<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8840326776795823671</id><updated>2012-02-01T06:20:47.206-08:00</updated><category term='Metal Gear Solid 4'/><category term='John Adams'/><category term='2007 Game of the Year'/><category term='Take-2'/><category term='Robin #167'/><category term='Multiplayer'/><category term='Checkmate'/><category term='Misc'/><category term='Little Big Planet'/><category term='Alex Ross'/><category term='Batman'/><category term='E3'/><category term='Firmware'/><category term='Grand Theft Auto IV'/><category term='Adventure'/><category term='The Wire'/><category term='Valve'/><category term='Gears of War 2'/><category 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term='Grand Theft Auo 4'/><category term='GRID'/><category term='Naughty Dog'/><category term='Ed Brubaker'/><category term='Counter-Terrorism'/><category term='Mark Millar'/><category term='Libert City'/><category term='Stranglehold'/><category term='2008 Game of the Year'/><category term='Art Games'/><category term='John Woo'/><category term='Conor Kilpatrick'/><category term='Bioware'/><category term='DS'/><category term='Half Life 2: The Orange Box'/><category term='Movies'/><category term='Videgames'/><category term='The Walking Dead Vol 7'/><category term='Popgun'/><category term='Tom Clancy'/><category term='Brothers in Arms: Hell&apos;s Highway'/><category term='DICE'/><category term='Electronic Arts'/><category term='Microsoft'/><category term='Geometry Wars 2'/><category term='Professor Layton'/><category term='PS3'/><category term='Lost'/><category term='Gravity Hammer'/><category term='Game of the Year'/><category term='The WInter Soldier'/><category term='PSP'/><category term='Xbox 360'/><category term='Review'/><category term='Wolverine: Enemy of the State'/><category term='Wanted'/><category term='PC Games'/><category term='Crytech'/><category term='The Other Side'/><category term='Subjective Criticism'/><category term='Fallout 3'/><category term='Cameron Stewart'/><category term='Videogaming'/><category term='Stars Over Half Moon Bay'/><category term='Nintendo'/><category term='Superman 2'/><category term='VIdeogames'/><category term='Playstation 3'/><category term='Adam Beechen'/><category term='Far Cry 2'/><category term='Sleep Through The Static'/><category term='Uncharted: Drake&apos;s Fortune'/><category term='Brute Shot'/><category term='Grand Theft Auto'/><category term='Grand Theft Auto 4'/><category term='High Noon'/><category term='Army of Two'/><category term='DC'/><category term='Josh Flanagan'/><category term='Gearbox Software'/><category term='Hard Boiled'/><category term='Left 4 Dead'/><category term='Rainbow Six'/><category term='Music'/><category term='Brothers in Arms'/><category term='Comics'/><category term='Crysis: Warhead'/><category term='Rockstar North'/><category term='Captain America'/><category term='Web Comics'/><category term='Grant Morson'/><category term='Jonah Hex'/><category term='Midway Chicago'/><category term='Action/Adventure Games'/><category term='Co-Op'/><category term='Brandon Thomas'/><category term='HBO'/><category term='Marvel'/><category term='Lionhead'/><category term='Zuda'/><category term='Tools'/><category term='Super Mario Galaxy'/><category term='Comic Books'/><category term='Bethesda'/><category term='Haiti'/><category term='Northlanders'/><category term='Battlefield Bad Company'/><category term='Eric Trautmen'/><category term='Vertigo'/><category term='The Dark Knight'/><category term='Randy Pitchford'/><title type='text'>An Entertaining Grime</title><subtitle type='html'>Enough Videogames, Comic Books, Prose Novels, Movies, Music, TV Shows and Film impressions to choke a horse.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' 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	font-family:"Calibri","sans-serif"; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Author’s Note:&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;I recently began to go through Sebastian Junger’s (The Perfect Storm, Fire, War) writing. I started with War. By the &lt;span style=""&gt; &lt;/span&gt;book’s conclusion, I was a die-hard Junger fan. His life is one that I would like to emulate in the future. His essay collection Fire gives Junger’s history through a timeline of assignments, and a thread about who he is develops. What struck me is that he didn’t start writing for a living until he was in his thirties. So I’ve got time, and I’m at peace with the fact that I am not a professional writer. A professional writer would have a book manuscript about his trip to Haiti had it been half as eventful as mine. I’ve only written two stories.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;I’ll come back to Haiti later. But my passions and creativity are focused on other adventures. Because really, you need to DO THINGS to have subject matter.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;But there’s one more story that I cannot leave untold, because it was the most extraordinary experience of my life. I am too unskilled to properly tell this story right now, but I am compelled to try.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;span style=""&gt; &lt;/span&gt;Facing unavoidable failure, I decided to save my reader time and tell it with an economy of words.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Will Eslinger&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;span style=""&gt; &lt;/span&gt;June 13, 2010&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;i style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;It’s my third day in Haiti. I’m on an old school bus with a group of twenty five Americans and Haitians. We’re leaving Port Au Prince early in the day to deliver twenty bags of rice to a church in the mountains. &lt;span style=""&gt; &lt;/span&gt;It has been 53 days since a 7.0 earthquake hit the city. That was why we were here, but it had little to do with today’s mission. A pastor needs rice. We are going to take it to him.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Someone tells us that it’s about a two and a half hour trip up to the church, the road is relatively smooth, and the breeze is nice. The bus’s windows haven’t been closed in years and I feel like I’m being assaulted with a smell. It’s the smells of a city without infrastructure. Sanitation has suffered. Piles of trash and rubble form the only skyline in site. The mountains we are driving towards can be made out faintly through a morning haze.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;We’ve gotten stuck in traffic. We’re on a road that intersects a sun drenched street market. I see knickknacks, street foods, rum, sweets, pink cigarettes and fruit arranged on the ground. Behind the goods I can see a line of dilapidated aluminum buildings. &lt;span style=""&gt; &lt;/span&gt;I’m looking at a microcosm of Haitian society going about its business. There are pot holes here filled with mud and big enough to bathe a pig. Every pothole I see is the same. Men are walking past with wheelbarrows full of pig intestines and carcasses.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;The traffic has broken, I think that we were stuck for an hour.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;span style=""&gt; &lt;/span&gt;We’re out of the city and moving into the mountains. There is one-lane to the first bit of the road, it’s paved though. This road curves like mad, but so far our driver has averted disaster with almost constant blasts from his horn. The incessant noise is driving me insane. &lt;span style=""&gt; &lt;/span&gt;But I know it’s necessary. The road has one lane, barely.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Everyone has realized that the two and a half hour estimate was very unrealistic. &lt;span style=""&gt; &lt;/span&gt;It has been two and a half hours, and the road is still curving, the horn is still blowing, and the ruts in the road are sending vibrations up through the paper-thin sheets into my tailbone, to my spinal column and into my brain.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;It’s mid-day, and are temporarily on the other side of hunger and irritation. We stopped for tangerines and coconut candy. I’m really enjoying the sugar rush.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/TBWDDY2RizI/AAAAAAAAAqQ/3TriOaUUoE4/s1600/waiting+2.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 240px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/TBWDDY2RizI/AAAAAAAAAqQ/3TriOaUUoE4/s320/waiting+2.JPG" alt="" id="BLOGGER_PHOTO_ID_5482432215626386226" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="text-align: center;" class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;I don't have these people's permission to post these pictures. If you're reading this my old friends, please don't sue me.&lt;/span&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;We are standing on the high end of a ridge where the road stopped our bus with deep ruts and steep turns. We’ve been here for an hour. Some of the other guy, no, there’s a girl down there now, &lt;i style=""&gt;people&lt;/i&gt;, are making make fools out of themselves chasing a goat.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_wsKAIsA-Mro/TBWDD-PdpzI/AAAAAAAAAqY/StX_QQmvz50/s1600/waiting+3.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 240px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/TBWDD-PdpzI/AAAAAAAAAqY/StX_QQmvz50/s320/waiting+3.JPG" alt="" id="BLOGGER_PHOTO_ID_5482432225664149298" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Our translator is back, oddly straddled on the same dirt bike he left in when we arrived. &lt;span style=""&gt; &lt;/span&gt;He looks thirsty, dusty and tired.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Now we’re being told to pile back onto the bus. We’re going back to Port Au Prince.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;Apparently the Haitians brought donkeys for the rice.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/TBWDEX4kZ-I/AAAAAAAAAqg/4pWxOOonSN0/s1600/waiting+last.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 240px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/TBWDEX4kZ-I/AAAAAAAAAqg/4pWxOOonSN0/s320/waiting+last.JPG" alt="" id="BLOGGER_PHOTO_ID_5482432232547444706" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12pt;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2685756372291857517?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2685756372291857517/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2685756372291857517' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2685756372291857517'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2685756372291857517'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2010/06/rice-trafficking.html' title='Rice Trafficking'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_wsKAIsA-Mro/TBWDCwtdimI/AAAAAAAAAqI/UAD6Za4BZdU/s72-c/waiting+1.JPG' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2021498492352625090</id><published>2009-02-10T17:54:00.000-08:00</published><updated>2009-02-10T18:00:20.131-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Far Cry 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Videgames'/><category scheme='http://www.blogger.com/atom/ns#' term='Videogaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Africa'/><category scheme='http://www.blogger.com/atom/ns#' term='PC Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Ubi Soft'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Setting the World On Fire: Far Cry 2 Takes Me To Africa</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_wsKAIsA-Mro/SZIw-Dg67wI/AAAAAAAAApk/El0rsR_4Lb8/s1600-h/Far-Cry-2-1422.jpg"&gt;&lt;img style="margin: 0px auto 10px; 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	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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Sometimes, things click in a game. The mood is right, the tone is set perfectly. The story takes itself seriously. Sometimes these things click, and you realize that you’re playing something that was intended for adults. With its broad, sweeping themes of objectivism, &lt;b style=""&gt;Bioshock&lt;/b&gt;,&lt;b style=""&gt; &lt;/b&gt;made the made-for-adults statement loud and clear from the very opening scene. &lt;b style=""&gt;Portal &lt;/b&gt;did so with the sophistication of its humor. The fact that those games are actually adult impresses me enough. But what really impresses me is when a game can take something that any other title would treat with juvenility, and make it seem mature. Such was my eureka moment with &lt;b style=""&gt;Far Cry 2&lt;/b&gt;, the open-world First Person Shooter/African Safari released in early November of 2008. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;I was creeping through a ramshackle hut with a rusty AK-47 in my pixilated hands, waiting to get the drop on a pair of mercenaries guarding a bride. While sitting there I overheard their conversation. One of the men was trying to get the other to film himself copulating, and then place it on the internet for a profit. Now, this scene should, by all accounts have been immature and laughable. But instead, it helped to humanize the game’s enemies. It showed that their existence extended beyond the various, bloody encounters that I was to have with them over the course of the game. That, and the fact that this was an &lt;i style=""&gt;overheard &lt;/i&gt;conversation that wasn’t beaten over my head, banged the drum heavily for the title’s merits as a truly adult-themed game. And thankfully, the rest of the experience delivered on that promise. &lt;b style=""&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Far Cry 2&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt; is the most hard-core game (outside of &lt;b style=""&gt;Fallout 3 &lt;/b&gt;mods) that I have played in a long time. Weapons degrade, you have malaria and you have to medicate, your health doesn’t recharge all the way without first aid kits and to fast travel, you have to go to bus stations. You’re given this lush, hostile world and simply set free. Your hand is never held; you’re given this lush, hostile world and simply told to kill a man: “The Jackal”, a maniacal arms dealer channeling Colonel Kurtz from &lt;b style=""&gt;Apocalypse Now&lt;/b&gt;.&lt;span style=""&gt;  &lt;/span&gt;How to do this is up to you. Your character is a soldier of fortune, so you assume that soldiering for fortune is your best bet. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;The missions that you’re given as a mercenary are honestly not anything ground-breaking, there are two factions fighting in this world. You go to the main town, take a mission from one or the other, and then go kill somebody. There are no set pieces in this world; all of these missions are procedural, which means that they can, at times, be… boring. They are very similar to the Assassination missions in &lt;b style=""&gt;GTA IV&lt;/b&gt;; they’re fun for a little while, but eventually become monotonous and formulaic. There are only so many times that I can drive to point A, then kill random bad guy #127 before my patience is tried. But I found that playing the game over a couple of weeks helped to remove the seeming monotony for the mission structure, freeing me to bask in the glow of what &lt;b style=""&gt;Far Cry 2&lt;/b&gt; &lt;i style=""&gt;does &lt;/i&gt;accomplish. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Far Cry 2&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt; excels in setting atmosphere, and treating you like an adult.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;The world of &lt;b style=""&gt;far Cry 2&lt;/b&gt;’s African nation is stunning, the lighting glows through trees and tall grass, animals meander throughout the plains and the variety in geographic features is as wide-ranging as any game I’ve this year. Dust and sand hang waft through the desert’s air, the jungles brim with the sounds of mosquitoes and other invisible fauna, and the towns practically induce sweating with their sun-baked clay and faded… &lt;i style=""&gt;everything&lt;/i&gt;. The attention to detail in these environments is meticulous and awe-inspiring, even if what it portrays isn’t particularly lovely.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Africa is called the “Dark Continent” for a reason. The west has pillaged and raped the land for hundreds of years, then left it to swill about in its own filth. &lt;b style=""&gt;Splinter Cell: Double Agent &lt;/b&gt;let you play in the area for a little bit, but the story of Sam Fisher’s adventure in the Congo had less to do with the area than the plot that led him there. &lt;b style=""&gt;Far Cry 2 &lt;/b&gt;shows an immense maturity in that it embraces the issues of third-world Africa in its plot. Gun runners, mercenaries, refugees and gang-armies litter the land. Most everyone is out for blood and the few who aren’t are so inundated with evil that their quest to be good seems almost futile. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;The game’s plot is somewhat minimal. What is there is good and mature, but that isn’t really wher eth storytelling of &lt;b style=""&gt;far Cry 2 &lt;/b&gt;shines. It shines among the vestiges of ruined lives scattered about the world. The abandoned bus stops, rail yards, bars, stores, and homes, that scream “there was life here, but no one cared enough to protect it!” And in another true stroke of respect for its audiences maturity, &lt;b style=""&gt;Far Cry 2 &lt;/b&gt;doesn’t place you in the shoes of the region’s savior. You’re just one man, a man whose greed motivates him more than any sort of perverted sense of honor that he may hold.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;It’s an evil world, and you’re just another evil part of it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2021498492352625090?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2021498492352625090/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2021498492352625090' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2021498492352625090'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2021498492352625090'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/02/setting-world-on-fire-far-cry-2-takes.html' title='Setting the World On Fire: Far Cry 2 Takes Me To Africa'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_wsKAIsA-Mro/SZIw-Dg67wI/AAAAAAAAApk/El0rsR_4Lb8/s72-c/Far-Cry-2-1422.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2104152135148343450</id><published>2009-01-08T10:11:00.000-08:00</published><updated>2009-01-08T10:19:36.280-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Bethesda'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Fallout 3'/><category scheme='http://www.blogger.com/atom/ns#' term='Metal Gear Solid 4'/><category scheme='http://www.blogger.com/atom/ns#' term='Sony'/><category scheme='http://www.blogger.com/atom/ns#' term='Playstation 3'/><title type='text'>Game of the Year</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; 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	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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p style="text-align: center; font-family: verdana;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SWZDR2o0sJI/AAAAAAAAApM/MT2SzR_vnBM/s1600-h/Fallout_3_cover_art.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 258px; height: 320px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SWZDR2o0sJI/AAAAAAAAApM/MT2SzR_vnBM/s320/Fallout_3_cover_art.PNG" alt="" id="BLOGGER_PHOTO_ID_5288988786396803218" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="text-align: center; font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;span style="font-size:180%;"&gt;Will Eslinger’s Pick: &lt;b style=""&gt;Fallout 3&lt;/b&gt; for the Xbox 360&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;I’ve been to the Washington Monument more times than I can count and every time that I ride the elevator to the top and gaze over the expanse of the nation’s capital I find myself amazed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;To be perfectly honest, I wasn’t terribly amazed by the first few hours of &lt;b style=""&gt;Fallout 3&lt;/b&gt;, sure. The game was &lt;i style=""&gt;technically &lt;/i&gt;proficient, but it just didn’t have the kind of magic that I needed to hook myself in. But then I made a familiar trip, I walked across the Washington Mall (a dried up husk of trenches and concertina wire) and rode up a familiar golden elevator and looked out on that familiar, sweeping expanse. And would you believe it? I was amazed.&lt;span style=""&gt;  &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Creativity abounds in Bethesda’s version of DC, where densely populated communes and survivalist hovels provide both eye-candy for the creativity-minded and excellent, quirky characters and conversations for those more interested in the plot that’s developing among the ruins of DC. From an aircraft carrier that’s been modified into a fortress for the last sane, cultured people in the city, to a town built around, and inhabited by worshipers of, an unexploded atomic bomb (the slightly overhyped “Megaton”), the developers have created these patches of sheer creativity and continuity of design that captured my imagination and sense of exploration from just a few hours in, and kept my attention until I was in hour 20-something.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;As much as I loved the communes, the pockets of life in the barrens, there was something vaguely romantic about the wasteland that surrounded them. With sweeping winds and meticulously crafted paths throughout, I found the times that I spent wandering through the desert that was once DC were some of the most cathartic and relaxing experiences I had in the game. The allure of the wastes is helped along by the game’s graphics engine, which stuns when rendering environments and monsters, and deserves a great deal of credit for the sheer amount of data that it has to crunch. The task rendering the wastes is even more impressive when the consistency of the world is full grasped, when a landmine placed in hour two, ends of blowing your foot off in hour twenty two.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;I could write for paragraphs about the elation and frustration inherent in the V.A.T.S. combat system, and argue with myself ad nauseum over whether or not Bethesda should have scrapped the real-time combat system altogether (short answer: yes, they should have). But such typing would be a waste of mine and your time. In fact, nothing that I have mentioned so far really captures the allure that enabled &lt;b style=""&gt;Fallout 3 &lt;/b&gt;to hold me in its grasps for so many hours.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;The reason that I so loved &lt;b style=""&gt;Fallout 3&lt;/b&gt; is that everyone in the wasteland is looking for something.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;I was looking for something, the NPC’s were looking for something, and everyone else who bought this game looked for something in their own way. Be it riches, fame, infamy, or attainment of complete bad ass status, &lt;b style=""&gt;Fallout 3 &lt;/b&gt;encourages players to find their passion in the world that they have created, and then enables them to actually pursue that choice. The game allows its players to enter its world with their own preconceived notions, and rather than try and discourage their plans, the game embraces them as if they were scripted into the code from the beginning. