<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:gd="http://schemas.google.com/g/2005" xmlns:georss="http://www.georss.org/georss" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:thr="http://purl.org/syndication/thread/1.0"><id>tag:blogger.com,1999:blog-82265262683814166</id><updated>2024-11-01T04:58:24.329-07:00</updated><category term="Reviews"/><category term="Old Stuff"/><category term="Indie Cred"/><category term="Game Articles"/><category term="super.hype"/><category term="Philosophy"/><category term="Good Books"/><category term="contests"/><category term="Soma Drop"/><category term="Caffeine Rage"/><category term="Fanfic"/><category term="Forum Trawl"/><title type="text">the mediocrity codex</title><subtitle type="html">i'm back, maybe</subtitle><link href="http://mediocritycodex.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default?redirect=false" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/" rel="alternate" type="text/html"/><link href="http://pubsubhubbub.appspot.com/" rel="hub"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default?start-index=26&amp;max-results=25&amp;redirect=false" rel="next" type="application/atom+xml"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><generator uri="http://www.blogger.com" version="7.00">Blogger</generator><openSearch:totalResults>139</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><xhtml:meta content="noindex" name="robots" xmlns:xhtml="http://www.w3.org/1999/xhtml"/><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-350709032896789844</id><published>2013-06-26T01:06:00.000-07:00</published><updated>2013-06-26T01:06:07.776-07:00</updated><title type="text">Mass Effect 3: You're wrong, but that's ok</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDaKPreJGhNT4dr33g7YSpyaaVKZqJ7QnTEKjSksxkYt2NM2zH2hyphenhyphenMDMFSLzDWlBLWEuOZq-TTQXssNidpWHEyWUNfhHRcvBSiTwW3QnS_TeZdO4wX7Aa0JCb-iVd49GoSlRZtgShObso/s1600/title+shot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDaKPreJGhNT4dr33g7YSpyaaVKZqJ7QnTEKjSksxkYt2NM2zH2hyphenhyphenMDMFSLzDWlBLWEuOZq-TTQXssNidpWHEyWUNfhHRcvBSiTwW3QnS_TeZdO4wX7Aa0JCb-iVd49GoSlRZtgShObso/s640/title+shot.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; I often find myself in conversations with people who seem to think that a particular game really ought to be played and enjoyed by &lt;i&gt;everybody&lt;/i&gt;. These people are wrong, but that’s beside the point. In spite of being wrong though, they allow me to bring up a better point: some games just aren’t meant for some people.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Before we start, let’s all just agree that &lt;b&gt;it’s okay&lt;/b&gt; to have different goals and different emphases and &lt;b&gt;it’s okay&lt;/b&gt; to be someone who enjoys some parts of a game and not others. Still, what I’d eventually like to say is that &lt;b&gt;it’s not okay&lt;/b&gt; to misinterpret that dislike for some kind of fundamental error in design logic and subsequently disregard the quality of the game as a whole, because what that does is shut your mind off to the possibility that you might actually enjoy something that doesn’t meet your expectations. Case in point: &lt;i&gt;Mass Effect 3&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; It’s no coincidence that I’m using &lt;i&gt;Mass Effect 3&lt;/i&gt; as an example here. This article is a direct response to &lt;a href="http://pixelsordeath.com/features/mass-confusion-mass-effect-3s-crippling-identity-crisis"&gt;this piece produced by my colleague at Pixels or Death&lt;/a&gt;, and I don’t really agree with him on a number of points (I don’t often agree with him generally, but that’s what makes our relationship SO INTERESTING). This is largely due to matters of taste, but even in the darker corners of our ideologies we’re often at odds: he’s a tabletop veteran and I’m a console baby-turned-PC diehard, he likes stories and I prefer mechanics, he has a job and I loaf around all day. We do, however, share one great kinship: philosophizing.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; I’m convinced that if we ever met in person and shared a drink, we’d have a conversation that would inevitably result in the acquisition of henchmen scrounged from bar patrons loaded up on peanuts and scotch whom we would then pit against each other as surrogates in mortal combat. We would never cross fists personally, of course, but we’d both relish in the spectacle of lesser men dying for beliefs that are ultimately just the strawest of straw men.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: left;"&gt;
On second thought, maybe I’m the only one who’d enjoy that.&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="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigZ2_qfNaKnUFS7VPnSXlYnVPZ6H0ekKcUGAjoFKYPHy9KQ9EWVs5hszoLuQ87cvQKk-TwCHUqxKljxjYU-CvgcJ_7vE7j5mb1PDbWXiuKKzVFfSUVJSrzjllZcY2s2iWoRKrH41Jar4Q/s1600/scotch+and+arugments.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigZ2_qfNaKnUFS7VPnSXlYnVPZ6H0ekKcUGAjoFKYPHy9KQ9EWVs5hszoLuQ87cvQKk-TwCHUqxKljxjYU-CvgcJ_7vE7j5mb1PDbWXiuKKzVFfSUVJSrzjllZcY2s2iWoRKrH41Jar4Q/s640/scotch+and+arugments.gif" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; It’s here then that I take my turn on the page to philosophize in the complete opposite direction of my colleague and say that I find Mass Effect 3 to be a supremely satisfying game with a pinpoint focus: action. For all the marketing hype that surrounded the conclusion to what I consider to be the most ambitious fantasy space opera since Paul Eres’s Immortal Defense, Mass Effect is and always was fundamentally an action game, which is something that Bioware (and most of popular game design) has increasingly shifted their focus towards. I’m not so foolish to argue that Mass Effect’s story was not also a large part of its intention (and success), but I am ready and completely capable to give a defense of my belief that Mass Effect is primarily about doing some really satisfying shit and then just sitting back and watching the aftermath.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;OKAY BUT FIRST, THIS&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
I feel compelled to address the fact that yes, there is &lt;u&gt;some kind&lt;/u&gt; of disequilibrium that exists in Mass Effect, and yes, it does result in &lt;u&gt;some kind&lt;/u&gt; of ineffable dissatisfaction. All the common arguments have been made so I won’t retread them, but what I will say is that if you feel in any way slighted by what happened at the end of the Mass Effect Trilogy, you’re probably not likely to be convinced by a discourse of any length that tries to prove otherwise. This discussion isn’t for you. What I’ll also say is that in any story where you are a participant but not its director, you implicitly relinquish a substantial amount of control over the story’s outcome. This isn’t to say that your dissatisfaction at its outcome is unjustified, it’s just that it’s categorically worthless (that is, unless it makes you go and make something better).&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;MOVING ON, THEN&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; The key to my point lies in the past, as so many keys often do. Not unlike how Andy had to reach back into her troubled childhood to unlock the ability to play that horrifically awesome skeleton organ to open the entrance to One-Eyed Willy’s gem-filled treasure cove, so too am I asking you to dig deep into your past and relive an ambivalent multi-hour experience so as to find the key to unlock a metaphorical treasure cove of logical epiphanies. In other words, let’s go back to &lt;i&gt;Mass Effect 1&lt;/i&gt;.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhToobkobNnhLaU9v69BX36T8GaQe8cL7EwAfbbAQvVCfHNDenaUC167zlwwahjRUGijRuMq1RX4HrHEy96V-TDsCNo2ziWnrbglsKRkOjie_okZcN7dPrXhzBa8eQxSMeC28YZxch9WhM/s1600/goonies.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhToobkobNnhLaU9v69BX36T8GaQe8cL7EwAfbbAQvVCfHNDenaUC167zlwwahjRUGijRuMq1RX4HrHEy96V-TDsCNo2ziWnrbglsKRkOjie_okZcN7dPrXhzBa8eQxSMeC28YZxch9WhM/s1600/goonies.gif" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Although it was billed as an RPG, the most compelling thing about &lt;i&gt;Mass Effect&lt;/i&gt; was that it came breathtakingly close to playing like a native third-person-shooter. Recall that up to this point Bioware is best known for its RPG-heavy action titles (&lt;i&gt;Neverwinter Nights, Knights of the Old Republic, Jade Empire&lt;/i&gt;); games that were the gold standard for compelling story-driven gameplay saddled with some pretty okay combat animations. It’s also no coincidence that up until this point all these titles had been developed with an in-house engine based on the one used to replicate tabletop games (&lt;i&gt;Baldur’s Gate I &amp;amp; II, Planescape: Torment&lt;/i&gt;), only in 3D and with slightly fancier rendering and lighting techniques. At their heart, these games were intended to be RPGs. It can be said then that the satisfaction derived from these games (or rather the design intent of them) was founded in their being competent RPGs. And really, they were. No argument there. But what about &lt;i&gt;Mass Effect&lt;/i&gt;?&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;Mass Effect&lt;/i&gt; was built using Unreal Engine 3. Ostensibly, any game based on an engine most commonly used for action and twitch shooters implies that the designers intend to make something that is essentially this, with some of their own tweaks. This isn’t to say that you can’t make an actual, factual tabletop RPG with Unreal Engine 3, it’s just that the choice to use middleware (which is only ever used to streamline development) implies that what you intend to make already exists out there, and you just want to play with that a little. In &lt;i&gt;Mass Effect&lt;/i&gt;’s case, it’s safe to assume that, by choice of engine, Bioware wanted to play with making a shooter.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;WAIT, KEEP YOUR SHIRT ON, NERDS&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdI41ibqWf0nskzqjcxwo8zWaUCgxz1UVNuM7icCleFaDzBjUpCxg4jOrw6WPMai4J5_B70ldOQ00P2s8xTo4BuPsC34bwBVBtXI-CaJ9QcTV-NFGT3CNtZF0LKvHPoa519s2jBPCAYaY/s1600/rage+box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdI41ibqWf0nskzqjcxwo8zWaUCgxz1UVNuM7icCleFaDzBjUpCxg4jOrw6WPMai4J5_B70ldOQ00P2s8xTo4BuPsC34bwBVBtXI-CaJ9QcTV-NFGT3CNtZF0LKvHPoa519s2jBPCAYaY/s640/rage+box.