extension the later
mecha-enhanced Boco that can run on water, but overall I think the
change was good.  At the very least it is fun to travel by cannon,
though it does seem a bit out of place in a darker themed game such
as this.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDmYpaBa-mCFK7HQKMvNqFjXYJ7ga-sVGfY3F5k8rVxnUFlW-blAETTT9FDBEEHxYCyesYzhD1sx620gvzeG2F0rw70Hi9bA9bSAyku8xF5xoBt1e1hj4V0Bvd9Sn6iTxawsh85Sgtni8/s1600/ffasom+6.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDmYpaBa-mCFK7HQKMvNqFjXYJ7ga-sVGfY3F5k8rVxnUFlW-blAETTT9FDBEEHxYCyesYzhD1sx620gvzeG2F0rw70Hi9bA9bSAyku8xF5xoBt1e1hj4V0Bvd9Sn6iTxawsh85Sgtni8/s1600/ffasom+6.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&amp;nbsp;
Yeah, I had to cut all that grass to progress the plot. &amp;nbsp;Seriously.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
In the first thirty minutes of &lt;i&gt;Sword
of Mana&lt;/i&gt;, the player does pretty much nothing, especially on the
female&#39;s side.  In the first thirty seconds of &lt;i&gt;Final Fantasy
Adventure&lt;/i&gt;, the player kills a big goddamn monster, and at the
thirty minute mark has made a decent way into the game, leveled up,
and gained a good grasp of what makes the game entertaining.  Maybe I
just don&#39;t give a crap about RPG stories anymore.  I still find
&lt;i&gt;Adventure&lt;/i&gt; to be a great and fun Zelda-like game, and I would
recommend it to people looking for that type of game, but I don&#39;t
think I would recommend&lt;i&gt; Sword&lt;/i&gt; even though it is capable.  It
just doesn&#39;t draw me in.  Maybe I&#39;m blinded by nostalgia for long car
rides with my Game Boy Color and &lt;i&gt;Final Fantasy Adventure&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;.&lt;/span&gt;&amp;nbsp;
I dunno.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/3221368101448053269/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/final-fantasy-adventure-and-sword-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/3221368101448053269'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/3221368101448053269'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/final-fantasy-adventure-and-sword-of.html' title='Final Fantasy Adventure and Sword of Mana'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrh061ITMALyye3U_dZZV1bbY40HiknPhOGmJogXE8MCyHIYFoeK68tgQ66lv2X4x7mG-RVLYIre_pZtUk8-NVi3peLQdtbONfJh-gOKTR_MlKLwVpp9jls-4SBgbCFzB_Ves8uWzSuP4/s72-c/final+fantasy+adventure+and+sword+of+mana+box+and+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-4989782353807196342</id><published>2011-11-08T19:31:00.003-05:00</published><updated>2011-11-08T19:31:57.786-05:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="GBC"/><title type='text'>Wario Land 3: Yay Torture!</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ9UFrxA0DPmY8_b8wPaa93k3rch1qVBSJWuBNTmk8CvrI_I68DOBXP5emjYvKkkXKOmvoP8jYiv7TgeVdEfHdSmXy7EubmYGOoV9LncoU9vMjfSLAjYoXU9HK1N9rqGpuXwIrpBcls5g/s1600/wario+land+3+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ9UFrxA0DPmY8_b8wPaa93k3rch1qVBSJWuBNTmk8CvrI_I68DOBXP5emjYvKkkXKOmvoP8jYiv7TgeVdEfHdSmXy7EubmYGOoV9LncoU9vMjfSLAjYoXU9HK1N9rqGpuXwIrpBcls5g/s400/wario+land+3+cart.jpg&quot; width=&quot;353&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The first Game Boy I ever owned was a
Game Boy Color, but I didn&#39;t have too many games for it and so I
didn&#39;t play it very much.  I didn&#39;t really get into portable games
until the Game Boy Advance, so I missed out on quite a few good
games.  For example, I never played any Wario games with the
exception of WarioWare titles, so I missed out on the critically
acclaimed Wario Land series.  When I saw a beat up copy of 2000&#39;s
&lt;i&gt;Wario Land 3&lt;/i&gt; for the Game Boy Color in the bargain bin at my
local used game store for three dollars, it seemed like as good a
place to start as any.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmUz6RaItq5uOTqK0xvo5vGLy40Tg240ngSuArCLJK-ZplzAwjZHDkW7rVbrGA1iClK39r-DpPT5bdxqnnu6yDUxIt9HKYxIw0eh92Qp1-lB82RF9n7Anig2n0sAA54GpVAopAOeSiyvg/s1600/wario+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmUz6RaItq5uOTqK0xvo5vGLy40Tg240ngSuArCLJK-ZplzAwjZHDkW7rVbrGA1iClK39r-DpPT5bdxqnnu6yDUxIt9HKYxIw0eh92Qp1-lB82RF9n7Anig2n0sAA54GpVAopAOeSiyvg/s1600/wario+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;i&gt;Wario Land 3&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;&#39;s&lt;/span&gt;
major strength is&lt;span style=&quot;font-style: normal;&quot;&gt; the way it takes
established platforming mechanics and alters them in bizarre ways. 
Right away it establishes that Wario is not Mario by having enemies
simply be stunned instead of killed from being jumped upon, and the
need to be hit with a shoulder charge in order to be dispatched. 
Also, Wario is immortal.  He can be hit and stunned, but he can&#39;t
die.  If it were simply a regular platformer without death it would
be boring, but Wario&#39;s immortality is the basis of the game, with
levels and mechanics built around this concept.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGkbR6M_q3XRhDKKVqb-Tf21CKlacRaHGd2SDN26SgkgFLlPFgHbhm8q6F5JLLJn1IoEiM4n_yeiB3H8TFTu3f8dcG41leW4fhzg32QGA8ANcQ74GxZLQlGYIj1FbtU0_IVS-B39CNDyw/s1600/wario+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGkbR6M_q3XRhDKKVqb-Tf21CKlacRaHGd2SDN26SgkgFLlPFgHbhm8q6F5JLLJn1IoEiM4n_yeiB3H8TFTu3f8dcG41leW4fhzg32QGA8ANcQ74GxZLQlGYIj1FbtU0_IVS-B39CNDyw/s1600/wario+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;When
Wario is hit, he reacts in various ways that allow him to progress
through levels.  For example, when set on fire, he runs around, and
the player is only able to control his jumps for limited amount of
time.  After he has been on fire for a while, he is completely
engulfed in flames and is able to walk around for a while like that. 
