<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:gd="http://schemas.google.com/g/2005" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;CU4MQn0_eCp7ImA9WhdVFU0.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780</id><updated>2011-09-20T08:33:03.340+01:00</updated><title>Specs 'n' Headphones</title><subtitle type="html">What happens when a aspiring writer wants to flex his literary muscles, moan about his hobbies, and share his passions?

I have no idea, and this blog probably won't tell you either.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://specsandheadphones.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>75</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/SpecsnHeadphones" /><feedburner:info uri="specsnheadphones" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;C0cNSHg5eip7ImA9WhdVEE4.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-6966121785098700603</id><published>2011-09-14T21:11:00.001+01:00</published><updated>2011-09-14T21:11:39.622+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-14T21:11:39.622+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Pokémon" /><category scheme="http://www.blogger.com/atom/ns#" term="Destructoid" /><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="Puzzle" /><category scheme="http://www.blogger.com/atom/ns#" term="Nintendo" /><title>Relaxation: Pokémon, Puzzles &amp; a Pursuit of Inner Peace</title><content type="html">&lt;i&gt;This article is a Destructoid Blogger's Request, and can be found &lt;a href="http://www.destructoid.com/blogs/GrooveMan/relaxation-pok-mon-puzzles-a-pursuit-of-inner-peace-211294.phtml"&gt;here&lt;/a&gt;. &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
As someone who's notoriously bad at a lot of video games, gaming is 
almost an inherently stressful experience. There's a persistent nagging 
sense to be performing at maximum competence in whatever game I'm 
playing - or at the very least, more competent than my peers. In a 
multiplayer game the aggressive-competitive angle is more than obvious, 
but have you ever tried playing an inherently single-player experience 
like, say, &lt;em&gt;Pokémon&lt;/em&gt;, when one of your friends (you know; &lt;em&gt;that&lt;/em&gt;
 friend. The one who's bragging to you about how good they are on Skype,
 and you'd totally block them but they play all the games you play so 
you can't) is giving you constant updates and making sure they 
experience everything just a little before you do.
&lt;br /&gt;
&lt;br /&gt;It's always perfect timing as well - you've devoured the first hour or two of &lt;em&gt;Pokémon Black&lt;/em&gt;,
 the first city's Gym thoroughly beaten, and you're feeling pretty good 
about yourself. The jaunty waltz of the town's theme is then interrupted
 by an IM message.
&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center; width: 100%;"&gt;
&lt;img src="http://i.imgur.com/ebwnG.png" /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;"yo dude how far are you"
&lt;br /&gt;
&lt;br /&gt;Oh no, here we go again. You were just settling into your groove.
&lt;br /&gt;
&lt;br /&gt;"I've just beaten Striaton City Gym."
&lt;br /&gt;"i'm already at the next city got a servine"
&lt;br /&gt;
&lt;br /&gt;And there it is. This time the blow is two-fold, how on earth did he manage to get to the next area, &lt;em&gt;and&lt;/em&gt;
 evolve his starter Pokémon so quickly? It's bad enough that you lost to
 him at Rock Paper Scissors and he got to choose the Grass type. Get 
yourself together, you can't let him catch on that he's getting to you. 
Act cool.
&lt;br /&gt;
&lt;br /&gt;"I'm just taking my time, talking to everyone, y'know?"
&lt;br /&gt;"lol sure whatev"
&lt;br /&gt;
&lt;br /&gt;Okay, screw this guy - it's time to play hardball. Your initial 
intent was to take this weekend as a relaxing catch-up session on your 
gaming backlog and some reading; but now it's war. Tapping your d-pad 
with increasing intensity, beating up the fantastic pets of toddlers and
 passers by; robbing them of their savings and moving on to the next 
mark, you rush into a fight you can't handle. As your character blacks 
out and reawakens at the nearest Pokémon Center, you get another 
message:
&lt;br /&gt;
&lt;br /&gt;"just caught a &lt;a href="http://bulbapedia.bulbagarden.net/wiki/Shiny" target="_blank"&gt;shiny sawk&lt;/a&gt;"
&lt;br /&gt;
&lt;br /&gt;At which point you wouldn't be blamed for hefting your DS across the
 room. The game itself my be relaxing, but some games lend well to 
having others ruin your chill demeanour.
&lt;br /&gt;
&lt;br /&gt;As such, my relaxing respites are in games are instances where I 
can't really fail. Puzzle games are the best for this, and while I have 
never gotten into &lt;em&gt;Tetris&lt;/em&gt; in any big way, I definitely identify 
with the idea of a 'Tetris Trance' - getting so into the rhythm of block
 swapping/dropping/exploding that the outside world starts to blur and 
fade as you reach your special Match-3 nirvana. My lowercase-typing 
friend doesn't like the genre, so I can make progress unmolested.
&lt;br /&gt;
&lt;br /&gt;To be more specific, &lt;a href="http://en.wikipedia.org/wiki/Puzzle_League_%28series%29" target="_blank"&gt;&lt;em&gt;Tetris Attack&lt;/em&gt;/&lt;em&gt;Puzzle League&lt;/em&gt;&lt;/a&gt; is my poison of choice, way back when I had a copy of &lt;em&gt;Pokémon Puzzle Challenge&lt;/em&gt;
 for the GBC, and it was definitely a way to keep me quiet. Don't get me
 wrong, my younger self was god-awful at it, but the ease of play made 
it so compelling. I came for the brand loyalty to Pikachu and friends, 
but stayed so I could keep making the little coloured blocks vanish.
&lt;br /&gt;
&lt;br /&gt;The only drawback &lt;em&gt;Pokémon Puzzle Challenge&lt;/em&gt; had was actually
 a side-effect of the Pokémon moniker - hearing the harsh electronic 
cries of the characters every few seconds (or if you're playing on Hard,
 every half-second) was a major irritant and a barrier to that 
sought-after trance state.
&lt;br /&gt;
&lt;br /&gt;&lt;div style="text-align: center; width: 100%;"&gt;
&lt;img src="http://i.imgur.com/Xmjn8.jpg" /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;Fortunately, the DS incarnation, &lt;em&gt;Puzzle Planet League&lt;/em&gt;, 
still exists; and I swear to the deity of your choosing that the game 
was constructed with Valium implanted into the game card. Not only was 
the compulsive gameplay still there, unchanged from when I was a bratty 
little kid - but it came with hypnotically catchy beats and this... 
pulsing glow that everything had that would be more expected to show up 
in &lt;em&gt;Rez&lt;/em&gt; (or &lt;em&gt;Child of Eden&lt;/em&gt; if you want a less dated comparison).
&lt;br /&gt;
&lt;br /&gt;Planet Puzzle League kept me hooked for an age - a few limited-move 
puzzles before I went to bed, daily Score Attacks every morning to wake 
me up, a shot at Endless Mode on any and every car or train journey.
&lt;br /&gt;
&lt;br /&gt;I've since lost the cartridge, and have tried to replace it with a different Puzzle vice. &lt;em&gt;Meteos&lt;/em&gt; and &lt;em&gt;Gunpey&lt;/em&gt;
 have been valid competitors, but they've never quite met up to the same
 experience. Despite that, I cherish them as titles that I can bring 
anywhere - giving me the ability to find a little digital sanctuary when
 needed. Well, at least for as long as my competitive friends don't find
 out about them.			&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-6966121785098700603?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/HNJ1kazWc2GLidyR6a2TitPYOQg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/HNJ1kazWc2GLidyR6a2TitPYOQg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/HNJ1kazWc2GLidyR6a2TitPYOQg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/HNJ1kazWc2GLidyR6a2TitPYOQg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/vFkBjDkD_Go" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/6966121785098700603/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/09/relaxation-pokemon-puzzles-pursuit-of.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6966121785098700603?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6966121785098700603?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/vFkBjDkD_Go/relaxation-pokemon-puzzles-pursuit-of.html" title="Relaxation: Pokémon, Puzzles &amp; a Pursuit of Inner Peace" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/09/relaxation-pokemon-puzzles-pursuit-of.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CE4FR3Y_eSp7ImA9WhdWGUQ.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-1092305017014023531</id><published>2011-09-14T10:35:00.001+01:00</published><updated>2011-09-14T10:35:16.841+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-14T10:35:16.841+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PixelXCore" /><category scheme="http://www.blogger.com/atom/ns#" term="bioware" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="Nintendo" /><category scheme="http://www.blogger.com/atom/ns#" term="Capcom" /><title>Games and Fan Participation</title><content type="html">&lt;div class="SubText"&gt;
&lt;i&gt;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7499"&gt;the Yorker&lt;/a&gt; and &lt;a href="http://pixelxcore.net/index.php?action=reviews;pid=409"&gt;PixelxCore&lt;/a&gt;. &lt;/i&gt;&lt;/div&gt;
&lt;div class="SubText"&gt;
&amp;nbsp;&lt;/div&gt;
&lt;div class="SubText"&gt;
Video games as a medium have an advantage other 
media very rarely get - fan participation. Every so often - and 
especially in the current age of gaming where developers are 
increasingly open about their game design processes - fans of a game 
series or a publishing company will be called upon to offer their voice.
 It's a smart move on paper - it means developers can cater even more 
exclusively to a target audience, and almost guarantee a base number of 
sales. But there are many circumstances where it all goes wrong...&lt;/div&gt;
&lt;div class="SubText"&gt;
&amp;nbsp; &lt;/div&gt;
For a great example of Fan Participation gone awfully wrong, look no further than Capcom's &lt;em&gt;Megaman Legends 3&lt;/em&gt; project. While the &lt;em&gt;Legends&lt;/em&gt;
 series are some of the most low-key entries in Megaman's history, the 
previous PS1 games had a gigantic following. So when Capcom announced 
that a sequel would be part of the 3DS' download service, the hype was 
intense. The main hook was that development staff asking for input from 
fans every step of the way - from character design, to side quests and 
Easter eggs.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
However, Capcom had behind-the-scenes difficulties, and everything went downhill. The demo for &lt;em&gt;Megaman Legends 3&lt;/em&gt;
 was nowhere to be seen when the 3DS eShop went live, and new 
information on the development process was becoming more and more 
sparse; until one day an announcement was made that the project had been
 scrapped entirely. The blow to the fans was twofold - not only were 
they excited for a long-awaited sequel, by this point they had become 
emotionally invested in its design process. Some fans felt that it was 
as much 'their' game as it was Capcom's. When Capcom refused to give a 
statement in regards to why the project got shut down, things got a 
little heated. Some of the public shrugged their shoulders and moved on;
 but others still insist on making their voice heard, and &lt;a href="http://www.facebook.com/#%21/GetMeOffTheMoon"&gt;&lt;strong&gt;are still trying to appeal to Capcom&lt;/strong&gt;&lt;/a&gt;; a number of which are suffering from what can only be described as Fan Entitlement.&lt;br /&gt;
&lt;br /&gt;

I'm sure this occurs in fans of other media types also; but video 
game enthusiasts can get down right nasty when they feel like, as the 
end user, they know better than the companies supplying them with media 
to consume. Some of the punters, jaded by the closure of the &lt;em&gt;Megaman Legends 3&lt;/em&gt;
 project closure have decided that they're boycotting Capcom as a whole,
 resolving to not giving the company a single penny until they get the 
game release they &lt;em&gt;deserve&lt;/em&gt;, dammit.&lt;br /&gt;
&lt;br /&gt;

'Operation Rainfall' is a campaign built entirely around Fan 
Entitlement. As Nintendo's Wii U slowly approaches, the number of 
big-name titles for the Wii is starting to decline. Three Japanese RPG 
titles - &lt;em&gt;The Last Story&lt;/em&gt;, &lt;em&gt;Pandora's Tower&lt;/em&gt;, and &lt;em&gt;Xenoblade&lt;/em&gt;
 - had no plans for a US release, and project leader Chris Ward was not 
standing for that. He arranged a mass-mail session, getting Nintendo 
fans to write letters to Nintendo of America (NoA), pressing them for 
release details on these titles. The project caused quite a stir, and 
prompted NoA to sent letters in reply to the participants, but there is 
still no sign of NoA releasing these games stateside.&lt;br /&gt;
&lt;br /&gt;

From a UK point of view, foreign games being delayed or outright 
cancelled for an EU release is absolutely nothing new. Atlus, one of the
 biggest-name Japanese-to-English publishers has a long list of games 
that were translated and released in the US, but did not see a UK 
release. Nintendo have been surprisingly kind about EU releases in the 
last few years, titles &lt;em&gt;Disaster: Day of Crisis&lt;/em&gt; and &lt;em&gt;Another Code R&lt;/em&gt; are Wii titles with an EU release, but no US one. In fact, &lt;em&gt;Xenoblade&lt;/em&gt;,
 one of Operation Rainfall's target games was announced an EU release as
 far back as May! Not getting an anticipated title is annoying, but 
ultimately the decision is down to a publisher's sales team.&lt;br /&gt;
&lt;br /&gt;

Nintendo, Capcom, and other games publishers are businesses first and
 foremost, and have to make difficult choices in deciding which titles 
will sell well enough to make a profit in a region. If the answer points
 to "no", then that is unfortunately that. Operation Rainfall has a 
large amount of numbers (8,126 on their Facebook page at time of 
writing; though not a patch on the 40,901 for &lt;em&gt;Megaman Legends 3&lt;/em&gt;), but that may not be enough for Nintendo's sales figures.&lt;br /&gt;
&lt;br /&gt;

Operation Rainfall's popularity (though not its success) has sparked 
other parties to start up their own Fan Participation projects, 
including the similarly-named &lt;a href="http://vg-resource.com/?p=1089"&gt;&lt;strong&gt;Operation Moonfall&lt;/strong&gt;&lt;/a&gt; – a petition to get Nintendo to release the N64 title &lt;em&gt;Legend of Zelda: Majora's Mask&lt;/em&gt; for 3DS.&lt;br /&gt;
&lt;br /&gt;

Fan Participation can even affect advertising decisions. Recently, &lt;a href="http://www.destructoid.com/who-is-the-best-female-shepard--206939.phtml"&gt;&lt;strong&gt;Bioware held a Facbook poll&lt;/strong&gt;&lt;/a&gt; to decide the look for the protagonist of &lt;em&gt;Mass Effect 3&lt;/em&gt;,
 Shepard. In the previous games, a male version of Shepard was used in 
the advertising and merchandise (The gender and looks of the protagonist
 is decided by the player), and &lt;em&gt;Mass Effect 3&lt;/em&gt; would be the 
first title to prominently feature the fairer sex foremost. There is 
some contention over the most popular choice being the blond haired, 
blue eyed option, when there were less common and ethic options present,
 but the attempt at inclusiveness at all is a step in the right 
direction.&lt;br /&gt;
&lt;br /&gt;

Fan Participation is one of the best methods for companies to gauge 
the interest of consumers; and in situations where companies are &lt;a href="http://www.giantbomb.com/news/capcom-drm-shacklesthen-promptly-unshackles-super-street-fighter-ivs-pc-release/3298/"&gt;&lt;strong&gt;doing something reprehensible&lt;/strong&gt;&lt;/a&gt;,
 a fan voice can do wonders to put them on track. But it's a matter of 
trust – we trust in games companies and developers to not squander fan 
interest, and it's the responsibility of the fans to act like sensible 
adults and not whining children if we disagree with a decision.&lt;br /&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-1092305017014023531?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/Oqy1oR1KnH1bvydtdR88oeAfBn8/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Oqy1oR1KnH1bvydtdR88oeAfBn8/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/Oqy1oR1KnH1bvydtdR88oeAfBn8/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Oqy1oR1KnH1bvydtdR88oeAfBn8/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/0S6BtYaEI9c" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/1092305017014023531/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/09/games-and-fan-participation.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1092305017014023531?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1092305017014023531?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/0S6BtYaEI9c/games-and-fan-participation.html" title="Games and Fan Participation" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/09/games-and-fan-participation.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEUFQnc8eSp7ImA9WhdRF0w.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-9131869124847265932</id><published>2011-08-07T11:16:00.000+01:00</published><updated>2011-08-07T11:16:53.971+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-07T11:16:53.971+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PixelXCore" /><category scheme="http://www.blogger.com/atom/ns#" term="interview" /><category scheme="http://www.blogger.com/atom/ns#" term="Puzzle" /><category scheme="http://www.blogger.com/atom/ns#" term="preview" /><category scheme="http://www.blogger.com/atom/ns#" term="indie" /><title>A Glimpse into Navigator</title><content type="html">&lt;div class="post"&gt;&lt;div class="inner" id="msg_4460"&gt;&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" height="31" src="http://i.imgur.com/Gkgst.gif" width="400" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"So, what is all this Navigator business?"&lt;/b&gt;&lt;br /&gt;
Navigator  is PxC's 1st publically released project, a puzzle game starring the  titular Nav, a pioneer in virtual reality. He works alongside Professor  Claire Nova, building the first-ever virtual reality survival puzzle  game.&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" height="266" src="http://i.imgur.com/aiWkv.png" width="400" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"Survival Puzzle game?"&lt;/b&gt;&lt;br /&gt;
That's  right, the nature of Navigator is two-fold. The aim isn't soley just to  rack up the highest score by creating clusters and chains of coloured  blocks, but to keep Nav alive as the steadily rising tower of blocks  threatens to crush him against the ceiling.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"How cruel!"&lt;/b&gt;&lt;br /&gt;
Isn't  it just. But Nav isn't entirely helpless, he can move about the playing  field, pushing blocks around and maneuvering over obstacles to get to a  safe spot. &lt;br /&gt;
He's also backed up by the Block Cannon, loaded with an  infinite supply of colourful ammo to beat back the cube conquest. By  matching up at least four blocks of the same color, you will create a  cluster that explodes after a short period of time, dropping any mass  above it down to a lower level, and gaining points. &lt;br /&gt;
By creating  clusters bigger than 4 blocks, you get bonus points, and by breaking a  cluster that drops down and forms a second cluster, you create combos  that add multipliers to your score bonus that double for each cluster  formed in the same combo!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"And I'm responsible for both Nav and the Cannon? Sounds tricky..."&lt;/b&gt;&lt;br /&gt;
Don't  sweat it. While controlling both tasks is difficult to begin with,  it'll be no time at all before you're using the two in tandem. The  highest scorers use Nav and the Cannon co-operatively to set up huge  combos. &lt;br /&gt;
Higher-level players will take advantage of Nav's Block Push  ability to create combos as well, since creating a cluster using the  Block Push is an instant 1.5x combo multiplier! &lt;br /&gt;
You can also use Nav's Power Climb to continue to help him navigate to other areas. &lt;br /&gt;
If you're still finding it tricky, you can give up control of one aspect to a friend. Working together is the key!&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" height="266" src="http://i.imgur.com/78ygX.png" width="400" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"So how do I rack up the big scores?"&lt;/b&gt;&lt;br /&gt;
If  you're used to games like Tetris Attack or Puyo Pop, then your skills  will come in handy here. It's not just about laying down blocks quickly,  being able to read the playing field, and see where the clusters are in  advance is the key to making lengthy combos. The target reticule of the  Cannon will match the colour of the block to be placed, so you needn't  draw your eyes away from the action. &lt;br /&gt;
Don't forget about Nav! His  ability to push blocks around can save you from a Cannon misfire, or to  keep your Combo going just a bit longer. The period where a cluster is  frozen and glowing is your chance to set up something big! It's a risky  move, but manually raising the stack of blocks is also a possibility.  Being able to see more of the field means you can keep combos going for  that much longer.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"Working with my friends is one thing, but how about competing with them?"&lt;/b&gt;&lt;br /&gt;
But  of course! For those of you with a bloodthirsty streak, a Vs. mode is  in the pipeline. This allows you to directly compete against a second  navigator in both score and survival. By creating large clusters and  cluster chains, you can attack the opposing player with "garbage blocks"  that clog up their field of play. This mode can be played cooperatively  as well, meaning 4 players can get in on the action in teams of 2vs2!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"Do I get kickass music to listen to while saving Nav's life?"&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;A6:&lt;/b&gt;  Absolutely; Navigator features completely original music for every  level, each song fitting the atmosphere of the stage itself. The music  is composed by Chris "Søda Meløn" King, also known as "GreenDragonXIII,"  and all of it is very well done. We believe the music will also be a  big part of creating a unique experience with Navigator.&lt;br /&gt;
&lt;div align="center"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/CIL8uGjDATI/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CIL8uGjDATI&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/CIL8uGjDATI&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;/div&gt;&lt;div class="inner" id="msg_4460"&gt;&lt;/div&gt;&lt;div class="inner" id="msg_4460"&gt;&lt;br /&gt;
&lt;b&gt;"Awesome. So what modes are on offer?"&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;A6:&lt;/b&gt;  Navigator includes a couple of gameplay modes for many types of  players; there's the Tutorial Mode, where Professor Nova herself teaches  you the rules of the field, the Endless Mode, the basic survival  gameplay mode that doesn't end until you lose, the 1v1/1v2/2v2  Competitive Mode, and a 1-2 player Puzzle Mode, where you solve advanced  puzzles based on the gameplay mechanics of Navigator, but with unique  twists!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"And lots of different stages, right?"&lt;/b&gt;&lt;br /&gt;