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; I know that a game engine doesn’t predestine a game’s fate, so don’t misinterpret what I’m saying here. I also know that middleware is often used simply to leverage the ability to provide a game with awesome graphics and cool-looking shit. But another thing I know is that when developers are in a position to choose how they want their game to feel -- how a character’s feet walk along the ground, how the bullets chip off pieces of scenery, or how it feels when a character slams into the ground following a special attack -- the choice to offload the bulk of those sensations onto a pre-written piece of middleware means that they are &lt;u&gt;mostly content&lt;/u&gt; with the way they see it operate in other games that use that same engine. So what I’m saying is &lt;u&gt;choosing an engine that is made for a certain type of game is going to make it play a lot like those games&lt;/u&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;OKAY, BACK TO THE POINT&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The point in bringing up the engine behind &lt;i&gt;Mass Effect&lt;/i&gt; is that Unreal Engine 3 is the defining point between it and all of Bioware’s preceding outings. While &lt;i&gt;Mass Effect&lt;/i&gt; undoubtedly contains exquisite storytelling, quantitative character growth, and a substantial inventory system, what made &lt;i&gt;Mass Effect&lt;/i&gt; capable of breaking out of popularity amongst RPG fans and into popularity with gamers in general was the fact that it played very much like a decent third-person shooter. I still go back often and play through the entire game just because of the undeniable quality of its mechanics. The way the screen bobbed frantically when you sprinted, the fluid camera glide that followed you when you snapped to cover, and even something as simple as believable recoil-induced screen shake added a sense of gravity to the entire experience.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Even compared to a dedicated third-person action game like &lt;i&gt;Red Faction: Guerilla&lt;/i&gt;, with its seismic bombast and ludicrous physics, &lt;i&gt;Mass Effect&lt;/i&gt; felt more, well, &lt;b&gt;real&lt;/b&gt;. Combine this realness with a kick-ass telekinesis mechanic and you basically tap into every sci-fi power fantasy ever created. Even Stephen Hawking probably creamed his pants on his first playthrough.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVQHBw7xDWIwIXeq1S6q8tvVP9ContUataluqn3IEJd6huQ9-F4WglD3pbkeCqwqAaKrAa9koLIKRW9_OkY8Sp8lj2t98kKAkIf23oQsIefmU6yMWuEO78kBFpdMvbRseemoyvE5500D0/s1600/the+hawk.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="412" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVQHBw7xDWIwIXeq1S6q8tvVP9ContUataluqn3IEJd6huQ9-F4WglD3pbkeCqwqAaKrAa9koLIKRW9_OkY8Sp8lj2t98kKAkIf23oQsIefmU6yMWuEO78kBFpdMvbRseemoyvE5500D0/s640/the+hawk.gif" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; It wasn’t perfect, though. For all its pants-creaming goodness, it had quite a few bugs and it lacked some of the shinier bits that other shooters had (like accurate location damage and authentic battle scarring). It also still felt a lot like a traditional RPG with its heavy focus on branching dialogue trees and unwieldy inventory management. These criticisms were of course addressed in &lt;i&gt;Mass Effect 2&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: large;"&gt;ODDS AND ENDS, MODS AND TRENDS&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; If time were a book and God turned to the page where &lt;i&gt;Mass Effect 2&lt;/i&gt; was written, he’d probably say, “Jesus Christ did I see that one coming.” (and Jesus would say, “Sorry dad” and God would be all like, “Shut up, I wasn’t talking to you, you dimwit! JESUS CHRIST” fin) because &lt;i&gt;Mass Effect 2&lt;/i&gt; was basically the inevitable chest-bursting neonatal xenomorph first implanted into everyone’s gaping mouths by &lt;i&gt;Mass Effect&lt;/i&gt;. It carried an updated sense of style, an edgy, rugged look that made sense considering the hell that Shepard went through, and it expanded on every single mechanic, save one. You know the one I’m talking about.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Still, that particular change can’t really be considered a limitation as much as it was a delineation: the decision to implement thermal clips as a replacement for weapon overheating was a line drawn in the sand. It’s not just that thermal clips are reminiscent of shooters or are a common shooter element, it’s that this small change took away the last vestige of meaningful RPG game design: taking turns.&lt;br /&gt;
&lt;br /&gt;
The first time a player runs out of thermal clips in the game there is a palpable sense that “HEY, THIS IS NOT THE GAME I WAS PLAYING FOR THE LAST 30 HOURS. NOT EVEN A LITTLE BIT.” That’s because in Mass Effect, hitting the overheating point was like finishing a turn: you posted up by cover, spewed any number of attacks until they topped out, and went back into cover waiting for them to refresh.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7lhXMY1aMEgQa7Bv6LHmuZVOEOqUtt4aUy42Di-cJxQq0ld7Orp0-xbrrALGtc1v56rV-sMBvGguA26VdE6bUUO_gFkFq_v3lLlmWO86E76aReipqVyYnTopsTWne7xyPitJBV-JzUBE/s1600/plebs.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7lhXMY1aMEgQa7Bv6LHmuZVOEOqUtt4aUy42Di-cJxQq0ld7Orp0-xbrrALGtc1v56rV-sMBvGguA26VdE6bUUO_gFkFq_v3lLlmWO86E76aReipqVyYnTopsTWne7xyPitJBV-JzUBE/s1600/plebs.gif" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Of course, &lt;i&gt;Mass Effect&lt;/i&gt; was still part action game so you could, if you chose, move from cover to cover while your skills were cooling down. You could issue commands in real-time and decide to try and dodge attacks as they came at you. But you could also choose to play it (mechanistically) like a turn-based RPG, where you select an advantageous position and trade blow after blow with your enemy, never really needing to employ any kind of skill-based action. Thermal clips make this tactic &lt;u&gt;impossible&lt;/u&gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; In some cases you may get away with it, but eventually most combat scenarios require you to abandon your cover and move to another, just so you can keep attacking. The quest for thermal clips &lt;u&gt;forces action &lt;/u&gt;and as a result increases the pace and skill-necessity of every single encounter. Nevermind that Bioware even further tweaked the sensations of running and recoil to make them closer to a native shooter and designed all the levels as linearly as possible, the mechanic of thermal clips firmly roots the game in the realm of action. Also, making experience and cash a per-mission reward as opposed to something earned from the de facto act of killing dudes was just...uncool, man.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;WHICH LEADS ME TO MY NEXT POINT&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; It becomes increasingly clear then, in retrospect, that &lt;i&gt;Mass Effect 3&lt;/i&gt; wasn’t going to shift any paradigms or blow any minds. While people might argue that that’s exactly what Mass Effect did when it came out, and thus it’s what &lt;i&gt;Mass Effect 3&lt;/i&gt; should have done because of arguments about pedigree (not the dog food, people) and ancestry (not the website, people), the facts prove otherwise. &lt;i&gt;Mass Effect &lt;/i&gt;was always about providing people with a well-told action game, not a by-the-numbers RPG. And I firmly believe that Bioware even tried, really hard, to make that clear to people through devlogs and Youtube previews. But it really didn’t matter at that point.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; By the time &lt;i&gt;Mass Effect 3&lt;/i&gt; had come out, too many opinions about too many things had been rolling around in too many people’s heads to really take the game as it stood: an action game. &lt;i&gt;Mass Effect 3&lt;/i&gt; had (and still has, to an extent) too much baggage. A lot of that baggage is emotional, what with gamers who have invested hundreds of hours in the first two games now hoping for a satisfying conclusion, but a lot of it is also developmental. The burden of making a second sequel to an already popular game is probably too much for anyone to handle, much less in only 2 years. I mean, even Christopher Nolan took 4 years between &lt;i&gt;The Dark Knight&lt;/i&gt; and &lt;i&gt;Rises&lt;/i&gt;, and those are movies, things that don’t even have to take into account the physical sensation of experiencing them.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; So &lt;i&gt;Mass Effect 3&lt;/i&gt; had to choose. Gamers didn’t have a say in this choice, which is really the key to the whole mess surrounding the game. &lt;i&gt;Mass Effect 3&lt;/i&gt; chose to be an action game. Against any desires or hopes that popular opinion may have had, &lt;i&gt;Mass Effect 3&lt;/i&gt; chose to create an experience where shooting a Cerberus patrol in the face would cause his head to explode like a turgid watermelon as opposed to an experience where saying, “If you take one more step I’ll blow your FUCKING brains out” meant that if you literally clicked anywhere else besides his head or his gun you’d die a peasant’s death. Personally, I enjoy the former.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKcSzuTqGHisugb_Jliv4JsyjV-1e-LZr684GAxWHtjhZnYr-WUIsri7_5HxP_famWh4L6RUoq1w5bveRSUAdM6pW7NPfd1EgKwa13pfNYBU_NHUsx9m4IcKhd_TLlIH-v5F2i3NAJtrU/s1600/chappelle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="546" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKcSzuTqGHisugb_Jliv4JsyjV-1e-LZr684GAxWHtjhZnYr-WUIsri7_5HxP_famWh4L6RUoq1w5bveRSUAdM6pW7NPfd1EgKwa13pfNYBU_NHUsx9m4IcKhd_TLlIH-v5F2i3NAJtrU/s640/chappelle.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; I’m not saying we can’t have both. I’m saying that Mass Effect 3 is one and not the other.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;I MAY HAVE WASTED YOUR TIME, BUT&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; As a final thought I’d really like to address the glaring issue of “player motivation” behind &lt;i&gt;Mass Effect 3 &lt;/i&gt;and how it has been said that the lack thereof really ruins the game. Up to this point, I’ve basically built the argument that &lt;i&gt;Mass Effect 3 &lt;/i&gt;is fundamentally an action game, so when the argument that the game’s story doesn’t provide me with adequate impetus to play, I can only reasonable reply, “I guess. I just played through the game because I loved slamming dudes in the face with a biotic charge followed by a skull-bursting shotgun shell to the face.” I played through &lt;i&gt;Mass Effect 3&lt;/i&gt; because it was satisfying to play. This is what makes &lt;i&gt;Mass Effect 3&lt;/i&gt; great: it’s an action game and &lt;i&gt;all of its actions are fucking brilliant&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