Levels have certain blocks that can only be destroyed by Wario in
this flaming state.  After being on fire for a while, the flames go
out, leaving him comically charred for a few seconds before shaking
it off and returning to his normal state.  Much of the game is based
around similar states that Wario can be put in.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP30fNE1Dq2pSSDJ85Vn_3_RlkuqvLIWdHc-DT61cbECXjatONera0rT2KCtGEhFpVStYeGH3PmZlY35fWzeyX9zIDpQSXAzbD9Ilg9IW7ht4V7mFaidurqDGtfgEhu2ZuVF-6IMY1z3M/s1600/wario+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP30fNE1Dq2pSSDJ85Vn_3_RlkuqvLIWdHc-DT61cbECXjatONera0rT2KCtGEhFpVStYeGH3PmZlY35fWzeyX9zIDpQSXAzbD9Ilg9IW7ht4V7mFaidurqDGtfgEhu2ZuVF-6IMY1z3M/s1600/wario+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;This
is great because it encourages the player to think in a completely
different way.  Normally when I come across a new enemy in a
platformer, I am wary of it and don&#39;t really want to see what it can
do, but with this game I get excited when I see a new enemy because I
want it to hit Wario and see what happens.  This is complimented by
the non-linear level structure, which has branching paths and places
that can&#39;t be reached right away, requiring backtracking.  All of the
levels are meant to be played multiple times, which is shown to the
player through these out-of-reach places and the game&#39;s day/night
cycle.  Whenever the player leaves a level the game switches between
day and night, and the enemies and their behaviors, as well as other
details about the level change based upon whether or not the sun is
out.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9pww91GfQXHSgVFUQPyktu58SNQseJvDmBuAYRXWJT_HvPvquGMBsLVPL5ncrg0DOzIwasdx0h-l10r8Xfa0TcO1FwggShdYfGg3PQrAQYHIZ34TNEQtpSCParwxN3-tPCkYvZlHc4Lg/s1600/wario+4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9pww91GfQXHSgVFUQPyktu58SNQseJvDmBuAYRXWJT_HvPvquGMBsLVPL5ncrg0DOzIwasdx0h-l10r8Xfa0TcO1FwggShdYfGg3PQrAQYHIZ34TNEQtpSCParwxN3-tPCkYvZlHc4Lg/s1600/wario+4.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;Mostly,
&lt;/span&gt;&lt;i&gt;Wario Land 3&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; is an
interesting game with a strange charm.  Wario isn&#39;t a hero, he&#39;s a
villain that gets into a wacky situation and only really cares about
satiating his greed by collecting treasure.  I don&#39;t know how Wario
has went from being a goofy enemy of Mario into a huge franchise, but
I&#39;m glad it happened because I don&#39;t think Nintendo has another
character that would work in a game like this.  I mean, a game based
entirely around torturing Kirby would just be sick and wrong.&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/4989782353807196342/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/wario-land-3-yay-torture.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4989782353807196342'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/4989782353807196342'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/wario-land-3-yay-torture.html' title='Wario Land 3: Yay Torture!'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ9UFrxA0DPmY8_b8wPaa93k3rch1qVBSJWuBNTmk8CvrI_I68DOBXP5emjYvKkkXKOmvoP8jYiv7TgeVdEfHdSmXy7EubmYGOoV9LncoU9vMjfSLAjYoXU9HK1N9rqGpuXwIrpBcls5g/s72-c/wario+land+3+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-8534579768111126750</id><published>2011-11-04T14:45:00.000-04:00</published><updated>2011-11-04T14:45:37.534-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PC"/><title type='text'>Breath of Death VII: A Parody, Not a Sequel</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyiW5sY8dnmb3GW3VwkFU9cdCq3SEvTTkegNMOFWDjUtCMWwE1tAOruTsazIGzLHQnBNJ3-pczZ_N0GgxDPqMbwXftqYIIFTPorOh85FZfsjbn9Eva6_Uuds2_eWNVsx9eEE17Zb4Lnh8/s1600/2011-11-04_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyiW5sY8dnmb3GW3VwkFU9cdCq3SEvTTkegNMOFWDjUtCMWwE1tAOruTsazIGzLHQnBNJ3-pczZ_N0GgxDPqMbwXftqYIIFTPorOh85FZfsjbn9Eva6_Uuds2_eWNVsx9eEE17Zb4Lnh8/s400/2011-11-04_00001.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I don&#39;t usually play Xbox Live Indie
Games, and I guess technically I still haven&#39;t, because it is
difficult to determine what is actually worth the time or money.  I
picked up the &lt;i&gt;Breath of Death VII&lt;/i&gt;/&lt;i&gt;Cthulhu Saves the World&lt;/i&gt;
pack on sale on Steam for two dollars, as opposed the usual three,
because I was already buying a bunch of other stuff, so it was hard
to find a reason not to purchase it.  They were made by Zeboyd Games,
a three person team that started making Xbox Live Indie Games in
2009, first with a couple of interactive novels and then with these
two parody RPGs.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilWejSr8Ol-FblpY7KSZzU_GULLPaTm61eJJJf6H_eHj8ZJrRxlllDsbEmZu7EoGSC6shKFe-Vgvfau8YUMV899h4ySqB4uNra4brWRfjvZPgn6e45RlW2wh7cOTw1NkA9WlGtPmhdBGM/s1600/2011-11-04_00004.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilWejSr8Ol-FblpY7KSZzU_GULLPaTm61eJJJf6H_eHj8ZJrRxlllDsbEmZu7EoGSC6shKFe-Vgvfau8YUMV899h4ySqB4uNra4brWRfjvZPgn6e45RlW2wh7cOTw1NkA9WlGtPmhdBGM/s320/2011-11-04_00004.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Considering that I am in the middle of
&lt;i&gt;&lt;a href=&quot;http://www.povertygamenight.com/2011/10/dragon-quest-ix-at-goodwill.html&quot;&gt;Dragon Quest IX&lt;/a&gt;&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; for DS &lt;/span&gt;and
&lt;i&gt;Final Fantasy&lt;/i&gt; for the &lt;a href=&quot;http://www.povertygamenight.com/2011/10/wonderswan-and-wonder-classic.html&quot;&gt;WonderSwan Color&lt;/a&gt;, it doesn&#39;t seem like a
good time for me to get involved with another RPG, but luckily &lt;i&gt;Breath
of Death VII&lt;/i&gt; is pretty short, and not particularly grindy.  The
game is largely in the mold of the NES era Dragon Quest games, but,
since it is a parody game, it sidesteps some of the pitfalls of the
genre and incorporates some fresh ideas.  The writing is generally
pretty funny, and while I wouldn&#39;t say it had me laughing out loud,
it usually could get a smirk out of me.  It relies a bit too much on