There  will be at least six stages to play in. In Endless and Competitive  Mode, each stage has its own predetermined block setup on startup,  adding enhanced variation to each game, and allowing the more advanced  players to set up high-level opening strategies. And if you're not the  competitive type, each stage has its own graphical style. Whether you're  a fan of the clean circles of Energy Cells, or the gritty industrialism  of Field of Cogs, Navigator can scratch that itch.&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" src="http://i.imgur.com/a7tWq.png" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"Nav is pretty expressive, how long did his design and animation take?"&lt;/b&gt;&lt;br /&gt;
A6:  That's an interesting question. The basic idea for Nav was originally  to just be a simple little guy pushing blocks around. His design is  fairly simplified as well; a black-haired guy in a navy blue shirt and  green pants. As development continued, I wanted to put more life and  personality in both Nav and the entire game as well, which lead to the  conception of Professor Nova, a cooperative design effort by myself and  our digital artist, Joe Ryan. Having two characters in the game like  this really allows us to explore different personalities for them and  make them expressive, to give the game another layer of depth outside of  gameplay, without overcomplicating things.&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" height="194" src="http://i.imgur.com/3lGSil.jpg" width="400" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"What about the two characters? Will we get to see interaction between Nav and Prof. Nova? Any chemistry?"&lt;/b&gt;&lt;br /&gt;
A6:  Workplace romance is strictly forbidden, especially in the lab!  However, there will be plenty of conversing and interaction between the  two in both the tutorial and puzzle modes. There's a little more  interaction with Professor Nova personally, as well, but we'll just keep  that a secret for now!&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img alt="" class="bbc_img" src="http://i.imgur.com/a7tWq.png" /&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;"So when do I get to play this, and on what?"&lt;/b&gt;&lt;br /&gt;
The  1.1 beta is available for PC right now! You can find it &lt;a href="http://world.pixelxcore.net/index.php?topic=332.0"&gt;Right Here&lt;/a&gt;. The  final release won't just be on PC, but also on Windows Phone 7 and  potentially even XBOX Live Indie Games. You can fire blocks and detonate  clusters both at home and on the go!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;Look forward to seeing Navigator during the third quarter of 2011.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://i.imgur.com/2Spsv.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img alt="" border="0" class="bbc_img" src="http://i.imgur.com/2Spsv.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;i&gt;&amp;nbsp;This article can also be found at &lt;a href="http://world.pixelxcore.net/index.php?topic=393.msg4632#new"&gt;PixelXCore&lt;/a&gt;.&lt;/i&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-9131869124847265932?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/JdgSjWtoTuwuKGxMgnAbaFKgSd0/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/JdgSjWtoTuwuKGxMgnAbaFKgSd0/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/JdgSjWtoTuwuKGxMgnAbaFKgSd0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/JdgSjWtoTuwuKGxMgnAbaFKgSd0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/KHuufgoRvV0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/9131869124847265932/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/08/glimpse-into-navigator.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/9131869124847265932?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/9131869124847265932?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/KHuufgoRvV0/glimpse-into-navigator.html" title="A Glimpse into Navigator" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/08/glimpse-into-navigator.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D04BSHwyeip7ImA9WhdRF00.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-4271285504211343128</id><published>2011-08-06T18:34:00.003+01:00</published><updated>2011-08-07T09:32:39.292+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-07T09:32:39.292+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="interview" /><category scheme="http://www.blogger.com/atom/ns#" term="Nintendo" /><title>An Inside Look at Operation Moonfall</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://30.media.tumblr.com/tumblr_lowobrNZEU1qd6q29o1_500.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="190" src="http://30.media.tumblr.com/tumblr_lowobrNZEU1qd6q29o1_500.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="font-style: normal; margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;br /&gt;
In a time where video game companies and the fans of their products can interact through social media - fans are lucky enough to have gotten an increasingly powerful voice in regards to the things they want from their games; and in some cases the companies can definitely benefit from listening.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-style: normal; margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="font-style: normal; margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;One such project is &lt;a href="http://majorasmask3d.com/"&gt;Operation Moonfall&lt;/a&gt;, a campaign to get Nintendo to re-release the N64 classic &lt;i&gt;The Legend of Zelda: Majora's Mask&lt;/i&gt; for the 3DS (In a similar vein to the recent release of &lt;i&gt;Legend of Zelda: Ocarina of Time 3D&lt;/i&gt;). In my interview with one of the project leaders, Nathanial Rumphol-Janc, we get a better look at the inner workings of Operation Moonfall, and the effects of Fan Participation.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-style: normal; margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;Tell us about yourself.&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;I'm Nathanial Rumphol-Janc, Co-Owner and Webmaster of &lt;a href="http://www.zeldainformer.com/"&gt;Zelda Informer&lt;/a&gt;. I have partaken in some college but I haven't graduated, and my main source of income is indeed full time at McDonalds. It's not nearly as bad as most people fear it is.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;I've been running websites and been part of the Zelda community for over a decade. First with Zelda Domain (8 years!), and then with Absolute Zelda which eventually melded into Zelda Informer, which at the time (2008) was still a relatively new and unknown face on the internet. Things blossomed from there. I love playing sports (despite being overweight), and of course I love video games. Believe it or not, Zelda is not my favourite series, and Nintendo is not my favourite game company. Of course, they have great respect from me and I do enjoy their products.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0.5cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;What made you decide to start up Operation Moonfall?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;To say I started up Operation Moonfall would discredit all the behind the scenes conversations with several parties, including the staff over at Zelda Universe. I did create the petition and the twitter account, while another fan set up the Facebook page and handed me the reigns. Still, creating accounts and petitions is meaningless without support.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;The idea for Operation Moonfall really started when we broke an interview a few weeks ago where &lt;a href="http://en.wikipedia.org/wiki/Eiji_Aonuma"&gt;Eiji Aonuma&lt;/a&gt; talked about the potential of making &lt;i&gt;Majora's Mask 3D&lt;/i&gt;. He essentially said &lt;i&gt;Ocarina of Time &lt;/i&gt;(OoT) &lt;i&gt;3D&lt;/i&gt; happened due to fan demand, and that similar demand would be needed for &lt;i&gt;Majora's Mask&lt;/i&gt;. Of course, the issue was that an &lt;i&gt;OoT&lt;/i&gt; remake has been in demand for many years; so trying to show Nintendo the demand is there for &lt;i&gt;Majora's Mask&lt;/i&gt; is hard, considering that we wish to do it in a smaller time frame with the same impact.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;From there, Alex Plant, one of our lead editors at Zelda Informer, and myself pretty much instantly coined the phrase "Operation Moonfall". It's debated still who actually came up with the name - it was just so fitting, and decided by too many people to really give proper credit. Even Zelda Universe was involved with it at some point. After deciding we were going to do this, a centralized support system was needed. We couldn't have several of these projects running around if we wanted to make the impact we hoped to make. Alex, at that point, immediately went to Zelda Universe to see if they would in turn want to jointly make this happen.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;As those discussions were on going, fans were really excited - over 10 different fan projects for showing support had shown up. I knew something had to be done to unite the efforts before it got too out of control. Thus, I rushed and got Operation Moonfall kicked off at Zelda Informer as fast as possible. So, after some brief talks with member Super Decimal at Zelda Universe, as well as Cody their former webmaster, we got things all organized properly and made the big push. We still have some ideas in store, but the foundation is definitely present now.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;What are Operation Moonfall's aims, and how are they going to be achieved?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;The goals in general are to show Nintendo that just as much, if not more, fans are in support of &lt;i&gt;Majora's Mask 3D&lt;/i&gt; happening as there was for &lt;i&gt;OoT 3D&lt;/i&gt;. To do that, you need to have a movement that is big enough and strong enough to make a serious impact. We want 20,000 Facebook fans, 10,000 Twitter fans, and 50,000 petition signatures before truly taking it to the next level.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;We have a lot of work ahead! We have contacts inside Nintendo we would like to submit a case to that go beyond the usual PR stunt. While no direct response is guaranteed, the generic response received has been much more positive compared to other previous fan movements. I'm sure this is something Nintendo already wants to do.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;Why &lt;/i&gt;&lt;span style="font-style: normal;"&gt;Majora's Mask&lt;/span&gt;&lt;i&gt; in particular?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Well, for those who aren't aware, &lt;i&gt;Majora's Mask&lt;/i&gt; is essentially worshipped as the pinnacle of gaming at Zelda Informer. That being said, this was truly fuelled because Aonuma told us it was possible. At one point it was one of the most under appreciated games in the entire Zelda series. It always played second fiddle to OoT in the N64 era, and at the time some of it's concepts were off-putting to most gamers. Ever heard complaints about the game's '3 day system'? That is the #1 reason &lt;i&gt;Majora's Mask&lt;/i&gt; has been ignored for so long, yet it's one of the reasons the game is truly great.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Some would argue a giant movement for things like Operation Rainfall and the Mother series  would be more warranted; the difference is we were &lt;i&gt;told&lt;/i&gt; a fan movement could make this happen. Every other idea for a project (and I mean no harm to those movements) hasn't had such a direct statement made about it. This makes the project more likely to succeed where others have failed.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;What's the initial fan response like so far?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;To say it's been universally supported among all Zelda fans would be false. We're aware that there are people that oppose the idea. No one seems to &lt;i&gt;not&lt;/i&gt; want it to happen; though people would rather that we get new games instead of remakes. There are arguments on both sides, but in the end the fan support has been mostly positive. At the time of this interview we have 10,000+ fans on Facebook, around 1,000 Twitter followers, and have achieved almost 17,000 signatures. As a comparison, we've already surpassed the overall support Operation Rainfall has gotten in significantly less time. Needless to say, the response has been better than any of us had anticipated.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;Are you supporting any other Fan Participation projects?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Presently Operation Moonfall, and any major push to get the Mother series released for Wii Virtual Console and/or 3DS download. I mean, these movements are about providing the United States with some of the best games ever made for a Nintendo platform, so how can you not want to support them?&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;What do you feel the impact of Fan Participation has on video games, or other types of media?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;In terms of convincing companies to release games, I think the impact is mixed at best. A lot of fan projects and fan demands are let down all the time. A recent example would be the cancellation of Mega Man Legends 3. Clearly, it caused a spiral of negative fan responses which hasn't been met with anything positive from Capcom. Operation Rainfall got response from Nintendo, but it was nothing we didn't already know.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Now, I do think fans can influence the creation of games. As an example, &lt;i&gt;Legend of Zelda: Twilight Princess&lt;/i&gt; was essentially Nintendo's response to all the fans that were hating on &lt;i&gt;Legend of Zelda: the Wind Waker.&lt;/i&gt; It was, in essence, what the fans "wanted". So, in the end, I think the impact of fans is a mixed bag and is too unpredictable to really gauge the rate of success. Especially when you consider fans in general are fickle and always seem to like best what they had no idea they wanted.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;Clearly, the project name has a relation to&lt;a href="http://en.wikipedia.org/wiki/Operation_Rainfall"&gt; Operation Rainfall&lt;/a&gt;. How do you feel about their project?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;I think what they are doing has to be done, regardless if it is successful in getting localized Nintendo of America (NoA) versions or not. Nintendo has to know that in going forward, especially in setting a new attitude with Wii U and the 3DS, not releasing the best titles available for their systems in the US is no longer acceptable behaviour.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;And Nintendo's Response? What is your stance on how they handle Fan Participation?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Nintendo's response, honestly, was a non-response. After hyping it by saying they had something to say, they came back with absolutely nothing. Nintendo of Japan (yes, NoJ controls what gets released in North America, not NoA) simply doesn't want to put false hope out, nor do they want to really put out the flames. At this point, Nintendo can go either direction and no one would be surprised, and I think that is just the way they want it. In terms of how they handle Fan Participation, it's hard to really gauge - it's always been hit and miss.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;In what way do you feel Operation Moonfall will succeed where other Fan Participation projects may have failed?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Well, I think it will succeed in that &lt;i&gt;Majora's Mask 3D&lt;/i&gt; will happen some day. In fact, it likely has already been under consideration before Aonuma said a word about it. So in that sense, it will be a success in motivating Nintendo to release the game sooner rather than later. In that sense, it would have achieved it's goal, and that is something many Fan Participation projects ultimately end up not doing.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;How do you feel about the potential for new Intellectual Properties (IPs) in the 3DS lineup, as opposed to sequels or remakes?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Honestly, the potential for new IPs never truly rests with the hardware, and instead rests with the developer. Sure, a lot of sequels and remakes are happening right now, but the system hasn't been in developers' hands very long. So, at this juncture, people are just trying to make sure there is content available for the system. Lack of software is a killer for any new system.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Still, the potential for new IPs is present; as it is for the Wii and DS, and will be with future formats. Creative ideas are truly a never ending cycle, though there is a lot of risk in making new IPs. It costs several million dollars to create a top notch game these days, so developers are less willing to take risks like they use to. Even Nintendo gets it wrong, as Wii Music was a pure flop that I am sure they spent a decent chunk of change on.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;Still, the potential is always there. It's up to the hands that have the power to make the games for the 3DS to give us these new franchises and experiences without relying on previous success stories. I love Zelda, but what's stopping Nintendo from starting a new Adventure game series? They certainly never shied away from Platformers because of Mario. So, why not? We'll see how it goes. Miyamoto has stated a few times in the last 2 years he wants to create a truly new core IP, so we'll see if that ever comes to fruition. Third parties are pretty much in the same boat.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;Do you see more Fan Participation events like Operation Moonfall in the future?&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;If warranted, sure. Fan Participation projects should never exist for the sole purpose of making yourself popular, or just because you want to bitch about something. That is where the line has to be drawn. Still, something has to happen for there to be a reaction. I don't think you can simply spurn a project for everything under the sun, because it makes the efforts more meaningless.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;span style="font-family: Calibri,sans-serif;"&gt;You can follow Operation Moonfall via their &lt;a href="http://majorasmask3d.com/"&gt;Website&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Operation_Rainfall"&gt;Facebook&lt;/a&gt;, or &lt;a href="http://twitter.com/#%21/MajorasMask3D"&gt;Twitter&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-family: Calibri,sans-serif;"&gt;&lt;i&gt;This interview can also be found on the &lt;a href="http://majorasmask3d.com/2011/08/06/an-inside-look-at-operation-moonfall/"&gt;Operation Moonfall website&lt;/a&gt; and the &lt;a href="http://vg-resource.com/?p=1089"&gt;VG Resource&lt;/a&gt;.&lt;/i&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-4271285504211343128?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/WXa4Ny1H_To3AEsZeZu18rudbrE/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/WXa4Ny1H_To3AEsZeZu18rudbrE/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/WXa4Ny1H_To3AEsZeZu18rudbrE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/WXa4Ny1H_To3AEsZeZu18rudbrE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/Wnx2AVzodPY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/4271285504211343128/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/08/inside-look-at-operation-moonfall.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4271285504211343128?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4271285504211343128?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/Wnx2AVzodPY/inside-look-at-operation-moonfall.html" title="An Inside Look at Operation Moonfall" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/08/inside-look-at-operation-moonfall.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0cBRHc4fSp7ImA9WhdRFkg.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-4825865071776601916</id><published>2011-08-06T18:17:00.000+01:00</published><updated>2011-08-06T18:17:35.935+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-06T18:17:35.935+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Square Enix" /><category scheme="http://www.blogger.com/atom/ns#" term="Cyberpunk" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Summer" /><category scheme="http://www.blogger.com/atom/ns#" term="RPG" /><title>Summer Backlog: Kingdom Hearts Re:coded</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.theyorker.co.uk/photos/full/8035" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://www.theyorker.co.uk/photos/full/8035" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="SubText"&gt;Sharing a similarity with films, video games that  get enough sales in their initial release periods are almost guaranteed  to see a sequel. Mainline developers that produce only standalone titles  are few and far between. This can be attributed to fan recognition -  why make a new platformer mascot or sports game when a Mario sequel or  FIFA will bring home the big bucks? When you have those kind of assured  sales figures, you can get away with making games that aren't designed  for the newcomers. Die-hard fans make for the easiest sales pitches, and  no series uses this notion more than the Kingdom Hearts franchise.&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;Starting out as a strange but relatively innocent action RPG on the PS2, &lt;em&gt;Kingdom Hearts&lt;/em&gt;  was an unexpected crossover of Final Fantasy and Disney - and even for  gamers who aren't particularly fans of either franchise (I know for sure  that I keep the amount of Little Mermaid in my life to a minimum), it  became a hit due to it's then-uncommon gameplay and well-told story. But  the director of the series, &lt;a href="http://en.wikipedia.org/wiki/Tetsuya_Nomura"&gt;&lt;strong&gt;Tetsuya Nomura&lt;/strong&gt;&lt;/a&gt;,  wanted to make his story more ambitious. Sequels were put into  production, and although the games were backed by waves of fan  popularity, the stories became an increasingly convoluted mess. Nothing  made sense unless you had played the previous games, and even then you  might have trouble.&lt;br /&gt;
&lt;br /&gt;
You would think that the games covering side-plots would be easy enough to understand on their own - but not here. At a glance, &lt;em&gt;Kingdom Hearts Re:coded&lt;/em&gt; (Called such because it's a remake of a series of mobile phone games – &lt;em&gt;Kingdom Hearts coded&lt;/em&gt;.  Yes, the name is silly, but they've been sillier) is a DS game that  even newcomers to the series can get behind. It's a retelling of the  initial &lt;em&gt;Kingdom Hearts&lt;/em&gt;, but with an interesting twist - it's  only a 'virtual' version of the initial game's locations; and like any  computer, the thing's ridden with bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/arKK8giKLRY/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/arKK8giKLRY&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/arKK8giKLRY&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
Having played a fair number of Kingdom Hearts games, though not in  the right order (which made things confusing down the line), I found the  premise rather charming. It's not often that a series will willingly  parody its own plot, and knowing the story well enough so the  intentional subversions and differences stand out. As far as game play  is concerned, it means the landscape is ridden with 'blox', scattered  across the landscape. Somewhere in all the mess is a source of all the  glitches, a Backdoor that leads to a series of challenge stages. Defeat  30 enemies. Complete the stage within 2 minutes. Don't use any healing  abilities. Finish these arbitrary requests, and you'll fix whatever  errors that were barring your progress.&lt;br /&gt;