It’s brilliant the way firing an M6 Carnifex pushes the camera up and back with each shot, adding a satisfying punch to each impact it delivers. It’s intoxicating the way a fully upgraded biotic charge/nova combo is an impeccably timed ballet of button presses that results in body after body being lifted into the air and then curbstomped into oblivion. And the way Incinerate detonates with a crisp “pop” as it curves elegantly around a corner into a poor unarmored soul is like . These are the moments that define what &lt;i&gt;Mass Effect 3 &lt;/i&gt;is to me. I don’t mind that someone said Earth is in imminent danger, that somehow there’s some arbitrary time constraint which actually doesn’t exist, or that maybe someone is supposed to die while I’m out trying to save a drowning space-puppy. All I want to do is keep playing the game. And &lt;i&gt;Mass Effect 3&lt;/i&gt; lets me do that. I’m happy. I’m also really happy that this is basically what the multiplayer is and that they’ve continually added free content to it ever since release.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;IT’S PRETTY MUCH ALL EX POST FACTO&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; What makes &lt;i&gt;Mass Effect&lt;/i&gt; worth playing isn’t the fact that it’s a decent RPG. To play it under the assumption that it’s an RPG is like going to watch a Transformers movie under the assumption it’s a serious thriller: you’ll be so caught up in trying to substantiate motivations and logic that you’ll miss the fact that a giant robot spider thing just ate 10 bulldozers for fun. And even if you don’t miss it, you won’t be able to enjoy that fact because you’ll be so wrapped up in how improbable it is that such a thing could happen.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; So sure, &lt;i&gt;Mass Effect &lt;/i&gt;is a shitty DM, but he sure as hell knows how to make being shitty look and feel really fucking awesome.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCcIkWbXLmvZ3nOs3VFww_p9YxxXoEtoxrHB0b6KKdpcbGVUNNDGDSuR__zrMtNHXy7pSvSOg27HksET2hVlrJCx00fSyaNz4wR4XdwPjYAqM5hRT1biX-MwpG2uLW-vzf7AbvXqxNz1E/s1600/cool+dice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCcIkWbXLmvZ3nOs3VFww_p9YxxXoEtoxrHB0b6KKdpcbGVUNNDGDSuR__zrMtNHXy7pSvSOg27HksET2hVlrJCx00fSyaNz4wR4XdwPjYAqM5hRT1biX-MwpG2uLW-vzf7AbvXqxNz1E/s1600/cool+dice.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/350709032896789844" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/350709032896789844" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2013/06/mass-effect-3-youre-wrong-but-thats-ok.html" rel="alternate" title="Mass Effect 3: You're wrong, but that's ok" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDaKPreJGhNT4dr33g7YSpyaaVKZqJ7QnTEKjSksxkYt2NM2zH2hyphenhyphenMDMFSLzDWlBLWEuOZq-TTQXssNidpWHEyWUNfhHRcvBSiTwW3QnS_TeZdO4wX7Aa0JCb-iVd49GoSlRZtgShObso/s72-c/title+shot.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-2970216473299263782</id><published>2013-06-20T10:36:00.002-07:00</published><updated>2013-06-26T00:25:47.494-07:00</updated><title type="text">Xenogears: The Article</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
 &lt;w:WordDocument&gt;
  &lt;w:View&gt;Normal&lt;/w:View&gt;
  &lt;w:Zoom&gt;0&lt;/w:Zoom&gt;
  &lt;w:TrackMoves/&gt;
  &lt;w:TrackFormatting/&gt;
  &lt;w:DoNotShowRevisions/&gt;
  &lt;w:DoNotPrintRevisions/&gt;
  &lt;w:DoNotShowMarkup/&gt;
  &lt;w:DoNotShowComments/&gt;
  &lt;w:DoNotShowInsertionsAndDeletions/&gt;
  &lt;w:DoNotShowPropertyChanges/&gt;
  &lt;w:PunctuationKerning/&gt;
  &lt;w:ValidateAgainstSchemas/&gt;
  &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;
  &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt;
  &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;
  &lt;w:DoNotPromoteQF/&gt;
  &lt;w:LidThemeOther&gt;EN-US&lt;/w:LidThemeOther&gt;
  &lt;w:LidThemeAsian&gt;JA&lt;/w:LidThemeAsian&gt;
  &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt;
  &lt;w:Compatibility&gt;
   &lt;w:BreakWrappedTables/&gt;
   &lt;w:SnapToGridInCell/&gt;
   &lt;w:WrapTextWithPunct/&gt;
   &lt;w:UseAsianBreakRules/&gt;
   &lt;w:DontGrowAutofit/&gt;
   &lt;w:SplitPgBreakAndParaMark/&gt;
   &lt;w:DontVertAlignCellWithSp/&gt;
   &lt;w:DontBreakConstrainedForcedTables/&gt;
   &lt;w:DontVertAlignInTxbx/&gt;
   &lt;w:Word11KerningPairs/&gt;
   &lt;w:CachedColBalance/&gt;
   &lt;w:UseFELayout/&gt;
  &lt;/w:Compatibility&gt;
  &lt;w:BrowserLevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;
  &lt;m:mathPr&gt;
   &lt;m:mathFont m:val="Cambria Math"/&gt;
   &lt;m:brkBin m:val="before"/&gt;
   &lt;m:brkBinSub m:val="&amp;#45;-"/&gt;
   &lt;m:smallFrac m:val="off"/&gt;
   &lt;m:dispDef/&gt;
   &lt;m:lMargin m:val="0"/&gt;
   &lt;m:rMargin m:val="0"/&gt;
   &lt;m:defJc m:val="centerGroup"/&gt;
   &lt;m:wrapIndent m:val="1440"/&gt;
   &lt;m:intLim m:val="subSup"/&gt;
   &lt;m:naryLim m:val="undOvr"/&gt;
  &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;br /&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
 &lt;w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true"
  DefSemiHidden="true" DefQFormat="false" DefPriority="99"
  LatentStyleCount="267"&gt;
  &lt;w:LsdException Locked="false" Priority="0" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Normal"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="heading 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 7"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 8"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" Name="toc 9"/&gt;
  &lt;w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/&gt;
  &lt;w:LsdException Locked="false" Priority="10" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Title"/&gt;
  &lt;w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/&gt;
  &lt;w:LsdException Locked="false" Priority="11" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/&gt;
  &lt;w:LsdException Locked="false" Priority="22" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Strong"/&gt;
  &lt;w:LsdException Locked="false" Priority="20" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/&gt;
  &lt;w:LsdException Locked="false" Priority="59" SemiHidden="false"
   UnhideWhenUsed="false" Name="Table Grid"/&gt;
  &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/&gt;
  &lt;w:LsdException Locked="false" Priority="1" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/&gt;
  &lt;w:LsdException Locked="false" Priority="34" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/&gt;
  &lt;w:LsdException Locked="false" Priority="29" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Quote"/&gt;
  &lt;w:LsdException Locked="false" Priority="30" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/&gt;
  &lt;w:LsdException Locked="false" Priority="19" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/&gt;
  &lt;w:LsdException Locked="false" Priority="21" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/&gt;
  &lt;w:LsdException Locked="false" Priority="31" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/&gt;
  &lt;w:LsdException Locked="false" Priority="32" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;
  &lt;w:LsdException Locked="false" Priority="33" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;
  &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;
  &lt;w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/&gt;
 &lt;/w:LatentStyles&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt;
&lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:"Table Normal";
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-qformat:yes;
 mso-style-parent:"";
 mso-padding-alt:0in 5.4pt 0in 5.4pt;
 mso-para-margin:0in;
 mso-para-margin-bottom:.0001pt;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
 mso-ascii-theme-font:minor-latin;
 mso-fareast-font-family:"MS Mincho";
 mso-fareast-theme-font:minor-fareast;
 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;
 mso-bidi-font-family:"Times New Roman";
 mso-bidi-theme-font:minor-bidi;}
&lt;/style&gt;
&lt;![endif]--&gt;

&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
Hating God is a very easy thing to do. He is big, he is
vague, and he is probably kind of smelly. Maybe not smelly in the most
traditional terms, but he probably does have some kind of strong and
overpowering odor about him that acts like sort of an aura. He has an aura,
too. That’s a thing, right?&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
I’d go further to say that hating God is &lt;u&gt;so easy&lt;/u&gt; that
we probably do it sub-consciously, without real effort, because really, it
takes no effort. It’s not that hating God is &lt;u&gt;innate&lt;/u&gt;, because that would
mean we somehow don’t have a choice to do so, like it’s some instinctual
habitual need for us to hate God, which would in turn imply that God
instinctually and innately exists in some way else this innate instinct would
be pointless and unexplainable.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
What I &lt;i style="mso-bidi-font-style: normal;"&gt;am&lt;/i&gt; saying
is that hating God is the path of least resistance when faced with the idea
that God might possibly exist, and I am going to go further and say that
eventually everyone must decide &lt;i&gt;what to do with that idea&lt;/i&gt;. And it’s here that
I start talking about &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; doesn’t
make me question the existence of God, but it does make me realize I hate him.