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;The true testament of this game’s ability to make me feel, to make me long for something, and to make me want to go out and get it came as I watched the final cut-scene and saw what an absolute prick I had been throughout the wasteland. I enslaved innocents, I slaughtered a peaceful cult, hell, I think I even kicked a few puppies. But as I watched how I made my mark on this completely fictional world, I felt pangs of sadness and regret as I thought back to how I could have done things completely differently.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;And so I reloaded a past save, and set about changing the Wasteland for the better.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;And yeah, the world is still pretty damn amazing. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SWZDS8sW0aI/AAAAAAAAApU/nIMoiaFhQFs/s1600-h/Fallout_3_V.A.T.S._Screen.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 189px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SWZDS8sW0aI/AAAAAAAAApU/nIMoiaFhQFs/s320/Fallout_3_V.A.T.S._Screen.PNG" alt="" id="BLOGGER_PHOTO_ID_5288988805202104738" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: center; font-family: verdana;" align="center"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Benjamin’s Pick: &lt;b style=""&gt;Fallout 3&lt;/b&gt; for the Xbox 360&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="text-align: center; font-family: verdana;" align="center"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;As you step out of the dank darkness of your previous home, the sun blinds you for a moment, contracting your pupils in the muted sunlight. Washington D.C. unfolds before you, a decrepit city filled with blown out ruins. The Washington Monument stands battered and bruised across the foggy sky line, and in looking at it you realize, you probably should have stayed inside. After having this thought, the game’s subtle music kicks in, and you remember the game’s opening line: “War. War never changes.” Looking at the destruction in front of you, you ponder the quote philosophically, and after taking your first steps beyond the Vault door, a band of Raiders appears out of nowhere, making war for nothing more than the clothes on your back.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;This is the opening to my game of the year, &lt;b&gt;Fallout 3&lt;/b&gt;. Upon exiting the Vault, you are overwhelmed by the scope of your task, and after entering the fresh air of the nuclear apocalypse before you, you somehow know that you’re in for a real treat. And while the beginning of the game is something of a slow burn, as it very calmly introduces you into the world, there comes a time when you realize that this is a game that transcends all others.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;My moment of clarity about this game came while doing the &lt;b&gt;Tenpenny Tower&lt;/b&gt; quest. It’s one of the first overly complex side quests I came across in the game, and as I worked my way through it, the different ways to attack the quest overwhelmed me. Each choice I made had impactful ramifications, and while I stared at my screen weighing my options toward the end of the quest, I realized that this game was able to grab me on an emotional level, making me seriously think about my choices. That’s powerful stuff, especially to a long time gamer like myself. Like &lt;b&gt;Bioshock&lt;/b&gt; before, this game had completely sucked me into its world. From there, I knew I couldn’t ever turn away from this game, and since that quest, each subsequent quest has simply glued my eyeballs to my TV. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Fallout 3&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt; has devoured my soul. Maybe it’s the setting, maybe it’s the combat, or maybe, I’m finally in a place where I don’t mind dropping a ton of hours into a game. As of this writing, I’m Level 19 and 40 hours in, and I don’t see myself stopping too soon. For once, I feel like my character has grown a ton. I am a force of nature in the game. The design choices in the game are exquisite, and I feel like the pacing is really great both in the story and the way that quests unfold. Yes, the game has flaws, but as an overall experience, I am engaged, enthralled, and completely obsessed. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Despite having a giant stack of games for my 360 and the prospect of having even more added to it during the holiday season, &lt;b&gt;Fallout 3&lt;/b&gt; still seduces me and spins lovingly in my 360. And it will be there for a long, long time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_wsKAIsA-Mro/SWZDTXM19-I/AAAAAAAAApc/qUDc6IfBAe4/s1600-h/Mgs4us_cover_small.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 277px; height: 320px;" src="http://3.bp.blogspot.com/_wsKAIsA-Mro/SWZDTXM19-I/AAAAAAAAApc/qUDc6IfBAe4/s320/Mgs4us_cover_small.jpg" alt="" id="BLOGGER_PHOTO_ID_5288988812317685730" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: center; font-family: verdana;" align="center"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Humphrey’s Pick: &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt; for the Xbox 360&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-align: center; font-family: verdana;" align="center"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;Game of the Year is something I'm immediately going to a little biased on, just to air that out. I only own a PS3 (and a little handheld equipment) and that's all I feel I need to own honestly - there's just that much product coming from not only Sony now, but the 360 as well and I can barely keep up with the console I own. That said though, I played the #$%@ out of what I did own, buying a dozen games and completing the rough majority of them. And despite the quantity, and quality of them mind you, my GOTY could immediately be narrowed down to just two titles: &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt; and &lt;b style=""&gt;Fallout 3&lt;/b&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;br /&gt;And here's where that little bias is going to come in again (I guess I'm a hypocrite as well, because if anyone knows me from my AICN content, I almost never play favorites) - I like &lt;b style=""&gt;Fallout 3&lt;/b&gt;. Love it really. The setting is amazing, so full of potential yet hauntingly lonely at the same time. The way you get to piece just what went down in the world via all the sets you visit, or all the people you talk to, or even just happening upon an isolated radio tower is a great drive to explore all before you - and let’s not forget all the hidden weapons and little cookies around like some pimp ass Power Armor in the middle of a nuclear launch site, or a crashed UFO hidden up in the top edge of the map. As much as I played... no, lived that game for damn near seven weeks, I just couldn't pick it in the end. Despite the addictive nature of finding new territory, and exploring the map, and meeting all these colorful characters the overall story was pretty bland, and the combat that you spend half the game competing in was just bland. If it weren't for the V.A.T.S system that let you just blow through it, and do so with a big gorey mess of bits and pieces of Super Mutant or Raider alike across the Wastes, I'd say I couldn't believe that something so generic as this combat system graced such an otherwise stellar game.&lt;br /&gt;&lt;br /&gt;And, let's be honest here, as much as I dug the little things about exploring the Wastes, it just didn't hold a candle to the culmination of over a decade's worth of storyline and character development of one of my favorite gaming series of all time, &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;The epic end of a legend's story, complete with all the goofy in jokes, high quality sneaking and straight up destroying gameplay you could want in a game, and an arsenal that you could arm all the crowd of a Soccer game with and take over a small country. It was poetic at times, hopeless at others, and downright epic overall. Yes, I know, you spend as much time watching as you do playing, but it's a price you pay for possibly the best storyline to grace the video game industry in all its lifespan. And when the action does kick in, it's just so fantastic. The rattle of gunfire in the background as you dodge entrenches armies to get to your objective, the "jump" factor of having a Gecko land right next to your position, and then another assemblage of spectacular boss fights in a series that isn't exactly hurting in that category. And not only is it challenging on even the default difficulty setting, but there's just so many approaches you can take to getting towards your objective, all culminating in one of the most satisfactory endings in gaming history, but making for a highly re-playable experience thanks to the challenge level and the "New Game Plus" that lets you keep all your equipment through all respective play-throughs. Not only was this a perfect ending to a pretty much perfect series, but it was the only game I was willing to say was worth a perfect ten in a year littered with so many "soooo close" 9's and 9.5's.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size: 12pt; line-height: 115%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2104152135148343450?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2104152135148343450/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2104152135148343450' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2104152135148343450'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2104152135148343450'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/01/game-of-year.html' title='Game of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_wsKAIsA-Mro/SWZDR2o0sJI/AAAAAAAAApM/MT2SzR_vnBM/s72-c/Fallout_3_cover_art.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2528634613868239211</id><published>2009-01-05T14:01:00.000-08:00</published><updated>2009-01-05T16:39:20.569-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogame Criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='Videgames'/><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Epic Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Microsoft'/><category scheme='http://www.blogger.com/atom/ns#' term='Metal Gear Solid 4'/><category scheme='http://www.blogger.com/atom/ns#' term='Playstation 3'/><title type='text'>Runner Up Games of the Year</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; 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	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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p  style="text-align: center; font-family: verdana;font-family:verdana;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SWKHKxk5S3I/AAAAAAAAAo8/D_tWRnU1NN8/s1600-h/ars_mgs4_review_3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 180px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SWKHKxk5S3I/AAAAAAAAAo8/D_tWRnU1NN8/s320/ars_mgs4_review_3.jpg" alt="" id="BLOGGER_PHOTO_ID_5287937531662912370" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p  style="text-align: center; font-family: verdana;font-family:verdana;" class="MsoNormal"&gt;&lt;span style="font-size:180%;"&gt;Will's Pick: &lt;span style="font-weight: bold;"&gt;Metal Gear Solid 4 &lt;/span&gt;for the Playstation 3&lt;/span&gt;&lt;/p&gt;&lt;p face="verdana" style="text-align: center; font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:180%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;When I first played &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt;, I did so in 20 hours. Those were hours without sleep and without contact with the outside world. They were hours interspersed with two breaks to eat, although there could have been three. I think that there is a possibility that I posted on Revision3’s forums just to release some of the pent-up amazement bubbling up inside me, but then again, I’m not really sure. Those 20 hours were euphoric and I recollect them in a haze that is, I kid you not, tinted with gold. Those 20 hours were my equivalent to the opium dreams that coerced Samuel Coleridge to first pen the story of Kubla Khan and his stately pleasure dome.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;Those hours were magical, and had they been the only ones that I spent with &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt;, then there is no doubt in my mind that the game would have been my game of the year. But alas, I played through Hideo Kojima’s swan song two times since. This is why you see it here.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;My history as a gamer is intertwined with the &lt;b style=""&gt;Metal Gear&lt;/b&gt; series. So to say that I had a vested interest in the final fight of the (prematurely) aging Solid Snake is to understate the matter immensely. I &lt;i style=""&gt;needed&lt;/i&gt; to know what became of these characters whose serpentine tales so engaged me for these many years. &lt;span style=""&gt; &lt;/span&gt;And for the most part, that part of me, that need, was satiated. I really did enjoy the story of &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt;; it was absolutely everything that I could have really wanted it to be. Every single dangling plot thread from the series’ 20 year history was tied up within the game’s arc. Every question that I had was answered, and every character had his/her own fitting end.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;The problem though, is that &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt; is a game that, for every immensely satisfying step forward, took an equally expansive step backwards.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;The &lt;b style=""&gt;Metal Gear Solid &lt;/b&gt;games have always been a tad bit archaic in the control department, but with four, Kojima and company actually crafted a game with controls that could stand toe to toe with any of the best third person games of the year. Yet with this new method of control, came little to no increase in the AI of the game’s enemies.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;Every single improvement that the game brings to the table is joined by an equally puzzling vestige from its past. The game’s deep, almost Shakespearean, story is moving in its scale, but is constantly held down by Hideo Kojima’s almost perverse need to litter his masterpiece with scatological humor and absurdities. Similarly, the game’s cut scenes are well acted, well directed and gorgeous, but no one in them can shut the hell up. I truly believe that Mr. Kojima has simply never heard of editing, or that sometimes less is more.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;But &lt;i style=""&gt;que sera sera&lt;/i&gt;, &lt;b style=""&gt;Metal Gear Solid 4&lt;/b&gt; is, despite its flaws, a truly great game. What is truly a shame is that it had the chance to be something so much more.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SWKHWGqfe8I/AAAAAAAAApE/EUyF_5fFmLU/s1600-h/gears-of-war-2-20080625073948955_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 180px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SWKHWGqfe8I/AAAAAAAAApE/EUyF_5fFmLU/s320/gears-of-war-2-20080625073948955_640w.jpg" alt="" id="BLOGGER_PHOTO_ID_5287937726302092226" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/p&gt;  &lt;p style="text-align: center; font-family: verdana;" class="MsoNormal"&gt;&lt;o:p&gt; &lt;span style="font-size:180%;"&gt;Benjamin's Pick: &lt;span style="font-weight: bold;"&gt;Gears of War 2&lt;/span&gt; for the Xbox 360&lt;/span&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/p&gt;  &lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;In the movie &lt;b&gt;This is Spinal Tap&lt;/b&gt;, one of my favorite moments is when the band discusses their amps and how hard they have to rock through those amps. Unlike other bands, which can only rock at 10, Spinal Tap is able to rock at the illusive 11&lt;sup&gt;th&lt;/sup&gt; dial. They rock that hard.  &lt;/span&gt;&lt;/p&gt;  &lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;I only mention this because it pertains to my “Almost Game of the Year Game of the Year.” It was one of those games that just took everything that had come before, and turned the knob up to 11. It was a game that was bigger, louder, and better than the previous one. It was, of course, &lt;b&gt;Gears of War 2&lt;/b&gt;.  &lt;/span&gt;&lt;/p&gt;  &lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;I would be remiss if I didn’t mention this game somewhere in my picks for 2008. The problem with picking &lt;b&gt;Gears of War 2&lt;/b&gt; for anything specific is that it doesn’t really offer much new, which is one of its weaknesses. It really is a gussied up version of its former self.  So while I had an amazing time playing this game, I just didn’t feel right picking it as my Game of the Year.  &lt;/span&gt;&lt;/p&gt;  &lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;What stands out in this game is the ways that they made it bigger, badder, and louder. The fights in this game are INSANITY. Enemies come from everywhere.  Grenades fly from every direction, bullets rip apart your cover, and missiles and mortars scream through the air. The firefights in this game bring intensity to the 3&lt;sup&gt;rd&lt;/sup&gt; person shooter that has never been done before. The set pieces and levels are huge, offering great expanses of caverns, massive Horde architecture, or a dilapidated city that’s about to plunge into the Earth. These huge levels are rendered by one of the most beautiful graphics engines out there. This game is simply stunning, and every second you’re walking through the game, your eye balls are in a euphoric state. It just doesn’t get much better than this.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="western"  style="margin-bottom: 0in; font-family: verdana;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;What &lt;b&gt;Gears of War 2&lt;/b&gt; offers to this whole thing is a shining example of how do a sequel right. The &lt;b&gt;Gears of War 2&lt;/b&gt; team took everything that was good about the first one and found ways to improve on it. The graphics are better, the story is more involved (but still pretty dumb), the action is crazy intense, and the set pieces are so much bigger. They also took time to really change up some of the parts of the game, whether its through an improved tank mission or through mixing up part of a level. This is an evolution for this series, and despite not bringing much new into the fold, it’s still one hell of a gaming experience.  &lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2528634613868239211?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2528634613868239211/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2528634613868239211' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2528634613868239211'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2528634613868239211'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/01/runner-up-games-of-year.html' title='Runner Up Games of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SWKHKxk5S3I/AAAAAAAAAo8/D_tWRnU1NN8/s72-c/ars_mgs4_review_3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-1990961252145046176</id><published>2009-01-03T18:45:00.000-08:00</published><updated>2009-01-04T05:28:07.909-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space'/><category scheme='http://www.blogger.com/atom/ns#' term='Videgames'/><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Epic Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='EA'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Microsoft'/><category scheme='http://www.blogger.com/atom/ns#' term='Entertainment'/><title type='text'>Action Adventure of the Year</title><content type='html'>&lt;div face="verdana" style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SWAmv9dfawI/AAAAAAAAAo0/ALZ6zlZojDU/s1600-h/gow2ciover.bmp"&gt;&lt;img style="margin: 0px auto 10px; 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Gears of War 2 &lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;is a game about making you feel like a grade-A, genuine bad ass. That’s its motif.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;span style=""&gt; &lt;/span&gt;This realization struck me about an hour in, when a fellow squad of “Gears” (like “G.I.” in the &lt;b style=""&gt;GOW&lt;/b&gt; universe) comes over the radio squawking for help. They’re under attack by an enemy mortar crew, and it just so happens that I have a flank on said crew, so I hauled tail towards the enemy position, and ripped them apart from their side with one of their own mounted weapons.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;It’s this confluence of gameplay that made &lt;b style=""&gt;Gears of War 2 &lt;/b&gt;&lt;span style=""&gt; &lt;/span&gt;stand out to me, the variety and the way that it contributes to the catharsis that the game’s story tells me I should at times feel. Marcus Fenix, your character, is a dyed in the wool bad ass, and yet the first &lt;b style=""&gt;Gears of War&lt;/b&gt;, didn’t ever make me feel that way. Every firefight was an exercise in plodding along from piece of cover to piece of cover, picking off enemies one by one. How this was supposed to make me feel like a god of the battlefield, I really don’t know. But in &lt;b style=""&gt;Gears 2&lt;/b&gt;, Epic has crafted such fluid continuity with the environment that you can’t help but feel as though your character is some electronic embodiment of death itself.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;The game’s newfound scale is somehow twisted into this motif. I don’t know how, but it was. Rather than seeming insignificant in the face of hordes of locusts running around like ants, massive airborne assaults, and the sinking of entire cities by seismic weapons of mass destruction. I never felt dwarfed. Ever firefight that I won, every locust that I killed, seemed to have a tangible effect on the bigger picture. Ever mortar crew I took out was then too dead to rain hell down on other “Gears”, every blood-mount that I disemboweled couldn’t rip its teeth into the flesh of a refugee, and every nemacyst I took out of the sky was one less threat to the helicopter crews that flew overhead.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;Gears of War 2&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt; is simply a clinic in game design. Not one little bit of the game’s entire length comes across as superfluous or less fun than any other part, it’s a game where fun reigns supreme, where no moment is the same as the next. It’s a game that can give you a quasi on-rails segment one minute, a pitched firefight the next, a WWI-esque battle of entrenchment after that, and then a stealth level a moment later. The game excels at presenting you with fun things to do, and never lets off the throttle for its entire length.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;p style="text-align: left;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;No other game this year really embodied the word “Action” to the extent that &lt;b style=""&gt;Gears of War 2&lt;/b&gt; did. Lead Designer Cliff Bleszinski promised his audience a game that was “bigger, better and more bad ass” and his ambition was realized. Hell, he made that promise his motif.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;div style="text-align: left;"&gt;  &lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SWAmOoJtMgI/AAAAAAAAAok/BV_fz5Z6SlE/s1600-h/deadspace.