referential humor, but overall I like it.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjz4HUOqTyqpIJfNcDHRmGJgkHnqk2d2AP7h2x6p1J1sm5-TcGWXrR39F-AQ63p5VeK6vCOWaAagiUFZPf0FZzNYrgUFwC8g6951Hpmz0PHzxY1YX5JXIeBDfzLo2itdEF36_W5lalnQak/s1600/2011-11-04_00007.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjz4HUOqTyqpIJfNcDHRmGJgkHnqk2d2AP7h2x6p1J1sm5-TcGWXrR39F-AQ63p5VeK6vCOWaAagiUFZPf0FZzNYrgUFwC8g6951Hpmz0PHzxY1YX5JXIeBDfzLo2itdEF36_W5lalnQak/s320/2011-11-04_00007.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The retro 8-bit art style works well
for the parody aspect.  It&#39;s not great-looking, but the art is clean
and it serves its purpose. &lt;i&gt; Cthulhu Saves the World&lt;/i&gt; bumps
things up to 16-bit, and it does look quite a bit nicer, but I
haven&#39;t gotten around to it yet.  Though the game looks very retro,
the mechanics are quite modern in a lot of ways.  The random
encounter rate is mercifully low, and in the case of dungeons there
is a maximum number of random encounters that can happen. &amp;nbsp;This takes out a lot of the frustration
that comes along with getting through a dungeon and just wanting to
get it over with.  &lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6cIHEvNZHcwb9zfnOr_moEW3q72D1BjUzS6LBJxuPiIIREyYbsn1EP61oO7AWfGyesnOQi2RqLRk5btmr0FL5XG50yqcunmieq0Z0j3zjCHG0Rww-2eoYgauOmjjozEnWLalSxzl6G7w/s1600/2011-11-04_00008.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6cIHEvNZHcwb9zfnOr_moEW3q72D1BjUzS6LBJxuPiIIREyYbsn1EP61oO7AWfGyesnOQi2RqLRk5btmr0FL5XG50yqcunmieq0Z0j3zjCHG0Rww-2eoYgauOmjjozEnWLalSxzl6G7w/s320/2011-11-04_00008.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Similarly, battles have been
streamlined with a combo system that makes the player&#39;s attacks
stronger the longer the battle goes on, unless special combo ending
attacks, which do massive damage, are done.  Also, when after each
battle character&#39;s HP is completely restored, as well as a small
portion of MP.  All of this keeps the combat brisk and encourages the
use of skills and spells that require MP, which is a pretty
interesting take on standard JRPG combat. &amp;nbsp;With each level up, the player is given
a choice between two different upgrades, which could be skill or stat
increases, which gives the game a simple skill tree that is easy to
deal with.  It might seem like all of this would make the game really
easy, but the enemies are strong enough that each battle needs to be
strategically planned, and choosing the right time to use skill or
heal is important.  &lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6tyMK4M_ySM9riOVzOLIQxkg3mujMuMvgejZuupkU9-ebK6tPYI2_iLIDUFf-DmR5fggl24F8UVta6VwwEi7vjEyZrmcUDQ-suoMW0jJn4KBnirM7ayP_15YWUwUrm_XPyKR6qhzons/s1600/2011-11-04_00009.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6tyMK4M_ySM9riOVzOLIQxkg3mujMuMvgejZuupkU9-ebK6tPYI2_iLIDUFf-DmR5fggl24F8UVta6VwwEi7vjEyZrmcUDQ-suoMW0jJn4KBnirM7ayP_15YWUwUrm_XPyKR6qhzons/s320/2011-11-04_00009.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There are a lot of smaller features
that are nice.  Things like the ability to save anywhere, stays at
inns being free, and the reasonable price of gear sidelines some of
the annoyances of the genre.  If the player wants to grind, it isn&#39;t
necessary to run around in circles for hours, there is a Fight menu
item that automatically initiates what would usually be a random
battle.  The setting is kind of funny, in that it takes place after a
nuclear holocaust and every character is undead in some way or
another.  This leads to funny little things, like the reason the main
character, Dem, is silent is because he is a skeleton, and therefore
has no tongue.  &lt;i&gt;Breath of Death VII: The Beginning&lt;/i&gt; may not be
revolutionary, but is a charming little game and a deft parody.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/8534579768111126750/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/breath-of-death-vii-parody-not-sequel.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/8534579768111126750'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/8534579768111126750'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/breath-of-death-vii-parody-not-sequel.html' title='Breath of Death VII: A Parody, Not a Sequel'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyiW5sY8dnmb3GW3VwkFU9cdCq3SEvTTkegNMOFWDjUtCMWwE1tAOruTsazIGzLHQnBNJ3-pczZ_N0GgxDPqMbwXftqYIIFTPorOh85FZfsjbn9Eva6_Uuds2_eWNVsx9eEE17Zb4Lnh8/s72-c/2011-11-04_00001.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-7868088010458037747</id><published>2011-11-03T22:53:00.000-04:00</published><updated>2011-11-03T22:53:29.504-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="NES"/><title type='text'>Top Gun: Impossible To Land</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH1T6Ije-pefLmgH8NXjZJfOxbiOIlYPpc0olbvjRaVRwkJGJ-fIqRQ_dQvuHMLIHHAGG9ivtD7TXB97pZhHBnvM_KvJ8o_XXxfiA9KauSR1Er4okhB5uGwEME6a-z4XKyh-nQGy81Rfk/s1600/top+gun+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH1T6Ije-pefLmgH8NXjZJfOxbiOIlYPpc0olbvjRaVRwkJGJ-fIqRQ_dQvuHMLIHHAGG9ivtD7TXB97pZhHBnvM_KvJ8o_XXxfiA9KauSR1Er4okhB5uGwEME6a-z4XKyh-nQGy81Rfk/s400/top+gun+cart.jpg&quot; width=&quot;357&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
When looking through a pile of old NES games, the last game
I ever want to see &lt;i&gt;Top Gun&lt;/i&gt;.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;It is
indicative of an owner that had no taste in games, and would likely purchase
any licensed schlock that was released for the popular console, and generally
lowers any expectations I might have had for the collection.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;There are some excuses for owning the game,
like receiving it for free or writing a blog about playing awful games, and
sadly I fall into both of those categories.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;
&lt;/span&gt;It is games like this that defy the entire idea of a Nintendo Seal of