&lt;br /&gt;
My run through of this game was rather straightforward. Like &lt;em&gt;Call of Duty&lt;/em&gt; or &lt;em&gt;Street Fighter&lt;/em&gt;,  if you've played one instalment of the series the others become a lot  easier to adjust to. The game goes to great lengths to ensure it's  possible for anyone to finish - the difficulty can be changed at any  time; 'Cheats' to mess with enemy health or how much experience you get  from fights; and a helpful hint for what to do every time you die  against a boss. But what got to me were the frequent changes in genre...&lt;br /&gt;
&lt;br /&gt;
Like a lot of a recent games, it's not enough for &lt;em&gt;Re:coded&lt;/em&gt;  to stay the Action RPG it advertises itself as on the box. Every so  often the game will set aside the rules that you've learned and turn the  game into a 2D platformer. Or a Scrolling Shooter. Or in one instance;  removal of the ability to defend yourself entirely, and the inclusion of  (incredibly dense) AI partners to fight for you instead. These points  were novel to start with, but more often than not I found them to  entirely mar my gaming experience. It's a reasonable experiment to see  if a game engine can handle multiple styles of play, but I can't be  alone in thinking that a game that only does a single genre, but  executes it in the best possible way is far more preferable. &lt;em&gt;Re:coded&lt;/em&gt;  has a great pedigree, with the controls refined from the 5 previous  outings; but around half the game ignores it or heavily simplifies.&lt;br /&gt;
&lt;br /&gt;
If you've already played a Kingdom Hearts game, you already know  whether you want this title for your collection; but for those who've  not heard of it, or glossed it over due to the Disney content, I do  recommend giving the series a try - but don't start with &lt;em&gt;Re:coded&lt;/em&gt;;  it's a fan-bait game on all accounts. The original PS2 game is very  abundant and can be picked up on the cheap, so have a little gaming  history lesson and experience a game that had a hand in shaping the  modern Action RPG.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/By2e5QtY3wY/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/By2e5QtY3wY&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/By2e5QtY3wY&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&amp;nbsp;&lt;i&gt;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7484"&gt;The Yorker&lt;/a&gt;.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-4825865071776601916?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/KBjcawgRgnY6RYCvE8VqRH6cODI/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/KBjcawgRgnY6RYCvE8VqRH6cODI/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/9pu-YPZGLns" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/4825865071776601916/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/08/summer-backlog-kingdom-hearts-recoded.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4825865071776601916?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4825865071776601916?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/9pu-YPZGLns/summer-backlog-kingdom-hearts-recoded.html" title="Summer Backlog: Kingdom Hearts Re:coded" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/08/summer-backlog-kingdom-hearts-recoded.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkADQnY-eCp7ImA9WhdRFkg.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-7553376225230512414</id><published>2011-08-06T18:10:00.002+01:00</published><updated>2011-08-06T18:12:53.850+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-06T18:12:53.850+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Sega" /><category scheme="http://www.blogger.com/atom/ns#" term="Platinum Games" /><category scheme="http://www.blogger.com/atom/ns#" term="beat 'em up" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Summer" /><title>Summer Backlog: Bayonetta</title><content type="html">&lt;div class="SubText"&gt;I collect video games as a hobby; in a way, I do  this more than actually play them. It's a bad habit, but not one unique  to me - you wouldn't have to look far to find someone who hoards DVDs or  books or music (I'm guilty of that last one too), but eventually you  collect more than you consume, and you create the dreaded BACKLOG. The  ever increasing mountain of media that you know you want to work  through, but looks increasingly more daunting as you add more to the  stack. How on earth will I juggle all these games around work or  university? But since my summer holiday has started, I have the free  time to work my way through some of my collection.&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.theyorker.co.uk/photos/full/8008" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://www.theyorker.co.uk/photos/full/8008" width="315" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;I started &lt;i&gt;Bayonetta&lt;/i&gt; ages ago - last October when I  moved in with a house mate who owned a 360. It was a game that I had  followed from its announcement to its release - and I finally had the  opportunity to take it for a spin. The game had pedigree - its  production staff having worked on some of Capcom's greatest action  titles of the PS2 era (&lt;i&gt;Viewtiful Joe&lt;/i&gt;, &lt;i&gt;Devil May Cry&lt;/i&gt;, &lt;i&gt;Okami&lt;/i&gt;) - and &lt;i&gt;Bayonetta&lt;/i&gt; promised to refine those sensibilities into the purest essence.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Bayonetta's&lt;/i&gt; premise is a rather ridiculous one. Bayonetta is  an Umbran Witch, a clan of magic users forever waging war against the  Lumen Sages for control of Heaven and Hell, all outside the notice of us  ordinary humans. It seems Bayonetta is a key piece in the Lumen Sages  gaining control; so they send an army of angels after her. The angels  are monsters - all white porcelain and gold banding on the surface, but  fleshy and hideous underneath their façade, ranging from lowly bird-like  minions to two-headed dragons the size of cathedrals. Fortunately,  Bayonetta can defend herself using her enchanted hair (which also  comprises her clothing - so when the hair attacks her clothing gets  skimpier. Oh dear), and pistols attached to her hands &lt;i&gt;and feet&lt;/i&gt;. What this results in is some incredibly bizarre but very fluid combat.&lt;br /&gt;
&lt;br /&gt;
Honestly, even though I wasn't very confident with the high-octane, no mercy action of the &lt;i&gt;Devil May Cry&lt;/i&gt; series, I was able to take to &lt;i&gt;Bayonetta&lt;/i&gt; with great ease - and caught a glimpse of that gameplay perfection they had touted. &lt;i&gt;Bayonetta&lt;/i&gt;  is a complicated game. Almost every button on the controller is a  separate tool of destruction - controlling the titular witch as she  caves in the faces of her angelic aggressors; and you're expected to  know how to put all of them to best use, or die trying. And I did die -  many, many times. I started the game on Normal difficulty, but that  still required my full attention, learning both what I could do and how  my foes functioned. When I 'got it', the game looked wondrous, my  character weaving in and out of her enemies, dealing deadly blows left  and right. Though more often than not, I faltered, leading to a  pummelling, and a trip to the Game Over screen.&lt;br /&gt;
&lt;br /&gt;
Even though my death count was steadily racking up, the game just  kept me coming back for more. Even if the combat wasn't my forte; the  game's visual set pieces - from a city in France being destroyed by  waves of lava, to running up and down the sides of a moon-lit tower, to  being flung through the air, fighting atop a slab of pavement wrenched  from the earth. Every location looked and sounded stunning; overriding  whatever frustration I had regarding my failures.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/YsTTQFgA72A/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/YsTTQFgA72A&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/YsTTQFgA72A&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&lt;noscript&gt;  &amp;amp;amp;amp;amp;amp;amp;lt;div style="width: 340px; height: 280px; border: 1px solid #999999;"&amp;amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;amp;lt;br /&amp;amp;amp;amp;amp;amp;amp;gt;  &amp;amp;amp;amp;amp;amp;amp;lt;b&amp;amp;amp;amp;amp;amp;amp;gt;Flash Video Clip&amp;amp;amp;amp;amp;amp;amp;lt;/b&amp;amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;amp;lt;br /&amp;amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;amp;lt;br /&amp;amp;amp;amp;amp;amp;amp;gt;    This content requires the Adobe Flash Player 9 and a browser with JavaScript enabled.    &amp;amp;amp;amp;amp;amp;amp;lt;a href="http://www.adobe.com/go/getflash/"&amp;amp;amp;amp;amp;amp;amp;gt;Get Flash&amp;amp;amp;amp;amp;amp;amp;lt;/a&amp;amp;amp;amp;amp;amp;amp;gt;    &amp;amp;amp;amp;amp;amp;amp;lt;/div&amp;amp;amp;amp;amp;amp;amp;gt; &lt;/noscript&gt;   That was until the first Difficulty Spike. About halfway through, the  game starts throws the meanest enemies in the game at you, &lt;a href="http://www.creativeuncut.com/gallery-13/bayo-grace-and-glory-cg.html"&gt;&lt;b&gt;Grace and Glory&lt;/b&gt;&lt;/a&gt;.  At that time, I was in no way ready to take these guys on - my tactics  were sloppy and my reaction speed just too slow. 15 deaths later and I  had resigned. Too headstrong just turn the game down to easy and  continue - I left the game in the dust and went to other endeavours.&lt;br /&gt;
&lt;br /&gt;
Fast-forward to this summer, where I'm talking with fellow gamer &lt;a href="http://www.theyorker.co.uk/news/games/7309"&gt;&lt;b&gt;Aryn&lt;/b&gt;&lt;/a&gt;,  and I find out that he'd long ago beaten Bayonetta - even on Hard! "Show me your ways, oh teacher!" I said, and we sat down to play the  game together. The experience drastically improved. Having not played  for months my skills were rusty - the stopping point from before was no  easier, but with advice and encouragement I got beyond that; and got to  see the meat of the game.&lt;br /&gt;
&lt;br /&gt;
While the detailed combat system is the crux of the game, it's broken  up by some rather welcome changes in gameplay styles, echoing classic  games in Sega's history. Ploughing down an motorway on a motorcycle  echoes Super Hang-On, and riding on a commandeered torpedo, shooting  down enemies amusingly references Space Harrier (along with some  nauseating barrel-rolling that definitely &lt;i&gt;wasn't&lt;/i&gt; in the Sega Mega Drive original).&lt;br /&gt;
&lt;br /&gt;
As I neared the end of the game, I did a little research into the  production of the game, and found something interesting, but a bit  worrying. The game's director, Hideki Kamiya was the man &lt;a href="http://www.destructoid.com/bayonetta-dev-to-one-woman-all-other-women-are-enemies-191213.phtml"&gt;&lt;b&gt;responsible for Bayonetta's 'lethal sexiness' character design&lt;/b&gt;&lt;/a&gt;.  It's presence was original and very well integrated, but at times this  decision felt like something far less than feminism. Certain scenes  (thankfully never story or gameplay-related) dropped all pretence of  capability and class, and &lt;a href="http://www.youtube.com/watch?v=hMmOoyTq4IM"&gt;&lt;b&gt;went straight for the Male Gaze&lt;/b&gt;&lt;/a&gt;.  It never felt 'sexy', just awkward. If I was living with my parents or  had a girl as a house mate, I could see myself as being too embarrassed  to play Bayonetta.&lt;br /&gt;
&lt;br /&gt;
It's a damn shame that such a wonderfully crafted game, the try to  best example of the Hack 'n' Slash genre, is marred by something so  objectifying and honestly rather sad. As I finished off the game's final  boss and played through the ending sequence, I was elated to have  finished such a difficult game, and wowed by the awesome stylishness of  the ending sequence. Even the start of the credits had bonus battles to  take on; but then my reward for finishing the game was poledancing.  Sigh.&lt;br /&gt;
&lt;br /&gt;
Bayonetta is entirely worth a play for anyone who likes action games,  and even those who aren't confident with the genre can burn through the  game on Easy – but I can't help but feel bad about promoting something  with such rampant sexism in its design.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://1.gvt0.com/vi/xKWgJNm9Mg0/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xKWgJNm9Mg0&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/xKWgJNm9Mg0&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;&lt;br /&gt;
&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7457"&gt;The Yorker&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-7553376225230512414?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/a9Z3Z-25UVomMi7pRZu3g9B7Td4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/a9Z3Z-25UVomMi7pRZu3g9B7Td4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/R8iPOnaZjCc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/7553376225230512414/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/08/summer-backlog-bayonetta.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7553376225230512414?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7553376225230512414?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/R8iPOnaZjCc/summer-backlog-bayonetta.html" title="Summer Backlog: Bayonetta" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/08/summer-backlog-bayonetta.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0QDSXs5fip7ImA9WhdTE0U.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-947529393308222004</id><published>2011-07-11T11:49:00.000+01:00</published><updated>2011-07-11T11:49:38.526+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-11T11:49:38.526+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Music" /><category scheme="http://www.blogger.com/atom/ns#" term="Funk" /><category scheme="http://www.blogger.com/atom/ns#" term="Electronica" /><title>Tryezz - Solar Winds</title><content type="html">It's pretty evident to say that music sales are less and less involved with physical retail. iTunes, Spotify, Bandcamp... hell, a few years ago, pop stars were being discovered via MySpace accounts. However, the presence of artists who distribute their work entirely online is still rather scattered. Internet trends and memes can give the occasional (maybe undeserving?) artist a spotlight, as Rebecca Black could verify; but others aren't so lucky. At best they can share their music with a smaller like-minded community, but not being able to reach a wider audience can be a damn shame.&lt;br /&gt;
&lt;br /&gt;
I heard about Tryezz from an online friend, who like me is a fan of instrumental hip-hop; and unlike me has the skills to produce beats in his own time. I was told that Tryezz was all about producing synth-heavy grooves branded as 'Electro-Funk', and a visit to his YouTube account would convince me. I had no idea where my friend had heard about this guy, but the music on offer was &lt;a href="http://www.youtube.com/watch?v=huaZNSrpq78"&gt;very&lt;/a&gt; &lt;a href="http://www.youtube.com/watch?v=57IPCV70nNs"&gt;encouraging&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
The YouTube account also had a preview for Tryezz's latest album, &lt;i&gt;Solar Winds&lt;/i&gt;. While I was only treated to 30-second samples of each track, I knew I had to track down a download link. Electronica - especially synthesiser-based music - has runs the risk of sounding samey, so the way that the preview sounded well-blended, and yet comprised of very distinct tracks was impressive; the hooks &lt;i&gt;just&lt;/i&gt; small enough where you want to hear more of the song.&lt;br /&gt;
&lt;br /&gt;
The album opens with a Track &lt;i&gt;0&lt;/i&gt; - 'The Take Off'. The album sticks to a theme of space travel, and the sound of this intro track really sets the mood. Slow pacing, coupled with a careful distort on the main melody. The track is short, but leads perfectly into the title track, 'Solar Winds'. The feeling of the album trying to mimic a 'soundscape album' starts to shine through - but instead of whale song, or jungle noises, I'm getting images of drifting alongside space stations - and they seem to be throwing a disco inside.&lt;br /&gt;
&lt;br /&gt;
I decided to take the album for a test drive, pushing it onto my iPod and going for a stroll. As I opened the front door, the intro for 'Fadertron 787' began with the sound effect of a heavy airlock door opening, and I smiled inside. Then it followed up with a surprisingly aggressive bass solo, notable grittier than the last two tracks, and I smiled even harder. 'Static' does its part in adding some technical variation by having the drumline consist entirely of white noise. It's fortunately non-intrusive, and is a clever concept, but otherwise, the track seems to lack the catchy melodies its peers have, until near its end, by which point it doesn't feel quite enough.&lt;br /&gt;
&lt;br /&gt;
'Saturn Rings' is where all thrusters start firing. With a steady and sticky bassline leading, an equally relaxed melody eases way in, heralded by twinkling bells. I was starstruck, halting in my stroll about town. Someone walking behind me had to walk around, and gave me a funny look.&lt;br /&gt;
&lt;br /&gt;
But where 'Saturn Rings' made me hesitate, 'Supernova' made me full-out crash. It starts innocently enough with some quiet chord stabs and the sound wind, but then there's a pause -- followed by a gigantic punch of a main melody with all the works, loud and bright with carefully placed distorts on the longer notes, and a wicked solo performed by what could only be a Jazz musician/astronaut. So caught up in this glorious combination, I failed to pay attention&amp;nbsp; to where I was going and walked straight into the man who passed me earlier. I met his glare with the biggest smile, and widest, star-struck eyes as 'Supernova' went into its second solo. I think I've scarred him for life.&lt;br /&gt;
&lt;br /&gt;
*Ahem*, moving on; 'Galatiscape' has the misfortune to follow the album's highlight, but it still does a great job at giving a more fast-paced upbeat track, with a backing synth that tactically cuts in and out in time to the drums. 'Visions' starts off very discordant, and a little unpleasant, but after a brief pause, it sorts out its jumbled instruments to form a more conventional funky groove. It feels a bit like a punchy remix of 'Saturn Rings'; and although that puts it in good stead, it does come across as too familiar.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Solar Winds&lt;/i&gt; finishes on 'First Orbit', dropping the pace a bit, and going back to the more sedate, soundscape concept of the album's leading tracks. It's a smooth way to finish up, and stands as another one of my favourites after 'Supernova'.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Solar Winds&lt;/i&gt; came out of nowhere, but Electro-Funk has turned out to be a catchy and accessible genre, and it drove me to check out more of Tryezz's stuff; I entirely recommend you do the same. If nothing else, so the world of internet-based music producers gets some more recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/iQ0fEk9z_gI/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/iQ0fEk9z_gI&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/iQ0fEk9z_gI&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;Solar Winds&lt;/i&gt; can be purchased on iTunes, Amazon MP3, and through &lt;a href="http://dms.tryezz.com/?p=album&amp;amp;album=10"&gt;Tryezz's own website&lt;/a&gt;. However, the purchase system on his site is somewhat unintuitive - every track is an individual purchase, with no option to buy an album as a whole.&lt;br /&gt;
&lt;br /&gt;
If you like this, you'll also like Vikter Duplaix, &lt;a href="http://jmflava.com/"&gt;Joshua Morse&lt;/a&gt;, Nicolay.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-947529393308222004?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/kS8orzNGT-gk0Pe5v2TBDHk_fSk/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/kS8orzNGT-gk0Pe5v2TBDHk_fSk/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/TZWNxWXX4Jg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/947529393308222004/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/07/tryezz-solar-winds.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/947529393308222004?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/947529393308222004?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/TZWNxWXX4Jg/tryezz-solar-winds.html" title="Tryezz - Solar Winds" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/07/tryezz-solar-winds.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkcDRHozfCp7ImA9WhdTE0U.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-5140879822643810524</id><published>2011-07-11T11:27:00.000+01:00</published><updated>2011-07-11T11:27:55.484+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-11T11:27:55.484+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>TETSUOOOOOOO! - AKIRA (HD Release)</title><content type="html">&lt;i&gt;AKIRA&lt;/i&gt; is one of those larger, iconic names of anime, for those in an interest in film, but with less knowledge Japanese animation. Aside from it, you're most likely to hear about a Studio Ghibli work (&lt;i&gt;Spirited Away&lt;/i&gt;, &lt;i&gt;Howl's Moving Castle&lt;/i&gt;), or maybe &lt;i&gt;Pokémon the First Movie&lt;/i&gt;. But the lack of exposure of anime in western cinema makes &lt;i&gt;AKIRA &lt;/i&gt;feel more special than it would otherwise. This well-constructed film bridges a gap between the average moviegoer, and the dedicated fan of works from Glorious Nippon.&lt;br /&gt;
&lt;br /&gt;
On the 4th of July, the York City Screen showed the latest remastering of &lt;i&gt;AKIRA&lt;/i&gt;, with re-tweaked graphics and surround sound, in a similar fashion to the occasional remastered releases of Disney animated films. While a portion of the proceeds went towards The Japan Society Tohoku Earthquake Relief Fund, this showing was mostly to promote the remastered release for DVD and Blu-ray (and maybe the terrible &lt;a href="http://www.firstshowing.net/2010/albert-hughes-talks-about-the-live-action-akira-being-pg-13/"&gt;live-action version&lt;/a&gt; that's been hinted at).&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;AKIRA&lt;/i&gt; follows motorbike gang members Kaneda and Tetsuo, who are caught up in a street riot and military attack. While Kaneda is cool, charismatic and strong; Tetsuo is much more aggressive, temperamental and harbouring an inferiority complex. During the riot, Tetsuo is heavily injured and taken into a military hospital, where he is experimented on - research into reawakening latent psychic powers in children - Project AKIRA.&lt;br /&gt;
&lt;br /&gt;
The experiments go better than expected, but that means trouble for Tetsuo, as the more he develops his telekinetic powers, the looser the grip on his sanity and self-control become. When sent entirely off the deep end, the film's blockbuster action sensibilities take over, and we're treated to some spectacularly animated scenes of military taking on a lone teenager - with the teenager winning.&lt;br /&gt;
&lt;br /&gt;