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 179px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SWAmOoJtMgI/AAAAAAAAAok/BV_fz5Z6SlE/s320/deadspace.jpg" alt="" id="BLOGGER_PHOTO_ID_5287267995271115266" border="0" /&gt;&lt;/a&gt;  &lt;span style="font-size:180%;"&gt;&lt;br /&gt;Benjamin Lovati's Pick: &lt;/span&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Dead Space&lt;/span&gt;&lt;span style="font-size:180%;"&gt; for the Xbox 360&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;Delivering a story without use of cut scenes or text driven application is one of the more exciting trends in gaming. This was a trend started with &lt;b&gt;Half-Life&lt;/b&gt;, whose entire story was delivered through character interactions and environmental immersion. Last year’s mega smash &lt;b&gt;Bioshock&lt;/b&gt; was my favorite game of the year and is now the pinnacle to which I hold all story driven action games. This year, a little known EA title called &lt;b&gt;Dead Space,&lt;/b&gt; reached for, and nearly grabbed, that crown.&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;One of &lt;b&gt;Dead Space’s&lt;/b&gt; major strengths was that it was designed to completely immerse you into the world. With no HUD, all of your health is displayed by a glowing bar on your back and ammo displays are on the weapons themselves. The story is told through video, audio, and text logs that are found throughout the derelict ship that you roam. I was enthralled with the story, and even more so, the ship itself, which came to life with each new section of the ship. Like Rapture, the USG Ishimura feels like it was lived in, and it’s this feeling that drives you to find out just what ruined the lives of these people. The missions and ending to the game are excellent as my Keanu Reeves “Whoa.” escaped my lips several times before the final boss battle.&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;While the feel of the game was derived from &lt;b&gt;Bioshock&lt;/b&gt;, the action was taken straight from the &lt;b&gt;Resident Evil 4&lt;/b&gt; infrastructure. And personally, I thought this was a smart choice. Look, &lt;b&gt;Resident Evil 4&lt;/b&gt; changed the way that survival horror combat is done, and I appreciate that the developers gave fans a mechanic that they are familiar with.  Of course, combat in Dead Space has its own distinctive flair. The weapon design is top notch, and each one requires a certain strategy to use it effectively. The ability to walk with your weapon drawn definitely adds tension and makes the combat feel tighter. Never once did I feel like I had died cheaply in the game.&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;I would be remiss if I didn’t mention parts of the physics engine in this game, particularly when it comes to the Zero Gravity. This is an amazing effect in the game, and the way that characters and enemies animate in these environments is absolutely superb. I clap my hands in joy at the animation and physics teams because it was one of those deft touches that kept me coming back for more.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;Lastly, I want to talk about the real star of the show, and that is the audio. There is this constant sense of doom that the music and sounds create as you roam the ship. The thud of your metal boots on the metal walkways reminds how alone you are on the ship, and the ever present growls and screams of death keep you poised for anything.  &lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Dead Space&lt;/b&gt; is easily one of the best Action/Adventure games from this year, and any fan of the genre should definitely pick it up.&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-1990961252145046176?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/1990961252145046176/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=1990961252145046176' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/1990961252145046176'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/1990961252145046176'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/01/action-adventure-of-year.html' title='Action Adventure of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SWAmv9dfawI/AAAAAAAAAo0/ALZ6zlZojDU/s72-c/gow2ciover.bmp' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-3163402273098697228</id><published>2009-01-02T15:21:00.000-08:00</published><updated>2009-01-02T16:37:00.454-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Crytech'/><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Videogaming'/><category scheme='http://www.blogger.com/atom/ns#' term='PC Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Battlefield Bad Company'/><category scheme='http://www.blogger.com/atom/ns#' term='Crysis: Warhead'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='DICE'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><title type='text'>First Person Shooters of the Year</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SVeykMzE37I/AAAAAAAAAnc/Fr6WNginH7c/s1600-h/30153_CrysisWarheadBoxCrop.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 298px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SVeykMzE37I/AAAAAAAAAnc/Fr6WNginH7c/s320/30153_CrysisWarheadBoxCrop.jpg" alt="" id="BLOGGER_PHOTO_ID_5284889022723055538" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-family:verdana;"&gt;Will Eslinger's Pick: Crysis Warhead for the PC&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 12"&gt;&lt;meta name="Originator" content="Microsoft Word 12"&gt;&lt;link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CHP_ADM%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"&gt;&lt;link rel="themeData" href="file:///C:%5CDOCUME%7E1%5CHP_ADM%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"&gt;&lt;link rel="colorSchemeMapping" href="file:///C:%5CDOCUME%7E1%5CHP_ADM%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;Let’s get this out of the way…&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;"&gt;Crysis Warhead &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;is the most gorgeous looking game that I have ever played. This is a game that absolutely burns through pixels, renders every environment down to the smallest crab, and manages to draw miles and miles of in-game terrain.  &lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;There, are we good? Have I satiated the prerequisite of talking about &lt;b style=""&gt;Crysis&lt;/b&gt;’s graphics? I hope so, because to dwell on them any further would be a disservice to &lt;b style=""&gt;Crysis Warhead&lt;/b&gt;, a game that is so much more than the sheen of its graphics.&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style="line-height: 115%;"&gt;Crysis Warhead &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;serves as a side-story to its predecessor, which is to say that it continues the plot of the three-way war between the U.S., North Korea, and Aliens that takes place on a conveniently picturesque tropical island. I wouldn’t say that the plot is really a draw for the game, but as a fan of military sci-fi, it’s not too bad, and it does an excellent job of establishing a game world where people get to wreck shit with impunity and the help of a nano suit.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;The nano suit is the key to &lt;b style=""&gt;Crysis Warhead&lt;/b&gt;’s quality. Where most first person shooters seem content to ape &lt;b style=""&gt;Halo&lt;/b&gt;’s grenade, gun, melee combo, &lt;b style=""&gt;Crysis &lt;/b&gt;surpasses expectation with adding four suit-based skills to the aforementioned three. The nano suit you start the game out with has four different settings, stealth, armor, speed, and strength. The settings are pretty self explanatory, but they offer an enormous amount of potential for some next-level emergent gameplay thanks to how easy it is to switch between skills on the fly. Stealth into the heart of an enemy base, turn on strength to shuck a grenade into a machinegun pit, enables shields to fight off the hornet’s nest of enemies that you’ve stirred up, and then go into speed mode to close the gap on the few remaining enemies and them to hell with your shotgun.&lt;span style=""&gt;  &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;What makes this playground approach work is that there really isn’t any scripting of note in the game. There are some very key story events that are witnessed in the first-person, but as far as gameplay goes, the developers aren’t motivated to wow players with spectacular explosions pre-set into the game’s framework. Rather, they simply supply the world, the enemies and then step back and let you go to town. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;But the explosions still happen, oh how they happen. The high tech-specs for &lt;b style=""&gt;Crysis &lt;/b&gt;allow the developers to create a physics system that lets you literally destroy a building (not a canned animation either, you’re actually &lt;i style=""&gt;destroying &lt;/i&gt;stuff, piece by piece) one second, flip a jeep off the mountain and watch it bounce, then explode the next second, and then chuck an enemy 50 feet into a tree still another second. The possibilities are really limitless, and where the original &lt;b style=""&gt;Crysis &lt;/b&gt;made the mistake of replacing your cunning North Korean enemies with brain-dead aliens about halfway through the game, taking away most of the “playground” feel that it had going for it, &lt;b style=""&gt;Crysis Warhead &lt;/b&gt;wisely keeps “meat-bags” (read: human) front and center a much bigger portion of the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:130%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:verdana;"&gt;I feel that I should offer up the caveat that this game requires a much more powerful PC than most people have use for, and so I can understand why this pick may seem almost… elitist. But I promise that that was not my intention, I simply went with my gut on this one, and my gut told me that &lt;/span&gt;&lt;b style="font-family: verdana;"&gt;Crysis Warhead &lt;/b&gt;&lt;span style="font-family:verdana;"&gt;is the best First Person Shooter that I have played all year.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana; text-align: center;" class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_wsKAIsA-Mro/SV6oZpZA96I/AAAAAAAAAoc/z8TAYnMRHI8/s1600-h/bad+company.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 249px; height: 320px;" src="http://3.bp.blogspot.com/_wsKAIsA-Mro/SV6oZpZA96I/AAAAAAAAAoc/z8TAYnMRHI8/s320/bad+company.jpg" alt="" id="BLOGGER_PHOTO_ID_5286848171140511650" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-family:verdana;"&gt;Benjamin Lovati's Pick: Battlefield Bad Company for the Xbox 360&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;After a year dominated by games like &lt;b&gt;Call of Duty 4&lt;/b&gt; and &lt;b&gt;Bioshock&lt;/b&gt;, 2008 felt like it took an FPS nap. As a hardcore FPS player, I’m hard pressed to think of a memorable FPS. In fact, I can’t really think of a standout game that advanced the genre and brought something fresh to the gaming landscape. So, it was kind of hard for me to pick a game of the year for this category, but when I sat down and thought about it, I realized that there was one FPS that stood above the rest. That game was &lt;b&gt;Battlefield: Bad Company.&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;I’ll admit that I’m a little bit late to the Xbox Live game. In fact, I just activated it this summer. After messing around with &lt;b&gt;Gears of War&lt;/b&gt; and &lt;b&gt;Halo 3&lt;/b&gt;, I was looking for something that would really provide an awesome online experience. After trying out, &lt;b&gt;Unreal Tournament 3&lt;/b&gt;, I bought &lt;b&gt;Battlefield&lt;/b&gt; and was immediately sucked in.  &lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;With &lt;b&gt;Battlefield&lt;/b&gt;, the real meat of the game is found in the multiplayer, but this entry really made an attempt at putting a story behind the conflict. While the story didn’t really come with any sort of emotional punch, it was fun and had a great sense of humor. It was not a genre changing game, but it was a big step for the series, which is important considering how many shooters never change.&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Everyone always tells me that &lt;b&gt;Call of Duty&lt;/b&gt; is where the multiplayer honey is at, but as someone who’s played both, I can honestly say I had more fun playing &lt;b&gt;Battlefield&lt;/b&gt; online. The thing with &lt;b&gt;Call of Duty&lt;/b&gt; is that the community didn’t speak to me. I don’t want to sit and listen to someone call me a faggot for an hour, nor do I need people mocking my noob status (oh, the stories I could tell). I just don’t want to play a game online where people are using it as a compensation for other things lacking in their lives.  &lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt; In &lt;b&gt;Battlefield&lt;/b&gt;, I found the community to be much more rewarding to work with. For the most part, people really worked together to get an objectives done. One of the nicer design choices was that you could score points a wide variety of ways, so even if you weren’t killing everyone on the map, you could still earn points (and levels) by doing class specific tasks. The class system was balanced, and the maps were a ton of fun to play. I also loved the destructibility of the environments. It changes the dynamics of a game completely when you know the wall you’re standing behind could be destroyed at any second, or you can create your own path into a building by taking out a wall.  &lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p class="western"  style="margin-bottom: 0in; text-align: left;font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;If anything, you should check out Battlefield’s multiplayer. It’s a different feel from the &lt;b&gt;Call of Duty&lt;/b&gt;’s of the world, but that isn’t a bad thing. You should find the experience to a whole lot of fun and very rewarding.&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;/div&gt;&lt;p class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-family:&amp;quot;;font-size:12;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-3163402273098697228?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/3163402273098697228/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=3163402273098697228' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3163402273098697228'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3163402273098697228'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/01/first-person-shooters-of-year.html' title='First Person Shooters of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_wsKAIsA-Mro/SVeykMzE37I/AAAAAAAAAnc/Fr6WNginH7c/s72-c/30153_CrysisWarheadBoxCrop.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-1591710104108416471</id><published>2009-01-01T14:25:00.000-08:00</published><updated>2009-01-01T14:41:38.200-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Josh Flanagan'/><category scheme='http://www.blogger.com/atom/ns#' term='Grand Theft Auto'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Rockstar North'/><category scheme='http://www.blogger.com/atom/ns#' term='Grand Theft Auto IV'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Grand Theft Auto 4'/><title type='text'>Open World Gaming: Or how GTA IV Owned a Genre</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SV1FcZk4WAI/AAAAAAAAAoU/KFoVrBOwqqw/s1600-h/3869_gta_iv_thumb.jpg"&gt;&lt;img style="margin: 0px auto 10px; 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  &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;style&gt; &lt;!--  /* Font Definitions */  @font-face 	{font-family:"Cambria Math"; 	panose-1:2 4 5 3 5 4 6 3 2 4; 	mso-font-charset:0; 	mso-generic-font-family:roman; 	mso-font-pitch:variable; 	mso-font-signature:-1610611985 1107304683 0 0 159 0;} @font-face 	{font-family:Calibri; 	panose-1:2 15 5 2 2 2 4 3 2 4; 	mso-font-charset:0; 	mso-generic-font-family:swiss; 	mso-font-pitch:variable; 	mso-font-signature:-1610611985 1073750139 0 0 159 0;} @font-face 	{font-family:Verdana; 	panose-1:2 11 6 4 3 5 4 4 2 4; 	mso-font-charset:0; 	mso-generic-font-family:swiss; 	mso-font-pitch:variable; 	mso-font-signature:-1593833729 1073750107 16 0 415 0;}  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-unhide:no; 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;2008 has been the year of the open world. &lt;b style=""&gt;Farcry 2&lt;/b&gt;, &lt;b style=""&gt;Mercenaries 2&lt;/b&gt;, &lt;b style=""&gt;Fallout 3&lt;/b&gt;, &lt;b style=""&gt;Saint’s Row 2&lt;/b&gt;, and &lt;b style=""&gt;Grand Theft Auto IV&lt;/b&gt; built themselves around the open-world and games like &lt;b style=""&gt;Fable II&lt;/b&gt; and &lt;b style=""&gt;Prince of Persia &lt;/b&gt;incorporated the aesthetic into their otherwise straight-forward narratives. The trend isn’t new, ever since &lt;b style=""&gt;Grand Theft Auto 3&lt;/b&gt;, developers have been throwing in arbitrary choice into their titles to boost sales with the “Open-World!” bullet-point on the back of their box. I enjoy open-world games, I enjoy having choice and consequence to my actions, and while very few of these “open-world” games really offer that kind of experiences, the ones that do deserve recognition. &lt;span style=""&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;And so we have here, for your enjoyment, three perspectives on what was, by far, the most rewarding entry into purely-open-world genre of 2008: &lt;b style=""&gt;Grand Theft Auto IV&lt;/b&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="text-align: center;font-family:verdana;" class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;span style="font-size:180%;"&gt;Will Eslinger’s Perspective:&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The story of Nico Bellic is the story of the modern American immigrant, at least the story as Rockstar North sees it. &lt;span style=""&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The story is one of failure. The story is one of reaching, of always aiming for a goal and always falling short. Nico’s story is a parabola of tragedy. He steps off of the Eastern European tanker that was his home for months, plants his feet on American soil, and then launches himself into the stratospheres of power in Liberty City. He has money, he has cars, he has fancy apartments and he has the fear of everyone whom he has ever met. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;He almost, almost has love, the thing that he wants most but cannot ever seem to achieve. He is someone who wants to be liked by everyone around him, needs to be liked by everyone around him, but his &lt;span style=""&gt; &lt;/span&gt;tragedy is that the very thing that makes him valuable to these people whose affection he desires is that which makes him no more than a tool in their eyes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;      &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;span style=""&gt;&lt;/span&gt;And in an &lt;i style=""&gt;unintentional&lt;/i&gt; meshing of form and content to rival &lt;b style=""&gt;Braid&lt;/b&gt;’s &lt;i style=""&gt;intentional &lt;/i&gt;interlocking, the gameplay itself parallels this failure.&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The gameplay of the &lt;b style=""&gt;Grand Theft Auto &lt;/b&gt;series has always been its weakest point, from the two dimensions of the Playstation iterations to the blocky polygons of the &lt;b style=""&gt;Grand Theft Auto 3 &lt;/b&gt;series that Josh so loved, the actual playing of the series has been somewhat lacking. The worlds were realized, and the plots were appropriately subversive and… foul. But at some point in time, listening to Guns ‘N Roses while trying desperately to get shots off at incoming S.W.A.T. teams, just stopped being fun, my enjoyment of the myriad of good that the series offered was just too encumbered by what the series failed to give me, something that was easy to play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;But with &lt;b style=""&gt;IV&lt;/b&gt;, Rockstar finally got right what made their opuses &lt;i style=""&gt;games&lt;/i&gt;. Never once as Nico Bellic did I ever find myself ripping out hair follicles because of frustration from being unable to do what I wanted to do within the game world. The lock-on targeting just works, the cover system just works, and the vehicle controls just work. By making their gameplay solid, Rockstar has been freed to develop their world and plot into something that can stand on its own without the distractions that pulled them down in the past. If only their design was as solid.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;      &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;Nico Bellic’s story exists entirely within the game’s cut-scenes and radio-play-esque driving dialog. It starts, and ends with Dan Houser’s team of writers, the game’s designers don’t get a say. I say this, because there is a supreme lack of cohesion between what the plot offers and what the game offers. Where the writing presents the view of a man torn apart by the violence that he is forced to perpetrate to actually realize his American dream, the game itself doesn’t allow the player to be similarly torn. Every single combat encounter is mammoth and bloody, there is no sense of the intimacy and horrors that come through when the gameplay cuts out and the acting begins.  &lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;That is a failure, but as I said before, reaching and not quite realizing the goal is the game’s theme. In this way, &lt;b style=""&gt;Grand Theft Auto IV&lt;/b&gt; becomes something even more, it becomes art. Something that can be appreciated not only for what it accomplishes, but for what it almost achieves. And that, that is something that’s really quite incredible for our fledgling medium. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="text-align: center;font-family:verdana;" class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;span style="font-size:180%;"&gt;Ben Lovati’s Perspective:&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;I can remember the first sandbox game I ever played.&lt;span style=""&gt;  &lt;/span&gt;It was a world filled with possibilities.&lt;span style=""&gt;  &lt;/span&gt;It was a world caked in drugs, sex, and violence.&lt;span style=""&gt;  &lt;/span&gt;It was a world that caused me to miss two weeks of classes in college.&lt;span style=""&gt;  &lt;/span&gt;This world, of course, is the world of Liberty City.&lt;span style=""&gt;  &lt;/span&gt;In the year 2008, I was fortunate enough to play around in Liberty City again, and it is with great pride that I dub &lt;b style=""&gt;Grand Theft Auto IV&lt;/b&gt; the king of 2008 open world gaming.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;I’m sure this pick comes as no surprise.&lt;span style=""&gt;  &lt;/span&gt;There weren’t many contenders this year, and frankly, it’s hard to top the king of open world games.&lt;span style=""&gt;  &lt;/span&gt;But I need to have a moment of honesty with you: I was not looking forward to this game.&lt;span style=""&gt;  &lt;/span&gt;Call me a hater if you will, but after so many GTAs and its clones, I was burnt out on them.&lt;span style=""&gt;  &lt;/span&gt;I mean, how much better could this be than San Andreas?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;When the reviews hit the presses, I knew I had to check the game out, and while I think the game was HIGHLY overrated (another essay, another time), I was really happy to see that the game surpassed every expectation I ever held for it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The story in the game is what first hooked me as it took a mature and well rounded approach to telling a gangster story.&lt;span style=""&gt;  &lt;/span&gt;Niko was an engaging and likable character, and cast of friends he’s surrounded with were just as fun to learn about.&lt;span style=""&gt;  &lt;/span&gt;The story also had branching choices that changed the characters you interacted with and the story paths available to you.&lt;span style=""&gt;  &lt;/span&gt;Now, this didn’t make me want to play it over and over again, but it was definitely a nice touch to the series.