Beyond just hating, it makes me realize &lt;i style="mso-bidi-font-style: normal;"&gt;why&lt;/i&gt;
I hate him. But &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; doesn’t jump
out and demand that I have some kind of introspective moment and then
extrapolate logical conclusions; it simply leads me gently by the hand and
before I know it, I am weeping over the broken corpse of a God of my creation.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
This is the purpose of good narrative. It’s supposed to be a
ride. It’s not a dialogue or a discussion or even a system of logic that takes
inputs and produces some kind of atheistic epiphany, it’s a ride. And it should
feel like one. It should be built like one. And the only reason why opinions
may be changed at the end of the ride is because the ride itself obviates the
need for argumentation by virtue of the events that occur over the course of
it. There is no “proving” in the rhetorical or logical sense. There are only
things that happen.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
In the midst of &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;,
a game happens. This game is also called &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;,
but it is not &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; in its
entirety. They only share the same name. &lt;b&gt;The game&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; is about power, discovery, motivation, despair, economies
of scale, and transference. &lt;b&gt;The story&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
is just about hating God.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
A primary design obstacle for any game director (here the
word “game” refers to the product, not the game) is to decide how to stuff one
into the other in such a way that a player (as necessitated by the game, as
opposed to a “reader” or “observer” of a narrative) doesn’t question it
overmuch. &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; fails at this
quite miserably.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
A game, even in its most elementary definition, is wider
than a narrative. It is intended to create spaces for possibility and
experimentation. It is intended to be a workshop; a place where both frivolity,
characterized by more theoretical, whimsical ventures, and purpose,
demonstrated by profiteering and product-oriented effort, are allowed and
encouraged. But a game in its most elementary definition has no point, no moral,
no compass. A narrative does.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
The question then becomes: “which of these two should take
precedence?” And the answer invariably is: “It depends.” In &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;, it depends.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
The aforementioned failure at stuffing and player
questioning present in &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
results from “it depends.” This failure is rampant, blatant, and heavy-handed.
The game begins with a 10-minute introductory exposition containing information
that is not resolved until near the end of a 50+ hour game. Gameplay segments
are aimless, either placed in very large open spaces like deserts, forests, or
worst of all convoluted dungeons (with no maps) containing only 1 intended
endpoint. There are no reminders or signposts to assist players in returning to
the game after an unintended hiatus. In fact, so much of the responsibility of
remembering events, following events, and making narrative connections is
placed upon the player that I would hazard to say that only the most
unreasonably patient person would be willing to tolerate it.&lt;br /&gt;
&lt;br /&gt;
This failure is
unequivocal, undeniable, and absolute. It is also irrelevant.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
A game, once again in its most elementary definition, is
designed for choice: boundaries impose choice by restricting retreat,
opposition forces choice by threatening defeat, and rules delineate a space and
mode in which these choices can “play out”. In this most primal sense it is
intended to produce agony; indeed, it is actual fact that this is where the
word “agony” comes from. Agony is the result of choice. The sensation of a
pulling, a tearing of the will in multiple directions, of the strain of
possibilities and the contemplation of sacrifice for opportunity is the
definition of Agony, and in turn we become Agonists.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Over time the common definition of this word has become
associated more with the suffering that results from moments of Agony as
opposed to the Agony itself. In fact, it is from the word “Agony” we derive the
word “Agency”, which describes the active choice role that is characteristic of
games. And so to be an agent is to be in agony. The game &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; is pure agony, and in turn you, player, are pure agency.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
This agony is soldered into the twists of the tortuous narrative of &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; in
such a way as to be inseparable. But they are distinctly discerned: there is no
mistaking what part of &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears &lt;/i&gt;is
story or game.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
In &lt;b&gt;the story&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
there is nothing but war and despair. The world has been locked in war so long
that it’s forgotten why such a war exists, and the hatred and motivation for
war is now simply bred into the bones of their children and their children’s
children. What kind of a God lets such a thing happen? A God worth hating, is
what kind. And so we hate him.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
But the hinge upon which this hate glides so smoothly is
shallow, immature, and childlike: the kind based purely on ignorance. Ignorance
is the key to blind hate. Ignorance is the basis for fear, as fear of the
unknown is what drives both desire for knowledge (to illuminate the unknown to
dispel the fear to preserve the self) and the desire for destruction (to raze
the incomprehensible to reduce its confundity to establish control). This is
the kind of hate we have of black people, women, white people, that
dirty-looking bum on the corner, and the guy who makes our Subway sandwiches.
This is why we yell at each of these people when they do something we don’t
like. This is why we feel terrible when we find out they have families, dogs,
cats, and also make a lot more money than we do and as a result regret not
befriending them initially because now we’ll have to pay for Subway sandwiches
unless we go to the other Subway which is like 5 more blocks down. But who
knows if that Subway guy is cool or rich like this one?&lt;br /&gt;
&lt;br /&gt;
So then we’ll probably
yell at him too. Blind hate.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
At the end of the story, all unknowns (as there are many)
are dispelled, the twisting threads are brought together, and the nature of
this hate-worthy God is laid bare. And here is where the brilliance of &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; the story is firmly
established: it dispels all of our ignorance without dispelling its twin-bred
hate. It takes the initial ignorance-based animosity and, over the course of a
50-hour engagement tears us from our ignorance with evidence that also
thoroughly substantiates our hate, and in so doing turns this hate into the
motivation for grinding out power in order to ensure the complete and utter
destruction of this hateful God. And this is where &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; &lt;b&gt;the game&lt;/b&gt; complements &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
&lt;b&gt;the story&lt;/b&gt; so well, and why the successful and proper mixing of the two
disparate strands is so irrelevant.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;The game&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
is used as space, not propulsion. Its combat is not skill-based,
action-oriented, or twitchy by any means. Its platforming is basic and at times
glitchy and unnecessarily frustrating. Its character management is minimal, its
item table is laughably finite for a 50-hour game, and there are no substantial
sidequests. &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; relies
primarily on grinding for progress and surety, a choice that would today be
ridiculous and unbearable. But I played through it anyway. I played through it
because I was convinced by the story &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
that it was necessary, useful, and sensible to do so in the context of the
narrative and the characters in my charge.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;The game&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
does this by complementing a run-of-the-mill JRPG leveling system with the
“Deathblow”. Both narratively and ludologically it fits: Deathblows are
intermittent mechanics rewards that give players a more panoramic, protracted
goal to aim for beyond simple leveling or itemization, and is only partway
contingent upon these trite categorizations. By linking a unique system to a
banal one, &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; manages to
maintain a necessary minimum of interest in character growth as the player
travels in linear fashion from plot point to plot point.&lt;br /&gt;
&lt;br /&gt;
In the narrative, both
PCs and NPCs slam and get slammed with Deathblows at crucial moments,
reinforcing their narrative importance and rejuvenating the desire to unlock
them through grinding. Basically, the “Deathblow” can be best understood as &lt;b&gt;the
bridge&lt;/b&gt; between &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; &lt;b&gt;the story&lt;/b&gt;
and &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; &lt;b&gt;the game&lt;/b&gt;. And besides,
the word “deathblow” itself conjures up something fierce in the deepest parts
of my darkest desires.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
So when &lt;b&gt;the story&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
begins (at the moment I choose to begin by selecting “New Game”) by describing a
world beset by thoughtless warring, my first inclination upon entering &lt;b&gt;the&lt;/b&gt; &lt;b style="mso-bidi-font-weight: normal;"&gt;game&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; (the moment when I am given the choice to move Fei about)
is to find out more about this war from those willing to talk, and to see
exactly how dangerous this world really is. However, &lt;b&gt;the&lt;/b&gt; &lt;b style="mso-bidi-font-weight: normal;"&gt;story&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; places me
on a remote island for “reasons unknown”, which in turn limits my actions and
boundaries in &lt;b&gt;the &lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;game&lt;/b&gt; &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;, and limits it enough for me to want to
continue on to the next plot point. As these narrative impulses become grander,
such as the infiltration and assassination of a regent, the hunt for a
deadly gladiator-slaughtering sewer monster, or the destruction of an all
powerful being of some questionably otherworldly origin, so too do the spaces
where the game occurs become grander.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
So while &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;the story&lt;/b&gt; and &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; &lt;b style="mso-bidi-font-weight: normal;"&gt;the game&lt;/b&gt; can
indeed be divided up neatly into its component parts, this is by no means a
fair analysis of the whole. Despite the fact that &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt; the story and &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;
the game aim at producing different sensations and promote the realization of
different goals, they are complementary. &lt;b&gt;The story&lt;/b&gt; &lt;b&gt;&lt;i&gt;creates desires&lt;/i&gt;&lt;/b&gt; &lt;i&gt;&lt;b&gt;to actuate
power &lt;/b&gt;&lt;/i&gt;in order to consummate hate, and &lt;b&gt;the game &lt;i&gt;provides a path to power&lt;/i&gt;&lt;/b&gt; that
is in complete control of the player coupled with barriers high enough (boss
battles) to make gains in power feel significant and necessary. They do
not intertwine mechanically (that is, there is no way to influence the course
of the story through gameplay), but they do intertwine philosophically in that
their aims are conjoined and their goals are essentially identical. This is the
true face of &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Too few games take advantage of this thought process now.