Quality.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg95rna8317mPjLptMkyYR0xV1sQk0zmnaayPBc6abEByCTfMYfxpPqYLruY2kb_-PdSqFVo6zd9Ok1JQBxbv9nsO-GWT0-WpzXZD_RBTAp8d_GekpcJlVjgbMtTleSHUuJdXe5jEb6pyU/s1600/top+gun+1.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg95rna8317mPjLptMkyYR0xV1sQk0zmnaayPBc6abEByCTfMYfxpPqYLruY2kb_-PdSqFVo6zd9Ok1JQBxbv9nsO-GWT0-WpzXZD_RBTAp8d_GekpcJlVjgbMtTleSHUuJdXe5jEb6pyU/s1600/top+gun+1.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Conversations about the game invariably go like this:&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;“Hey, &lt;i&gt;Top Gun&lt;/i&gt;, that game sucks.”&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;“Yeah, it is impossible to land.”&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;And really, that is all I can say about the
game.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;There are two parts of the game, which
are dogfights and landing.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;It is hard to
shoot down the other fighter jets is difficult because the controls are
sluggish and it is tough to see them, let alone drawing down on them. Even with
the instrumentation that takes up half the screen, it is quite difficult to
tell what is going on most of the time.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhldYiR0_p3g0MMhPccmwZnELFlF3WwSJ0EgIKw9CWXl7DqXdnz_v2VGaxfnv7Hw-wbG3VhHlIJqaSzktMxr5Rf65Z3zLPTcwPaJVsW1rkE4XXP1qvdxYwbeP1MqwuDvNyTSee4LZP2jz8/s1600/top+gun+2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhldYiR0_p3g0MMhPccmwZnELFlF3WwSJ0EgIKw9CWXl7DqXdnz_v2VGaxfnv7Hw-wbG3VhHlIJqaSzktMxr5Rf65Z3zLPTcwPaJVsW1rkE4XXP1qvdxYwbeP1MqwuDvNyTSee4LZP2jz8/s1600/top+gun+2.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Of course, sub-par shooting could have been forgiven, and
people may have been able to forget the game entirely if it weren&#39;t for the
godawful landing portion of the game.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;
&lt;/span&gt;Even if the player does really well during the missions, and is
perfectly capable of shooting down every other thing in the sky, it doesn&#39;t
mean shit if the jet doesn&#39;t get back to the aircraft carrier.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;It makes logical sense, but it is usually
something that is relegated to something the player doesn&#39;t have to actually
control, which seems to be the right call because it is extremely difficult.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiS8BuG9CDVeAPux09fZg2eDPgZe8APUqqoTDShzJqccmQftRKP5ssSoeS2dILCbz_65ghC4fwc6dS5m0rPoeFvheyfsf2vZo4SKO8k-4pBm6NUZtPekG5ZEKZwaWmFQaRM6tRwHvlGvo/s1600/top+gun+3.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiS8BuG9CDVeAPux09fZg2eDPgZe8APUqqoTDShzJqccmQftRKP5ssSoeS2dILCbz_65ghC4fwc6dS5m0rPoeFvheyfsf2vZo4SKO8k-4pBm6NUZtPekG5ZEKZwaWmFQaRM6tRwHvlGvo/s1600/top+gun+3.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There are just orders being flashed on the screen, a quickly
approaching sprite of an aircraft carrier, and&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;
&lt;/span&gt;a very poor sense of where the plane is in relation to the carrier.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Supposedly there are four missions to the
game, but I don&#39;t think I&#39;ve ever met anyone that has seen past the landing
portion of the first one, so if there are any readers out there that have
landed in &lt;i&gt;Top Gun &lt;/i&gt;for NES, please leave me comment or email me or
something. 1987 Konami, I am so disappointed in you.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/7868088010458037747/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/top-gun-impossible-to-land.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7868088010458037747'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7868088010458037747'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/11/top-gun-impossible-to-land.html' title='Top Gun: Impossible To Land'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH1T6Ije-pefLmgH8NXjZJfOxbiOIlYPpc0olbvjRaVRwkJGJ-fIqRQ_dQvuHMLIHHAGG9ivtD7TXB97pZhHBnvM_KvJ8o_XXxfiA9KauSR1Er4okhB5uGwEME6a-z4XKyh-nQGy81Rfk/s72-c/top+gun+cart.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-7670355934786948190</id><published>2011-10-31T18:43:00.000-04:00</published><updated>2011-10-31T18:43:39.822-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Atari 2600"/><title type='text'>Fuck Mountain King</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq4wExsri7PvmzRDMlQIU8vRvF1d9xuR_SoKHcF-yZOm3jE4_0X2IxY9xmVCqhE0ycuKQXyneid8N0ZrhtIUi-Hc-G4mZV02ebwZyG7mVv9-obcV86T17zq-bNbO4QjCJPWOXTDuzIWyA/s1600/mountain+king+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq4wExsri7PvmzRDMlQIU8vRvF1d9xuR_SoKHcF-yZOm3jE4_0X2IxY9xmVCqhE0ycuKQXyneid8N0ZrhtIUi-Hc-G4mZV02ebwZyG7mVv9-obcV86T17zq-bNbO4QjCJPWOXTDuzIWyA/s320/mountain+king+cart.jpg&quot; width=&quot;262&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
In celebration of Halloween, it only
makes sense to make an entry for the first game that ever scared the
shit out of me.  As an Atari 2600 game, I can&#39;t imagine anybody can
find the game particularly horrific these days, but, as a kid,
&lt;i&gt;Mountain King&lt;/i&gt; made me uneasy.  I don&#39;t know if CBS
Electronics, the subdivision of a toy company that just wanted in on
some of that Atari money, intended to make the game scary to kids,
but that was the way things turned out.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMpKbDsb5Sdl5IbeuGEF1DL8lFd8njIlwBJomziBe_IovxkQpNkKmfjgPWJ1s4s9ACSp_fSvcxNZfNwtIgGMFJAJ4ZC-74O_ear-OKu0AL1tzkfBou6g0aBg7A5T03zmKwFbnZO4fak_Q/s1600/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;210&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMpKbDsb5Sdl5IbeuGEF1DL8lFd8njIlwBJomziBe_IovxkQpNkKmfjgPWJ1s4s9ACSp_fSvcxNZfNwtIgGMFJAJ4ZC-74O_ear-OKu0AL1tzkfBou6g0aBg7A5T03zmKwFbnZO4fak_Q/s320/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Probably the biggest factor in my fear
of &lt;i&gt;Mountain King&lt;/i&gt; is that, without having the manual or box or
whatever, the game is incredibly mysterious.  The player is dropped
onto this, well I guess mountain, and I honestly had no idea of where
to go and what to do until I read about it &lt;a href=&quot;http://en.wikipedia.org/wiki/Mountain_King&quot;&gt;on Wikipedia&lt;/a&gt; years later. 