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The game world itself was a character of its own.&lt;span style=""&gt;  &lt;/span&gt;It lived and breathed and when you walked its streets and terrorized its citizens, you felt that you were a part of the game world.&lt;span style=""&gt;  &lt;/span&gt;Like any good open world game, there were a TON of things that you could do in this game.&lt;span style=""&gt;  &lt;/span&gt;You could waste hours just goofing around at the different hot spots around town or spend your time causing havoc to its citizens.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;The missions in the game were also varied and fun to play.&lt;span style=""&gt;  &lt;/span&gt;This was helped by the improved (but far from perfect) aiming system that the game implemented.&lt;span style=""&gt;  &lt;/span&gt;It’s amazing how much more fun an assassination mission can be when you can actually shoot.&lt;span style=""&gt;  &lt;/span&gt;There were some missions that actually included NPC characters helping you out, which dragged me into the world even more.&lt;span style=""&gt;  &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;      &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;I could go on, but simply put, &lt;b style=""&gt;Grand Theft Auto IV&lt;/b&gt; is an open world game you need to experience.&lt;span style=""&gt;  &lt;/span&gt;It has definitely raised the bar for these types of games and set a new industry standard as to just how good these games can be.&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="text-align: center;font-family:verdana;" class="MsoNormal"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;span style="font-size:180%;"&gt;Josh Flanagan’s Perspective:&lt;/span&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;I did it.  I finished.  I finally accomplished....well, nothing really.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;I am not what one would refer to as a gamer.  My yearly output is the playing of possibly 2, and as many as 3 games.  I have an xbox 360 which gets used now and then, for short stints, but the hours long campaigns of my younger days have given way to busyness and a wife who wants the TV back (rightly so).  So I get my shots in here and there (get it?), and play from time to time to unwind.  I am not that excited by new releases of games, and I only follow what games are coming out at the most cursory level.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;Yet there is Grand Theft Auto, a franchise to which I am beholden.  While I should probably be turned off by the base absurdity of the whole thing, and the utter lack of almost any decent human morality, I have to say, they've all been a lot of fun, and for a guy who never plays games all the way through, I've finished Grand Theft Auto 3, Vice City, San Andreas, and now GTA IV.  It took me a half a year to do it, but I did it.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;The newest version was somewhat of a let-down, if I'm being honest.  It is gorgeous and plays well, and is an achievement of game design, the world being more interactive and interesting than ever, but it's missing something.  The first couple were imbued with a personality, due largely in part to a really interesting cast of voice actors.  Ray Liotta, James Woods, William Fichtner (A favorite of mine), and Jenna Jameson all leant their talents, among others, to make a game like we'd never seen.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;The soundtrack of the game featured all sorts of music that was both funny, and retro, and surprisingly enjoyable, with all these songs I remembered, but hadn't thought about in years.  It was like a really violent, anti-social Pixar movie.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;But this new version, while technically superior in every way, lacked that.  The voice actors were good, but there was almost no one recognizable, and the soundtrack was expansive and vast, but really lacking the catchy interesting vibe that makes up the best kinds of movie soundtracks, like a Quentin Tarrantino movie.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;The acting was good, and the story was relatively interesting, but it was missing that bit of soul.  It was as if they'd spent so much time on the technical, and getting their version of New York just right (which they did!) but they left out the part of the former games which made them so endearing.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="margin-bottom: 0.0001pt; line-height: normal;font-family:verdana;"&gt;&lt;span style="font-size:12;"&gt;Did I have a good time playing it?  Yes, I did, and by the end, I was nearly as enthralled as ever, as I got nearer to the end.  But all through it, I just kept feeling like something was missing, and I think it was its heart. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" face="verdana" style="margin-bottom: 0.0001pt; line-height: normal;"&gt;&lt;span style="font-size:12;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-1591710104108416471?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/1591710104108416471/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=1591710104108416471' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/1591710104108416471'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/1591710104108416471'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2009/01/open-wolrd-gaming-or-how-gta-iv-owned.html' title='Open World Gaming: Or how GTA IV Owned a Genre'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SV1FcZk4WAI/AAAAAAAAAoU/KFoVrBOwqqw/s72-c/3869_gta_iv_thumb.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2152732339983794426</id><published>2008-12-31T14:00:00.000-08:00</published><updated>2008-12-31T14:06:26.718-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Fable II'/><category scheme='http://www.blogger.com/atom/ns#' term='Bethesda'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Lionhead'/><category scheme='http://www.blogger.com/atom/ns#' term='Fallout 3'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Role Playing Game of the Year</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeyjMlLmOI/AAAAAAAAAnM/Aj1t-iPBHtA/s1600-h/23020_fable_2-orig.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 241px; height: 320px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeyjMlLmOI/AAAAAAAAAnM/Aj1t-iPBHtA/s320/23020_fable_2-orig.png" alt="" id="BLOGGER_PHOTO_ID_5284889005484906722" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Will Eslinger's Pick: Fable II for the Xbox 360&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family: verdana;"&gt;I am the barefoot brawler of Albion. I am a swashbuckling adventurer with full beard, unkempt hair and steel weapons on my back. I am lithe and I fight like I dance.  I am faithful; my love belongs to only two women, Sally the Traveler, and my daughter. I work as a blacksmith when I must and travel when I can; my life is an adventure weaved with magic and monsters. My life is a fable. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;Somewhere along the road from tabletop RPGs to &lt;span style="font-weight: bold;"&gt;Final Fantasy X&lt;/span&gt; the zeitgeist of the role-playing game was one that seemed to have forgotten what the name of their genre actually means. Role-playing faded away and stat managing slipped into vogue. As far as I’m concerned, that’s not the kind of game that I have ever, or will ever want to play. If I want a constricted plot with little choice, then I’ll play my comfort-genre shooters thank you very much. So if an RPG is to grab me it needs to offer me something that actually stimulates me. It needs to give me choice; it needs to let me play a role.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;&lt;span style="font-weight: bold;"&gt;Fable II&lt;/span&gt; is the only game that released this year that made me feel as though I actually inhabited a character whose existence was shaped by my choices. &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; was a sublime game, but throughout its duration I never felt as if my Vault-Dweller was my own, or that he had a real personality.  I never had such feelings in &lt;span style="font-weight: bold;"&gt;Fable II&lt;/span&gt;; the game lives and dies on the choices and roles that it offers, thankfully they are both many. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;&lt;span style="font-weight: bold;"&gt;Fable II’&lt;/span&gt;s main storyline is short and fairly linear. It does offer some choice, but it is mostly of the binary, good/evil, eat the baby/save the baby variety. But that lack of choice is actually fine by me, what it allows the developers to weave is a fairly picturesque adventure of fun swashbuckling combat and a myriad of genuinely funny characters. The main quest is fun, but it is not really were the merit of the game comes through, that occurs on the periphery, where the choices flow like mead.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;In &lt;span style="font-weight: bold;"&gt;Fable II&lt;/span&gt; there is a dating game, there are gambling games, there is a real-estate management game and there is a home-keeping game. And absolutely every single one of these games is completely optional. I chose to be a paragon of good with a single family and a willingness to help whomever asks for aid. I could have just as easily been a being of pure evil, but I didn’t. And even though both choices were equally incentivized, I felt that the ones that I made were truly my own, and that they had shaped my avatar into someone fully in line with my personal morality.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;Other games may offer such choice, but no other game this year made me feel so much like the arbiter of that choice, and that said choices really mattered and shaped my world. &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SVeyipHOwjI/AAAAAAAAAnE/HBmR5L0Fi3I/s1600-h/11656_fallout_3-orig.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 223px; height: 320px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SVeyipHOwjI/AAAAAAAAAnE/HBmR5L0Fi3I/s320/11656_fallout_3-orig.png" alt="" id="BLOGGER_PHOTO_ID_5284888995964043826" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:180%;"&gt;Benjamin Lovati's Pick: &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; for the Xbox 360&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;I’ll be up front:  I typically hate RPGs.  It’s very rare that one ever crosses my radar and even rarer when they end up spinning in my system.  But in the last two years or so, a few have been able to grab me.  Last year, Mass Effect spun its cycle in my console and my heart.  This year’s choice, for me, is pretty obvious, and so with confidence, I dub Fallout 3 my RPG of the Year.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;Fallout 3 is an RPG that was designed for me.  It’s a modern, desolate wasteland populated with interesting characters and completely open-ended gameplay, and to top it off, you can use guns.  Lots of them.  I’ve made no bones about my FPS obsession, and Fallout 3 plays right into that.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;What I love about this game is that the choices you make have an impactful effect on the game world.  Some gamers have complained about this, shouting to the high hills how it limits the game to players.  But they fail to see that this is precisely what makes this such a special game.  It is impactful change that games like these have lacked in the past, and the fact that I can actually play through the game a second time and get a completely different experience is important to me.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;The character interactions in the game are also really amazing, and I found from a very early point in the game that I really cared about some of the characters that I met.  When faced with the choice to blow up Megaton, I took serious time in considering which direction I would go because by that point I had made some “friends” in the game world.  It’s rare that a game can suck you in like that or make the decisions you have to face all the more daunting.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;The combat in the game is solid.  It’s hard for me to saying “amazing” because, well, there’s definite room for improvement.  The FPS play is mildly mediocre, which is fine when coupled with the V.A.T.S. system.  I really do like V.A.T.S. as it allows you to aim precisely and gives you the percentage you will hit your target.  V.A.T.S. isn’t perfect by any means, but it’s one of the more engaging combat systems I’ve tooled around with in an RPG.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;Let’s not forget that the game is beautiful and expansive.  The sheer scale of the entire game makes it easy to see how you can lose 100 hours playing the game. The design is smart as well because you can walk in any direction from anywhere and find something new to explore quickly.  I haven’t experienced any of the graphical glitches that others have mentioned, but I can’t slight a minor hiccup here and there when considering how complex the coding for a game this size. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;So, take it from me, the guy who hates RPGs, that this game is simply a must have for any RPG fan.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2152732339983794426?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2152732339983794426/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2152732339983794426' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2152732339983794426'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2152732339983794426'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/role-playing-game-of-year.html' title='Role Playing Game of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeyjMlLmOI/AAAAAAAAAnM/Aj1t-iPBHtA/s72-c/23020_fable_2-orig.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-7888465959893238768</id><published>2008-12-26T09:39:00.000-08:00</published><updated>2008-12-30T10:43:37.417-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogame Criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='Left 4 Dead'/><category scheme='http://www.blogger.com/atom/ns#' term='Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='EA'/><category scheme='http://www.blogger.com/atom/ns#' term='Valve'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><title type='text'>Multiplayer Game of the Year</title><content type='html'>&lt;span style="font-family:verdana;"&gt;A little change in the schedule, yesterday I was swamped with work and was not able to post the next addition of out GOTY awards, I'm really sorry for that. 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You spawn on a rooftop, or maybe on a small farm. You spawn as a ruffled businessman, a slacking college student, a Vietnam veteran, or a tattooed biker. You reach for a weapon, a pump-action shotgun or an UZI, you stuff your pockets with ammunition, with medicine and Molotov cocktails. You hear a scratchy voice through your headset, from a 20-something slacker in New Mexico munching on Doritos and sitting in his basement “ok guys, let’s stay together”. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You stay together.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You enter a street, or maybe a field. You see a horde of zombies sprinting towards you. You see flesh rotting and waving wildly in the wind, you see the clothes that evince the lives they had before they turned. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You shoot madly. You fire off 10 rounds, 50 rounds, a hundred rounds, or more. You hit the wrong button on your controller and you toggle off your flashlight. You are swarmed, a lithe zombie pounces at you, misses, claws at you, shreds your side. You empty your clip into his body, then his corpse. You reload, and you see a twisting prehensile tongue wrap itself around the neck of another survivor. You search vainly for the tongue’s source; you become distracted by three zombies running at your back.&lt;span style=""&gt;  &lt;/span&gt;You try to free your compatriot again; you shine your flashlight on a crouching undead, she has the looks of a small girl, the tears and wails of the same. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You realize that she doesn’t like the light just as she pounces on you and rips out your entrails. You see that your friends lay disemboweled as you bleed out on the street, in the cornfield. You realize, as your vision turns blurry, that some greater being has determined your fate today, Valve’s consummate “AI director”. You think back to the ebbs and flows of the horde, how you were never completely in control, never completely out. You smile, think how clever this artificial intelligence has been with you this time. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You die.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You are a hunter, you are lissome and quick, you’re a boomer, you’re fat and bilious, you’re a smoker with a long tongue tucked away down your undead throat, or maybe you’re a tank, a rotting mass of dead flesh and muscle meant to eviscerate all in your path.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You coordinate. You sawn nearby your hapless prey and wait for them to show weakness. You wait for the old man to glow read with low health and then you drag him away from his party. You watch as a boomer spits bile on him, attraction an ungodly mass of infected to tear him limb from limb, or maybe you watch a hunter pounce and do the same. You die easily but you return to the fight before you notice that you are missing out on the fun.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You, three friends, and Valve’s AI, you coordinate, scheme; you harry the survivors through a gauntlet of rotting corpses and cars, maybe even one of cornstalks. You laugh; you revel in your mischief. You smile with every bite you get in; with every hit point you take away from the opposing team.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You do all this, and then you realize something.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;You haven’t played a more fun multiplayer game this year.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:verdana;"&gt;&lt;span style="line-height: 115%;font-size:12;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-7888465959893238768?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/7888465959893238768/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=7888465959893238768' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/7888465959893238768'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/7888465959893238768'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/multiplayer-game-of-year.html' title='Multiplayer Game of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_wsKAIsA-Mro/SVprr51T9dI/AAAAAAAAAoM/D65lzIeCzl4/s72-c/left-4-dead.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-8676188787746326948</id><published>2008-12-26T09:38:00.002-08:00</published><updated>2008-12-28T08:56:43.000-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='GRID'/><category scheme='http://www.blogger.com/atom/ns#' term='Conor Kilpatrick'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><category scheme='http://www.blogger.com/atom/ns#' term='Nintendo'/><title type='text'>Racing Games of the Year</title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:verdana;"&gt;I'm really not a racing game guy, if you have read out Top-5 lists you've seen that the top two games of 2008 that I wished I had played but didn't were of that genre. I always promise myself that I'm going to pick the big ones up but never do. So, needless to say, I'm abstaining from this particular category. But... my shoes are being filled by the esteemed Conor Kilpatrick of iFanboy.com.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeu9GCvvzI/AAAAAAAAAm0/LwM6iJkE0x0/s1600-h/grid.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 224px; height: 320px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeu9GCvvzI/AAAAAAAAAm0/LwM6iJkE0x0/s320/grid.jpg" alt="" id="BLOGGER_PHOTO_ID_5284885052359950130" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:verdana;font-size:180%;"  &gt;Ben Lovati's Pick: GRID&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-family:verdana;"&gt; for the Xbox 360&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 12"&gt;&lt;meta name="Originator" content="Microsoft Word 12"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CWill%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"&gt;&lt;link rel="themeData" href="file:///C:%5CUsers%5CWill%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"&gt;&lt;link rel="colorSchemeMapping" href="file:///C:%5CUsers%5CWill%5CAppData%5CLocal%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; 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	mso-style-qformat:yes; 	mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman","serif"; 	mso-fareast-font-family:"Times New Roman";} .MsoChpDefault 	{mso-style-type:export-only; 	mso-default-props:yes; 	font-size:10.0pt; 	mso-ansi-font-size:10.0pt; 	mso-bidi-font-size:10.0pt;} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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:"Times New Roman"; 	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;p class="MsoNormal"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;The inner workings and mechanics of cars escape me.&lt;span style=""&gt;  &lt;/span&gt;When you speak to me of horse power, I imagine tiny ponies running around in my engine.&lt;span style=""&gt;  &lt;/span&gt;So, it should come as no surprise to any of you that my tastes in racing games tend to skew to the arcade racer.&lt;span style=""&gt;  &lt;/span&gt;Why is it then that I’m making &lt;b style=""&gt;GRID&lt;/b&gt; my 2008 racing game of the year?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;Let me get this out of the way up front:&lt;span style=""&gt;  &lt;/span&gt;I love the &lt;b style=""&gt;Burnout&lt;/b&gt; series.&lt;span style=""&gt;  &lt;/span&gt;&lt;b style=""&gt;Burnout Paradise&lt;/b&gt; was a solid entry into the series, but I hated the open world structure of the game, the map was worthless, the different boosting cars sucked, and Crash Mode was gone.&lt;span style=""&gt;  &lt;/span&gt;And while I appreciate all of the DLC that Criterion has provided for it, I just can’t say that I like the direction the series is going.&lt;span style=""&gt;  &lt;/span&gt;Sure, it was fun, but as a long time &lt;b style=""&gt;Burnout&lt;/b&gt; fan, the game felt a little broken.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;But this is about &lt;b style=""&gt;GRID, &lt;/b&gt;right? I remember reading next to nothing about &lt;b style=""&gt;GRID&lt;/b&gt;, and when the demo came out, a co-worker of mine recommended I check it out.&lt;span style=""&gt;  &lt;/span&gt;It was then and there, in the glow of my HDTV, that my jaw hit the floor.&lt;span style=""&gt;  &lt;/span&gt;This was a simulation based racer that was made for me.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;What &lt;b style=""&gt;GRID&lt;/b&gt; does so wonderfully is that it provides that realistic racing experience without bogging you down in the details.&lt;span style=""&gt;  &lt;/span&gt;&lt;b style=""&gt;Gran Turismo&lt;/b&gt; fans may get hot and bothered with changing the widgets in a car, but that completely kills the game for me.&lt;span style=""&gt;  &lt;/span&gt;I just want to race, and &lt;b style=""&gt;GRID&lt;/b&gt; provided that for me.&lt;span style=""&gt;  &lt;/span&gt;The game is structured so that your main focus in on winning the races, getting other racers to join your team and making your sponsors happy.