While the film rests heavily on the well-trodden tropes of underdogs finding new power and governmental experiments gone wrong, taking into account the film's age (1988!), &lt;i&gt;AKIRA&lt;/i&gt; may very well have set the groundwork for these concepts to appear in many action films to come. That's not to say, however, that &lt;i&gt;AKIRA&lt;/i&gt; doesn't handle it's story without grace or cleverness - having the awkward Tetsuo as the protagonist rather than the more capable Kaneda is an interesting subversion, and the portrayal of just what the psychic powers are capable of are subtly foreshadowed and have sly callbacks to other works in the history of anime (the &lt;i&gt;Dragonball Z&lt;/i&gt; reference is easy to spot, but props to you if you notice - or have even heard of - &lt;i&gt;Locke the Superman&lt;/i&gt;).&lt;br /&gt;
&lt;br /&gt;
The third act of &lt;i&gt;AKIRA&lt;/i&gt; is definitely its most memorable, but how the story is tied up is rushed and under-explained at best. This is down to the film actually being an adaptation of the &lt;i&gt;AKIRA&lt;/i&gt; manga - an incredibly long work that had its last third truncated for the movie, which already had a 2-hour running time. The manga goes into much more depth about the resolution of the AKIRA experiment, and how the city survives after it's been ravaged by government warfare and psychic teenage tantrums.&lt;br /&gt;
&lt;br /&gt;
While most works of anime struggle to hold much interest or appeal in a western market (nerdy fanbases notwithstanding), &lt;i&gt;AKIRA&lt;/i&gt; manages to be accessible and dynamic in the way that Sudio Ghibli films don't always manage. It's a wonder that more feature-length anime hasn't followed in &lt;i&gt;AKIRA&lt;/i&gt;'s 23-year wake.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-5140879822643810524?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/zyrAL2QgRittYqW9OAsMh2ByLyE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/zyrAL2QgRittYqW9OAsMh2ByLyE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/dkJlms1vbaw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/5140879822643810524/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/07/tetsuooooooo-akira-hd-release.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/5140879822643810524?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/5140879822643810524?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/dkJlms1vbaw/tetsuooooooo-akira-hd-release.html" title="TETSUOOOOOOO! - AKIRA (HD Release)" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/07/tetsuooooooo-akira-hd-release.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUUGQHc8cSp7ImA9WhdTE0o.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-9143345821490175099</id><published>2011-07-11T10:40:00.000+01:00</published><updated>2011-07-11T10:40:21.979+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-11T10:40:21.979+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Cyberpunk" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Have You Read: Idoru</title><content type="html">When it comes to fiction, I far prefer the worlds of Sci-Fi to High Fantasy. While both genres could be argued to share many traits; swords, sorcery, and god forbid ''elves'' do very little for me. To me, science is the real magic, and when that can be applied to our everyday mundane realities, so much the better. As such, I'm entirely in love with the idea of Cyberpunk.&lt;br /&gt;
&lt;br /&gt;
The term was coined by William Gibson (though it's popularity is partially down to movies like &lt;i&gt;Tron&lt;/i&gt;); his initial work &lt;i&gt;Neuromancer&lt;/i&gt; set a precedent - a setting where technology has moved beyond our present abilities, but human nature hasn't progressed with it; looking at how society deals with a world where computers can improve our lives incredibly, but also bear dangerous concequences if and when misused. The only problem is that I've never liked &lt;i&gt;Neuromancer&lt;/i&gt; much. The pacing is slow and stolid; the characters flat and unlikeable; the tone so overbearingly grim and 'edgy' I found it hard to read without rolling my eyes.&lt;br /&gt;
&lt;br /&gt;
So I started reading &lt;i&gt;Idoru&lt;/i&gt; with some trepidation; but it turned out I needn't have worried. Gibson really must have found his footing as time went on, as Idoru deftly avoided the problems that marred &lt;i&gt;Neuromancer&lt;/i&gt; for me; especially in how relateable I found it.&lt;br /&gt;
&lt;br /&gt;
Idoru is build around the lives of two characters - Colin Laney, a man hired by the entertainment industry to dig through the data records of celebrities; and Chia McKenzie, a die-hard fan of the band Lo/Rez on a trip to Tokyo to have a meeting with the Japanese branch of the fandom. Both are chasing the rumor that Rez of Lo/Rez is planning to marry an A.I., an entirely simulated Pop Idol. Their stories are linked in the most tenuous of ways; but as the story progresses and the meaner side of the entertainment industry (and inexplicably, russian smugglers) get involved, the directions of the two begin to overlap.&lt;br /&gt;
&lt;br /&gt;
The story goes to great lengths to keep the characters from either story arc from overlapping for as long as possible, which does wonders for the buildup in suspense concerning the final acts of the book. The chapters alternate between Chia and Colin, keeping the events feeling simultaneous. The &lt;i&gt;Bartimaeus Trilogy&lt;/i&gt;, while a slightly childish example, also use this style of writing to great effect, and I loved it there too.&lt;br /&gt;
&lt;br /&gt;
What I find most fascinating about Idoru is just how close the events and ideas it covers are to the technology we've achieved today. Sure, umbrellas that fold out of business cards, the Internet functioning entirely as Virtual Reality, and skyscrapers built from nanomachines are amusingly silly and presently impossible, but the idea of using someone's Internet browsing and social network history to dig for information and gossip is very much real; even the average Facebook user does this to a degree! Robust online fandoms for actors, musicians and even &lt;i&gt;fictional characters&lt;/i&gt; have existed for well over a decade, and the idea of digital popstars is &lt;a href="http://singularityhub.com/2011/06/22/new-japanese-pop-idol-shocks-fans-with-news%E2%80%93shes-not-real-video/"&gt;way more likely than you think&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Idoru&lt;/i&gt; is a wonderful piece of imaginative and well-paced writing, but it's an even better example of how Sci-Fi (and Fantasy in general) can be down-to-earth, relateable, and at the same time entirely out-there. The tone is moody and sometimes dark, but never too serious or brooding. I like my Sci-Fi how I like my coffee - gritty and dark, but with a hint of sweetness and mystery as to how it works.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;
...Wait, that would make a terrible coffee.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-9143345821490175099?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/jyr30--rfBqQZTTwux3vkXzfNfA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/jyr30--rfBqQZTTwux3vkXzfNfA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/ZxSt2maUHu8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/9143345821490175099/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/07/have-you-read-idoru.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/9143345821490175099?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/9143345821490175099?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/ZxSt2maUHu8/have-you-read-idoru.html" title="Have You Read: Idoru" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/07/have-you-read-idoru.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0ACRX85cSp7ImA9WhZaGEs.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-1725734153853371669</id><published>2011-07-05T11:29:00.000+01:00</published><updated>2011-07-05T11:29:24.129+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-05T11:29:24.129+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Duke Nukem, and Girls in Gaming</title><content type="html">&lt;div class="SubText"&gt;&amp;nbsp;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7387"&gt;The Yorker&lt;/a&gt;.&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="SubText"&gt;Duke Nukem Forever is a problematic game. Not just  in how after 12 years of haphazard development it feels unfinished, or  how the game has been critically slammed by both critics and consumers;  but in how it's humour relies on parody - but reads as impossibly  misogynistic.&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;For those not aware of the premise, &lt;em&gt;Duke Nukem Forever&lt;/em&gt;  is based around the titular Duke Nukem living off his acclaimed fame  from his previous game. Anyone and everyone adores him - especially the  ladies - regardless of how he treats them. Then the alien antagonists  from the previous game return to kidnap the women of Earth to use as  vessels for creepy alien babies.&lt;br /&gt;
&lt;br /&gt;
It's been reasoned that Duke's persona of 'impossibly well-liked  asshole' is a knowing prod at musclehead protagonists of the 90s. But as  far as I can recall, none of them were defined by just how excessively  they could objectify women. This comes to a disturbing zenith on the &lt;a href="http://www.youtube.com/watch?v=lvpfPNaoR3U#t=4m11s"&gt;&lt;strong&gt;alien mothership stage&lt;/strong&gt;&lt;/a&gt;  (Warning: Video is rather explicit). The area is littered with naked  women being ensnared by phalic-looking tentacles and writhing in pain.  Duke can't free them, but the player is free to shoot them to put them  out of their misery, backed up with one of Duke's one-liners. And that's  the joke. The joke is rape. Are you laughing yet?&lt;br /&gt;
&lt;br /&gt;
So where do we go from here? The presence of this in &lt;em&gt;Duke Nukem Forever&lt;/em&gt;  is surprisingly downplayed in much of the game's coverage, but I  sincerely hope that the general public and other games developers who  witness such a poor sentiment have the common sense to acknowledge that  this kind of thing is not okay. &lt;em&gt;Duke Nukem Forever's&lt;/em&gt; stunning  failure at starring an identifiable or likeable character can hopefully  be a lesson to other games that might go down the same route. It's  entirely possible to have a protagonist that's a musclehead or a  ladykiller and still entertaining. &lt;em&gt;Bulletstorm&lt;/em&gt; manages it. Hell, even Johnny Bravo managed it.&lt;br /&gt;
&lt;br /&gt;
Furthermore, with new games featuring legitimately well-rounded &lt;em&gt;female&lt;/em&gt; protagonists, managing to get by on marginally less titilation is a pleasant thought. Lara Croft in &lt;em&gt;Tomb Raider&lt;/em&gt; had her franchise form around her figure, but the new &lt;em&gt;Tomb Raider&lt;/em&gt;  title announced at this year's E3 focuses more on her adventuring  competence. Hopefully that will stay a consistent theme throughout.&lt;br /&gt;
&lt;br /&gt;
Jade from &lt;em&gt;Beyond Good and Evil&lt;/em&gt; is an even better example;  her work as a journalist and a freedom fighter against the opressive  regime of the Alpha Section means the other characters respect and fight  alongside her - her gender not mattering. Aside from that, the game is  wonderfully crafted, despite its age. A HD release of the game is  available for Xbox Live Arcade, and is a great exercise in how character  development and interaction can be handled.&lt;br /&gt;
&lt;br /&gt;
Games like &lt;em&gt;Bayonetta&lt;/em&gt; straddle the line between empowering  and and worrying. As a character, Bayonetta felt like she had freedom  through her fighting ability and some surprisingly human interaction  when things got rough; but the game's creator said some &lt;a href="http://www.destructoid.com/bayonetta-dev-to-one-woman-all-other-women-are-enemies-191213.phtml"&gt;&lt;strong&gt;rather worrying things&lt;/strong&gt;&lt;/a&gt; that soured the image I had for her. It's a shame, since the quality of the game is &lt;em&gt;incredibly&lt;/em&gt; on-point otherwise, and delivering positive messages through quality games is by far the ideal situation.&lt;br /&gt;
&lt;br /&gt;
Games as an artistic medium feel way too immature to handle concepts  like sex, let alone character design equality based around gender. But  the industry is still growing and changing - maybe in the future the &lt;em&gt;Duke Nukem Forever&lt;/em&gt;s of the world will be a marginalised historical footnote.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-1725734153853371669?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/ND9E2ohUFyq1cgkayyCEwg59iSo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ND9E2ohUFyq1cgkayyCEwg59iSo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/EoYUEm4xauM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/1725734153853371669/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/07/duke-nukem-and-girls-in-gaming.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1725734153853371669?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1725734153853371669?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/EoYUEm4xauM/duke-nukem-and-girls-in-gaming.html" title="Duke Nukem, and Girls in Gaming" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/07/duke-nukem-and-girls-in-gaming.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cDRnY5cCp7ImA9WhZbFks.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-3081058113260202212</id><published>2011-06-21T15:03:00.001+01:00</published><updated>2011-06-21T15:04:37.828+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-21T15:04:37.828+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Feature" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Nintendo" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Super Guides and You</title><content type="html">&lt;div class="SubText"&gt;&lt;i&gt;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7300"&gt;The Yorker&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Nintendo's re-release of Legend of Zelda: Ocarina  of Time for the 3DS is almost upon us. In order to make it worth the  buck of those who might have played it before, they've added in a  remixed hard mode; but they've also added in something for the newcomers  - the Super Guide system.&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;The Super Guide is a feature that was &lt;a href="http://www.next-gen.biz/news/nintendo-patent-balances-game-difficulty"&gt;&lt;b&gt;copyrighted by Nintendo&lt;/b&gt;&lt;/a&gt;  a few years ago - a system where, if a player is struggling or  repeatedly failing in a game, it will dispense hint videos showing you  how to get past that tricky bit you're struggling with. In some cases,  it'll even let you skip the offending stage for you to go back to later.  The Super Guide has proven itself to be useful and non-intrusive in &lt;i&gt;Super Mario Galaxy 2&lt;/i&gt;, &lt;i&gt;New Super Mario Bros. Wii&lt;/i&gt; and &lt;i&gt;Donkey Kong Country Returns&lt;/i&gt;; but some fans are fretting over its inclusion in &lt;i&gt;Ocarina of Time&lt;/i&gt;, and I'm not sure I get why.&lt;br /&gt;
&lt;br /&gt;
The main argument is that since &lt;i&gt;Ocarina of Time&lt;/i&gt; is an old  title (1998!), the long standing fans were able to beat it as kids, and  so new players shouldn't be hand-held through Hyrule. That sentiment is  more than a little bitter if you ask me, and reminds me strongly of That  One Elderly Relative; the one who just doesn't get why everyone's  standard of living is so easy compared to back in the day. They had  fewer conveniences and they &lt;i&gt;liked&lt;/i&gt; it that way, goshdarnit.&lt;br /&gt;
&lt;br /&gt;
As a feature, the Super Guide does nothing detrimental. Those who  fancy themselves skilled at games can breeze through with nary a hint of  help; and those who aren't so confident - or new to this genre of game -  can get help when they need it; no visits to GameFAQs.com, or purchase  of a strategy guide necessary. It's funny that those who are complaining  most about the idea of the game directly assisting them are those who  are the least likely to see the Guide functions.&lt;br /&gt;
&lt;br /&gt;
What might be an issue in &lt;i&gt;Ocarina of Time's&lt;/i&gt; case is the  delivery of the Super Guide advice. Protagonist Link is mute and works  alone, so most of the advice and warnings dispensed to the player are  done through his fairy companion, Navi. Navi is well-known among fans  for being a &lt;a href="http://www.youtube.com/watch?v=0sZ0Yn16Dgg"&gt;&lt;b&gt;little... overzealous&lt;/b&gt;&lt;/a&gt;  when dispensing advice, and since she's also responsible for telling  you about the Super Guide if you get stuck, there is a slight worry that  even skilled players may be reminded a little too often. I can see the  potential problem here, but it's very much a worst-case scenario, and no  direct fault of the Super Gide system itself.&lt;br /&gt;
&lt;br /&gt;
But what does the Super Guide mean for future releases? Honestly, not  a whole lot, aside from making games a lot more accessible to new  players. And that's definitely a good thing! Although games like &lt;i&gt;New Super Mario Bros&lt;/i&gt;.  get incredibly tricky in the later stages, anyone can see the game  through to the end. I know for sure there have been times where I've  stopped playing a game due to getting stuck and frustrated, and having  that point mitigated is a wonderful thing. It allows games to be fun for  everyone, not just the skilled.&lt;br /&gt;
&lt;br /&gt;
What's more, even though non-Nintendo games can't use the Super Guide exactly, other developers have been taking note. &lt;i&gt;L.A. Noire&lt;/i&gt;  has both 'Intuition Points' and the ability to skip driving or shooting  segments. It means that no matter what your skill sets are, progressing  through the story is still a smooth experience - the execution of which  I'm still very much impressed with. I'm not ashamed to admit I skipped  shoot-out sections that I found hard, and nor should anyone else that  wants to play games for fun and enjoyment, rather than bragging rights  and latent masochism.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-3081058113260202212?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/4N7SxTFxSRrVBFgRrUUkx7pS5Ts/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4N7SxTFxSRrVBFgRrUUkx7pS5Ts/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/14wh4fej1pQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/3081058113260202212/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/super-guides-and-you.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/3081058113260202212?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/3081058113260202212?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/14wh4fej1pQ/super-guides-and-you.html" title="Super Guides and You" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/super-guides-and-you.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MGSXg7fCp7ImA9WhZbFkg.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-2255126817031543157</id><published>2011-06-21T13:29:00.002+01:00</published><updated>2011-06-21T13:30:28.604+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-21T13:30:28.604+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Music" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><category scheme="http://www.blogger.com/atom/ns#" term="Trip-Hop" /><title>Morcheeba - Blood Like Lemonade</title><content type="html">&lt;div class="SubText"&gt;&lt;i&gt;This review can also be found at &lt;a href="http://www.theyorker.co.uk/news/music/7214"&gt;The Yorker&lt;/a&gt;.&lt;/i&gt;&lt;/div&gt;&lt;div class="SubText"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="SubText"&gt;Sometimes in my hectic schedule, and especially in busy times like the weeks leading up to exams, good music is essential to relaxation.&lt;br /&gt;
&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;And while I'm one of those strange people who'll enjoy  ambient music; for everyone else who'd rather want something more  involved there are bands like &lt;i&gt;Morcheeba&lt;/i&gt;. A halfway point between &lt;i&gt;Zero 7&lt;/i&gt; and &lt;i&gt;Massive Attack&lt;/i&gt;,  they have a very low key and down- to-earth sound. While I don't think  they've been in the public focus much, there's a pretty big chance  you've heard one of their older hits, &lt;a href="http://www.youtube.com/watch?v=--wy8QmLlM8"&gt;&lt;b&gt;The Sea&lt;/b&gt;&lt;/a&gt; from their album &lt;i&gt;Big Calm&lt;/i&gt;. And now they've released a new album, the slightly dark title of &lt;i&gt;Blood Like Lemonade&lt;/i&gt;.  And I must say, that spooky tone is definitely present in the album,  but instead of going against the chilled out vibe they're known for, it  settles in well.&lt;br /&gt;
&lt;br /&gt;
'Crimson' as a leading track gets right down to what &lt;i&gt;Morcheeba's&lt;/i&gt; best at, a languid bass and synth piano riff, with lead singer Skye Edwards giving vocals like she's in a smoky underground club. Lyrics like "down the dusty trails of treason" and "sunshine suicide survivor" are, while fitting of the theme, not what I was expecting to hear, doing an audio double-take. Then a creepy breathing sound started. I looked over my shoulder for a crazed axe murderer, but it turned out that it was Track 2, 'Even Though'. The breathing eventually gave way to the main beat of the song, but began to miss it; it would have been an interesting percussion sample.&lt;br /&gt;
&lt;br /&gt;
Track 3 is the title track, 'Blood Like Lemonade'. I was bracing for more creepy beats, but instead, I got a brighter, poppy bass and a light sprinkling of turntablism. And lyrics about a holy man who becomes a renegade vampire. It had my head bopping, but I began to chuckle at how incredibly insistent the theme was; though thankful for the subtle light-heartedness.&lt;br /&gt;
&lt;br /&gt;
'Mandala' is an interlude with a dusty, western feel. I have a soft spot for instrumental tracks, and I let this one loop a few times, while I daydreamed about being a cowboy - but then I remembered I was in the middle of essay writing. 'I Am The Spring' is an acoustic guitar and vocals number, which - although pleasant - was a little boring. 'Recipe for Disaster' is the fusion of the Wild West guitars of 'Mandala', and the unusually dark lyrics of 'Crimson'. Then again, it's also filled with cookery puns. You're not taking your morbid tone very seriously, are you &lt;i&gt;Morcheeba&lt;/i&gt;?&lt;br /&gt;
&lt;br /&gt;
I really like 'Easier Said Than Done'. They take a break from the mockingly grim tone, and go for a more minimal, electronic approach. The lyrics are more motivational and calming; with an intro and bridge that wouldn't be out of place in &lt;i&gt;Tron&lt;/i&gt;. The 80's one. 'Cut To The Bass' starts with with some really heavy drum beats and scratching, and just when I thought it was going to ease up, the bass starts up a growling riff with synth organ and guitar in the background. It's a simple arrangement, but funky; and as the track goes, the parts just click in to place and snowball. A big, grooving snowball.&lt;br /&gt;
&lt;br /&gt;
