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	<title>Second Quest</title>
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	<link>http://www.secondquest.vg</link>
	<description>Adventures in videogame criticism</description>
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		<title>8 Hours, Again, on the Normandy</title>
		<link>http://www.secondquest.vg/2012/03/07/8-hours-again-on-the-normandy/</link>
		<comments>http://www.secondquest.vg/2012/03/07/8-hours-again-on-the-normandy/#comments</comments>
		<pubDate>Wed, 07 Mar 2012 15:44:52 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2689</guid>
		<description><![CDATA[So I&#8217;m waiting for Amazon to deliver my copy of Mass Effect 3, I&#8217;m waiting, I&#8217;m waiting, I&#8217;m not doing anything because I don&#8217;t want to be in the middle of something and get distracted, I&#8217;m bumming around online just killing time, and finally the buzzer rings. In one graceful movement I leap from my [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/03/Normandy-Invasion-June-1944-united-states-of-america-868330_740_594.jpg"><img class="alignleft size-medium wp-image-2690" title="Normandy-Invasion-June-1944-united-states-of-america-868330_740_594" src="http://www.secondquest.vg/wp-content/uploads/2012/03/Normandy-Invasion-June-1944-united-states-of-america-868330_740_594-300x240.jpg" alt="" width="300" height="240" /></a>So I&#8217;m waiting for Amazon to deliver my copy of Mass Effect 3, I&#8217;m waiting, I&#8217;m waiting, I&#8217;m not doing anything because I don&#8217;t want to be in the middle of something and get distracted, I&#8217;m bumming around online just killing time, and finally the buzzer rings. In one graceful movement I leap from my room to the kitchen to the intercom. &#8220;FedEx&#8221;, the guy says, and in another graceful leap I&#8217;m in the living room in front of the door, the dog looking at me unsure if there&#8217;s something to panic about or if I&#8217;m doing this all for his amusement. I don&#8217;t want to open the door too early&#8211;I don&#8217;t want to seem <em>too</em> eager&#8211;so I wait till the last minute, proudly fling open the door&#8230;and the FedEx guy has me sign a receipt for a delivery of 30 pounds of dog food.</p>
<p>It reminds me of when Harry Potter and the Deathly Hallows came out&#8211;one of those moments when you realize just how many people are fellow fans. My Twitter feed was blowing up with people talking about how excited they were and how annoying it was to download all of the DLC and set up the accounts and all of that and why the fuck isn&#8217;t UPS coming. It&#8217;s one of those double-edged swords because not only is it exciting&#8211;for gamers, Mass Effect 3 day was Christmas, your birthday, and Rex Manning Day all in one&#8211;it means you&#8217;re in some very real proximinty to spoilers. And when you&#8217;ve been waiting&#8211;wait a second, has it only been two years?&#8211;you want to make sure that you don&#8217;t get spoiled by some asshole.</p>
<p>So basically, anything I write about Mass Effect 3 for the next while, assume it to be chock full of horrible spoilers and discussions about specific parts of gameplay. I&#8217;ll be giving the timeframe as well as the major location I&#8217;m working on as a guide to where I am&#8211;making sure to spoil out any location names that might say too much, so use your best judgment.</p>
<p><span id="more-2689"></span>&#8211;I don&#8217;t think the game begins well at all. We&#8217;ve never seen Earth before and the bits we see seem very &#8220;generic city&#8221; to me. The invasion of Earth should feel much more of a threat than it does. Perhaps it&#8217;s the fact that it takes place during the tutorial and we know that we&#8217;re going to get out of it okay, but this level was something I played through quickly so the real game can start. Maybe it would have helped if there had been something major you could fuck up right away. Show that there&#8217;s something at stake here. The general consensus is that the beginning is extremely underwhelming.</p>
<p>Compare this to the attack on the Citadel at the end of the first Mass Effect. Even though the Citadel was just one&#8211;albeit important&#8211;location that we only visited in a single game, the attack on it felt like a major threat because it was a location we&#8217;ve come to know very well. (If there&#8217;s an attack on the Citadel, a location I&#8217;ll have explored for three games, at any point in this one, man, that will have some huge emotional impact.) Here&#8230;Earth might as well just be another planet.</p>
<p>&#8211;Either way I&#8217;m not happy that they&#8217;re going much more to the &#8220;interactive movie&#8221; route. It feels a <em>lot</em> more cutsceney this time around. It&#8217;s a good story, it&#8217;s decently written, it&#8217;s well-crafted&#8211;but the beginning especially has you sitting around a little too much.</p>
<p>That being said, it&#8217;s interesting to compare ME3 to LA Noire. LA Noire had you watching the adventures of a character who was completely separate from you, so much so that he even hides things he&#8217;s ashamed of from the player; its gameplay segments were just something to do between cutscenes. The game and story here are better integrated, and there&#8217;s a lot more game after the introduction&#8211;and more importantly, this is the third game in which we&#8217;re controlling Shepard, who is explicitly set up as an avatar of the player. I don&#8217;t feel like he&#8217;s hiding anything from me, at least.</p>
<p>&#8211;Scanning has managed to become both streamlined and more annoying. You don&#8217;t have to scan entire planets in order to find minerals&#8211;which, I must say, I found very soothing in a Zenlike way and I will miss it&#8211;but you do have to scan solar systems to find resources. That part is fine&#8211;the scan takes maybe a <em>second</em> too long to recharge, but mabe you can get an upgrade later.</p>
<p>But in an attempt to add challenge, most of the systems have been taken over by Reapers, and so as you fly through you&#8217;re being chased by Reaper ships. It&#8217;s very Pac-Man like but not as much fun. I get it&#8211;you want to address the fact that this isn&#8217;t a pleasure cruise and that the Reapers are everywhere&#8211;but still. I don&#8217;t know if you upgrade your speed later on or what&#8211;all I know is that whenever I see a new star system I immediately need to scan it to 100%.</p>
<p>&#8211;So far my gay love interest for the game is James, mostly because it&#8217;s early on enough that roance options are slim, and because one of the quickest ways to my heart (or at least to my bed) is to be a muscly Latino who gives me a Spanish nickname. However, if they&#8217;ve made Garrus a gay option, I&#8217;m definitely going with him. He and Shepard have been through so much together&#8211;it&#8217;s only natural they would want to celebrate their eventual victory over the Reapers by getting married.</p>
<p>&#8211;I did love how a minor character manages to mention that he &#8220;had a husband&#8221; in a way that was at the same time casual and ham-fisted. Partially it felt like Bioware saying SEE WE LIKE GAY PEOPLE TOO, but honestly? That&#8217;s how gay guys come out to straight guys if there&#8217;s even a slight possibility that the news would be unwelcome. A sort of mild bravado in which you kind of dare the straight guy to be wussy enough to get offended. It worked for me. That being said, if Bioware were truly committed to giving me as many options as I would have in real life, there would have been a &#8220;comfort the widower&#8221; option. Come on, I&#8217;m a starship captain and he&#8217;s grieving the loss of his husband. I can <em>totally</em> translate that into some play.</p>
<p>&#8211;I believe that my secretary has hit on every female character in the game so far. It is a sign of the times that the videogame community has evolved to the point where an oversexed femme lesbian can have a supporting role in a blockbuster title.</p>
<p>&#8211;Sexy Robot EDI is going to get a LOT of attention from the critical community, to the exclusion of important stuff like gameplay and all of that. The critical community is wonderful for that&#8211;look at how many Dragon Age 2 character articles manage to ignore the fact that Dragon Age 2 was a videogame. Anyway. I&#8217;ll be interested in seeing how that plays out. So far the game seems to be attempting to both revel in the trope&#8211;the camera seems to love her robot-girl breasts&#8211;and poke fun at it&#8211;Joker&#8217;s obvious infatuation is seen as almost endearingly adolescent, and EDI has enough depth that it&#8217;s very difficult to reduce her to the robot-girl breasts. She was just introduced before I stopped playing last night, so I&#8217;ll see how that works out.</p>
<p>&#8211;I simply can&#8217;t get the cover system to work in my favor. I keep popping out when I want to move to another bit of cover, I can&#8217;t seem to slide behind corners at all, and jumping over always takes me a second longer to figure out. I don&#8217;t know if this is my fault or the game&#8217;s yet&#8211;while I was never great at it in ME2 I don&#8217;t remember having this much trouble.</p>
<p>Funny, though. In my notes, I wrote the phrase &#8220;wonky cover system&#8221;. I texted a friend to see how he was enjoying the game and he said, &#8220;the wonky cover system occasionally drives me up the wall&#8221;. I&#8217;m going to keep an eye out&#8211;perhaps &#8220;wonky cover system&#8221; is the new &#8220;visceral combat&#8221;.</p>
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		<title>Reactive Audio in the Fighting Genre</title>
		<link>http://www.secondquest.vg/2012/03/05/reactive-audio-in-the-fighting-genre/</link>
		<comments>http://www.secondquest.vg/2012/03/05/reactive-audio-in-the-fighting-genre/#comments</comments>
		<pubDate>Mon, 05 Mar 2012 21:56:53 +0000</pubDate>
		<dc:creator>Johnny Kilhefner</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2677</guid>
		<description><![CDATA[Audio provides unique challenges in the fighting genre. Find out how Sucker Punch's Brad Meyer and composer Tom Salta address this.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/03/water.jpeg"><img class="alignleft size-medium wp-image-2679" title="water" src="http://www.secondquest.vg/wp-content/uploads/2012/03/water-300x225.jpg" alt="" width="300" height="225" /></a><em>&#8220;A good fight should be like a small play, but played seriously.&#8221; &#8211; Bruce Lee</em></p>
<p>Similar to the state of martial arts before Bruce Lee&#8217;s Jeet Kune Do style, the state of the fighting game genre continues to trudge forth with a flawed mentality. Developers are doing the player a disservice by creating fighting games that lack the martial artist understanding. A wise martial artist will tell you an effective technique is an emotional technique. Lee described it as &#8220;emotional content&#8221; in Enter The Dragon. It cannot be explained in writing, but only as an observed action with an appropriate reaction. The problem with fighting games, however, is just that &#8212; they are games. How does the visceral emotion of a punch translate from avatar to player? The answer is at once simple and complex &#8212; reactivity.</p>
<p><strong>Dynamic Range</strong></p>
<p>“Empty your mind, be formless, shapeless &#8211; like water. Now you put water into a cup, it becomes the cup, you put water into a bottle, it becomes the bottle, you put it in a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend.&#8221; &#8211; Bruce Lee</p>
<p>I contacted Rev. Dr. Brad Meyer, Audio Director of Sucker Punch Productions, to discuss what could be done to improve fighting game audio, to which he said &#8220;the most important [aspect] is dynamic mixing.&#8221; An effective dynamic range is like water filling the volume of a glass. In this case, our capacity for sound represents the glass and the dynamic range represents the water. When you look at a full glass of water you still see the water beneath the surface, and when you listen to dynamic audio you still hear the sound below the threshold. &#8220;Be it fighting games or any other genre, they all revolve around crafting a more dynamic experience,&#8221; said Meyer. &#8220;There&#8217;s a lot more we can do here, not necessarily to make games more cinematic, but to make them more emotionally effective. Composers from Beethoven to Bobby McFerrin have demonstrated the near-universal character of music as an emotion engine and arguably every composer of the past several hundred years have helped to strengthen this common language.&#8221;</p>
<p>Other genres have the luxury of relying on a written narrative for emotional weight, but the narrative (the only narrative that matters anyway) of fighting games is ludological. The punches and kicks tell the story and the music provides emotional reinforcement. &#8220;I would put dynamic music right after this, in part because music is the heart of the emotion of sound,&#8221; continued Meyer. &#8220;We can do a lot with other audio assets from ambience to character sounds to help convey mood and tone, but music is a known entity where emotion is concerned.&#8221; This isn&#8217;t to say the music of fighting games is bad, it just hasn&#8217;t been fully-realized. In fact, and excuse the pun, music plays second fiddle at best in the design of fighters.</p>
<p>Speaking with composer and music producer Tom Salta (Halo Anniversary, From Dust) I was told &#8220;When it comes to choosing music styles, most audio directors go with the obvious choice: Heavy fight equals Heavy fight music.&#8221; It&#8217;s quite ordinary and the results more than often reflect that. Tom suggests manipulating the emotions of the player by &#8220;juxtaposing music that you might not expect.&#8221;</p>
<p>&#8220;It can be risky and it certainly takes more experience and experimentation, but the results can be extraordinary,&#8221; said Salta. &#8220;Dynamic range can certainly play a role in this. It&#8217;s important not to stay too long on one dynamic level, otherwise people will just tune it out. If you want to keep people excited and engaged, then keep changing things.&#8221;</p>
<p><strong>Composition and Implementation</strong></p>
<p><em>&#8220;The highest technique is to have no technique. My technique is a result of your technique; my movement is a result of your movement.&#8221; &#8211; Bruce Lee</em></p>
<p>A reactive sound design in the fighting genre should not be assertive, but adjustive. That is, adjustive to the action and reaction. According to Tom, the music should still seek to define its characters. &#8220;My first instinct would be to come up with specific instruments and sound design that pertains to the different characters,&#8221; he said. &#8220;Then compose multilayered music that contains these various elements and fade in and out those different parts based on what&#8217;s happening in the game.&#8221;</p>
<p>&#8220;The trickier, albeit more fun part is to compose music that matches the scheme and can seamlessly blend from one state to another,&#8221; said Meyer. &#8220;Due to the frenetic nature of fighting games, the transitions would need to be quick, yet still feel polished and musically sound.&#8221; That is, if approaching composition on the granular level, i.e.  individual notes.</p>
<p>The problem with this, according to Ben Abraham&#8217;s 2008 interview with Marty O&#8217;Donnell, is that granular samples on such a small scale lose their live musical feel, as well as their fidelity. While granular samples can be employed to enhance a specific event, the affair cannot be completely granular. The main function of the composition should instead seek to react to the entire balance of the fight, more so than the individual actions of the fight. The more rapid moments will find their own rhythm and musicality in the sound of fighting itself.</p>
<p>In his thesis, An Investigation of New Musical  Potential in Videogames, Ben Abraham discussed how ambient and diegetic sounds create an undertone of constant musical current. &#8220;Potentially, these sounds can be purposely more musical than they would ordinarily be,&#8221; he said. In particular, the musicality of fighting can serve as instrumentation for synchronization and immersion. Current fighters do employ decent sound effects such as the tapping of footsteps, the thud of pounding flesh, the clang of swords colliding and the crunch of bones breaking. But as with any great piece of orchestration the composition should highlight the right &#8220;instruments&#8221; at the right time.</p>
<p>&#8220;Besides the obvious &#8216;cross-fade&#8217; method where you can switch between multiple cues, another alternative is multilayered music,&#8221; said Salta. &#8220;There can be a common bed and depending on what is happening, you can bring in and out elements that are linked to what&#8217;s happening.&#8221; In order to enhance the brutal, clinical feel of the act of fighting, the music should know when to bow out and give the sound effects their time to shine. Ideally, this type of reactive audio system enhances the narrative of a fight by emotionally augmenting the player-controlled flow of combat.</p>
<p>&#8220;On the implementation side, the task is not terribly difficult on a high level,&#8221; said Meyer. &#8220;Passing the player distance from his opponent can drive an intensity parameter to dictate switches in music or adding/subtracting parts of the mix. Additional layers of complexity can be added by factoring in other parameters as well such as each players&#8217; health, player&#8217;s current combo, or even the number of enemies targeting the player if it&#8217;s more than 1 vs. 1. The reactivity and switching can easily be prototyped and implemented using Wwise, FMOD, or scripting.&#8221; Of course, there would be some technical limitations when dealing with different platforms. &#8220;You probably couldn&#8217;t stream an 8 channel audio cue on iOS which selectively plays various tracks at different volumes to match your design,&#8221; said Meyer. &#8220;At the same time, midi with custom instruments a la the DS can create powerful and sonically rich experiences for low overhead.&#8221;</p>
<p><strong>Possibilities</strong></p>
<p>&#8220;I find it surprising that, with the wealth of varied music games available now from shooters to puzzlers that no one has done a music fighting game yet,&#8221; said Meyer. There are numerous possibilities for the fighting genre using a reactive audio system, such as music influencing the developer-intended story of single player mode. To this end, the developer-controlled narrative could employ a musical structure that matches the intended consequences of the battle. The player must live up to to implied triumphs and failures established by universal musical tropes in order to progress through the story. A reactive audio system built into the game engine can also allow for much needed innovation in the fighting genre, such as a &#8220;Sound Versus&#8221; mode. This can allow two (or more) players to fight toward building their respective songs up to full orchestration by maintaining the battle&#8217;s momentum for long enough. A player&#8217;s momentum, and thus song strength, is broken when the other player gains the upper hand.</p>
<p>&#8220;The challenges in a versus music mode are a bit more daunting,&#8221; commented Meyer. &#8220;How does the music work? Does each player have his own cue that fights for audio space in a volume war tied to health (perhaps with a third piece to crossfade in during non-action times)? Or do you go for a Peter and the Wolf type scenario where each player has his/her own representative instrument or instrument section which plays the melody and whoever is winning has more of their instrument play? You could even have two melodies (as long as they work musically with each other) so the winning player&#8217;s melody gains dominance and during struggles both play, ideally harmonizing each other and augmenting the tension.&#8221;</p>
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		<title>Kotaku&#8217;s Greatest Bricklayer</title>
		<link>http://www.secondquest.vg/2012/02/28/kotakus-greatest-bricklayer/</link>
		<comments>http://www.secondquest.vg/2012/02/28/kotakus-greatest-bricklayer/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 14:46:43 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2666</guid>
		<description><![CDATA[Hey, Kotaku, enough is enough. Can you just, like, stop?]]></description>
			<content:encoded><![CDATA[<blockquote><p><a href="https://twitter.com/#!/stephentotilo/status/174297873075281920">The only person who has to apologize for stories on Kotaku is me. It was my call to run the Sonic story&#8230;</a><a href="https://twitter.com/#!/stephentotilo/status/174298044592959488">I had expected it to come off as funnier. That was an error of judgment. But, more significantly&#8230;</a><a href="https://twitter.com/#!/stephentotilo/status/174298380292464640"> I owe our readers an apology for okaying a story that implies all gamers are straight men. I should&#8217;ve caught that. It&#8217;s no small thing.</a> <a href="https://twitter.com/#!/stephentotilo/status/174307147662888961">I must also add that humor and writing about sex isn&#8217;t off-limits at Kotaku. We just have to do it right and not forget our own standards.</a></p>
<p>Stephen Totilo, via Twitter.</p></blockquote>
<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/napoleon.jpg"><img class="alignleft size-medium wp-image-2667" title="napoleon" src="http://www.secondquest.vg/wp-content/uploads/2012/02/napoleon-300x225.jpg" alt="" width="300" height="225" /></a>Stephen:</p>
<p>We&#8217;ve never met or spoken. If you know me at all it&#8217;s because you&#8217;ve briefly corresponded with my creative partner Eric Brasure, or because I&#8217;m that guy who keeps writing all of these articles about how you&#8217;re doing everything wrong. I&#8217;ve been chronicling your questionable decisions with the same disturbingly lusty glee that Perez Hilton writes about starlets with cocaine problems. I&#8217;m not even, you know, enjoying it any more. I&#8217;ve got other things I want to write about. I&#8217;m just kind of tired. I want to move on.</p>
<p>But I&#8217;m sitting, thinking about what to do for dinner, when I check my Twitter feed and notice a bunch of snarky tweets about some article that Kotaku published. This time&#8211;and maybe I should just write a generic Mad Libs-style template to break out every time this happens and save myself the effort&#8211;we&#8217;ve got an article by guest writer Kris Kail entitled &#8220;<a href="http://kotaku.com/5888677/how-i-achieved-greatness-on-a-sonic-the-hedgehog+themed-bed">How I Achieved Greatness on a Sonic the Hedgehog-Themed Bed</a>&#8220;. The article is your typical fratboy braggery about how some douchebag with Sonic bedsheets managed to find a girl to have <em>actual penis-in-vagina sex on them</em>. I tend to take a hard line about personal details, specifically a line which says <em>I genuinely do not care about your personal life one bit</em>. I dunno, maybe that&#8217;s one of those weird things about me: I&#8217;m completely, 100%, totally, filled to the brim with a lack of interest in the sex life of a crass stranger. I find Twitter isn&#8217;t that conservative&#8211;I tend to find checking my feed to be an exercise in oversharing TMI&#8211;but the general consensus is that this article was a bit misguided. Half of the criticism focused on the fact that the article seemed to define &#8220;gamer&#8221; as &#8220;straight male&#8221;, something which was found to be pretty marginalizing; the other half decided that the article, quite simply, was tasteless and rather unfunny.</p>
<p>The latter half of that is subjective. (Okay, it&#8217;s not&#8211;the article <em>was</em> tasteless and unfunny.) And I&#8217;m not even sure I even need to go into any detail on the first half. But I would like to address your apology, quoted above.</p>
<p>See&#8230;it&#8217;s shit like this that makes me think you might be really bad at your job.</p>
<p>Way back in last week you posted a<a href="http://www.reddit.com/r/Games/comments/pxpkv/the_penny_arcade_report_launches_with_featured/c3t3mu2"> pissy little rant to Reddit</a> complaining about how people tend to focus on Kotaku&#8217;s mistakes and ignore its successes. I agree. It&#8217;s totally fucking unfair that people ignore it when you work hard on something you&#8217;re proud of and make a big deal about a tiny mistake you make. But&#8211;come on, man! You seem completely incapable of learning from your mistakes.</p>
<p>If this particular article were an anomaly, that would be one thing&#8211;a simple apology, regretting the oversight and promising to catch it in the future. But&#8211;come on, man! You have to have known that this was a bad idea. Pop quiz: What are some of the main criticisms leveled at Kotaku? Off the top of my head, most people dislike Kotaku for its reputation as a home of dudebro mouthbreather gamer culture, for its poorly-written articles, for its crassness, for its marginalization of women and sexual minorities, for its pointless stories that only have the most tangential relationship to games. I see you talking about how you <em>reeeeeeeeeeeeeeally</em> want Kotaku to be a great site and how you publish all these <em>suuuuuuuuuuuuper</em> good articles that are well-written and everything. I see you talk about how you want the work to speak for itself. But&#8211;come on, man! That&#8217;s <em>exactly</em> what&#8217;s happening! We&#8217;re seeing articles like this&#8211;articles which you publish despite the fact that they embody <em>every single goddamn criticism anyone has ever made about your site</em>&#8211;and you&#8217;re wondering why we aren&#8217;t paying attention to the good articles?</p>
<p>You can&#8217;t have it both ways.</p>
<p>It&#8217;s getting old. Not just you&#8211;I&#8217;m picking on you because you&#8217;re pretty much the easiest target around these days&#8211;but so many people write really questionable things and hope that an apology will fix everything. Far better to not fuck up in the first place. Mistakes? That&#8217;s fine. Ignorance? Unforgivable.</p>
<p>What is it? Do you not know what the criticisms of your own site are? Or do you just not care? You talk about how you&#8217;re trying to revamp Kotaku&#8217;s image&#8211;why aren&#8217;t you supersensitive to everything which gets published on the site? Kail is a guest writer. He&#8217;s not staff. Do you genuinely mean to tell me that you read this guy&#8217;s pitch, thought it was in line with your current editorial mission and standards, accepted the article, read the article, and <em>still thought it was in line with your current editorial mission and standards</em>?</p>
<p>You are expecting to be judged by an imaginary site that seems to exist only in your mind, and you get angry when we criticize the actual site.</p>
<p>Let&#8217;s look at a passage from Mark Twain&#8217;s last published story, &#8220;<a href="http://www.gutenberg.org/dirs/etext97/cptsf10h.htm">Captain Stormfield&#8217;s Visit to Heaven</a>&#8220;:</p>
<blockquote><p>The greatest military genius our world ever produced was a brick-layer from somewhere back of Boston&#8230;. You see, everybody knows that if he had had a chance he would have shown the world some generalship that would have made all generalship before look like child’s play and ’prentice work.  But he never got a chance&#8230;.[E]verybody knows, now, what he would have been,—and so they flock by the million to get a glimpse of him whenever they hear he is going to be anywhere.</p></blockquote>
<p>Twain&#8217;s vision of Heaven is one in which potential outweighs one&#8217;s actual accomplishments. It&#8217;s a nice idea&#8211;I&#8217;d much rather simply accept the Pulitzer than go through the process of actually writing the novel that merits it. And certainly our sense of justice and fairness leads us to wish for a world where circumstances don&#8217;t conspire against us, where we can do the work we want to without practical concerns. But that&#8217;s Heaven, not Earth. On Earth, in the real world, we may <em>want</em> to make a site which publishes all of these great articles and <em>only</em> great articles&#8211;but Stephen? You&#8217;re not a general. You may want to be a general, and that&#8217;s a fine ambition, but you&#8217;re a bricklayer. You will be judged as a bricklayer so long as you&#8217;re laying bricks.</p>
<p>Stephen, you are laying bricks and lamenting that we&#8217;re not celebrating your military genius.</p>
<p>We don&#8217;t live in Heaven. We&#8217;re judging your site by Earth&#8217;s rules. I think you need to begin to do that yourself.</p>
<p>&#8211;Richard Goodness</p>
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		<title>Let&#8217;s Fuck Some Games</title>
		<link>http://www.secondquest.vg/2012/02/24/lets-fuck-some-games/</link>
		<comments>http://www.secondquest.vg/2012/02/24/lets-fuck-some-games/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 19:30:25 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2647</guid>
		<description><![CDATA[Vox Games just released the first episode of its new podcast. Oh, joy.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/OTR_Pic.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2012/02/OTR_Pic-300x257.jpg" alt="" title="OTR_Pic" width="300" height="257" class="alignleft size-medium wp-image-2648" /></a>Back in January, <a href="http://www.secondquest.vg/2012/01/23/second-quest-episode-4-commercial-product/">I interviewed Chris Grant,</a> the editor-in-chief of the new journalistic endeavor Vox Games. The interview consisted of his goals and plans for the new site, why he left Joystiq, and thoughts about what he’d like to see the site become. The conversation also segued into a more general discussion about the commercial viability of videogame criticism and what sites actually do to make money.</p>
<p>In the past week, <a href="http://www.theverge.com/gaming">Vox Games more-or-less officially launched as a temporary subset of The Verge,</a> a tech news site and part of the same parent company that owns Vox Games. The writing there is generally good and mostly inconsequential—the sort of stuff you’d see on any widely-read professional gaming news site. I’m not really sure why all these dudes had to leave their other jobs to recreate the same stuff in a new place, but I guess that’s a little like asking why people eventually move out of their parents&#8217; house to go live in a different house in the same town.</p>
<p><span id="more-2647"></span></p>
<p>At any rate, I just listened to what I could of the <a href="http://www.theverge.com/gaming/2012/2/24/2821335/presenting-the-first-vox-games-podcast-the-besties">inaugural episode</a> of <em>The Besties,</em> the new Vox Games podcast. The name has a twofold meaning—the four hosts are all the best of friends, and the conceit of the show is a sort of round-robin elimination where each week they will each pick one game that is “the best” and… I don’t know actually, because I shut the podcast off after 5 minutes.</p>
<p>Leaving aside the poor production quality, the show <em>could</em> be interesting—the concept is just different enough from most gaming podcasts that with the right talent, it could be made interesting. But the show is infested with the tiresome dudebro nonsense that is found so easily in this culture—they’re all “besties” and they really want us to know that. The show even opens with some inane joke about how one of them is boring—certainly what you want to open a brand-new show with. Of course this brings about uproarious laughter.</p>
<p>Let me be clear—I hate most podcasts. They have bad production standards, the hosts are terrible, and the content is uninteresting. But since they’re largely an amateur medium, who really cares? Let the chaff fall to the bottom and the wheat rise to the top, and we all get something to kill our commutes or desk jobs with.</p>
<p>Look, I know of which I speak—I co-created a podcast that was largely me and my best friend sitting in our apartment trading insults and talking about games sporadically at best. However, we created it <em>three years ago,</em> and the only models we had were the dudebro podcasts. We got some listeners, we got a bit experimental, then we hit the wall of what we could do with the format and decided to kill the show. In short, we matured.</p>
<p>But when a new site like Vox Games, a site which has some pretty substantial writing talent behind it, which has <em>money</em> behind it, releases a podcast that is the hoariest of dudebro podcast clichés and doesn’t even seem to be <em>aware</em> of it—that doesn’t give me hope for the medium or the site. It’s enough to get four people in a room—doesn’t matter who they are—and have them ramble on about inside jokes and laugh and generally have a great time.</p>
<p>And this is troubling not just because it means there&#8217;s a ton of extremely mediocre radio out there—if that were the only thing wrong with this, it’d be easy enough to ignore—it’s troubling because professionals, people that are getting paid to do this, aren’t trying to do anything better. And what’s worse, podcasts like <em>The Besties</em> set the tone for other podcasts, who get the message that you don’t need to try and it’s probably not worth the effort to.</p>
<p>To “The Besties”: I don’t care that you’re friends, I don’t care what you think of each other, I don’t care that you find each other the most hilarious thing ever, and I certainly don’t want to be your friend or be involved in some weird fantasy that I <em>am</em> your friend. Stop making a joke of this medium and start trying to push it forward. And if you’re not interested in doing that—not every gaming site in existence needs to have a podcast anymore than they need to have a site flower—then go write another blog post about the collector’s edition of the new <em>Modern Warfare</em> game and leave podcasting to people that care about it.</p>
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		<title>Reddit, Kotaku, and Gabe Newell&#8217;s Beard</title>
		<link>http://www.secondquest.vg/2012/02/21/reddit-kotaku-and-gabe-newells-beard/</link>
		<comments>http://www.secondquest.vg/2012/02/21/reddit-kotaku-and-gabe-newells-beard/#comments</comments>
		<pubDate>Tue, 21 Feb 2012 19:10:49 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2639</guid>
		<description><![CDATA[What's the best way to get people to take your site seriously? No, it's not getting all defensive.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/original.png"><img class="alignleft size-medium wp-image-2641" title="original" src="http://www.secondquest.vg/wp-content/uploads/2012/02/original-300x197.png" alt="" width="300" height="197" /></a>Yesterday, Kotaku Editor-in-Chief Stephen Totilo fired up his computer, sat down, and wrote <a href="http://www.reddit.com/r/Games/comments/pxpkv/the_penny_arcade_report_launches_with_featured/c3t3mu2">a response to a Reddit discussion</a>, a response  which was almost so pathetically earnest as to be endearingly sad.</p>
<p>Reddit, Totilo asserted, was being unfair to Kotaku. That Kotaku wasn&#8217;t getting its due. Totilo pointed out a number of recent articles that he felt were of exceptionally high-quality. He was a bit put out that Reddit was concentrating on mistakes and not acknowledging any successes.</p>
<p>During the less-than-two-months that Totilo has been Editor-in-Chief, a lot of questionable decisions have been made&#8211;programming blocks, an odd change to reviews, Kotaku Core. This post, which was all-but-guaranteed to make its way to a broader audience, is just another step in Totilo&#8217;s pattern of poor choices. It feels almost like walking right up to the jocks&#8217; table in high school and asking them, reasonably, to stop making fun of you. It wasn&#8217;t a good idea when I tried that in 1998 and it isn&#8217;t a good idea for Totilo now. It goes beyond the fact that Reddit already has no respect for the site&#8211;tactics like this come across as fairly unprofessional and not a little immature.</p>
<p><span id="more-2639"></span></p>
<p>This specific incident started as a result of <a href="http://penny-arcade.com/report/editorial-article/valves-gabe-newell-talks-wearable-computers-rewarding-players-and-whether-w/1">Ben Kuchera&#8217;s interview with Valve&#8217;s Gabe Newell</a> in The Penny Arcade Report. Newell is a prominent and intelligent figure in the gaming industry, Kuchera is a skilled interviewer, and PAR is a newly-minted publication from one of the most influential videogaming sites; a certain high level of quality was to be expected. The interview is an interesting one, one which touches on wearable computers, DRM, and console development, among other things. Rightfully so, it was passed around and linked in a lot of places.</p>
<p>Kotaku was no exception, and crackerjack reporter Luke Plunkett took on this job. His article, entitled, &#8220;<a href="http://kotaku.com/5886466/breaking-gabe-newell-grows-beard">Breaking: Gabe Newell Grows Beard</a>&#8221; is&#8211;well, the title kind of says it all, doesn&#8217;t it? Plunkett&#8217;s writeup does not mention that it&#8217;s an interview, does not talk about any of the interview subjects&#8211;just spends its time acting memetically geeky. It&#8217;s the traditional videogame culture style&#8211;why say something meaningful when you can make an unfunny joke?</p>
<p>The story was linked on Reddit with the description &#8220;<a href="http://www.reddit.com/r/Games/comments/pxpkv/the_penny_arcade_report_launches_with_featured/">The Penny Arcade Report launches with featured Gabe Newell interview; Kotaku takes photo of bearded Newell, removes the watermark and reduces a 5,000 word interview to a story about Gabe&#8217;s beard</a>&#8220;. To explain the watermark bit: The Penny Arcade Report story features a photograph of Newell&#8211;who does indeed have a beard, at least no one can accuse Plunkett of lying. Plunkett used this exact image for his own article; when the article was originally published, the image did not feature PAR&#8217;s watermark. Reddit felt, naturally, that the removal of the watermark put Kotaku solidly in the wrong. So their complaint was essentially twofold: Kotaku did not properly credit the image, and they did not take the article seriously enough.</p>
<p><a href="http://kotaku.com/speakup/forum?comment=47179435">Plunkett responded on Kotaku</a>. He explained the watermark issue as an accident&#8211;the image was inadvertently cropped due to a quirk of the system, and in fact as of the time of this writing the image has been fixed, the watermark prominently displayed. For the sake of argument, let&#8217;s accept his claim as genuine and that it was an unintentional error. But that does make me wonder. If Kotaku is such a prominent site, why does it need to use other sites&#8217; photos? Doesn&#8217;t Kotaku have any photos of Newell that they own the rights to?</p>
<p>But let&#8217;s put that aside. What of the &#8220;reduction to beard&#8221; aspect of the article? Plunkett explained that while he <em>sometimes</em> does journalistic work, he considers himself more of a &#8220;content provider&#8221;. In his words,</p>
<blockquote><p>I basically strive to spend my nine hours in front of a computer, five days a week, not just informing you, but trying to entertain you as well. Give you some news or opinion to chew on, sure, but also something to email to your friends and say &#8220;isn&#8217;t this fucking funny/stupid?&#8221;&#8230;[Videogames] can be serious, and emotional, and interesting, but they can also be vapid, stupid and funny. Just like my content.</p></blockquote>
<p>We&#8217;ll ignore the fact that Plunkett is bragging about writing ditzy fluff. What Plunkett is doing is devaluing his own work. His role is not to create but to direct to the work of others. If Plunkett can link to someone else&#8217;s article, regurgitate a couple of beard-related cliches, and get paid for it, what&#8217;s the impetus to come up with something well-written and entertaining? From a site management point of view, it makes more sense to get as many articles written as quickly as possible. It&#8217;s easier to surf around and link to other peoples&#8217; content than it is to come up with content on your own&#8211;it certainly takes less time. If people are still visiting the site, it&#8217;s in Gawker&#8217;s interest to encourage as many posts for as little effort in order to get better traffic to entice advertisers. And from the advertisers&#8217; point of view, the content is almost irrelevant: All that matters is that people are around to see the ads.</p>
<p>I would like to point out the punchline inherent in the fact that finding interesting stuff to link to is <em>most of the reason for Reddit&#8217;s existence</em>. Reddit has an extremely active userbase, all of whom maintain the site for free. Its flexibility allows sub-communities to be created in order to attract a specific group of people, its voting system helps better content to rise to the top&#8211;while it&#8217;s certainly not perfect, it&#8217;s much more geared towards aggregation than Kotaku&#8217;s blog format allows&#8211;and the fact that it&#8217;s user-generated means there&#8217;s a lot more content on there. Is Plunkett saying that his goal is to be a less-efficient Reddit?</p>
<p>In any case, Stephen Totilo went directly to the Reddit thread on the topic and responded, apparently creating an account for the express purpose of doing so. He asserted that any failure to credit was done intentionally, and spent the rest of the time bashing Reddit for the way that Kotaku is treated. He lambasted the practice of &#8220;tak[ing] a single article here or there and hold[ing] it up as a sign of all that is wrong with game journalism&#8221;, noting that &#8220;It apparently is much harder to notice or remember the many pieces of quality games journalism that appear on Kotaku.&#8221; He mentioned&#8211;but curiously did not link to&#8211;several recent articles which he felt were of a particularly high quality&#8230;although I should make clear that it wasn&#8217;t so much a mention as a petulant &#8220;Did you see this? Did you see that? Huh? Huh?&#8221;</p>