Pressing left or right moves in that direction, pressing down
crouches, and pressing up shrugs for some reason, but pressing up
while moving left or right executes a pretty impressive jump,
depending on how long up is held.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHSCxenxE_cH-gILl2ov-3H8ZXKaYVaiYmxLCcvwSGll65cNis6hBXJi-LVY3KJ6tc_iENDbZawnE-dYa-xOIlPtCzzWayzjAeZ4iMiFtYBF0dWcMX-QoyUkPKzRdY0T2B5DPhDtPWVD8/s1600/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_2.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;210&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHSCxenxE_cH-gILl2ov-3H8ZXKaYVaiYmxLCcvwSGll65cNis6hBXJi-LVY3KJ6tc_iENDbZawnE-dYa-xOIlPtCzzWayzjAeZ4iMiFtYBF0dWcMX-QoyUkPKzRdY0T2B5DPhDtPWVD8/s320/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_2.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The background is mostly black, and
most of the game has no music, which gives the game something of an
eerie atmosphere.  When I was really young, if I had decided to play
the game I would always regret it because I would just aimlessly jump
and climb around the mountain collecting specs of white stuff.  There
are only a few things in the game world that can be interacted with. 
Near the bottom of the mountain is a throne that holds a crown, but
the throne cannot be approached unless the player collects enough
white stuff to get a thousand points.  This is something I never
figured out as a kid, and I never really got anything done.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLA6aAmTJLsjjefo5i2jrQg3LymJA-o_n164HAsYL-Vqp8kWw6aNzoVaqZ0uAAp98I48Fh8KIjhQwTGzMbvDft4A3xbf2zvlH6w8qZ_SIiC8P6Tk2UgkddUNSAeSq803yOf0qlHoYAs50/s1600/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_4.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;210&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLA6aAmTJLsjjefo5i2jrQg3LymJA-o_n164HAsYL-Vqp8kWw6aNzoVaqZ0uAAp98I48Fh8KIjhQwTGzMbvDft4A3xbf2zvlH6w8qZ_SIiC8P6Tk2UgkddUNSAeSq803yOf0qlHoYAs50/s320/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_4.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Apparently the goal of the game is to
get the crown and take it to the top of the mountain, but getting the
one-thousand points isn&#39;t the only restriction to approaching the
crown, as a musical theme needs to play, and I still don&#39;t know what
causes that.  I guess that once the crown is grabbed, bats will fly
around and try to take it away.  Pressing the button turns on a
flashlight, which for some reason makes the white things disappear,
but apparently makes greater treasures that are worth more points
appear.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuuiG2ETCcPKW_yOKokX3fjykus539X2dTxV6vhpMXUOITj7O516XkXyYCvReKgd18oGvYTxmRBSAt9XsC9wjVJXNtTluya5UeNK1uN0JwB0QDxgHpmh0v-PM2nXnabE1DJADnmQQ6slo/s1600/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_5.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;210&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuuiG2ETCcPKW_yOKokX3fjykus539X2dTxV6vhpMXUOITj7O516XkXyYCvReKgd18oGvYTxmRBSAt9XsC9wjVJXNtTluya5UeNK1uN0JwB0QDxgHpmh0v-PM2nXnabE1DJADnmQQ6slo/s320/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_5.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There are two main reasons I found this
game terrifying as a kid.  One is the timer that is constantly
counting down at the bottom of the screen.  Considering I had
absolutely no idea of what needed to be done in the game, the fact
that there was a strict time limit is really unnerving.  Like, sure,
running the time out probably just leads to death, but there is a
psychological affect that is a lot stronger than in a Mario or Sonic
game, probably because it is far more likely to actually run out.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRRBLfZV4B1ZCI5VhCi9HKHeWRNcWEMsAucMNtW-HyyT3Sl3Ocyd3bTyKHRSGy-jluoduEH82EWzh39lIpmeYbPuNbiTekGLuuDH45bgDkrZXhGuGPucxCNou8v2Ye9GQcYzESm8mBSuk/s1600/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_7.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;210&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRRBLfZV4B1ZCI5VhCi9HKHeWRNcWEMsAucMNtW-HyyT3Sl3Ocyd3bTyKHRSGy-jluoduEH82EWzh39lIpmeYbPuNbiTekGLuuDH45bgDkrZXhGuGPucxCNou8v2Ye9GQcYzESm8mBSuk/s320/Mountain+King+%25281983%2529+%2528CBS+Electronics%2529_7.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I never wanted to go to the base of the
mountain because there is an angry goddamn spider there. It will dash
towards the player, and if it is not avoided, the character is
wrapped up in web, and the spider goes away.  Unlike any logical and
straightforward video game enemy, this attack doesn&#39;t kill the
player, but immobilizes him or her.  After a period of time, the
spider will return and finally kill the player.  The mechanical
reason for this is to allow the player to shake out of the web and
escape before the spider returns, but the asshole reason for this is
to scare the shit out of the player and instill a sense of
helplessness.  What I am saying is fuck &lt;i&gt;Mountain King.&lt;/i&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/7670355934786948190/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/fuck-mountain-king.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7670355934786948190'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7670355934786948190'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/fuck-mountain-king.html' title='Fuck Mountain King'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq4wExsri7PvmzRDMlQIU8vRvF1d9xuR_SoKHcF-yZOm3jE4_0X2IxY9xmVCqhE0ycuKQXyneid8N0ZrhtIUi-Hc-G4mZV02ebwZyG7mVv9-obcV86T17zq-bNbO4QjCJPWOXTDuzIWyA/s72-c/mountain+king+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-1993964437251214074</id><published>2011-10-28T21:25:00.000-04:00</published><updated>2011-10-28T21:25:12.138-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Genesis"/><title type='text'>Ariel: The LIttle Mermaid</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNCPigmC-HU7v5XRsCE033t_lUm7rZz4-HtofIimiSrbbsKlGxXKR5exLokSVeSF0rSkbBcdYPJ7WiUIRsxWQWzN6Narxbz-WrevZ9h88GTmgjkucuxwkAr9R1qT-ZeN5CTj54aCP-jMM/s1600/ariel+the+little+mermaid+cart.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;267&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNCPigmC-HU7v5XRsCE033t_lUm7rZz4-HtofIimiSrbbsKlGxXKR5exLokSVeSF0rSkbBcdYPJ7WiUIRsxWQWzN6Narxbz-WrevZ9h88GTmgjkucuxwkAr9R1qT-ZeN5CTj54aCP-jMM/s400/ariel+the+little+mermaid+cart.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I imagine there are at least a few
people out there that are fond of &lt;i&gt;The Little Mermaid&lt;/i&gt; for the
NES.  It is a Capcom game for NES, after all.  But that is not what
this post is about, it is about 1992&#39;s &lt;i&gt;Ariel: The Little Mermaid&lt;/i&gt;
for the Genesis, which was most definitely not made by Capcom. 