&lt;span style=""&gt;  &lt;/span&gt;And with the races broken up by regions, you’re able to play the game in your style.&lt;span style=""&gt;  &lt;/span&gt;Each region provides a different experience, and as would be expected the physics and handling of the cars changes appropriately.&lt;span style=""&gt;  &lt;/span&gt;The cars just feel good to drive, and the actual damage to your car just draws you into the race more and more.&lt;span style=""&gt;  &lt;/span&gt;It requires a different tactic than other simulation racers because running into stuff is a big deal.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;Of course, the smart racer will dabble in each of the different regions because that’s how you build your world recognition, earn more money, and gain more sponsors, but the game leaves the choices open to you.&lt;span style=""&gt;  &lt;/span&gt;One of my more favorite modes was “Driver Offers” where a racing company from each region would ask you to drive for them.&lt;span style=""&gt;  &lt;/span&gt;After picking the race, the game takes care of everything, getting you into a race in less than five minutes.&lt;span style=""&gt;  &lt;/span&gt;It’s a great option for those people that don’t have the time to drop hours and hours into their racing games.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span style=";font-family:&amp;quot;;" &gt;GRID&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;span style="font-size:130%;"&gt; is a racing game that has the feel of a simulation but arcade sensibilities.&lt;span style=""&gt;  &lt;/span&gt;It is gorgeous looking title, and it’s the best racer of 2008.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeu9gqZbUI/AAAAAAAAAm8/etIRyR4JIso/s1600-h/24149_mario_kart_wii-orig.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 218px; height: 320px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeu9gqZbUI/AAAAAAAAAm8/etIRyR4JIso/s320/24149_mario_kart_wii-orig.png" alt="" id="BLOGGER_PHOTO_ID_5284885059505581378" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style=";font-family:&amp;quot;;" &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-weight: bold;"&gt;Conor Kilpatrick's Pick: Mario Kart&lt;/span&gt; for the Nintendo Wii&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Mario Kart Wii is a metaphor for life. It is brightly colored and unpredictable. It is equal parts fun and exhilarating. How successful you are is oftentimes decided by factors well out of your control.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;And sometimes it doesn’t matter how much talent you have, you still need a whole lot of luck.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Mario Kart Wii is of course the updated version of the classic game for the Super Nintendo, Super Mario Kart, a game that just about everyone I knew avidly played in the 1990s. It was ridiculously fun and frustrating… and wholly addicting.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;The new version, released early in 2008, is all you would expect from a Nintendo system 16 years more advanced. The graphics are better, the game play more intricate and the features have increased. But the old axiom remains in play here, if it ain’t broke, don’t fix it. Super Mario Kart was a near perfect game when it debuted in 1992, so while this new version is enhanced, it’s still pretty much the same game. It even features many of the same race tracks (if you can call them tracks) from the original, which was a nice bit of nostalgia.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Another nice bit of nostalgia? Remembering how gloriously frustrating Mario Kart can be.  As with most things that live happily in the past, they are looked back at through a rose colored filter. When I thought back on my time playing Super Mario Kart, it was mostly memories of me and a bunch of friends sitting around my living room and laughing our heads off. It took me about two laps in my first race in Mario Kart Wii to remember that very often in between laughing fits we wanted to throw our controllers across the room.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Of course, it’s that frustration that makes the game so fun. It’s unpredictable. You can have a half a lap lead on the field and get knocked back to the pack by a flying shell or a stray banana peel or a lightning bolt from the heavens. The most stressful part of the game is when you are driving in first place knowing that everyone is gunning for you and you could get popped by a red shell (or heat-seekers, I like to call them) at any moment. There is no lead that is comfortable in Mario Kart Wii.&lt;/span&gt;&lt;/p&gt;&lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;The big feature with Mario Kart Wii is, of course, the steering wheel. The whole draw with the Wii in general is the idea that you can play games with as much physicality as possible to emulate the action on the screen.  When I heard that they were releasing Mario Kart Wii with steering wheels I knew right then and there that I was going to buy it. And that’s pretty amazing considering I bought two games all year.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;When the game was released there were all kinds of articles and reviews written about how playing Mario Kart Wii with the steering wheel wasn’t as precise as just playing with the Wiimote itself. Okay, great. I can shave a half a second off my time if I don’t use the steering wheel. Way to completely miss the point of not only Mario Kart but the Wii itself.&lt;/span&gt;&lt;/p&gt;  &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;span style="font-size:130%;"&gt;Here’s the thing, if you come over to my place to play Mario Kart Wii you have to use the steering wheel. Or you don’t get to play.&lt;/span&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p class="western" style="margin-bottom: 0in; font-family: Verdana;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-8676188787746326948?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/8676188787746326948/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=8676188787746326948' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8676188787746326948'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8676188787746326948'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/racing-games-of-year.html' title='Racing Games of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SVeu9GCvvzI/AAAAAAAAAm0/LwM6iJkE0x0/s72-c/grid.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-6509553319193945125</id><published>2008-12-26T09:38:00.001-08:00</published><updated>2008-12-30T10:45:10.365-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Nintendo DS'/><category scheme='http://www.blogger.com/atom/ns#' term='DS'/><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='Professor Layton'/><category scheme='http://www.blogger.com/atom/ns#' term='Little Big Planet'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Nintendo'/><category scheme='http://www.blogger.com/atom/ns#' term='Sony'/><category scheme='http://www.blogger.com/atom/ns#' term='Playstation 3'/><title type='text'>Short Session Gaming</title><content type='html'>&lt;span style=";font-family:verdana;font-size:130%;"  &gt;I love short session games, I really do. And this year was a great one for the genre (or is it a category? ah semantics!) with releases like&lt;span style="font-weight: bold;"&gt; Geometry Wars 2&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Space Invaders Extreme, &lt;/span&gt;and a whole slew of others. My pick for this category is a little bit unexpected, and Ben's has me wishing that I hadn't sold my DS. So good reads all around.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SVapasHJbRI/AAAAAAAAAmk/R6HbX-wcVj8/s1600-h/little_big_planet1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 180px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SVapasHJbRI/AAAAAAAAAmk/R6HbX-wcVj8/s320/little_big_planet1.jpg" alt="" id="BLOGGER_PHOTO_ID_5284597488748686610" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:verdana;font-size:130%;"  &gt;Will Eslinger's Pick&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:130%;"  &gt;:&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Little Big Planet&lt;/span&gt; for the Playstation 3&lt;br /&gt;&lt;/span&gt;&lt;meta equiv="Content-Type" content="text/html; 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	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;I’ve been thinking a lot about Charles Darwin lately, mostly, this is the result of David Quammen’s excellent biography of the reluctant genius, but my thinking has also sprung from the fact that I find the man to be immensely interesting. He didn’t like to travel, yet to make his fame sailed halfway around the world with Charles II’s bastard. He had the most revolutionary scientific theory of all time spinning around in his head, and yet he postponed sharing it with the world for eight years so that he could study barnacles, quite possibly the most boring creatures on the planet (they’re &lt;i style=""&gt;sessile&lt;/i&gt;, meaning that they are “permanently attached” to something for most of their lives). He was the most sought-after expert in biology of his time, and yet he preferred being alone to the fame of his theory. But what most interests me about Charles Darwin is a key question about his life; what gave him more pleasure, Discovering a new species, or coming up with his grand theory? &lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;After playing Media Molecule’s PS3-exclusive &lt;b style=""&gt;Little Big Planet&lt;/b&gt;, I think that I know.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;This year we’ve been treated to a glut of meticulously developed worlds. &lt;b style=""&gt;Gears of War 2&lt;/b&gt;’s Sera, &lt;b style=""&gt;Fallout 3&lt;/b&gt;’s Capitol Wasteland, the USG Ishimura of &lt;b style=""&gt;Dead Space&lt;/b&gt;, and countless others that I lack the space to mention. As varied and as amazing as these worlds are, they all have one (possible) flaw in common: they take a &lt;i style=""&gt;long &lt;/i&gt;time to devour. These levels are the theories of natural selection of my analogy; they take a long time and a lot of work to appreciate. You have to really devote yourself to exploring what they have to offer, looking into the nooks and crannies of each, searching for flaws and smiling when you find none. These games are incredibly satisfying in their own way… but their worlds offer little in the way of immediate satisfaction.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;Little Big Planet &lt;/b&gt;is the finch of my analogy; it stands for all of the little species that Charles Darwin found on the Galapagos and &lt;i style=""&gt;Tierra del Fuego&lt;/i&gt;, it stands for the immediate joy of fully grasping a discovery as you first lay eyes on it.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;What &lt;b style=""&gt;Little Big Planet&lt;/b&gt;’s developers at Media Molecule accomplished is astounding, they have constructed a (relatively) easy-to-use tool set, complete with a physics system, props, variable lighting, and a robust sound editor that has effectively democratized videogame development. No longer is the realm of game creation limited to those few with the ability to code, or with the connections to secure a position in design or writing for a videogame. 2008 has ushered in an era where anyone with a scrap of creativity can dip their toes into making something truly creative for others to mess around with.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;Each and every time that I log on to the &lt;b style=""&gt;Little Big Planet &lt;/b&gt;servers, I have a stupid grin on my face because I’m so excited to see what new levels have been created, levels in which I get to fully comprehend a new and exciting world in a matter of minutes, rather than the aforementioned hours that it takes to take in most of the games of the Christmas season.&lt;/span&gt;&lt;/p&gt;    &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;I thank you Media Molecule, for giving me a Galapagos to trudge around in.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;And I thank you, the &lt;b style=""&gt;Little Big Planet &lt;/b&gt;community for giving me finches to find. &lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style="font-family: verdana;font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: verdana;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_wsKAIsA-Mro/SVapa3KbNeI/AAAAAAAAAms/7rcauVG6Gx8/s1600-h/professor_layton_boxart.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 288px;" src="http://3.bp.blogspot.com/_wsKAIsA-Mro/SVapa3KbNeI/AAAAAAAAAms/7rcauVG6Gx8/s320/professor_layton_boxart.jpg" alt="" id="BLOGGER_PHOTO_ID_5284597491715225058" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family: verdana;font-family:verdana;font-size:130%;"  &gt;&lt;span style="font-weight: bold;"&gt;Ben Lovati's Pick: Professor Layton and the Curious Village&lt;/span&gt; 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	mso-style-qformat:yes; 	mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman","serif"; 	mso-fareast-font-family:"Times New Roman";} .MsoChpDefault 	{mso-style-type:export-only; 	mso-default-props:yes; 	font-size:10.0pt; 	mso-ansi-font-size:10.0pt; 	mso-bidi-font-size:10.0pt;} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.0in 1.0in 1.0in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&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:"Times New Roman"; 	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;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;Having access to Xbox Live this year, I was lucky to play quite a few arcade games that were designed for both short and extended play.&lt;span style=""&gt;  &lt;/span&gt;While games like &lt;b style=""&gt;Bionic Commando: Rearmed&lt;/b&gt; and &lt;b style=""&gt;Geometry Wars 2&lt;/b&gt; captured my gaming heart, there was one title that stood above the rest as a great short session game, and surprisingly, this game was not on Xbox Live.&lt;span style=""&gt;  &lt;/span&gt;Mysterious, no?&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;And I guess that’s the whole point because my Short Session Game of the Year is &lt;b style=""&gt;Professor Layton and the &lt;st1:place st="on"&gt;&lt;st1:placename st="on"&gt;Curious&lt;/st1:placename&gt; &lt;st1:placetype st="on"&gt;Village&lt;/st1:placetype&gt;&lt;/st1:place&gt;.&lt;/b&gt;&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;Professor Layton&lt;/b&gt; is a celebrity of sorts in &lt;st1:country-region st="on"&gt;&lt;st1:place st="on"&gt;Japan&lt;/st1:place&gt;&lt;/st1:country-region&gt;.&lt;span style=""&gt;  &lt;/span&gt;His games are wildly popular there as their quirky sensibilities and investigative gameplay seem to suck players in.&lt;span style=""&gt;  &lt;/span&gt;This is the first entry in the series for the states, and it’s an excellent addition to anyone’s DS library.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;The game involves a mystery that surrounds a small town.&lt;span style=""&gt;  &lt;/span&gt;Professor Layton and his sidekick, Luke, are summoned to the town to help them figure out just what is going on.&lt;span style=""&gt;  &lt;/span&gt;It seems, though, that the townspeople are obsessed with puzzles, and so the mystery’s clues are revealed to you as you solve the townspeople’s puzzles.&lt;span style=""&gt;  &lt;/span&gt;The game just oozes charm from the hilarious character designs to the varied locales you visit in the town.&lt;span style=""&gt;  &lt;/span&gt;It’s easy enough to explore the town and each character has their own unique quirks.&lt;span style=""&gt;  &lt;/span&gt;You get the sense that there’s something wrong and weird about the whole town, which really grabs you and makes you look forward to interacting with the villagers because you never know what weirdness will come around next.&lt;span style=""&gt;  &lt;/span&gt;The game also features beautifully animated cut scenes, which bring the characters to life.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;The game also has a slick design.&lt;span style=""&gt;  &lt;/span&gt;Once unlocked, all of the puzzles can be played again, and if you really get stumped, you can simply skip the puzzle and solve it later.&lt;span style=""&gt;  &lt;/span&gt;There are parts of the game that require you to solve a certain amount of puzzles before you move on, but this is circumvented by the sheer variety of puzzles.&lt;span style=""&gt;  &lt;/span&gt;This means that you don’t have to solve everything to enjoy every aspect of the game.&lt;span style=""&gt;  &lt;/span&gt;The game also features a save anytime, anywhere mechanic, which is great for short bursts of gaming.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: verdana;font-family:verdana;" class="MsoNormal" &gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;span style="font-family: verdana;font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;This game took me a good long while to beat, and the charm of the game kept me invested all the way through.&lt;span style=""&gt;  &lt;/span&gt;This is a game that you can take your time with, but you and even invest hours of time if you wanted to.&lt;span style=""&gt;  &lt;/span&gt;It’s one of my favorite games for the DS, and I don’t think any of you would be disappointed.&lt;/span&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-6509553319193945125?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/6509553319193945125/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=6509553319193945125' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/6509553319193945125'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/6509553319193945125'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/short-session-gaming_26.html' title='Short Session Gaming'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_wsKAIsA-Mro/SVapasHJbRI/AAAAAAAAAmk/R6HbX-wcVj8/s72-c/little_big_planet1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-8253449769028229615</id><published>2008-12-26T07:00:00.000-08:00</published><updated>2008-12-26T07:45:17.774-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2008 Game of the Year'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><title type='text'>Top Fives of the Year</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SVT43-NPhgI/AAAAAAAAAmc/zIrPc8gN36I/s1600-h/Mgs4mercs.jpg"&gt;&lt;img style="margin: 0px auto 10px; 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&lt;/style&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-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	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-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;/p&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;"&gt;This is Will Eslinger, editor of the &lt;i&gt;Entertaining Grime&lt;/i&gt; blog, and I would like to thank you all for joining us for what is sure to be a great meditation on the year in gaming. Last year's round up turned out really well despite a few snags along the way, and I had such a great time working with Juan (of the late &lt;i&gt;Cinema Fantastique&lt;/i&gt; blog) that I decided that we'd do the whole thing again this year. &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;"&gt;However, there have been some changes since last year's proceedings.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;"&gt;First off, you'll notice that Juan isn't my main co-writer this year, that task is being taken up by the talented Benjamin Lovati (who also happens to have scripted a game -the XNA title &lt;b&gt;Bad Atom&lt;/b&gt;- of his very own!) whose writing you will be familiar with from his numerous comic book reviews at iFanboy.com. However, Juan wasn't to be left out of the proceedings altogether, and he did us all a huge favor by contributing some writing that you will be able to enjoy a bit later in the week. Conor Kilpatrick and Josh Flanagan of iFanboy.com also drop by with an article apiece. I feel as if all of the contributors helped to give the whole endeavor much more variety than it possessed last year.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;"&gt;Which brings us to the second change with this year's end of the year bonanza, rather than post the much longer, more sprawling write-ups of last year, I have decided that this time, we would try and keep the reviews around 500 words. The reason for this is twofold, first, I feel as if the shorter pieces are far more conducive to internet browsing, and second, I didn't want these contributions to completely dominate the writer's time, and the 500 word count seems to require just the right amount of time to put together. &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="line-height: 115%;"&gt;Before we kick things off, I thought that I would give you all a schedule of the proceedings.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day One:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Top-Five Lists &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Two:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Short Session Games&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Three:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Racing Games (featuring Conor Kilpatrick of iFanboy.com!)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Four:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Role Playing Games&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Five: &lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt;Action/Adventure Games&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Six:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; First Person Shooters&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Seven:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Open World Games (featuring Josh Flanagan of iFanboy.com!)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:Verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Eight:&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt; Runner-up Game of the Year&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:Verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span style="line-height: 115%;"&gt;Day Nine: &lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;"&gt;Game of the Year (featuring Juan Marquez!)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:180%;"&gt;&lt;b&gt;Will Eslinger's Lists:&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Pieces of Game Writing:&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;1.&lt;span&gt;       &lt;/span&gt;&lt;a title="The King of Azeroth" href="http://www.wired.com/gaming/virtualworlds/magazine/16-12/ff_ige" target="_blank"&gt;The King of Azeroth&lt;/a&gt; by Julian Dibbell &lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;2.&lt;span&gt;       &lt;/span&gt;&lt;a title="Little Big Planet meditation" href="http://www.brainygamer.com/the_brainy_gamer/2008/12/made-by-human-beings.html" target="_blank"&gt;Little Big Planet meditation&lt;/a&gt; by the Michael Abbott&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;3.&lt;span&gt;       &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a title="The Video-Game Programmer Saving Our 21st-Century Souls" href="http://www.esquire.com/features/best-and-brightest-2008/future-of-video-game-design-1208?click=main_sr" target="_blank"&gt;The Video-Game Programmer Saving Our 21st-Century Souls&lt;/a&gt; by Jason Fagone of Esquire&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;4.&lt;span&gt;       &lt;/span&gt;&lt;a title="Why We Need More Torture in Games" href="http://www.wired.com/gaming/virtualworlds/commentary/games/2008/12/gamesfrontiers_1215" target="_blank"&gt;Why We Need More Torture in Games&lt;/a&gt; by Clive Thomson&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;5.