<p>&#8220;I prefer to have the work speak for itself&#8221; Totilo says in his 500-word post. Totilo&#8217;s main complaint is that the image of Kotaku&#8211;a slightly-trashy, basement-dwelling geekfest&#8211;does not align with the current reality&#8211;a publication which <em>does</em> feature good, original reportage and <em>does</em> take games seriously and <em>does</em> publish well-written articles. Perhaps Kotaku&#8217;s former reputation is not undeserved. Maybe it historically <em>was</em> very low-quality and only within the past several months has started to get its act together. Maybe Totilo does have some excellent ideas that will need some time to bear fruit.</p>
<p>But even though Totilo acknowledges that he&#8217;s been EIC for a short period of time, there&#8217;s a strong sense of impatience behind his post. As if all of those ideas should have paid off by now. This is an uphill battle, and it seems that Totilo is clueless about what he&#8217;s up against. It will take a <em>very</em> long time for Kotaku&#8217;s image to change. The way to do that is not to go and bitch on the internet about how people don&#8217;t take you seriously. That does nothing to change peoples&#8217; opinion if they already look down on you. His post is so antagonistic. Using well-written articles as a weapon to prove your point doesn&#8217;t exactly make people want to read them.</p>
<p>&#8220;I prefer to have the work speak for itself,&#8221; Totilo says&#8211;but he doesn&#8217;t seem to realize that the work <em>is</em> speaking for itself. Yes, it&#8217;s terrible and horrible that the internet is focusing on your mistakes rather than your successes&#8211;but why are things like &#8220;Breaking: Gabe Newell Grows Beard&#8221; even being published? Does Totilo not get that things like this reinforce an adolescent image? Even if you argue that Plunkett had to hit a certain number of posts that day and that he needed to publish <em>something</em>, there are enough ways to write &#8220;Here&#8217;s an excellent interview with Gabe Newell&#8221; that would take even less time than trying to think up beard jokes, and writing that sort of thing might even give off the impression that Plunkett had actually read the article in question.</p>
<p>I write about Kotaku so much because of its prominence. Because, like it or not, it does go a long way towards providing an image of gamers. Whether we like it or not, Kotaku represents at the very least a visible segment of the community. I understand <em>why</em> Totilo is making the decisions he&#8217;s making. I get why they&#8217;re going for more serious coverage. I know why there have been more discussions about identiy politics and some vague attempts at addressing minority audiences. Frankly, Kotaku has been starting to grow up lately. Maybe that happened later than it did for the rest of us, but that&#8217;s okay&#8211;we all go through this kind of thing at different rates and growing up is something we never really stop doing. It&#8217;s beginning to realize there&#8217;s more to coverage of videogames than tit shots and console fanboyism&#8211;and quite unfortunately it&#8217;s doing this all in the public eye.</p>
<p>There&#8217;s an amount of socially-sanctioned experimentation allowed when you&#8217;re a teenager&#8211;we&#8217;re all allowed to make some mistakes. But because of its status in the community&#8211;well, it&#8217;s kind of funny that Kotaku has become its own Gawker trainwreck story. I mean, hell, I&#8217;m reveling in it with the same relish that people followed Britney Spears&#8217; decline, degradation, and triumphant return. The problem is that every mistake it makes <em>will</em> be scrutinized for a while.</p>
<p>Perhaps if Totilo weren&#8217;t so cocky there&#8217;d be less of a problem. He seems so sure of himself. It&#8217;s like a 16-year-old claiming to be an adult. It&#8217;s getting there&#8230;but it still makes some mistakes due to its youth and inexperience. It finds profundity in Tim Rogers and hilarity in Luke Plunkett and interest in Brian Ashcraft and it doesn&#8217;t really seem to acknowledge that there&#8217;s something misguided into doing certain things the way they&#8217;ve always been done.</p>
<p>I don&#8217;t envy Totilo his job. Changing a website&#8217;s image is an incredibly difficult thing to do, especially with a site as distinct and ingrained as Kotaku. I appreciate that he&#8217;s trying out a lot of different things&#8211;I assume he&#8217;ll be adding and dropping features as appropriate. That sort of thing is natural when shifting focus. But if Kotaku wants to be seen as a mature site that features high-quality writing, throwing a tantrum on Reddit is not exactly a good way of going about that.</p>
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		<title>How We Review Fighting Games: Soulcalibur V</title>
		<link>http://www.secondquest.vg/2012/02/17/how-we-review-fighting-games-soulcalibur-v/</link>
		<comments>http://www.secondquest.vg/2012/02/17/how-we-review-fighting-games-soulcalibur-v/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 20:04:53 +0000</pubDate>
		<dc:creator>Johnny Kilhefner</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2632</guid>
		<description><![CDATA[Your character's backstory is kind of irrelevant when someone's trying to beat you up.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/bruclee2.jpg"><img class="alignleft size-medium wp-image-2633" title="bruclee2" src="http://www.secondquest.vg/wp-content/uploads/2012/02/bruclee2-300x236.jpg" alt="" width="300" height="236" /></a>The videogame culture has become so obsessed with the storytelling elements of games that what it seeks out to analyze no longer falls under the expansive umbrella that is videogames. This longing for story to drive the gameplay has trickled over into one genre where videogame stories <strong>are</strong> traditionally irrelevant and cursory elements &#8212; the fighting genre. As videogame journalists and critics, we should strive to review videogames based on the expectations of the genre. We wouldn&#8217;t, for instance, review a puzzle game with the same criticisms we would levy against an MMORPG. So why then do we review games in the fighting genre as if they are anything other than fighting games? There&#8217;s a fragmentation at play and a flawed genre-bending mentality that affects the way fighting games are reviewed.</p>
<p>As far as storytelling in its traditional narrative function is concerned, developers of fighting games do the player an injustice by minimizing the core focus of the fighting genre with any narrative focused too outwardly from the ludic aspects of the game. It&#8217;s not necessarily the developers fault, but rather the diverse group of videogame players that make up the market today. Though, when we market to everyone, we market to no one. It&#8217;s an adage that seems to be lost on all sides of the fighting genre.</p>
<p><span id="more-2632"></span></p>
<p>This isn&#8217;t to say that the story of any genre where combat is at the core should be dismissed as unnecessary. First-person shooters, for instance, require a reason to care about the characters enough to see the single player mode all the way through to the goal of saving the Earth or whatever the hero needs to accomplish. A fighting game such as the recently-released <em>Soulcalibur V</em> does not. The player&#8217;s only intrinsic goal is to simply win the match. Their motivations are their own and not those of the character as dictated by the developer&#8217;s story. This is not to say that single player modes shouldn&#8217;t be addressed at all in <em>Soulcalibur V</em> reviews, but that we should be asking deeper questions about what could be done to improve the core experience of the game.</p>
<p><a href="http://www.gamestm.co.uk/reviews/soulcalibur-v-review/">GamesTM&#8217;s review of Soul Calibur V</a> compares it to the <em>Virtua Fighter</em> series in order to highlight <em>Soulcalibur</em>&#8216;s style over substance approach. &#8220;Yes, many may see it as a fighting game, but the truth is that <em>Soulcalibur</em> has never really been a fighting game,&#8221; reads the review. Given the benefit of the doubt, I&#8217;ll conclude the reviewer means that<em> Soulcalibur</em> has never really been a <em>simulation </em>type of fighting game. While <em>Soulcalibur</em>, when played at a high level, is an amazing display of combat, the flair admittedly overshadows the technique. But many martial arts styles, too, exude flair over practicality. That doesn&#8217;t make them any less of a type of fighting style, just as it doesn&#8217;t make <em>Soulcalibur</em> any less of a fighting game. It wasn&#8217;t until Bruce Lee rejuvenated the martial arts with his more practical approach to fighting that we came to have the mixed martial arts scene where basic techniques are more vital than flashy techniques. Rather than lambasting a fighting game for having a shallow story mode&#8211;which is really just a flashy extra&#8211;the reviewer should look to these core concepts as his baseline for reviewing the game.</p>
<p><a href="http://xbox360.ign.com/articles/121/1217533p1.html">Stephen Lambrecht&#8217;s review for IGN</a> called the fighting &#8220;great&#8221; and the graphics &#8220;beautiful.&#8221; But the meat of his review focused on the &#8220;disappointing&#8221; lack of modes, even while conceding there is &#8220;plenty of depth in its combat.&#8221; It&#8217;s a review filled with empty adjectives, one which does nothing to address the true nature of the game. When we think of fighting games we must think in terms of the way a martial artist approaches combat. In this sense, <em>Soulcalibur</em>, and all other fighting games like it, requires an &#8220;emotional content&#8221; to enhance the narrative as it may be. From a ludic standpoint, the player approaches fighting games the same way a martial artist approaches his opponent. Fighting is a matter of balance &#8212; there is an action followed by a reaction, an expansion preceding a contraction. The <em>Dead or Alive</em> series raised the bar when it introduced an engine where characters seemed to actually fight with each other rather than perform static moves, but the emotional content wasn&#8217;t quite there. <a href="http://www.pastemagazine.com/articles/2012/02/soul-calibur-v-review-multi-platform.html">Paste Magazine&#8217;s Stu Horvath</a>, a dedicated if not wearied fan of <em>Soulcalibur</em>, was one of the few reviewers to come close to capturing the core essentials of <em>Soulcalibur</em> into a succinct review. But even he neglected the one thing that is important, perhaps most so, to the fighting genre for improving the combat narrative &#8212; sound design. The sound design of a fighter is vital toward subsidizing emotional content. And sound, an area <em>Soulcalibur</em> in particular does exceptionally well, happens to be neglected in every major review of <em>Soulcalibur V</em>. Instead we&#8217;re left with reviews that discuss wanting a more expansive story mode more than they discuss the actual fighting mechanics and the modes and design aspects that compliment or detract from it.</p>
<p>Tom Chick&#8217;s review for Quarter To Three, &#8220;<a href="http://www.quartertothree.com/fp/2012/01/31/the-capcomming-of-soulcalibur-v/">The Capcoming of Soulcalibur V</a>&#8220;, claims that <em>Soulcalibur V</em> tries too hard to be like Street Fighter. He even admits to failing to master the fighting well enough to even block correctly. &#8220;After no small amount of frustration in the training room, I’ve just accepted that blocking in <em>Soulcalibur V</em> is beyond my ken,&#8221; he says. Chick makes no attempt to explain why blocking is difficult other than comparisons to Street Fighter&#8217;s method of blocking. &#8220;Nothing makes you quite so lazy as Capcom’s move-backwards-to-block system,&#8221; Chick said. &#8220;I had a hard enough time forcing myself to press a guard button in <em>Soulcalibur IV</em>.&#8221; He uses the rest of the review to criticize <em>Soulcalibur V</em> for being <strong>too</strong> much like a Capcom fighter and complains about the emphasis on online play, chastising Namco for leaving casual players behind: &#8220;This stuff might be grand for anyone who wants his <em>Soulcalibur</em> to be more an online esport. But for us casual fighting fans who felt like Namco was one of the few companies still making games for us, <em>Soulcalibur V</em> is a disappointing Dear John letter.&#8221; His review misinterprets the core of what fighting games are, and even more so what <em>Soulcalibur V</em> is, and berates it for basically being too competitive and both not enough and too much like <em>Street Fighter</em>. The reality is that the online and versus modes offer more narrative than single player modes. The true story in the fighting genre is in the fighting itself and the competitive modes and audio design are the most important factors to discuss in respect to the combat. If you don&#8217;t want to fight or learn how to, then why the hell are you playing a fighting game anyway?</p>
<p>The fighting genre is not and has never been a genre where story is the driving force behind the game. When we look at a game to review, we must look at the core: What is it? How do its overlaying functions compliment it? I may lose a few people at this grand conclusion I&#8217;m about to come to, but my research shows that the core of the fighting genre is, gasp, combat. Who would&#8217;ve guessed? A player squares off against his foe and the story unfolds with a beautiful brutality that is never twice the same. The player doesn&#8217;t necessarily need to know a character&#8217;s motivation, we only need to know ours, which is to conquer the foe who stands before us. We smash his flesh and let him smash ours. His bones break, our bones shatter. A victor is declared. At the center of combat is competition. If the player thinks he&#8217;s the best then he will never improve, so he should at all times know there is someone out there waiting to kick his ass. Competition is a direct current flowing from the primitivism of combat, so it is more important to dissect online and versus modes than single player modes, which players should simply see as training modes for their next big encounter with their rival.</p>
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		<title>Programming Blockheads</title>
		<link>http://www.secondquest.vg/2012/02/10/programming-blockheads/</link>
		<comments>http://www.secondquest.vg/2012/02/10/programming-blockheads/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 23:29:23 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2627</guid>
		<description><![CDATA[What stupid decision has Kotaku made now? Find out tonight at 11!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/RCA_Test_Pattern.jpg"><img class="alignleft size-medium wp-image-2628" title="RCA_Test_Pattern" src="http://www.secondquest.vg/wp-content/uploads/2012/02/RCA_Test_Pattern-300x225.jpg" alt="" width="300" height="225" /></a>For those of us who follow such things, Kotaku has been very interesting since Stephen Totilo became the Editor in Chief in January. There have been a series of changes which seem designed towards changing the focus of the site and downplaying specialty content.</p>
<p>One of the biggest criticisms people launch at Kotaku is its continued publication of stories that are only tangentially related to videogames. One of the biggest targets is Brian Ashcraft, whose articles are not-always-incorrectly stereotyped as being inappropriately obssed with Japanese schoolgirls (because most videogames come from Japan), but Kotaku also publishes things such as reviews of comics (because both games and comics are enjoyed by geeks) and crime reports (because the criminal in question stole an XBox game or something). Not all of the stories are as egregious as my favorite article of all time&#8211;Columbia School of Journalism Graduate Owen Good&#8217;s thoughts on credit card ownership&#8211;but the connections to the videogame world are tenuous at best, and both sides of the debate are fairly vehement. Kotaku built a community around a space where geeky interests can flourish, but those panty shots are not only alienating to people who simply want to get screenshots of upcoming videogames, but they don&#8217;t really make any strides towards shedding the stereotype of gamers as creepy basement dwellers.</p>
<p><span id="more-2627"></span></p>
<p>So in January <a href="http://kotaku.com/5875503/introducing-kotaku-core-for-readers-who-only-want-to-know-about-video-games">Kotaku Core was announced</a>. Kotaku Core is, essentially, a subset of Kotaku stories that contains <em>only</em> content which is directly videogame-related. You can still get stories about comic books on the main Kotaku site, but if you&#8217;re just there for videogame news, Kotaku has made an RSS feed designed <em>solely so you can ignore certain types of stories</em>. This is an interesting compromise in that it acknowledges that certain content has nothing to do with the primary focus (the &#8220;core&#8221;) of the site, but doesn&#8217;t really solve the problem: It pushes it to the side.</p>
<p>Today, an even stranger decision was announced: <a href="http://kotaku.com/5883964/your-guide-to-the-kotaku-network">Kotaku will now feature &#8220;programming blocks&#8221;</a>. The post announcing this was extremely confusing: Totilo describes this change in the language of television&#8211;he uses, among others, the words and phrases &#8220;scheduled programming&#8221;, &#8220;listings&#8221;, &#8220;tune in&#8221;, and  &#8220;interrupt our regularly-scheduled programming&#8221;, which are all drawn from the world of television. Many people believed that these programming blocks meant that this specialty content would only be viewable during the designated times, a fairly bad idea for a website with a global audience. Totilo had to update to explain that these programming blocks would only affect which stories were published.</p>
<p>In other words: From 6-6:30 on Wednesday, Thursday, and Friday, Kotaku will change into the site &#8220;Sportaku&#8221;, where Owen Good will be covering developments in the world of sports games. Tuesdays from 3-4PM will feature coverage of comics. During these blocks, the visual design of the site will look different and only stories on these specialty topics will be published. But there won&#8217;t be any restrictions to what articles are accessible&#8211;you&#8217;ll be able to read videogame stories during these blocks and comics stories will be accessible at all times. So in practice, unless you&#8217;re refreshing the site or your RSS reader constantly, you&#8217;re not going to really notice any changes other than certain stories being clumped together. Even more perplexing is Totilo&#8217;s admission that Kotaku will still &#8220;run stories that <em>could</em> go in our new blocks outside of the new blocks. If a story is breaking and you need to know on Monday, we&#8217;re not going to sit on it until Wednesday.&#8221; I assume that the editorial team will have internal criteria to help determine which stories are significant enough to break outside of the programming block&#8211;but the fact that they need to reserve this right kind of lays bare one of the problems with the concept.</p>
<p>There are a lot of questions that are not addressed in the article. I don&#8217;t know what will happen during each block. Will the writers write and publish as many stories as they can during the block, or are they simply going to save up a backlog and publish every week? Will each block consist of a set number of articles and features, or will they just write as many as they feel like? But prime among the questions is this: What, exactly, is the point of this change, especially considering the existence of Kotaku Core? Totilo himself doesn&#8217;t even really list any concrete reasons, simply concentrating on a vague description on what the change is and mumbling about how new, different, and exciting this all is.</p>
<p>There&#8217;s a key point in an almost throwaway line, where Totilo states that the change &#8220;will make <em>Kotaku</em>&#8216;s flavors more obvious, more easy to find (<em>or avoid</em>!), and more fun to sample.&#8221; (Italics mine.) Totilo may repeat the party line that Kotaku places just as much of an emphasis on the culture surrounding videogames as it does the games themselves&#8230;but look at what he&#8217;s just told us. One of the things about the new format that Kotaku&#8217;s Editor-In-Chief is bragging about is that <em>it&#8217;s easier to ignore some of the content that the site publishes</em>. I can&#8217;t picture any of the writers being terribly happy with that statement.</p>
<p>I almost wonder if Totilo is attempting a tricky maneuver here. See, Kotaku has a fairly specific community attached to it, one which dearly loves its articles about wacky Japanese trends and videogame thieves and busty cosplay galleries. Even if Kotaku&#8217;s editorial team <em>wanted</em> to scrap all of that extra content, it wouldn&#8217;t be able to easily do so without alienating a large number of readers. Creating programming blocks is an extremely unorthodox solution, one which seems almost designed to fail. It&#8217;s a convoluted way of wrangling New Media into the conventions of Old Media. Few sites have attempted something like this before&#8211;while certainly sites will schedule content, and certain livestreams have specific times when they&#8217;re broadcast, sites don&#8217;t really follow a programming block model because it&#8217;s not one which plays to the internet&#8217;s strengths.</p>
<p>So I&#8217;m wondering if Kotaku Core and the programming blocks are a way to self-sabotage some of Kotaku&#8217;s traffic. If enough people are reading solely Kotaku Core, those statistics could demonstrate that the large portion of the audience doesn&#8217;t want to read non-game-related content. The programming blocks might even be used to fine-tune the kind of content: If no one is visiting the site during Kirk Hamilton&#8217;s music hour, for example, I wonder if that might be an excuse for Kotaku to drop that kind of coverage.</p>
<p>Don&#8217;t get me wrong: I think programming blocks are an extremely <em>stupid</em> decision. They&#8217;re not going to really change the way people interact with the site or with blogs in general. While there are certainly problems with the blog format as a general rule, I don&#8217;t really think anybody&#8217;s ever complained that they don&#8217;t know what time they should be tuned into their computers to read new content on a site. But if this is Totilo&#8217;s attempt to show that non-gaming content just isn&#8217;t popular, then this is a diplomatically clever way of addressing some criticisms of the site that have been made for a long time.</p>
<p>Of course, it&#8217;s also quite possible that Totilo&#8217;s simply making a terrible decision based on a lack of understanding of how people interact with websites. Given how often I seem to find myself writing about the site, I&#8217;m not entirely sure that&#8217;s not the case.</p>
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		<title>Second Quest Episode 5: Dead Trees</title>
		<link>http://www.secondquest.vg/2012/02/09/second-quest-episode-5-dead-trees/</link>
		<comments>http://www.secondquest.vg/2012/02/09/second-quest-episode-5-dead-trees/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 14:19:58 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Second Quest]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2615</guid>
		<description><![CDATA[Eric Brasure talks with <a href="http://savetherobot.wordpress.com/">Chris Dahlen,</a> freelance writer and former editor-in-chief of <a href="http://killscreendaily.com/"><em>Kill Screen.</em></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/02/eisenstaedt-alfred-woman-reading-book-among-shelves-on-balcony-in-american-history-room-in-new-york-public-library.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2012/02/eisenstaedt-alfred-woman-reading-book-among-shelves-on-balcony-in-american-history-room-in-new-york-public-library-300x225.jpg" alt="" title="eisenstaedt-alfred-woman-reading-book-among-shelves-on-balcony-in-american-history-room-in-new-york-public-library" width="300" height="225" class="alignleft size-medium wp-image-2617" /></a></p>
<p>Eric Brasure talks with <a href="http://savetherobot.wordpress.com/">Chris Dahlen,</a> freelance writer and former editor-in-chief of <a href="http://killscreendaily.com/"><em>Kill Screen.</em></a></p>
<p><strong><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_005.mp3">Listen</a></strong></p>
<p></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br></p>
<p>This episode&#8217;s music:</p>
<p><img src="http://image.iodalliance.com/release/thumbs_60/250262-72.jpg" alt="You Can't Change That Boy" style="margin-right: 4px;" width="60" align="left" height="60"><strong><a href="http://redirect2.iodalliance.com/artist.php?id=6037C74A373E4A7B8468A0F1D9ABF10DA7F542F61411185BE9651701803AAA01" target="_new" rel="nofollow">Wake The President</a></strong><br /><em><a href="http://redirect2.iodalliance.com/download_track.php?id=629741D9769182A72910DFAB91AF096F3D87DCC79EC1FB9557751DF0292707BA2CBEC56F0808430DD5E8F4D9002679FA" target="_new" rel="nofollow"><img src="http://www.iodapromonet.com/img/download_icon.gif" border="0"> &#8220;Remember Fun?&#8221;</a></em> (mp3) <br /> from &#8220;You Can&#8217;t Change That Boy&#8221; <br /><a href="http://redirect2.iodalliance.com/label.php?id=EC9B61827AB38157BE55FA9B47976DAFD061C443B3E83EDD124BF4EDB81F0149" target="_new" rel="nofollow">(Electric Honey)</a><br clear="all"><br /><img src="http://www.iodapromonet.com/img/service_icon_2.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096FE4556378C997F476E3E54BF447CECB1D4619859AAC42BAAE138CB7AEE251A2D8" target="_blank" rel="nofollow">Napster</a><br /><img src="http://www.iodapromonet.com/img/service_icon_4.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096FE042D7DAA41CB74D5F3075A41F18C62F4619859AAC42BAAE138CB7AEE251A2D8" target="_blank" rel="nofollow">iTunes Music Store</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096FA535884286A38408C38F7BB60B097E2B4619859AAC42BAAE138CB7AEE251A2D8" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Stream from </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096F2678C7B8E151B2B5013C761C1DAEB321D59149A073F567B4FA921E0E98C63F12" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_426.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096F0546ED9E29C1F5C4801255347B4B0B55D061C443B3E83EDD124BF4EDB81F0149" target="_blank" rel="nofollow">Amazon MP3</a><br /><img src="http://www.iodapromonet.com/img/icon_landing_page.gif"> <a href="http://redirect2.iodalliance.com/buy_album.php?id=629741D9769182A72910DFAB91AF096FF8A0F787BC04E69FAA5FB2D46A995ED93E79EABDAD95B7000B3FC585CE507EF0" target="_new" rel="nofollow">More On This Album</a></p>
<p><img src="http://redirect2.iodalliance.com/log_pageview.php?id=629741D9769182A72910DFAB91AF096F3D87DCC79EC1FB9557751DF0292707BA2CBEC56F0808430DD5E8F4D9002679FA"></p>
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<enclosure url="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_005.mp3" length="192" type="audio/mpeg" />
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		<title>How Kotaku Will Change Nothing</title>
		<link>http://www.secondquest.vg/2012/01/30/how-kotaku-will-change-nothing/</link>
		<comments>http://www.secondquest.vg/2012/01/30/how-kotaku-will-change-nothing/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 23:33:58 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2608</guid>
		<description><![CDATA[Kotaku is changing everything about their reviews. Except they're not doing a very good job of it.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/traffic_lights_mist.jpg"><img class="alignleft size-medium wp-image-2612" title="traffic_lights_mist" src="http://www.secondquest.vg/wp-content/uploads/2012/01/traffic_lights_mist-300x215.jpg" alt="" width="300" height="215" /></a>If there&#8217;s one acronym that sets my teeth on edge, it&#8217;s TL;DR.</p>
<p>You know what it makes me think of? That kid from high school, you know the one I&#8217;m talking about, he went to your school too. He was supremely unintelligent, ugly, unpleasant to be around but inexplicably popular. He&#8217;d put no effort into his schoolwork, convinced as he was that he&#8217;d be a football star when he grew up. <em>Reading is boring</em>, he&#8217;d say&#8211;something you took as almost a personal affront, given that you always had your nose in a book growing up, given that you were writing your first tentative short stories and giving serious thought to becoming a writer when you grew up. Whenever I see TL;DR, I picture this kid, staring, slack-jawed, at anything more than a sentence or two long, scratching his head. When I go into the comments of a Kotaku or a Destructoid, I picture a clone army of this kid, all of them batting at their keyboards in clumsy unison, calling me a fag.</p>
<p><span id="more-2608"></span></p>
<p>One of the pleasures of growing up is being able to avoid a lot more people than you could growing up, and to that end Eric and I have almost completely broken with geek culture. That&#8217;s part of the reason I&#8217;ve always felt <em>very </em>strongly about review scores. I would be perfectly comfortable if review scores were abolished entirely, given that they attempt to force a nuanced opinion into an objective number. I don&#8217;t care if you think me elitist for expecting people to read a whole 1500 words&#8211;in one sitting!&#8211;without any pictures to break it up or a number and a couple of bullets to summarize the whole thing for you. The TL;DR crowd doesn&#8217;t often find its way to us, but if they were to complain, my response would be a genuine, <em>Look, talk to me when you&#8217;ve grown a brain</em>.</p>
<p>Today, <a href="http://kotaku.com/5880486/how-we-will-review-game">Stephen Totilo announced that Kotaku reviews would be switching format</a>. Traditionally, Kotaku&#8217;s reviews were indeed unscored&#8211;he quite explicitly states that the editorial team &#8220;worried that the number would undermine the review&#8221; by its pretense of objectivity and its lack of context; many of the reviews were also written in this weird question-and-answer format that almost seemed like the reviewer interviewing himself about playing the game.</p>
<p>So one of the major changes is that the reviewers will have much more leeway to determine format for themselves&#8211;Totilo mentions that in addition to traditional essays, writers might &#8220;review a game with a poem or a comic strip,&#8221; which gives me the sinking feeling we&#8217;ll be seeing more <em>gems</em> like <a href="http://www.kotaku.com.au/2012/01/i-am-a-body-builder-this-is-ziggurat/">Tracy Lien&#8217;s&#8230;<em>thing</em> about Tim Rogers&#8217; ZiGGURAT</a>. The attempt seems to me to be an attempt to create more diversity of voice among the writers, and I can&#8217;t say I have a problem with that. Because reviewers in general don&#8217;t seem to have distinct voices or points of view&#8211;it&#8217;s not something that&#8217;s really been encouraged in the community.</p>
<p>But that seems to fly in the face of one of the other changes, which is the addition of a three-tiered scale. All Kotaku reviews will now come with the label <em>YES</em>, for a must-purchase; <em>NO</em>, for a game you should never purchase (something Totilo doesn&#8217;t foresee many of them, because, gee, what <em>is</em> a bad game, after all, one man&#8217;s meat is another man&#8217;s poison, and, you know, yeah); and <em>NOT YET</em>, meaning wait till the price drops or it&#8217;s patched. That they feel the need to call this out from the meat of the review almost suggests that this will not feature in the review itself. Totlio states that this is a concession to readers who are &#8220;short on time and don&#8217;t have the patience for creative writing&#8221;.</p>
<p>I have a notoriously low tolerance for &#8220;creative writing&#8221; in game reviews&#8211;largely because so much of it is so <em>bad</em>&#8211;but I think this is a decision which undermines the attempt.</p>
<p>I might be oversimplifying, but what we generally call a &#8220;review&#8221; is one of two things&#8211;criticism, and buying guides. Criticism discusses the more theoretical implications of a game&#8211;its themes, its relation to its genre, its more interpretative elements&#8211;and buying guides tell us whether or not we should purchase it&#8211;is it entertaining, do the graphics look pretty, is it good to break out when you have friends over. Neither is better than the other, and often a review can feature the two in combination. But I think, in this case, in attempting to be both, Kotaku&#8217;s new reviews aren&#8217;t going to feature the benefits of either. I don&#8217;t think Totilo has assembled the talent or the audience in order to win over the Critique crowd, and the parts of its reviews that are <em>not</em> YES/NO/NOT YET aren&#8217;t going to be passed over by those just looking for whether or not to buy the game. The two reviews that are published under the new format&#8211;one of <a href="http://kotaku.com/5880275/final-fantasy-xiii+2-the-kotaku-review">Final Fantasy XIII-2</a>, by Mike Fahey, and one of <a href="http://kotaku.com/5879545/resident-evil-revelations-the-kotaku-review">Resident Evil: Revelations</a>, by Totilo himself, are, in practice, more like long-winded product reviews that are trying too hard to be profound rather than anything particularly interesting.</p>
<p>Now, to be fair, I find the YES/NO/NOT YET system to be, in theory, a pretty good one, and maybe it&#8217;s a simple case of Kotaku&#8217;s writers needing to just get more familiar with the new style of reviews. But there are some curious things otherwise&#8211;such as the sidebar addition of made-up back-of-the-box quotes. This is a tweely cutesy, bizarre, and kind of stupid decision that seems less to give any useful information and more like&#8230;well, it just reminds me of being in grade school, when you&#8217;d draw your own covers for videogames you loved and you&#8217;d put made-up quotes in there, or when you&#8217;d pretend you were writing a review that got published in Nintendo Power. It feels extremely juvenile.</p>
<p>Perhaps the most controversial part of Totilo&#8217;s article is a tangent where he quotes Penny Arcade&#8217;s Mike Krahulik, commenting on Assassin&#8217;s Creed&#8217;s poor reception. The game was underrated not because of any flaws in it but simply because everyone who reviewed it was simply too busy to give it a proper try. Totilo agrees. As a result, Kotaku may delay some reviews. Now on principle, I&#8217;m fine with this. Some games genuinely do need some time to mull over. But there&#8217;s also a strangeness to that point&#8211;and the choice of Assassin&#8217;s Creed seems to hammer it home. I personally disliked Assassin&#8217;s Creed and couldn&#8217;t bring myself to finish it because of how <em>boring</em> it was&#8211;its missions were too repetitive, its conversations too long-winded, its plot too unfocused. That Totilo and Krahulik blame deadlines for the game&#8217;s poor reception rather than any flaws in the game&#8211;that almost implies that there <em>is</em> a definitive, objective opinion that one can arrive at.</p>
<p>Totilo mentions that reviews might be updated as opinions change or evolve&#8211;that with time, an opinion of a game may change and that the official review will be changed to reflect that. This I <em>am</em> against. Totilo is vague about it, but it seems that instead of publishing future reviews, the original review will be updated to match the reviewer&#8217;s changed opinion. If that&#8217;s where this is going, then I&#8217;m not crazy about this idea. I think it would be far more useful and interesting to write a completely new article explaining the reasons for the opinion change, rather than pretending that&#8217;s what they were thinking all along.</p>
<p>I think that Totilo&#8217;s heart is in the right place here, and I recognize that these ideas will evolve as writers and readers get better used to the limitations and benefits of the new format. But I think the whole thing sounds very half-baked. Reviews have never been Kotaku&#8217;s focus&#8211;it concentrates on news and issues (tangentially) related to videogame culture; its reviews have always come across as more of an afterthought, of something else to read while you&#8217;re there. Maybe these changes are Totilo&#8217;s way of getting the reviews to be more prominent. But without a clear focus, I don&#8217;t know if that&#8217;s going to happen. I think it&#8217;s just going to annoy the TL;DR crowd, and the heavy criticism crowd doesn&#8217;t like Kotaku anyway.</p>
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		<title>Re: &#8220;RE: &#8216;&#8221;Your Story Sucks&#8221; Sucks&#8217;&#8221;</title>
		<link>http://www.secondquest.vg/2012/01/26/re-re-your-story-sucks-sucks/</link>
		<comments>http://www.secondquest.vg/2012/01/26/re-re-your-story-sucks-sucks/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 22:17:30 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2600</guid>
		<description><![CDATA[More evaluative criticism is a great goal--and one that we'll never reach as long as we still score games.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/Siepinski1D960.gif"><img class="alignleft size-medium wp-image-2601" title="Siepinski1D960" src="http://www.secondquest.vg/wp-content/uploads/2012/01/Siepinski1D960-300x300.gif" alt="" width="300" height="300" /></a>In response to my post &#8220;&#8216;<a href="http://www.secondquest.vg/2012/01/25/your-story-sucks-sucks/">Your Story Sucks&#8217; Sucks</a>&#8220;, which was itself a response to his post &#8220;<a href="http://jasonschreier.com/2012/01/25/your-story-sucks/">Your Story Sucks</a>&#8220;, Jason Schreier says the following, in an article called &#8220;<a href="http://jasonschreier.com/2012/01/25/your-story-sucks-sucks/">RE: &#8216;&#8221;Your Story Sucks&#8221; Sucks&#8217;</a>&#8220;:</p>
<blockquote><p>I’m advocating&#8230;the analysis of narrative using more critical language. Goodness claims that I’m veering too far into the land of optimism, calling my piece “a masterpiece of complacency,” but I would argue quite the opposite. My point is that we should be fighting for harsher criticism than “this is good” or “this is bad.” Those are not the questions we should be asking.</p></blockquote>
<p>Schreier then goes on to suggest some possible questions&#8211;such as how the setting and theme reflect each other, how the game integrates interactivity into its story sequences, how well character motivations are drawn&#8211;that critics and reviewers can ask when evaluating a game&#8217;s narrative. These questions, and others like them, offer a good starting point for how to begin to develop deeper criticism of games.</p>
<p>Schreier is calling, ultimately, for a more qualified criticism, and I agree with him. The purpose of reviews vs. criticism is too complex of a subject to get into here, but I often get the sense that reviews lean towards absolutes. That&#8217;s what readers seem to want&#8211;on some sites, any opinion the reader disagrees with gets called out as bias, along with an exhortation for the writer to be more &#8220;objective&#8221;. The very concept of scoring games is itself a problem. We may want deeper and more insightful criticism, but we&#8217;re only paying lip service to that concept if we then distill the review into a number at the end.</p>
<p>Because that evaluative number ends up becoming the focal point. It&#8211;and maybe two representative sentences&#8211;becomes what people see on Metacritic. It&#8211;and not the reasons behind it&#8211;becomes the insult discussed on forums. Score numbers imply objectivity, that you can make that blanket statement about whether or not a game sucks&#8211;after all, a game that&#8217;s scored a 5 sucks compared to a perfect 10, does it not?</p>
<p>I hated <em>The Legend of Zelda: Skyward Sword</em>, but I was more dismayed by the fact that most of the reviews I read of the game were so content-free. They spoke in absolutes&#8211;praised the game without saying much more than, &#8220;Welp, it&#8217;s a Zelda game, and those are always awesome.&#8221; That they were praising the game&#8211;and its storyline&#8211;as unqualifiedly Good was alienating&#8211;instead of pointing out something I missed, the reviews simply made me feel like I was missing some kind of in-joke. Michael Abbot&#8217;s post, &#8220;<a href="http://www.brainygamer.com/the_brainy_gamer/2012/01/to-dream-again.html">To dream again</a>&#8221; was a much more interesting take&#8211;he evalutated the game&#8217;s appeal to a die-hard Zelda fan. While it didn&#8217;t change my opinion of the game, it helped me to at least understand why someone would enjoy playing it.</p>
<p>And his piece does not score the game. What kind of score could you even give? He explicitly states that the game is &#8220;Not the <em>best</em> game and certainly not the most innovative, but nevertheless the game that delighted me more than any other.&#8221; If you&#8217;re looking at the game in isolation, you almost have to give it a low score&#8211;but that ignores the Zelda fan who&#8217;s playing the newest installment of a series which never fails to speak to them. If you talk about the game as one which soothes your &#8220;yearn[ing] for the next great adventure,&#8221; then you might give it a perfect score&#8211;but that ignores those who simply don&#8217;t enjoy the Zelda experience. And so we can only engage with the critique&#8211;and that critique is able to be much more nuanced than it would if it were looking at a game as if it were&#8211;in Schreier&#8217;s terms&#8211;&#8221;a phone or a set of steak knives&#8221;.</p>
<p>So in that regard I agree&#8211;as critics, we can&#8217;t just go for a simple thumbs up or thumbs down. We should strive towards a more nuanced analysis. At the same time, criticism should have an evaluative element to it. As long as we&#8217;re able to explain our opinion, I think it&#8217;s perfectly reasonable for a critic to say that a game&#8217;s story sucks.</p>
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		<title>&#8220;Your Story Sucks&#8221; Sucks</title>
		<link>http://www.secondquest.vg/2012/01/25/your-story-sucks-sucks/</link>
		<comments>http://www.secondquest.vg/2012/01/25/your-story-sucks-sucks/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 21:34:07 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2592</guid>