'Self Made Man' stands well, but it struggles to compete with the  previous two tracks. The echoes on percussion give the track a spacey feel, coupled with the swaying  backing chords. The lyrics feel a little weak on this one, and part of me feels this one would have  been better off as another instrumental. And finally there's 'Beat Of The Drum'. The sound  definitely reflects the title, the percussion is very much like marching. It's really not very interesting.  The melody strikes that mood of closing and finality, but doesn't go out on a creepy note  like the start of the album, nor with the powerful arrangements of 'Cut  To The Bass'. What a shame.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Blood Like Lemonade&lt;/i&gt; is definitely what I expect and love about &lt;i&gt;Morcheeba&lt;/i&gt;, even if the ending is a little damp. I definitely recommend a purchase to add more chill vibes to your music collection, and to get you through the exam period. Trust me.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/ZsYALhAclWw/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZsYALhAclWw&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/ZsYALhAclWw&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&lt;i&gt;Like this? Try: Zero 7, Massive Attack, Portishead&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-2255126817031543157?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/1F4GgOR1ZGlj7ZMHABpY_YmVeSo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/1F4GgOR1ZGlj7ZMHABpY_YmVeSo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/1F4GgOR1ZGlj7ZMHABpY_YmVeSo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/1F4GgOR1ZGlj7ZMHABpY_YmVeSo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/CW9IxB_Zip4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/2255126817031543157/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/morcheeba-blood-like-lemonade.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/2255126817031543157?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/2255126817031543157?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/CW9IxB_Zip4/morcheeba-blood-like-lemonade.html" title="Morcheeba - Blood Like Lemonade" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/morcheeba-blood-like-lemonade.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkEGSXw6eip7ImA9WhZbFkg.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-7513973045311105431</id><published>2011-06-21T13:17:00.000+01:00</published><updated>2011-06-21T13:17:08.212+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-21T13:17:08.212+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Music" /><category scheme="http://www.blogger.com/atom/ns#" term="PixelXCore" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Puzzle" /><category scheme="http://www.blogger.com/atom/ns#" term="indie" /><title>Indie Demos To Enjoy!</title><content type="html">&lt;div class="SubText"&gt;&lt;i&gt;This article can also be found at &lt;a href="http://www.theyorker.co.uk/news/games/7123"&gt;The Yorker&lt;/a&gt;.&lt;/i&gt;&lt;/div&gt;&lt;div class="SubText"&gt; &lt;/div&gt;&lt;div class="SubText"&gt;It's rare that movies and books get preview  releases, and services like Spotify are making album previews more  common; but in the present age of gaming, the demo is king in promoting a  product. As all current-generation gaming devices have the ability to  download software from the internet, putting an early build up for a  free download will attract a lot of people, to the point where  developers who don't are starting to receive flak from fans who insist  on trying before they buy. Since hey, if their game is as good as they  promise it to be, they have nothing to hide, right?&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;This new trend of demo downloads is giving independent  developers the chance to spread word about their work, but not all of  them end up with sudden cult status like &lt;em&gt;Minecraft&lt;/em&gt;. That  doesn't mean that they're undeserving of interest and support, however.  Here are a handful of games in their Beta stages that you can try out  now!&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Navigator&lt;/strong&gt; - Have you ever played a puzzle game where you accidentally misplaced a  block just slightly out of place, and wish you had the ability to nudge  it back into place? &lt;em&gt;Navigator&lt;/em&gt; takes that idea and runs with it.  The main aim is to keep Nav, a cute little guy trapped in your playing  field, alive as blocks slowly push their way up from the bottom. You  have a block cannon that can create clusters of similarly-coloured  blocks, causing them to vanish, giving Nav a little more breathing room.  But at the same time he's not entirely helpless; he can push blocks  around too, assisting in setting up combos. Controlling both Nav and the Block Cannon at once takes some getting  used to, but it's a wonderful dynamic once it clicks. The controls are  designed so a second player can handle Nav duties while you operate the  cannon. After that, it comes down to how much you like taking risks - do  you make small, conservative drops that keeps Nav as safe as possible,  or do you pile on the blocks to set up some huge score-filling combos?&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;Navigator&lt;/em&gt; (At time of writing V1.0 Beta) is available for download &lt;a href="http://pixelxcore.net/index.php?action=games;sa=info;gid=1"&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Level 2&lt;/strong&gt; - The premise of this one is a little strange. A metal band, Last Chance  To Reason produced an album entirely about Computers and A.I., named &lt;em&gt;Level 2&lt;/em&gt;.  An incredibly nerdy premise, and the decision to turn the album into a  scrolling shooter is a master-stroke. The way that the music is used is  the impressive factor - all of the obstacles and enemy movements are  synced perfectly with the music. This is helped by the high quality (and  somewhat creepy) art direction. Gigantic cybernetic heads that spit  skulls as they scream "ERASE" is either awesome or terrifying.  Definitely worth a play through, even if metal isn't your genre of  choice.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/JDoTJuIdfmA/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JDoTJuIdfmA&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/JDoTJuIdfmA&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
A demo of the first stage, 'Upload Complete' is available for download &lt;a href="http://lastchancetoreason.wordpress.com/2011/04/12/level-2-full-album-and-videogame-demo-now-available/"&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;SpyParty&lt;/strong&gt; - Any game that involves more than one player has a deep-seated element of mind games. The world champions of &lt;em&gt;Street Fighter&lt;/em&gt; and &lt;em&gt;Starcraft&lt;/em&gt;  know their game well, but to win they have to know the mentality on  their opponent. It's this aspect that's the source of thrill and  excitement for some; for those people, &lt;em&gt;SpyParty&lt;/em&gt; exists. It's the competitive mind game in the purest sense.&lt;br /&gt;
&lt;br /&gt;
There's a thriving party in an apartment building, watched in the  distance by a sniper. Why the sniper? Because one of the guests at the  party is a spy, and he or she must be taken out before they manage to  complete their mission. Only the sniper and the spy are controlled by  humans - the spy must blend in with the computer-controlled crowd,  assisted by being able to 'see' the paths the other guests can take. The  sniper's job isn't so easy when the A.I. occasionally acts suspicious  too...&lt;br /&gt;
&lt;br /&gt;
SpyParty's Early-Access Beta is a paid program (But if you paid for Minecraft, this isn't so shocking). You can sign up for it &lt;a href="http://www.spyparty.com/beta-sign-up/"&gt;&lt;strong&gt;here&lt;/strong&gt;&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-7513973045311105431?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/tVnQfMzw8jb6ooAsTBRHpnfFPZo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/tVnQfMzw8jb6ooAsTBRHpnfFPZo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/hhzq59IuYZ0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/7513973045311105431/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/indie-demos-to-enjoy.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7513973045311105431?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7513973045311105431?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/hhzq59IuYZ0/indie-demos-to-enjoy.html" title="Indie Demos To Enjoy!" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/indie-demos-to-enjoy.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEMBQnk8fip7ImA9WhZUF00.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-2037499801462544157</id><published>2011-06-10T12:47:00.000+01:00</published><updated>2011-06-10T12:47:33.776+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-10T12:47:33.776+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><category scheme="http://www.blogger.com/atom/ns#" term="RPG" /><title>Favourite Classic Game</title><content type="html">This was done as the&lt;a href="http://vg-resource.com/?p=720"&gt; Day 24 Entry &lt;/a&gt;the VG Resource's 30 Days of Gaming&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-YoI8Qkr5P7E/TfIEH8dji6I/AAAAAAAAAIc/yl3DeOdwryQ/s1600/dYv0U.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-YoI8Qkr5P7E/TfIEH8dji6I/AAAAAAAAAIc/yl3DeOdwryQ/s320/dYv0U.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
When I was in primary school, everyone was playing &lt;em&gt;Pokémon Red&lt;/em&gt; and &lt;em&gt;Blue&lt;/em&gt;.  It was almost the law. The games were popular, and for good reason –  the combination of accessibility, an appeal to the compulsive collector  nature of kids, and game mechanics that didn’t play down to an age group  are great game design factors. Of course, that’s not why we played; the  abysmal television show and never ending torrents of Pokémon toys were  what guaranteed our interest, but there was another game of a similar  nature that was forced out of the limelight due to its lack of brand  power. But on the other hand, I still play that game now, whereas &lt;em&gt;Pokémon Red&lt;/em&gt; has gathered dust.&lt;br /&gt;
&lt;br /&gt;
&lt;span id="more-720"&gt;&lt;/span&gt; &lt;br /&gt;
&lt;em&gt;Dragon Warrior Monsters&lt;/em&gt; was the first &lt;em&gt;Dragon Quest&lt;/em&gt; game I’d ever heard of, and I wouldn’t actually play another &lt;em&gt;Dragon Quest&lt;/em&gt; game until&lt;em&gt; Dragon Quest VIII&lt;/em&gt;.  When I bought the game, I was drawn to the strange, more dynamic and  aggressive beasts on the cover. Fully aware of the famous 151 to the  point of boredom, the prospect of new fauna to tame was an exciting one.&lt;br /&gt;
&lt;br /&gt;
The differences took some getting used to. There were no cities, just  the Kingdom of GreatTree, an oak the size of a skyscraper; a series of  increasingly tough dungeons filled with those elusive monsters; and an  arena where my monster-training prowess was put to the test. Having not  experienced enough RPGs back then to be aware of the typical clichés,  the high fantasy bent was an appealing change to the urban sprawl of &lt;em&gt;Pokémon&lt;/em&gt;.&lt;br /&gt;
&lt;br /&gt;
The way the monsters themselves worked was different, too. I couldn’t  force them to be my friends, I had to slowly make them like me by  giving them meat. Not knowing the maths behind it, I tried many ways to  make new monsters my friends – making sure they were the last foe  standing; deciding that even though Ribs were more effective than  PorkChops, that Grizzly was a PorkChop kinda guy; keeping a monster with  a dance or song move, just in case a monster liked dancing. And when a  monster did decide to devote its services to you, you didn’t  automatically have complete control. They had a personality, and  preferred to use some moves over others.&lt;br /&gt;
&lt;br /&gt;
But what impressed me the most was monster breeding. Bear in mind that &lt;em&gt;Pokémon Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt;  were still vague rumours in the magazines, so the idea that I could  make crazy new monsters by breeding my old ones was an incredible  concept. At first, the process was random, putting any two monsters I  had together and taking the result – but as the game progressed and gave  me hints about breeding, and working through trial and error I learned  to be clever about marrying off my monsters; each generation growing  stronger and knowing a wider set of skills.&lt;br /&gt;
&lt;br /&gt;
The way you can build your team of 3 monsters impresses me, even in  hindsight. While all the monsters in the game are different in where  their strengths lie and what moves they can learn, any other monster can  have those strengths and skills through some patient breeding. Back  then my favourite monster was the ZapBird and the Shadow, two monsters  of very different strength levels, but by the end of the game, they were  both fearsome in combat, Zap! knowing all the strongest elemental  spells, and Myst spreading curses and capable of transforming.&lt;br /&gt;
&lt;br /&gt;
The later games in the &lt;em&gt;Dragon Quest Monster&lt;/em&gt; series have held some of these excellent sensibilities that sets the games apart from &lt;em&gt;Pokémon&lt;/em&gt;,  but I was sad to find out that it was no longer possible to turn your  early-game monsters into late-game competitors through love and care.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-2037499801462544157?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/7qntNyXaFG7rNhWUC1MJCZZ9e8s/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/7qntNyXaFG7rNhWUC1MJCZZ9e8s/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/1pWPVak3EmM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/2037499801462544157/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/favourite-classic-game.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/2037499801462544157?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/2037499801462544157?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/1pWPVak3EmM/favourite-classic-game.html" title="Favourite Classic Game" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-YoI8Qkr5P7E/TfIEH8dji6I/AAAAAAAAAIc/yl3DeOdwryQ/s72-c/dYv0U.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/favourite-classic-game.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUHQ348fSp7ImA9WhZaEkk.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-6800664737402388327</id><published>2011-06-10T12:44:00.001+01:00</published><updated>2011-06-28T08:30:32.075+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-28T08:30:32.075+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><category scheme="http://www.blogger.com/atom/ns#" term="RPG" /><category scheme="http://www.blogger.com/atom/ns#" term="Capcom" /><title>My Favourite Setting</title><content type="html">&lt;i&gt;This was done as the &lt;a href="http://vg-resource.com/?p=707"&gt;Day 19 Entry&lt;/a&gt;&lt;/i&gt; &lt;i&gt;to the VG Resource's 30 Days of Gaming.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-_SM-i3TKKmc/TfIDWIwXHAI/AAAAAAAAAIY/Y2kF0MKnjZM/s1600/RcKEk.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="203" src="http://4.bp.blogspot.com/-_SM-i3TKKmc/TfIDWIwXHAI/AAAAAAAAAIY/Y2kF0MKnjZM/s320/RcKEk.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
I spend way too much time on the computer. It’s an undeniable fact,  and a little sad. Yes, the advent of social networking, and the ability  to deal with work via my computer makes my addiction look a little less  suspect, but I can’t avoid just how anti-social it makes me look. So  when there’s a game series that’s entirely based around absolutely  everyone using computers and the internet as if their life depended on  it, it’ll strike a chord with me. And that would be the MegaMan Battle  Network series.&lt;br /&gt;
&lt;br /&gt;
&lt;span id="more-707"&gt;&lt;/span&gt; &lt;br /&gt;
What’s more, in this imagining, the complete and entire devotion to  the Computer doesn’t result in a dystopian, Neuromancer-esque vibe. This  is MegaMan we’re talking about here; a series typically dealing with  grisly robot destruction with smiley faces and bright colours. According  to Capcom, the future is a bright one, where hooking everything up to  the internet seems like a perfectly sensible idea; from your washing  machine to trees. It sounds foolish, but having your fridge notify you  when it needs cleaning, or your garden twittering about the health of  your flowers has useful applications.&lt;br /&gt;
&lt;br /&gt;
And then there’s how they deal with A.I. In a concept shift that’s  been somewhat divisive for Mega fans, MegaMan isn’t a Super Fighting  Robot, but instead a computer program. For some, it feels like a bit of a  jump to go from the concept of death-dealing android to a desktop  buddy, but even the classic Mega Man started out as a cleaning assistant  for Dr. Light. MegaMan.exe and his operator, Lan are tasked with  deleting viruses and other malicious Network Navigators (Netnavis),  which becomes a gargantuan task when you realise that with almost  everything Online, a virus or hacker could cause major problems. In-game this is taken to some rather silly extremes, like the occurrence of  rainstorms and earthquakes being computer-generated, but in a more  realistic context, a hacker having a degree of social control is very  real. The public response to Sony’s Playstation Network servers being  hacked was impressive, and has made people think hard about the  consequences of having so much of themselves accessible over the  Internet.&lt;br /&gt;
&lt;br /&gt;
But just think for a moment – what if Netnavis were thrown into the  equation? We would all have a more overt level of protection; smarter  and more adaptive than your regular anti-virus. By being a personality  more than a tool, we would pay more attention to the safety and  maintenance of our data. Tech-savvy members of the family would breathe a  sigh of the relief when they’re no longer called on for trivial  computer issues. With a few minutes of setup and explanation, grandma  could be deleting viruses and surfing the Internet with the best of  them, maybe even better than you.&lt;br /&gt;
&lt;br /&gt;
Though, what I like most of all about this setting (and it  embarrasses me a little to say this), having a digital friend to  call your own is incredibly charming. While obviously not a substitute  for a flesh-and-blood human, no one need ever feel alone as long as they  had their Personal Terminal to hand. Think of the practical  applications for therapy and social conditioning. Give up smoking! Have a  (non-corporeal) shoulder to cry on! Never forget another deadline or  birthday again!&lt;br /&gt;
&lt;br /&gt;
While the Battle Network series does have its ridiculous moments,  treating science as a magical phenomenon has its charm. I’m slack-jawed  at how a virus can make an oven start spitting fire, or why a  meteorology team would build a facility 30,000 feet in the air, powered  by rockets (with no hand rails!), and then I also see how everyone’s  quality of life has been improved by better and smarter computers; how  their internet community is more polite and unified; how the digital age  has been whole-heartedly accepted as a progression for society, and my  heart is warmed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-6800664737402388327?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/mxFxXnnjMi_wG63jD6IDm0zWOT8/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/mxFxXnnjMi_wG63jD6IDm0zWOT8/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/FJeXtNRaatE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/6800664737402388327/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/my-favourite-setting.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6800664737402388327?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6800664737402388327?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/FJeXtNRaatE/my-favourite-setting.html" title="My Favourite Setting" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-_SM-i3TKKmc/TfIDWIwXHAI/AAAAAAAAAIY/Y2kF0MKnjZM/s72-c/RcKEk.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/my-favourite-setting.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkcMQn45eSp7ImA9WhZUFk0.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-1560581998310916917</id><published>2011-06-09T07:14:00.000+01:00</published><updated>2011-06-09T07:14:43.021+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-09T07:14:43.021+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="RPG" /><category scheme="http://www.blogger.com/atom/ns#" term="preview" /><title>Games Previews at London MCM Expo</title><content type="html">&lt;i&gt;This article has also been hosted at &lt;a href="http://www.theyorker.co.uk/news/games/7190"&gt;The Yorker&lt;/a&gt;. And is a little old, I should have uploaded this earlier.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="SubText"&gt;While they're a big part of nerd culture, I'm  really not a fan of conventions. For the most part they're less about  die-hard media fans sharing an interest, and more about overpriced tat,  grown men dressing up as under-age anime girls, and an overpowering  stench of nerd-sweat that I have to bleach my clothes to get rid of.  However, despite the numerous shortcomings, conventions like the MCM  Expo are prime advertisement material for games publishers; and they  often have pre-release versions of soon-to-be-released games to drum up  interest.&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;The 'Summer Drought' - the period of time around the yearly  Electronic Entertainment Expo (E3) in July - is something of a dead-zone  for new games releases, so the games on offer at &lt;a href="http://www.londonexpo.com/"&gt;&lt;strong&gt;MCM&lt;/strong&gt;&lt;/a&gt; were slightly lean, but there are still a big few names to tide us over.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Legend of Zelda: Ocarina of Time 3D (3DS)&lt;/strong&gt; - June 17th is fast approaching, and that means the &lt;em&gt;Ocarina of Time&lt;/em&gt;  remake for 3DS will be upon us; and Nintendo is trying their damnedest  to make sure it'll still be a considered purchase for people who've  played the original already. While there are full copies floating around  already, the version available at the Expo was a demo showing off the  starting area, Kokiri Forest, and the first dungeon inside the Great  Deku Tree. Anyone familiar with the original game will be entirely at  home in terms of layout, but the graphical overhaul makes things much  easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Despite this, I couldn't help but notice that distant objects popped  in when they got close enough, the animations erred on the side of  clunky, and there was an instance of noticeable - but not detrimental -  slowdown. However, the revised controls and touch-screen functionality  make playing the game a much more intuitive experience. A revised  'Master Quest' mode is also available, with mirrored maps and different  enemies and puzzles. We'll see how different it is from the Gamecube's  release of &lt;em&gt;LoZ:OoT Master Quest&lt;/em&gt; when the game is released.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Child of Eden (360)&lt;/strong&gt; - &lt;a href="http://www.theyorker.co.uk/news/games/7053"&gt;&lt;strong&gt;Mentioned in May 15th's news&lt;/strong&gt;&lt;/a&gt;,  the Kinect controls were straightforward, but took a lot of getting  used to. Your hands are both used to fire at targets on-screen; the left  hand is a purple rapid-fire shot that'll fire as long as you're  pointing on screen. The right hand is a lock-on gun that will highlight  targets as you gesture over them, and then fire if you flick your wrist.  You can lock-on to 8 targets at a time, and you score bonus points for  firing all 8 shots every volley, and for firing shots in time to the  beat. However, sometimes my gesture to fire would go ignored, ruining my  timing.&lt;br /&gt;
&lt;br /&gt;