Granted, the space in which to execute an hybridization like this is decidedly
limited in all other efforts compared to the common JRPG, but it’s not the
space that prohibits this; it’s a mindset. I believe the prevailing mindset is
to aim for extremes: focus on making satisfying gameplay or compelling
mechanics, or make a meaningful narrative with a powerful moral or
overwhelmingly sensuous ride. Inundate your players with one or the other and
in that way find success. But this creates a hyperspeed arms race surfing on a
tide of ever-increasing expectations that is sure to end in a disastrous crash.
What we need is more balance, more foresight, and more space to work in.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
What we need is more &lt;i style="mso-bidi-font-style: normal;"&gt;Xenogears&lt;/i&gt;.&lt;/div&gt;
&lt;/div&gt;
</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2970216473299263782" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2970216473299263782" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2013/06/xenogears-article.html" rel="alternate" title="Xenogears: The Article" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6943604442756233889</id><published>2012-05-31T15:46:00.001-07:00</published><updated>2012-06-16T19:48:37.397-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Dinos in Space-a yarned deathball</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Title: Dinos in Space&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Platform: PC, Mac&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Release: &lt;a href="http://dinopuzzlegame.com/"&gt;$5 available from developer&lt;/a&gt;&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/05/review-dinos-in-space-yarned-deathball.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6943604442756233889" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6943604442756233889" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/05/review-dinos-in-space-yarned-deathball.html" rel="alternate" title="&lt;center&gt;-REVIEW: Dinos in Space-&lt;br&gt;a yarned deathball&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFZJuLELmUxqyiMA4vjtGJs3pjX8JiV4moWf7CU3qtqHRBy3XfY7dihcc1vDCQkvT2XuYXCSSHoBTVgGO1dQ1GSkpduPnDwRTS3yHtPsu60wgPPEnFr9VtJqjI0lEO9woev05pOvhTkdA/s72-c/s2big.png" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6046008139802611354</id><published>2012-05-18T11:38:00.002-07:00</published><updated>2012-05-18T11:55:01.975-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><title type="text">Diablo 3: we are the 99%</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
So Diablo 3 is out. If you&amp;#39;re looking for screenshots and media and other fancy-schmancy malarkey, you can just google it. I&amp;#39;m about to just...talk.&lt;br&gt;
&lt;br&gt;
It&amp;#39;s got a lot of good things going for it. It looks great, runs smoothly, has a friendly, accessible inventory and hotkey scheme, and delivers dastardly satisfying combat feedback. When you click, things go boom.&lt;br&gt;
&lt;br&gt;
On top of all this is an overwhelming amount of lore, backstory, sidestory, journal padding, and platinum-pantied voice acting surrounded by increasingly verisimilitudinous visual fidelity so much so that if you had a big enough screen, it&amp;#39;d easily take over your waking world. Boom!&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/05/diablo-3-we-are-99.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6046008139802611354" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6046008139802611354" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/05/diablo-3-we-are-99.html" rel="alternate" title="Diablo 3: we are the 99%" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6982671754170573668</id><published>2012-05-03T06:00:00.000-07:00</published><updated>2012-05-03T20:29:46.030-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Cargo: The Quest for Gravity-a principled madness</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEOGfYB893_l-oULolUCKF9kMVHuQRT_7qRkENucHfaH9X6nxoexkeUEZrA_ne7pqz5VqDmT7UO9Lpaq-jka2AsQIYzJfuWalnQAkgEhZom-S926Jf7TpuwlrPiemOrRQdN406r5kMPBc/s1600/cargo+title.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEOGfYB893_l-oULolUCKF9kMVHuQRT_7qRkENucHfaH9X6nxoexkeUEZrA_ne7pqz5VqDmT7UO9Lpaq-jka2AsQIYzJfuWalnQAkgEhZom-S926Jf7TpuwlrPiemOrRQdN406r5kMPBc/s400/cargo+title.jpg" width="400"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Title: &lt;/b&gt;Cargo: The Quest for Gravity&lt;br&gt;
&lt;b&gt;Developer: &lt;/b&gt;Ice-Pick Lodge&lt;br&gt;
&lt;b&gt;Price/Platform:&lt;/b&gt; $19.99/Steam&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Insanity, at a price that can&amp;#39;t be beat&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/05/review-cargo-quest-for-gravity.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6982671754170573668" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6982671754170573668" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/05/review-cargo-quest-for-gravity.html" rel="alternate" title="&lt;center&gt;-REVIEW: Cargo: The Quest for Gravity-&lt;br&gt;a principled madness&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEOGfYB893_l-oULolUCKF9kMVHuQRT_7qRkENucHfaH9X6nxoexkeUEZrA_ne7pqz5VqDmT7UO9Lpaq-jka2AsQIYzJfuWalnQAkgEhZom-S926Jf7TpuwlrPiemOrRQdN406r5kMPBc/s72-c/cargo+title.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-1933499749045191715</id><published>2012-05-02T19:33:00.001-07:00</published><updated>2012-05-03T00:43:44.824-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Avernum: Escape from the Pit-a tale of two richards</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphenDP1VY-blgpSUsPk245r7joi0U6RUILBe7VE7cKEIHCoXEQElfkyPBxj4FE2uuISCuo3cQIa7ej6FYE0IiApMtQ8NCnt7RdYwt2nJg-yVHof8z_0OgAZOjBkTPWVtGmW_b-G2uCrUe0/s1600/Avernum+title.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphenDP1VY-blgpSUsPk245r7joi0U6RUILBe7VE7cKEIHCoXEQElfkyPBxj4FE2uuISCuo3cQIa7ej6FYE0IiApMtQ8NCnt7RdYwt2nJg-yVHof8z_0OgAZOjBkTPWVtGmW_b-G2uCrUe0/s400/Avernum+title.jpg" width="400"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Title: &lt;/b&gt;Avernum: Escape from the Pit&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Developer:&lt;/b&gt; Spiderweb Software&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Price/Platform:&lt;/b&gt; $9.99/Steam&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
I told you so&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/05/review-avernum-escape-from-pit-tale-of.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1933499749045191715" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1933499749045191715" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/05/review-avernum-escape-from-pit-tale-of.html" rel="alternate" title="&lt;center&gt;-REVIEW: Avernum: Escape from the Pit-&lt;br&gt;a tale of two richards&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphenDP1VY-blgpSUsPk245r7joi0U6RUILBe7VE7cKEIHCoXEQElfkyPBxj4FE2uuISCuo3cQIa7ej6FYE0IiApMtQ8NCnt7RdYwt2nJg-yVHof8z_0OgAZOjBkTPWVtGmW_b-G2uCrUe0/s72-c/Avernum+title.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-7617337452351556306</id><published>2012-04-10T00:58:00.004-07:00</published><updated>2012-04-27T20:42:18.826-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><category scheme="http://www.blogger.com/atom/ns#" term="super.hype"/><title type="text">super.hype: When Friends Become Frenemies</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;b&gt;Games Journalism is a necessary evil, as regarded by gaming vets. We all know the score, they&amp;#39;re out to sell more copies, get more hits, and make more of the almighty dollarinos. This means they&amp;#39;ve always got ulterior motives: unbalanced reviews, fawning editorials, and of course page-crushing interactive and flash-based advertisements.&lt;/b&gt; &lt;b&gt;Games Journalism, what is it good for?&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;But the sad truth is that the emphasis of the phrase is not the &amp;quot;evil&amp;quot; but rather the &amp;quot;necessary&amp;quot;: we all need somebody to fish out that ocean for us from time to time. It operates on the same principle as the good ol&amp;#39; fashioned industry it&amp;#39;s fathered by. Without it, we&amp;#39;d either be stuck following only what we know and referred from place to place by one samey individual to the next, or worse be completely devoid of contact with human life and degenerate into HG Wellsian troglodytism.&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Is there a middle ground to be had? Recent coverage of Deus Ex: Human Revolution may have the answer.&lt;/b&gt;&lt;br&gt;
&lt;b&gt;&lt;/b&gt;&lt;br&gt;
&lt;b&gt;&lt;/b&gt;&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/04/superhype-when-friends-become-frenemies.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/7617337452351556306" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/7617337452351556306" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/04/superhype-when-friends-become-frenemies.html" rel="alternate" title="super.hype: When Friends Become Frenemies" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-1460384961322412951</id><published>2012-04-06T18:45:00.003-07:00</published><updated>2012-04-17T00:06:40.193-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">The Dialogue of a Games Review</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="MsoNormal"&gt;
The entirety of this blog has been dedicated to gaming. Some
of it is dedicated to the industry, some of it is dedicated to criticism, and
the majority of it has been dedicated to game review. However, this most
dominant of things is actually the thing that I loathe and love the most.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Games review is inherently subjective. It’s also largely
used as a compass, and in this sense it is viewed as an objective tool with
which one can guide him or herself to their desired gaming destination. In this
light it’s easy to see why the ambivalence exists, and so strongly: who really
knows where they want to end up, and how many of those people actually know how
to get there? And yet therein is my implied task: to guide and direct the flow
of fulfillment. &lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/04/dialogue-of-games-review.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1460384961322412951" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1460384961322412951" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/04/dialogue-of-games-review.html" rel="alternate" title="The Dialogue of a Games Review" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-2561054693430697885</id><published>2012-03-23T19:10:00.002-07:00</published><updated>2012-03-23T19:12:06.182-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Old Stuff"/><title type="text">Heartbreak Inspiration: I am the cat</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="MsoNormal"&gt;
&lt;i&gt;&lt;b&gt;They say heartbreak is the best inspiration. This is heartbreak inspiration&lt;/b&gt;&lt;/i&gt;&lt;b&gt;&lt;i&gt;&lt;br&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
There’s been a stray around our house for the past few days.