		<description><![CDATA[If the story overwhelms the gameplay, and isn't all that good to begin with, I, as a critic, am perfectly comfortable saying that said story sucks.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/warhol_empire.jpg"><img class="alignleft size-medium wp-image-2593" title="warhol_empire" src="http://www.secondquest.vg/wp-content/uploads/2012/01/warhol_empire-300x216.jpg" alt="" width="300" height="216" /></a>The more I play and write about videogames, the less I find myself interested in videogame narrative. I play games to <em>play</em>, not to watch a little movie. I also find myself less and less interested in the narratives themselves. It&#8217;s really rare that I&#8217;ll find a game which speaks to something deeper, more human&#8211;rare that I&#8217;ll find a game which I find applicable to my life. <em>Final Fantasy</em>&#8216;s melodramatic bombast, <em>The Legend of Zelda</em>&#8216;s desperate attempts to create artificial importance to its own cliched myth, <em>The Elder Scrolls&#8217;</em>s dry and dull fantasy novel approach set in a world whose characters never come alive well enough to make us care for them&#8211;I find these to be the rule rather than the exception. For every <em>Bioshock</em>, for every <em>Bastion</em>, for every <em>Mass Effect</em>&#8211;in short, for every well-written game that creates a world we enjoy spending time in, there&#8217;s a dozen games whose storyline is an afterthought, one which grabs the player&#8217;s head and forces them to watch a cutscene that&#8217;s often nowhere near as compelling as the designers think it is.</p>
<p><span id="more-2592"></span></p>
<p>As critics, one of our jobs is to examine a work, applying our knowledge of the medium, and to place a judgment on the work in question. If we are faced with a story-heavy game, we must examine this storyline, determine whether or not the story serves its purpose, whether it overwhelms the gameplay, whether or not that&#8217;s a bad thing&#8211;we must make these judgments on the game&#8217;s narrative.</p>
<p>It&#8217;s in light of this that I take issue with Jason Schreier&#8217;s &#8220;<a href="http://jasonschreier.com/2012/01/25/your-story-sucks/">Your Story Sucks</a>&#8220;, in which he compels us not to make blanket judgments on a game&#8217;s storyline, partially because we must add qualifiers, but also because <em>some</em> people might like it. He&#8217;s specifically talking about people who throw out an unqualified &#8220;This game&#8217;s story sucks&#8221;, which I can appreciate&#8211;but it seems just as much like Schreier thinks a game&#8217;s storyline is ungradeable. &#8220;It’s too easy to act like stories can be measured on a scale from 1-10,&#8221; Schreier states. While I have major problems with scoring games in general&#8211;I don&#8217;t think an evaluation should be distilled into a number&#8211;in a very real way, we must metaphorically place our opinion of a game&#8217;s narrative on a scale. A critic can have an opinion based on bad faith&#8211;dismissing Mass Effect 2&#8242;s storyline because of a personal distaste for space opera, for example&#8211;but a justified opinion is what we come to critics for.</p>
<p>Schreier seems to think that trashing the plot of a JRPG is akin to &#8220;belittl[ing] the people who can empathize with love or revenge or betrayal&#8230;.&#8221; I disagree with this interpretation because I believe it misinterprets the purpose of criticism. To adapt a maxim of Roger Ebert&#8217;s, it&#8217;s not what a videogame is about, but how it&#8217;s about it. In other words, a game can be about love and revenge and betrayal and you can like or dislike the game based on whether or not you connect to these themes, but we <em>must </em>evaluate. <em>Final Fantasy XIII</em>&#8216;s storyline was bad not because of its subject matter but because its worldbuilding was faulty, its characters irritating, and its plot full of holes and rushed bits.</p>
<p>I find a lot of critics have a difficult time separating content from style. <em>To The Moon</em> might have a well-crafted storyline, but the focal characters are such insufferable patchworks of memes and tics and poorly-wrought dialogue that I find myself alienated from them. <em>Dragon Age 2</em> may have some excellently-drawn supporting characters, but the plot they find themselves in doesn&#8217;t add up to much and actively seems to downplay player choices. <em>Dead Space 2</em> has some scary setpieces, but its insistence on overconvoluting the plot, plus its complete lack of interest in its own setting, leaves the game feeling very slight. <em>Metroid: Other M</em>, a game which controls beautifully and is filled with meaningful, challenging combat, is constantly interrupted for a condescending, frayed storyline which may or may not be seriously misogynistic.</p>
<p>&#8220;Stories are not good. Nor are they bad. They’re just stories,&#8221; Schreier concludes, and I could not disagree more. There&#8217;s a weird sort of servile tone to his article, as he clucks his tongue at his fellow critics who dare to find fault with storylines. Why, people might<em> like</em> the stories of games you don&#8217;t like, and imagine how <em>they</em> must feel.</p>
<p>Look, I know the culture we&#8217;re in&#8211;videogame geekery is full of pissing matches and fanboyism, and it&#8217;s extremely common for people to make childish blanket statements about how something is bad and I don&#8217;t like the look and taste of it and therefore I don&#8217;t want to eat it so there. But I think Schreier leans too far in the other direction. It&#8217;s a masterpiece of complacency. Because we must admit that the majority of videogame storylines barely rise past the level of pulp. And certainly there are enough books and movies out there that are just prolefeed schlock, and there are many videogames which do achieve the status of Art. But books and films <em>are</em> better systems for delivering narrative than videogames are. Many developers are lazy and present their storyline by briefly turning into a book or a film, and those books and films aren&#8217;t often that great&#8211;and take the player out of the activity of play, an activity that they sought out by turning on their console. If the story overwhelms the gameplay, and isn&#8217;t all that good to begin with, I, as a critic, am perfectly comfortable saying that said story sucks.</p>
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		<title>Role-Playing a Pervert in Silent Hill: Shattered Memories</title>
		<link>http://www.secondquest.vg/2012/01/23/role-playing-a-pervert-in-silent-hill-shattered-memories/</link>
		<comments>http://www.secondquest.vg/2012/01/23/role-playing-a-pervert-in-silent-hill-shattered-memories/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 20:58:17 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
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		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2584</guid>
		<description><![CDATA[What's so scary about a game that forces you to develop empathy? EVERYTHING.]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/Silent.jpg"><img class="alignleft size-medium wp-image-2587" title="Silent" src="http://www.secondquest.vg/wp-content/uploads/2012/01/Silent-300x225.jpg" alt="" width="300" height="225" /></a>Normally we have a fairly loose policy on spoilers here&#8211;all of my articles are written with the assumption that you&#8217;ve played the game in question and that you&#8217;re looking for some after-the-fact critical analysis. Given that this article is being written for Critical Distance&#8217;s Blogs of the Round Table&#8211;and will therefore reach outside of our normal audience&#8211;as well as the fact that the game under discussion has some particularly notable narrative pleasures if played unspoiled, I&#8217;m going to warn you. If you&#8217;ve never played Silent Hill: Shattered Memories, go and do so before reading. Trust me, even if you&#8217;re not a horror game fan, if you have even the slightest interest in games as a narrative medium, you want to play this game</em>.</p>
<p>My relationship to drugs and alcohol is, quite frankly, none of your fucking business, but the first time I played Silent Hill: Shattered Memories, I got the ending which revealed that Harry&#8217;s divorce was a result of his alcoholism. Shattered Memories isn&#8217;t unusual in that it tracks your decisions and actions throughout the game and then assigns you an ending based on that; and while it does so to a more elaborate degree than many games do, it&#8217;s not the first game to alter cutscenes or entire levels based on player choice. But it <em>is</em> unusual in how explicitly it discourages role-playing. From the very first moment, we&#8217;re told that the game is going to psychologically profile us, that we&#8217;re supposed to answer any questions it asks us honestly. The very first thing we&#8217;re tasked with doing in-game is the completion of a survey with such questions as &#8220;Having a drink helps me relax&#8221; and &#8220;I have enjoyed role-play during sex.&#8221;</p>
<p><span id="more-2584"></span></p>
<p><a href="http://www.secondquest.vg/2010/02/03/why-harry-wears-glasses/">I&#8217;ve written in detail about Shattered Memories before</a>. I believe that most of the reason for the game&#8217;s poor reception, besides the fact that it&#8217;s a waggly Wii game, is due to fan myopia and a refusal to accept anything resembling change. But I&#8217;ve been pondering the question since I first played the game, and now I&#8217;m beginning to think it&#8217;s something slightly deeper. The game is a horror game not so much because it features scary monsters that jump out at you&#8211;although there are plenty of those. It&#8217;s terrifying because it&#8217;s based around a more sophisticated, more existential horror&#8211;the horror of the realization that the world does not center around you. That there are others out there that are affected by your actions.</p>
<p>Somehow, I think the traditional gamer is not at a stage of development where they&#8217;re able to deal with that revelation.</p>
<p>Shattered Memories&#8217;s biggest and best trick is one of misdirection&#8211;it&#8217;s one of the only games I can think of, outside perhaps of interactive fiction, with a second-person narrative voice. The game is divided into two distinct sections&#8211;a first-person section where you&#8217;re in a psychiatrist&#8217;s office answering personal questions; and a third-person section, one which takes up the bulk of the game, where you play a reimagining of the original Silent Hill story: Harry Mason travels through a hellish town in order to find his daughter Cheryl. Through a series of elisions and ambiguous remarks&#8211;both in-game and in developer interviews and promotional materials around the time of the game&#8217;s release&#8211;the player is led to believe that we&#8217;re playing Harry the entire time. That Harry went to Silent Hill, had this horrifying adventure, and is now at a therapist to deal with the resulting trauma.</p>
<p>The truth is far more subtle than that. In the endgame, Harry makes his way to the lighthouse&#8211;where he&#8217;s been told his daughter is&#8211;and finds himself in the psychiatrist&#8217;s office. The camera swings around, and shows us that it&#8217;s not Harry on the analyist&#8217;s couch&#8211;it&#8217;s Cheryl, not the little girl we&#8217;ve been looking for the entire time but a young, troubled woman. When she was a child, Harry and his wife divorced&#8211;the reasons vary, depending on your choices, from alcoholism to serial adultery to simply two people falling out of love&#8211;and shortly afterwards, Harry was killed in a car crash. This inability to deal with the loss of her father is a trauma that Cheryl has been unable to deal with, and the therapy is an attempt to get her to finally begin to heal.</p>
<p>Whether Harry&#8217;s journey through Silent Hill is &#8220;real&#8221; or not is very deliberately left open to interpretation&#8211;I prefer the interpretation that the entire game is an allegorization of the process of psychoanalysis, but there are plenty of people who think there&#8217;s something literally supernatural going on&#8211;but a few things are clear. Harry&#8217;s character flaws, the ones which led to his divorce, are not pre-existing but are rather developed through the choices we make as players. If Harry is an alcoholic, it&#8217;s because we steered him into that direction. More importantly, if we&#8217;re playing honestly and playing as ourselves, Harry&#8217;s flaws are reflections, exaggerations, and distortions of our own flaws. The game provides a minefield of vices for us to choose from and not only characterizes Harry based on them, it shows us, in Cheryl, how much these flaws can hurt other people. The game isn&#8217;t scary because of the things that go bump in the night, it&#8217;s scary because it forces us to empathize with other people.</p>
<p>I will point out that the game stresses that <em>people aren&#8217;t monsters</em>. One of the game&#8217;s major themes is that while our traumas and flaws are damaging, awareness of them is a major step towards healing. It doesn&#8217;t even entertain the thought that its characters are irredeemable, and I think it might not even acknowledge the existence of Evil. (A major break with the rest of the series!) Its concept of empathy is a tough one: Just as Harry must acknowledge that his actions hurt his daughter, his daughter can only take her first steps towards being Okay by recognizing that her father was a victim of his own demons.</p>
<p>This is a far cry from the Sephiroth school of villain design, which creates monster antagonists that have a dimension of likeability from the fact that they&#8217;re either misguided or too extremist or too traumatized by their pasts or simply too cool to <em>completely</em> hate. Because no matter what, we&#8217;re never required to identify with Sephiroth. We may understand him, we may think he&#8217;s a total badass, we may draw pictures of him in our notebooks, but at the end of the day, we&#8217;re still fully on the side of AVALANCHE, and Sephiroth must be destroyed. Shattered Memories is an uncomfortable game because of how completely it divorces itself from conventional videogame conflict dynamics. If we do not consider every character in the game worthy of redemption, empathy, and love, then there is something lacking in us.</p>
<p>There&#8217;s a more direct way that Shattered Memories allows us to play someone other than ourselves, and that&#8217;s through more traditional role-playing. While replaying the game to research this article, I decided to go for the sexy ending&#8211;the one where Harry&#8217;s divorce was precipitated by hot, hot three-way sex with women other than his wife. I picked this ending partially arbitrarily and partially because it was the least likely ending for me to get, uninterested as I am in naked ladies.</p>
<p>And so, I looked up a guide to learn the decisions and actions which would skew me towards the sex ending. Largely, this involves telling the psychiatrist that I&#8217;ve cheated, staring at women&#8217;s chests, and looking at the sexy posters throughout the game. I did everything the guide said to do; for other decisions, I made either whatever choice seemed natural, or did the opposite of what I did in the first playthrough. And there were a few genuinely odd moments. Early on, for example, when Harry is first looking for his daughter, panicked and terrified, there&#8217;s some graffiti in a bathroom detailing what a young woman named Cammy did to several guys (or, more accurately, what several guys did to Cammy). Looking at the graffiti prompts Harry to say, lustily, &#8220;Hmmm&#8230;Cammy&#8230;&#8221; with a tone that sounds kind of like he&#8217;s licking his lips at the thought. And immediately this&#8211;well let&#8217;s say I had a very strange reaction. <em>What are you doing?</em> I practically shouted at the screen. <em>Your daughter is missing, Cammy is probably half your age, and you&#8217;re thinking about how you wish you were there for the act described&#8211;what are you, some kind of perve&#8211;</em></p>
<p><em>Oh, right.</em></p>
<p>And with that, Shattered Memories gave me a very weird, disturbing little glimpse of what sex addiction feels like. What was interesting was that I didn&#8217;t have as much cognitive dissonance during the first, alcoholic playthrough. Because it would be completely natural that Harry would want a drink. He&#8217;s in an ice-cold hell, his daughter is missing, no one seems to know who he is, and nothing is making any sense&#8211;of course he&#8217;d want something to take the edge off.</p>
<p>But a funny thing happened when I beat the game this time. Because even though I was making the sexy choices, apparently the <em>other</em> choices I made qualified Harry to still be a drunk. Maybe I&#8217;m so uninterested in girlie mags that I have a blind spot to them, or that I forget to look at women&#8217;s chests unless I&#8217;m constantly reminding myself to. Either way it&#8217;s strange the ways that we fall into the same patterns of behavior.</p>
<p>Silent Hill: Shattered Memories is a scary game because it confronts us with the horror of the existence of others affected by our actions. But it&#8217;s also scary in another way: It just might confront us with those actions themselves.</p>
<p><em>This article was written for Critical Distance&#8217;s Blogs of the Round Table for January. For more articles on January&#8217;s theme of &#8220;Being Other&#8221;, <a href="http://www.critical-distance.com/2012/01/16/bort-january-12-roundup/">visit their site</a>, or select from the drop-down list below.</em></p>
<p>&nbsp;</p>
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		<title>Second Quest Episode 4: Commercial Product</title>
		<link>http://www.secondquest.vg/2012/01/23/second-quest-episode-4-commercial-product/</link>
		<comments>http://www.secondquest.vg/2012/01/23/second-quest-episode-4-commercial-product/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 14:28:31 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Second Quest]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2549</guid>
		<description><![CDATA[Eric Brasure sits down with Chris Grant, editor-in-chief of the newly announced videogame site Vox Games.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/coke-museum.jpeg"><img src="http://www.secondquest.vg/wp-content/uploads/2012/01/coke-museum-300x198.jpg" alt="" title="People look at artworks on display at the Sotheby&#039;s Autumn Sales in Hong Kong" width="300" height="198" class="alignleft size-medium wp-image-2563" /></a></p>
<p>Eric Brasure sits down with Chris Grant, editor-in-chief of the newly announced videogame site Vox Games.</p>
<p><strong><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_004.mp3">Listen</a></strong></p>
<p></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br></p>
<p>This episode&#8217;s music:</p>
<p><img src="http://image.iodalliance.com/release/thumbs_60/145208-72.jpg" alt="Awoo" style="margin-right: 4px;" width="60" align="left" height="60"><strong><a href="http://redirect2.iodalliance.com/artist.php?id=063BC67CBF903A3EC2299702821ED5F135C8BA9819B3440389B1947B7E0B8D8C" target="_new" rel="nofollow">The Hidden Cameras</a></strong><br /><em><a href="http://redirect2.iodalliance.com/download_track.php?id=48434D09DD65F50E00B7735E4344EDEAA230A1184EF20D1EC7B4ED052B2C47F72A802ED9961F2F92462748CC897EA131" target="_new" rel="nofollow"><img src="http://www.iodapromonet.com/img/download_icon.gif" border="0"> &#8220;Death of a Tune&#8221;</a></em> (mp3) <br /> from &#8220;Awoo&#8221; <br /><a href="http://redirect2.iodalliance.com/label.php?id=71CD448C51C352A39FA359DBFE963D846BC1F300E5108DA0807872944CE4078B" target="_new" rel="nofollow">(Outside Music)</a><br clear="all"><br /><img src="http://www.iodapromonet.com/img/service_icon_2.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEAE4556378C997F476E3E54BF447CECB1D8018DBCBFFBAD9C04BEE5558F863A2CC" target="_blank" rel="nofollow">Napster</a><br /><img src="http://www.iodapromonet.com/img/service_icon_4.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEAE042D7DAA41CB74D5F3075A41F18C62F8018DBCBFFBAD9C04BEE5558F863A2CC" target="_blank" rel="nofollow">iTunes Music Store</a><br /><img src="http://www.iodapromonet.com/img/service_icon_426.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEA0546ED9E29C1F5C4801255347B4B0B5535C8BA9819B3440389B1947B7E0B8D8C" target="_blank" rel="nofollow">Amazon MP3</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1407.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEA0CBD6B62643E0C0E5F094219B0EB37668A7DEC87F57D6565991EAB35D99BD4A1" target="_blank" rel="nofollow">Insound</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1033.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEA1D2085C8A3695ECBCB17F7E4E72BE9DD8A7DEC87F57D6565991EAB35D99BD4A1" target="_blank" rel="nofollow">mTraks</a><br /><img src="http://www.iodapromonet.com/img/icon_landing_page.gif"> <a href="http://redirect2.iodalliance.com/buy_album.php?id=48434D09DD65F50E00B7735E4344EDEA6BABC7A61F1379541699B9EC2FE777D9F6B8AB7AC64B2CEDE183B70975CFEBAC" target="_new" rel="nofollow">More On This Album</a></p>
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		<title>Second Quest Episode 3: Sacred Cow</title>
		<link>http://www.secondquest.vg/2012/01/12/second-quest-episode-3-sacred-cow/</link>
		<comments>http://www.secondquest.vg/2012/01/12/second-quest-episode-3-sacred-cow/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 17:20:55 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Second Quest]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2228</guid>
		<description><![CDATA[Richard Goodness joins Eric Brasure to discuss <em>The Legend of Zelda: Skyward Sword</em> and what its reception says about the state of videogame criticism.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/Error-He-is-one-the-legend-of-zelda-5251815-762-667.jpg"><img class="alignleft size-medium wp-image-2231" title="Error-He-is-one-the-legend-of-zelda-5251815-762-667" src="http://www.secondquest.vg/wp-content/uploads/2012/01/Error-He-is-one-the-legend-of-zelda-5251815-762-667-300x262.jpg" alt="" width="300" height="262" /></a></p>
<p>Richard Goodness joins Eric Brasure to discuss <em>The Legend of Zelda: Skyward Sword</em> and what its reception says about the state of videogame criticism.</p>
<p><strong><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_003.mp3">Listen</a></strong></p>
<p></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br></p>
<p>This episode&#8217;s music: </p>
<p><img src="http://image.iodalliance.com/release/thumbs_60/212167-72.jpg" alt="Oh:io" style="margin-right: 4px;" width="60" align="left" height="60"><strong><a href="http://redirect2.iodalliance.com/artist.php?id=6A1627E9D95DCC64FE00F71AACF07FCEB21AA1A0AD1E926FDA6D6B31C4290935" target="_new" rel="nofollow">Bearsuit</a></strong><br /><em><a href="http://redirect2.iodalliance.com/download_track.php?id=30A0DE9AE172F74ECECDADA01BC0A5968A7F54E796F007C53D6E60170F1AAF45838FD1490EAE0E4EE715FEE397583B46" target="_new" rel="nofollow"><img src="http://www.iodapromonet.com/img/download_icon.gif" border="0"> &#8220;Foxy Boxer&#8221;</a></em> (mp3) <br /> from &#8220;Oh:io&#8221; <br /><a href="http://redirect2.iodalliance.com/label.php?id=97B52324B5B74A420A19EE129CBB915A0FB84EAF9F5B6761108C755A20EE13B0" target="_new" rel="nofollow">(HHBTM)</a><br clear="all"><br /><img src="http://www.iodapromonet.com/img/service_icon_2.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A596E4556378C997F476E3E54BF447CECB1D6631A0CBBCF5F88D61CA1369DCA6691C" target="_blank" rel="nofollow">Napster</a><br /><img src="http://www.iodapromonet.com/img/service_icon_4.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A596E042D7DAA41CB74D5F3075A41F18C62F6631A0CBBCF5F88D61CA1369DCA6691C" target="_blank" rel="nofollow">iTunes Music Store</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A596A535884286A38408C38F7BB60B097E2B6631A0CBBCF5F88D61CA1369DCA6691C" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Stream from </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A5962678C7B8E151B2B5013C761C1DAEB3217110BAEE80D80558C10EAFEFD1E7D4AC" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_39.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A59693AD121BE7EF57231398E9FE3F4AD94A0FB84EAF9F5B6761108C755A20EE13B0" target="_blank" rel="nofollow">Puretracks</a><br /><img src="http://www.iodapromonet.com/img/service_icon_426.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A5960546ED9E29C1F5C4801255347B4B0B55B21AA1A0AD1E926FDA6D6B31C4290935" target="_blank" rel="nofollow">Amazon MP3</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1033.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A5961D2085C8A3695ECBCB17F7E4E72BE9DD7110BAEE80D80558C10EAFEFD1E7D4AC" target="_blank" rel="nofollow">mTraks</a><br /><img src="http://www.iodapromonet.com/img/icon_landing_page.gif"> <a href="http://redirect2.iodalliance.com/buy_album.php?id=30A0DE9AE172F74ECECDADA01BC0A59645BD53FC81A3F39B56CD61A82ACA8E43F6B8AB7AC64B2CEDE183B70975CFEBAC" target="_new" rel="nofollow">More On This Album</a></p>
<p><img src="http://redirect2.iodalliance.com/log_pageview.php?id=30A0DE9AE172F74ECECDADA01BC0A5968A7F54E796F007C53D6E60170F1AAF45838FD1490EAE0E4EE715FEE397583B46"></p>
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		<title>Going Their Own Way, Luckily</title>
		<link>http://www.secondquest.vg/2012/01/11/going-their-own-way-luckily/</link>
		<comments>http://www.secondquest.vg/2012/01/11/going-their-own-way-luckily/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 21:42:49 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2530</guid>
		<description><![CDATA[You are probably stupid.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/16539.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2012/01/16539-300x225.jpg" alt="" title="16539" width="300" height="225" class="alignleft size-medium wp-image-2531" /></a>Just recently, and by recently I mean “within the past 10 minutes”, I was made aware of the existence of a charming internet forum called (and I swear I am not making this up) the “Men Going Their Own Way Forum.” I think that was also the original name of the Promise Keepers, but I guess that’s not specifically relevant to the current moment.</p>
<p>Specifically, I was pointed to this thread entitled <a href="http://www.mgtowforums.com/forums/mens-general-discussion/6516-wtf-empowered-women-video-games-now.html">“WTF is with empowered women in video games now?”</a> With such a wonderfully objective title you must think it would be a delightful series of posts discussing the role of women in the videogame community and the traditional representation of women in videogames. In your mind you might also think that it has serious discussions of feminism and hearty jokes bemoaning the fact that women represent almost half of the gaming audience and yet are continually marginalized and belittled.<span id="more-2530"></span></p>
<p>If you thought that, you, like the members of the “Men Going Their Own Way Forum”, are a fucking moron.</p>
<p>Take a representative post, from someone with the charming screenname “goldenfetus” (no seriously, I swear I am not making any of this up):</p>
<blockquote><p>I&#8217;ve noticed this too, and it drives me insane. Was co-oping Gears 3 last month and there&#8217;s a point where 2nd player has to take over a female character. Almost ruined the game for me. It may seem minor, but once you&#8217;re aware of this type of brainwashing it&#8217;s impossible to ignore. There&#8217;s no way a slim female could keep up with the massive battle-hardened male Gears in that kind of environment. They would be a liability as they are in real life combat.</p>
<p>You&#8217;ll see the same thing in most stat-based role-playing games as well, where you have the option of a female player character &#8211; like Fallout, Elder Scrolls, Mass Effect, Dragon Age, D&#038;D, etc. The women never have any strength or intelligence penalties compared to the males &#8211; the only difference being female looks and occasional dialogue alterations. They want to give the impression that people of any race, gender, and sexual-orientation are interchangeable &#8211; that there are no differences in ability between them, and that only a bigot could think otherwise. I&#8217;m sick of it too.</p></blockquote>
<p>Would you please SHUT THE FUCK UP? I understand that women are scary, what with the expectation of personhood that comes standard in most women nowadays, along with all the pesky demands for equal treatment and a stop to harassment and a desire for a space free of sexism, and that you don’t like doing your laundry, and you’re taller than than your mother so of course you’re smarter than her or whatever the fuck you think, but you are not allowed to say such stupid fucking things without any repercussions. I’m sure you think that saying such stupid fucking nonsense on your forum “Men Going Their Own Way” means that you won’t be challenged on your stupid fucking nonsense, but I’m here to tell you, again, to SHUT THE FUCK UP. You are stupid.</p>
<p>And to those of you who will say “But Eric, he just needs dialog!” I say to you: “It’s 2012, feminism has been a cultural force for over a hundred years in one form or another, anyone who is not a stupid fucking idiot understands this, and the time to calmly discuss this with obviously stupid fucking people has passed. Go watch Portlandia.”</p>
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		<title>Meet the New Site, Same As the Old Site</title>
		<link>http://www.secondquest.vg/2012/01/10/meet-the-new-site-same-as-the-old-site/</link>
		<comments>http://www.secondquest.vg/2012/01/10/meet-the-new-site-same-as-the-old-site/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 21:06:07 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2513</guid>
		<description><![CDATA[Oh, a site with no clear direction and only vague ambitions? I'm sure it'll be a wonderful read.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/gnomes.png"><img src="http://www.secondquest.vg/wp-content/uploads/2012/01/gnomes-300x226.png" alt="" title="gnomes" width="300" height="226" class="alignleft size-medium wp-image-2527" /></a>Remember Ashton Raze&#8217;s ambitious webzine type project Games Question Mark Dot Com, or, as it was stylized, &#8220;Games?&#8221;? The awkwardly titled site was one of those overambitious, New Games Journalism-y rags that featured incoherent, rambling, bombastic, self-aggrandizing little squirts of Freshman Composition-level material only tangentially related to videogames, the kinds of articles that lead one to seriously question whether or not the writers are simply that pretentious and egotistical or whether they&#8217;re simply trolling assholes. It came onto the scene, got some minor attention, and then fizzled. For all of the fanfare that it played for itself, it was simply another damn failed videogame site.</p>
<p>I&#8217;ve just been made aware of the upcoming site <a href="http://www.mediumdifficulty.com/">Medium Difficulty</a>, a site which will be &#8220;centred around criticism and innovative writing about games&#8221;. I&#8217;ve seen more attempted sites like this than I can count at this point. There is a growing movement of people who wish for writing about games to be smarter&#8211;that&#8217;s one of the stated goals of Second Quest, and I applaud Medium Difficulty&#8217;s ambitions. But reading their submission guidelines&#8211;as of the time of this writing, the only published information on the site&#8211;I can&#8217;t help but see some issues which are emblematic of some of the issues plaguing game criticism as a whole. It&#8217;s falling into the same exact trap that critics often fall into&#8211;that gambler&#8217;s fallacy where one thinks that <em>this </em>time&#8217;ll be the winner. That we continue doing things the old way without realizing that the entire approach is flawed.</p>
<p><span id="more-2513"></span></p>
<p>If you want to write about videogames, there are two major routes you can take&#8211;you can either go the journalism route or the academic route. A third category, one which straddles the two, is being created: That of the critic. Unlike a journalist, a critic is not required to be objective&#8211;in fact, the critic&#8217;s job is to use his or her experience and knowledge in order to guide interpretation. Rather than the simple product reviews that traditional games journalists write, a critic should be looking at games in relation to the larger culture, or to the medium as a whole. And unlike academics, a critic should not be speaking into an echo chamber of other critics&#8211;a critic should speak to the game&#8217;s audience.</p>
<p>There is a legitimate need for the role of the critic in the videogame community. Unfortunately, sites like Medium Difficulty and its ilk seem to misunderstand the role. One of the first sites that Medium Difficulty cites as an influence is Insert Credit. The most notable Insert Credit writer is Tim Rogers, and he and the site are considered extremely influential in the New Games Journalism movement.</p>
<p>In my opinion, New Games Journalism is the single worst thing to happen to games writing.</p>
<p>In theory, New Games Journalism was an attempt to advance writing about videogames from simple pulp product reviews to something more emotionally resonant. Many of the articles spend a lot of time talking about how playing a game <em>feels</em>, about the emotions a game stirs up when played, about the events which happened in the writer&#8217;s life when he first played the game. In practice, it&#8217;s extremely uncomfortable to read most of the articles associated with the movement, given that many of them are oversharing little rants which have more in common with a sensitive teenager&#8217;s diary than with anything resembling legitimate writing.</p>
<p>But my problems with New Game Journalism go beyond the simple fact that I genuinely do not care about the personal lives of videogame writers. The movement gets the purpose of the critic completely wrong. Rather than guiding readers towards an interpretation, New Games Journalism foregrounds the writer, sometimes to the degree that the games become almost incidental. I may have used Link&#8217;s Awakening as a way of coping with an illness in my family when I was 10, but not only is that story uninteresting to a reader who&#8217;s here to read about Zelda, it&#8217;s not an appropriate story for me to share with strangers. It&#8217;s too personal. New Games Journalism not only does not recognize Too Much Information, it&#8217;s a kind of a condescending little bait and switch: If we want to be edified by your insights, we&#8217;ve got to act as your therapist and give you some kind of emotional catharsis by acting as your therapist.</p>
<p>Other than listing a couple of other sites it takes influence from, Medium Difficult spends more time telling us what it does not want from us. Don&#8217;t use &#8220;unnecessary game references&#8221;. Don&#8217;t &#8220;declare&#8221; the fact that you play games. Don&#8217;t address the work specifically to hardcore gamers. They don&#8217;t tell us what they <em>want </em>to do, other than a vague implication of wanting to do <em>something </em>better.</p>
<p>I&#8217;m also genuinely offended at the way their simultaneous submission policy is worded&#8211;a simple &#8220;Don&#8217;t do it&#8221;. Medium Difficulty is coming out of nowhere, it does not have any names attached to it, it does not pay authors, it does not list a timeframe for how long it will take to consider submissions&#8211;all of this and it expects us to write exclusively for it! When we don&#8217;t know what the voice of the publication is! Its sentiment is offensive enough&#8211;that it&#8217;s written in such a snarky, dismissive tone makes it very easy for me to avoid sending them any simultaneous submissions.</p>
<p>New Games Journalism made its mark less because it has anything remotely worthwhile to offer and more because there&#8217;s not much out there that&#8217;s better. And superficially, its writings are attractive. It&#8217;s something certainly more vibrant than generic previews and reviews, and it&#8217;s not as daunting as pure academic writing. But it cannot further criticism because it does not understand criticism. And I do not see that understanding in Medium Difficulty, just as I did not see it in Games?, just as I will not see it in the next site to attempt to Fix This Thing We Call Game Criticism. Because we can&#8217;t solve the problem by creating another tiny site. Because we can&#8217;t keep up the echo chamber.</p>
<p>Game criticism has a lot in common with academic conferences. We are keeping with the model where someone presents their idea in a logical and well-organized manner, where people politely listen, and if the writer is lucky, someone approaches them afterwards for restrained and courteous light discussion. It is writers talking to each other and only sort of listening. Analysis does not filter down to the intended audience of the works&#8211;unless the works are specifically designed for an audience of critics.</p>
<p>By following this model, nothing will change. Games won&#8217;t become better because gamers will not realize that better games can be made. Gaming websites will stay the same because there won&#8217;t be a need for anything more than shoddily-cobbled-together product reviews and rewrites of press releases. A site will appear, will enjoy some popularity, and will disband, affecting nothing. That&#8217;s not because people don&#8217;t want smarter writing about games or because the writers aren&#8217;t talented, necessarily&#8211;it&#8217;s because the mission is never clear. Medium Difficulty is trying to be Yet Another Gaming Site. Time and time again we&#8217;ve seen that isn&#8217;t what&#8217;s going to fix the problem. If we want games writing to be better, we&#8217;re going to have to change our approach.</p>
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		<title>Comments Off</title>
		<link>http://www.secondquest.vg/2012/01/10/comments-off/</link>
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		<pubDate>Tue, 10 Jan 2012 15:48:53 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2234</guid>
		<description><![CDATA[We've turned comments off.]]></description>
			<content:encoded><![CDATA[<p>Inspired by the <a href="http://mattgemmell.com/2012/01/07/comments-commentary/">discussion</a> <a href="http://mattgemmell.com/2011/11/29/comments-off/">started</a> <a href="http://mattgemmell.com/2012/01/03/comments-still-off/">by</a> Matt Gemmell, we’ve decided to turn comments off, as an experiment. Comments are always something I personally have felt uncomfortable having on Second Quest, primarily because most comments we get are of two types: agreement with no substance, and disagreement with no substance. I don’t have a problem with either, but they’re simply not interesting to read unless you’re us.</p>
<p>Aside from that, having comments on provides a way for people we don’t know, most of whom are anonymous, to have a voice on our site. We never censor comments, and since we take a curatorial approach to the writing and the podcast, it’s making less and less sense to have a free-for-all in the comments.</p>
<p>We hope you’ll use other means to interact with us: email or Twitter, both of which can be found <a href="http://www.secondquest.vg/contact/">here</a>. We’ll publish an update to this experiment after we feel enough time has passed. And as always, thanks for reading, we appreciate it.</p>
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		<title>The Legend of Zelda: Skyward Sword</title>
		<link>http://www.secondquest.vg/2012/01/02/the-legend-of-zelda-skyward-sword/</link>
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		<pubDate>Mon, 02 Jan 2012 22:02:50 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2217</guid>
		<description><![CDATA[Nintendo's latest error, Skyward Sword, is a horrible, ugly mess. Uh oh--did I just bash a Zelda game?]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2012/01/Zelda_Skyward_Sword_1014_17.jpg"><img class="alignleft size-medium wp-image-2218" title="Zelda_Skyward_Sword_1014_17" src="http://www.secondquest.vg/wp-content/uploads/2012/01/Zelda_Skyward_Sword_1014_17-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>The Legend of Zelda: Skyward Sword is probably the most incompetently awful game to come out in 2011, at least that I&#8217;ve played. It&#8217;s an ugly, boring slog through joyless puzzle solving and condescending handholding, all controlled through aimless Wiimote flailing which left my wrists aching and in pain. Skyward Sword is a terrible game made by a company which has refused to recognize that there have been any advancements in game design philosophy over the past 10-15 years, which doesn&#8217;t understand what audience it&#8217;s making games for anymore, and which is too busy resting on its laurels to care about making a quality product.</p>
<p>It&#8217;s also a game which, as of the time of this writing, has a 93 on Metacritic, has gotten near-universal praise from all of the mainstream sites, has gotten critics I respect saying it&#8217;s the best Zelda game since Ocarina of Time&#8211;many of whom said the same thing about Twilight Princess, incidentally&#8211;has received massive fan adoration. The site Venture Beat briefly achieved some fame a few weeks ago by publishing <a href="http://venturebeat.com/2011/11/19/review-skyward-sword/">Sebastian Haley&#8217;s extremely negative review of the game</a>. Its comments section was filled with accusations of writing the review solely to gain attention, snipes at how Haley isn&#8217;t a &#8220;true Zelda fan&#8221;, whatever that means, and jabs at the writer&#8217;s inability to be objective, because obviously Skyward Sword is certainly the best game ever made and how dare anyone ever think otherwise. Ben Croshaw wrote a typically scathing <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/5148-The-Legend-of-Zelda-Skyward-Sword">video</a> and <a href="http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/9308-Skyward-Sword">review</a>, but other than that, I haven&#8217;t seen any other reviews which unequivocally state that the game is flat-out bad . (<a href="http://www.gamespot.com/the-legend-of-zelda-skyward-sword/reviews/the-legend-of-zelda-skyward-sword-review-6345839?metacritic">Tom McShea&#8217;s Gamestop review</a> is probably the most mainstream negative review of the game I&#8217;ve seen. He was blasted for giving the game a<em> 7.5</em> based largely on poor controls and the game&#8217;s sluggish beginning&#8211;and was more or less positive about things such as the dungeon design.)</p>