Community Manager Pete Closs gave us information about the  developmental process - over 1000 different concept art designs went  into creating the wide variety of art directions that make up the  stages. The music to the game was done by the in-studio band Genki  Rockets, who have previously released an album; some of the songs  featuring in previous Q? Entertainment titles. The songs appearing in &lt;em&gt;Child of Eden&lt;/em&gt; are either remixes or all new tracks, but a commercially available soundtrack has not presently been planned.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Gears of War 3 (360)&lt;/strong&gt; - You know where you are with &lt;em&gt;Gears of War&lt;/em&gt;. Even with &lt;em&gt;Gears of War 2&lt;/em&gt;, the experience - while nothing particularly unexpected - was very well-refined cover-based shooter. Unsurprisingly, &lt;em&gt;Gears of War 3&lt;/em&gt;  is more of the same. The booth for the game was set up in multiplayer  mode, so I wasn't able to try out the story mode. The arena for the  match was very pretty in the way that post-apocalyptic cityscapes tend  to be; but a mixture of my inability to play Shooters with any kind of  competence and the slow, lumbering character I was playing as meant I  didn't get much time to explore. Sigh.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Xenoblade (WII)&lt;/strong&gt; - After a noticeable lack in RPGs for the Wii, there are suddenly a  surprising number that promise to make the jump from Japan to the UK.  One of the first being &lt;em&gt;Xenoblade&lt;/em&gt;, a game developed by Monolith Soft, and published by Nintendo (with &lt;em&gt;Arc Rise Fantasia&lt;/em&gt; and &lt;em&gt;The Last Story&lt;/em&gt;  hopefully following soon). Screenshots for this game have been around  since last year, the style of which (Youths in impossible armour  fighting giant wild beasts) made me think of &lt;em&gt;Monster Hunter&lt;/em&gt;,  but in playing it I found the reality was much different. Attacks are  not at-will, you have a handful of skills that slowly recharge once  used. This made battles feel slow and tactical, as you made sure every  hit counted. In a very poor decision, they seem to have given all the  characters unlikely British accents, for reasons I'm not sure of.  Verily, this is a game of an acquired taste, what!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-1560581998310916917?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/nbGd4osmOGQk0a-4gqHKQnSI6kQ/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/nbGd4osmOGQk0a-4gqHKQnSI6kQ/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/m3uA7jpzWOM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/1560581998310916917/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/games-previews-at-london-mcm-expo.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1560581998310916917?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1560581998310916917?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/m3uA7jpzWOM/games-previews-at-london-mcm-expo.html" title="Games Previews at London MCM Expo" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/games-previews-at-london-mcm-expo.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0cCQ3w5eCp7ImA9WhZUFUs.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-7914944015660655803</id><published>2011-06-08T20:23:00.001+01:00</published><updated>2011-06-08T20:24:22.220+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-08T20:24:22.220+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Microsoft" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><category scheme="http://www.blogger.com/atom/ns#" term="Nintendo" /><category scheme="http://www.blogger.com/atom/ns#" term="Sony" /><title>E3 Roundup &amp; Comment</title><content type="html">&lt;i&gt;This article has also been hosted on the &lt;a href="http://vg-resource.com/?p=758"&gt;VG Resource&lt;/a&gt;. &lt;a href="http://www.theyorker.co.uk/news/games/7250"&gt;Abridged&lt;/a&gt; &lt;a href="http://www.theyorker.co.uk/news/games/7254"&gt;Versions&lt;/a&gt; of this article have also been hosted at The Yorker.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
While the Electronic Entertainment Expo of 2011 is still in progress,  the conferences for the 3 big names, Microsoft, Sony &amp;amp; Nintendo are  done and dusted. The in-depth details of what’s on offer has already  been plastered all over other gamine news sites (and no doubt your  Facebook and Twitter accounts); but this is just a little summary of  what stood out to me.&lt;br /&gt;
&lt;br /&gt;
&lt;span id="more-758"&gt;&lt;/span&gt; &lt;br /&gt;
I’ve always taken E3 with a pinch of salt. While it’s the major US  event for games publishers to share new projects and releases with the  masses, it all boils down to the hard sell. The presentation of the  publisher conferences matters just as much as the products they’re  trying to market, and they don’t always do the job well.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;b&gt;&lt;img alt="" class="aligncenter" height="210" src="http://i.imgur.com/3gs7Z.jpg" width="400" /&gt;&lt;br /&gt;
&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Microsoft&lt;/b&gt;&lt;br /&gt;
The Xbox 360 played very close to its strengths this year; a user base  with a high percentage of shooter enthusiasts (of which I am definitely  not), and a still-developing market in the Kinect. Don Mattrick,  president of Microsoft Entertainment, informed us early on that the  exclusives this year would show heavy support for the Kinect, and they  definitely kept to that through the conference.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Ghost Recon: Future Soldier&lt;/i&gt; is the perfect blend of Shooter  and Kinect-bait. The gesture controls and voice recognition were used to  create a very intuitive-looking customisation menu system; but part of  me feels that such a cool concept is a little wasted on gun fetishism.  On the other hand, the gesture controls for the actual combat look so  entirely ridiculous that any sense of coolness flew right out of the  window.&lt;br /&gt;
&lt;br /&gt;
Part of the demographic for the Kinect is of course young children; so to demonstrate &lt;i&gt;Kinect Disneyland Adventures&lt;/i&gt; (Essentially &lt;i&gt;Kinect Adventures!&lt;/i&gt; with a Disney theme) and &lt;i&gt;Sesame Street: Once Upon a Monster&lt;/i&gt;, stage-ready, rosy-cheeked children were wheeled onto the stage. These kids are always annoyingly saccharine and are &lt;a href="http://www.youtube.com/watch?v=nDit4js4HJE" target="_blank"&gt;good for a chuckle&lt;/a&gt;. But on the other hand, can you imagine these child-demographic games being demonstrated only by adults? Creepy.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Kinect Funlabs&lt;/i&gt; is a new e-store where you can download  experimental Kinect software other developers have made. There’s a huge  ‘homebrew’ community for the Kinect, and Microsoft did a good job of  harnessing it. I hope we don’t have to pay for the demos though; they  look very bare-bones. The conference was wrapped up with a short trailer  for &lt;i&gt;Halo 4&lt;/i&gt;; which caught me by surprise – Bungie said that after &lt;i&gt;Halo Reach&lt;/i&gt;, they weren’t intending to produce another main-series &lt;i&gt;Halo&lt;/i&gt;  game. So either Bungie loves consumer money too much to keep their  word, or Microsoft is using another developer to keep the cash cow  running. Not cool.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;img alt="" class="aligncenter" height="195" src="http://i.imgur.com/ENm8o.jpg" width="400" /&gt;&lt;br /&gt;
&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Sony&lt;/b&gt;&lt;br /&gt;
Sony offered a much wider range of genres than Microsoft this time  around, but they really pushed the PS3′s 3D functions, just like how  almost all of the 360 exclusives sported Kinect. Of course, the 3D  effect was entirely wasted on us paupers watching the conference through  the internet.&lt;br /&gt;
&lt;br /&gt;
There were a lot of solid titles that definitely garnered my interest. &lt;i&gt;Uncharted 3&lt;/i&gt;, which was a bit moodier and grittier than I’d like still impressed me with its brighter action scenes in Arabia. &lt;i&gt;inFamous 2&lt;/i&gt; still has me incredibly hyped, but there was nothing that we didn’t already know. &lt;i&gt;Sly Cooper: Thieves in Time&lt;/i&gt; will hopefully be a great sequel to the PS2 games I remember fondly, but I’m sad they got rid of the cartoonish cel-shading.&lt;br /&gt;
&lt;br /&gt;
They also announced some new IPs in &lt;i&gt;Starhawk&lt;/i&gt;, a game with an aesthetic cross between Borderlands and Halo, but looking to promise standard-fare shooter action; and &lt;i&gt;Medieval Moves: Deadman’s Quest&lt;/i&gt;,  which looked like a reasonable first-person action adventure game, but  it reminded me heavily of a tech demo demonstrated for the PS Move last  year – featuring a similar setting, but a magic-using protagonist. It  looked much less polished than this effort, but a lot more enticing in  terms of mechanics.&lt;br /&gt;
&lt;br /&gt;
Some of the games mentioned were not specifically Sony exclusives,  but instead would have bonus content or Playstation Move functionality;  which smacked of them being unconfident in the lineup of exclusives they  had. Don’t sweat it Sony, you’re doing just fine. But next time you get  2K Games to demonstrate their next &lt;i&gt;NBA 2K&lt;/i&gt; game, don’t have them go by halves. Kobe Bryant can’t hold a candle to &lt;a href="http://www.youtube.com/watch?v=_Z9KXkfG-JQ" target="_blank"&gt;the glorious Shaq&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
The official announcement of the Sony Vita is a surprise to few (even  the name of the then-titled NGP was released a few days back, along  with some of its planned titles), but the lineup for release games is  looking a lot stronger than the 3DS’ effort. Diablo-clone &lt;i&gt;Ruin&lt;/i&gt; and fighter’s dream &lt;i&gt;Street Fighter X Tekken&lt;/i&gt; are the titles that have me salivating, but then there’s no guarantee they’ll actually be available any time soon.&lt;br /&gt;
&lt;br /&gt;
The incredibly competitive price of $249 to directly compete with the  3DS is definitely throwing down the gauntlet. The Vita pulls ahead in  terms of sheer graphical brunt, but otherwise they’re both host to some  very similar features. It’ll come down to the games support in the end.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;img alt="" class="aligncenter" height="205" src="http://i.imgur.com/SaiLQ.jpg" width="400" /&gt;&lt;br /&gt;
&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Nintendo&lt;/b&gt;&lt;br /&gt;
While Nintendo wasn’t the only company to be releasing new hardware this  year, they had been keeping the cards much closer to their chest than  Sony has been with the PS Vita. That alone accounted for much of the  anticipation for Nintendo’s conference, and they rode that out for as  long as they could.&lt;br /&gt;
&lt;br /&gt;
The first section of the conference showed no hint of new hardware info; instead detailing the variety of &lt;i&gt;Legend of Zelda&lt;/i&gt; game releases for the 25th Anniversary for the series. A free DSi download of &lt;i&gt;4 Swords Adventures&lt;/i&gt; was what piqued my interest the most, along with the announcement of a soundtrack CD for &lt;i&gt;Skyward Sword&lt;/i&gt;… though we probably won’t see that released over in the UK.&lt;br /&gt;
&lt;br /&gt;
Now that’s over, is it time for the hardware announcement? Psyche!  It’s 3DS release time. This is still fairly a big deal, but I watched  with a hint of scepticism. Last year the support for the 3DS was huge,  with many big names like &lt;i&gt;Metal Gear Solid&lt;/i&gt; and &lt;i&gt;Kingdom Hearts&lt;/i&gt;  poised to be released. But the games available on release have been  pretty weak, and that wasn’t looking to change. So Nintendo looked to  fix that failing with some solid first-party support. And they  definitely brought forward some big names.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Mario Kart&lt;/i&gt; and &lt;i&gt;Kid Icarus Uprising&lt;/i&gt; are my picks of choice, with &lt;i&gt;Mario Kart&lt;/i&gt; showing off customisable cars and tracks where your craft can transform into a hang glider or submarine; and &lt;i&gt;Kid Icarus&lt;/i&gt; demonstrating some charmingly bad voice acting, and gameplay that heavily reminds me of &lt;a href="http://en.wikipedia.org/wiki/Sin_and_punishment" target="_blank"&gt;&lt;i&gt;Sin and Punishment&lt;/i&gt;&lt;/a&gt;.&lt;br /&gt;
Then the Nintendo eShop was brought up. It’s the marketplace system  for the Nintendo 3DS, and the update to install it on your system is  already live. It functions just the same as the Wii and DSi shops, but  in addition to special 3DS software, the range of released DSiWare games  (Go and play &lt;i&gt;Shantae: Risky’s Revenge&lt;/i&gt;. You won’t regret it.),  and a small (and rather terrible) pool of GameBoy games are also  available to download. The UK prices seem to be slightly higher than the  US ones, though.&lt;br /&gt;
&lt;br /&gt;
Ok, that’s finally out of the way. Do we get the console  announcement? Fortunately, yes! The name is announces as the Wii U.  Which, while fairly silly, is easy enough to put up with. The revival of  Wii/Wee jokes won’t be. They lead the showcase with the Wii U’s  controller, a 6.2 inch tablet surrounded by the the kind of buttons  you’d expect to see on a modern controller. Only odd thing is the  placement of the two analogue sticks – right at the top, even above the  D-Pad and face buttons. Why on earth are they placed up there? It might  work out to be comfortable in practice, but for now, I don’t think my  big, meaty hands can accommodate that positioning.&lt;br /&gt;
&lt;br /&gt;
Beyond the unique controller design, the ‘big deal’ about the Wii U  is its processing power and graphics capability. It can now directly  compete with the HD-capable PS3 and 360, allowing developers who  dismissed the Wii as a non-progressive platform to give Nintendo users  the same gaming experience everyone else gets. Which is both a good and  annoying thing.&lt;br /&gt;
&lt;br /&gt;
On one hand, I’ll be hearing less chatter about ‘Console Wars’. The  scope of games released for each platform are now just that little bit  more level. Barriers to entry in terms of developing games for multiple  platforms will drop, and I definitely see that as a good thing.&lt;br /&gt;
&lt;br /&gt;
On the other hand, I felt that the limitations of the Wii forced  developers to do something different with their games to make them  marketable. The Wii U isn’t going to make those developers magically  vanish, but the line-up for the Wii U shown could largely be described  as “Games the other platforms are already getting”, and that made me a  little sad.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;In Closing…&lt;/b&gt;&lt;br /&gt;
All in all, the corporates are starting to get the hang of these  Conferences. In previous years, many of these presentations would get  bogged down in sales figures, and rambles about company history. But the  general populace doesn’t want to hear that, and the journalists in the  auditorium sure enough aren’t going to report about it. All 3  conferences were almost all about the new games from start to finish,  and I definitely appreciate that. Microsoft didn’t have some new  hardware to wow the crowd with, bless ‘em, but that &lt;i&gt;Kinect Funlabs&lt;/i&gt; will definitely be something to follow. Never underestimate the genius of homebrewers!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-7914944015660655803?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/3lmVBWcRiRk4Z2FPXmOSjS72aPo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/3lmVBWcRiRk4Z2FPXmOSjS72aPo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/3lmVBWcRiRk4Z2FPXmOSjS72aPo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/3lmVBWcRiRk4Z2FPXmOSjS72aPo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/yIHxB6xqLLg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/7914944015660655803/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/e3-roundup-comment.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7914944015660655803?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/7914944015660655803?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/yIHxB6xqLLg/e3-roundup-comment.html" title="E3 Roundup &amp; Comment" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/e3-roundup-comment.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cMRns9cSp7ImA9WhZUFk0.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-8938934578421063944</id><published>2011-06-03T13:38:00.002+01:00</published><updated>2011-06-09T08:38:07.569+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-09T08:38:07.569+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Dungeon Crawler" /><category scheme="http://www.blogger.com/atom/ns#" term="Feature" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><title>The Great Genre Expredition: Dungeon Crawlers</title><content type="html">&lt;div class="SubText"&gt;Blizzard Entertainment is a company that sticks to  its guns. It's well known for ''World of Warcraft'' and ''Starcraft''  series, partially due to the crushingly huge popularity and exposure  those titles have, partially since they're the only games they've  released since 2006. But they'll be breaking the trend with a  long-awaited (by a very specific demographic) third addition one of  their other popular franchises - ''Diablo''.&lt;/div&gt;&lt;div class="SubText"&gt;&lt;/div&gt;&lt;i&gt;Diablo&lt;/i&gt; started out as a more action-oriented spin on  the RTS Genre; focusing on adventures and combat for an adventurer and  his companions, rather than a full-scale army. But this direction proved  to be so incredibly popular that the style caught on, taking the basic  idea of top-down hack &amp;amp; slash, and running away with it. Although  since &lt;i&gt;Diablo III&lt;/i&gt; is dragging its heels in being released, give these three gems a try in the meantime.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;For the Online Gamer: Spiral Knights&lt;/b&gt;&lt;br /&gt;
The internet is filled with free Massively Multiplayer Online Games  (MMOGs), and many of them are very similar, often taking notes from &lt;i&gt;World of Warcraft&lt;/i&gt;. &lt;i&gt;Spiral Knights&lt;/i&gt; stands out by cribbing from &lt;i&gt;Diablo&lt;/i&gt;  instead, but does it in the cutest way possible. From the get go, the art direction and chiptune-nuanced music is  immediately charming, and the game play is faithful but much more  streamlined than its source material. You control a robotic knight  charged with exploring the Clockwork, a forever-shifting maze of  dungeons filled with treasure, spike traps, and demon businessmen. The  MMO element means you're never short on people to play with, and working  as a team definitely improves the experience.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://3.gvt0.com/vi/xUMxpYLJQiM/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xUMxpYLJQiM&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/xUMxpYLJQiM&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;Spiral Knights is a free download for PC. Get it &lt;a href="http://www.spiralknights.com/"&gt;&lt;b&gt;here&lt;/b&gt;&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;For the Free-Time Gamer: Torchlight&lt;/b&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;Torchlight&lt;/i&gt; was an Indie release in 2008, and is in almost every respect a big soppy love-letter to &lt;i&gt;Diablo&lt;/i&gt;.  From the excuse plot of a mining town with a monster infestation, an  incredibly similar interface, and a familiar cast of close combat,  ranged, and magical characters. What does set the game apart is its  cartoonish charm, coupled with the ability to add modifications. In a  way the game has been left slightly bare-bones, so you can customise the  game to just the way you like it.&lt;br /&gt;
&lt;br /&gt;
That's not to say the game lacks things to do, the compelling and  what I can only describe as 'chunky' combat will last you hours, days of  your free time. And when you've beaten the game, you can retire your  hero, bequeathing your equipment to the next in line. The only real draw  back is that Torchlight is a strictly single player experience - an  unusual exception for the genre. But don't fear, &lt;i&gt;Torchlight 2&lt;/i&gt; is already in the works, and co-op is a promised feature.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://1.gvt0.com/vi/ghQBj6Gfn10/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ghQBj6Gfn10&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/ghQBj6Gfn10&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&amp;nbsp;&lt;i&gt;Torchlight is available on Steam.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;For the Comic Book Gamer: X-Men Legends&lt;/b&gt;&lt;br /&gt;
This one's a little more retro. In an interesting decision from Raven Software and Activision, This retelling of the &lt;i&gt;X-Men&lt;/i&gt;  universe (of which there are many) is done as a top-down, co-op  experience, a surprisingly long string of isolated missions connected by  the story of a new X-Men Recruit, Magma. But don't worry, there are  plenty of opportunities to play as Wolverine and Cyclops.&lt;br /&gt;
&lt;br /&gt;
Missions let you build a dream team of 4 X-Men, and to make up for  the inability to create your own heroes, you can customise everyone's  skills. It's a great way to give depth to a game simplified by being a  console game. For fans of the series, or those who want to know more  beyond what the X-Men movies tell you, there's a whole host of back  story, character art and comic book covers tucked away. Although an old  game, it's a common find in places that sell second-hand titles.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/IReAiZRozqA/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IReAiZRozqA&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/IReAiZRozqA&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&amp;nbsp;&lt;i&gt;X-Men Legends is available on the Gamecube, X-Box, and PS2.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-8938934578421063944?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/IXEuKSgZGg19bC3rgnhmopyHF50/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/IXEuKSgZGg19bC3rgnhmopyHF50/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/IXEuKSgZGg19bC3rgnhmopyHF50/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/IXEuKSgZGg19bC3rgnhmopyHF50/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/dXQxKgWCjJU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/8938934578421063944/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/06/great-genre-expredition-dungeon.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/8938934578421063944?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/8938934578421063944?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/dXQxKgWCjJU/great-genre-expredition-dungeon.html" title="The Great Genre Expredition: Dungeon Crawlers" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/06/great-genre-expredition-dungeon.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYGQn8_fSp7ImA9WhZWFUg.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-6521301772121300099</id><published>2011-05-16T14:54:00.001+01:00</published><updated>2011-05-16T14:55:23.145+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-16T14:55:23.145+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="article" /><title>A Game I've Played Lots of Times</title><content type="html">&lt;i&gt;This was done as the &lt;a href="http://vg-resource.com/?p=669"&gt;Day 13 Entry&lt;/a&gt; &lt;/i&gt;&lt;i&gt;to the VG Resource's 30 Days of Gaming.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-r4zhBFkAico/TdEsKyKVahI/AAAAAAAAAIM/-U7iCQp5DX0/s1600/mario+party+3+%2528u%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="169" src="http://4.bp.blogspot.com/-r4zhBFkAico/TdEsKyKVahI/AAAAAAAAAIM/-U7iCQp5DX0/s320/mario+party+3+%2528u%2529.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