The first couple of days we fed it food…bad idea. But it’s hard to say no to a
stray sometimes, especially when they end up in your own backyard. But it got
the crazy idea in its head that it isn’t a stray. It loves people. Whenever we
step outside it immediately starts to rub on our legs and try to be petted. But
it isn’t just trying to scratch for fleas. I know because it otherwise sits
around and can’t be bothered. But once we show it some attention, it’s clear
she just wants to be loved.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;
&lt;/div&gt;&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/03/heartbreak-inspiration-i-am-cat.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2561054693430697885" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2561054693430697885" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/03/heartbreak-inspiration-i-am-cat.html" rel="alternate" title="Heartbreak Inspiration: I am the cat" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5372188873879648615</id><published>2012-03-19T21:51:00.003-07:00</published><updated>2012-03-19T21:53:27.170-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><title type="text">Fanfictions are Crap</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;b&gt;&lt;i&gt;This is a personal piece I submitted to another site, but was rejected due to &amp;quot;style&amp;quot; issues. So I thought &amp;quot;well that blows&amp;quot; but then realized I have my own blog where I publish stuff all the time, on which I&amp;#39;m the style nazi, and in which I can choose to publish what I choose. So I&amp;#39;m publishing it here.&lt;/i&gt;&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;&lt;i&gt;enjoy.&lt;/i&gt;&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/03/fanfictions-are-crap.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5372188873879648615" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5372188873879648615" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/03/fanfictions-are-crap.html" rel="alternate" title="Fanfictions are Crap" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6121589471030933643</id><published>2012-02-28T19:26:00.000-08:00</published><updated>2012-02-29T01:35:50.965-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW The Last Remnant- the particle ocean</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUywkBEiUs0zpEM5clYy2gIWTPioHpXU9pSI0xHPF99uIj4Lnm52XjArvNeRKkOPda7A6qUJbuVWtZcj47CkG8C1dysKGAE20gXKDgCuo4ekTKaGUAz71AuSKF2X1V7Qr25HQjdTZITEc/s1600/LastRemnantBox.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUywkBEiUs0zpEM5clYy2gIWTPioHpXU9pSI0xHPF99uIj4Lnm52XjArvNeRKkOPda7A6qUJbuVWtZcj47CkG8C1dysKGAE20gXKDgCuo4ekTKaGUAz71AuSKF2X1V7Qr25HQjdTZITEc/s400/LastRemnantBox.jpg" width="386"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;   &lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Title: The Last Remnant&lt;/b&gt;&lt;br&gt;
&lt;b&gt;Developer: Square Enix&lt;/b&gt;&lt;br&gt;
&lt;b&gt;Release: X360, PS3, PC &lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div class="MsoNormal"&gt;
In the future, when you die, your car, your house, your
clothes, your TV, and your wife disintegrate. That is, unless someone else
decides to take responsibility for it all&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/02/review-last-remnant-particle-ocean.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6121589471030933643" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6121589471030933643" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/02/review-last-remnant-particle-ocean.html" rel="alternate" title="&lt;center&gt;-REVIEW The Last Remnant-&lt;br&gt; the particle ocean&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUywkBEiUs0zpEM5clYy2gIWTPioHpXU9pSI0xHPF99uIj4Lnm52XjArvNeRKkOPda7A6qUJbuVWtZcj47CkG8C1dysKGAE20gXKDgCuo4ekTKaGUAz71AuSKF2X1V7Qr25HQjdTZITEc/s72-c/LastRemnantBox.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5666756403894352857</id><published>2012-02-19T00:44:00.001-08:00</published><updated>2012-02-19T00:48:22.795-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">Guest Article: A Final Fantasy XIII Review by Richard "jedirnc" Chang</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;&lt;span style="font-size: 12pt;"&gt;I’ve been busy as of late, and every
time I get busy I make other people do this kind of charity work that I do for
you for me. Is that confusing? It should be, because stuff like this should
never have to happen, but dammit, here we are, aren’t we? Life sucks,
sometimes.&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;&lt;span style="font-size: 12pt;"&gt;Anyway, I’ve never played Final Fantasy
XIII, but I have friends with whom I’ve talked long and hard about it and by
their kind hearts and wretched opinions, I feel strongly averse to it. Averse
enough to publish a review that essentially tears it apart and really talks
about why it’s so terrible. Also, I can’t say no to free material. Unless it’s
from you, so no, don’t ask me to publish your stuff. Well, only sometimes. I have
to read it first.&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;&lt;span style="font-size: 12pt;"&gt;Anyway, here it is.&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt;"&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;Final
Fantasy Episode XIII: A Ridonkulously Long Review&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-size: 12pt;"&gt;By
Richard “jedirnc” Chang&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;span style="font-size: 12pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/02/guest-article-final-fantasy-xiii-review.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5666756403894352857" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5666756403894352857" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/02/guest-article-final-fantasy-xiii-review.html" rel="alternate" title="&lt;center&gt;Guest Article: A Final Fantasy XIII Review&lt;br&gt; by Richard &quot;jedirnc&quot; Chang&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaqMCu43O8lFI4kDL0vRoamck37Ocmw7GC4cMvi_Yk7iT1FvWMrG_5frWNe-k5ZdO_CfmA84BcYmtMRPOVL5puCaAgKlsVvATpX32lkAjJv36Q_-XGfr5OuMgQb6xFJgs4df7zaud0VS4/s72-c/chocofro.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-4993189708859585658</id><published>2012-01-30T23:35:00.000-08:00</published><updated>2012-01-31T00:45:54.023-08:00</updated><title type="text">Games as Diaries or Why Creatures is "Magic"</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
I just ran across &lt;a href="http://www.unwinnable.com/2012/01/27/playing-god-on-death-motherhood-and-creatures/"&gt;this piece on Unwinnable&lt;/a&gt; about the game &lt;i&gt;Creatures&lt;/i&gt;, something of akin to an ant farm simulator/behavioral modeling machine. The game has no true goal, but its mechanics are incredibly complex. The purpose of the game was to recreate the phenomenon of life in a basic, algorithmic form such that the beings within could run their course from birth to death, all while allowing the player to influence their actions both directly (by giving them direct orders) and indirectly (by way of providing materials and some pavlovian operant conditioning).&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/01/games-as-diaries-or-why-creatures-is.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/4993189708859585658" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/4993189708859585658" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/01/games-as-diaries-or-why-creatures-is.html" rel="alternate" title="Games as Diaries or Why &lt;i&gt;Creatures&lt;/i&gt; is &quot;Magic&quot;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-8356080091893195531</id><published>2012-01-25T17:28:00.000-08:00</published><updated>2012-01-26T11:14:05.757-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: From Dust- you won't see it coming</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5V9S0eswak00w1MNL-szpwKp2a6tVM-lPGKMTFzAEw2ZCkQkTM7QPokvTZjUyC7QbI-4_zVaXjmdbOLXGSSYjqvYeqkSs0uG_SIwyPE1qLE-AbWwMpuUS_zq77D2cObe1NNj_7X2tTmc/s1600/2012-01-25_00001.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="147" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5V9S0eswak00w1MNL-szpwKp2a6tVM-lPGKMTFzAEw2ZCkQkTM7QPokvTZjUyC7QbI-4_zVaXjmdbOLXGSSYjqvYeqkSs0uG_SIwyPE1qLE-AbWwMpuUS_zq77D2cObe1NNj_7X2tTmc/s320/2012-01-25_00001.jpg" width="320"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
From Dust&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Developer: Eric Chahi/Ubisoft&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Release: $14.99&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Why do you always have to treat people like money, sir&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/01/review-from-dust-you-wont-see-it-coming.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/8356080091893195531" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/8356080091893195531" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/01/review-from-dust-you-wont-see-it-coming.html" rel="alternate" title="&lt;center&gt;-REVIEW: From Dust-&lt;br&gt; you won't see it coming&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5V9S0eswak00w1MNL-szpwKp2a6tVM-lPGKMTFzAEw2ZCkQkTM7QPokvTZjUyC7QbI-4_zVaXjmdbOLXGSSYjqvYeqkSs0uG_SIwyPE1qLE-AbWwMpuUS_zq77D2cObe1NNj_7X2tTmc/s72-c/2012-01-25_00001.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5641749720944635022</id><published>2012-01-03T03:26:00.000-08:00</published><updated>2012-01-03T03:43:25.275-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><category scheme="http://www.blogger.com/atom/ns#" term="super.hype"/><title type="text">super.hype: Sterilized Chaos</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="MsoNormal"&gt;
Fun is really hard work most of the time. Real Life
necessitates it: a night of heavy drinking is always accompanied by a terrible
hangover no matter how good of a time you had that night, unless you take the