Actually, it was made by a company known as Bluesky Software, whom
aren&#39;t responsible for many games, but did make &lt;i&gt;&lt;a href=&quot;http://www.povertygamenight.com/2011/04/jurassic-park-athon-part-2-rampage.html&quot;&gt;Jurassic Park:Rampage Edition&lt;/a&gt;&lt;/i&gt;.  While I kind of like &lt;i&gt;Rampage Edition&lt;/i&gt;
because it was pretty much an insane expansion pack to the first
Genesis &lt;i&gt;Jurassic Park&lt;/i&gt;, they apparently aren&#39;t that great at
making their own good game from the ground up.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0NG1eNUABeVPNgUNtj3CI4hlWzfZ4FBW-XpdjvSv5XcQlkJfKaUyCyApDwGWF5qHPTv-e-4pNztukDAWC4yPUIYpA7hrrRCSWV78VI3Uofyf1C8KqVqRX8QOxGPuso03TYCkm3wA1ttI/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_000.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0NG1eNUABeVPNgUNtj3CI4hlWzfZ4FBW-XpdjvSv5XcQlkJfKaUyCyApDwGWF5qHPTv-e-4pNztukDAWC4yPUIYpA7hrrRCSWV78VI3Uofyf1C8KqVqRX8QOxGPuso03TYCkm3wA1ttI/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_000.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
In spite of being named &lt;i&gt;Ariel,&lt;/i&gt;
the game actually allows the player to play as either her or Triton,
which seems a bit odd.  I guess the goal of the game is to swim
around to all of these little things that were apparently once
mermaids/mermen and sing at them to return them to their original
form.  I put it as “I guess” because I collected them all in the
first stage and while I got a special animation I still could not
progress the game and I just decided I&#39;d rather not play it any more.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7SFsD_H5CL-bspbBNErs3abA3VXqmRdZKxhr12lUPdMzNuJKr83JXEaud2-FEK6xmEk_6yX_ZNpnpcDsnRv-b0vE5eTaCG2Qia7mbJdr6oA3zOG9T_GidSNz32ZKZxVzHw_yn2-bsn8/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_003.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7SFsD_H5CL-bspbBNErs3abA3VXqmRdZKxhr12lUPdMzNuJKr83JXEaud2-FEK6xmEk_6yX_ZNpnpcDsnRv-b0vE5eTaCG2Qia7mbJdr6oA3zOG9T_GidSNz32ZKZxVzHw_yn2-bsn8/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_003.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Pressing start will show them all
marked on a map, the game displays the remaining amount on screen,
and a FAQ I checked stated that collecting them all would trigger a
boss fight, but for me nothing happened.  At this point the grating
music had long overstayed its welcome, so I just turned the damn
thing off.  I saw all I need to see.  Movement was a awkward, so this
is the game for anybody who wants to see Ariel clumsily bang her head
against rocks, coral, and sharks.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGMD_8K7843Lrh1Calmm2d3l62f_cxRHFQzKj3WUvKyNacOw1usbfFh5KpXvJjEWFPNumMaf6BB_Fj81M4HOwLLKYdXlSeSIK8noHv9jfNJ3IBMHil48UQ5clBdT23xDkpyLLAiVfqII/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_007.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicGMD_8K7843Lrh1Calmm2d3l62f_cxRHFQzKj3WUvKyNacOw1usbfFh5KpXvJjEWFPNumMaf6BB_Fj81M4HOwLLKYdXlSeSIK8noHv9jfNJ3IBMHil48UQ5clBdT23xDkpyLLAiVfqII/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_007.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Ariel has two attacks.  The normal
attack has her simply throwing music notes a short distance, while
the special attack seems to be the exact same thing but has a limited
number of uses.  The other button is the best because it will “call
fishfriend,” which should be cool due to the funny name, but is
actually pretty boring and just brings a fish to do something boring
like push a rock.  It&#39;s not nearly as comical as the ability to have
a shark or dolphin randomly tackle an enemy like in that awful
&lt;i&gt;Aquaman&lt;/i&gt; game.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn5idW5fS4lryH5_QTy-dvkWQiITq-umYxN3IG2dqelP-zBLfccNvKkWdEvVcBp8-r_E8rcqlWBdaUsqpmTRtWwmWBIRxIF6t_6ihorJ4VmWtMwRBBwA-WvWt2JslQ_sKT3S89dYJ6LwA/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_008.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn5idW5fS4lryH5_QTy-dvkWQiITq-umYxN3IG2dqelP-zBLfccNvKkWdEvVcBp8-r_E8rcqlWBdaUsqpmTRtWwmWBIRxIF6t_6ihorJ4VmWtMwRBBwA-WvWt2JslQ_sKT3S89dYJ6LwA/s1600/Ariel+-+The+Little+Mermaid+%2528UE%2529+%255B%2521%255D_008.bmp&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There is really no reason to play
&lt;i&gt;Ariel: The Little Mermaid&lt;/i&gt;.  It&#39;s not fun to play, and the
Genesis got the much superior aquatic game, &lt;i&gt;Ecco the Dolphin&lt;/i&gt;,
in the same year.  As a weird aside, when looking up this game I went
to the &lt;a href=&quot;http://en.wikipedia.org/wiki/The_Little_Mermaid_(1989_film)&quot;&gt;Wikipedia page for the film&lt;/a&gt;, and I found something odd.  Not
only does the article mention the whole penis-shaped castle thing in
the “Controversy” section, but it has a picture of the damned
thing.  I can just imagine some little girl searching for &lt;i&gt;The Little
Mermaid&lt;/i&gt;, finding that page as one of the top results, scrolling to
the bottom, and then some poor parent will have to explain what&#39;s up
with the sparkly, golden dong.  Also in the controversy section is a
link to the site&#39;s entry on erections, which has pictures of real,
live dicks, so that&#39;s cool and not in any way irresponsible.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/1993964437251214074/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/ariel-little-mermaid.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1993964437251214074'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/1993964437251214074'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/ariel-little-mermaid.html' title='Ariel: The LIttle Mermaid'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNCPigmC-HU7v5XRsCE033t_lUm7rZz4-HtofIimiSrbbsKlGxXKR5exLokSVeSF0rSkbBcdYPJ7WiUIRsxWQWzN6Narxbz-WrevZ9h88GTmgjkucuxwkAr9R1qT-ZeN5CTj54aCP-jMM/s72-c/ariel+the+little+mermaid+cart.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-2741609247174820466</id><published>2011-10-27T21:44:00.002-04:00</published><updated>2011-10-27T21:44:48.291-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="DS"/><title type='text'>Dragon Quest IX At Goodwill?!</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit_hj-Bmbw5h_caepX6lnhSC74CBHK48kvMzEyVWDJtvWtsL6kYEIEAJ1VwlOHFsmUfVHiB9R-PWZNAUP11MUDCMbP6pS4L1zGb2kOX4yGYviI4BYIDKwYUbXg9Xxsy4VCOyRk-I26zX0/s1600/dragon+quest+ix+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;365&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit_hj-Bmbw5h_caepX6lnhSC74CBHK48kvMzEyVWDJtvWtsL6kYEIEAJ1VwlOHFsmUfVHiB9R-PWZNAUP11MUDCMbP6pS4L1zGb2kOX4yGYviI4BYIDKwYUbXg9Xxsy4VCOyRk-I26zX0/s400/dragon+quest+ix+box.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
There is a certain sort of game that
one expects to find when trolling Goodwill.  That&#39;s not to say that
I never expect to find good games there, but it usually more offbeat
or older stuff.  A good example of the sort of stuff I&#39;ve bought from
Good Will is the PC version of &lt;i&gt;NBA Hangtime&lt;/i&gt;, which is a fun
game, but it is pretty old and I wasn&#39;t even aware there was a PC
version.  I never expect to see newer games, with the exception of
abject failures like &lt;i&gt;Tony Hawk Shred&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;,
so I was quite surprised to see two basically new copies of last
year&#39;s &lt;/span&gt;&lt;i&gt;Dragon Quest IX: Sentinels of the Starry Skies&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;.