&lt;span&gt;       &lt;/span&gt;&lt;a title="The Grammar of Fun" href="http://www.newyorker.com/reporting/2008/11/03/081103fa_fact_bissell" target="_blank"&gt;The Grammar of Fun&lt;/a&gt; by Tom Bissell&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-left: 0.25in;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Top-5 Graphics&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;1.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Metal Gear Solid 4&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;2.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Crysis Warhead&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;3.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Little Big Planet&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;4.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Prince of Persia&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;5.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Grand Theft Auto IV&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Top-5 Stories&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;1.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Metal Gear Solid 4&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;2.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Grand Theft Auto IV&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;3.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Brothers in Arms: Hells Highway&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;4.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Fallout 3&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;5.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Dead Space&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;Top-5 Characters&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;1.&lt;span&gt;       &lt;/span&gt;Old Snake (&lt;b&gt;Metal Gear Solid 4&lt;/b&gt;)&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;2.&lt;span&gt;       &lt;/span&gt;Corporal "Red" Hartstock  (&lt;b&gt;Brothers in Arms: Hell's Highway&lt;/b&gt;)&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;3.&lt;span&gt;       &lt;/span&gt; Nico Bellic (&lt;b&gt;Grand Theft Auto IV&lt;/b&gt;)&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;4.&lt;span&gt;       &lt;/span&gt; Fawkes (&lt;b&gt;Fallout 3&lt;/b&gt;)&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;5.&lt;span&gt;       &lt;/span&gt;The Survivors (&lt;b&gt;Left 4 Dead&lt;/b&gt;)&lt;/span&gt;&lt;/p&gt;&lt;span style=";font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;  &lt;p  style="font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;5 Games That I Wish That I Played But Didn't&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;1.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Burnout Paradise&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;2.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Pure&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;3.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Wario Land: Shake It!&lt;/b&gt;&lt;b&gt; &lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;4.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Civilization: Revolution&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;5.&lt;span&gt;       &lt;/span&gt;&lt;/b&gt;&lt;b&gt;Ninja Gaiden 2&lt;/b&gt;&lt;/span&gt;&lt;/p&gt; &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;5 Most Surprising Events in Gaming&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;1.&lt;span&gt;       &lt;/span&gt;EA's Reinvention&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-left: 1in;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;With shockingly risky games like &lt;b&gt;Mirror's Edge &lt;/b&gt;and hard-core crowd pleasers like &lt;b&gt;Dead Space&lt;/b&gt;, 2008 saw the creative rebirth of Electronic Arts. It's just a shame that their sales didn't reflect their newfound devotion to quality.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;2.&lt;span&gt;       &lt;/span&gt;Midway Games Sold for $100,000&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-left: 1in;font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;The whole $100,000 price tag is a bit of a misnomer, considering the actual price ended up in the millions (thanks to Midway's debt). But what makes this story so surprising is that somebody actually bought Midway. Seriously, &lt;b&gt;Mortal Kombat &lt;/b&gt;does not a good company make.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;3.&lt;span&gt;       &lt;/span&gt;Nintendo Announces DSi&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-left: 1in;font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;I guess that I shouldn't be too surprised; the Game Boy Advance went through three iterations, but still, when your machine is outselling its next closest competition by a mile, I just don't understand why there is any reason to undergo the R&amp;amp;D required to create an entirely new SKU.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-left: 1in;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;4.&lt;span&gt;       &lt;/span&gt;Shawn Elliott and the Birth of Games Criticism&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-left: 1in;font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;Who would have thought that it would take the industry's most talented journalist' departure from the field to actually jump start true gaming criticism?&lt;/span&gt;&lt;/p&gt;  &lt;p  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;5.&lt;span&gt;       &lt;/span&gt;Retailers and Publishers Begin the Build Up to War.&lt;/span&gt;&lt;/p&gt;    &lt;p  style="margin-left: 1in;font-family:verdana;"&gt; &lt;span style="font-size:130%;"&gt;Retailers love used games, Publishers hate them. One of the two will have to budge sooner or later, but until then, this battle is just heating up.&lt;/span&gt;&lt;/p&gt;&lt;span style=";font-family:verdana;font-size:130%;"  &gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Ben Lovati's Lists:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt; &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;    &lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Graphics&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;  &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Gears of War 2&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Dead Space&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Grand Theft Auto IV&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;GRID&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Burnout Paradise&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;/ol&gt; &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;    &lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/p&gt; &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Stories&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;  &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Dead Space&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Star Wars: The Force Unleashed&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Grand Theft Auto IV&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Professor Layton and the Curious Village&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Fallout 3&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;/ol&gt; &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Characters&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;  &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Niko Bellic from GTA IV&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Roman Bellic from GTA IV&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Private George Gordon Haggard Jr., a.k.a "Haggard" from Battlefield: Bad Company&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Brucie from GTA IV&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Wadsworth from Fallout 3&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;/ol&gt; &lt;span style=";font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt; &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Worst Games&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;  &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Iron Man&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Turning Point: Fall of Liberty&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Facebreaker&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Alone in the Dark&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;&lt;b&gt;Turok&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;/ol&gt; &lt;p  style="margin-bottom: 0in; font-weight: bold;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/p&gt; &lt;p  style="margin-bottom: 0in; font-weight: bold;font-family:verdana;"&gt;    &lt;span style="font-size:130%;"&gt;Top 5(ish) Games You Wished You Played But Didn't…&lt;/span&gt; &lt;/p&gt;  &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Metal Gear Solid 4&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Little Big Planet&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Fable 2&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Far Cry 2&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Boom Blox&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Mirror's Edge&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;&lt;b&gt;Call of Duty: World at War&lt;/b&gt;&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;Every title that came out after October…&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;/ol&gt;   &lt;p  style="margin-bottom: 0in;font-family:verdana;"&gt;   &lt;span style="font-size:130%;"&gt;&lt;b&gt;Top 5 Most Surprising Events in Gaming&lt;/b&gt;&lt;/span&gt; &lt;/p&gt;   &lt;ol  style="font-family:verdana;"&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;EA suddenly releases new, compelling IPs (Dead Space and Mirror's Edge)&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;Ensemble Studio closes because Microsoft doesn't like to make money&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;Activision drops Ghostbusters, Brutal Legend, and other great titles&lt;/span&gt;     &lt;/p&gt;    &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;       &lt;span style="font-size:130%;"&gt;De Blob releases, proving that more than just Nintendo can make great Wii games&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;li&gt;     &lt;p style="margin-bottom: 0in;"&gt;        &lt;span style="font-size:130%;"&gt;The DSi, or How Nintendo Will Create a Generation of Suckers&lt;/span&gt;     &lt;/p&gt;   &lt;/li&gt;&lt;/ol&gt;    &lt;span style=";font-family:verdana;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-8253449769028229615?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/8253449769028229615/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=8253449769028229615' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8253449769028229615'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8253449769028229615'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/top-fives-of-year.html' title='Top Fives of the Year'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SVT43-NPhgI/AAAAAAAAAmc/zIrPc8gN36I/s72-c/Mgs4mercs.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-3364424241149943952</id><published>2008-12-02T13:45:00.000-08:00</published><updated>2008-12-02T13:53:23.196-08:00</updated><title type='text'>Excellent Writing</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/STWuKDM606I/AAAAAAAAAmQ/2edHf-lccdU/s1600-h/ff_ige_f.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 159px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/STWuKDM606I/AAAAAAAAAmQ/2edHf-lccdU/s320/ff_ige_f.jpg" alt="" id="BLOGGER_PHOTO_ID_5275314026215822242" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;I thought I'd point you guys in the direction of &lt;a href="http://www.wired.com/gaming/virtualworlds/magazine/16-12/ff_ige#"&gt;the single best piece of games journalism to be written in 2008&lt;/a&gt;. It's  from Wired Magazine and tells the story of how Brock Pierce went from staring in Disney movies, to exile and bankruptcy and then to the head of a multimillion dollar company that dealt in MMORPG currency.&lt;br /&gt;&lt;br /&gt;A truly fascinating, epic, and tragic story.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-3364424241149943952?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/3364424241149943952/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=3364424241149943952' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3364424241149943952'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3364424241149943952'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/12/excellent-writing.html' title='Excellent Writing'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_wsKAIsA-Mro/STWuKDM606I/AAAAAAAAAmQ/2edHf-lccdU/s72-c/ff_ige_f.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-6599844337019960503</id><published>2008-11-29T11:10:00.000-08:00</published><updated>2008-11-29T11:46:05.090-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Epic Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Multiplayer'/><title type='text'>Gears of War 2: Now Playable!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/STGXJoO7sgI/AAAAAAAAAmI/gYmvvwPOIT0/s1600-h/gow2one.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 228px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/STGXJoO7sgI/AAAAAAAAAmI/gYmvvwPOIT0/s320/gow2one.jpg" alt="" id="BLOGGER_PHOTO_ID_5274162830302228994" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.1up.com/do/newsStory?cId=3171553"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:arial;"&gt;Epic has patched &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://www.1up.com/do/newsStory?cId=3171553"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family:arial;"&gt;Gears of War 2 &lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;While I haven't gotten to play with the revamped matchmaking, I'm hopeful that this sorts out the chinks in the game's otherwise excellent armor. &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-6599844337019960503?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/6599844337019960503/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=6599844337019960503' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/6599844337019960503'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/6599844337019960503'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/11/gears-of-war-2-now-playable.html' title='Gears of War 2: Now Playable!'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/STGXJoO7sgI/AAAAAAAAAmI/gYmvvwPOIT0/s72-c/gow2one.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-738581296355820299</id><published>2008-11-27T20:16:00.000-08:00</published><updated>2008-11-29T11:50:24.975-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rainbow Six'/><category scheme='http://www.blogger.com/atom/ns#' term='Mumbai'/><category scheme='http://www.blogger.com/atom/ns#' term='Counter-Terrorism'/><category scheme='http://www.blogger.com/atom/ns#' term='Tom Clancy'/><title type='text'>Tom Clancy Was Right</title><content type='html'>&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/GdW1PNUjMFo&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/GdW1PNUjMFo&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;This is the kind of shit that Rainbow Six was established to deal with.&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;Oh wait, Rainbow Six is a fictional organization thought up by Tom Clancy, oops my bad.&lt;/span&gt;&lt;/p&gt;    &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;As much as one could say that Tom Clancy’s world is a bit… bleak, what with all of the nuclear and chemical attacks on U.S. soil, war with Japan, China and Saudi Arabia and all other manner of rather dangerous occurrences messing up the average Joe’s life, on days like today, it seems almost utopian to me. &lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;For those of you who don't know, team Rainbow is the result of consummate bad asses John Clark and Ding Chavez getting U.N. sanctioning to put together a team of other consummate bad asses from all across the globe to work together and kick all kinds of ass. The team had members for the Navy S.E.A.L.S., Army Operation Detachment Delta, FBI Hostage Rescue Team, United Kingdom 22 S.A.S. and all manner of other sneaky and deadly organizations. Team Rainbow didn’t exist to fulfill any sort of need in a certain country’s agenda, they were formed to be the best possibly at what they were tasked to do, and what they were tasked to do was fight terrorism. &lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;India isn’t equipped to face the terrorist invasion that they’re facing in Mumbai, they could certainly bomb the place to oblivion (their Air Force is excellent) and kill every terrorist in the area with ease, but that would also kill all of their civilians as well, not a good proposition.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;What India needs is a substantial counter-terrorist force that is trained to face this type of situation, unfortunately, training and equipping a large component of special operators is about as expensive as doing the same with a squadron of F-16 pilots, and seems (on the surface) to be a bad use of funds, and so now, they’ve found themselves with their pants down, forced to use traditional commandos (trained for raids on enemy camps, not on hotels) to  free their civilians.&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;I would bet you $100 that nearly every  special operator in America is watching the news right now and wringing their hands, this is the operation of a lifetime for them, and yet they’re forced to watch from half a world away as  hundreds of people die at the hands of terrorists that they’ve trained for years to kill. And while it would be the right move to make, there is no way that India would let U.S. (or British) troopers onto their soil, this is their problem, and they’ll deal with it.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;And get far too many innocents are dying in the process.&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;I can’t help but think that maybe a multinational counter-terrorist organization in the vein of Rainbow would be let into Mumbai to deal with the situation, but unfortunately, no such agency exists...&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;Except in the Clancy-verse, and so more people are inevitably going to die.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-738581296355820299?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/738581296355820299/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=738581296355820299' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/738581296355820299'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/738581296355820299'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/11/tom-clancy-was-right.html' title='Tom Clancy Was Right'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-3115757411503912382</id><published>2008-11-24T17:06:00.000-08:00</published><updated>2008-11-29T11:52:35.769-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='DC'/><category scheme='http://www.blogger.com/atom/ns#' term='Comics'/><category scheme='http://www.blogger.com/atom/ns#' term='Eric Trautmen'/><category scheme='http://www.blogger.com/atom/ns#' term='Popgun'/><category scheme='http://www.blogger.com/atom/ns#' term='Checkmate'/><title type='text'>Eric Trautmen Interview</title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SStj4Y0fwBI/AAAAAAAAAl4/ZbNC6maQS94/s1600-h/scan0008.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 206px; height: 320px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SStj4Y0fwBI/AAAAAAAAAl4/ZbNC6maQS94/s320/scan0008.bmp" alt="" id="BLOGGER_PHOTO_ID_5272417609153757202" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;p  style="line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span&gt;Eric Trautmen first caught my attention when he helped Greg Rucka with the last few arcs of his &lt;span style="font-weight: bold;"&gt;Checkmate &lt;/span&gt;series. Since then, Eric has gained a good deal of fanboy support for his work on DC's espionage title, and has certainly left me wanting to read more from him in the future.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;In hopes of getting to ask Eric some questions before he skyrocketed to the highest heights of comic-creator fame, I shot him a few questions and he was kind enough to sit down and reply.&lt;/span&gt;&lt;/p&gt;&lt;p  style="line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;Without further ado, I'll let the interview speack for itself.&lt;b&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;--------------------------------------------------------------------------------------&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SStj4auTlaI/AAAAAAAAAmA/igttFQcYsNk/s1600-h/scan0006.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 308px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SStj4auTlaI/AAAAAAAAAmA/igttFQcYsNk/s320/scan0006.bmp" alt="" id="BLOGGER_PHOTO_ID_5272417609664664994" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;My favorite arc of the entire &lt;span&gt;Checkmate&lt;/span&gt; run was the Mademoiselle Marie story that immediately followed the &lt;i&gt;Fall of the Wall &lt;/i&gt;arc. At this point, your name was a regular in the book's credits and so I'd like to ask you about what I think was the best scene in that arc, and by extension in that series. It's a two-page spread depicting various Mademoiselle Marie's throughout history. How did that page come about?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;Greg had the idea for doing various scenes of "Maries through the ages." That specific sequence is one he wrote, but I think the notion of the crypt and the ceremony itself wherein Tautin is inducted into the ranks of Maries past might have been derived from some harebrained notion I tossed into the mix during one of our frequent story calls.&lt;br /&gt;&lt;br /&gt;During the writing process, I know Greg asked me occasionally to help him track down references on the Maquis and stuff, but I'm pretty sure that two-page spread was pure Rucka.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Was there a good deal of research involved for the Marie back-story? If so, what were your sources?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt; &lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt; &lt;span style="font-size:130%;"&gt;I know Greg researched it pretty thoroughly, and I dug up online sources to help with some of the World War II stuff. Beyond that, I'm not sure where Greg pulled it from.   &lt;/span&gt;&lt;/p&gt;    &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Was the Marie character one that you and Greg were able to flesh out mostly on your own?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;We really never got much in the way of resistance from our editor, Joan Hilty, on really anything we wanted to do. As long as we weren't blatantly going out of our way to contradict the existing Marie "lore," we were free to come up with all sorts of material.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="line-height: normal; font-family: arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SSta8rIE-xI/AAAAAAAAAlw/HbZHcIDbWCg/s1600-h/weirdwar120.jpg" target="_blank"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; width: 225px; height: 343px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SSta8rIE-xI/AAAAAAAAAlw/HbZHcIDbWCg/s320/weirdwar120.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Continuing the last question, Sgt. Rock and The Unknown Soldier, probably my two favorite DC characters (at least from their concept) are featured on missions with a Marie. I was just curious if you've read any of the old Rock and Unknown Soldier stories, and what your thoughts on them are.