I don’t really play games as much as I used to; and in a way, it’s  sad. Real life – school and socialising – takes up much more of my  waking moments than when I was a teenager, sure. But even when I do have  the spare time, I just can’t devote more than an hour or two to my  hobby. The only exception to this is when I have someone else playing  alongside me.&lt;br /&gt;
&lt;br /&gt;
As such, if there’s going to be a game that I’ll play frequently,  it’s going to be a multiplayer affair. I’m, not talking about the  (seemingly mandatory) online modes that recent games tend to crowbar in,  but a crammed-on-the-sofa, Sunday afternoon, drinks-and-popcorn, local  multiplayer game.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-b_pykJggvk4/TdEsLjxoJCI/AAAAAAAAAIU/poUbVMd_QtA/s1600/wii_is_best_with_friends_lg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="179" src="http://4.bp.blogspot.com/-b_pykJggvk4/TdEsLjxoJCI/AAAAAAAAAIU/poUbVMd_QtA/s320/wii_is_best_with_friends_lg.jpg" width="320" /&gt;&lt;/a&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;If video games aren’t at least this much fun for you, you’re doing it wrong.&lt;/i&gt;&lt;/div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt; &lt;br /&gt;
I can’t help but feel my poison of choice is a but ‘out there’,  though. The default choice for a local multiplayer game would be a &lt;i&gt;Call of Duty&lt;/i&gt;, or &lt;i&gt;FIFA&lt;/i&gt;, or if the crowd consists of Nintendo fans, &lt;i&gt;Mario Kart&lt;/i&gt;. My choice trumps all of those. When you’re at Casa De GrooveMan, you’re gonna be playing &lt;i&gt;Mario Party&lt;/i&gt;.&lt;br /&gt;
Wait, wait! Don’t leave! Mario Party is great, honestly! I know that  if you look at the concept on paper, it doesn’t sound too hot. A slow,  virtual board game with a mountain of throwaway minigames, and a  confusing, sometimes even random set of rules. For a someone who’s a  stickler for a fair fight, or wants their thrills right from the title  screen; Mario Party just refuses to deliver. And stubbornly keeps that  attitude through every iteration. And that’s where the magic lies.&lt;br /&gt;
&lt;br /&gt;
For you see, I (and from what I’ve heard, many others) are a little  tired of the Metagame. The high level, super serious play of games  designed to pit players head to head. &lt;i&gt;Starcraft&lt;/i&gt; is an obvious sufferer, but when you see the mentality taken to &lt;i&gt;Pokémon&lt;/i&gt; and even &lt;a href="http://www.youtube.com/watch?v=jwC544Z37qo" target="_blank" title="This is silly."&gt;&lt;i&gt;Tetris&lt;/i&gt;&lt;/a&gt;,  it gets a bit ridiculous. Mario Party is the complete antithesis to the  concept of Metagame. The more you try to game the system for victory,  the more the system will snap back right at you, which is refreshing.&lt;br /&gt;
&lt;br /&gt;
I can tell you’re not convinced, so here’s an example. Minigames in &lt;i&gt;Mario Party&lt;/i&gt;  all draw from basic gaming skills. Timing, reaction speed, precision  jumping. This makes them a cinch to get the hang of for those who play  games, and an easy lead in for those who don’t. Put someone a little too  competitive into this situation, and you’d think that they’d always  come out on top – but the occasional game involving blind luck, or the  amusingly unfair 1-vs-3 minigames can level the playing field.&lt;br /&gt;
&lt;br /&gt;
Compare that with something like &lt;i&gt;Guitar Hero&lt;/i&gt; – another  popular party game. The owner of the game is going to be better than the  average person by default. Add a little competitiveness into the mix,  and they become ‘That Guy’, doomed to ruin fun multiplayer games for  everyone. The &lt;i&gt;Smash Bros.&lt;/i&gt; series suffers from the same issues, with the vocal group of fans who resent the items and wacky stages.&lt;br /&gt;
&lt;br /&gt;
However, the minigames are just a single facet of the Mario party  jewel. The basic rules of the board game that the minigames are tied to  do their best to throw an element of chance and suspense. The very first  &lt;i&gt;Mario Party&lt;/i&gt; had a basic set of rules that were consistent for  every stage, but gradually the games added more in-game variation, up  until the Wii’s &lt;i&gt;Mario Party 8&lt;/i&gt;, where every stage deals with a  different set of rules; including an incredible stage where the layout  of the board shuffles on a regular basis. Beautiful.&lt;br /&gt;
&lt;br /&gt;
The nature of these stages has two effects – that absolutely anyone  has a chance of winning, and that ‘skilled’ players have to work a lot  harder to stay ahead. Every game becomes one large gamble, with the odds  of victory changing every few minutes. Coins trade hands faster than  the stock exchange. Someone lands on the dreaded CHANCE TIME space, and  the whole room waits with bated breath for Luigi giving all his stars to  Yoshi.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-eM7FzdZOPWY/TdEsLdy0mrI/AAAAAAAAAIQ/i2YUXYCSfSg/s1600/MPChance.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="217" src="http://2.bp.blogspot.com/-eM7FzdZOPWY/TdEsLdy0mrI/AAAAAAAAAIQ/i2YUXYCSfSg/s320/MPChance.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;i&gt;“NO GODDAMN IT I HAD 5 STARS! SCREW YOU, PEACH!”&lt;/i&gt;&lt;/div&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt; &lt;br /&gt;
My personal pick for the series would be &lt;i&gt;Mario Party 2&lt;/i&gt;, for  the N64. This is partially down to a nostalgia factor (it was the first  game I’d gotten to the credits of. I cried.), and because it has a solid  mix of minigames and stages to play. A criticism of the later  incarnations is they make the games a bit to easy and gimmicky. &lt;i&gt;Mario Party 2&lt;/i&gt;  is also available on the Virtual Console for Wii, so you have no excuse  to not play it – provided you have friends who are willing to play  games with you. I hope they’re not sick of your cheesy tactics in &lt;i&gt;Super Smash Bros. Brawl&lt;/i&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-6521301772121300099?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/1yfLfJJd2ZGPinQWGLbcq54qPHo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/1yfLfJJd2ZGPinQWGLbcq54qPHo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/1yfLfJJd2ZGPinQWGLbcq54qPHo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/1yfLfJJd2ZGPinQWGLbcq54qPHo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/8TyEEDuuqA4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/6521301772121300099/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/05/game-ive-played-lots-of-times.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6521301772121300099?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/6521301772121300099?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/8TyEEDuuqA4/game-ive-played-lots-of-times.html" title="A Game I've Played Lots of Times" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-r4zhBFkAico/TdEsKyKVahI/AAAAAAAAAIM/-U7iCQp5DX0/s72-c/mario+party+3+%2528u%2529.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/05/game-ive-played-lots-of-times.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0YBQHs5fip7ImA9WhZUFk0.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-318303864385473138</id><published>2011-05-06T14:42:00.001+01:00</published><updated>2011-06-09T08:39:11.526+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-09T08:39:11.526+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="article" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><title>The Most Annoying Character</title><content type="html">&lt;i&gt;This was done as the &lt;a href="http://vg-resource.com/?p=635"&gt;Day 6 Entry&lt;/a&gt; to the VG Resource's 30 Days of Gaming.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-y5NRBJmpwes/TcP6bQzgyoI/AAAAAAAAAII/9cR-6vAGETg/s1600/Day6Banner.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-y5NRBJmpwes/TcP6bQzgyoI/AAAAAAAAAII/9cR-6vAGETg/s320/Day6Banner.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="margin-bottom: 0cm;"&gt;I'm not the kind of person to be annoyed very easily in real life.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Wait, no, that's a gigantic lie. People piss me off all the time, but I do a very good job of keeping it below the surface. It does me very well to keep it cool, whether it's one of my house-mates leaving his dirty dishes all over the living room, or being beaten for the umpteenth time at &lt;i&gt;King Of Fighters&lt;/i&gt; 2002 by online friends. Nothing like that will break my iceberg-like façade.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;But video games themselves on the other hand? Incredibly infuriating. In a way, they're often designed to get your teeth grading. Initially out of frustration, then out of determination as you aim to overcome. The era of arcade machines thrived on that tactic. These days, games still have an annoyance factor, but it manifests in a few different ways.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Games like the &lt;i&gt;Shin Megami Tensei&lt;/i&gt; series get your goat through tactical difficulty and strong enemies. &lt;i&gt;Super Mario Galaxy&lt;/i&gt; has precision-platforming to get you perspiring. &lt;i&gt;Demon Souls&lt;/i&gt; just wants you to keel over and die; both in the game and in real life. But some games annoy you through their cast - and that's both the best and the worst tactic by far. In story-driven games, characters beyond the protagonist are vital for your immersion. Their personality and interactions are designed to make you care about both them and your goals. The best games make you root for the player, resent the antagonist, and yearn for the love interest. But what happens when these characters are designed to be annoying?&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;I'm not just talking about characters like Navi in &lt;i&gt;Ocarina of Time&lt;/i&gt;. Her cries of "Hey, listen!" are memetic, but they don't cause any real resentment; it's a problem fixed with a simple visit to the Sound Options menu. The really annoying characters are the ones carefully crafted to get under your skin; and my favourite example of someone I love to hate is Trish Daily from &lt;i&gt;inFamous&lt;/i&gt;.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;For those who haven't played the game, Trish is the designated love interest for electrified main character Cole (though there are others who compete for the position). She started out as Cole's girlfriend; but when disaster strikes, her sister dies in the blast, and Cole is placed with the blame. She has an understandable change of heart towards Cole, fearing and hating him, as the player tries to clear his name - or make things worse.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;The annoyance kicks in as you progress through the story missions as 'Good' Cole. Every so often Trish will call you to her aid; to protect medical supplies, to break up gang fights, to break machines poisoning the water supply. To strong-arm Cole into it, she plays upon his guilt, saying he 'owes' her and society. But even as he complies with her requests, and the regions of the city get progressively cleaner and crime-free, her attitude doesn't relent.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;When it gets down to it, Trish is manipulating her once-boyfriend to do important tasks she can't do herself, and offering no words of thanks. Skipping what potential misogynistic jokes could be made of that; it gives her a really strong character - and is incredibly infuriating for the player. In a game that makes a big deal of the progress you make in saving the city - calls from your best friend, the once desolate streets becoming more lively, citizens cheering you on - the one character who Cole has an emotional reason to help and console just plain hates your guts. And that just irritates me to no end. I had fun taking the Evil route on a second play-through, showing her what's what; but felt terrible for hating such a well-rounded, and otherwise sympathetic character.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Trish Daily. Incredibly sympathetic. But screw this ungrateful bitch.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-318303864385473138?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/xCxHONJ0ciBs7xVI--518cpexGE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/xCxHONJ0ciBs7xVI--518cpexGE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/ymuqWnaxcyU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/318303864385473138/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/05/most-annoying-character.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/318303864385473138?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/318303864385473138?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/ymuqWnaxcyU/most-annoying-character.html" title="The Most Annoying Character" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-y5NRBJmpwes/TcP6bQzgyoI/AAAAAAAAAII/9cR-6vAGETg/s72-c/Day6Banner.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/05/most-annoying-character.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkUCQ34zcSp7ImA9WhZQFEQ.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-1304375404852539091</id><published>2011-04-22T18:43:00.001+01:00</published><updated>2011-04-22T18:44:22.089+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-22T18:44:22.089+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Feature" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="Puzzle" /><title>The Great Genre Expedition: Puzzle Games</title><content type="html">&lt;i&gt;This Article has also been hosted at &lt;a href="http://www.theyorker.co.uk/news/games/6883"&gt;The Yorker&lt;/a&gt; and the &lt;a href="http://vg-resource.com/?p=595"&gt;VG Resource&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-CqfeG-tmLSE/TbG81HvOk8I/AAAAAAAAAIE/ocJ_Xfdr29A/s1600/PuzzleTitle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://3.bp.blogspot.com/-CqfeG-tmLSE/TbG81HvOk8I/AAAAAAAAAIE/ocJ_Xfdr29A/s400/PuzzleTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Admittedly, puzzle games aren’t quite so ‘out there’ as game genres go, but the market doesn’t really extend outside of &lt;i&gt;Bejeweled&lt;/i&gt; – and even the 30-something ‘non-gamer’ market is getting tired of matching three coloured gems. &lt;i&gt;Angry Birds&lt;/i&gt; is the new popular mainstay, but I feel it lacks substance. There are other – and better – cerebral thrills to be had.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-jyxmetQqGq4/TbG8x2REErI/AAAAAAAAAH4/vk-diQjF_Nc/s1600/DimensionTitle.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://3.bp.blogspot.com/-jyxmetQqGq4/TbG8x2REErI/AAAAAAAAAH4/vk-diQjF_Nc/s400/DimensionTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
In this day and age, video game production isn’t solely about the big   names any more. Nintendo, Microsoft and Sony will always hog the   limelight, but ‘Indie Devs’ – small developer teams that survive by   creating games that the bigger teams might overlook – are making waves,   and Digital Distribution services like Steam are the best medium for   them to reach an audience.&lt;br /&gt;
&lt;br /&gt;
At first look, &lt;i&gt;Puzzle Dimension&lt;/i&gt; has little to it. You roll a   ball through tiled mazes, collecting flowers (Why? Who knows), and   reaching the goal to progress to the next stage. They do a lot with this   simplicity – stages ease you into increasing complexity (ice tiles you   slide across, tiles that crumble or ignite, invisible routes…), the   background music swells and changes as you complete more of a stage,   changing them from blocky and retro to rough and realistic. Later stages   will have you fail. A lot. Despite that, muddling through stages is   still compelling.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/jo0NsUaI3lY/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/jo0NsUaI3lY&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/jo0NsUaI3lY&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;Puzzle Dimension is available on Steam.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-4IEhwJ1ym7Q/TbG8y5kk5nI/AAAAAAAAAH8/Ae05kXyO6lo/s1600/FighterTitle.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://1.bp.blogspot.com/-4IEhwJ1ym7Q/TbG8y5kk5nI/AAAAAAAAAH8/Ae05kXyO6lo/s400/FighterTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
The &lt;i&gt;Street Fighter&lt;/i&gt; series is world-renowned for its   competitive multi player status. Countless versions and revisions to the   franchise has tweaked and refined the mechanics of the game to keep   everything balanced. Apply that ethos to a puzzle game, and you get &lt;i&gt;Super Puzzle Fighter&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
Similar to the &lt;i&gt;Puyo Pop&lt;/i&gt; series, the aim is to beat your   opponent by building up large masses of blocks (‘Gems’ in this game),   and clearing them all at once, giving you huge score bonuses and   punishing your opponent. Trash sent by your foe can be converted back   into Gems and sent back in sweet revenge. It’s a simple system, but as   you learn how to play, setting up lengthy combos toes a thin line of   finishing a gigantic assault and a misplaced Gem meaning defeat. The   no-nonsense game play has made the game both adrenaline-pumping and very   popular in competitive circuits. Plus, the cartoony &lt;i&gt;Street Fighter&lt;/i&gt; and &lt;i&gt;Darkstalkers&lt;/i&gt; characters are just adorable.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://1.gvt0.com/vi/Hl7aK_TwacE/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Hl7aK_TwacE&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/Hl7aK_TwacE&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;The most recent incarnation, Super Puzzle Fighter II Turbo HD Remix is available on XBLA and PSN.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-M3ndaYlEjCY/TbG8zxuS1LI/AAAAAAAAAIA/qdIUWq1bJEk/s1600/LeagueTitle.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://3.bp.blogspot.com/-M3ndaYlEjCY/TbG8zxuS1LI/AAAAAAAAAIA/qdIUWq1bJEk/s400/LeagueTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Puzzle League comes in many guises. Initially a Japanese-only game   called Panel de Pon; the SNES western release was re-branded with   characters from &lt;i&gt;Yoshi’s Island&lt;/i&gt; characters and confusingly named &lt;i&gt;Tetris Attack&lt;/i&gt;. But the series didn’t really take off in the west until the Nintendo 64 release of &lt;i&gt;Pokémon Puzzle League&lt;/i&gt;. The series has been known as &lt;i&gt;Puzzle League&lt;/i&gt; ever since.&lt;br /&gt;
&lt;br /&gt;
The game plays like a more demanding form of &lt;i&gt;Bejeweled&lt;/i&gt;.   Blocks steadily rise from the bottom of the screen, and by swapping two   horizontally adjacent ones (no vertical swaps for you), matching up 3  or  more of a kind will make them vanish. Tactics come in where you  think  several steps ahead, setting up elaborate arrangements of  colourful  block destruction. This is one of the few games that will get  me into  the fabled ‘gaming trance’. Where the control and skill  required to play  just comes naturally and easily. It’s both relaxing  and stimulating –  It’s both got my brain whirring in the morning, and  winding down before  bed. Maybe having ‘Tetris’ in the initial title  wasn’t a bad idea.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/NyCGNI6lH94/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/NyCGNI6lH94&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/NyCGNI6lH94&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;i&gt;Puzzle League is available on most Nintendo consoles. I recommend   Planet Puzzle League for the DS. Pokémon Puzzle League is available on   Wii Virtual Console.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-1304375404852539091?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/0Ly2lxYnLPJjrjAY7xJTjg1ka0o/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/0Ly2lxYnLPJjrjAY7xJTjg1ka0o/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/0Ly2lxYnLPJjrjAY7xJTjg1ka0o/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/0Ly2lxYnLPJjrjAY7xJTjg1ka0o/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/jXVZ6DNfPp8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/1304375404852539091/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/04/great-genre-expedition-puzzle-games.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1304375404852539091?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/1304375404852539091?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/jXVZ6DNfPp8/great-genre-expedition-puzzle-games.html" title="The Great Genre Expedition: Puzzle Games" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-CqfeG-tmLSE/TbG81HvOk8I/AAAAAAAAAIE/ocJ_Xfdr29A/s72-c/PuzzleTitle.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/04/great-genre-expedition-puzzle-games.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0YFRX0_eCp7ImA9WhZRFEo.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-4470285415371810009</id><published>2011-04-10T23:37:00.002+01:00</published><updated>2011-04-10T23:38:34.340+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-10T23:38:34.340+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Technology" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Android's Dream - ASUS Eee Pads</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-otR4G1CZFmY/TaIwZpf77qI/AAAAAAAAAH0/aL4WSwTzX-0/s1600/ASUSTitle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="117" src="http://3.bp.blogspot.com/-otR4G1CZFmY/TaIwZpf77qI/AAAAAAAAAH0/aL4WSwTzX-0/s320/ASUSTitle.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;This article has also been posted at &lt;a href="http://www.theyorker.co.uk/news/games/6858"&gt;The Yorker&lt;/a&gt; and the &lt;a href="http://vg-resource.com/?p=548"&gt;VG Resource&lt;/a&gt;.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
With technology, new hardware is made to compete with old rivals. For   example, it’s clear the similarity of the Playstation Move to the Wii   Remote is no accident or coincidence. Similarly mobile phones were  being  influenced by the Blackberry and (later on) the iPhone. And now  with  the iPad, an era of Tablet Computers has come to public attention.  Apple  has the advantage of a high-profile and brand name, so other  companies  need to think of other methods to compete.&lt;br /&gt;
&lt;br /&gt;
&lt;span id="more-548"&gt;&lt;/span&gt;&lt;br /&gt;
ASUS, the fairly prolific laptop and netbook producer, has jumped   whole-heartedly into the tablet computer market with two different Eee   Pad models, the Eee Slate and the Eee Pad Transformer.&lt;br /&gt;
&lt;br /&gt;
The Eee Slate is the simpler of the two. A 12-inch screen and running   Windows 7 Portable, it’s very much a downsized laptop – complete with   USB Port and SD card reader. However, the Win7 Portable operating  system  (OS) isn’t a stunning one. The main reason why the iOS system  (that  powers both the iPhone and the iPad) is so popular is because of  its  ease of use, a design  specifically to be used out and about. This  OS is  the ordinary Windows 7 with added touch-screen functionality. It  feels  slower and clunkier than just using a mouse, and the keyboard  program is  especially sluggish.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the Eee Pad Transformer deftly avoids these problems.   Smaller and more lightweight – with only a 10-inch screen – the most   notable feature is that it comes bundled with a detachable keyboard.   It’s no larger than the tablet itself, but it’s where all the magic   happens. It functions as a charging dock with all the ports and   connectors you’d expect from a proper laptop. For someone like me who   resents the cramped and unresponsive keyboard approximations that touch   screen systems normally offer, this is a godsend.&lt;br /&gt;
&lt;br /&gt;