<p><span id="more-2217"></span></p>
<p>And I&#8217;d be willing to consider the three of us&#8211;Croshaw, Haley, and myself&#8211;to be the inevitable outliers, people who have a specific agenda who are giving the game a negative review for some other reason. Croshaw built his reputation on snarky takedowns of videogames; Haley <em>did</em> receive a lot of attention for publishing one of the first unequivocally negative reviews of the game; I tend to hold games to an extremely high standard and am dismissive of any that don&#8217;t hit it. If the positive reviews of the game had some good points, I&#8217;d be willing to simply say that Skyward Sword isn&#8217;t for me and move on. But I haven&#8217;t read any positive reviews which tell me <em>why</em> I should be liking the game. There&#8217;s some handwaving about how the game is THE BEST ZELDA GAME SINCE OCARINA OF TIME and how YOU REALLY FEEL AN EMOTIONAL CONNECTION TO THESE CHARACTERS and how THE GAME LOOKS SO BEAUTIFUL and that&#8217;s about it.</p>
<p>That phrase, &#8220;best Zelda game since Ocarina of Time&#8221; comes up a lot, both in reviews and in general discussion about the series, and as a matter of fact I think it&#8217;s the key to this whole thing. Ocarina of Time came out in 1998 and is considered, by many critics, to be one of the finest games of all time. Even if you&#8217;re not a fan, it&#8217;s undeniably a historically-significant game. Much as Mario 64 did two years previously, Ocarina of Time refined the grammar of games in a 3D space. Where many franchises struggled with the transition from 2D to 3D, Ocarina of Time is generally considered to be not only true to the Zelda franchise&#8217;s concept, but also enough of a change to feel like a fresh, new experience.</p>
<p>The problem is that Ocarina of Time was the game which canonized the series, which gave it a significance no other series seems to have. More than Mario, more than Metroid, more than Final Fantasy&#8211;The Legend of Zelda has a sacred cow status as a direct result of the reputation of Ocarina of Time. You simply can&#8217;t insult it: It&#8217;s too precious to its fans. Look no further than <a href="http://www.gamespot.com/the-legend-of-zelda-twilight-princess/reviews/the-legend-of-zelda-twilight-princess-review-6161993">Jeff Gerstmann&#8217;s infamous Twilight Princess review</a>, which was largely positive, critiqued its similarities to Ocarina of Time, and scored the game an 8.8 out of 10. Such a &#8220;low&#8221; score was seen as pretty controversial, and even though his review came out before the game was available to the general public, internet flames immediately began going back and forth savaging Gerstmann for dating to find fault. The implication is that it&#8217;s impossible to pan a Zelda game without panning Zelda Games&#8211;that is, without panning Ocarina of Time.</p>
<p>And so we get the impression of the Hardcore Zelda Fan as one who is so entranced by the series as to not find any fault with it. All he or she wants is some dungeon puzzles, an even-more-involved retelling of the basic Zelda myth, in-joke references to earlier games in the franchise, calls forward to bits of plot that&#8217;ll happen later on&#8211;they want the same they&#8217;ve always had, except moreso. And Skyward Delivers this in spades. You can play a drinking game for every moment that the game all but mugs to you and says, &#8220;Eh? Eh? He just said &#8216;It&#8217;s a secret to everybody.&#8217; Remember that classic Zelda moment? Wait, you&#8217;re never gonna believe this: Zelda&#8217;s father is named Gaepora&#8211;<em>I KNOW!</em> Wait till you see what we&#8217;re doing with the Master Sword!&#8221; The game is so cynically designed for fans to like it. It&#8217;s that secret club mentality&#8211;the density of references seems to almost be a series of shibboleths designed to separate the True Fans from everybody else.</p>
<p>It is because they are receiving what they want&#8211;Another Zelda Game&#8211;that these True Fans will overlook things such as the poor motion controls, the sluggish and poorly-written cutscenes, the repetitive dungeon design, the padding. In 1998, Ocarina of Time was considered fairly state-of-the-art, but much of it&#8211;its terrible camera controls, its empty and dull open world, its long and poorly-written cutscenes&#8211;comes off as dated, especially when the 13 years since its release have seen many games which experimented with refinements to all of those things and more. As a critic, I can look at Ocarina of Time and recognize areas where it can improve&#8211;but then I&#8217;m not one of those who considers it a masterpiece. If you <em>do</em> think Ocarina of Time is a perfect game, then you don&#8217;t see the flaws. Instead of recognizing that Ocarina of Time might have been excellent <em>for its time </em>and that it&#8217;s outdated in many ways, you begin to judge every other Zelda game in relation to how similar it is to Ocarina of Time. The series becomes a sort of echo chamber of fidelity to a game growing increasingly older and clumsier.</p>
<p>Skyward Sword felt like a waste of my time and money from its opening moments. I hated everything about it: How it places the player in a headlock while its insultingly <em>bad</em> storyline babbles at you. How it thinks <em>telling</em> us that Zelda is Link&#8217;s best friend and how much we love her is a substitute for actual character development. How its controls are made up of so much clumsy flailing. How it forces us to repeatedly fly through a vast, bleak, empty, uninteresting sky. How it pads itself with obnoxious fetch quests. How it has a character pop out every few minutes to explain exactly what to do, lest we have to go through the pain of <em>thinking</em>. How it repeatedly describes what the trinkets you collect are, even after you&#8217;ve collected twenty of them. Simply put, how it does nothing interesting, fun, or edifying in any way&#8211;and yet expects us to sit back and take it, and with a smile on our faces. It&#8217;s the ultimate in complacent games. It is a game full of mistakes and flaws and outdated design decisions&#8211;ones which should be obvious to anyone who knows the first thing about videogames&#8211;and yet, because Zelda has always been this way there&#8217;s no need or reason to change it.</p>
<p>I don&#8217;t know why the critics loved this game. I don&#8217;t know why it was reviewed like it was an actual, real game and not simply a masturbatory exercise in fanboyism. I don&#8217;t understand the love for the storyline (the poorly-written, clichéd storyline!), the characters (the one-dimensional, irritating characters!), the motion controls (the awkward, pointless motion controls!), the level design (the uninteresting, unmemorable level design!)&#8211;I don&#8217;t understand why the videogame community as a whole did not take a look at Skyward Sword, look at Nintendo, look back at Skyward Sword, and then finally throw it back, screaming, <em>Are you fucking kidding me?</em></p>
<p>Because Skyward Sword is a terrible game! And maybe that&#8217;s why all of the positive reviews are so formless, why they don&#8217;t have many <em>real</em> reasons to score the game so highly. I genuinely think that anything resembling even <em>tolerance</em> for Skyward Sword is simply a combination of nostalgia for Ocarina of Time and a recognition of the series&#8217; holier-than-thou status.</p>
<p>But you know what? It almost doesn&#8217;t <em>matter</em> that Skyward Sword is terrible. It is criticism-proof. All it needs to be is THE BEST ZELDA GAME SINCE OCARINA OF TIME and that&#8217;s enough to give it a perfect score. Because the game is designed for fans who do not demand more. For people who just want to see Link and Zelda in another adventure and don&#8217;t really care about the quality. So what&#8217;s the point to critique? The moment anyone dares to point out any flaws in it, they can be countered with a simple, <em>Well, the game just isn&#8217;t for you</em>. A food critic can go to a McDonald&#8217;s, point out the low quality of the meat, the flaws in the service, the lackluster presentation of the food&#8211;but at the end of the day, it&#8217;s going to make more money than the little bistro down the street. People don&#8217;t go to McDonald&#8217;s because they want a good meal&#8211;they just want something quick and cheap.</p>
<p>If there is a problem with videogame criticism, it is this: Our critics, the people who are paid to be educated about videogames, to have the knowledge to judge what is good or bad about a game, to evaluate these games&#8217; merits&#8211;these people are not only telling us that a Big Mac is haute cuisine, they are so unsophisticated that they might actually believe that this is the case.</p>
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		<title>The Games of 2011</title>
		<link>http://www.secondquest.vg/2011/12/22/the-games-of-2011/</link>
		<comments>http://www.secondquest.vg/2011/12/22/the-games-of-2011/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 18:16:58 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2209</guid>
		<description><![CDATA[Richard and Eric look at the games of 2011. Was it a good year for gaming? Find out!]]></description>
			<content:encoded><![CDATA[<p>2011 was not gaming&#8217;s greatest year. Between the lazy, big budget sequels that missed the point and the relative lack of original and thought-provoking games, this will not be looked on fondly. However, there were some titles which piqued our interest. Let&#8217;s take a look back on the games we played in 2011 and what we thought about them!</p>
<p><span id="more-2209"></span></p>
<p><strong>Eric&#8217;s list:</strong></p>
<p><strong>Cities in Motion</strong></p>
<p>This won’t top anyone’s best-of lists, and in fact, you may not have even heard of it, but this public transport simulator was my most-played game of the year (currently 90 hours to Skyrim’s 60). The player takes control of a public transport company in a variety of European cities, designing bus and tram routes, constructing metro systems, and trying to keep traffic at bay. It’s a game with a very specific audience, but if you’re in that audience, you will absolutely get lost in it.</p>
<p><strong>Deus Ex: Human Revolution</strong></p>
<p>One of the more daring games of the year, it’s an unapologetically old-school PC game in an era of designed-for-the-consoles. Strong writing and characterization combined with a fun but nearly nonsensical plot, but who cares about that? It’s super-powered James Bond, which was exactly what I needed this summer.</p>
<p><strong>Dragon Age 2</strong></p>
<p>Any Bioware game is going to have high expectations attached to it, and this game, a sequel to a “dark fantasy” RPG with a rabid fanbase, was going to be no exception. Bioware failed. The game is mostly incompetent, and when it’s not it’s strangely lifeless. The gameplay is generally atrocious, and worse, unimaginative. The writing, something Bioware is rightly lauded for, comes across as half-assed. I like interesting failures, but this is just a failure.</p>
<p><strong>The Elder Scrolls V: Skyrim</strong></p>
<p>One of the most puzzling games of the year. What is it, exactly? An open-world RPG? A narrative game with a strong focus on quest completion? A blacksmithing simulator? Really, Skyrim is whatever you want it to be, which is its greatest strength and its greatest weakness. It’s beautiful, compelling, engaging&#8230;maddening, boring, and lazy. In effect, it’s a videogame simulator. I don’t think this type of game will be made in 20 years.</p>
<p><strong>Ghost Trick</strong></p>
<p>I had high expectations surrounding this game, the follow-up to Shu Takumi’s Ace Attorney series, and they were met, and more. The art design, direction, writing, characterization, and gameplay are perfectly married, and the narrative and gameplay are directly linked and feed off of each other in the way that only videogames can. The action the player takes, and the path of the narrative, are strictly delinated, but the sense that you as the player are making all this happen never falters. Some of the puzzles can be a bit esoteric, but that’s a small complaint. The best game of the year.</p>
<p><strong>Gray Matter</strong></p>
<p>In a better and more just world, the release of this game would have been treated to lavish coverage. Instead, it was dumped onto the market in a back-alley deal with no publicity and no fanfare. A very old-fashioned game, it’s extremely well-written with engaging characters and a fantastic plot. The gameplay isn’t anything that will set the world on fire and the puzzles, by the standards of this very specific genre, are kind of shockingly easy, but I treasured every moment of it. I just hope it doesn’t take Jensen another twelve years to write a game.</p>
<p><strong>LA Noire</strong></p>
<p>When the best thing you can say about a game is “it has writing that can measure up to workmanlike film noir” you know you’re being charitable. LA Noire is one of those games that really makes me remember how defensive many gamers still are about the medium. It’s technical achievements are truly remarkable&#8211;I think that will be the game’s legacy&#8211;but as a game and as a piece of narrative fiction (for the two are completely separate, let’s face it) it fails almost completely. One of the worst and yet most interesting games of the year.</p>
<p><strong>Portal 2</strong></p>
<p>Following up on Portal would be a tough act for anyone, and it took Valve a while to get this game out. It’s really a super-sized Portal, with new mechanics, new characters, and an explicit narrative. This makes the game weaker than the original, slightly less enjoyable&#8230; and still one of the better games of the year. It’s like Ghostbusters II&#8211;pretty good, but an example of the adage that you can’t catch lightning in a bottle twice.</p>
<p><strong>You Don’t Know Jack</strong></p>
<p>In a lot of ways 2011 explored game genres and styles that fell out of favor years ago, and You Don’t Know Jack might be the perfect encapsulation of that trend. It’s the newest entry in a trivia game series last popular during the Clinton administration whose hook is a sarcastic emcee named Cookie and in which players are encouraged to “screw” each other while answering questions in categories like “Who’s the Dummy” and “Nocturnal Admissions with Cookie Masterson” (it’s that kind of game.) The new version is virtually unchanged from the prior incarnations of the late 1990s, and it’s still a ton of fun. Let’s just hope that full-motion video CD-ROM games stay dead.</p>
<p>&nbsp;</p>
<p><strong>Richard&#8217;s list:</strong></p>
<p><strong>Arkham City</strong></p>
<p>Less a videogame than a pile of Batman-related activities, Arkham City is a lot of fun to play. It&#8217;s well-acted and competently-written, its objectives are varied and fun&#8211;it&#8217;s just a solid good time. A lot of the game does not hold up to analysis after the fact, and it&#8217;s not going to go down in history as one of the most memorable games of all time&#8211;but it doesn&#8217;t need to be. From time to time you just want to suit up and pretend to be a superhero. Arkham City lets you do just that.</p>
<p><strong>Catherine</strong></p>
<p>I&#8217;m still having trouble figuring Catherine out. It&#8217;s got a fine storyline that treads themes that videogames don&#8217;t normally cover, excellent graphics, well-drawn anime sequences, and some difficult puzzle solving. If you like interactive movies and sliding block puzzles, this game is good at being both. However, the block puzzles are a little too difficult&#8211;I ended up giving up about two levels before the end just because I couldn&#8217;t do it&#8211;and it&#8217;s a game you watch more than play. Still, it stands out from the other games that came out this year, and I&#8217;d say it&#8217;s worth a go.</p>
<p><strong>Dark Souls</strong></p>
<p>Unlike many games which treat their players as if they have sub-average intelligence, Dark Souls is the rare game that realizes that you&#8217;ve been playing videogames for 20-25 years and adjusts itself accordingly. The game features no map, no real tutorials other than some brief mentions of what a few buttons do, no real explanations of half of its mechanics. You&#8217;ve got to figure all of that out on your own. And you&#8217;ve got to do that while fighting through combat so difficult that, if you&#8217;re not paying attention the whole time, even minor enemies can outright slaughter you. But it&#8217;s given me some of the greatest pleasures this year. Realizing how the map is interconnected&#8211;finally figuring out how to beat an enemy who has given you trouble for hours&#8211;getting a rare treasure&#8211;everything you manage to accomplish is such a challenge that it&#8217;s an extremely rewarding game.</p>
<p><strong>Dead Space 2</strong></p>
<p>Sure, Dead Space 2 had some scary moments and some wonderful setpieces, but it&#8217;s so much of a lesser game than its predecessor. Dead Space 2 makes some extremely poor decisions&#8211;making the game more about its plot, voicing the main character, changing the environment from a detailed setting to a series of corridors. Still, its opening hours are some of the most intense I&#8217;ve played through this year.</p>
<p><strong>Dragon Age 2</strong></p>
<p>Dragon Age 2 was a major disappointment. It could have gone the high road&#8211;told an interesting story, given a deep examination of a single protagonist&#8217;s role in a political turmoil, given the player a series of meaningful moral choices&#8211;and instead it came off as an adolescent tits-and-blood fantasy where nothing you did really mattered and ended up having the audacity to reveal itself to be a simple prologue in the end. Its understanding of Reward meant that I played the game for several weeks, doing more or less every quest available to me, but I can&#8217;t help but regret that I didn&#8217;t get to play the sophisticated, intelligent game that was lost in the shuffle in Mike Laidlaw&#8217;s attempt to get a good metascore.</p>
<p><strong>From Dust</strong></p>
<p>It&#8217;s nice to see Eric Chahi working again! Chahi is best known for Out Of This World and several other &#8220;cinematic platformers&#8221; such as Heart of Darkness and Flashback. Unfortunately, From Dust is a Populus-esque puzzle game based on terraforming. On the one hand, the game has some interesting concepts, and it&#8217;s really pretty to look at&#8211;on the other hand, while I admire his willingness to experiment, Chahi is not playing to his strengths. Still&#8211;worth a download.</p>
<p><strong>Ghost Trick</strong></p>
<p>I&#8217;ve been down on story in games lately&#8211;I&#8217;m getting to the point where an excessive focus on story ends up souring my opinion on my game. Ghost Trick demonstrates that this might simply be because most videogame stories are terrible. Ghost Trick&#8217;s plot is VERY carefully wrought&#8211;what starts off as a simple mystery ends up getting more and more convoluted by the chapter, until the end when every single element falls into place. We&#8217;re left with a genuinely touching and involving story that&#8217;s helped by the game&#8217;s excellent character work. I enjoyed the game&#8217;s puzzles, but I know many people found them difficult. Feel free to use a walkthrough if you need to&#8211;the story is worth it.</p>
<p><strong>Gray Matter</strong></p>
<p>I&#8217;m of two minds about this game. It&#8217;s really great to see Jane Jensen designing an honest-to-Goodness adventure game, the kind I used to love to play in middle school. Most of the puzzles are logical and integrated into the story, and it&#8217;s got an interesting mystery plot. However, the final major area is extremely tedious&#8211;I used a walkthrough&#8211;and the last couple chapters of the game feel very rushed in a &#8220;we ran out of money&#8221; sense. It&#8217;s a shame&#8211;adventure gaming used to be so popular, and now it&#8217;s just a tiny niche.</p>
<p><strong>LA Noire</strong></p>
<p>I guess LA Noire features realistically-rendered people in a well-researched recreation of 1940s Los Angeles. It&#8217;s just the entire game feels so soulless. The game makes some extremely poor decisions, especially towards the end. It&#8217;s one of those games that gets tired of its own existence hours before the story wants to give up, and so you&#8217;ve got all of these slapped-together cutscenes and these rushed action sequences. LA Noire fails because it&#8217;s one of those 10-hour movies that justifies its running time by clinging onto some mediocre gameplay.</p>
<p><strong>Legend of Zelda: Skyward Sword</strong></p>
<p>Many people will tell you that Skyward Sword is one of the best games of 2011. That it&#8217;s a beautiful game that controls accurately and has emotional depth. These people are wrong. Skyward Sword is an awful, clumsy, ugly mess. As far as I&#8217;m concerned, Skyward Sword is the worst game I played this year.</p>
<p><strong>Lost in Shadow</strong></p>
<p>Lost in Shadow should have been a lot better than it was. Its central gimmick&#8211;instead of jumping on platforms, you jump on the shadows those platforms cast&#8211;is fairly interesting, but there&#8217;s a lot more they could have done with it, and after a while it just feels kind of tedious and sloggy. Its aesthetic is also directly ripped off from ICO, which just made me wish I was playing that instead.</p>
<p><strong>Okamiden</strong></p>
<p>Okami was a beautiful game with an interesting central mechanic. It was definitely an unabashed ripoff of the Zelda series, but its charm carried it a lot. Somehow, Okamiden is a lot less charming. It&#8217;s one of those games which holds your hand through its entirety, telling you exactly what to do to solve each puzzle. I don&#8217;t feel like I actually played any of it.</p>
<p><strong>Pokemon Black</strong></p>
<p>Pokemon came out when I was a sophomore in high school and uninterested games of that type. This entire Pokemon culture, the memes and imagery, has developed completely outside of my notice. Playing Pokemon Black, I felt like I was missing something&#8211;the game never really clicked for me. I&#8217;m not sure if this is just not my type of game&#8211;I don&#8217;t like monster collection mechanics&#8211;or if it&#8217;s something you just had to be there for since the beginning.</p>
<p><strong>Portal 2</strong></p>
<p>Portal was a scruffy game that kinda blindsided everyone&#8211;no one expected it to be as good as it was. Portal 2, while a fine, funny, beautiful, challenging game, somehow loses something in the expansion. It&#8217;s like when an indie releases its major label debut. Yeah, the budget is higher, it&#8217;s more polished and expansive, but somehow the same heart just isn&#8217;t quite there. Part of Portal&#8217;s charm is its eerie sense of mystery. In fleshing out the world of Aperture Science, Portal 2 ends up somehow feeling smaller.</p>
<p><strong>Rock of Ages</strong></p>
<p>Rock of Ages is made by the same studio that made Zeno Clash, a game with brilliant ideas and art direction that was hampered mostly because the studio is tiny and doesn&#8217;t have a high budget. I bought Rock of Ages largely to give the studio a few bucks, but I&#8217;m glad I did. It&#8217;s one of those really weird games that doesn&#8217;t play like anything else, and it&#8217;s absolutely hilarious. Not only are the between-level cutscenes funny, the actual gameplay&#8211;rolling a rock downhill in order to smash your opponent&#8217;s fortress&#8211;is done so absurdly that it&#8217;s worth a play. It gets a little too hard around the halfway point, which is why I stopped, but it&#8217;s cheap, so pick it up.</p>
<p><strong>Tiny Tower</strong></p>
<p>I got into Tiny Tower while I was laid up on crutches. It&#8217;s a maddeningly simple game, and yet for whatever reason it hit a specific addiction center in my brain. I obsessively built up my tower, checking it every couple of minutes in order to add more stores or stock products. I can&#8217;t say it&#8217;s fun, partially because it&#8217;s so simple, but I sunk a lot of time into it. I&#8217;d say it did what it intended to do.</p>
<p><strong>You Don&#8217;t Know Jack</strong></p>
<p>You Don&#8217;t Know Jack is always a great time when you want to hang out and play a trivia game with your friends. Eric and I had a lot of fun with this one, and there were more than a few questions that we had to pause the game during because we were laughing so hard. It&#8217;s nothing more than a simple quiz show game, but it&#8217;s a very well-done one.</p>
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		<title>Second Quest Episode 2: Games of 2011&#8211;The Good, the Bad, and the Ugly</title>
		<link>http://www.secondquest.vg/2011/12/22/second-quest-episode-2-games-of-2011-the-good-the-bad-and-the-ugly/</link>
		<comments>http://www.secondquest.vg/2011/12/22/second-quest-episode-2-games-of-2011-the-good-the-bad-and-the-ugly/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 14:24:32 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Second Quest]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2185</guid>
		<description><![CDATA[Eric Brasure and Richard Goodness sit down to discuss some of the games they played in 2011.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/12/Clint.png"><img src="http://www.secondquest.vg/wp-content/uploads/2011/12/Clint-264x300.png" alt="" title="Clint" width="264" height="300" class="alignleft size-medium wp-image-2201" /></a></p>
<p>Eric Brasure and Richard Goodness sit down to discuss some of the games they played in 2011.</p>
<p><b><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_002.mp3">Listen</a></b><br />
<br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br></p>
<p>This episode&#8217;s music:</p>
<p><img src="http://image.iodalliance.com/release/thumbs_60/153350-72.jpg" alt="Unwrapped" style="margin-right: 4px;" width="60" align="left" height="60"><strong><a href="http://redirect2.iodalliance.com/artist.php?id=CB149FA9F92AC1E3DF032DD01482E4528CC9192372918435CE3F8155CA5178A5" target="_new" rel="nofollow">The Swingle Singers</a></strong><br /><em><a href="http://redirect2.iodalliance.com/download_track.php?id=7F5B95D5531A4A977A833E4F8211A99A9FFF0EDB53C73B033156723A30AE55B96BEB9DE511C7302E5FA051D3C98F84B4" target="_new" rel="nofollow"><img src="http://www.iodapromonet.com/img/download_icon.gif" border="0"> &#8220;Last Christmas&#8221;</a></em> (mp3) <br /> from &#8220;Unwrapped&#8221; <br /><a href="http://redirect2.iodalliance.com/label.php?id=15B9D720EDE55462E2B6E7D9F7BEB7FA83A84FB2767CC5C5E8976B27C3EBF427" target="_new" rel="nofollow">(The Sound Corporation)</a><br clear="all"><br /><img src="http://www.iodapromonet.com/img/service_icon_2.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99AE4556378C997F476E3E54BF447CECB1DFD8FB8FE7317A9CADFA2415F4A70079A" target="_blank" rel="nofollow">Napster</a><br /><img src="http://www.iodapromonet.com/img/service_icon_4.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99AE042D7DAA41CB74D5F3075A41F18C62FFD8FB8FE7317A9CADFA2415F4A70079A" target="_blank" rel="nofollow">iTunes Music Store</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99AA535884286A38408C38F7BB60B097E2BFD8FB8FE7317A9CADFA2415F4A70079A" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1.gif"> <strong>Stream from </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99A2678C7B8E151B2B5013C761C1DAEB3218CC9192372918435CE3F8155CA5178A5" target="_blank" rel="nofollow">Rhapsody</a><br /><img src="http://www.iodapromonet.com/img/service_icon_39.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99A93AD121BE7EF57231398E9FE3F4AD94A83A84FB2767CC5C5E8976B27C3EBF427" target="_blank" rel="nofollow">Puretracks</a><br /><img src="http://www.iodapromonet.com/img/service_icon_426.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99A0546ED9E29C1F5C4801255347B4B0B55AA8699C56CA441133197687718E95969" target="_blank" rel="nofollow">Amazon MP3</a><br /><img src="http://www.iodapromonet.com/img/service_icon_1033.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99A1D2085C8A3695ECBCB17F7E4E72BE9DD8CC9192372918435CE3F8155CA5178A5" target="_blank" rel="nofollow">mTraks</a><br /><img src="http://www.iodapromonet.com/img/icon_landing_page.gif"> <a href="http://redirect2.iodalliance.com/buy_album.php?id=7F5B95D5531A4A977A833E4F8211A99ADBF22992A8AFA4633302E39D181AC9B73E79EABDAD95B7000B3FC585CE507EF0" target="_new" rel="nofollow">More On This Album</a></p>
<p><img src="http://redirect2.iodalliance.com/log_pageview.php?id=7F5B95D5531A4A977A833E4F8211A99A9FFF0EDB53C73B033156723A30AE55B96BEB9DE511C7302E5FA051D3C98F84B4"></p>
<p><img src="http://image.iodalliance.com/release/thumbs_60/393687-72.jpg" alt="Instrumental Christmas" style="margin-right: 4px;" width="60" align="left" height="60"><strong><a href="http://redirect2.iodalliance.com/artist.php?id=95FE1FFB981F8CE125B0CD9F2F9F4A91724C022BDD192B30CEF7D62CC7FCD182" target="_new" rel="nofollow">Tema Digital Media</a></strong><br /><em><a href="http://redirect2.iodalliance.com/download_track.php?id=4549E28E541CDFE3EA5CD41FE39E1FB624AEC94C7BC48BC4B16FEA21F11FFA136BEB9DE511C7302E5FA051D3C98F84B4" target="_new" rel="nofollow"><img src="http://www.iodapromonet.com/img/download_icon.gif" border="0"> &#8220;Rudolf The Red Nosed Reindeer&#8221;</a></em> (mp3) <br /> from &#8220;Instrumental Christmas&#8221; <br /><a href="http://redirect2.iodalliance.com/label.php?id=AA8E7E7663783A1FBB2C2171F4EF16A1AA8699C56CA441133197687718E95969" target="_new" rel="nofollow">(Tema Digital Media)</a><br clear="all"><br /><img src="http://www.iodapromonet.com/img/service_icon_426.gif"> <strong>Buy at </strong><a href="http://redirect2.iodalliance.com/buy_album.php?id=4549E28E541CDFE3EA5CD41FE39E1FB60546ED9E29C1F5C4801255347B4B0B55AA8699C56CA441133197687718E95969" target="_blank" rel="nofollow">Amazon MP3</a><br /><img src="http://www.iodapromonet.com/img/icon_landing_page.gif"> <a href="http://redirect2.iodalliance.com/buy_album.php?id=4549E28E541CDFE3EA5CD41FE39E1FB6DBF22992A8AFA4633302E39D181AC9B73E79EABDAD95B7000B3FC585CE507EF0" target="_new" rel="nofollow">More On This Album</a></p>
<p><img src="http://redirect2.iodalliance.com/log_pageview.php?id=4549E28E541CDFE3EA5CD41FE39E1FB624AEC94C7BC48BC4B16FEA21F11FFA136BEB9DE511C7302E5FA051D3C98F84B4"></p>
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		<title>Kingdom Hearts 2 vs. Skyward Sword</title>
		<link>http://www.secondquest.vg/2011/12/15/kingdom-hearts-2-vs-skyward-sword/</link>
		<comments>http://www.secondquest.vg/2011/12/15/kingdom-hearts-2-vs-skyward-sword/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 17:38:51 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2181</guid>
		<description><![CDATA[At one point, in Kingdom Hearts 2, you find yourself&#8211;in a cutscene&#8211;surrounded by hundreds and hundreds of enemies. This isn&#8217;t uncommon&#8211;being surrounded by enemies is a part of life as a videogame character. Most games of the time would have handled it through suggestion. You would have fought a few waves of enemies and then [...]]]></description>
			<content:encoded><![CDATA[<p>At one point, in Kingdom Hearts 2, you find yourself&#8211;in a cutscene&#8211;surrounded by hundreds and hundreds of enemies. This isn&#8217;t uncommon&#8211;being surrounded by enemies is a part of life as a videogame character. Most games of the time would have handled it through suggestion. You would have fought a few waves of enemies and then been given a scene which either celebrates the defeat of the horde or has your characters overwhelmed by the enemy forces, only to be dropped in prison with all of their stuff just one obnoxious stealth level away. What made the level unique was what happened next&#8211;the game made you fight all of the enemies&#8211;1000 in total.</p>
<p>Surprisingly, the 1k Heartless Battle, as it&#8217;s called, is one of the most memorable levels in the game. Partially, that&#8217;s because of its novelty, but mostly it&#8217;s because the level is genuinely fun. The level is fairly influential: While certain games have always thrown piles of enemies on the player, Kingdom Hearts 2 inspired developers to increase the amount of those piles to increasingly large sizes.</p>
<p>I’m in the last stages of Skyward Sword, and they’ve just pulled this exact same trick. And it’s a terrible level in the middle of a game FILLED with terrible levels. While Kingdom Hearts 2 has aged poorly, Skyward Sword feels outdated from its first few moments. I’ll be going into that in more detail when I review the game, but this one level can highlight a few basic things that Skyward Sword gets consistently wrong.</p>
<p><span id="more-2181"></span></p>
<p>Combat in Kingdom Hearts 2 feels extremely fluid, especially for its time and especially for its genre—Action RPGs don’t always come with the tightest controls. While it’s since been outclassed by games like Bayonetta and Arkham Asylum, KH2 makes an attempt to feel acrobatic. You don’t need to put very much skill into the combat during the 1k Heartless battle. Most of the enemies, at this point of the game, are killable in one hit. So to kill individual enemies, you don’t have to struggle, you don’t have to use special techniques or anything—you can just rhythmically bash the enemies. You also have some special area attacks which will kill several enemies at once, so the enemies get mowed down quickly. Basically the experience boils down to a question of rhythm, allowing you to develop a state of flow very quickly.</p>
<p>Contrast this to Skyward Sword, which has the misfortune to believe that waggle is still the wave of the future. Many of the enemies in this horde will block your attacks if you don’t attack them right, and so I think there are points where Nintendo actually believes we want to fight each of these monsters individually. You can sort of get by by flailing, just as you’ve sort of been able to get by this way the entire game—but because of the jerking of the Wiimote necessary to swing your sword, it’s not relaxing. Moreover, every so often they’ll cordon off the path and make you fight some stronger enemies—ones which require actual strategy. So instead of an arena where you can freely perform enjoyable acrobatic combat, you end up having a gigantic pile of unpleasant fighting ahead of you.</p>
<p>That combat has next to no reward is a problem with Zelda in general, but sections like this help to explain why. Kingdom Hearts 2 has a standard XP-based leveling system, and you can gain levels in the middle of the fight. Because you’re fighting so many enemies, you’ll level up several times during the fight. So there’s a sense of character progression as well as story progression in this fight. It gives the player the perception that a series of rewards—the extra levels—are given for very little effort due to the easiness of the fight.</p>
<p>Skyward Sword does not give experience points and Link does not level up. Enemies give money if they’re defeated, but not during this level, and anyway by this point in the game money is nearly useless. The only thing these enemies drop are hearts which replenish the damage that they’ve just given you. So during this entire fight—again, during the entire game—your character does not progress at all.</p>
<p>Instead of a fun level or a challenge, this level is just stalling to pad out the game. I&#8217;m ready for it to be over. The main villain sends these enemies at you as a desperate attempt to hold Link back while he performs some kind of evil ritual. I can just as easily switch the villain with Nintendo itself, who for some reason does not want me to beat this game, who wants me stuck playing this forever. I don&#8217;t know what they&#8217;re thinking with this game. I don&#8217;t know why they thought this level would be a good idea, and I&#8217;m honestly not even sure they thought it through that far.</p>
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		<title>Second Quest Episode 1: You&#8217;re Ruining Our Fun</title>
		<link>http://www.secondquest.vg/2011/12/07/second-quest-episode-1-youre-ruining-our-fun/</link>
		<comments>http://www.secondquest.vg/2011/12/07/second-quest-episode-1-youre-ruining-our-fun/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 14:14:03 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Second Quest]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2154</guid>
		<description><![CDATA[An interview with Michael Abbott.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/12/second-quest-podcast.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/12/second-quest-podcast-300x267.jpg" alt="" title="second quest podcast" width="300" height="267" class="alignleft size-medium wp-image-2157" /></a></p>
<p>On this first episode of the Second Quest podcast, Eric Brasure interviews Michael Abbott, <a href="http://www.brainygamer.com/">the Brainy Gamer.</a></p>
<p><b><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/second_quest_episode_001.mp3">Listen</a></b></p>
<p>This episode&#8217;s music:
<div xmlns:cc="http://creativecommons.org/ns#" xmlns:dct="http://purl.org/dc/terms/" about="http://freemusicarchive.org/music/Motorama/Alps/09_Theres_No_Hunters_Here"><span property="dct:title">There&#8217;s No Hunters Here</span> (<a rel="cc:attributionURL" property="cc:attributionName" href="http://freemusicarchive.org/music/Motorama/">Motorama</a>) / <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/">CC BY-NC-ND 3.0</a></div>
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		<title>Epona vs Some&#8230;Red&#8230;Bird&#8230;Thing</title>
		<link>http://www.secondquest.vg/2011/12/02/epona-vs-some-red-bird-thing/</link>
		<comments>http://www.secondquest.vg/2011/12/02/epona-vs-some-red-bird-thing/#comments</comments>
		<pubDate>Fri, 02 Dec 2011 08:46:42 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2152</guid>
		<description><![CDATA[Something I noticed. One of the first missions in Skyward Sword is the rescue of your pet bird or whatever. According to the story bits that I glanced at while I was desperately trying to skip through, everyone in the town where you live has some kind of pet bird something or other that you [...]]]></description>
			<content:encoded><![CDATA[<p>Something I noticed. One of the first missions in Skyward Sword is the rescue of your pet bird or whatever. According to the story bits that I glanced at while I was desperately trying to skip through, everyone in the town where you live has some kind of pet bird something or other that you can fly on. It’s your steed, basically. Yours is red. That’s special, you know, because everyone makes a point of telling you how rare it is to get a red bird friend. (I didn’t notice anything unusual about it, mostly because red is my favorite color and I’d refuse any other color of bird friend.) You find the dude who kidnapped him, you set him free, and now you’re able to travel the skies.</p>
<p>That’s the entirety of the characterization that the bird has received so far. It doesn’t even get a name.</p>
<p><span id="more-2152"></span></p>
<p>Contrast this to Epona, the horse from Ocarina of Time and Twilight Princess, who not only has a name, she has a leitmotif. A leitmotif that you have to play on your ocarina every single time you want a ride. (For the record, calling the bird just requires you to jump into the sky and hit down. The lack of thought you need to put into the action of calling helps it to feel more inconsequential.) The name and leitmotif, strange as it sounds, help you forge some minor emotional ties to the horse. It allows you to feel as if this horse is your horse.</p>
<p>Or the King of Red Lions from Wind Waker, who not only has some excellent character design, he has dialogue and takes a very active role in the plot&#8211;he’s a major character. This boat not only is your main conveyance from island to island&#8211;a big part of the game&#8211;he provides exposition and affects plot events. They turn it into an actual character.</p>
<p>I’m sure I’ll find out later on that this red bird is really a servant of the Goddess and is a sign that something or other or whatever, but I’m more than halfway through the game and I’ve barely given the thing a second thought. In light of how the main Zelda games have treated their steeds&#8211;as characters&#8211;the way they’ve treated this red bird is a major step back.</p>
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		<title>Legend of Zelda: Skyward Sword: Fire Temple to The Imprisoned</title>
		<link>http://www.secondquest.vg/2011/11/30/legend-of-zelda-skyward-sword-fire-temple-to-the-imprisoned/</link>
		<comments>http://www.secondquest.vg/2011/11/30/legend-of-zelda-skyward-sword-fire-temple-to-the-imprisoned/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 05:33:44 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2148</guid>
		<description><![CDATA[Some good bits are starting to shine through. The bosses are starting to be what I like Zelda bosses to be—tests of wit more than fighting prowess. The boss I just beat, The Imprisoned he’s called, was a cool fight. You need mastery of a couple of different kinds of mechanics in order to beat [...]]]></description>
			<content:encoded><![CDATA[<p>Some good bits are starting to shine through. The bosses are starting to be what I like Zelda bosses to be—tests of wit more than fighting prowess. The boss I just beat, The Imprisoned he’s called, was a cool fight. You need mastery of a couple of different kinds of mechanics in order to beat him. It’s here that I begin to see the game they thought they were making, or the game they wanted to make. There’s one moment, it lasts maybe all of two minutes, after you complete the Mine and you take a short minecart ride to the Temple of Time, where there’s a cutscene. The minecart ride is lit from both side by a line of weird statues, and the cutscene is interesting. It’s a lovely minecart ride, and it’s a cutscene that has a purpose. But moments like these are so few and far between that I can’t believe they were done on purpose—I think the team only accidentally stumbled upon adequacy.