 It may not have been the highest selling game, but it did pretty
well for a Dragon Quest game in the US.&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiK5HluqAzdssfCOhMy-EC-N0XM5byCMeSILyGjBZt29yZooKn03KxRxrm7FtlV0TBZ4YRWj0ZZpNjwuV7odExZRJDGb7MFW2InH41LfsucnZMZtkgw1_SD3Hmt_iUGX_EiwD6faOZmAX4/s1600/0.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiK5HluqAzdssfCOhMy-EC-N0XM5byCMeSILyGjBZt29yZooKn03KxRxrm7FtlV0TBZ4YRWj0ZZpNjwuV7odExZRJDGb7MFW2InH41LfsucnZMZtkgw1_SD3Hmt_iUGX_EiwD6faOZmAX4/s1600/0.png&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
I have a strange
history with the Dragon Quest series, in that I mostly don&#39;t have
one.  I like JRPGs, but I don&#39;t play a whole lot of them, so I guess
it is sort of understandable how I never really made time for it. 
Theoretically I should have loved the series at some point, but I
guess the timing was never right.  During the JRPG&#39;s heyday of the
Playstation era the series was in a pretty big rut, so it makes sense
that it never pulled me in when I was most susceptible to that sort
of thing.  
&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
This was also the
time when emulation was picking up steam, and I remember specifically
firing up Nesticle to see what the deal was with this whole &lt;i&gt;Dragon
Warrior&lt;/i&gt; thing.  Sadly, playing the first game in the series in
the late nineties is an awful way to be introduced to series because
it is very unrefined.  Call me ignorant, but I just can&#39;t play a game
that requires a menu to do &lt;b&gt;everything.&lt;/b&gt;  I don&#39;t really want to
incite war, but the original &lt;i&gt;Final Fantasy&lt;/i&gt;&#39;s innovation of a
single button that contextually opens chests or talks to people makes
games that don&#39;t do this unplayable.&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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So, I didn&#39;t get
into it then, and when the apparently amazing &lt;i&gt;Dragon Quest VIII&lt;/i&gt;
came out on the PS2 years later, I was thoroughly burned out on the
genre.  It&#39;s kind of funny that I never got into the series during my
Dragon Ball Z period when I was younger.  I mean, if I actually liked
Akira Toriyama&#39;s art back then I probably would have ate this shit up
like I did &lt;i&gt;Chrono Trigger.&lt;/i&gt;  I guess the stars never aligned
right for Dragon Quest and I, so now that I am enjoying &lt;i&gt;Dragon
Quest IX&lt;/i&gt; as an adult I guess I have to begrudgingly accept his
ctrl+C ctrl+V humanoid designs.&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;i&gt;Dragon Quest IX&lt;/i&gt;
begins interestingly, with some nice title screen music and then a
character creation screen.  Actually, the music throughout the game
is all really good, which probably isn&#39;t a surprise to fans of the
series, but I wasn&#39;t really prepared to like it as much as I do. 
Anyway, the character creation isn&#39;t particularly deep, but with the
ten or so options in each category it is possible to create pretty
much any Akira Toriyama character.  In fact, if &lt;i&gt;Dragon Quest X&lt;/i&gt;
uses a similar system but in higher resolution I think Akira Toriyama
could finally retire and publishers could just pose the character
models and pretend he is still alive for years to come.  I like
character creation, so this really endeared me to the game right
away.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
The story hasn&#39;t
really gripped me, but the idea of being a lost angel or whatever is
kind of neat, and the stories in the different cities haven&#39;t been
amazing, but pleasant enough.  Speaking of pleasant, the localization
and script are really nice.  Characters speak in different ways and
there is a lot of quirky personality to be found, and it is nice to
play a game that isn&#39;t super serious and angsty all the damn time. 
It can be extremely punny and sometimes weird, but I can&#39;t hate a
game exclaims that “The quest has been transgressed with finesse!”