&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Heh. Of course I have! I'm the guy who brought back the G.I. Robot!&lt;br /&gt;&lt;br /&gt;I LOVE the old DC war comics. Enemy Ace is a favorite, as was Sgt. Rock. One of the first comics I remember reading was an old 1970s era "Brave &amp;amp; The Bold" which featured the Golden Age Batman and the Unknown Soldier. I don't remember the specifics of the issue (beyond some kind of Nazi infiltrator doing something dastardly at the Lincoln Memorial) but what I do recall, I recall fondly.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;I feel like the best kept secret of the DC publishing catalogue of the past year was the &lt;span&gt;The Question: Five Books of Blood &lt;/span&gt;trade, which contained, along with the awesome miniseries by Greg Rucka and various artists, this vast dossier putatively composed by Renee Montoya. From what I can gather, you did most of the design work for the faux documents included within. &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;How much work did the project turn out to be? &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Not as much as you might think, but WAY more than we intended. Is that a helpful answer, or what? &lt;/span&gt;&lt;/p&gt;   &lt;p  style="line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;How much extra research did you have to do for the DCU brands? (were you the first to come up with a DCU AIM client?)  &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Really not a lot. Pulled most of that out of my own head. It just seemed reasonable.&lt;br /&gt;&lt;br /&gt;I did have to track down the Ferris logo to do the airline ticket; that's probably the most "research" I had to do. Most of the research I did was visual: what does a police report look like, what does a toe-tag look like, etc.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Were you clued in on the details of &lt;span&gt;Final Crisis&lt;/span&gt; for incorporating the "Darkseid's Bitch" aspects of the meta-story?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;In very, very, very vague terms, yes. Mostly we knew that "Grant's doing something big, and it involves the New Gods, and Apokolips." Little else (though I suspect Greg knew a great deal more than I did--and do, or likely ever will--about the project).&lt;br /&gt;&lt;br /&gt;We knew some of the ways that the Crime Bible specifically tied into Apokolips, and the DSB thing -- ably abetted by VicSage.com guru Eric Newsom -- actually grew organically out of that.&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SStSJpHckbI/AAAAAAAAAlQ/cdR4fFgooo8/s1600-h/t.bmp" target="_blank"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; width: 311px; height: 320px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SStSJpHckbI/AAAAAAAAAlQ/cdR4fFgooo8/s320/t.bmp" alt="" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt; &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:arial;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;You and Brandon Jerwa collaborated on a short story for the second volume of Image's &lt;span&gt;Popgun Anthology&lt;/span&gt;. How was that collaboration compared to the one you had with Rucka? &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;For one, I'm taller than Brandon. :)&lt;br /&gt;&lt;br /&gt;It's actually pretty similar; Greg and I tend to spend a lot of time bouncing ideas around, and getting excited about esoteric little nuggets that will probably end up never seeing the light of day. Brandon and I tend to have that same kind of enthusiasm; both have been very, very fertile collaborations.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p  style="margin-bottom: 12pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Could you talk a little bit about that comic for the readers, give a basic summary.&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 12pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Sure. PopGun is an anthology book--something like 400 pages--filled with short works by all kinds of established creators and folks you might not have heard of.&lt;br /&gt;&lt;br /&gt;Our contribution (along with artists David Messina and Mirco Pierfedirici) was called "Wide Awake: Beyond the Wall of Sleep". It's a supernatural/adventure tale, which introduces Amanda Carter, a young girl who is tormented by horrible nightmares of monsters and apocalypse.&lt;br /&gt;&lt;br /&gt;She also has learned, at very young age that she has an unusual gift--bringing unfinished business (aka MONSTERS) from her dreams into the waking world.&lt;br /&gt;&lt;br /&gt;And, she believes, a demonic entity called The Messenger is attempting to get her to dream the end of the world, in order to make it real...&lt;br /&gt;&lt;br /&gt;Anyone interested can find the whole 9-pager online at &lt;a href="http://www.comicbookresources.com/?page=article&amp;amp;id=17865" target="_blank"&gt;&lt;span style="color:blue;"&gt;Comic Book Resources&lt;/span&gt;&lt;/a&gt;, and a "director's commentary" version on &lt;a href="http://www.comicswaitingroom.com/jerwa12a.html" target="_blank"&gt;&lt;span style="color:blue;"&gt;Brandon Jerwa's "Anything Goes" column on Comics Waiting Room. &lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;(And if you enjoy it, Brandon and I are currently hard at work on on original graphic novel for DC/Vertigo, which I can't wait to be able to talk about.)&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 12pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;So far, you and Greg have made Cinnamon the Cowgirl and Snapper Carr into complete bad-asses. Is there any character that you can't make awesome by turning them into a Checkmate agent?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Brother Power, The Geek.&lt;br /&gt;&lt;br /&gt;But he's awesome in his own way.&lt;br /&gt;&lt;br /&gt;And to be fair: Keith Giffen established that Snapper was a Checkmate agent in his "52 Aftermath: Four Horsemen" series, and Jen Van Meter brought the Cinnamon awesomeness in "Cinnamon: El Ciclo" some years back. Credit where credit's due. :)&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Final Crisis: Resist&lt;/span&gt;&lt;/b&gt;&lt;b&gt;&lt;span&gt; really seems to be the book that actually gives the heroes some hope of success with the activation of the O.M.A.C.s, was that plot point something that Grant Morrison had written into his overall plot but just couldn't fit into the main book?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;I'm not sure where the OMAC thing came from. I never spoke to Grant during the writing of Resist -- Greg and Grant (and Eddie Berganza, and Dan DiDio, and undoubtedly a cast of thousands) had chewed it all over prior to my being brought on board. My job was to sort of absorb what I'd been told, and try not to have blood come shooting out of my ears as I realized the full and terrifying scope of Grant's effort.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Final Crisis #3 &lt;/span&gt;&lt;/b&gt;&lt;b&gt;&lt;span&gt;had some really great scenes with the six "Watchtowers" all across the world. Why did you and Greg focus on the Antarctica base when there were other pockets of "resistance"?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;Partially to cut down on instances of continuity overkill (it's tough to coordinate it all, frankly), but mostly because we were going for that isolated, "five guys in a lifeboat" sort of feel. And, well, Mr. Rucka has had some small success setting stories in Antarctica...&lt;br /&gt;&lt;br /&gt;(Though, I have to say, I'm disappointed no one has teased us for the Justice League: Antarctica joke yet.)&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;Did any of Greg's insane levels of research for the &lt;span&gt;Whiteout &lt;/span&gt;series come into play as you guys crafted a story set on the icy continent? &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;I'm sure it did. I sorta deferred all that stuff to him--he's the expert. I tended to be the guy playing with the Gideon-II/Thinker stuff, and coming up with Darkseid's creepy "garden" project.&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;What comics are you reading right now? What has you excited about the medium?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;My wife and I own a comics shop -- Olympic Cards and Comics in Lacey, WA -- so I try to at least glance at whatever is coming in every week (though I'm SO far behind in my comics writing, it's pathetic.)&lt;br /&gt;&lt;br /&gt;I dig Invincible, Walking Dead, any of the Hellboy and BPRD stuff; Dark Horse is doing great stuff with the Robert E. Howard titles -- Kull, Conan, Solomon Kane. I'm a pulp junkie, so I'm almost genetically predisposed to enjoy that stuff.&lt;br /&gt;&lt;br /&gt;I'm enjoying Final Crisis, of course.&lt;br /&gt;&lt;br /&gt;Probably my favorite book of the last year was the Garth Ennis/Howard Chaykin "War is Hell" title, and of course, I read "The Boys" religiously.&lt;br /&gt;&lt;br /&gt;I've been really intrigued by the Marvel literary adaptations -- The Stand, in particular, is really, really good. Oh, and the Euro comics they've been doing under the Soleil imprint. "Universal War One" knocked my socks off.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;&lt;a href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SStaDdeWN5I/AAAAAAAAAlo/wmSbYngMEfc/s1600-h/51pPLwBoTiL._SS500_.jpg" target="_blank"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; width: 260px; height: 260px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SStaDdeWN5I/AAAAAAAAAlo/wmSbYngMEfc/s320/51pPLwBoTiL._SS500_.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt; &lt;p  style="line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;What about games/movies/prose, Is there anything that you've played/watched/read recently that you really enjoyed?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;Kung Fu Panda?&lt;br /&gt;&lt;br /&gt;I don't get out to the movies much.&lt;br /&gt;&lt;br /&gt;I stared reading "Old Man's War" by John Scalzi, and that's been entertaining as hell. Mostly, I read nonfiction for research purposes. I rarely get a chance to read fiction just for the pure fun of it.&lt;br /&gt;&lt;br /&gt;I did get a chance to peruse a draft of Greg Rucka's next Attitcus Kodiak novel, "Walking Dead," and enjoyed that immensely. &lt;/span&gt;&lt;/p&gt;   &lt;p  style="line-height: normal;font-family:arial;"&gt; &lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;And finally, is there anything that you can say about your upcoming Vertigo project? &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt;Yes. I can say that I'm not allowed to say anything yet. Also, not being able to say anything yet is causing me physical pain.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b&gt;&lt;span&gt;When you think that we'll find out about it?&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt; &lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-size:130%;"&gt; If I don't stop typing here and get back to finishing up act I by tomorrow, I'll be able to announce that DC fired my ass. :P&lt;br /&gt;&lt;br /&gt;No idea, sorry.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="margin-bottom: 0.0001pt; line-height: normal;font-family:times new roman;"&gt; &lt;span style="font-weight: bold;font-size:130%;" &gt;------------------------------&lt;/span&gt;&lt;wbr style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;---------------------------&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;span style=";font-family:arial;font-size:130%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:times new roman;font-size:130%;"  &gt;Thanks to Eric for sitting down and answering my inane questions! Be sure to watch Newsarama or whatever your news site of choice is for information on his upcoming projects... And then buy them!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-3115757411503912382?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/3115757411503912382/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=3115757411503912382' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3115757411503912382'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/3115757411503912382'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/11/eric-trautmen-interview.html' title='Eric Trautmen Interview'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_wsKAIsA-Mro/SStj4Y0fwBI/AAAAAAAAAl4/ZbNC6maQS94/s72-c/scan0008.bmp' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-5460632877911342344</id><published>2008-10-29T17:28:00.001-07:00</published><updated>2008-10-29T17:58:10.700-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videogaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Little Big Planet'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><category scheme='http://www.blogger.com/atom/ns#' term='Liveblog'/><category scheme='http://www.blogger.com/atom/ns#' term='Sony'/><title type='text'>Little Big Planet Liveblog</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_wsKAIsA-Mro/SQkGbQO_onI/AAAAAAAAAlI/QOmC35diuuA/s1600-h/9234_little_big_planet.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 276px;" src="http://4.bp.blogspot.com/_wsKAIsA-Mro/SQkGbQO_onI/AAAAAAAAAlI/QOmC35diuuA/s320/9234_little_big_planet.png" alt="" id="BLOGGER_PHOTO_ID_5262744704843227762" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe src="http://www.coveritlive.com/index2.php/option=com_altcaster/task=viewaltcast/altcast_code=63efaab3c7/height=550/width=470" scrolling="no" width="470" frameborder="0" height="550"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-5460632877911342344?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/5460632877911342344/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=5460632877911342344' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/5460632877911342344'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/5460632877911342344'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/10/little-big-planet-liveblog.html' title='Little Big Planet Liveblog'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_wsKAIsA-Mro/SQkGbQO_onI/AAAAAAAAAlI/QOmC35diuuA/s72-c/9234_little_big_planet.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2214096240310928536</id><published>2008-10-27T19:18:00.000-07:00</published><updated>2008-12-15T16:16:43.247-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Bioshock'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogame Criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='Videogaming'/><category scheme='http://www.blogger.com/atom/ns#' term='EA'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><title type='text'>Dead Space: A ready-made Bioshock.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SQZ8H81R1nI/AAAAAAAAAk4/drGIyC_kGds/s1600-h/deadspace.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 365px; height: 203px;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SQZ8H81R1nI/AAAAAAAAAk4/drGIyC_kGds/s320/deadspace.jpg" alt="" id="BLOGGER_PHOTO_ID_5262029690659526258" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;I really love Bioshock 2... er, I mean Dead Space. I really love Dead Space.&lt;br /&gt;&lt;br /&gt;The setting of Dead Space, the USG Ishimura, is easily the most well-designed game world since Ken Levine's 2k Boston took us to Rapture. The ship feels so lived in so worked in, that it's incredibly easy to buy the world that the game is trying to sell me. Vending machines, posters, (readable) magazine articles, work stations, and scattered personal belongings make the sales pitch for the game's world. Then the cohesive art design between Ishimura and the equipment seals the deal to the world's aesthetic immersion. The sale is also aided by the fact that every AI seems to be constrained by the same rules of this world that I am. The "monster-closet" system of magically appearing enemies is technically here, but the designers of Dead Space have alleviated the awkwardness of this design choice a great deal by including a system of air shafts that the enemies crawl around in. So yeah, they jump out at you from no-where, but they can do that within the game's fiction, so their appearance doesn't take you out of the world.&lt;br /&gt;&lt;br /&gt;Dead Space uses the same style of in-game cutscenes as made popular by Half Life, you're never taken out of your character, everything that happens in this world you witness through his eyes. And whenever you encounter a non-playable character in the game, you'll notice that they're living in the same world as you and your enemies. They don't magically disappear from a scene, if they have to make an exit; they do so through an elevator, or by walking away. The developers just don't cheat in this department; shortcuts are spurned in favor of honest to goodness continuity of universe. The story that these "cut scenes" tell is another of the game's biggest draws. What initially comes across as a kind of grab-bag of sci-fi horror is woven into a rather sophisticated tale of religious fanaticism, shadowy cults and government conspiracies before the credits roll. And while the universe is fleshed out quite a bit by the excellent comic and movie, I didn't really get the sense that without watching/reading them I would have been lost, which is in itself a real feat.&lt;br /&gt;&lt;br /&gt;The Resident Evil series has always used limitation of movement to increase the tension of its games. In Resident Evil 4, those limitations were greatly lifted, but still they remained, yes, your character could move in three-dimensions, but no, he couldn't shoot while doing that moving. For good or for bad, those gameplay feature weren't simply the result of lazy programmers, they were legitimate choices made to increase the tension of the games. This has been a constant thorn in the side of horror/action games. To do effective horror, the threat must stay hidden, must be a creature of imagination whose only set traits are those hinted at by a director/designer. This can be done in a strait up "horror" game, where combat isn't really as much a feature as freaking you out. However in an action/horror hybrid, you need to see something so you can shoot at it, and so designers can't let you imagine your foe, they have to let you see it, then blow it away.&lt;br /&gt;&lt;br /&gt;Thankfully, Dead Space doesn't create its tension with obstinate methods of control. Rather, what the game's developers have done is use modern controls, graphics and sound, paired with more classic elements of gaming like limited health and supplies to craft a truly tense, if not "horrific" experience. The game controls like Resident Evil 4 in every way except the movement, which has been broadened to include the ability to strafe with a weapon drawn. The control scheme uses the over-the-shoulder camera that's all the rage these days, and so, while it's not anything new, the control scheme is exceptionally polished. It's obvious that the developers took a long and hard look at what makes this perspective work. Playing the game just feels right, every time I traced my laser sight across a target and pulled the trigger I felt such a visceral and tactile feedback, that I never felt like there was a controller in my hands, even after just a short time of playing. From a purely gameplay-focused perspective, Dead Space is really perfect. The balance of weapons, scarcity of ammunition, and the two powers your character has (kinesis and a targeted time-free) all comes together so well that you're forced to come up with creative and emergent ways to play just to make it through with plasmoids charges left in your weapon. The fact that you can upgrade these powers and weapons adds an ever greater level of depth to the experience, while, admittedly drawing more comparisons to Bioshock.&lt;br /&gt;&lt;br /&gt;I love Dead Space's world, I love how Dead Space plays, but the only problem is that I don't really like what you get to do in Dead Space. What made Bioshock so compelling was the way the narrative worked together with the level design and mission structure to make the whole experience feel both natural, and extremely varied. Yes, you did a good number of different things in Rapture, but they all made sense in pushing you on towards your confrontation with Atlas ("Would you kindly…"). Dead Space can't claim to have that quality because you don't do a good number of things in Dead Space.&lt;br /&gt;&lt;br /&gt;Really, you just do one thing; you fix stuff that's broken on the Ishimura. Sometimes you fix stuff in outer space, sometimes you fix stuff in zero gravity, sometimes you fix stuff while creepy monsters try to kill you, and sometimes you fix stuff while all of the above is going on. The repetition of objectives is baffling if you really think about it, and should have completely broken the game. But it didn't. I never really minded that I was just fixing stuff because my duties as an ad-hoc super were really just the MacGuffin's that moved me through the Ishimura. And as I said earlier, the actual fighting and movement within the game is so good that I couldn't really have care less.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2214096240310928536?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2214096240310928536/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2214096240310928536' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2214096240310928536'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2214096240310928536'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/10/dead-space-ready-made-bioshock.html' title='Dead Space: A ready-made Bioshock.'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wsKAIsA-Mro/SQZ8H81R1nI/AAAAAAAAAk4/drGIyC_kGds/s72-c/deadspace.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-8719029839610010934</id><published>2008-10-21T15:47:00.000-07:00</published><updated>2008-10-21T15:48:55.735-07:00</updated><title type='text'>Gaming Grows Up</title><content type='html'>Which of these will be more awesome?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XbvWfJoN-W0&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/XbvWfJoN-W0&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/akNbviQfddI&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/akNbviQfddI&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-8719029839610010934?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/8719029839610010934/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=8719029839610010934' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8719029839610010934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/8719029839610010934'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/10/gaming-grows-up.html' title='Gaming Grows Up'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-2639818848482253027</id><published>2008-10-16T18:34:00.000-07:00</published><updated>2008-10-16T18:56:16.899-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space'/><category scheme='http://www.blogger.com/atom/ns#' term='Bioware'/><category scheme='http://www.blogger.com/atom/ns#' term='Videogaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Take-2'/><category scheme='http://www.blogger.com/atom/ns#' term='Entertainment'/><category scheme='http://www.blogger.com/atom/ns#' term='Electronic Arts'/><title type='text'>The Evil Empire... of Gaming</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SPfuAdsHneI/AAAAAAAAAa8/OU0WN_csVuI/s1600-h/ea-logo.