<p><span id="more-2148"></span><br />
It’s really unfortunate about the combat. I totally get the concept. They wanted to make a very immersive game in which Link mirrors your actions perfectly. But even with the Wii Motion Plus, the controls are off. I’m finding that the swipes aren’t nearly accurate enough. When the enemies require you to strike them in a certain way or you receive damage, you need accuracy. It never feels natural. Any time a sword swing needs to be in a specific direction, I have to think about it—often missing the window for attack.
<p>
I’ve been playing for like 10-15 hours and it’s just starting to get adequate. That is unacceptable. If this had been a rental, I would have ducked out hours ago. I’m so tired of the pastoral calm “Wake up you’re late!” beginning. Not too long ago I played a spate of SNES RPGs, some of the more obscure ones. Every single one began that way.
<p>
The flying segments become more and more awful every time I play one of them. They are seemingly designed for the people who found the sailing segments in Wind Waker to be too action-packed. It’s ugly, and there’s really nothing interesting to discover. As you go through the main areas of the game, you find “goddess cubes” which you can attack and send to the sky. They become a treasure chest which is marked on your map. You slog through the tedium of going to that point, you collect the treasure—which more often than not is another damn rupee—and repeat. Wind Waker had all of these pokey little islands where you could find secrets—it was compelling to explore and to find out what was there. So far I haven’t found anything that’s particularly interesting—a couple of minigames, some treasure chests, that’s it.
<p>
The game does not feel like a cohesive world. It quite literally is not—the three major areas are separated by this sky, which is so formless that it does not feel like an environment—and as far as I can tell you can’t get to one from the other. The flying sequences feel like the world’s worst stage select in light of this. Yeah, Hyrule Field was always really empty—the Zelda team has a seeming inability to make travel seem compelling—but at least all of the areas were connected to each other.
<p>
One of the deliberate design decisions for this game was to make less of a distinction between the temples and the regular overworld sections. And while they succeed in their aim—the overworld segments are just as puzzley as thedungeons—it feels less like worlds to explore and more like a pile of puzzles that get handed to you one at a time.
<p>
[Actually this is making me realize that there are some vocabulary issues here. Normally, “overworld” in Zelda is used to refer to the Hyrule Field sections, and “dungeon” refers to the temples—at least when we’re talking about Ocarina of Time. Most of the games follow this formula. Because of Skyward Sword’s lack of distinction, I can’t properly call the forest sections “dungeon” or “overworld”—but I don’t want to call the sky areas the “overworld” either. I’m not sure. I’ll have to think about this when I write my review.]<br />
It’s not like Zelda games have never navigated this issue before—Link’s Awakening, my favorite Zelda game, made you work just as hard in the overworld as in the dungeon. That overworld was packed with things. Secrets. Why does it seem that Nintendo has completely forgotten that Zelda is all about the secrets. About the mysteries. And about the creepiness that results from them. The truly great Zelda games always seem to have tons of things to discover each time you play—stuff you missed the first time around or overlooked or didn’t realize the significance of. Why do you think those Triforce rumors in Ocarina of Time persisted so long? There’s so much hiding in that game that it’s quite possible that there’s secrets buried so far that no one has found them. Skyward Sword won’t have that longevity.
<p>
It’s just such a lazy game that way. It’s so by-the-numbers Zelda that there’s no reason to it. It feels so phoned in.
<p>
I’ve visited the three areas once each. Apparently you need to visit them three times each, and all of the totally accurate and not-paid-for reviews I’ve read say that the environments change each time and that there’s new stuff to do. I’m not holding my breath.</p>
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		<title>On &#8220;Why I Don&#8217;t Feel Welcome at Kotaku&#8221;</title>
		<link>http://www.secondquest.vg/2011/11/29/on-why-i-dont-feel-welcome-at-kotaku/</link>
		<comments>http://www.secondquest.vg/2011/11/29/on-why-i-dont-feel-welcome-at-kotaku/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 17:21:50 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2145</guid>
		<description><![CDATA[I just read &#8220;Why I Don&#8217;t Feel Welcome At Kotaku&#8221; by Mattie Brice&#8211;another in that damn thing where gamer culture comes off as sexist and homophobic and all of that and we&#8217;re sick of it. I&#8217;ve written about Brice&#8217;s work before, but I think this article is excellent and worth a read. My issues with [...]]]></description>
			<content:encoded><![CDATA[<p>I just read &#8220;<a href="http://kotaku.com/5863020/why-i-dont-feel-welcome-at-kotaku">Why I Don&#8217;t Feel Welcome At Kotaku</a>&#8221; by Mattie Brice&#8211;another in that damn thing where gamer culture comes off as sexist and homophobic and all of that and we&#8217;re sick of it. I&#8217;ve <a href="http://www.secondquest.vg/2011/11/16/deeds-not-words/">written about Brice&#8217;s work before</a>, but I think this article is excellent and worth a read. My issues with her initial article, written on The Border House, was that I thought that her work wasn&#8217;t critical enough&#8211;I thought that it was looking too much for an opportunity to open up a dialogue that would never really get much done.</p>
<p>What I like about &#8220;Why I Don&#8217;t Feel Welcome at Kotaku&#8221; is that it openly damns the community for the problem. This community is a big community, it says, and I&#8217;m tired of having to find my own community where I can be tolerated. There&#8217;s not much more I have to add&#8211;the article speaks for itself and does so very well, so give it a read.</p>
<p>One thing I find hilarious, however, is the implication that Joel Johnson thinks that the problem will be fixed by adding pics of naked dudes. In the middle of a bit of rhetoric on Brice&#8217;s part where she mentions that she &#8220;can&#8217;t find you bountiful resources of sexually liberated cosplayers not posing for straight guys&#8221;, Johnson interrupts with the inane note, &#8220;I had asked Mattie to help me find some sources of cosplay images more in line with what she would like to see on the site.&#8221; I cracked up upon reading that. I realize that yes, one of the problems is that so many images of scantily-clad ladies is a symptom of fratboy gamer culture, and that it&#8217;s a problem, but that&#8217;s not the angle to attack it. It&#8217;s not going to help the tenor of the comments. You think a gallery of dudes is going to engender positive, fun comments? It&#8217;ll be even more homophobic. Come on, Joel. You&#8217;re not a stupid man. Stop making that the biggest issue here.</p>
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		<title>Legend of Zelda: Skyward Sword: Forest Temple to Fire Temple</title>
		<link>http://www.secondquest.vg/2011/11/28/legend-of-zelda-skyward-sword-forest-temple-to-fire-temple/</link>
		<comments>http://www.secondquest.vg/2011/11/28/legend-of-zelda-skyward-sword-forest-temple-to-fire-temple/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 18:42:40 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2142</guid>
		<description><![CDATA[I&#8217;ve just entered the Fire Temple. Well, they&#8217;re calling it the Earth Temple in this game, but I&#8217;m not fooled. It&#8217;s the second dungeon and so it&#8217;s the Fire Temple. The next one will undoubtedly be the Water Temple, and then I&#8217;ll get the Master Sword. I know how this goes. The boss of the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just entered the Fire Temple. Well, they&#8217;re calling it the Earth Temple in this game, but I&#8217;m not fooled. It&#8217;s the second dungeon and so it&#8217;s the Fire Temple. The next one will undoubtedly be the Water Temple, and then I&#8217;ll get the Master Sword. I know how this goes.
<p>
The boss of the first temple&#8230;normally Zelda rightfully prides itself on its bosses. Usually you need the new toy that you picked up in the dungeon to defeat them, you figure out the little puzzle of how to damage them, and you defeat them once you figure out the trick. The first boss is all about sword combat. Very few if any Zelda bosses are about sword combat. You rarely have to do more than whack them around a couple of times once you&#8217;ve figured out how to stun them. Here, you&#8217;ve got to swing the sword in specific directions and hope that the motion controls follow your movements. The combat is not very well done and it&#8217;s not an interesting fight.</p>
<p><span id="more-2142"></span><br />
The temple itself was poorly designed&#8211;again, the maps are very confusing and the areas aren&#8217;t very easily laid out, so I didn&#8217;t feel like I was solving the temple. I felt like I was just blundering my way through. I know the Water Temple in Ocarina of Time is pretty infamous, but I loved that dungeon. Getting through the Water Temple involved you knowing how the temple was laid out, what different switches did, where you needed to go and what route you needed to go there&#8211;it required you to think. The best Zelda dungeons require that flash of insight. I didn&#8217;t see it at all during this game&#8217;s first temple and I miss that. Maybe the Fire Temple will provide that, but honestly, I&#8217;m way past the point where any flaws can be attributed to a weak beginning. I&#8217;m in the game proper at this point.
<p>
The entire game is just so joyless. I don&#8217;t enjoy all of the fetch quests to find all of thse parts of keys because the areas are laid out in a very unintuitive way. I can&#8217;t seem to get any of the levels in my head, and that seems due to poor design. I haven&#8217;t felt like I&#8217;ve done anything in the game, like I&#8217;ve solved anything. There haven&#8217;t been any flashes of insight&#8211;for the most part, every time I&#8217;ve solved a puzzle I&#8217;ve shrugged and said, okay, I suppose that&#8217;s what they wanted me to do. I should be congratulating myself for figuring it out.</p>
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		<title>Legend of Zelda: Skyward Sword: Beginning to Forest Temple</title>
		<link>http://www.secondquest.vg/2011/11/26/legend-of-zelda-skyward-sword-beginning-to-forest-temple/</link>
		<comments>http://www.secondquest.vg/2011/11/26/legend-of-zelda-skyward-sword-beginning-to-forest-temple/#comments</comments>
		<pubDate>Sat, 26 Nov 2011 17:58:28 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2135</guid>
		<description><![CDATA[To a degree, I get why every Legend of Zelda game has to begin the same way. The series is, at its core, simply a succession of remakes of itself. Every game must begin in Link&#8217;s pastoral hometown because that&#8217;s what the formula says. Someone on the roof will always ask you to talk to [...]]]></description>
			<content:encoded><![CDATA[<p>To a degree, I get why every Legend of Zelda game has to begin the same way. The series is, at its core, simply a succession of remakes of itself. Every game must begin in Link&#8217;s pastoral hometown because that&#8217;s what the formula says. Someone on the roof will always ask you to talk to them in order to teach you targeting. You&#8217;re going to get your sword and shield through a couple of events. Fine. But by sticking to this formula so closely, the initial stages of Skyward Sword are some of the worst I&#8217;ve played in a long time.
<p>
Zelda has never been about plot to me. Given that they&#8217;re just retellings of the same piece of mythology, it doesn&#8217;t make sense for there to be a huge story focus. There&#8217;s always Link, always Zelda, always Ganondorf, stuck in some kind of eternal struggle between wisdom, courage, and power. By sticking to this formula, Nintendo could have been well primed to provide us with ever-increasingly-complex iterations of the same story&#8211;made more intricate dungeons, or added different twists. And they&#8217;ve done that in a lot of ways&#8211;the main mechanics of Ocarina of Time are different in Majora&#8217;s Mask, are different from The Wind Waker, are different from Twilight Princess. But they&#8217;ve also upped the focus of the story, leading to a very long beginning filled with several short cutscenes. I feel like I&#8217;m watching an insultingly bad children&#8217;s cartoon when I&#8217;m watching them. And I&#8217;ll take the argument that these games are targeted towards children in a large part, but Nintendo must know that it has a very large adult audience, one who grew up with the series. and in a lot of ways the storyline is targeted towards them. The game wants an audience who knows the implications in the fact that Zelda&#8211;not a princess this time that I can tell!&#8211;is the daughter&#8211;yes, we see Zelda&#8217;s father!&#8211;of a man named Gaebora or whatever&#8211;the same name as the owl from Ocarina of Time! Holy shit! Even if everything&#8217;s covered in skies or something, the ground below is in the same configuration that Hyrule always is!</p>
<p><span id="more-2135"></span><br />
So the game wants that hardcore audience, and it&#8217;s strange that there was no desire to write a script which was friendly to the younger audience but written in such a way as to entertain the adults. I&#8217;m bored during the story segments because there&#8217;s so little to glean from them beyond checking off the bits of Hyrule mythology that are touched upon, and as a result I don&#8217;t care about the story, as a final result I resent every single time the cutscenes take control over the game. And the cutscenes take control a lot..
<p>
The controls are bad. No two ways about it. The camera&#8211;while it&#8217;s not as unusable as Epic Mickey&#8217;s it&#8217;s still an indication that no one has ever really figured out how to make a good camera on the Wii. Swinging the Wiimote to swing your sword gets very tedious after a very short while, and I honestly don&#8217;t notice any improvements for having Wii Motion Plus. And while Zelda&#8217;s control scheme has needed some additions, a stamina bar was not one of them..
<p>
I&#8217;m coming off of playing Dark Souls&#8211;technically I&#8217;m taking a break to play something colorful, hence Skyward Sword&#8211;and so I have an almost unfair point of comparison, but there hasn&#8217;t been a single area so far that I&#8217;ve been able to keep a map of in my head. I don&#8217;t know what it is, a certain smudginess to the graphics, perhaps&#8211;by the way, the game looks ugly&#8211;or a lack of visible landmarks or something, I&#8217;m not sure. And the map seems singularly unhelpful&#8211;so I&#8217;ve spent most of the game just aimlessly wandering until I&#8217;ve stumbled upon something..
<p>
The game is at turns overcontrolling and aloof. There&#8217;ll be segments that walk you through down to each button press, and then it&#8217;ll become wilfully obtuse for a room, requiring an esoteric action you didn&#8217;t really think was helpful, and deadending until you figure out the puzzle..
<p>
Wind Waker&#8217;s sailing segments are widely and rightfully criticized, but the flying segments are not only confusing&#8211;there seem to be fewer landmarks in the sky than there were in Wind Waker&#8217;s ocean&#8211;but difficult to manage. You have to not only figure out proper timing for when to dive and climb, but you&#8217;ve got to do that while wrestling with the Wii controls, which are nowhere near as responsive as they should be..
<p>
I really don&#8217;t know where all of the praise is coming from. The game could turn into an excellent game later on&#8211;but that doesn&#8217;t excuse the beginning. I certainly don&#8217;t see how this game would ever merit a 10..
<p>
I&#8217;ve just entered the Forest Temple or whatever&#8211;I&#8217;m not paying enough attention to know what it&#8217;s called. I&#8217;ll probably be checking in at significant points. Again, it could pick up, I&#8217;m open to that. But the little I&#8217;ve seen of this dungeon isn&#8217;t very good. Traditionally the first dungeon isn&#8217;t the best, I&#8217;m aware of that, so I&#8217;m holding judgement for the moment&#8211;but I don&#8217;t have much hope.</p>
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		<title>Deeds Not Words</title>
		<link>http://www.secondquest.vg/2011/11/16/deeds-not-words/</link>
		<comments>http://www.secondquest.vg/2011/11/16/deeds-not-words/#comments</comments>
		<pubDate>Wed, 16 Nov 2011 16:12:47 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2123</guid>
		<description><![CDATA[British suffragettes were way more hardcore than anyone at Kotaku ever will be.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/11/3754408405_bd0f955c761.jpg"><img class="alignleft size-medium wp-image-2130" title="3754408405_bd0f955c76" src="http://www.secondquest.vg/wp-content/uploads/2011/11/3754408405_bd0f955c761-300x154.jpg" alt="" width="300" height="154" /></a>In 1913, a British suffragette named Emily Davison went to the Epsom Derby, entered the racetrack, stepped into the path of an oncoming horse owned by King George V, and died four days later as a result of her injuries.</p>
<p>While her motivations and purpose are unclear&#8211;some people believe that she had merely intended to tie a feminist flag or slogan to the horse’s tail, and others suggest she may have mistakenly believed all of the horses had already passed and was crossing the track for some other reason&#8211;history sees her as a martyr to the feminist cause. That she had a well-documented history of militantly violent/self-destructive behavior in the name of feminism&#8211;arson, hunger strikes, etc&#8211;seems to lend credence to the theory that she was performing a de facto act of self-immolation.</p>
<p>Lately there has been a lot of discussion&#8211;centering around Kotaku&#8211;about the role of traditionally-unrepresented gamers in the community. True, it&#8217;s not getting women the vote&#8211;but we need to figure out how to deal with certain unacceptable elements and attitudes in our community. We don’t need to do anything as dramatic as Davison did, but the response to Kotaku’s stance has been a pathetically childish <em>please stop</em>.</p>
<p><span id="more-2123"></span></p>
<p>I’m speaking specifically about Mattie Brice’s Border House article  “<a href="http://borderhouseblog.com/?p=6798">An Open Letter to Kotaku’s Joel Johnson</a>”. Her article is a response to Johnson’s own “<a href="http://kotaku.com/5859306/the-equal-opportunity-perversion-of-kotaku">The Equal Opportunity Perversion of Kotaku</a>”. The latter article was the epitome of the clueless straight boy totally, dumbly perplexed by his own privilege; the former, a wishy-washy attempt at Dialogue with someone who will likely never respond.</p>
<p>For all of its faults, Brice’s article does do a good job of outlining the problems with Johnson’s article. What galls me the most about it is the sense of confused blame that Johnson places on the voiceless within his community. “we sort of have to work with what we&#8217;ve got, which trends towards normative T&amp;A” he says, implying that the sole reason there aren’t more pictures of shirtless guys on Kotaku is because, well, no guys are taking off their shirts. It’s the fault of those who are marginalized for feeling that way&#8211;that the community would totally welcome female- and queer-focused comment if they could only find it!</p>
<p>I find Brice’s work to be generally well-written, well-researched, well-thought-out&#8211;and so academically ivory-tower as to be useless. (“<a href="http://xgalatea.blogspot.com/2011/10/fantasy-cyborg-reading-passing.html">The Fantasy Cyborg: Reading Passing Narratives in Dragon Age</a>” is an excellent example.) My problem with “An Open Letter” isn’t so much with its content&#8211;which, as I’ve said, gives a very good rundown of what’s wrong with Johnson’s article&#8211;as with its tone. Brice is taking the tone of a parent who crouches down next to their child when he’s in the middle of a tantrum, lowers her voice, and calmly explains that there are other people around who are bothered when he screams and cries and please think about the other people that he bothers when he does that and wouldn’t it be a great world if we would all be quiet and happy. Who wonders why that child continues his tantrum.</p>
<p>There’s no teeth to her letter, and that’s what bothers me the most. “I don’t want to tag you with responsibility you didn’t agree to,” she says, as though a community which attempts to free itself of racism, sexism, homophobia, etc. is a rare privilege, a treat, instead of something that we should demand. Taking this responsibility would make him a “decent person”&#8211;he should take this step because of how nice we’d all think he is. She demands no real action but a simple conversation&#8211;”involve as many as you can” she states&#8211;and maybe, if we had that conversation, she’d be so happy she’d subscribe to Kotaku again.</p>
<p>All of this is well and good&#8211;I’m all for having a conversation&#8211;but she has not outlined anything which will lead to anything remotely resembling change. Kotaku’s commenters will continue to spout the same crap they always have, Johnson will continue to think that there’s nothing wrong with the “Oh, Those Wacky Japaneses!” column, The Border House will be pleased with itself for being such an open-minded, progressive, nice community, and fighting games will still star women whose breasts are anatomically unsustainable.</p>
<p>Feminism and other inclusivity movements have always had a very tenuous presence in the gaming community. Rather than demanding a place at the table, sites like GayGamer and Women Gamers and The Border House have been content to stay at the sidelines. And while it is important and necessary to have specialized groups dedicated towards discussing particular issues, these sites have remained very niche. There are the big sites, the boys’ clubs, and then there are the tiny, more-enlightened sites. It’s a disservice both to the minority communities and to the mainstream ones to continue in this way.</p>
<p>But why is feminism in the gaming community so feeble? A comment on Johnson’s article suggests the reason:</p>
<blockquote><p>All I have to say is, be careful how far you go. There&#8217;s a fine line between promoting gender equality and being a puppet of the feminist machine. I respect the former, hell I expect the former, but not the latter.<br />
&#8211;Tony Danza <em>(Assumedly not the actor &#8212; ed.)</em></p></blockquote>
<p>One of the easiest ways to derail feminism is to mischaracterize it. Instead of focusing on the “gender equality” side of the spectrum, you throw the word “Feminazi” around, talk about how our poor language is being policed by these PC liberals, and complain about how we have to walk on eggshells. And it’s for this reason that I think the Mattie Brices of the videogame community don’t feel that they have the right to demand change. I’ve said it many times: This is our community. It’s not a secret club that we’re trying to pass an initiation into, causing us to suck up to the members in hopes we’ll be let in&#8211;we’re already there. We are doing nothing wrong by demanding that realization.</p>
<p>I’d overlooked the opening paragraph in Leigh Alexander’s “<a href="http://kotaku.com/5854826/im-tired-of-being-a-woman-in-games-im-a-person">I’m Tired Of Being A ‘Woman In Games’ &#8212; I’m A Person</a>” when I first read it&#8211;I guess I found it to be an empty piece of rhetoric. But the more I think about it, the more I’m coming to agree with it:</p>
<blockquote><p>Sexism in games remains an unsolved problem, it&#8217;s clear. Some of you will be nodding along, and some of you will hear the s-word and roll your eyes and go, &#8220;oh, this again?&#8221; You guys can piss off-–go click on some new screenshots or a trailer consisting of a release date slowly fading into view. You&#8217;re hopeless.</p>
<p>Sorry, do I sound a little hostile?</p></blockquote>
<p>&nbsp;</p>
<p>Several of the comments to her article took issue with her sarcasm:</p>
<blockquote><p>How are we supposed to take someone seriously who starts off an article by telling a number of potential readers to &#8216;piss off&#8217; and that they&#8217;re &#8216;hopeless&#8217;, and then has the audacity to post that comment? She is the sociopathic internet rager.<br />
&#8211;cobrausn</p></blockquote>
<p>And while her opening is seemingly designed to elicit that kind of reaction&#8211;well, that’s kind of the point, and I find myself thinking that perhaps that’s the attitude we should take. Because the time for dialogue and calm explanations has passed. We need to stop trying to explain why these attitudes are wrong and bad and mean and we need to disengage from them completely.  When I was a child and I threw a tantrum in public, my parents would immediately grab me and take me home, where I’d be punished. And that’s what we need to do.</p>
<p>I don’t think that Johnson’s a bad person and I think that Brice’s heart is in the right place. But I’m tired of letting this go by without any steps being made. The motto of the Women’s Social and Political Union, the militant feminist organization that Emily Davison was a member of, was “Deeds Not Words”. We need to do more than hope that the mainstream sites will listen and will let us have representation on their sites. We need to demand that representation. We need to create a culture in which sexism and homophobia and racism and all of those things are deemed unacceptable.</p>
<p>In short, we need to tell more people to piss off.</p>
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		<title>Superbrothers: Sword and Sworcery EP</title>
		<link>http://www.secondquest.vg/2011/11/09/superbrothers-sword-and-sworcery-ep/</link>
		<comments>http://www.secondquest.vg/2011/11/09/superbrothers-sword-and-sworcery-ep/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 18:24:20 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2116</guid>
		<description><![CDATA[We played and reviewed a terrible, overrated game. #sworcery]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/11/7.-Simon-copy.jpg"><img class="alignleft size-medium wp-image-2118" title="7. Simon copy" src="http://www.secondquest.vg/wp-content/uploads/2011/11/7.-Simon-copy-300x269.jpg" alt="" width="300" height="269" /></a>Superbrothers: Sword and Sworcery EP has been hailed as an artistic masterpiece and I have no idea why.</p>
<p>It&#8217;s strange. Many independent experimental games&#8211;usually termed &#8220;Art games&#8221; for their ambitions to be something more than simple entertainment&#8211;are lauded by critics simply for that ambition without any consideration of the content of the actual game.  People have cried over Jason Rohrer&#8217;s awful mess Passage. I&#8217;ve seen Rod Humble&#8217;s bewildering The Marriage gushed about as proof that videogames are capital-A Art. Rez is a lame if somewhat stylish shooter, but the way people talk about it, it&#8217;s the Second Coming.</p>
<p>All the time, I see games like this get near-universal praise. We seem to want Meaning so badly. Deep down, I think there&#8217;s a genuine feeling of shame over videogames&#8211;a feeling that&#8217;s only voiced in hushed tones, a feeling that, Hey, maybe all of this genre stuff is kind of puerile. Sometimes we want to play games for simple escapism, and there is absolutely nothing wrong with that. But we don&#8217;t always interact with media for escapism&#8211;sometimes we want a book or a movie or a videogame which has something to say about life, about the world around us, about something other than its own mechanics.</p>
<p><span id="more-2116"></span></p>
<p>I understand the impulse. I believe that any medium should aspire to be Art&#8211;whatever your definition of the term is&#8211;and that, while fun relaxing genre exercises will always have a place and will always be welcome, I don&#8217;t want to spend every videogame simply shootin&#8217; stuff. The desire to find and promote meaningful games should be, as critics, one of our goals. The goal becomes problematic when we do not exercise our critical facilities, when we see something which has the pretense of meaning without examining it to see if it indeed follows up on that promise.</p>
<p>Sword and Sworcery, from the very beginning, oozes a desire to say something more. I first became interested in the game from watching its trailer, which seemed to depict a Legend of Zelda game as directed by David Lynch. That blend is a fairly accurate description of what the game looks like&#8211;add in some basic Jungian symbolism and you&#8217;ve got the majority of the motifs on which the game relies.</p>
<p>And it was at this face value that nearly every review I&#8217;ve seen has based its judgment. Sword and Sworcery is many things&#8211;it is a stylish mashup of some elements that aren&#8217;t often put in context together&#8211;and if you judge it solely on its ability to be those things, then maybe it&#8217;s interesting. But when I see IGN&#8217;s Levi Buchanan describe the game as a &#8220;<a href="http://wireless.ign.com/articles/115/1157373p1.html">near-perfect polyamorous marriage of brilliant 8-bit visuals, clever puzzle-solving, and an unforgettable soundtrack</a>&#8221; and then go on to sputter out how speechless the game&#8217;s made him; when I see Destructoid&#8217;s Sean Carey call it &#8220;<a href="  http://www.destructoid.com/review-superbrothers-sword-sworcery-ep-197381.phtml">a game that takes real chances to stretch the gaming medium without sacrificing the joy of play and discovery that makes the medium great</a>&#8220;; when Rob Dubbin, writing for Kill Screen, actually thinks the phrase &#8220;<a href="http://killscreendaily.com/articles/reviews/review-superbrothers-sword-sworcery-ep">a transportive, cunningly woven adventure game that oozes confident work from every pixelated crenellation</a>&#8221; is not only an apt description of the game but also a pile of words that&#8217;s fit for human consumption, I have to wonder&#8211;are we so desperate for intellectual stimulation in the medium that we&#8217;ll cling to anything that looks like it might remotely have some substance to it?</p>
<p>Sword and Sworcery is a mashup. It is&#8211;as I mentioned before&#8211;equal parts Legend of Zelda, David Lynch, Carl Jung, indie rock, retro pixel art, and social media, all put into a blender and swirled around a bit. Someone more cynical than I might even suggest that all of these elements were carefully assembled together to appeal to the sensibilities of a certain type of gamer in order to manufacture an instant indie game hit. I think of Jaron Lanier, writing in You Are Not A Gadget:</p>
<blockquote><p>Even the most seemingly radical online enthusiasts seem to always flock to retro references. The sort of &#8220;Fresh radical culture&#8221; you expect to see celebrated in the online world these days is a petty mashup of preweb culture. (131)</p></blockquote>
<p>That sounds a lot like Sword and Sworcery to me. The game has nothing new to say about any of its elements, is nothing new, can only be interpreted in light of its various parts, all of which come from somewhere else. It&#8217;s the kind of game which hopes its referential cleverness will be mistaken for profundity. I&#8217;ve rarely seen a game court critics this blatantly. Its allusions are intended as in-jokes. It doesn&#8217;t make references to Legend of Zelda, doesn&#8217;t quote Twin Peaks, doesn&#8217;t throw out bits of Jungian philosophy in order to make a point of these things&#8211;it makes these references so its audience can see them and feel smart for recognizing them, so its audience can feel like they&#8217;re a part of a special, elite community of those smart enough to catch all the namedrops.</p>
<p>On the surface level, Sword and Sworcery has it completely right. It understands the Hero&#8217;s Journey. It has at least an undergraduate-level familiarity with Jung. It&#8217;s creepy in some places. The pixel art is gorgeous. The music&#8211;one of the main focuses of the game, as the title implies&#8211;is beautiful and well-done. While the writing style comes off as grating and overly-forced, it&#8217;s definitely distinct. The game has a genuinely palpable atmosphere. The game&#8217;s sound design is better than most high-budget titles. Some of the battles&#8211;I&#8217;m thinking the Trigon Fights in particular&#8211;are genuinely intense, based on a masterful combination of color, sound, music. They feel like the end of the world&#8211;they need to feel this way.</p>
<p>It&#8217;s very clear that the team behind the game knows the how&#8211;they know how to combine these elements in a skillful way in order to get a message across. The problem is that they&#8217;re not exactly sure what message to convey. The Superbrothers manifesto &#8220;Less Talk More Rock&#8221; advocates immediate action over endless discussion and talking. Any of us who are in a heavy corporate environment where any project is subject to endless meetings and approvals can get behind this sentiment. Even in more creative fields, it&#8217;s a welcome message&#8211;sometimes you need to just stop dwelling and make art. But Sword and Sworcery is an example of a pitfall that this kind of thinking can fall into&#8211;what they&#8217;ve created is a very surfacey piece.</p>
<p>And this is my problem with the game: The various resonances between aspects don&#8217;t seem to add up to anything. Making the adventure game Lynchian doesn&#8217;t provide a new perspective on the Hero&#8217;s Journey. Having an awareness of Jung doesn&#8217;t add anything&#8211;the narrator is called The Archetype but doesn&#8217;t appear to be an archetype of anything in particular, the characters don&#8217;t map onto any of the major Jungian archetypes, the unconscious realm does not appear to be collective, etc. That the characters&#8217; thoughts are encountered on a screen which represents a Twitter feed&#8211;we are reminded throughout the game that we should be tweeting the in-game text, all of which is short enough to fit in a tweet along with the #sworcery tag&#8211;comes closest to something, implying that such instant and immediate communication is akin to telepathy, but does so little with the idea that it&#8217;s likely such resonances are accidental&#8211;the only reason for that interface seems to be because it&#8217;s easy to tweet from the same device that you&#8217;re playing the game on. (A more cynical critic would suggest that the only reason the social networking feature exists is to provide free advertisement for the game.)</p>
<p>I&#8217;ve been sitting for the past week or so since I finished the game wondering what, exactly, I experienced. What the ultimate Point of it is. Art is, of course, subjective, and we could debate the subject for years without coming to a conclusion&#8211;we&#8217;ve been doing just that since the beginning of civilization and we&#8217;re no closer to a final answer&#8211;but I firmly believe that, in order for a work to have anything resembling soul, it needs to have some intent, some Message that the artist is trying to convey. I don&#8217;t require a Moral at the end, a pithy sentence summing up What I Should Have Learned&#8211;I&#8217;m fine with a work simply being a meditation upon a certain topic or series of topics. But if a work doesn&#8217;t go deeper, if a work isn&#8217;t sure what it&#8217;s trying to say, and frankly doesn&#8217;t care about anything more than the surface&#8211;then I can&#8217;t tell why I should be interacting with it.</p>
<p>There&#8217;s a term work a work which may be technically well-executed, which may have an immediate appeal to the senses, but doesn&#8217;t say anything deeper, doesn&#8217;t touch the soul: Kitsch.</p>
<p>So as a holistic piece of art, Sword and Sworcery fails&#8211;but do the parts stack up? I&#8217;ve thought about the game as a sort of art gallery&#8211;perhaps the whole point of the game is simply to provide a framework to hang some admittedly gorgeous pixel art and music on. Given that Superbrothers has described the game as &#8220;an album you can hang out in&#8221;, I&#8217;m not able to discount the possibility. This is not without precedent: Particularly in the mid-90s, when CD-ROM technology first became popular (and cheap enough that developers could take a chance on experimental works), several artists, including Primus, Laurie Anderson, and The Residents, released essentially interactive albums. Sword and Sworcery could fit comfortably into this category.</p>
<p>When all of the elements&#8211;the Trigon Fights in particular&#8211;come together, they do come together brilliantly. The music becomes intricately linked with the emotions and the tension of the scene. In these moments, Sword and Sworcery contains Meaning, and its status as a videogame does help to carry its intentions across. But for every moment like that, there are bits where you&#8217;re wandering aimlessly through silence, trying to figure out where to go, or you&#8217;re struggling with a pixel-hunting puzzle, or waiting for the character to complete the painfully slow walk from point A to point B. If Sword and Sworcery is an album, then these bits are like the skits on a rap album, the songs that drummers write, the irritating novelty singles, or the quickly-written phoned-in performances included just to up the running time&#8211;in short, it&#8217;s filler.</p>