necessary precautions and eat adequate amounts of food and space your drinks
out by the hour with glasses of water (but it’s likely that if you had a good
time, you were too busy doing that and not drinking glasses of water). Blowing
up an old CRT monitor 10 miles from the highway in the middle of Death Valley by
stuffing it with 20lbs of Tannerite binary exploding targets and firing a
large-caliber rifle at it necessitates being 10 miles away from the highway in
the middle of Death Valley to prevent the possibility of stray fragments
landing in populated areas or roadways. Having fun, good, explosive,
regrettable, coyote ugly-style fun, is annoyingly burdensome.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Not so in videogames.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2012/01/superhype-sterilized-chaos.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5641749720944635022" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5641749720944635022" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2012/01/superhype-sterilized-chaos.html" rel="alternate" title="super.hype: Sterilized Chaos" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3S4yHhJQu3ySoWzN0NjjdTFx8vvjW1sBH7f7Gm-ztRAQdoVaRiR-usI3mFr0bs2sWveq0AzsqQCmOeWhUvBxDMhL4sWII_811ib3lmGZ_MLv3w6S-VUg9_2j7vjvp3q97tJxTmm40lbk/s72-c/jerkwad.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6264812091367869491</id><published>2011-12-21T23:15:00.000-08:00</published><updated>2011-12-22T01:27:12.067-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Batman: Arkham City- where storytime goes wrong</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtqyLjHqiyC-mTaWEs6RWcMIDyxdsP8gRJKhSnnStw9r51JqHUP0CFqxWra6m_lSSAGz7mBWNU0LVE7jusV1LE7liYVemY_2WKnAJJkuXETA99kXLMc4vyqQwzB-9hzL0W5r1TX0K102s/s1600/2011-12-21_00001.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtqyLjHqiyC-mTaWEs6RWcMIDyxdsP8gRJKhSnnStw9r51JqHUP0CFqxWra6m_lSSAGz7mBWNU0LVE7jusV1LE7liYVemY_2WKnAJJkuXETA99kXLMc4vyqQwzB-9hzL0W5r1TX0K102s/s400/2011-12-21_00001.jpg" width="400"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;Title: &lt;/b&gt;Batman:
Arkham City&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;Developer: &lt;/b&gt;Rocksteady
Studios&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;Release&lt;/b&gt;: $49.99
(PC, Steam, Multiplat too)&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Batarangs, check. Batclaw, check. Batsuit, check.
Psychopathic villains, check. Paradoxically benevolent sadomasochist ambivalent
bipolar girlfriend, check. Superego-repressed narcissistic self-righteous
chaotic good protagonist, checkmate&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/12/review-batman-arkham-city-where.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6264812091367869491" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6264812091367869491" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/12/review-batman-arkham-city-where.html" rel="alternate" title="&lt;center&gt;-REVIEW: Batman: Arkham City-&lt;br&gt; where storytime goes wrong&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtqyLjHqiyC-mTaWEs6RWcMIDyxdsP8gRJKhSnnStw9r51JqHUP0CFqxWra6m_lSSAGz7mBWNU0LVE7jusV1LE7liYVemY_2WKnAJJkuXETA99kXLMc4vyqQwzB-9hzL0W5r1TX0K102s/s72-c/2011-12-21_00001.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-6509758770273920162</id><published>2011-12-05T16:45:00.001-08:00</published><updated>2011-12-05T17:28:42.488-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Good Books"/><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><title type="text">Read a Good Book: Ian Bogost's "How to Do Things with Videogames" - Ch.1 Art</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
We are approaching a horizon. This media we engage in is growing more quickly than we imagined. Growing out of our control.&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/12/read-good-book-ian-bogosts-how-to-do.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6509758770273920162" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/6509758770273920162" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/12/read-good-book-ian-bogosts-how-to-do.html" rel="alternate" title="Read a Good Book: Ian Bogost's &quot;How to Do Things with Videogames&quot; - Ch.1 Art" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-1638683088263616468</id><published>2011-12-01T12:52:00.001-08:00</published><updated>2011-12-05T17:34:18.524-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: WH40K: Space Marine- have your cake and eat it with doo</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEq4_B9MAOQh7gwJ0UQCF7y1-taoiYAT-uSiu6nIrykBJGoa_ppPWPOS3jIedtjhaim-ws_Bxds9bkjX4OTL329L0f8PNcWy4t0XFn2hiepFU16W0_ONCUPIZ8SYTRMufdxoiTF91Ixg/s1600/2011-12-01_00001.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEq4_B9MAOQh7gwJ0UQCF7y1-taoiYAT-uSiu6nIrykBJGoa_ppPWPOS3jIedtjhaim-ws_Bxds9bkjX4OTL329L0f8PNcWy4t0XFn2hiepFU16W0_ONCUPIZ8SYTRMufdxoiTF91Ixg/s400/2011-12-01_00001.jpg" width="400"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;T&lt;/b&gt;&lt;b&gt;itle: &lt;/b&gt;Warhammer 40,000: Space Marine&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Developer:&lt;/b&gt; Relic Games&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Release:&lt;/b&gt; $49.99 (PC, Steam. Multiplat too.)&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
 Suspend disbelief? Sir, there was never any belief to begin with&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/12/review-wh40k-space-marine-have-your.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1638683088263616468" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1638683088263616468" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/12/review-wh40k-space-marine-have-your.html" rel="alternate" title="&lt;center&gt;-REVIEW: WH40K: Space Marine-&lt;br&gt; have your cake and eat it with doo&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEq4_B9MAOQh7gwJ0UQCF7y1-taoiYAT-uSiu6nIrykBJGoa_ppPWPOS3jIedtjhaim-ws_Bxds9bkjX4OTL329L0f8PNcWy4t0XFn2hiepFU16W0_ONCUPIZ8SYTRMufdxoiTF91Ixg/s72-c/2011-12-01_00001.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-1591383352500357039</id><published>2011-11-21T17:45:00.001-08:00</published><updated>2011-11-21T20:33:55.014-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><title type="text">This is Not the Post You're Looking For</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;“It’s like you know you’re in the Matrix and you’re enjoying
it.”&lt;/b&gt; – Adam Harshberger&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
What should games aim to be? This is a huge question. It’s
the question that looms large in some designer’s minds, driving them towards
the completion of an idea or the eventual creation of a new one. It’s also a
question that your average player never asks explicitly, but always implicitly. It is also the question which, when answered, determines the quality of the
particular game being played.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/11/this-is-not-post-youre-looking-for.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1591383352500357039" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/1591383352500357039" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/11/this-is-not-post-youre-looking-for.html" rel="alternate" title="This is Not the Post You're Looking For" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5765384156077765763</id><published>2011-11-15T10:00:00.000-08:00</published><updated>2011-11-15T12:21:43.757-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Battlefield 3- inertia be damned</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;br&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5_CLNwamWrO2a0tKq3hwGfHX27dWzm0SQi58TxIxsTxrcY-STWu2G-MFk5lxwgLmibAUhZVFh-1leZDTyEwfOEWdb5YtOy0LskahxPiF7LJUjD4SjNIEaONkKCMBotTP-LCRlgWt_e_Y/s1600/BF+3+cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5_CLNwamWrO2a0tKq3hwGfHX27dWzm0SQi58TxIxsTxrcY-STWu2G-MFk5lxwgLmibAUhZVFh-1leZDTyEwfOEWdb5YtOy0LskahxPiF7LJUjD4SjNIEaONkKCMBotTP-LCRlgWt_e_Y/s400/BF+3+cover.jpg" width="275"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b&gt;Title:&lt;/b&gt; Battlefield 3&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b&gt;Developer:&lt;/b&gt; Digital Illusions CE&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b&gt;Release:&lt;/b&gt; Multiplatform $59.99 (Reviewed on PC,  with Origin)&lt;/div&gt;&lt;div class="MsoNormal"&gt;  &lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;Oh look, the kids are all grown up&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;  &lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br&gt;
&lt;/div&gt;&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/11/review-battlefield-3-inertia-be-damned.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5765384156077765763" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5765384156077765763" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/11/review-battlefield-3-inertia-be-damned.html" rel="alternate" title="&lt;center&gt;-REVIEW: Battlefield 3-&lt;br&gt; inertia be damned&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5_CLNwamWrO2a0tKq3hwGfHX27dWzm0SQi58TxIxsTxrcY-STWu2G-MFk5lxwgLmibAUhZVFh-1leZDTyEwfOEWdb5YtOy0LskahxPiF7LJUjD4SjNIEaONkKCMBotTP-LCRlgWt_e_Y/s72-c/BF+3+cover.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-8639584432665573873</id><published>2011-11-14T16:20:00.001-08:00</published><updated>2011-11-14T16:40:36.995-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Indie Cred"/><title type="text">Indie Cred: Bullet Time Ninja</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
Hey folks.&lt;br /&gt;
&lt;br /&gt;