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SPfuAdsHneI/AAAAAAAAAa8/OU0WN_csVuI/s320/ea-logo.png" alt="" id="BLOGGER_PHOTO_ID_5257932781715430882" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div id=":d7" class="ArwC7c ckChnd"&gt;&lt;div dir="ltr"&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;I'm standing over my Xbox 360 with a jewel case in my left hand and a pocket knife in my right. My battle is fierce and my battle is long. My knife gouges and slices at the shrink-wrap. My fingers tear and tatter the safety stickers along the top and bottom of the case. Then suddenly, the tide turns, I have VICTORY! My game is in hand, and then it sits in the disc drawer. I return to my recliner, press A on my controller to close the disc tray and I sit back, adjust my eyes, and begin to see a stream of logos flicker before me.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;"Wait…" I ask myself after a few seconds of sitting. &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;"Was there an 'E' in that logo?"&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;"Why… yes, there was." &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;"Was that an 'A' beside it?" &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;"Well I'll be… yes, that was indeed an 'A'." &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;The realization hits me like a hammer. I, one of the most hardcore games that you will ever know, am excited… no, elated beyond belief, that I'm about to play a game from Electronic Arts. How did his ever happen?&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;In the past ten years, EA has built up a reputation for being the most soul-sucking and corporate videogame company in existence. Every year they would churn out their big money makers like &lt;b&gt;Madden&lt;/b&gt; and &lt;b&gt;NCAA&lt;/b&gt;,&lt;b&gt; &lt;/b&gt;then use the millions they brought in to purchase license after license to quash what paltry competition other companies may try to enter in to the EA-dominated sports market. &lt;b&gt;The Sims&lt;/b&gt; saw almost as blatant a case of design-by-corporation. What was once a franchise born out of the insatiable creativity of Will Wright was bastardized into watered-down and creatively-void entries (like my "favorite" &lt;a href="http://www.amazon.com/Sims-2-IKEA-Home-Stuff-Pc/dp/B0019HXJ5Q/ref=sr_1_1?ie=UTF8&amp;amp;s=videogames&amp;amp;qid=1224182451&amp;amp;sr=1-1" target="_blank"&gt;&lt;b&gt;Sims 2: Ikea Home Stuff&lt;/b&gt;&lt;/a&gt;) and then milked for a disgusting profit. Buying licenses and charging exorbitant fees for paltry expansion packs are just not action of a company that want to endear the hardcore gaming market to them. But EA was content to ignore the hardcore; because they had the "hard-casual" market cornered and controlled the videogame market like Sauron in Mordor.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;But then something changes. Activision merged with Blizzard and suddenly EA was in second place. And second place to a company that &lt;u&gt;catered to the hardcore&lt;/u&gt; to boot! How did this happen? Well, if EA had asked me, I would have said that "hard-casual" can only take you so far, and that to thrive in the videogame market you have to put out games like &lt;b&gt;Call of Duty 4&lt;/b&gt; and &lt;b&gt;World of Warcraft&lt;/b&gt;, games that are so absolutely awesome, that their appeal bleeds away from the hardcore and into the "hard-casual". EA just had the "hard-casual" with &lt;b&gt;The Sims &lt;/b&gt;and &lt;b&gt;Madden&lt;/b&gt;; Activision Blizzard had both them and the hardcore. Although EA didn't ask me, they asked someone who agreed with me, someone who agreed with me and also had a fancy title and a nice office. And while they could have just asked me and saved a lot of money on focus-testing and consumer analysts they still got the same information that I, and any other person in-tuned to the gaming industry knew: you can't beat Nintendo with the casual, and the "hard-casual" and the hordcore aren't going to carry you separately, get them both with high-quality games, and sooner or later you'll be back on top.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;To do this, EA used the asset they had in abundance: &lt;b&gt;Madden &lt;/b&gt;money. They bought companies like Bioware, Pandemic, and Criterion, companies that have immediate cache with the most hardcore of the hardcore, and placed them into a freer, more hands-off corporate system with the EA Partners program. Then they stood back, they stopped making games-by-committee in stuffy board rooms where men in suits try to make creative decisions, and instead let their developers make games that they're passionate about. And the results have, so far, been pretty great.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;With Valve, EA has helped start the world's most successful online videogame distribution network; with MTV Games they have usurped the &lt;b&gt;Guitar Hero&lt;/b&gt; throne with a music-based game that captured even the most tone-deaf gamers in its color-coded grasp; with Criterion EA has broken it's "nickel and diming" ways and actually given full-featured expansion packs away. Hell, their team-up with Turbine gave the world &lt;b&gt;Warhammer: Online&lt;/b&gt;, which looks to have stolen the most die-hard MMO-ers from the thrall of &lt;b&gt;World of Warcraft&lt;/b&gt;'s hoary gaze. &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;Now here's the thing, I'm not saying that I'm completely &lt;i&gt;for&lt;/i&gt; EA's business practices. I still think that there are certain people within the company's decision-making structure who have a big-bully's mentality that leads to arrogant and pigheaded moves like attempting a &lt;a href="http://venturebeat.com/2008/03/05/the-ea-death-star-getting-close-to-take-two-tatooine/" target="_blank"&gt;hostile takeover of another company&lt;/a&gt; (EA/Take-Two the Russia/Georgia of videogaming?) or getting into a pissing contest with Activision of exclusive tracks for &lt;b&gt;Rock Band&lt;/b&gt;. Rather, what I'm saying here is that EA seems to have taken their eyes of of the ball of corporate-driven content, and has instead decided that they want to make good, creative games, which is something that I certainly can't fault them for. &lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;Holiday season 2008 seems like the "coming-out" party for the new EA, with &lt;b&gt;Mirror's Edge&lt;/b&gt;, &lt;b&gt;Left 4 Dead&lt;/b&gt;, &lt;b&gt;Rock Band 2&lt;/b&gt;, and &lt;b&gt;Dead Space&lt;/b&gt;, the game that brought the EA logo to my TV screen to begin with. I feel almost overwhelmed with options form Electronic Arts this year, which is fine as far as I'm concerned, because after years of going without seeing that E and that A on my screen, I think I owe the company some money. It just looks like they earned it from me this time.&lt;/span&gt;&lt;/p&gt;  &lt;/div&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-2639818848482253027?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/2639818848482253027/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=2639818848482253027' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2639818848482253027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/2639818848482253027'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/10/evil-empire-of-gaming.html' title='The Evil Empire... of Gaming'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_wsKAIsA-Mro/SPfuAdsHneI/AAAAAAAAAa8/OU0WN_csVuI/s72-c/ea-logo.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-7479726898069588200</id><published>2008-10-07T05:53:00.000-07:00</published><updated>2008-10-09T05:17:24.728-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Brothers in Arms'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogame Criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='Review'/><category scheme='http://www.blogger.com/atom/ns#' term='Randy Pitchford'/><category scheme='http://www.blogger.com/atom/ns#' term='Gearbox Software'/><category scheme='http://www.blogger.com/atom/ns#' term='Brothers in Arms: Hell&apos;s Highway'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='VIdeogames'/><title type='text'>Highway to Eindhoven</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_wsKAIsA-Mro/SOwYIQZu9uI/AAAAAAAAAas/fEIaPLgYa6g/s1600-h/61gHe5Ex-hL._SS400_.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 424px; height: 424px;" src="http://2.bp.blogspot.com/_wsKAIsA-Mro/SOwYIQZu9uI/AAAAAAAAAas/fEIaPLgYa6g/s320/61gHe5Ex-hL._SS400_.jpg" alt="" id="BLOGGER_PHOTO_ID_5254601395355449058" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;I've always admired Gearbox Software. CEO Randy Pitchford has put together a team of videogame developers in Plano, Texas who seem to have an intense passion for making World War Two-based first person shooters that aren't just the equivalent of popcorn-blockbusters, but that actually try to portray the conflict as realistically as possible. The result of their efforts is &lt;b&gt;Brothers in Arms&lt;/b&gt;, a series that mixes the tactical aspects of a real time strategy game with the viewpoint and gameplay style of a traditional FPS. The series had two installments on last-generation consoles. &lt;b&gt;Brothers in Arms: Road to Hill 30 &lt;/b&gt;and &lt;b&gt;Brothers in Arms: earned in Blood&lt;/b&gt; were both excellent, if slightly flawed games that followed a platoon of the 101st Airborne Division in the events of and following D-Day. Now, with a new console cycle Gearbox has gone back to the series, taking the plot forward in the war to Operation Market Garden and the Allie's failed attempt to end the war by Christmas 1944. &lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;b&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;Hell's Highway&lt;/span&gt;&lt;/b&gt;&lt;span style="line-height: 115%;font-size:14;" &gt; is great because it doesn't need to constantly throw the most adrenaline-packed scenarios at you to be fun. Gearbox realizes that war isn't always about pitched battles with airplanes screeching overhead and buildings crashing down all around. They've studied history and know that just as often as not, the average GI's combat experience occurred in quiet fields and towns, in small infantry-based skirmishes between 30-40 men. In any other game, this kind of encounter would be utterly boring, because those games rely entirely on reflex, not thought. But in &lt;b&gt;Brothers in Arms&lt;/b&gt;, this kind of fight becomes challenging and fun. It's no longer just a boring town or a field, instead it becomes almost like a chessboard that you're searching for the right moves on. It's not just your character you have to control to succeed, you need to order your squads into the proper position and &lt;i&gt;then&lt;/i&gt; do your part in executing your plan. &lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;The first two &lt;b&gt;Brothers in Arms &lt;/b&gt;games focused almost entirely on this kind of "quiet-chaos" that distinguished itself as different from its competitors like &lt;b&gt;Call of Duty&lt;/b&gt; and &lt;b&gt;Medal of Honor&lt;/b&gt;. The focus was a good one, because that's  what it did best. The game's graphics engines simply weren't capable of churning out impressive explosions and frenetic activity while also spending system bandwidth on churning out AI that was smart enough to retreat and take cover. The power of the Xbox 360 and the Playstation 3 have freed Gearbox to  actually venture into the rare, but more exciting pitched battles that are the most fun to study about. So while &lt;b&gt;Road to Hill 30 &lt;/b&gt;and &lt;b&gt;Earned in Blood &lt;/b&gt;limited you to the hedgerows and hollows of Normandy, &lt;b&gt;Hell's Highway &lt;/b&gt;will sometimes throw you into the thick of the fiery hellholes of Eindhoven and Veghel, where the adrenaline-soaked set pieces are rewarding not just because they're spectacular, but because they've been earned by the quality of the  quiet moments  in between.&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;The options afforded in the actual ordering of your troops have been fairly streamlined for &lt;b&gt;Hell's Highway&lt;/b&gt;. In the first two &lt;b&gt;Brothers in Arms &lt;/b&gt;games, you were limited to two teams, your fire team and your assault team. The fire team was primarily used for laying down suppressing fire, and was equipped with BAR's and M1 Garand's, the assault team was more suited to rushing and flanking enemies. They were less encumbered and mainly carried M1 Thompsons, M3's and fragmentation grenade. So the entire game came down to leapfrogging both teams, the fire team covering the assault team, who flanked the enemy and let the fire team move up and repeat the whole scenario again… it was fun, I promise. &lt;b&gt;Hell's Highway &lt;/b&gt;does away with the fire team, you still have the assault team though, and also have machine-gun and bazooka teams to fill in the fire team gap. Along with these changes, the hitherto essential "move to assault" command (your assault team would charge an enemy emplacement) was scrapped in favor of simply "move" "suppress" and "destroy cover".&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;In the past two games, a more comprehensive method of command was absolutely necessary, because you were almost forced to rely on the AI of your squad mates to do the lion's share of Nazi-killin'. This was because, to put it bluntly, the actual "shooting" of the first two titles in the series was kind of horrid. I don't know if this was done in an attempt to infuse the game with a more realistic sense of tension, or if it was simply a case of the developers just not having the time to properly implement a really solid shooting mechanic. &lt;b&gt;Hell's Highway &lt;/b&gt;nearly&lt;b&gt; &lt;/b&gt;completely&lt;b&gt; &lt;/b&gt;does away with this foible. Now, when you sit still behind cover, take careful aim at a target, and pull the trigger (and of course depending on the type of weapon you're holding) you'll actually &lt;i&gt;hit&lt;/i&gt; your target. (A novel concept, I know!) No, you're not suddenly endowed with super-accuracy, but you do feel a bit more like someone who's undergone marksmen training, and not a green GI fresh from the&lt;i&gt; &lt;/i&gt;"repple depple". &lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;On top of the new shooting mechanic, Gearbox also added a &lt;b&gt;Gears of War&lt;/b&gt;-esque cover mechanic that makes aiming and assessing your surrounding much simpler. The improvements of the actual shooting gameplay (along with the excellent story, which I'll get to) are what really made &lt;b&gt;Hell's Highway&lt;/b&gt; for me, the only downside to them is that the developers got so excited with how good their combat was, that they artificially separate you from your squad at times, forcing you to use only the new cover and aiming mechanics to survive.&lt;span&gt;  &lt;/span&gt;This is by far the biggest design mistake that I think Gearbox made with &lt;b&gt;Hell's Highway&lt;/b&gt;, because as much as the combat has been improved, the game just isn't designed to hold its own against dedicated twitch-fests like &lt;b&gt;Call of Duty&lt;/b&gt;, and by isolating your character from the thing that makes &lt;b&gt;Brothers in Arms&lt;/b&gt; unique (the squad) Gearbox really watered down the integrity of the design.&lt;i&gt;&lt;span&gt;  &lt;/span&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt; &lt;/span&gt;&lt;/i&gt;&lt;span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;For the levels majority of the levels though, you have your squad with you, and thankfully ordering your teams into cover has been improved immensely. If you've ever played a game with a recalcitrant grenade-throwing mechanic (the kind that resembles something out of a golf game, rather than a shooter) then you have an idea of what you would have gotten from the command interface of the first two &lt;b&gt;Brothers in Arms. &lt;/b&gt;This oftentimes resulted in me reach controller-throwing levels of rage as I couldn't get the game to figure out that I wanted my men &lt;i&gt;behind &lt;/i&gt;the stone wall, and not &lt;i&gt;in front&lt;/i&gt;. This issue has been greatly rectified for &lt;b&gt;Hell's Highway&lt;/b&gt;, of course there were times when I felt like my squad mates were dying because of the game's interface, but mostly I found ordering here to work incredibly well. As you begin to issue orders while in cover, the game's perspective pulls out to allow a better view of the surroundings, and then getting your guys into position comes down to moving a blue cursor around the screen from a perspective that resembles an RTS like &lt;b&gt;Company of Heroes &lt;/b&gt;more than anything else. &lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;Where &lt;b&gt;Brothers in Arms: Road to Hill 30 &lt;/b&gt;and &lt;b&gt;Brothers in Arms: Earned in Blood &lt;/b&gt;both told relatively linear and uncomplicated narratives, &lt;b&gt;Hell's Highway &lt;/b&gt;ventures into the realm of non-sequential storytelling, and they do it better than almost any other game I've ever played. In broad strokes, the plot tells the story of the 101&lt;sup&gt;st&lt;/sup&gt; Airborne's participation in Operation Market Garden. But it's not the broad strokes that make &lt;b&gt;Hell's Highway &lt;/b&gt;so great. It's the characters and the small moments, the way that the game will cut back to a week before the present to illuminate and expound upon the motivations for a characters actions, the way that the whole endeavor comes together to bring about some of the same types of emotions that watching &lt;b&gt;Saving Private Ryan &lt;/b&gt;or &lt;b&gt;Band of Brothers &lt;/b&gt;brings out. &lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;When I actually think about what Gearbox has done with the title's narrative, I'm really amazed. So often videogames have taken the visceral route in portraying the Second World War, they want to show the heroism and the glory, but don't want to take the time to build their characters into real personages that seem human rather than &lt;/span&gt;&lt;span&gt;&lt;a href="http://www.marvel.com/universe3zx/images/thumb/b/bd/Invaders_.jpg/440px-Invaders_.jpg" target="_blank"&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;superhuman&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;. &lt;b&gt;Hell's Highway &lt;/b&gt;doesn't do that, the game portrays real, three-dimensional characters. It shows soldiers who are human, who are at times cowardly, heartless, guilt-ridden and yet still heroic throughout, very few modern war movies have done nearly as good a job as &lt;b&gt;Hell's Highway &lt;/b&gt;in striking a balance between the humanity and heroism of real soldiers, and it's honestly a bit perplexing why the game hasn't seen the kind of plot-related hype that's begun to be seen around certain big releases. The way the plot advances, and the slow integration of story and gameplay that crescendos into these surreal and psychologically shocking set-pieces reminiscent of &lt;b&gt;Bioshock &lt;/b&gt;is something that no other WWII game has ever tried to accomplish. And the way that the gameplay tries to incorporate a relatively sophisticated non-linear plot along the lines of &lt;b&gt;Memento&lt;/b&gt; is something that I don't think &lt;i&gt;any&lt;/i&gt; other game has ever pulled off. &lt;span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="line-height: 115%;font-size:14;" &gt;This is something that can be said about the game, and series, as a whole. While the rest of the FPS world races to ape Activision's &lt;b&gt;Call of Duty&lt;/b&gt; formula, Gearbox has dared to be different and make the shooter that &lt;i&gt;they&lt;/i&gt; want to make. And for that, I applaud them, and encourage you all to give their game a shot. And, just to reiterate… I love Gearbox.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8840326776795823671-7479726898069588200?l=entertaininggrime.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://entertaininggrime.blogspot.com/feeds/7479726898069588200/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8840326776795823671&amp;postID=7479726898069588200' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/7479726898069588200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8840326776795823671/posts/default/7479726898069588200'/><link rel='alternate' type='text/html' href='http://entertaininggrime.blogspot.com/2008/10/highway-to-eindhoven.html' title='Highway to Eindhoven'/><author><name>Six Gun</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_wsKAIsA-Mro/SOwYIQZu9uI/AAAAAAAAAas/fEIaPLgYa6g/s72-c/61gHe5Ex-hL._SS400_.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8840326776795823671.post-7653289374216889858</id><published>2008-09-04T17:28:00.000-07:00</published><updated>2008-09-05T07:45:41.396-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rod Humble'/><category scheme='http://www.blogger.com/atom/ns#' term='Stars Over Half Moon Bay'/><category scheme='http://www.blogger.com/atom/ns#' term='Art Games'/><title type='text'>Sundered Stars and Splattered Paint</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SMCRnOuqFII/AAAAAAAAAZ8/yJOJQEMD60Y/s1600-h/loeg7ig.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_wsKAIsA-Mro/SMCRnOuqFII/AAAAAAAAAZ8/yJOJQEMD60Y/s320/loeg7ig.gif" alt="" id="BLOGGER_PHOTO_ID_5242350069413975170" border="0" /&gt;&lt;/a&gt;When Alan Moore included the &lt;i style=""&gt;Alan and the Sundered Veil&lt;/i&gt; as a serialized prose piece in the back of the first six issues of his &lt;b style=""&gt;League of Extraordinary Gentlemen&lt;/b&gt;, he was perfecting the marriage of form and content. His content is a pulp-adventure story of dead men and ruined castes, his form is a serialized release schedule for a story that uses far too many words ­—words like “scintilla”, “luscious”, and “verdigris”— to tell a relatively simple story. But his art is that the story he told sought to be an encapsulated essence of the old, serialized pulps from which Alan Quarterman originally came. And by serializing his tale, and using flamboyant language he created a piece of fiction that transcends its time of publication and joins the ranks of the best of its’ kin from a century past.  &lt;p class="MsoNormal"&gt;It’s this mixture of form and content that many think is the key to elevating games to a generally accepted “art form”. The interactivity of games allow them to play around with the form/content balance more than any other medium and has the potential to become one of the core “languages” of gaming. The problem is, no one has really capitalized on this in any meaningful way. Sure, there have been a few examples here and there, but for the most part, the form/content pairing has been pitifully underused. &lt;/p&gt;  &lt;p class="MsoNormal"&gt;The recently release Xbox Live Arcade game &lt;b style=""&gt;Braid&lt;/b&gt;, is significant in that its creator Jonathan Blow is seeking to start a real discussion about the possibilities of mixing form and content a— discussion that he actually managed to start. The whole concept is one that I have been thinking about quite a bit this summer anyway, looking for ways that the games I play are, —or could more effectively be— using the gameplay “form” to tell their stories.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Enter Rod Humble, the well spoken head of Electronic Art’s &lt;b style=""&gt;Sims &lt;/b&gt;franchise, a guy who both heads up the most vapid —specifically the inane expansion packs like &lt;a href="http://www.amazon.com/Sims-2-IKEA-Home-Stuff-Pc/dp/B0019HXJ5Q/ref=pd_bbs_sr_1?ie=UTF8&amp;amp;s=videogames&amp;amp;qid=1219366593&amp;amp;sr=8-1"&gt;Ikea Home Stuff&lt;/a&gt;— and consumerist series in gaming, and makes thoughtful “art-house” titles that explore where the form/content mash-up can do.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wsKAIsA-Mro/SMCCsCaSvQI/AAAAAAAAAZs/uWuVk9VU5hQ/s1600-h/stars+over+half+moon+bay.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 410px; height: 307px;" src=