<p>Where Sword and Sworcery fails is in its gamic bits. Most of its fights are repetitive exercises in simple pattern matching&#8211;tedious enough on their own, absolutely mind-numbing in the later stages when you have to fight the same enemy over and over on pretty much every screen. Its puzzles are pixel hunts crossed with a Simon-type pattern recognition, where in an attempt to pretend to be challenging, it doesn&#8217;t tell you the pattern beforehand, so you must click on an object in the hope that it&#8217;s the first step in the pattern, and if it is you click on another object in the hope that it&#8217;s the next step, and so on until you&#8217;ve completed the puzzle, starting over if you make a mistake. Its plot is a warmed-over Hero&#8217;s Journey that puts you through the usual adventure game paces&#8211;collect some macguffins, fight a dude, the end&#8211;while making snide, oh-so-cleverly-written asides about how lame it is that we&#8217;ve, like, got all of these fetch quests and how tiring the whole thing is, amirite? Protip for the Superbrothers: The typical Hero&#8217;s Journey exists for a reason, it has existed for thousands of years across cultures and societies&#8211;I&#8217;m fairly sure it won&#8217;t go away any time soon, no matter how ironically you treat the subject. Rather than adding anything, it comes off as complaining. If you find it as cliché as your tone implies, then try to come up with a new plot structure. Embodying something in such an insincere, winking manner feels like a freshman-level creative writing assignment. If you aren&#8217;t able to take your game seriously, why should we?</p>
<p>My ultimate problem with both Sword and Sworcery and with its reception is that it all feels so complacently self-congratulatory. It&#8217;s almost a feedback loop of mediocrity. Superbrothers makes a game that isn&#8217;t Enough because the blogs will consider it a work of unparalleled brilliance. The blogs consider it such because Sword and Sworcery is, for the most part, the best we usually get. No one is asking for anything more because no one is creating it; no one is creating it because no one is asking for it. We all deserve better.</p>
<p>I do appreciate Sword and Sworcery&#8217;s ambitions. I agree with Richard Clark, writing for Paste Magazine, who states that &#8220;<a href=" http://www.pastemagazine.com/articles/2011/03/sword-sworcery-ep-review-ipad.html">Sword &amp; Sworcery EP could have been somewhat of a life-altering experience, if only we were allowed to invest ourselves in it without the forced irony, the constant winks, the iPad-awareness and the social network anxiety</a>&#8220;. Ultimately, I believe that Sword and Sworcery isn&#8217;t enough&#8211;that it&#8217;s a triumph of style over substance&#8211;and I&#8217;m disappointed that most critics seem to be taken in by it. I think the team genuinely does have a game in them that&#8217;s interesting and creative&#8211;a game that&#8217;s meaningful, important, something more than a shallow bit of pulp. But at the end of the day, the product that we have hedges its bets. It seems almost afraid of itself&#8211;that any time it approaches genuine, sincere meaning, it recoils at what it&#8217;s about to do and covers up its vulnerability with a quip. Sword and Sworcery does exemplify the cooler-than-thou, ironic, unserious, insincere hipster aesthetic. If Superbrothers want to create a work which has meaning behind it, they need to stop being ashamed and allow themselves the vulnerability needed to truly express what they want. Otherwise, we get a tedious, confusing mess. Otherwise, we get Sword and Sworcery.</p>
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		<title>Growing Pains</title>
		<link>http://www.secondquest.vg/2011/11/04/growing-pains/</link>
		<comments>http://www.secondquest.vg/2011/11/04/growing-pains/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 14:27:47 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2084</guid>
		<description><![CDATA[Dear trolls: There are more of us than there are of you. Just sayin'.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/11/the_tester.jpg"><img class="alignleft size-medium wp-image-2089" title="the_tester" src="http://www.secondquest.vg/wp-content/uploads/2011/11/the_tester-300x189.jpg" alt="" width="300" height="189" /></a>The other week,<a href="http://www.secondquest.vg/2011/10/27/emo-cocksuckers-and-night-elf-faggots/"> in response to the BlizzCon homophobia incident</a>, I wrote the following:</p>
<blockquote><p>I am not offended. I am not angry. But I’m disappointed. For all that we want gaming as a whole to grow up, it seems that, when it comes to incidents like this, that developers are content to still think of us as all white, straight, adolescent males, high on testosterone and alienation. Blizzard–and other developers–should feel shame for the way they view us.</p></blockquote>
<p>In the time that has passed since the writing of that article, Blizzard has accepted responsibility and given an honest apology; Denis Farr and Leigh Alexander have both written excellent articles dealing with, respectively, homophobia and sexism; and some commenters at Kotaku have made me look like a naive idiot by basically showing that developers may be kind of justified in viewing us this way.</p>
<p><span id="more-2084"></span></p>
<p>Because I am a grown man who recognizes that the world is populated by people of different sexes, ethnicities, orientations, etc., I’m not the audience for either piece. <a href="http://kotaku.com/5854012/this-gaymers-story">Farr’s</a> focuses on some of his personal experiences with homophobia, discrimination, and sexual abuse in an attempt to provide a concrete depiction of the victims of homophobic language; <a href="http://kotaku.com/5854826/im-tired-of-being-a-woman-in-games-im-a-person">Alexander’s</a> discusses her ambivalence about the fact that she’s called a “female games journalist”, with particular emphasis on the first word. <em>Well, duh,</em> was my knee-jerk reaction to both articles, and that’s not just because I’m a gay man who’s had his own experiences with homophobia, or because I’ve talked to enough female gamer friends to know that such a status brings with it some extremely complex issues. It’s because, well, like I said&#8211;I live in the world. Hang out here long enough and you’ll realize that everyone’s got their own unique makeup and that focusing on categories like “gay” or “black” or whatever is reductive and ultimately useless. That shrugging smugly, singing a chorus of “Everyone’s a Little Bit Racist” from Avenue Q&#8211;and how happy am I that we as a society are more or less over that fucking play!&#8211;and doing nothing to curb one’s prejudices isn’t enough.</p>
<p>But based on the reaction of the commenters at Kotaku, these articles are necessary. Because both received a fairly extreme backlash, one which implies that Kotaku’s readership, if it is aware that the identity of “gamer” is a multifaceted one, is openly hostile to that diversity.</p>
<p>In the day or so following the publication of his post, Farr was fairly active on his Twitter account mentioning different hateful comments his article received. One tweet in particular stuck in my head:</p>
<blockquote><p>Sigh, while approving five of those comments, had to delete one that was just FAG written seventy five times (not sure why I counted).</p></blockquote>
<p>And my first instinct is to laugh at this&#8211;to think of the poor overweight acne’d virgin who reads Farr’s article from the darkness of his mom’s basement, seethes, thinks <em>how dare he try to take away my God-given right to use that word, this’ll show him</em>, and copies and pastes FAG over and over as many times as the comment box will allow, and sits back and laughs about how he utterly <em>destroyed</em> a writer he does not know and will likely never meet.</p>
<p>But that’s the old stereotype, isn’t it, the pale nerd, wired on Mountain Dew and Cheetos&#8211;the one hilariously depicted in the World of Warcraft episode of South Park. I have no way of knowing the commenter’s motivation or lifestyle. The commenter might even be George “Corpsegrinder” Fisher himself on a break between WoW sessions. Trolling depends on anonymity, after all. Particularly when it’s a quick cut-and-paste job as this is, it’s done as a way of getting a cheap laugh out of hurting someone, as a small burst of sadism. And yes, when these comments come in volume, particularly in response to something as searingly personal as Farr’s article, it can be distressing. Stereotyping the commenter is kind of a defense mechanism&#8211;a way of attributing it to someone so pathetically powerless as to be harmless. But ultimately, trolling comments like these are done just to upset and get a rise out of someone&#8211;the kind of stuff that got old when we were in high school. With time and a good support network of friends and family, we can develop the emotional resources to dismiss them as either people who are 14 years old&#8211;or who have the mindset of one.</p>
<p>What truly bothers me are comments like the following, written in response to Alexander’s piece:</p>
<blockquote><p>Is that our fault? Like fuck it is. It&#8217;s your fault. Not you personally, but you as in females. If more of you played more games, took a bigger interest in games, then more games would be tailored to females, and more games would feature female characters that are not necessarily modeled to appeal to the male gamer with the big tits and round ass.<br />
&#8211;xsbs</p></blockquote>
<p>The amount of ignorance displayed in this comment is astounding&#8211;so much so that I had to read it several times to make sure it wasn’t intended ironically. He doesn’t understand that the boys’ club nature of games helps to ensure that many women simply don’t want to join in. Women, by and large, will not want to flock to a medium which is filled with adolescent male power fantasies, where male characters are hyperaggressive and female ones are unrealistically-proportioned submissive sex objects. Why would they? These images literally tell women this isn’t for you. And one seriously doubts that, if his proposed solution of women demanding, for example, realistic character designs, that he’d be particularly happy with the change. Let’s face it: This comment was written in response to an article written with the theme, <em>Treat me with the same respect you’d treat anyone else</em>.</p>
<p>Or in response to Farr:</p>
<blockquote><p>You brought it all on yourself. Nobody forced you to proclaim your sexuality from the rooftops. I&#8217;m pretty sure if I started telling people I have a fetish for looking at crudely drawn pornography depicting animals from My Little Pony being raped I&#8217;d be persecuted till the cows come home. But guess what? I&#8217;m not an attention whoring douche and I dont tell anyone. Quality of life significantly improved.<br />
&#8211;EUAN1337</p></blockquote>
<p>This goes beyond homophobia. This is a wish to have queerness completely erased from existence. It’s an inability to handle the concept that there are people out there who are <em>different</em>. It is a conspiracy of silencing. These are themes I see over and over in the comments. Shut up. Get out of my community. Because, in the eyes of people like this, women and gays simply don’t belong. These commenters see Kotaku as a boys’ club. I find it bitterly ironic that another theme which keeps getting repeated is bashing Farr and Alexander for being offended. Because that’s really what these commenters are feeling&#8211;offense. They feel offended at the notion that they have to change their language or their attitudes. That there’s anything wrong with their behavior. Another common theme is, <em>what does this have to do with videogames</em>. Because, somehow, a gamer describing his experiences with discrimination in an attempt to explain to gamers why homophobic language at a games industry event is a bad thing is somehow less relevant than, to pick a random example, an unfocused ramble by Owen Good, a man with a degree from Columbia University&#8217;s Graduate School of Journalism, about <a href="http://kotaku.com/5616340/the-gold-card">what it’s like to have a credit card</a>.</p>
<p>I could catalogue all day. I would love to catalogue all of the negative comments. To display them prominently. What a pity that they’re all under usernames! That we don’t see their real names, that we can’t shame them. Because they should feel ashamed.</p>
<p>But in going through the comments to do so, I noticed some other themes. Take this comment in response to Farr’s piece:</p>
<blockquote><p>Thank you, Dennis Farr, for this. Thank you for standing up. Thank you for signing your name to this. Thank you for giving me a page to favorite, and thank you for helping me to reconsider how I deal with those that use &#8220;Gay&#8221; as an insult.<br />
&#8211;MarcianTobay</p></blockquote>
<p>Or this, to Alexander’s:</p>
<blockquote><p>There&#8217;s no reason why gender should be a thing in the games industry, or why we need to act like a boys club. We don&#8217;t even need to APPEAL to women to get their respect, really. Just stop actively offending them all the time. I see more and more women who want to be designers, or artists, and who just love playing games. Why it needs to be a novelty is beyond me&#8230;.<br />
Why can&#8217;t we all just be excellent to each other and leave it at that?<br />
&#8211;jkaste06</p></blockquote>
<p>I’m not of the mindset that attitudes like these last two comments are uncommon or hopelessly naive&#8211;going through the comments of both articles, you’ll find plenty of support for these writers. There are enough people who say, well, what are you gonna do, that’s just how XBox Live is, of course it’s going to be filled with horny dudes who objectify women and make fun of gay people. But while that may be the way it is, there is such a thing as agency in this world.</p>
<p>In the negative comments I see an element of fear. For every whine about how faggot doesn’t reeeeeally mean gay and how it’s a generic insult and how dare you tell me differently, I detect terror over the responsibility of empathy towards others, of the realization that the world is not made for you. For every joke that of course there’s no problem with reducing women in any games industry position to a pair of tits I notice a worry that, perhaps, women aren’t simply easily-obtainable objects but actual people with agency and the capacity to reject. There is a palpable resistance to change. That the videogame community is the one place where they can relax and say anything sexist or homophobic or racist or whatever, anything that comes into their heads, and that the presence of figures like Farr and Alexander is a threat to that safe space.</p>
<p>I do not wish to reassure them.</p>
<p>Gaming is changing. The Wii, casual games, the internet, smartphones&#8211;all of these are taking gaming from the confines of a small contingent of dedicated nerds into <em>everyone’s</em> hands, and we have to evolve with the times. We have to recognize that, just as the world is a diverse place, gaming is as well. And that while I am fully in support of freedom of speech, it must be tempered with responsibility.</p>
<p>I want these commenters scared. I want them to mourn their glory days when they could say anything they pleased without fear of reprisal. For the days when women were just a set of tits they could ogle.</p>
<p>I want them to grow the fuck up or get the hell out of our community. Because let’s face it. It’s not theirs anymore. The identity of “gamer” belongs to anyone who holds a controller and loves the medium. Not to any particular gender, ethnicity, orientation, or any other category.</p>
<p>It’s time these people caught up to the rest of the world.</p>
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		<title>Blizzard apologized!</title>
		<link>http://www.secondquest.vg/2011/10/28/blizzard-apologized/</link>
		<comments>http://www.secondquest.vg/2011/10/28/blizzard-apologized/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 20:12:11 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2078</guid>
		<description><![CDATA[Yesterday I wrote a piece about the Blizzcon incident where, before a musical performance, a video of Cannibal Corpse singer George “Corpsegrinder” Fisher was played. This video featured some homophobic language directed towards Alliance players. At the time I wrote this article, the band had issued a vague apology along the lines of “we just [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday I wrote a piece about the Blizzcon incident where, before a musical performance, a video of Cannibal Corpse singer George “Corpsegrinder” Fisher was played. This video featured some homophobic language directed towards Alliance players. At the time I wrote this article, the band had issued a vague apology along the lines of “we just meant it all in good fun”, but no official statement was made from Blizzard.</p>
<p>This has since changed. Mike Morhaime, President of Blizzard and one of the members of the band, has issued an apology. His apology acknowledges that the slurs used in the video was unacceptable&#8211;was “counter to the standards we try to maintain in our forums and in our games”. He praises the diversity in the Blizzard community and regrets the offense that was caused.</p>
<p>This is an excellent apology&#8211;unlike the original apology from the band, Morhaime is apologizing for what he actually needs to apologize for. That he takes responsibility for what went on at the event shows that he recognizes that the entirety of the event is part of Blizzard’s branding. I am inclined to accept this apology.</p>
<p>This all being said, Blizzard now has the responsibility of learning from its mistakes. It must use this “error in judgment” to better conduct itself in the future. If anything good comes out of this incident, it is a message to the games industry that their customers are a diverse crowd, filled with people of different ages, genders, sexual orientation, races, etc. And that it must avoid excluding any of these groups. Not only is it morally wrong, it’s just bad business.</p>
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		<title>Emo Cocksuckers and Night Elf Faggots</title>
		<link>http://www.secondquest.vg/2011/10/27/emo-cocksuckers-and-night-elf-faggots/</link>
		<comments>http://www.secondquest.vg/2011/10/27/emo-cocksuckers-and-night-elf-faggots/#comments</comments>
		<pubDate>Thu, 27 Oct 2011 23:29:20 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2062</guid>
		<description><![CDATA[A man with no neck said some things. Blizzard was too busy rocking out to notice.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/10/cc-unleashed-interview-alte-zeiten.jpg"><img class="alignleft size-full wp-image-2073" title="cc-unleashed-interview-alte-zeiten" src="http://www.secondquest.vg/wp-content/uploads/2011/10/cc-unleashed-interview-alte-zeiten.jpg" alt="" width="300" height="300" /></a>This weekend, at BlizzCon, Blizzard&#8217;s annual event where they reveal stuff about World of Warcraft and their other franchises, a metal band consisting of several Blizzard employees played a set. Singing some guest background vocals (which more or less consisted of screaming out the four elements, Captain Planet-style) was George &#8220;Corpsegrinder&#8221; Fisher, the singer of Cannibal Corpse.</p>
<p>I would generally consider this to be one of the least interesting pieces of videogaming news of all time&#8211;its main features (&#8220;convention&#8221;, &#8220;Blizzard&#8221;, &#8220;World of Warcraft&#8221;, &#8220;metal band&#8221;, and &#8220;Cannibal Corpse&#8221;) are all things I&#8217;m not at all into. However, before the performance, they played a <a href="http://gaygamer.net/2011/10/antigay_speech_at_blizzcon_201.html">brief clip of an interview with Fisher</a>, in which he spoke passionately about his love for World of Warcraft and how he plays Horde.</p>
<p>Because, as he says, he&#8217;s not one of the &#8220;emo cocksuckers&#8221; on the &#8220;homo Alliance&#8221; side, of course.</p>
<p><span id="more-2062"></span>Conventions, particularly ones like BlizzCon that are run by one company, are part PR stunt, part social gathering.  At a convention like E3, companies need to follow the rules and guidelines of the convention, and must compete with other developers. At a convention like BlizzCon, however the entirety of the event is under Blizzard’s control. All of the events, all of the speakers, every presentation&#8211;it’s all endorsed by them.</p>
<p>Not only is Fisher’s appearance at BlizzCon an endorsement of the band, Blizzard has acknowledged his fandom in-game, naming an NPC (<a href="http://www.wowwiki.com/Gorge_the_Corpsegrinder">Gorge the Corpsegrinder</a>) after him. This isn’t uncommon&#8211;one of Blizzard’s advertising campaigns featured <a href="http://www.associatedcontent.com/article/1304496/world_of_warcraft_do_the_celebrities.html">celebrities such as Ozzy Osbourne and Mr. T</a>. Fisher is merely yet another celebrity player. But since he and Blizzard’s employees are fans of each other, he was invited to do some guest vocals for the “in-house band” called&#8211;well, I’ll let Wikipedia explain it because I don’t have the heart to paraphrase this: “The Artist Formerly Known as Level 80 Elite Tauren Chieftains (TAFKL80ETC), who changed their name mid concert to Level 90 Elite Tauren Chieftains (L90ETC).” As the former lead singer for the bands Talizma, The Great Oatmeal Cooky Paradox, <a href="http://www.myspace.com/kingchef">King Chef</a>, and Crimes Against Toast, I can find about six things wrong with both band names. But that’s beside the point.</p>
<p>L90ETC’s performance was fine for what it was&#8211;a plodding fist-pumping anthem sung with vein-popping intensity by grown men who enjoy pretending to be orcs. It was a song which fans who played Horde could  enjoy and Alliance players could grumble about&#8211;I have no problems with that. The video, however, that’s the unnecessary part. The language behind the video is questionable. Problematic. Obviously so. The clip&#8211;about 30-45 seconds in length&#8211;comes from a longer interview with Fisher in which he goes on for about three full minutes about his love for the Horde. Watching the video, which starts off being funny and through its sheer length becomes extremely disturbing, marries the awkwardness of listening to someone talk a little too long about his hobby with the uncomfortableness of talking to someone who swears just a little too much. (As a man who has recorded 4.2 days worth of podcasts, all of which are labeled “explicit” on iTunes, I know what I’m talking about.) I’ve heard it argued that a lot of the problems with the interview come from the fact that the controversy has inspired people to seek out and watch the original, uncensored clip. They have a minor point. The point where Fisher tells people to “cry in the river and tell me how you’re gonna slit your writs, you Night Elf faggot” wasn’t played at BlizzCon. And the official video of the event that’s going around has the more egregious bits of the interview bleeped out (roughly every other word). There are conflicting reports on whether or not the interview itself was bleeped during the event. <a href="http://mentalshaman.com/2011/10/27/blizzcon-this-is-about-homophobia-not-horde-v-alliance/">If it wasn’t</a>, then the problems with this are obvious. If it was, then they knew full well that what they were doing was wrong even as they were doing it.</p>
<p>I’ve never been interested in the metal subculture&#8211;particularly not the death metal subculture that Cannibal Corpse is a member of. The music doesn’t do it for me, I find the culture of violence surrounding it to be distasteful, and I find it to be largely the provenance of young heterosexual white men who are fetishizing their own (perceived or actual) Otherness. (There’s a lot of academic theory floating around that agrees with me&#8211;I’m not just making this up.) I don’t feel the need to join the metal community, and the metal community has no need to embrace me&#8211;I have no relationship with it. Most people feel the same way&#8211;and normally that’s fine. A metal show is, usually, a closed system&#8211;only fans of the band, who have made the decision to accept any expressions of violence, homophobia, sexism, racism, etc. that a band may make. The nature of fandom in this case would weed out anyone who would be offended or bothered.</p>
<p>But the nature of BlizzCon and the circumstances surrounding this concert mean that this concert was accessible and available for a general audience. I said earlier that conventions are part social event. Seth Schiesel, <a href="http://www.nytimes.com/2011/10/25/arts/video-games/blizzcon-blizzard-entertainments-fan-convention.html?pagewanted=1&amp;_r=3">writing for the New York Times,</a> agrees. His coverage of the event, which doesn’t even mention Fisher’s presence, concentrates on the variety of people who attended and the social connections that they’ve fostered both through the game and at the convention. He talks about fashion wholesalers and Iraq veterans and social workers&#8211;people from all walks of life who bond over their experience with the game. Blizzard itself has made a point of marketing to nontraditional gamers&#8211;women in particular&#8211;and between all of this and some first-person accounts I’ve read, it’s clear that there’s as diverse a population at BlizzCon as are wandering around Azeroth at any given moment. Combine this with the fact that Blizzard employees go to the convention to enjoy themselves and socialize with the fans, and it’s not unlikely that many fans would have attended the concert solely to support a band comprised of people who worked on something they love.</p>
<p>There’s also the fact that the band was not the main event of the concert. Blizzard holds a concert to conclude the festivities every year, and the headlining band of BlizzCon ’11 was Foo Fighters&#8211;one of the most commercially and critically successful bands recording today. Their fanbase varies in age&#8211;from people who followed them from the beginning when Dave Grohl started the project after Kurt Cobain’s death to people who are getting into them now. Level 90 Elite Tauren Shaman was not performing in an isolated show full of death metal fans who understand the culture. They were opening for a band with a much different image. Foo Fighters has a general alternative rock image&#8211;not one full of the violence and misanthropy that’s accepted within the metal community.</p>
<p>Look. You don&#8217;t get to be a 28-year-old gay man without letting some of this stuff roll off your back. If I got offended by every single time that I heard someone throw around &#8220;fag&#8221; and &#8220;homo&#8221; and &#8220;cocksucker&#8221;, I&#8217;d either get nothing done or have a career at The Bilerico Project. And I recognize that bands in the metal community, particularly death metal bands such as Cannibal Corpse, uphold an image of toughness and aggression and violence as part of their schtick. Fisher is well-respected in the metal community&#8211;even Chris Barnes, who Fisher replaced as Cannibal Corpse&#8217;s vocalist, once called Fisher a &#8220;real nice guy&#8221;&#8211;and I know the language is more based out of a sense of performative machismo than it is any real antipathy. If asked, I’m sure that Fisher would state that he didn’t mean any homophobia by the remarks, that he was merely recontextualizing the term “homo” as a generic insult, one divorced from any context of sexuality or hatred&#8211;or, as Sarah Silverman so succinctly put it, “I didn’t mean gay like homosexual, I meant gay like retarded.”</p>
<p>But a heterosexual man does not get the right to recontextualize homophobic language any more than he has the right to recontextualize a racial epithet used towards someone of a different ethnicity. And I am sick and tired of people not realizing this. I am sick and tired of the videogame community hiding behind ignorance and moaning about political correctness. I’m sick of society at large doing this, but the videogame community is the one that I have ties to. So knock it the fuck off. It’s not enough to blithely and clumsily go through life and apologize when getting caught because&#8211;well, grow up already.</p>
<p>Speaking of apologies, as of the time of this writing, Blizzard has issued no official apology. <a href="http://us.battle.net/wow/en/forum/topic/3424906852#1">Level 90 Elite Tauren Chieftan has</a>. Here it is in its entirety:</p>
<blockquote><p>Hey guys, we read and heard all the feedback from BlizzCon this year. The Corpsegrinder bit was never intended to be taken seriously. We are sorry that we offended anyone; everything at our shows is just meant in fun. Thank you all for speaking up. We’ll definitely keep this in mind for future shows.</p>
<p>Our humblest apologies,</p>
<p>Level 90 Elite Tauren Chieftain</p></blockquote>
<p>This is a pathetic apology. And it is not enough. Again, I seriously doubt that anyone in the band or at Blizzard feels genuine hatred of homosexuals or anything like that. But it’s the fact that they didn’t think. The fact that they considered this an acceptable clip to show. That no one at Blizzard thought that, with the game’s diverse fanbase, that perhaps these comments weren’t the best ones to represent their brand. That they foresaw no problem means that not only are they ignorant themselves, but that this is what they think gamers are&#8211;the type of people who either passively accept or actively endorse displays of homophobia. And that anyone who would be possibly sensitive to these issues has no place in the community. I’ve read enough people who have suggested that Blizzard thinks that the problem has to do with riling up of Alliance vs. Horde rivalry. I don’t know the WoW community well enough to know if that’s truly the general feeling, but I know that the real issue here is that Blizzard endorsed and promoted a video that featured some examples of traditionally-homophobic speech.</p>
<p>I am not offended. I am not angry. But I’m disappointed. For all that we want gaming as a whole to grow up, it seems that, when it comes to incidents like this, that developers are content to still think of us as all white, straight, adolescent males, high on testosterone and alienation. Blizzard&#8211;and other developers&#8211;should feel shame for the way they view us.</p>
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		<title>Why We Shouldn&#8217;t Take Molydeux Seriously</title>
		<link>http://www.secondquest.vg/2011/10/18/why-we-shouldnt-take-molydeux-seriously/</link>
		<comments>http://www.secondquest.vg/2011/10/18/why-we-shouldnt-take-molydeux-seriously/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 16:47:06 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2051</guid>
		<description><![CDATA[Is there such a thing as taking a joke too seriously? Well, yeah. Of course there is. Especially when Molyneux is involved.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/10/Peter_Molyneux.jpg"><img class="alignleft size-medium wp-image-2053" title="Peter_Molyneux" src="http://www.secondquest.vg/wp-content/uploads/2011/10/Peter_Molyneux-300x227.jpg" alt="" width="300" height="227" /></a>I can’t believe that Molydeux is two years old. Molydeux, for those who don’t know, is a <a href="http://twitter.com/#!/petermolydeux">Twitter account</a> which purports to be game designer Peter Molyneux’s postings about overblown, pretentious game design ideas and musings on the state of the games industry. The most recent tweet as of the time of this writing is “Imagine if when you kill someone their death animation loops and &#8216;burns&#8217; into your screen so you have to watch it for the rest of the game?” It’s funny because Molyneux is known for having an interest in wanting games to be more emotional experiences, and for wanting one to think about the consequences of one’s actions in-game, and because other developers have done similar things&#8211;there’s a sequence in Metal Gear Solid 3 in which you’re haunted by the ghost of every single enemy you’ve killed over the course of the game. This tweet is merely taking this idea to its logical, horrible conclusion&#8211;a game which actually did this would be terrible. That’s the joke.</p>
<p>Leave it to Kotaku to ruin a good thing.</p>
<p>I’m speaking of Katie Williams’s <a href="http://www.kotaku.com.au/2011/10/peter-molydeux-the-games-industrys-refreshing-breath-of-twitter-air/">fawning and oh-so-mysterious profile in Kotaku Australia</a>. I’ve read it three times just to make sure that it’s intended to be read at face value, and I’m pretty sure it is. Chief among the article’s flaws is the fact that it’s written as a profile of the creator&#8211;a man who explicitly states that he wishes to remain anonymous. (“&#8230;so as not to distract readers from the character he has created,” Williams insists.) It makes everything fairly wishy-washy. The article can’t decide if it’s a profile about someone who does not want a profile written about him, a profile of a fictional character, or&#8211;and here is the weakest element of it all&#8211;a serious analysis of a joke.</p>
<p><span id="more-2051"></span>The main theme of Williams’s article is, essentially, that while Molydeux may be a joke, there’s a kernel of truth to it&#8211;the sense that maybe Molydeux has some good ideas. She talks about Molydeux’s thousands of fans who want to have competitions where people make games based on the ideas on the Twitter account. At least one game&#8211;<em>Goodbye, My Love</em>&#8211;has been made about it. Williams is interested in his game design ideas because they somehow resonate, or because they bring to mind some genuine innovations. After all, some people have taken Molydeux’s ideas seriously, not realizing that it’s satire. (Williams, in <a href="http://alivetinyworld.wordpress.com/2011/10/12/peter-molydeux-interview-part-deux/">her blog entry where she posted an extended version of her interview</a>, admits that when she first saw the Twitter account, she &#8220;did initially believe him to be the real thing, despite it saying otherwise <em>right there in the bio</em>.&#8221;) (Italics in original.)</p>
<p><em>Goodbye, My Love</em>’s concept is taken from the following tweet: “Game where an asteroid is about to hit earth, the aim is not to stop it but to say goodbye to every family member. You have 120 of them.&#8221; The game is exactly that&#8211;each round, there’s a bunch of crudely-drawn people, some are pointed out as family members, and you have to touch them to say “goodbye”. If you manage to do it quickly, you move to the next round, otherwise the asteroid hits earth, game over. Williams and Molydeux’s mysterious creator think that the game asks “what is innovation in gaming, anyway?” As the creator puts it, the idea&#8211;which seems to warrant an experimental, unusual game&#8211;inspired a repetitive, dated game.</p>
<p>But there’s a really obvious thing that is missed here&#8211;because, for all that Williams gushes about the account, there isn’t really a sense that she understands that it’s intended to be funny. That, not only did she not originally get that the account is a joke, she might not even get the joke to begin with. Why is the tweet that inspired <em>Goodbye, My Love</em> funny? For one, this is such a cliche videogame plot&#8211;”save the earth from a threat from Outer Space” (literally, the plot of Asteroids), but it’s subverted by the fact that the focus of the game isn’t on the world-changing event but on the adventures of some schmuck tearfully saying goodbye to his parents. But more importantly, and something everyone seems to be missing, is the final punchline: “There are 120 of them”. This is a comically large number&#8211;we picture the amount of divorces and step-parents, brothers and sisters, aunts, uncles, grandparents, second cousins twice removed to make 120 family members possible. We think of the kind of person who would remember every single one of his 120 family members and cherish every single one enough to make a point of saying goodbye. And we realize that, while the intent of this theoretical game would be to put an emotional, personal spin on a global event, by the very nature of having so many characters that goal is impossible&#8211;every one would have to be extremely shallowly drawn, interchangeable. But this is a videogame! And videogames are about collecting stuff! The more the better! The huge amount of family members turns them from people into general collectums, into general goals. That 120 is the number of stars in Super Mario 64 and Super Mario Galaxy isn’t coincidental, I don’t think.</p>
<p>Williams does not address this at all in her article. She’s too focused on the faux brilliance of the ideas behind the tweets to recognize how bad these ideas are. How unplayable Molydeux’s games would be. Remember, the real Molyneux populates his games with hundreds and hundreds of characters, but such a large number means that any emotional resonance is diluted so strongly as to be meaningless. In Fable III, you can romance any of the numerous townsfolk you see&#8211;people who don’t say anything before a few repeated stock phrases and grunts. People whose personality is reduced to a couple of adjectives. They’re interchangeable. There is no emotion to be had here. The tweet that inspired Goodbye, My Love does not bring up interesting theories about possible games to be created as it makes fun of a game that’s already been made. It points out that, no matter what Molyneux’s ambitions are, his bombast and his excesses actually ruin immersion and a personal connection to the games he makes.</p>