I've left you hanging for a few weeks now, but I promise I'll make it up to you. And to start, here's a little game I found on IndieGames.com! (Click the picture to go there!)&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://kwarp.com/portfolio/bullettimeninja.html"&gt;&lt;img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0DVRX6M4W5okRK9vRKZnVM3fvSbJhjA8ioXwR2Gjt30t-WOd0CBY5ymd0hj6WOBWDAmB2RqbxTQBlqlM9Hxux0Acoksj6NTw_aMBC1FrUjkE3tEmYnTDk48SOogyMLv36kBxSy4vp_24/s1600/BT+Ninja.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
It is what it sounds like, I promise. It's also a sweet example of a &lt;a href="http://mediocritycodex.blogspot.com/2011/09/per-aspera-ad-astra-birth-of-new.html"&gt;simple concept made better by fantastic level design&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Have a go and have some fun!&lt;/div&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/8639584432665573873" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/8639584432665573873" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/11/indie-cred-bullet-time-ninja.html" rel="alternate" title="Indie Cred: Bullet Time Ninja" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0DVRX6M4W5okRK9vRKZnVM3fvSbJhjA8ioXwR2Gjt30t-WOd0CBY5ymd0hj6WOBWDAmB2RqbxTQBlqlM9Hxux0Acoksj6NTw_aMBC1FrUjkE3tEmYnTDk48SOogyMLv36kBxSy4vp_24/s72-c/BT+Ninja.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5770962154704859318</id><published>2011-11-08T16:48:00.000-08:00</published><updated>2011-11-08T16:51:33.950-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Indie Cred"/><category scheme="http://www.blogger.com/atom/ns#" term="Philosophy"/><title type="text">Indie in a Minute: DinoRubbish Megabundle - Piotr Ilyich Tchaikovskysaur IN SPACE</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
I&amp;#39;ve been wanting to say a little something about this game for awhile now, but haven&amp;#39;t yet found the appropriate time, space, or words that may adequately describe it.&lt;br&gt;
&lt;br&gt;
But the truth is there are no words that can. And there never will be. Not necessarily because the game is impossibly amazing and words can&amp;#39;t actually suffice, but for a rather different reason. Honestly, there&amp;#39;s a feeling that&amp;#39;s been seriously nagging at me for the past few days that sounds like pure madness, but is of course perfectly logical: why do we keep writing about games?&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/11/indie-in-minute-dinorubbish-megabundle.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5770962154704859318" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5770962154704859318" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/11/indie-in-minute-dinorubbish-megabundle.html" rel="alternate" title="Indie in a Minute: DinoRubbish Megabundle - Piotr Ilyich Tchaikovskysaur IN SPACE" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-2028855158298040180</id><published>2011-11-02T23:55:00.000-07:00</published><updated>2011-11-03T00:06:00.206-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Articles"/><title type="text">RTFM: The Legacy of Misinterpreting Modern Game Design</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
This is floating around the internet today:&lt;br&gt;
&lt;br&gt;&lt;/div&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/W1ZtBCpo0eU" width="560"&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/11/rtfm-legacy-of-misinterpreting-modern.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2028855158298040180" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/2028855158298040180" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/11/rtfm-legacy-of-misinterpreting-modern.html" rel="alternate" title="RTFM: The Legacy of Misinterpreting Modern Game Design" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://img.youtube.com/vi/W1ZtBCpo0eU/default.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-5509630699208562804</id><published>2011-10-31T18:59:00.000-07:00</published><updated>2011-11-01T19:02:45.154-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Reviews"/><title type="text">-REVIEW: Metro 2033- a light in the darkness</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;br&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivwkuRIcCIHM7bVJIOZuB2iIbfWzVPbdwWTeMzfG-nMBTJIYI3XOqj8HrEiwJEqY0iM4T-N0xSPJ4ZVnF3l1KW34nolvLFkVJwSK1LVFLJouBA34pFG9xSOLeqKyFWeZAQwYBeAizOsJk/s1600/metro-2033-box-sm.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivwkuRIcCIHM7bVJIOZuB2iIbfWzVPbdwWTeMzfG-nMBTJIYI3XOqj8HrEiwJEqY0iM4T-N0xSPJ4ZVnF3l1KW34nolvLFkVJwSK1LVFLJouBA34pFG9xSOLeqKyFWeZAQwYBeAizOsJk/s320/metro-2033-box-sm.jpg" width="320"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Metro 2033&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Developer: 4A Games&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Release: $19.99 (PC, Steam)&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Fear the future because let’s be honest, you don’t know how
to shoot a gun&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br&gt;&lt;/div&gt;
&lt;/div&gt;&lt;a href="http://mediocritycodex.blogspot.com/2011/10/review-metro-2033-light-in-darkness.html#more"&gt;Onward... &amp;gt;&amp;gt;&lt;/a&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5509630699208562804" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/5509630699208562804" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/10/review-metro-2033-light-in-darkness.html" rel="alternate" title="&lt;center&gt;-REVIEW: Metro 2033-&lt;br&gt; a light in the darkness&lt;/center&gt;" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivwkuRIcCIHM7bVJIOZuB2iIbfWzVPbdwWTeMzfG-nMBTJIYI3XOqj8HrEiwJEqY0iM4T-N0xSPJ4ZVnF3l1KW34nolvLFkVJwSK1LVFLJouBA34pFG9xSOLeqKyFWeZAQwYBeAizOsJk/s72-c/metro-2033-box-sm.jpg" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-82265262683814166.post-7734945882133473724</id><published>2011-10-27T12:32:00.000-07:00</published><updated>2011-10-27T12:32:38.733-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Indie Cred"/><title type="text">Attack of the Killer Indie Bundles</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
News has been floating around lately since the launch of &lt;a href="http://www.indieroyale.com/"&gt;Indie Royale&lt;/a&gt;, a new digital distribution site with a novel, but familiar way of doing business.&lt;br /&gt;
&lt;br /&gt;
They sell indie games in bundles for one low, low price!&lt;br /&gt;
&lt;br /&gt;
Not unlike the phenomenally successful &lt;a href="http://www.humblebundle.com/"&gt;Humble Bundle&lt;/a&gt; (that now grace the internet 1-2 times per year), Indie Royale is a great venue for indie developers to get exposure (and sales). But at the same time, this apparent copy-catting feels a bit strange, doesn't it? What exactly is the difference between this and the venerable humbleable bundelable?&lt;br /&gt;
&lt;br /&gt;
Let's examine the differences:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.humblebundle.com/"&gt;The Humble Bundle&lt;/a&gt; is a charitable venture that promotes indie games with its primary intent being fundraising. While it's backed and managed by a singular indie developer, it's scope is wide and decidedly not game-oriented. It aims to give consumers and creators alike a way to contribute to the needy via charities like EFF (An advocacy group for electronic media and art) and Child's Play (a program that takes donations of video games (and paraphernalia, and cash!) as a means to aid needy kids). It's not purely a business per se, but its recent success has catapulted it into both financial solvency as well as cultural popularity. The Humble Bundle is about games, but not really about games.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.indieroyale.com/"&gt;Indie Royale&lt;/a&gt; is a joint venture between &lt;a href="http://indiegames.com/index.html"&gt;The Indie Games Blog&lt;/a&gt; (part of the press group owned by &lt;a href="http://www.gamasutra.com/"&gt;Gamasutra&lt;/a&gt;) and &lt;a href="http://www.desura.com/"&gt;Desura&lt;/a&gt; (a well-known digital distribution business). It's about games! It's about indie games, more specifically. Their aim is to promote and sell indie games that have been vetted by themselves and other notables. It's clearly subjective, but if you've spent some time on either of these sites, you'll see that they're very well tread (and it's never easy to stay humble when promoting oneself!). It appears that Indie Royale's primary intent is simply about selling games, and they do it by offering bundles every 2 weeks at low, low prices. There's a tiny twist: the price of the bundle starts at a certain price, and then will change based on what people are paying for it. For every person who pays the listed price (known as the "minimum"), the price &lt;u&gt;goes up&lt;/u&gt; by 1-2 cents. For every person who "beats the minimum" (by a reasonable amount, approximately 2x the minimum) the price &lt;u&gt;goes down&lt;/u&gt; 1-2 cents. Interesting!&lt;br /&gt;
&lt;br /&gt;
I'd say it's worth checking out. The launch bundle includes quite a few well-reviewed games for around $5. While it isn't necessary charitable, I think it's a great way to support your favorite indie devs, as well as get exposed to some new ones. It's got a good model running too, since their releases are far more frequent (and more financially sound) than the Humble Bundle.&lt;br /&gt;
&lt;br /&gt;
Take a look, and share your thoughts!&lt;/div&gt;</content><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/7734945882133473724" rel="edit" type="application/atom+xml"/><link href="http://www.blogger.com/feeds/82265262683814166/posts/default/7734945882133473724" rel="self" type="application/atom+xml"/><link href="http://mediocritycodex.blogspot.com/2011/10/attack-of-killer-indie-bundles.html" rel="alternate" title="Attack of the Killer Indie Bundles" type="text/html"/><author><name>sonicblastoise</name><uri>http://www.blogger.com/profile/07097856468506416824</uri><email>noreply@blogger.com</email><gd:image height="16" rel="http://schemas.google.com/g/2005#thumbnail" src="https://img1.blogblog.com/img/b16-rounded.gif" width="16"/></author></entry></feed>