 It&#39;s cute.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
At first the
mechanics of the game are solid but not particularly complicated.  It
is the usual JRPG stuff of walking around, talking to townspeople and
killing monsters in a turn-based combat.  Leveling up grants stat
increases and the occasional spell or ability.  Eventually the player
is also awarded skill points which can be allocated to various
skills, such as sword skill or shield skill, based on character&#39;s
class.  As more points are put into a skill the player unlocks things
like special attacks or permanent attack increases with that weapon
type.  This is nice because it encourages specialization within a
party.&lt;/div&gt;
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&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
Changing classes
initially seems like a bad idea becomes a character&#39;s level is tied
to a class, but there are advantages, such as skills and skill points
carrying over, as well as the ability to use weapons that a class may
not have access to.  Though the game initially only allows players to
use the main character, and there are no story characters that
permanently joins the party, the player can recruit premade generic
characters or create their own, which also encourages making a party
of specialized characters.  This is another feature that I really
like because I like making generic characters, because it gives me a
greater feeling of control over the party.  Speaking of control, the
other characters can be controlled directly in combat, or set to
various AI routines, which is nice.&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
The reason for the
use of generics is the most surprising part about the game.  This
mostly traditional JRPG is not meant to be played alone.  Players can
join the games of others and fight in their party, or up to three
others can join the player&#39;s game.  There are also special quests
maps that can only be can only be obtained through an anonymous data
exchange similar to the 3DS&#39;s Street Pass function.  Since all of
this is done over Wi-Fi and not over the internet, really favors
large population centers where large amount of people are more likely
to find each other.  This is one of the reasons the game was a lot
more successful in Japan, where there is a lot more opportunity for
this type of anonymous play.  The other reason it did so well in
Japan is simply that it is a Dragon Quest game, and they love that
shit over there.&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-style: normal; margin-bottom: 0in;&quot;&gt;
There are a lot of
little things about &lt;i&gt;Dragon Quest IX&lt;/i&gt; that I like.  Stuff like
the fact that all equipment is reflected on the character model
instead of having just one character model and maybe showing a
different weapon.  Battles could just be completely played out in
first-person, like most of the other games in the series, but the
third-person action during battles make things more interesting to
watch.  The world maps are vast and there are a lot of directions
that aren&#39;t initially necessary to explore.  I like that random
encounters are mostly gone, with visible enemies on screen, allowing
the player to approach combat and grind on his or her own terms.  At
just over ten hours in, I&#39;ve enjoyed it a lot more than most JRPGs
that I&#39;ve played in the past few years, and I am shocked that I found
it at a Goodwill a little over a year after its release.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/2741609247174820466/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/dragon-quest-ix-at-goodwill.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/2741609247174820466'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/2741609247174820466'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/dragon-quest-ix-at-goodwill.html' title='Dragon Quest IX At Goodwill?!'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit_hj-Bmbw5h_caepX6lnhSC74CBHK48kvMzEyVWDJtvWtsL6kYEIEAJ1VwlOHFsmUfVHiB9R-PWZNAUP11MUDCMbP6pS4L1zGb2kOX4yGYviI4BYIDKwYUbXg9Xxsy4VCOyRk-I26zX0/s72-c/dragon+quest+ix+box.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4272853609488688593.post-7635679895922160604</id><published>2011-10-23T23:57:00.001-04:00</published><updated>2011-10-23T23:57:38.558-04:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Genesis"/><title type='text'>Ghostbusters: The Old Good One</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqrpPd2zIN0J8f1ujEW26k2RK4fEr3eP5AfPaI0ynaJgR4HxKrazF-3H6KyFj2fCe7d5rS8pW1hOSjQvZomkINlE3YjZuPq9XJrtjOqgF-W55I5KwnZWAgn808Wk_SBcIQZJ6HcXz5FUw/s1600/ghostbusters+box.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqrpPd2zIN0J8f1ujEW26k2RK4fEr3eP5AfPaI0ynaJgR4HxKrazF-3H6KyFj2fCe7d5rS8pW1hOSjQvZomkINlE3YjZuPq9XJrtjOqgF-W55I5KwnZWAgn808Wk_SBcIQZJ6HcXz5FUw/s400/ghostbusters+box.jpg&quot; width=&quot;292&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Ghostbusters is a franchise that has
always had a pretty shaky history when it comes to video game
adaptations.  This probably stems from the fact that the series
started in the early eighties, and there wasn&#39;t much developers could
do to make a good game based on the series for primitive systems like
the Atari 2600.  Even though the NES or Master System could
theoretically host a good Ghostbusters game, they didn&#39;t because the
games were based upon earlier versions.  Thankfully, when Compile
developed &lt;i&gt;Ghostbusters&lt;/i&gt; for the Sega Genesis they started from
scratch and ended up making a fun game.&lt;/div&gt;
&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Compile is mostly known for the puzzle
series &lt;i&gt;Puyo Puyo&lt;/i&gt; and bunch of scrolling shooters.  While
&lt;i&gt;Ghostbusters&lt;/i&gt; is neither of these things, there are some
elements drawn from shooters.  Basically, it is an action-platformer
somewhat like a &lt;i&gt;Mega Man&lt;/i&gt; game.  The player can choose to
complete the first four levels in any order, though they do have
distinct difficulty levels, and when all are completed the final
levels are unlocked.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
The levels themselves aren&#39;t as linear
as most platformers.  Sure, there is a single start point and the
levels end with a boss fight, but the levels have a few different
paths, some of which are dead ends, and finding all of the sub-bosses
and the end boss requires a bit of exploration.  It&#39;s not quite
&lt;i&gt;Metroid&lt;/i&gt;, but I enjoy finding rewards for poking around, though
finding a way that accidentally backtracks kinda sucks.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
One of the most interesting features of
the game is the monetary and shop system, which adds some useful
weapons and items.  Each level gives the player a certain amount of
cash, which can be used in the item and weapon shops between stages. 
Extra money can be earned from opening safes throughout the levels
and as bonuses for catching the sub-bosses.  
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The default gun only shoots a short
distance and isn&#39;t particularly powerful, so the player can purchase
stronger and more effective weapons, like the three-way shot.  These
extra weapons are really useful for defeating enemies, but they
require weapon energy to be used, so the player has to be
conservative with their use.  For those that aren&#39;t that great at the
game, the item shop offers healing items and the weapon shop offers
weapon energy refills.&lt;/div&gt;
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Even with this help, I found the game
to be incredibly difficult when I played it as a child, though going
back to it, it doesn&#39;t seem quite so bad.  It is by no means easy,
but I think this is just the sort of game that I&#39;ve gotten better at
since I was like eight years old, which I suppose isn&#39;t something to
be proud of, but just sort of how that whole “gaining fine motor
skills” and “not being a stupid kid anymore” thing goes. 
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An aspect of &lt;i&gt;Ghostbusters&lt;/i&gt; that
is a weird mixture between charming and off-putting is the art style.
 The sprites of the characters from the movie look like caricatures
of the actors they are based on, which is kind of neat, but sort of
bizarre and creepy.  The whole “super-deformed” thing was done a
lot with anime games of the era, but with real people there is just
something off about it.  Still, by comparison the designs for the
bosses and sub-bosses are far creepier.  Whether it is a palatable
style or not, I like the game, and at the very least it has the Stay
Puft Marshmallow Man and a decent rendition of the theme song.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://povertygamenight.blogspot.com/feeds/7635679895922160604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/ghostbusters-old-good-one.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7635679895922160604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4272853609488688593/posts/default/7635679895922160604'/><link rel='alternate' type='text/html' href='http://povertygamenight.blogspot.com/2011/10/ghostbusters-old-good-one.html' title='Ghostbusters: The Old Good One'/><author><name>BugleHawkeM</name><uri>http://www.blogger.com/profile/17557711764118607721</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmZ0oGtvha9-g6kU_hu-rea0WFNTDuAgiGjnmlwUOEXKe48m2mHWfJ5tN6wrUr9bB4oyPP4bAOjUm9nV3UQhfE1fpfKSGinRFa0rdZyWe2Sro8l1O5shXOWnjWKHA76Ac/s220/ash-haha.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqrpPd2zIN0J8f1ujEW26k2RK4fEr3eP5AfPaI0ynaJgR4HxKrazF-3H6KyFj2fCe7d5rS8pW1hOSjQvZomkINlE3YjZuPq9XJrtjOqgF-W55I5KwnZWAgn808Wk_SBcIQZJ6HcXz5FUw/s72-c/ghostbusters+box.jpg" height="72" width="72"/><thr:total>0</thr:total></entry></feed>