<p>There’s a Japanese comedic concept called chindogu which is basically the art of useless inventions. Essentially the goal is to create a product designed to fit a need or solve a problem, but the joke is based on the fact that the invention itself is so unwieldy or awkward or embarrassing that it’s actually worse than the original problem, while making you look silly in the process. To combat the problem faced while shopping in the rain&#8211;how do you hold multiple shopping bags AND an umbrella while not getting your purchases wet&#8211;there’s an umbrella which has hooks on the inside from which you can hang your shopping. To help women who are unsteady when wearing high heels, there’s a set of training wheels which are on either side of the heel and help balance. A t-shirt with a Battleship-esque grid designed to help when someone’s scratching your back. In all of these cases, while the invention theoretically is a legitimate solution to the problem, it solves it so poorly as to necessitate a trip back to the drawing board. I should add that I’ve never seen a piece of chindogu which solves an actual problem&#8211;they’re all designed to address minor inconveniences of everyday life, things most of us don’t really find all that problematic.</p>
<p>The joke is obvious. We tend to shy away from any inconvenience and we believe that if we can find the right product, that it’ll solve all of our problems. If chindogu has a point beyond simple absurd silliness, it’s that we don’t need this solution&#8211;it’s that technology doesn’t automatically make our lives easier. Molydeux’s pronouncements are the chindogu of the videogame world. While his tweets address issues such as emotional resonance and a desire to make games that are deeper than simple space shooters&#8211;concerns that not only the real Molyenux but many other designers share&#8211;they address them in such a poor and flawed manner. “There are 206 bones in the human body? Imagine, just imagine a 206 multiplayer game where each person controls a bone?” is an innovative way of doing multiplayer games, it’s one that forces co-operation and social connections, and gives a definite nontraditional gaming setting&#8211;and also is useless because such a huge crowd of people will make detailed communication and coordination nearly impossible, will make it difficult to foster social connections, and last time I checked, most of the bones in our body weren’t particularly active agents. The idea undermines itself.</p>
<p>There’s one tweet that I think is the key to Molydeux’s message, and this is a tweet that’s surprisingly out of character given the rest of the bombastic pronouncements: “In the Shigeru Miyamoto classic, SMBros, why are there tortoises that throw hammers? No Reason. Sometimes, &#8216;No reason&#8217; is just &#8216;fun&#8217;.” Molydeux doesn’t ask us to consider what innovation really is, or that some of his ideas might have a grain of interest to them. The account is, essentially, an attack on designing games by Theory. I’ve said that playing Fable III made me feel like there was an excellent game underneath MOLYNEUX’S INNOVATIONS&#8211;that if the game had toned itself down, made less of a point about its menus, less of a point about how you can have shallow interactions with everyone, it would have been a much stronger, much more interesting story. One of Molydeux’s favorite targets is CliffyB and Gears of War&#8211;he makes fun of the series any chance he gets. And yet, while I’m not a particular fan of that series, I’d say they’re better games than Fable, because they’re not trying to be as grandiose. Fable attempts to do more, but it fails at it. Gears of War succeeds at being a much simpler game. Essentially, Molydeux is a warning to developers what they sound like when they try to put too much Theory in the forefront, when they forget to keep in mind what makes a good game.</p>
<p>I had a job where someone had forwarded an email to the effect of, “10 Real Wacky Japanese Inventions”. It was a top ten of pictures of some chindogu. “I can’t believe that they actually invented that,” someone said, showing me a feather duster with an attached cocktail shaker, designed to mix up martinis as you dusted.</p>
<p>Always the spoilsport, I said, “You know that’s not real, right, like it’s done as a joke?”</p>
<p>She looked at me, then back at the screen, and shrugged. “Here’s a fan you attach to your chopsticks to cool down your noodles.” She wasn’t interested in knowing that this was all done as a joke&#8211;she was too stuck at “Those wacky Japanese.”</p>
<p>And that’s where I find Katie Williams’s article to be. It’s unaware of why Molydeux is funny and it’s only vaguely aware that it even <em>is</em> funny. In a way, the article itself exposes its own flaws. When you can’t reveal who you’re profiling, when you’re not sure what the focus of your article is, when you don’t understand what you’re writing about&#8211;you’re not going to have a particularly good read.</p>
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		<title>Broken Sword puzzle lock</title>
		<link>http://www.secondquest.vg/2011/10/01/broken-sword-puzzle-lock/</link>
		<comments>http://www.secondquest.vg/2011/10/01/broken-sword-puzzle-lock/#comments</comments>
		<pubDate>Sat, 01 Oct 2011 17:48:12 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2046</guid>
		<description><![CDATA[I&#8217;ve randomly gotten on an Adventure Games kick lately&#8211;I played Gray Matter this week, and discovered that there&#8217;s a whole host of free ones available on GOG and elsewhere, so hooray! I was TOTALLY into the genre when I was a kid&#8211;I played a billion Sierra games. Maybe I&#8217;ll do some kind of retrospective or [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/10/broken-sword-lock.jpg"><img class="alignleft size-medium wp-image-2047" title="broken sword lock" src="http://www.secondquest.vg/wp-content/uploads/2011/10/broken-sword-lock-300x168.jpg" alt="" width="300" height="168" /></a>I&#8217;ve randomly gotten on an Adventure Games kick lately&#8211;I played Gray Matter this week, and discovered that there&#8217;s a whole host of free ones available on GOG and elsewhere, so hooray! I was TOTALLY into the genre when I was a kid&#8211;I played a billion Sierra games. Maybe I&#8217;ll do some kind of retrospective or something about that&#8211;it&#8217;s a very interesting genre and I&#8217;m getting some ideas.</p>
<p>(For the record, this week has proven that Telltale games are not bad because the genre is dated. Telltale games are bad because THEY DO NOT MAKE GOOD GAMES.)</p>
<p><span id="more-2046"></span></p>
<p>I&#8217;m working on Broken Sword: Director&#8217;s Cut because it&#8217;s free at the moment because Good Old Games sold like a billion copies or something. I&#8217;ve never played it&#8211;I played a bit of the PSX version of the sequel, and the less said about that the better. So far it&#8217;s pretty good&#8211;I&#8217;m in the prologue chapter still, only about 20 minutes in. But look at that image up there. There&#8217;s two of these puzzle locks I&#8217;ve got to solve to continue. They&#8217;re tough&#8211;I&#8217;m normally pretty good at spatial puzzles like this so I&#8217;m not worried, I just need to play with it a little more, but what I find hilarious? The game keeps popping up hints for the puzzle, ones which seem to imply that the reason I haven&#8217;t solved the puzzle yet is because I can&#8217;t figure out what to do. That&#8217;s fairly obvious, isn&#8217;t it? It&#8217;s getting there that&#8217;s the problem.</p>
<p>I love how secret vaults are always locked with an intricate puzzle lock that anyone who&#8217;s played an adventure game could solve, though. That people who want to keep secrets hide their stuff behind locks of this type, or write messages in easily-deciphered code, or whatever, that implies that this is a world without adventure games. Given my complex feelings towards the genre, I&#8217;m not sure if that&#8217;s a good or a bad thing.</p>
<p>Anyway, it&#8217;s free, and you should be supporting GOG anyway, so pick it up and get something else while you&#8217;re at it!</p>
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		<title>I am playing Rusty Hearts.</title>
		<link>http://www.secondquest.vg/2011/09/25/i-am-playing-rusty-hearts/</link>
		<comments>http://www.secondquest.vg/2011/09/25/i-am-playing-rusty-hearts/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 03:48:32 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2042</guid>
		<description><![CDATA[Because I am apparently a sucker for Free Shit and because I have finally done the necessary work in order to have a gaming PC (hooked it up to my TV, bought a wireless keyboard and mouse and a gamepad, ran an ethernet wire into my room so I actually get a connection), I was [...]]]></description>
			<content:encoded><![CDATA[<p>Because I am apparently a sucker for Free Shit and because I have finally done the necessary work in order to have a gaming PC (hooked it up to my TV, bought a wireless keyboard and mouse and a gamepad, ran an ethernet wire into my room so I actually get a connection), I was swayed by Steam suggesting I download this little game called Rusty Hearts. “Free to play MMO!” it said. Figuring, okay, this is some stupid Maple Story ripoff, they’re gonna charge me for hats and stuff and it’s going to be horrible, but it’ll kill a few minutes.</p>
<p>I played for several hours yesterday and&#8211;I am not exaggerating&#8211;literally all day today, from about 8 in the morning when the dog woke me up until it was time to watch Breaking Bad. I took a couple breaks here and there, for naps, for food, but yeah&#8211;I’ve been grinding.</p>
<p><span id="more-2042"></span></p>
<p>I’m not that familiar with the world of MMOs. I played a few minutes of World of Warcraft once and HATED it. As a couple recent blog posts have shown, I’ve been playing a little bit of Final Fantasy XI&#8211;I don’t really have a handle on it at all, I’m gonna play some with Eric during the week and hopefully I’ll figure it out. Mostly it’s the fact that I find MMORPG combat to be EXTREMELY dull, especially at the beginning when you have no skills. It’s a game of, I’m going to hit “attack” and then watch as my dude whacks the rats with his club when he feels like it. It’s boring. Rusty Hearts is not an RPG&#8211;it’s a straight-up action brawler arcadey thing. It’s a button masher, by and large. I’m a fan of that sort of thing&#8211;I like being able to actually do something in a game. It’s not as graceful as Bayonetta or as brutal as Lords of Shadow, but for a free game? Awesome.</p>
<p>Actually mentioning Lords of Shadow is funny cause Rusty Hearts feels very much like Castlevania: The MMO. The game takes place in a generic European village, you’re fighting Dracula (or Lord Vlad, as the game calls him, but it’s Dracula), you’re fighting baddies in different regions of a castle&#8211;it’s not one of the Metroidvania installments, but it feels very similar. Anime-style as well. The plot is&#8230;well, you’re a member of a group of warriors who are putting together a mission to storm the castle and defeat Dra&#8211;Lord Vlad once and for all, and you’re scouting doing random missions&#8211;reconnaissance type stuff&#8211;for the few days before in preparation. It’s fairly story-heavy&#8211;I’m not familiar with how MMOs go, but i don’t think they’re this plot-based. You actually don’t create your own character&#8211;you pick from one of three (soon to be four) pre-made characters, each with different skill trees. The only customization is in getting different hats and outfits, which I really don’t care about&#8211;that’s one of the main things you can spend your money on if you want to pay. It’s somewhat amusing, the fact that in the hub world there’s multiple copies of three different characters all running around. I could probably make a point about diegesis in gaming, but I haven’t thought it through enough.</p>
<p>What I like about the levels is how short they are&#8211;I’m averaging about five minutes for each run through it. You go through the levels a LOT of times. A dozen or more, if you’re doing all the quests, and that’s not counting runs you go through to just grind. There’s some story quests which make you visit a location multiple times, but there’s enough generic fetch quests that’ll make you go in there. The quests are all fairly standard, Kill X amount of enemy, Bring me X amount of random drops type things. Given that the levels are short, and given that the gameplay is actually fun&#8211;I get a Zenlike calm from repetitive beating stuff up action&#8211;it doesn’t feel bad.</p>
<p>In a lot of ways, the game is as good as it is because it understands carrots and sticks. There haven&#8217;t been any quests that have taken THAT much effort to get, so it&#8217;s one of those game&#8217;s that&#8217;s a constant feedback loop of giving you something to do, letting you do it, and then patting you on the back and smiling grandly. The rewards aren&#8217;t even that great&#8211;I&#8217;ve got more gold than I know what to do with, already, your inventory is woefully small and I just end up selling everything I get, and I hate inventory management in general so I don&#8217;t really bother keeping my equipment that perfect. It&#8217;s just the constant set of &#8220;GOOD JOB&#8221; for doing things that are easy&#8211;but not TOO easy&#8211;that works. It&#8217;s a total Lab Rat game and one which hits just right. That&#8217;s not always a compliment&#8211;Dragon Age II is one of the worst games I&#8217;ve ever played and yet I completed every single quest that game had to offer because of how well it played on my psyche. We&#8217;re not talking about Mass Effect 2 here, where I completed every single quest because I had emotional involvement in them. It&#8217;s just total reptile brain stuff. But as a way to relax and kill some time, I could do far worse.</p>
<p>I don’t like how slow you move in Warcraft and in FFXI&#8211;to go from one area to the other requires traipsing through a large play area, unless you grind to Epic Mounts or whatever. Here, there’s a smallish hub&#8211;about the size of a typical RPG town, I’d say, with your quest givers and stores tucked away&#8211;and you go through one of a series of portals to the different dungeons. You don’t spend any time traveling at all, which is wonderful&#8211;traveling, once you’ve seen the scenery and oohed and aahed, if appropriate, is boring. All you do in the hub is get quests, prepare, and form parties, things like that. It’s a very practical game in that it recognizes that you want to, you know, play it.</p>
<p>I’m liking the party system very much. You can create or search for a party based on what dungeon you need to be exploring, what level you want (the dungeons have a few unlockable difficulty levels and some quests only exist in one or another), etc, and people pop in as necessary. I’m finding it to be very ad-hoc and VERY polite. It’s early days, so the servers haven’t been flooded with trolls yet, and everyone’s still just learning how to play, so people are being pretty helpful in the chat. (The chat interface is terrible&#8211;I can never seem to click in the window and have to do some jerry-rigging every single time, so, developers, take note.) Things become very chaotic especially when you get a four-person party, especially when&#8211;as is likely&#8211;multiple people are playing the same character&#8211;so it devolves into a really fucking fun chaos. It reminds me of playing the Simpsons arcade game at Skater’s World back in the day&#8211;I used to go there all the time for punk shows, and sometimes&#8211;because going to Punk Shows isn’t always about the music, it’s about the scene, it’s about the people, it’s about having a good time and being 16 and being away from your parents doing cool shit for a while&#8211;I’d hang out in the arcade and I and three random people would gravitate to the Simpsons arcade game and we’d just play it until the end, pumping in extra quarters if we wanted or leaving and having someone else replace until the game ended, and the group, which had shifted over the course of the game, would smile at the accomplishment and then disband. That’s what it feels like.</p>
<p>Needless to say, for a crappy anime-styled game that’s unfunny (the game has, as its solitary joke, that weird very Asian sense of humor where every single character is inappropriately buffoonish and that’s as far as they take it, like, ha ha, look, this girl is supposed to be a combat specialist but she’s forgetful&#8211;it’s kind of irritating) and has an unremarkable story, I’m really enjoying it. And hey, it’s free. Worst that happens is it sucks and you’ve just lost the time spent downloading it. I play as Frantz on the West server, my character is named Yagharek, and I’m usually in the Gorgon server. Say hi if you see me.</p>
<p>&nbsp;</p>
<p>(Hey, they don&#8217;t all have to be trenchant bits of academic analysis. This game does not merit it in any way. It is delicious, delicious junk entertainment.)</p>
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		<title>I am playing Final Fantasy XI</title>
		<link>http://www.secondquest.vg/2011/09/21/i-am-playing-final-fantasy-xi/</link>
		<comments>http://www.secondquest.vg/2011/09/21/i-am-playing-final-fantasy-xi/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 22:33:37 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2038</guid>
		<description><![CDATA[So I&#8217;ve played Final Fantasy XI for a couple days now, or maybe it&#8217;s just been one day. I don&#8217;t know. Unemployment does that to you, especially when you combine it with an MMO. Basically all I&#8217;ve done has been club rabbits. I have a pet rabbit myself. I had her on the bed while [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve played Final Fantasy XI for a couple days now, or maybe it&#8217;s just been one day. I don&#8217;t know. Unemployment does that to you, especially when you combine it with an MMO. Basically all I&#8217;ve done has been club rabbits. I have a pet rabbit myself. I had her on the bed while I was playing. Rabbits, for those of you who do not know, do this weird teeth-clicking thing when they&#8217;re happy&#8211;it&#8217;s kind of like purring. In the middle of clubbing rabbits for experience, I looked over at her. She was watching intently, clicking her teeth happily. I&#8217;m beginning to worry about her.</p>
<p><span id="more-2038"></span></p>
<p>I&#8217;ve made it to Level 10, which I think is fairly good considering I haven&#8217;t upgraded any of my equipment because I can&#8217;t really figure out how. Nothing in the game is easy or comprehensible&#8211;it&#8217;s like they went out of their way to hide how to do anything. I&#8217;m playing with my laptop connected to my TV, because my TV is about five times the size of the laptop screen, but the font is so small it&#8217;s hard to read. Everything&#8217;s just a blur. But one thing I&#8217;m doing well is clubbing the rabbits. I&#8217;ve bought a couple of spells somehow and now not only am I clubbing rabbits, I&#8217;m throwing magical stones at them, blinding them, subjecting them to tornados, and splashing them with water.</p>
<p>Some lady told me to make my way to a place in the south and kill an enemy. It doesn&#8217;t matter which one, she&#8217;s just happy so long as I&#8217;m killing something. Along the way I found a Wild Sheep. The Wild Sheep, after proving itself to be wooly and tough, chased me for a mile, kicking me as it went, and finally killing me.</p>
<p>I am very perplexed by this experience. I have been playing videogames for about 25 years and I&#8217;m still not really sure what&#8217;s going on. And yet&#8230;I find clubbing rabbits to be an extraordinarily soothing activity. I&#8217;m beginning to wonder about myself. I no longer know whether I am enjoying myself or not. I totally understand why people develop addictions to this kind of thing. It&#8217;s just the right amount of lack-of-work vs frequency-of-awards that&#8217;s designed to cause a habit.</p>
<p>In any case, Eric, who once showed me the amount of time he&#8217;s played the game over the course of the past several years&#8211;it added up to something like 62 DAYS of play&#8211;is going to show me some of the things that I can do in the game and maybe actually get me started on the storyline. If .hack, Otherland, Ready Player One, and basically any other work involving a virtual world is any indication, we&#8217;re going to stumble upon a real-world mystery that I&#8217;m going to have to race against time to solve. Again, I&#8217;m unemployed, so I&#8217;m looking forward to having something constructive to do. I&#8217;m prepared for the possibility that Eric&#8217;s character may be killed in-game, causing him to go into a coma in the real world, and that I&#8217;m going to have to search for a cure. I&#8217;m totally cool with this. I wouldn&#8217;t mind having the apartment to myself for a few weeks.</p>
<p>Question for those of you who play: Any time I pass a Tarutaru, I have the impulse to pat it on the head and go HEY LI&#8217;L GUY. Is this bad form?</p>
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		<title>I started Final Fantasy XI</title>
		<link>http://www.secondquest.vg/2011/09/20/i-started-final-fantasy-xi/</link>
		<comments>http://www.secondquest.vg/2011/09/20/i-started-final-fantasy-xi/#comments</comments>
		<pubDate>Tue, 20 Sep 2011 12:40:39 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2032</guid>
		<description><![CDATA[Eric, somehow, convinced me to pick up a copy of Final Fantasy XI. So far it&#8217;s been very irritating&#8211;it took overnight through several disconnects to download the 21,000 patches necessary. &#160; I&#8217;m desperately trying to create a character at the moment. There aren&#8217;t that many customization options, are there? Still, one of the default Hume [...]]]></description>
			<content:encoded><![CDATA[<p>Eric, somehow, convinced me to pick up a copy of Final Fantasy XI. So far it&#8217;s been very irritating&#8211;it took overnight through several disconnects to download the 21,000 patches necessary.</p>
<p>&nbsp;</p>
<p>I&#8217;m desperately trying to create a character at the moment. There aren&#8217;t that many customization options, are there? Still, one of the default Hume options looks like me, and that&#8217;s what I like in a character. All I know is that if those &#8220;trapped in a virtual world&#8221; books wanted to be accurate, they&#8217;d include a 200-page chapter towards the beginning where the characters try to create a username, only to repeatedly find that their choices have been already used.</p>
<p>&nbsp;</p>
<p>If I ever start playing, I&#8217;ll let you guys know what I think.</p>
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		<title>Is LA Noire sexist? Well&#8230;yeah.</title>
		<link>http://www.secondquest.vg/2011/08/26/is-la-noire-sexist-well-yeah/</link>
		<comments>http://www.secondquest.vg/2011/08/26/is-la-noire-sexist-well-yeah/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 17:20:12 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2025</guid>
		<description><![CDATA[Does that pile of naked dead rape victims tell us something about LA Noire's attitude towards women? ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/08/Phelps-examines-a-slain-body.jpg"><img class="alignleft size-medium wp-image-2027" title="Phelps-examines-a-slain-body" src="http://www.secondquest.vg/wp-content/uploads/2011/08/Phelps-examines-a-slain-body-300x168.jpg" alt="" width="300" height="168" /></a>Emma Boyes of IGN <a href="http://au.ps3.ign.com/articles/119/1190198p1.html">wrote an opinion piece</a> talking about the question of whether or not LA Noire is sexist. Her argument essentially stated that the roles of women are relegated to housewives, shopgirls, shallow love interest, and murder victim. Boyes mentions the case of <a href="http://www.lapdonline.org/history_of_the_lapd/content_basic_view/833">Alice Stebbins Wells</a>, the US’s first American-born female police officer (Boyes makes a mistake and overlooks the Irish-born <a href="http://articles.chicagotribune.com/2010-09-01/news/ct-met-first-police-woman-20100901_1_female-officer-police-officer-female-cop">Marie Owens</a>, who was indeed the first female police officer in the US), who was sworn into the LAPD in 1910 and opened the doors for female officers across the country. She talks about contemporary works which feature strong female lead characters. Essentially, she states that it’s irresponsible for the game to marginalize women in the way it does&#8211;that it can be historically accurate and still feature more modern values of equality.</p>
<p><span id="more-2025"></span></p>
<p>Predictably, the comments of the article are a cesspool of “That’s how it was back then and it’s okay that the game is that way!” I don’t begrudge the comments that&#8211;comments sections on internet articles are where you go if you want to lose faith in humanity. (I especially love the comment which states “who wrote this article? &#8211; a women [sic]”, as if the writer’s gender completely invalidates her entire argument&#8211;in fact many of these comments have a creepy “get back in the kitchen, bitch” vibe to them). But I found out about this piece from <a href="http://gamejournos.com/post/9402835120/ign-asks-whether-la-noire-which-is-set-in-1940s-los">Ben Paddon’s blo</a>g, and while around here we’re not remotely his biggest fans, he really should know better.</p>
<p>“As, unfortunately, was the case in the US circa 1947. Honestly, it’s almost as if these people ask stupid questions without putting in any forethought, nor bothering to do any actual research!” is Paddon’s take on the piece. I find this fairly ironic because the quote he pulls comes from a paragraph a quarter of the way into the article&#8211;when the author is just finishing her introduction&#8211;just before she begins to discuss her research. Boyes’s article isn’t the most hard-hitting piece of journalism I’ve ever read, certainly, it’s a quick opinion piece, but she isn’t simply navel gazing, and Paddon’s shrill comment implies that he didn’t read the full article.</p>
<p>But more than that is the implication that because a work is set in a particular time period, it must therefore espouse all of the values of that particular time period. That is an extremely incorrect assumption because the writers of LA Noire do not live in 1947&#8211;they live today. To take Paddon’s argument to its logical conclusion, if I were to write a novel taking place in Mississippi in 1850, that novel would have to wholeheartedly embrace a pro-slavery agenda. Certainly the pro-slavery viewpoint would be depicted&#8211;I can’t deny that the climate existed&#8211;but a work which even tacitly accepted the system of slavery would be irresponsible because I view slavery as morally reprehensible. (We all should. Please never visit this site again if you don’t.)</p>
<p>LA Noire not only depicts a world where women are more peripheral, it doesn’t question this status. Women genuinely are relegated to the background. I guess what made this the most obvious to me was the Homicide arc, where every single victim is a woman, and every single death is sexualized. The women are naked, raped, beaten, violently killed. One rape/murder is an aberration, a violent crime which must be brought to justice. I don’t mind a gritty detective story which features that as a case. However, when every single case features the same MO, it gets a little&#8230;unnerving. After I examined the third body of a mutilated woman, I began to suspect that the game possibly had some agenda against women. After the fifth, I was sure of it.</p>
<p>Ultimately the game decides that all of the homicide cases are connected, and that the murderer of the Black Dahlia is responsible. The Black Dahlia is kind of the Jack the Ripper of LA in the 40s&#8211;a Holy Grail of an unsolvable crime. The game gives an in-universe explanation of why the crime remains unsolved in real life, it allows you to bring the killer to justice&#8211;but there’s something unseemly about the whole thing. I guess it’s a question of choice. The developers chose to take the real-life rape and murder of a woman and turn it into a random lashing-out by a violent cat-and-mouse cliche of a serial killing. And the developers chose to drop the bodies of five women created solely that they could be signposts on the way to this confrontation. And all throughout the game there’s the implication, only vaguely acknowledged by the game itself, that you’re solving these cases not out of any sense of justice or duty or desire to avenge the fallen, but because the Homicide desk is a stepping stone in your career. It’s another level to be completed.</p>
<p>I think about the novels of James Ellroy, stories that LA Noire unabashedly takes inspiration from, a man who himself treated the story of the Black Dahlia in a novel. The main characters in The Black Dahlia are tortured by the thought of this crime, are horrified by how Elizabeth Short died, and obsess over its solution. She is not one anonymous body out of a half-dozen, a psychopath’s random leaving, but an actual woman who was murdered&#8211;someone with a history and a family. Solving the crime in this case involves not a simple treasure-hunt of clues&#8211;with a background character popping up at the end and gloating HA HA IT WAS ME, THE LEAST LIKELY SUSPECT, THE WHOLE TIME! and getting off scot-free due to a hastily-explained handwave, but a deep, intimate understanding of who all of the major players are.</p>
<p>Or LA Confidential, which is more of a direct influence. Boyes does acknowledge that the women are “relegated to the role of prostitutes”, but I do disagree that this is all they are, particularly in the novel. The character of Lynn Bracken, who is indeed a prostitute, refuses to be limited to that role&#8211;who explicitly acknowledges, in the film, that she loves one of the characters because he “treats me like Lynn Bracken and not some Veronica Lake look-alike who fucks for money”. Or the novel-only character of Inez Soto, a double minority&#8211;a Mexican woman&#8211;who is all-too-aware of her place in society and is savvy enough to use that status in order to manipulate other characters for her own ends. Ellroy depicts a society which has marginalized women&#8211;but he refuses to accept that society’s values. He is writing with the values of a man who lives in a society that takes the equality of the sexes for granted.</p>
<p>Or something even more contemporary&#8211;the show Mad Men, which takes place at a time when these attitudes towards women were just beginning to shift. Particularly in the early seasons, the male characters are rampantly sexist. They objectify women left and right, treating their wives as accessories and status symbols akin to fancy cars and big houses. This was accurate for the time. However, the writers and creators are very aware of the fact that such attitudes are unacceptable in this day and age. And so the female characters are well-rounded. They bristle against the way they’re treated. It shows sexism and objectification occurring in a historically-accurate way, but through a modern lens of condemnation. Any time a woman is treated as a piece of meat and nothing more, is treated as having the capacity of being a secretary or housewife and nothing more, it’s with the intent of eliciting an uncomfortable reaction. It is a work set in the early 1960s but one that does not espouse traditional values&#8211;it is one which is made with a decidedly modern sensibility.</p>
<p>I guess my point is that yes, Los Angeles in 1947 may not have been a paradise of feminism, that women and men were not equal. However, we’re not in 1947. We’re in 2011. We’ve gone through several waves of the feminist movement. We cannot create a work which ignores this. Paddon and the commenters seem to think that depiction is enough. They’re wrong. In its passive acceptance of the roles of women, LA Noire is a morally irresponsible work.</p>
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		<title>Drunk O&#8217;Clock</title>
		<link>http://www.secondquest.vg/2011/08/22/drunk-oclock/</link>
		<comments>http://www.secondquest.vg/2011/08/22/drunk-oclock/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 16:28:57 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2019</guid>
		<description><![CDATA[So we got drunk one night and pulled out the mics. It's not Cartridge Blowers, but it's close enough for government work. Enjoy! (?)

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/Drunk_OClock.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p>So we got drunk one night and pulled out the mics. It&#8217;s not Cartridge Blowers, but it&#8217;s close enough for government work. Enjoy! (?)</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/Drunk_OClock.mp3">Download the episode</a></p>
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		<title>Goodbye, Videogames</title>
		<link>http://www.secondquest.vg/2011/06/16/goodbye-videogames/</link>
		<comments>http://www.secondquest.vg/2011/06/16/goodbye-videogames/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 13:41:33 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2012</guid>
		<description><![CDATA[I’m not playing videogames anymore. Well, let me amend that—I’m not playing Videogames anymore. I’m still playing Civilization IV, and You Don’t Know Jack, and Flight Control, and tens of other games. But for the time being, I’m done with the others. You know the ones I mean. They’re pretenders to meaning. I don’t know [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/06/super_mario_bros_end1.png"><img src="http://www.secondquest.vg/wp-content/uploads/2011/06/super_mario_bros_end1-300x197.png" alt="" title="super_mario_bros_end1" width="300" height="197" class="alignleft size-medium wp-image-2014" /></a></p>
<p>I’m not playing videogames anymore.</p>
<p>Well, let me amend that—I’m not playing Videogames anymore. I’m still playing <em>Civilization IV,</em> and <em>You Don’t Know Jack,</em> and <em>Flight Control,</em> and tens of other games. But for the time being, I’m done with the others. You know the ones I mean.</p>
<p><span id="more-2012"></span></p>
<p>They’re pretenders to meaning. I don’t know why I keep banging my head against the controller, expecting a different result. This medium doesn’t yet have a Scorcese, or a Hitchcock, or a Leigh, and I’m tired of waiting.</p>
<p>I used to think that videogames were capable of evolving into a medium that exposed truths about the human condition. I’m not sure I think that anymore.</p>
<p>All I know is, I don’t want to do another fetch quest. I don’t want to shoot another person/alien/robot. I don’t want to do the things that Videogames make me do.</p>
<p>I want to read books, and watch movies, and television, and go for walks, and talk to my boyfriend over a glass of wine and a good meal. Videogames never got in the way of any of that, but sometimes they subsumed them. They’re kind of insidious that way.</p>
<p>There are transcendental videogames out there. <em>Ico.</em> And… that’s kind of it. I’m tired of looking for the others. They’re not out there. Maybe they will be.</p>
<p>I’ll probably go back to Videogames at some point. When I do, I hope they’ve figured out what it is they’re good at.</p>
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		<title>Second Quest Hiatus</title>
		<link>http://www.secondquest.vg/2011/05/31/second-quest-hiatus/</link>
		<comments>http://www.secondquest.vg/2011/05/31/second-quest-hiatus/#comments</comments>
		<pubDate>Tue, 31 May 2011 14:00:40 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2008</guid>
		<description><![CDATA[You may have noticed that there was no Cartridge Blowers this weekend. You may also have noticed that we haven&#8217;t put up any feature articles in a while. Simply put, we&#8217;re taking a hiatus. We&#8217;re not sure how long it will be, or what form it will take, or even if we&#8217;re coming back. We [...]]]></description>
			<content:encoded><![CDATA[<p>You may have noticed that there was no Cartridge Blowers this weekend. You may also have noticed that we haven&#8217;t put up any feature articles in a while. Simply put, we&#8217;re taking a hiatus. We&#8217;re not sure how long it will be, or what form it will take, or even if we&#8217;re coming back. We have one more feature article that we&#8217;d like to post, but don&#8217;t expect any new episodes of Cartridge Blowers or The Great Games for the forseeable future.</p>
<p>We&#8217;ll still be maintaining the site: approving comments, reading and responding to email, and checking Twitter occasionally. We&#8217;re not totally disappearing. Have a great summer, and hopefully we&#8217;ll see you all again.</p>
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		<title>Cartridge Blowers Episode 95: Who Wants More Smurfs?</title>
		<link>http://www.secondquest.vg/2011/05/23/cartridge-blowers-episode-95-who-wants-more-smurfs/</link>
		<comments>http://www.secondquest.vg/2011/05/23/cartridge-blowers-episode-95-who-wants-more-smurfs/#comments</comments>
		<pubDate>Mon, 23 May 2011 04:00:06 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=2001</guid>
		<description><![CDATA[The comedic failings of Sony have started to turn into background noise with their latest wacky antic over something going wrong with the PSN. Valve, apparently deciding that near-universal acclaim for Portal 2 is not enough attention, is going around making sure everyone knows that they will not be doing anything at E3 this year. Someone decides that what the world needs is a Smurfs dance game for the Wii. And Eric finally plays a 3DS and thinks it's the worst.