The OS is the &lt;a href="http://developer.android.com/sdk/android-3.0-highlights.html" target="_blank"&gt;&lt;b&gt;Android 3.0 Honeycomb&lt;/b&gt;&lt;/a&gt;,   the latest of a system ordinarily used for mobile phones. Its design  is  a cleaner layout, and closer to the look of desktop Macs and PCs.  This  is bolstered with pre-installed software from ASUS. Software  installed  by a hardware company is often terrible – existing to slow  down your  computer and pelt you with advertising (Toshiba does this  with their  laptop range, and it’s a crime against humanity) but this  appears to be a  rare exception.&lt;br /&gt;
&lt;br /&gt;
The most interesting app is Waveshare, an online storage program.   Offering unlimited storage space for your music, movies and files for no   cost in the first year, it’s a great offset for the Transformer’s   limited memory (16 or 32GB); but there’s an (at time of writing) unknown   monthly charge after that year. Freeloaders like me can use the free&lt;b&gt; &lt;a href="https://www.dropbox.com/android" target="_blank"&gt;Dropbox&lt;/a&gt; &lt;/b&gt;&lt;a href="https://www.dropbox.com/android"&gt;&lt;b&gt;&lt;/b&gt;&lt;/a&gt; app for Android as an alternative.&lt;br /&gt;
&lt;br /&gt;
The other aspect of Waveshare is the ability to connect with any computer, monitor or projector that uses&lt;b&gt; &lt;a href="http://www.obsessable.com/feature/home-media-streaming-101-dlna-explained/" target="_blank"&gt;DLNA&lt;/a&gt;&lt;/b&gt;&lt;a href="http://www.obsessable.com/feature/home-media-streaming-101-dlna-explained/" target="_blank"&gt;&lt;b&gt;&lt;/b&gt;&lt;/a&gt;,   allowing you to stream your media from your Transformer to the big   screen, or through your sound system. Even cooler, you can set up your   home computer to have Remote Access with it, so if you leave that   presentation back at home, all is not lost. It’s a very decadent (and a   little pretentious) approach to modern computing.&lt;br /&gt;
&lt;br /&gt;
In an attempt to one-up the iPad’s weak notepad app, the Transformer   comes with its own word processor, spreadsheet and presentation   software. It’s incredibly bare bones, so while it’s a very good way to   take notes or edit essays on the fly, you won’t want to write your   dissertation on this thing. If you use&lt;b&gt; &lt;a href="http://www.openoffice.org/" target="_blank"&gt;Open Office&lt;/a&gt; &lt;/b&gt;&lt;a href="http://www.openoffice.org/"&gt;&lt;b&gt;&lt;/b&gt;&lt;/a&gt; to do your work, you’ll be sad to find these programs can’t read .odt files. Ouch.&lt;br /&gt;
&lt;br /&gt;
The Eee Pad Transformer performs well as both an Android device and   netbook. Considering its £429 price tag, it’s great value for the   practical design and useful software, but it’s way beyond the average   student budget – especially if you’re already rocking an iPad or Samsung   Galaxy Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;By the time you read this, the ASUS Eee Tablet Transformer should   be on sale (£429, £379 without the tablet). The Asus Eee Slate is   already on sale online only (£999!).&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-4470285415371810009?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/GmG84ugt-nkxcfa3hZYAagl2AMQ/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/GmG84ugt-nkxcfa3hZYAagl2AMQ/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/GmG84ugt-nkxcfa3hZYAagl2AMQ/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/GmG84ugt-nkxcfa3hZYAagl2AMQ/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/4sBilbk5bHA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/4470285415371810009/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/04/androids-dream-asus-eee-pads.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4470285415371810009?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/4470285415371810009?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/4sBilbk5bHA/androids-dream-asus-eee-pads.html" title="Android's Dream - ASUS Eee Pads" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-otR4G1CZFmY/TaIwZpf77qI/AAAAAAAAAH0/aL4WSwTzX-0/s72-c/ASUSTitle.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/04/androids-dream-asus-eee-pads.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cCQnoyeyp7ImA9WhZUFk0.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-5838145561424242311</id><published>2011-04-03T21:39:00.001+01:00</published><updated>2011-06-09T08:37:43.493+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-09T08:37:43.493+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="beat 'em up" /><category scheme="http://www.blogger.com/atom/ns#" term="Feature" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="VG Resource" /><title>The Great Genre Expedition: Beat 'Em Ups</title><content type="html">This feature has also been posted at &lt;a href="http://www.theyorker.co.uk/news/games/6826"&gt;The Yorker&lt;/a&gt; and the &lt;a href="http://vg-resource.com/?p=483"&gt;VG Resource&lt;/a&gt;. &lt;br /&gt;
&lt;br /&gt;
Like any other media, the range of genres in video games is vast, and  they don't get equal representation. Everyone is aware of the Pop/Rock  section in record shops, the Crime section in book stores, and if games  stores sorted their stock by genre, you'd find FPS and Brain Training  games dominating the shelves. But other genres can't be ignored - there  may be something that you never knew you liked.&lt;br /&gt;
&lt;br /&gt;
Unless you grew up near an arcade in the 90s, the Beat 'em Up is one  of those under-represented genres. The name is apt; you roam across a  level, beating seven bells out of any thugs, monsters or robots that  stand in your way, with a mean-looking and tricky boss at the end of  each stage. Showing up mostly in arcades, many games offered addictive,  but incredibly difficult game play, enticing you to put another coin in  to keep going.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-l2WirndMK9Q/TZjaGS2DV2I/AAAAAAAAAHs/9PEDO_jxOPY/s1600/ScottTitle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://2.bp.blogspot.com/-l2WirndMK9Q/TZjaGS2DV2I/AAAAAAAAAHs/9PEDO_jxOPY/s400/ScottTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Between the comic books and the film, Scott Pilgrim has become a  (self-professed) paragon of the 21st Century Nerd. So it makes sense  that when a video game was made, it would be based on such a retro  genre, complete with chunky, brightly-coloured pixel art, and music done  by Chiptune/Rock band&lt;a _mce_href="http://www.anamanaguchi.com/" href="http://www.anamanaguchi.com/" target="_blank" title="Anamanaguchi's Site"&gt; Anamanaguchi.&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Playing as the series' four main characters, they fight through  locations of the comic, to take on love interest Ramona's 7 Evil Exes.  There's a lot of divergence from the original story, but that results in  a level where you beat up overweight ninjas in a restaurant - so I'm  fine with that. The game is easier than old-style beat 'em ups, but more  involved. Your characters level up as they cave in the faces of  hipsters and street thugs, gaining new moves and growing stronger as you  progress. This makes later stages much easier; but much more  accessible.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Scott Pilgrim Vs. The World is downloadable from Xbox Live Arcade and Playstation Network.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-hQF_3C35FzA/TZjaG-Sq3_I/AAAAAAAAAHw/bsFPnsW6m_w/s1600/StreetsTitle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://3.bp.blogspot.com/-hQF_3C35FzA/TZjaG-Sq3_I/AAAAAAAAAHw/bsFPnsW6m_w/s400/StreetsTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
This is one of the more iconic games in Beat 'em Up's history.  Released in 1993 for the Sega Mega Drive, it outshines its predecessor  by introducing characters with more unique strengths and weaknesses,  which has become a staple of the genre (and even influencing other  genres) ever since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By today's standards, the game is pretty difficult. There are a  limited number of lives and continues, and once you lose them all, it's  back to the start of the game for you. The bosses you face are  challenging on first appearance - and then quickly become regular foes  in later stages. Playing with a friend makes things easier and more  entertaining, but be aware that you can attack your partner.  Accidentally fitting them with a flying kick, or taking their health  item when they're near death is how rivalries are born.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Streets of Rage 2 can be played on as part of Ultimate Sega  Genesis Collection (PS3/360) or downloaded from the Wii's Virtual  Console.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-DVgkpQ85yK4/TZjaFcuwOKI/AAAAAAAAAHo/YPa-LQeaMY4/s1600/CadillacTitle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="146" src="http://4.bp.blogspot.com/-DVgkpQ85yK4/TZjaFcuwOKI/AAAAAAAAAHo/YPa-LQeaMY4/s400/CadillacTitle.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&amp;nbsp;There are a lot of bizarre arcade entries I could put here (&lt;a _mce_href="http://www.youtube.com/watch?v=S9DE-KyZnLc" href="http://www.youtube.com/watch?v=S9DE-KyZnLc" target="_blank" title="The Simpsons Arcade"&gt;The Simpsons&lt;/a&gt;  beat 'em up comes to mind), but something about this game that wowed  me, beyond the ridiculous name. Based on a comic book, the game reflects  this by having over-the-top characters and action sequences. Losing a  life is accompanied with an airstrike hitting everything around you -  whether you're above ground or not. Dinosaurs roving the city fly into a  rage, and are placated by punching them in the face. It's a great  experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the game pulls no punches. Any of the four playable  characters are capable fighters, so the game balances things out by  giving them very little health. A game for those who enjoy taking on a  challenge.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Cadillacs and Dinosaurs is an Arcade game, but can be emulated on your PC! &lt;a _mce_href="http://classicgaming.gamespy.com/View.php?view=Guides.Detail&amp;amp;id=14" href="http://classicgaming.gamespy.com/View.php?view=Guides.Detail&amp;amp;id=14" target="_blank" title="How to set up MAME"&gt;Read up about it here.&lt;/a&gt;&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-5838145561424242311?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/eqApkIJGkHM0nZtMVldXvgf75Ao/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/eqApkIJGkHM0nZtMVldXvgf75Ao/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/eqApkIJGkHM0nZtMVldXvgf75Ao/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/eqApkIJGkHM0nZtMVldXvgf75Ao/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/hwbQ905BbFI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/5838145561424242311/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/04/great-genre-expedition-beat-em-ups.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/5838145561424242311?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/5838145561424242311?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/hwbQ905BbFI/great-genre-expedition-beat-em-ups.html" title="The Great Genre Expedition: Beat 'Em Ups" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-l2WirndMK9Q/TZjaGS2DV2I/AAAAAAAAAHs/9PEDO_jxOPY/s72-c/ScottTitle.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/04/great-genre-expedition-beat-em-ups.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkMFRHk_fSp7ImA9WhZTGEk.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-618414297708667664</id><published>2011-03-23T00:33:00.000Z</published><updated>2011-03-23T00:33:35.745Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-03-23T00:33:35.745Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Point 'n' Click" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Death Count - 9 Hours, 9 Persons, 9 Doors</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh4.googleusercontent.com/-OXrBo1B6mmE/TYk_J0GT2RI/AAAAAAAAAHk/qlKD1urTM0M/s1600/wpid-615TUJ3mI1L.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="287" src="https://lh4.googleusercontent.com/-OXrBo1B6mmE/TYk_J0GT2RI/AAAAAAAAAHk/qlKD1urTM0M/s320/wpid-615TUJ3mI1L.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="SubText"&gt;The genres for video games are vast. Most are aware of First Person  Shooters. Real Time Strategy is less common but hardly unheard of. But  then there's the Visual Novel; a genre only really paid attention to by a  much more marginalised audience. They are what the name suggests -  games that are interactive books - focusing on the story depth and  characters rather than action sequences.&lt;/div&gt;&lt;div class="SubText"&gt;&amp;nbsp;&lt;/div&gt;Games of this type vary in quality; the&lt;em&gt; Ace Attorney&lt;/em&gt;  series is the best example released in the West, but Japan has its own  special sub-genre of risqué Visual Novels that creep me out.&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;9 Hours, 9 Persons, 9 Doors&lt;/em&gt; (herein referred to as &lt;em&gt;999&lt;/em&gt; for my sanity) is very much its own beast. An easy way to describe it would be "The cast of &lt;em&gt;Ace Attorney&lt;/em&gt; in a &lt;em&gt;Saw&lt;/em&gt;  film", but that doesn't quite do it justice. You play through the eyes  of Junpei - a teenager who has woken up in an abandoned bedroom on a  ship. The only thing in his possession is an irremovable metal bracelet  with a '5' on it. Then inexplicably, the room starts to flood with  water, and Junpei must find a way to unlock the door, or die trying. He  finds that he and eight others are playing the 'Nonary Game', where  success means escape, failure means drowning, and breaking the rules  means a bomb in your stomach going off.&lt;br /&gt;
&lt;br /&gt;
The game's puzzles all function similarly, each room you enter  contains a set of puzzles resulting in an escape route unlocking. None  of the tasks are straightforward, but they're all based in sensible  leaps of logic, solved with patient thinking. So while there is a sense  of atmosphere and tension in solving the puzzles (though there's no time  limit), it's not frustrating - a lesson that the &lt;em&gt;Professor Layton&lt;/em&gt; series could learn from.&lt;br /&gt;
&lt;br /&gt;
With the puzzle sections so short, the bulk of &lt;em&gt;999&lt;/em&gt; is  instead taken up with narrative; and damn is there a lot of it. There  can be hours worth of dialogue in between each interactive element,  sometimes even within the room escape sections. This would be unbearable  under most circumstances, but the story is strangely compelling. Of  course, it doesn't exactly stand up to a quality ink-and-paper novel,  but the subject matter and quality of the translation from Japanese is  impressive. While there is no on-screen gore, descriptions of violence  and of any 'rule breakers' you come across are done creepily well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/pneiH638Dwo/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/pneiH638Dwo&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/pneiH638Dwo&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
The character depth is what made the game for me. While the room  puzzles are enjoyable, they're brief. This game survives entirely on the  strength of its narrative; so thank goodness it's such a good one. In  the early stages of the story, the characters feel like numbered  narrative devices, but as you progress, all the characters become  fleshed-out and empathetic; you'll definitely find a favourite. This is  coupled with a quality soundtrack done by &lt;a href="http://hosoe.cocoebiz.com/"&gt;&lt;strong&gt;Shinji Hosoe&lt;/strong&gt;&lt;/a&gt;,  previously known for the high-octane techno tracks he creates; this is  first foray into ambient and atmospheric tunes, and it works incredibly  well.&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;999&lt;/em&gt; has multiple endings, depending on which puzzle rooms  you decide to tackle. Each ending explains more about the characters and  nature of the Nonary Game, so repeat plays are necessary to understand  everything. On subsequent runs, you're able to fast-forward through text  that you've already seen; which makes the process much quicker -  sitting through some of the longer cut scenes again would be maddening.&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;999&lt;/em&gt; rewards the open-minded gamer. A game consisting of  'pulp novel' dialogue will be a huge turn-off for some, but the  execution is so well done, I implore the adventurous to check it out. Be  prepared to use an importing website, though - while the American  release has been available for a few months, there is no sign of an EU  release as of yet.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;This review has also been hosted on The Yorker and can be found &lt;a href="http://www.theyorker.co.uk/news/games/6800"&gt;here&lt;/a&gt;. &lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-618414297708667664?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/s_PJxiCUkKbnFZLYP5qUs99Rt08/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/s_PJxiCUkKbnFZLYP5qUs99Rt08/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/VisA6_RdsvI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/618414297708667664/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/03/death-count-9-hours-9-persons-9-doors.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/618414297708667664?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/618414297708667664?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/VisA6_RdsvI/death-count-9-hours-9-persons-9-doors.html" title="Death Count - 9 Hours, 9 Persons, 9 Doors" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://lh4.googleusercontent.com/-OXrBo1B6mmE/TYk_J0GT2RI/AAAAAAAAAHk/qlKD1urTM0M/s72-c/wpid-615TUJ3mI1L.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/03/death-count-9-hours-9-persons-9-doors.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cCSH04eCp7ImA9WhZTEkQ.&quot;"><id>tag:blogger.com,1999:blog-5610919249139526780.post-3304209454829566825</id><published>2011-03-16T17:03:00.001Z</published><updated>2011-03-16T17:04:29.330Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-03-16T17:04:29.330Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Music" /><category scheme="http://www.blogger.com/atom/ns#" term="Hip-Hop" /><category scheme="http://www.blogger.com/atom/ns#" term="The Yorker" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Lupe Fiasco - Lasers</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/en/b/b2/Lupe_Fiasco_Lasers.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://upload.wikimedia.org/wikipedia/en/b/b2/Lupe_Fiasco_Lasers.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;I'm a firm believer in giving new albums a chance. Maybe it's  because there are enough annoyingly vocal people on the Internet  yelling "This new album is different to the others so it SUCKS." Or  maybe it's because I get funny looks from my friends when I say I like  Muse's &lt;i&gt;The Resistance&lt;/i&gt; as much as their earlier stuff. But I am compelled to keep an open mind when new tunes are released by the artists I like.&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
And I won't front in that regard; I love Lupe Fiasco. When I heard  that his new album (and potentially final one, if his desire to only  release his mixtape and 3 albums holds true) was in production, I  decided to not spoil myself until it was released. I eventually caved,  and listened to his single, '&lt;a href="http://www.youtube.com/watch?v=Rmp6zIr5y4U"&gt;The Show Goes On'&lt;/a&gt; and...&lt;br /&gt;
It was different, so I kind of hated it. And then felt bad for my  sentiment. But no matter how I sliced it, the more 'top 40 rap song'  beat wasn't what I looked for in Lupe, and it disappointed me. But on  the other hand, it increased my hope that the album would be really  varied in style.&lt;br /&gt;
&lt;br /&gt;
As it turned out, that turned out to be exactly the truth. &lt;i&gt;Lasers&lt;/i&gt;  has been split neatly in two - almost to the degree where I'm starting  wonder if it's intentional. The first half boasts almost all the musical  tropes I can't stand: a male, boorish backing of "Oh oh ohs" on  ‘Letting Go’, the flat, half-singing on ‘Till I Get There’ (though the  lyrics for the verses are incredibly clever), and upon listening to a  few forgettable others and getting to ‘Beautiful Lasers’, you're pelted  with a full-on auto-tune chorus.&lt;br /&gt;
&lt;br /&gt;
But then, ‘&lt;a href="http://www.youtube.com/watch?v=nR68g7WbVGQ"&gt;Coming Up&lt;/a&gt;’ happened. Leading in with a neat and simple  piano riff, the beat dropped with a big helping of synth strings, and  suddenly everything flashed back to early 2000s R&amp;amp;B. The sudden  change was incredibly relieving, but my pessimistic side expected it to  be a fluke. This was followed up with ‘State Run Radio’, which solidly  proved me wrong. The cute radio-tuning sound effects and cheesy rock  guitar melody made me think of a more mature-sounding Gym Class Heroes  (that's not a bad thing, I promise).&lt;br /&gt;
&lt;br /&gt;
‘BREAK THE CHAIN’ (capitalisation theirs) goes on a '90s club bent  with a drum loop that almost made me fall out of my chair. Sway features  as a guest rapper, and part of me was happy to know that the British  lyricist hadn't entirely faded into obscurity.&lt;br /&gt;
&lt;br /&gt;
‘Never Forget You’ and ‘Shining Down’ are somewhat weaker, not quite  demonstrating the musical or lyrical style of the tracks preceding them;  but ‘&lt;a href="http://www.youtube.com/watch?v=71McnVwWPwU"&gt;All Black Everything&lt;/a&gt;’ and ‘I'm Beamin’’ shine through as the best  tracks on the album, delivering some incredible lines. They're great  concepts; and exactly what I love about Lupe.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Lasers&lt;/i&gt; may be bifurcated in its musical quality, but Lupe  Fiasco's rapping skills and meaningful lyrics definitely haven't dulled.  And in time, I can grow to accept, maybe even enjoy the more mainstream  first half. Though I'll never grow to like auto-tune. Jay-Z was pretty  off in his predictions.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://3.gvt0.com/vi/Ge4BEdyZ8bM/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Ge4BEdyZ8bM&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266" src="http://www.youtube.com/v/Ge4BEdyZ8bM&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
This article has also been hosted on The Yorker. You can find it &lt;a href="http://www.theyorker.co.uk/news/music/6745"&gt;here.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5610919249139526780-3304209454829566825?l=specsandheadphones.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/PiHzjO8XeXW315Hrrtqy1EiKaxc/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/PiHzjO8XeXW315Hrrtqy1EiKaxc/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/SpecsnHeadphones/~4/jDGVVhRxptk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://specsandheadphones.blogspot.com/feeds/3304209454829566825/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://specsandheadphones.blogspot.com/2011/03/lupe-fiasco-lasers.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/3304209454829566825?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5610919249139526780/posts/default/3304209454829566825?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/SpecsnHeadphones/~3/jDGVVhRxptk/lupe-fiasco-lasers.html" title="Lupe Fiasco - Lasers" /><author><name>GrooveMan</name><uri>http://www.blogger.com/profile/17859938660094194298</uri><email>GrooveMan.exe@gmail.com</email></author><thr:total>0</thr:total><feedburner:origLink>http://specsandheadphones.blogspot.com/2011/03/lupe-fiasco-lasers.html</feedburner:origLink></entry></feed>