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_052311.mp3">Download the episode</a>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>The comedic failings of Sony have started to turn into background noise with their latest wacky antic over something going wrong with the PSN. Valve, apparently deciding that near-universal acclaim for Portal 2 is not enough attention, is going around making sure everyone knows that they will not be doing anything at E3 this year. Someone decides that what the world needs is a Smurfs dance game for the Wii. And Eric finally plays a 3DS and thinks it&#8217;s the worst.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_052311.mp3">Download the episode</a></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.giantbomb.com/news/well-crap-sonys-password-reset-system-has-been-compromised-updated/3209/">Well, Crap&#8230; Sony&#8217;s Password Reset System Has Been Compromised [UPDATED]</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.rockpapershotgun.com/2011/05/18/life-less-no-valve-games-at-e3/">Life-Less: No New Valve Game At E3</a></p>
<p><strong>Minority Retort</strong><br />
<a href="http://gaygamer.net/2011/05/mass_effect_producer_confirms.html">Mass Effect Producer Confirms Same Sex Love Interest(s) For Both Sexes In Mass Effect 3</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.joystiq.com/2011/05/18/the-smurfs-dance-party-getting-down-this-july/">The Smurfs Dance Party getting down this July</a></p>
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		<title>First Impressions: Majin and the Forsaken Kingdom</title>
		<link>http://www.secondquest.vg/2011/05/16/first-impressions-majin-and-the-forsaken-kingdom/</link>
		<comments>http://www.secondquest.vg/2011/05/16/first-impressions-majin-and-the-forsaken-kingdom/#comments</comments>
		<pubDate>Mon, 16 May 2011 16:54:21 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1997</guid>
		<description><![CDATA[I&#8217;d been mildly interested in Majin and the Forsaken Kingdom when I first heard about it because my ears normally prick up whenever an action-adventure game involving ruins comes out. I wasn&#8217;t crazy about the demo&#8211;although I rarely like demos, I find&#8211;and didn&#8217;t pick it up because there were other games to play at the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/05/majin_majin_forsaken_kingdom.jpg"><img class="alignleft size-medium wp-image-1998" title="majin_majin_forsaken_kingdom" src="http://www.secondquest.vg/wp-content/uploads/2011/05/majin_majin_forsaken_kingdom-288x300.jpg" alt="" width="288" height="300" /></a>I&#8217;d been mildly interested in Majin and the Forsaken Kingdom when I first heard about it because my ears normally prick up whenever an action-adventure game involving ruins comes out. I wasn&#8217;t crazy about the demo&#8211;although I rarely like demos, I find&#8211;and didn&#8217;t pick it up because there were other games to play at the time.</p>
<p>A random glance through the Gamestop flyer told me that the game was on sale, new, for $13, and so on Friday I stopped by the Manhattan Mall Gamestop&#8211;the BEST Gamestop ever and don&#8217;t let anyone tell you otherwise&#8211;and picked it up. $13 is the perfect price for this game. Any more expensive and I&#8217;d have felt ripped off, but spending so little&#8211;it&#8217;s easier to overlook the flaws.</p>
<p><span id="more-1997"></span></p>
<p>The flaws are mostly with the voice acting and plot. The plot is your typical &#8220;evil takes over the kingdom and you&#8217;ve got to stop it&#8221;, but the game thinks it&#8217;s giving a fresh take on it. It&#8217;s really not, and while the cutscenes aren&#8217;t offensive per se, there&#8217;s a lot of them, particularly at the beginning. The game opens up and lets you breathe after a little while, but it&#8217;s your typical Japanese game narrative style&#8211;don&#8217;t let the player figure anything out for himself when you could give an infodump.</p>
<p>The basic gimmick of the game is that you&#8217;re a dude who&#8217;s trying to save the kingdom, and you team up with this giant creature thing called the Majin. It reminds me of a Team ICO game in this way, that it&#8217;s based on your relationship. But where Team ICO games are elegant and understated, the Majin is&#8230;</p>
<p>&#8230;well, for one he won&#8217;t goddamn shut up. Recording the voice acting for the Majin apparently consisted of grabbing an intern and having him do his best attempt at a &#8220;lovable oafish troll&#8221; voice (IMDB claims that the Majin was voiced by an actual actor who played, among other things, Xemnas from Kingdom Hearts and Vicious from Cowboy Bebop, but I can&#8217;t believe that listening to his performance here). He&#8217;s constantly throwing out stuff like &#8220;ME HUNGRY&#8221; and &#8220;YOU LOOK HURT&#8221; and, every time&#8211;EVERY time&#8211;you solve a puzzle, &#8220;YAY! THAT GREAT&#8221;. He&#8217;s supposed to be childish and endearing and silly, and it&#8217;s&#8211;</p>
<p>&#8211;well, I&#8217;m normally the last person to have a problem with &#8220;kiddy&#8221;&#8211;but there&#8217;s a difference between childlike whimsy and insulting, and Majin falls VERY much into the latter. The Mario games are a pretty textbook example of how to do it right&#8211;there&#8217;s bright colors and wacky things going on, for children to enjoy, and there&#8217;s tough platforming and lasting character designs for older folks. When there&#8217;s dialogue between the main character and the Majin, I almost want to mute the TV. I realize they&#8217;re not going for elegant and minimalist, that they want to make a broad comedy, but the game&#8217;s based on the relationship between the main character and the Majin&#8211;it&#8217;s hard to take when I want to punch the Majin in his stupid face every time he speaks. Movies like The Dark Crystal and Labyrinth and The Neverending Story have included characters like this, and I think that&#8217;s what the team was going for when they created the Majin, but it doesn&#8217;t exactly work. There&#8217;s a very dark undercurrent throughout the game, and while there&#8217;s nothing outright violent or non-child-friendly in it, I don&#8217;t think kids were the primary audience (the game got a T rating in the US). Maybe it&#8217;s poor translation, I don&#8217;t know&#8211;all I know is I don&#8217;t find the character to be a <em>lovable</em> oaf.</p>
<p>And worse is your animal helpers. You have the ability to talk to animals&#8211;mice and birds mostly&#8211;and their actors are&#8211;it&#8217;s some of the absolute goddamn WORST voice acting I&#8217;ve heard in years. It&#8217;s embarrassing to listen to. I really wish that they&#8217;d done something simple like had a sound clip of the animal chittering away while subtitles showed a &#8220;translation&#8221;&#8211;that would have been less irritating.</p>
<p>It&#8217;s also one of those games that takes control of the camera every few minutes to show you stuff you&#8217;re supposed to notice. If there&#8217;s a puzzle, it&#8217;ll basically grab your head and turn it so you&#8217;re looking in the right spot. If there&#8217;s enemies, it&#8217;ll cut to their positions on the field. At one point, I was looking for an alternate entrance around a door. I noticed a ledge I could climb on at the end of a hallway and began to go there, feeling clever for figuring it out. The game then cut to a shot of the ledge with some kind of narration to the effect of, &#8220;Maybe I could climb up there&#8221;. Every time you flip a lever or blow up a wall, you get a tiny cutscene showing the effects of your action&#8211;it&#8217;s one of THOSE. I just got off of playing Portal 2, where sometimes actions you performed affected other areas of the level. There was nothing forcing you to watch&#8211;if you were curious as to what door was opening, you had to look around and figure it out. The respect that afforded to the player, the assumption that players were capable of figuring it out on their own, was really refreshing. One of the reasons I hate Zelda games is because of how it treats you like someone who can&#8217;t solve simple puzzles&#8211;Majin falls squarely into that trap.</p>
<p>As far as gameplay goes, Majin is pretty much a Zelda clone. You&#8217;ve got a series of ruins, you&#8217;ve got to collect stuff, fight dudes, solve puzzles, make your way around a map. I&#8217;m not far enough along to be able to tell for sure, but it seems like it&#8217;s set up like a small Metroidvania&#8211;so far the map appears pretty contiguous. And here&#8217;s where the game&#8217;s pretty good actually. The game basically sets you down and has you explore and figure out where to go. Occasionally you&#8217;ll break a seal in one area that unlocks a door in another, and it&#8217;ll point out where the door is, but other than that, there&#8217;s no flashing arrow pointing out where to go. It&#8217;s a fairly relaxed pace&#8211;you make your way from area to area, solving puzzles as you go, and eventually you&#8217;ll stumble on the right place.</p>
<p>So basically, what we have here is a ruin exploration game punctuated with some light combat and puzzle solving. It&#8217;s a slightly more acrobatic Zelda game, or a clumsier Prince of Persia. I&#8217;m a total sucker for games like these&#8211;I appreciate that it&#8217;s focused on exploring a little world, that most of the game is based on navigating a physical space, and that the graphics aren&#8217;t bad doesn&#8217;t hurt. It&#8217;s not the prettiest set of ruins I&#8217;ve ever seen, but it&#8217;s colorful and I like colorful games. The creature design, however, IS a delight, and the one thing that keeps the Majin from being a horrible character is that his design is awesome. He&#8217;s an endearing-looking stone golem thing, but he&#8217;s got grass and moss and these weird plants growing out of him&#8211;he&#8217;s a total creature of nature and I love his design. The monsters too, they&#8217;re some typical shadow monsters but they just look alien and creepy.</p>
<p>All in all, Majin and the Forsaken Kingdom reminds me of a random budget PS2 game in a lot of ways, one of those dozens of obscure titles that no one remembers that you may have played by chance. When I first got my PS2, I got a rental pass from Blockbuster and systematically began to rent every game the store had. There&#8217;s tons of games like Dual Hearts and Dark Cloud and Okage Shadow King, none of which changed the world and some of which may have been terrible, but whose existence I appreciate nontheless. It seems a lot of times that games are either AAA titles or shovelware, and there&#8217;s not that much room for &#8220;little&#8221; games. I fully admit that the very low price has helped me appreciate Majin a bit more&#8211;I&#8217;m able to overlook its flaws and appreciate it for what it is. It does have a certain charm to it, and I&#8217;m having fun with it so far.</p>
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		<title>Cartridge Blowers Episode 94: Civilizacebook</title>
		<link>http://www.secondquest.vg/2011/05/16/cartridge-blowers-episode-94-civilizacebook/</link>
		<comments>http://www.secondquest.vg/2011/05/16/cartridge-blowers-episode-94-civilizacebook/#comments</comments>
		<pubDate>Mon, 16 May 2011 04:00:02 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1988</guid>
		<description><![CDATA[Facebook's about to get a whole lot more exciting, what with Sid Meyer announcing further details about the Facebook Civilization game. When you're done playing an interesting game, you can head over to GagaVille, another timewaster from the impossible-to-kill Zynga. Perhaps Zynga should join forces with Square Enix, which is losing money and canceling games. At least Good Old Games is letting Australians play The Witcher. And the PSN is still down.

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_051611.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>Facebook&#8217;s about to get a whole lot more exciting, what with Sid Meyer announcing further details about the Facebook Civilization game. When you&#8217;re done playing an interesting game, you can head over to GagaVille, another timewaster from the impossible-to-kill Zynga. Perhaps Zynga should join forces with Square Enix, which is losing money and canceling games. At least Good Old Games is letting Australians play The Witcher. And the PSN is still down.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_051611.mp3">Download the episode</a></p>
<p></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.wired.com/gamelife/2011/05/playstation-network-update/">Our Top Story Tonight: PlayStation Network Is Still Dead</a></p>
<p><strong>We Like You!</strong><br />
<a href="http://www.gamasutra.com/view/news/34580/GOGcom_No_Longer_Using_IP_Addresses_For_Customer_Locations.php">	GOG.com No Longer Using IP Addresses For Customer Locations</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.eurogamer.net/articles/2011-05-12-square-enix-cancels-undisclosed-games">http://www.eurogamer.net/articles/2011-05-12-square-enix-cancels-undisclosed-games</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://edition.cnn.com/2011/TECH/gaming.gadgets/05/10/sid.meier.civilization/">Sid Meier: Games are taking over the world</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.cnn.com/2011/TECH/social.media/05/11/gagaville.zynga.mashable/index.html">Lady Gaga &#038; Zynga found &#8216;GagaVille&#8217;</a></p>
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		<title>Portal 2: Final Thoughts</title>
		<link>http://www.secondquest.vg/2011/05/09/portal-2-final-thoughts/</link>
		<comments>http://www.secondquest.vg/2011/05/09/portal-2-final-thoughts/#comments</comments>
		<pubDate>Mon, 09 May 2011 17:07:57 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1983</guid>
		<description><![CDATA[If Steam&#8217;s timer is right&#8211;the internet tells me it&#8217;s fiddly but this amount of time seems right&#8211;it took me roughly 10 hours to beat Portal 2. That&#8217;s 5 days with an average session of 2 hours (see, I can do math!)&#8211;for a game of this type, I think that&#8217;s a perfect length. The original Portal [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/05/aperture2.gif"><img class="alignleft size-full wp-image-1984" title="aperture2" src="http://www.secondquest.vg/wp-content/uploads/2011/05/aperture2.gif" alt="" width="300" height="300" /></a>If Steam&#8217;s timer is right&#8211;the internet tells me it&#8217;s fiddly but this amount of time seems right&#8211;it took me roughly 10 hours to beat Portal 2. That&#8217;s 5 days with an average session of 2 hours (see, I can do math!)&#8211;for a game of this type, I think that&#8217;s a perfect length. The original Portal featured really no fat at all, no padding or boring bits, and its sequel manages to up the playtime not by adding filler but adding more <em>content</em>. That&#8217;s amazing. The only time you&#8217;re not doing something is when you&#8217;re scratching your head trying to figure out what to do&#8211;par for the course in this sort of game. I found 10 hours to be the right amount of time&#8211;any longer and it would have been overwhelming. I puzzled my way through some progressively harder challenges, some towards the end which were really difficult, and around the time I was ready for the game to end, it ended.</p>
<p>I have not played multiplayer mode, but the fact that I&#8217;m looking forward to it&#8211;I have a half-dozen friends who want to play co-op, plus I really should do a few rounds with Eric for podcast purposes, so it&#8217;s less a question of finding someone to play with as it is deciding who gets first honors&#8211;is probably indicative of how much I liked the game. Want a more explicit indicator of my feelings? I want to play the game again with developer commentary on. I&#8217;m really looking forward to seeing some of those scenes and playing some rooms again.</p>
<p>I think I don&#8217;t need to tell you this will be very spoiler-heavy.</p>
<p><span id="more-1983"></span></p>
<p>&#8211;The original game is strikingly minimalist in its puzzle elements&#8211;there&#8217;s boxes, levers, buttons, energy pellets, turrets, and not much else. The new game adds a <em>lot</em> of new pieces-three types of gel that have different effects, lasers, teleporter funnel things, light bridges. It doesn&#8217;t feel like any of them are gratuitous, and it&#8217;s actually really interesting how giving them such distinct and evocative names&#8211;Thermal Discouragement Beams, Aerial Faith Plates, Excursion Funnels&#8211;almost helps to characterize them. All of them seem like recognizable and important parts of the world in which they live, which helps it feel much more &#8220;alive&#8221;. We&#8217;re not just playing with abstract pieces&#8211;we&#8217;re testing out technologies.</p>
<p>However, while they try out a <em>lot</em> of what the different elements can do, because of the game&#8217;s length I don&#8217;t feel like they&#8217;ve explored every angle&#8211;clever level designers could figure out more. Given that they&#8217;re apparently going to release DLC challenge packs, that&#8217;s not a bad thing.</p>
<p>&#8211;Actually, depending on how the DLC goes, they might be doing something very interesting with the difficulty. See, every single puzzle made me feel <em>smart</em> after solving it&#8211;like I&#8217;d looked through the environment, tested out some theories, and ultimately come up with a solution all on my own&#8211;I didn&#8217;t use a guide at all because of how solvable the game was. Many chambers, I entered and found myself too overwhelmed to continue or just couldn&#8217;t figure it out, and I usually took that as a sign to take a break for a bit and do something else. Invariably, when I restarted the game, the solution jumped out at me within five minutes. That&#8217;s great.</p>
<p>While the game starts off pretty easy and gets harder as it goes along, I think, in the grand scheme of things, that the difficulty tops out somewhere around &#8220;medium/hard&#8221;. There&#8217;s a lot more difficult it could be. I approve of this decision&#8211;it means that beating the game is not just for a Chosen Elect, and they can save the really tough ones for the DLC. I hope, though, that they put in some huge puzzles with all of the different elements&#8211;I wanted to see more Chaos to make order out of.</p>
<p>&#8211;Portal is also very minimalist in its plot and characters. There&#8217;s obviously no dialogue&#8211;your character is mute&#8211;and the entirety of the script is GLaDOS talking to you. (There&#8217;s some incidental speech from the turrets and the cores, but they seem to take more of the form of sound effects than actual speaking.) The plot is very simple&#8211;you&#8217;re in a facility, there&#8217;s a rogue AI, go escape.</p>
<p>Portal 2 adds a few characters&#8211;Wheatley the endearingly dim core who goes on to take over the place, Cave Johnson the founder of Aperture Science, GLaDOS herself&#8211;some of whom interact with each other. I was worried this would change the paranoid, alone atmosphere, but they manage to avoid that pitfall. Since your character doesn&#8217;t speak, it largely stays characters monologuing at you, the bits with dialogue are not extended (and are all excellently written), and they help it feel like more of a world. Cave Johnson himself is dead&#8211;he&#8217;s only encountered through recordings&#8211;so that&#8217;s helpful.</p>
<p>&#8211;The characterization, particularly of Wheatley and GLaDOS, is extremely complex, and I&#8217;m impressed with how deftly it was handled. Wheatley is designed to be an intelligence dampener&#8211;he&#8217;s literally created to be dumb&#8211;and in his initial stages he comes off as clumsy, silly, hilarious, and well-meaning. He may not be able to do anything well, but he&#8217;s trying his best. When he&#8217;s plugged into GLaDOS&#8217;s mainframe, he turns evil and takes over the facility. But rather than a complete personality overhaul, he&#8217;s the same ditz as before&#8211;he&#8217;s just turned murderous. God love &#8216;im, he attempts evil quips and dangerous deathtraps, but he&#8217;s still <em>not very good at it</em>, he&#8217;s not smart enough to be. At one point, when you&#8217;re faced with an easily-avoidable trap, he resorts to <em>begging</em> you to step into it, reasoning that he&#8217;s totally going to kill you later and it&#8217;s somehow better for you and will spoil his careful preparations if you voluntarily kill yourself. GLaDOS&#8217;s big plan to destroy him is to confront him with a logical paradox&#8211;he&#8217;s too stupid to understand and it doesn&#8217;t work on him.</p>
<p>It&#8217;s interesting, because when he starts to take over, that scene is pretty chilling. That he&#8217;s a total incompetent does not change the fact that he&#8217;s very, very murderous and is trying desperately to make you dead. In a way, it actually adds to his scariness. The facility is actually in more danger due to his inaction and obliviousness&#8211;he hasn&#8217;t tended to the reactor and it&#8217;s about to blow in the last stages of the game&#8211;than to anything he actively does. That makes for a fearsome antagonist indeed.</p>
<p>&#8211;But GLaDOS&#8217;s characterization is much more interesting. In the first game, she was a mad AI who went even further mad and attempted to kill you for standard homicidal AI reasons. In this game, she&#8217;s been reliving her death at your hands thousands of times, which has unhinged you further. The section where she&#8217;s testing you, she&#8217;s making it very clear that she&#8217;s using the tests as a form of torture, and she&#8217;s speculating on the ways she&#8217;s going to hurt you. Her techniques are hilariously wide-ranging and bizarre: At one point she resorts to making fun of your <em>weight</em>, as if that&#8217;s the lowest blow she can strike. In another section, she keeps talking up a &#8220;surprise&#8221; she&#8217;s going to show you, giving broader and broader hints that you&#8217;re finally going to meet your parents, only to have her simply throw confetti at you and admit she was just trying to mess with your head. (It worked in my case.) She started off insane&#8211;your death finally sent her over the edge.</p>
<p>B ut the characterization doesn&#8217;t stop there; after Wheatley takes over, she&#8217;s attached to a potato battery and you end up carrying her around for most of the latter half of the game. She starts off accompanying you reluctantly&#8211;you&#8217;ve both got a common enemy and you&#8217;re each others&#8217; only hope&#8211;but as the game continues, she begins to&#8230;soften towards you. It&#8217;s revealed&#8211;or at least VERY broadly hinted&#8211;that her personality comes from Cave Johnson&#8217;s assistant (and assumed lover) Caroline. When GLaDOS starts to figure this out, she screams out, &#8220;What the <em>hell</em> is going on?!&#8221; Given that this is the <em>only</em> instance of anything resembling profanity in the game (other than Wheatley describing certain defective turrets as &#8220;crap&#8221;), it&#8217;s actually one of the most disturbing parts&#8211;coupled with an amazing voice performance that embodies absolute terror. (Do I need to mention that the game features the best voice acting I&#8217;ve ever heard?) A very interesting thing is happening&#8211;GLaDOS is being humanized. We begin to pity her, to feel bad for her&#8211;some of her speeches even indicate that she&#8217;s starting to feel feelings of affections towards Chell, that the two women are starting to become friends.</p>
<p>This is a very interesting direction for the game to take.</p>
<p>&#8211;The end also manages to straddle a line that could have faltered miserably&#8211;they hit it precisely. See, there are a lot of factors which should affect GLaDOS&#8217;s ultimate fate. We don&#8217;t want her to get away scot-free&#8211;this is <em>GLaDOS</em> we&#8217;re talking about, a homicidal AI who released a deadly neurotoxin for no particular reason, who puts you through torturous tests, who wants you to die and is doing everything in her power to do so. But, her backstory reveals that she was originally a human woman who was likely turned into an AI against her will, she&#8217;s been subjected to a series of dampeners and restrictions, she genuinely believes in the value of science and does what she does for that cause, and in-game she&#8217;s tortured, placed onto a potato, pecked apart by birds&#8211;we <em>pity</em> her, and rightly so. When Wheatley takes over the facility, she&#8217;s alone and scared, and her growing feelings of warmth towards Chell aren&#8217;t undeserved&#8211;Chell quite literally saves her greatest enemy&#8217;s life. GLaDOS can&#8217;t get away with killing Chell because of that. Chell can&#8217;t kill GLaDOS after we&#8217;ve seen her hit bottom. We can&#8217;t necessarily allow GLaDOS to completely win because she <em>has</em> to atone for her crimes. More importantly, we do <em>like</em> GLaDOS&#8217;s &#8220;psychotic AI&#8221; personality&#8211;she wouldn&#8217;t be considered one of gaming&#8217;s greatest villains if she weren&#8217;t such a strongly-defined character. Frankly, we don&#8217;t want her changing too much.</p>
<p>The game deals with this dillemma in the best way possible. GLaDOS acknowledges her newly-found humanity (atonement)&#8230;and then promptly deletes that part of her personality (reverting back to the &#8220;psychotic AI&#8221;). She then tells Chell she&#8217;s going to let her go (absolving both from the burden of having to kill each other)&#8230;because it&#8217;s too much work. She tells Chell that she&#8217;s not going to bother trying to kill her any more, not because she doesn&#8217;t <em>want</em> to kill Chell any more, but because Chell is too stubborn and killing her is simply not worth GLaDOS&#8217;s time. Her tone at the end&#8211;even though she&#8217;s giving Chell what she wants, it feels like a rejection. We can&#8217;t wholly say that Chell wins because GLaDOS concedes defeat so sarcastically that it&#8217;s meaningless. There&#8217;s one final trick&#8211;the elevators open up on an array of turrets, which instead of shooting begin singing a little song&#8211;and then Chell is outside. After a moment, the Companion Cube from the first game is tossed out the door&#8211;a parting gift?&#8211;and we have the inevitable JoCo song. There&#8217;s a touch of regret and bittersweetness to the lyrics&#8211;it&#8217;s sung from the perspective of gloating over having gotten rid of her enemy while missing her at the same time. Essentially, all of this allows GLaDOS to publically retain her dignity of being a cold, evil machine who only concedes defeat on her own terms while privately acknowledging her rediscovered humanity, even if she isn&#8217;t ready to come to terms with it yet.</p>
<p>The relationship between enemies is always an extremely complex one&#8211;as an examinatino of that dynamic, Portal 2 is <em>excellent</em>.</p>
<p>&#8211;While the script is hilarious, I also appreciate that there&#8217;s a lot of comedy that comes from the controls themselves. The beginning tutorial section, which casts looking up and looking down as &#8220;gymnastics&#8221;, is great, as are the sections where Wheatly asks you to speak. The game flashes a message telling you to hit SPACE in order to answer him&#8211;SPACE is, of course, the jump button&#8211;because Chell is a mute protagonist, there literally is no button for speech. The verb does not exist. He repeats his request again, and the game insists that hitting the spacebar will let you say &#8220;apple&#8221;, but again, you jump.</p>
<p>Or Wheatley&#8217;s first test, which literally consists of pushing a button as the only required action. (Apparently this is a commentary on bad community level designers.) After all the buildup he gives, after all of the buildup the <em>game</em> gives, to see a puzzle that&#8217;s even easier than the beginning puzzles of the first game, that&#8217;s really funny&#8211;this is the hardest puzzle he can think of and it&#8217;s insultingly simple. As a hat trick, Wheatley decides he doesn&#8217;t have it in him to design any other puzzles, and you have to solve it <em>again</em>. The thought that the rest of the game might consist of repeating this one level over and over and over again&#8211;I cracked up.</p>
<p>The funniest thing? Wheatley dramatically announces, &#8220;This is the part where I kill you!&#8221;, a chapter heading called &#8220;The Part Where He Kills You&#8221; flashes on screen, and you get an achievement labeled &#8220;The Part Where He Kills You&#8221; (description: &#8220;This is that part.&#8221;) The comedy is achieved through several levels, most only viewable to the player. It&#8217;s a lot deeper than simply having robots throwing witty banter back and forth&#8211;although that&#8217;s certainly there&#8211;the script considers every angle that they could pour comedy into.</p>
<p>I guess, at the end of the day, I&#8217;m having a hard time finding a fault with the game. There could stand to be more, and different levels&#8211;but it&#8217;s a sound principle of entertainment that you always leave &#8216;em laughing, always leave &#8216;em wanting more, because if you give them <em>too</em> much, they&#8217;ll get bored eventually and they won&#8217;t come back for the sequel. Its puzzles are challenging and fun to solve, and the difficult is neither so easy that they&#8217;re insulting nor too difficult that they&#8217;re impossible. Its plot is entertaining but not so complex that you have to take notes. Its script and voice acting are masterpieces, and it also knows to shut up during most of the puzzles as to avoid annoying the player. In short, it&#8217;s a game which had high expectations and which had to balance very carefully to avoid failure. I find many games aren&#8217;t very good at that sort of balance&#8211;Dead Space 2 and Dragon Age 2 definitely weren&#8217;t&#8211;and I am in awe at how well they managed it.</p>
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		<title>Cartridge Blowers Episode 93: Pissed Off Flying Squirrels</title>
		<link>http://www.secondquest.vg/2011/05/09/cartridge-blowers-episode-93-pissed-off-flying-squirrels/</link>
		<comments>http://www.secondquest.vg/2011/05/09/cartridge-blowers-episode-93-pissed-off-flying-squirrels/#comments</comments>
		<pubDate>Mon, 09 May 2011 04:00:24 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1972</guid>
		<description><![CDATA[Sony's in the news again this week, what with new and hilarious developments in the PSN Outage Incident happening nearly every day. But credit card theft is nothing compared to the atrocity that Rockstar Games is foisting upon Xbox 360 owners--L.A. Noire is going to be three whole discs long--the horror. Meanwhile, are you a single pervert who does not have access to women's panties? A Japanese gaming magazine has some good news for you.

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_050911.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>Sony&#8217;s in the news again this week, what with new and hilarious developments in the PSN Outage Incident happening nearly every day. But credit card theft is nothing compared to the atrocity that Rockstar Games is foisting upon Xbox 360 owners&#8211;L.A. Noire is going to be three whole discs long&#8211;the horror. Meanwhile, are you a single pervert who does not have access to women&#8217;s panties? A Japanese gaming magazine has some good news for you.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_050911.mp3">Download the episode</a></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.giantbomb.com/news/bad-news-all-sony-online-games-taken-offline-due-to-that-whole-external-intrusion-thing-updated/3110/">Bad News: All Sony Online Games Taken Offline, Due to That Whole &#8216;External Intrusion&#8217; Thing [UPDATED]</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.eurogamer.net/articles/2011-05-05-l-a-noire-takes-up-3-xbox-360-discs">L.A. Noire takes up 3 Xbox 360 discs</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://americanart.si.edu/exhibitions/archive/2012/games/#games">The Art of Video Games</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.siliconera.com/2011/05/01/chrono-trigger-ready-to-robo-tackle-wii-in-north-america/">Chrono Trigger Ready To Robo Tackle Wii In North America</a></p>
<p><strong>Minority Retort</strong><br />
<a href="http://kotaku.com/#!5798019/when-game-mags-come-with-scented-panties">When Game Mags Come with Scented Panties</a></p>
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		<title>Portal 2: First Impressions</title>
		<link>http://www.secondquest.vg/2011/05/05/portal-2-first-impressions/</link>
		<comments>http://www.secondquest.vg/2011/05/05/portal-2-first-impressions/#comments</comments>
		<pubDate>Thu, 05 May 2011 18:36:48 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1965</guid>
		<description><![CDATA[I must admit I was a bit cynical about the early buzz about Portal 2. This so far has been kind of a rotten year for games with the number &#8220;2&#8243; in them&#8211;Dead Space and Dragon Age&#8217;s sequels were so far behind the original games, were such disappointments, that I had to scoff at all [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/05/250px-SHODAN_hires.jpg"><img class="alignleft size-full wp-image-1966" title="250px-SHODAN_hires" src="http://www.secondquest.vg/wp-content/uploads/2011/05/250px-SHODAN_hires.jpg" alt="" width="250" height="269" /></a>I must admit I was a bit cynical about the early buzz about Portal 2. This so far has been kind of a rotten year for games with the number &#8220;2&#8243; in them&#8211;Dead Space and Dragon Age&#8217;s sequels were so far behind the original games, were such disappointments, that I had to scoff at all of the chattering on Twitter about how awesome the game was. After all, Dragon Age 2 had its share of fans in the early days, had its share of good reviews. I myself liked it in the first few play sessions until it became clear that the game wasn&#8217;t going to live up to its potential.</p>
<p>So yes, while I realize there are different circumstances here, different developers and publishers&#8211;interesting to note that Dead Space and Dragon Age are both EA games&#8211;I was wary about playing Portal 2. I have really good memories of playing the first, which is outstanding as far as writing and gameplay are concerned, and didn&#8217;t want to ruin them. What swayed me was first that a few friends whose opinons I trust told me in no uncertain terms that I need to play the game as soon as I can, and that Gamestop did a very sudden price drop to $30. I&#8217;m trying to save some money, but $30 is a fine price.</p>
<p>I played for a little under two hours last night&#8211;I quit at the very beginning of Chapter 3&#8211;and I&#8217;m having a hell of a time so far. Here are some of my thoughts on what I&#8217;ve done.</p>
<p><span id="more-1965"></span></p>
<p>&#8211;It&#8217;s great to notice the amount of care that was put into the writing. Again, it&#8217;s sad that most videogame writing is an afterthought and is unnoticeable. Portal (and its sequel) features so many quotable lines because nearly every line is a winner. Apparently, as is obvious, when you get a talented writer on staff, you&#8217;re going to have excellent dialogue. The writers obviously care about their setting and their characters, and while the new characters have some great lines, it&#8217;s clear that they&#8217;ve been spending the past few years gleefully coming up with some of the most sadistically passive-aggressive lines for GLaDOS to say. Meanwhile every character so far sounds different&#8211;different speech patterns, cadences, vocabulary. Other companies, let&#8217;s all get to this point, shall we?</p>
<p>&#8211;The entire introduction is one of the most well-done intros I&#8217;ve played in a while. The beginning tutorial is hilarious. When shit starts to go down, it&#8217;s terrifying. When they detach the room from the rest of the building and you get to see a tiny bit of the outside word, it places the room in space in a way that the original Portal never did. When the room starts to crash into the building, it&#8217;s nerve-wracking. The introduction, in short, manages to impart a sense of place, a sense of the place changing, and characterization while whiplashing you between several conflicting emotions and bringing up some questions all in the space of maybe ten minutes&#8217; time.</p>
<p>&#8211;Portal has a very interesting way off treating its Place. For the most part, the game takes place in a series of sterile white rooms. While there&#8217;s a very specific atmosphere, it&#8217;s very unclear&#8211;it&#8217;s designed to be unclear&#8211;what the layout of the complex is. I&#8217;ve read theories which suggest that maybe there&#8217;s only a couple of actual rooms and they&#8217;re simply shifting around every time you enter a new test chamber. Because the setting is so featureless, you don&#8217;t pay much attention to it&#8211;you only start to realize the environment you&#8217;re in when you go through the underbelly, the unfinished areas of the complex. What originally starts off as bland, generic, and unnoticeable ends up turning very oppressive after that part. It helps the atmosphere of paranoia&#8211;because you&#8217;re torn between bright lights that are unsuitable for humans to live in, and an industrial atmosphere you feel you&#8217;re not really supposed to be exploring. That you have to squeeze behind things in order to see some of the side rooms helps to impart the sense that the developers didn&#8217;t even really intend for you to go there, that you&#8217;re actually tricking the game itself.</p>
<p>So Portal 2 begins in what looks like a generic hotel room, the kind of place you&#8217;ve stayed in a dozen times, down to the generic art on the wall. When you wake up and the room has decayed over assumedly hundreds of years, that&#8217;s pulling the rug of the familiar out from under you&#8211;again, an effect they accomplish in only a few minutes. When you go through the decaying, automatic test chambers, there&#8217;s the contrast between the antiseptic and the dangerous industral that&#8217;s embodied in the same room. And when GLADoS awakens&#8230;</p>
<p>&#8230;well it does bolster the theory that theres&#8217; only a handful of test chambers because you see the chambers setting themselves up as you walk into them&#8211;platforms realign, walls form, lasers turn on. It makes the environments feel so much more dynamic than they did in the first, and helps the game feel more intense. You&#8217;re not going through a lazy course that&#8217;s been set up for years. GLADoS is thinking up this stuff and throwing it at you as fast as she can. You two are racing against each other.</p>
<p>&#8211;For that matter, going through the few chambers for the second time, especially GLADoS&#8217;s room&#8211;well I&#8217;m a sucker for when games repeat areas but change them somehow. Certainly movie and book sequels revisit locations, but since games have a much more inherent sense of exploration&#8211;since they&#8217;re literally worlds you inhabit&#8211;altering a location can have a much more dramatic effect. Going through GLADoS&#8217;s chamber, you have the opportunity to examine exactly how much damage you yourself caused.</p>
<p>&#8211;I&#8217;ve often said that I love videogames when they make me feel like I&#8217;m flying. In one level, one of the new pieces&#8211;the Aperture Science Aerial Faith Plate&#8211;is introduced; basically it&#8217;s a catapult. In this particular level, there are two set up at opposite ends of a large pool of water&#8211;each flings you to the other side. I spent literally five minutes jumping from one end to the other and repeating the process, and it was only because it was late and I wanted to get to a chapter break before stopping that I went to the next room. There&#8217;s a feeling of freedom and motion&#8211;the feeling of experiencing something which is impossible in real life&#8211;that the best videogames impart, and it&#8217;s definitely imparted here.</p>
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		<title>Goodbye Droid, Hello Phone That Works</title>
		<link>http://www.secondquest.vg/2011/05/03/goodbye-droid-hello-phone-that-works/</link>
		<comments>http://www.secondquest.vg/2011/05/03/goodbye-droid-hello-phone-that-works/#comments</comments>
		<pubDate>Wed, 04 May 2011 02:00:11 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1961</guid>
		<description><![CDATA[A couple years ago I was in the market for a smartphone. Mostly I wanted something which would let me do email and light internet browsing and stuff, and I also wanted it to serve as my primary MP3 player. While I had an iPod Touch and liked it a lot, I was and still [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/05/Photo-on-2011-05-03-at-21.58-2.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/05/Photo-on-2011-05-03-at-21.58-2-300x225.jpg" alt="" title="Photo on 2011-05-03 at 21.58 #2" width="300" height="225" class="alignleft size-medium wp-image-1963" /></a>A couple years ago I was in the market for a smartphone. Mostly I wanted something which would let me do email and light internet browsing and stuff, and I also wanted it to serve as my primary MP3 player. While I had an iPod Touch and liked it a lot, I was and still am a fairly loyal Verizon customer, so the iPhone was out. </p>
<p>A friend of mine was getting a Droid and he talked it up like it was the second coming. So, when it came time for my upgrade discount, I picked it up.</p>
<p>Big mistake&#8211;the Droid was a huge piece of junk, and I am so disgusted with my experience that I&#8217;m probably never going to own another Android device again.</p>
<p>About three months in, the entire left half of the touchscreen&#8211;which includes the &#8220;back&#8221; button and the area where I kept my messaging and phone icons&#8211;died. I sent it back to Verizon&#8211;one thing I can say is I&#8217;ve always had a good experience with their customer service, which is why they&#8217;ve kept my business&#8211;and received a replacement. This one had a broken sensor&#8211;it constantly registered as if your face were pressed against it. I sent that back; a month later, this third phone&#8217;s charging port died.</p>
<p><span id="more-1961"></span></p>
<p>In general, Android is a terrible platform. I found the software to be very buggy&#8211;programs, including such esoteric ones as the phone, messaging, and included browser sections would crash really often. Syncing it to my computer was murder&#8211;it&#8217;d crash my Macbook a lot. In general, the build quality of the Droid was really poor&#8211;it felt flimsy, the battery cover kept slipping off, and again, I went through four separate phones.</p>
<p>A little over a week ago, the headphones jack completely died. For months, it&#8217;s been very slippery&#8211;if you glared at the headphones it&#8217;d stop recognizing them&#8211;but it finally decided not to recognize input whatsoever. Since an MP3 player was one of my primary reasons for buying the device, this made the Droid even more of a brick. I was due for an upgrade anyway&#8211;I made the jump and bought a snazzy new iPhone.</p>
<p>Now, I&#8217;ve had it for two days, admittedly, but I&#8217;m loving it so far. Obviously I&#8217;m familiar with the device based on my experience with the Touch, but the phone-centric features work pretty well. I spent some time on FaceTime and I&#8217;m really impressed by it&#8211;it didn&#8217;t seem to have any lag from what I could see, and even though it&#8217;s a gimmick I&#8217;ll probably never use it&#8217;s nice to have reminders that I&#8217;m living in the future. </p>
<p>I also really appreciate the fact that syncing doesn&#8217;t require anything more detailed than &#8220;plug in&#8221; (as opposed to the Droid which required an elaborate combination of buttons to get your computer to recognize it and later spit it out), and I like that I don&#8217;t have to babysit the organization of my MP3s&#8211;it&#8217;s REALLY nice to have a frontend to it&#8211;my music is not just randomly dumped into a single folder. It also feels a lot more solid, like it&#8217;s not going to fall apart soon.</p>
<p>I&#8217;m just hoping I don&#8217;t write a &#8220;fuck iPhone&#8221; article in two years&#8217; time, but anyway.</p>
<p>So anyway, obvs I&#8217;m interested in gaming. So far I haven&#8217;t done much&#8211;I picked up Epic Citadel and was sufficiently impressed enough to consider downloading Infinity Blade. If you&#8217;ve got any suggestions of apps or games, let me know&#8211;my page is looking sad and empty right now. N.B. that I played Angry Birds on the Droid and I have no clue where the hype is&#8211;but then again I played it on a Droid, so maybe that&#8217;s it.</p>
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		<title>Cartridge Blowers Episode 92: Foot Tips</title>
		<link>http://www.secondquest.vg/2011/05/02/cartridge-blowers-episode-92-foot-tips/</link>
		<comments>http://www.secondquest.vg/2011/05/02/cartridge-blowers-episode-92-foot-tips/#comments</comments>
		<pubDate>Mon, 02 May 2011 04:00:21 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1951</guid>
		<description><![CDATA[It's been a quiet week in the world of gaming, and so all of our favorite sites are having to find stories where there really aren't any. Writers spent time reporting the fact that Michael Pachter is somehow amazed that the 3DS is not selling well. Several hundred words were spent detailing a misprint in the Mortal Kombat guide. And, oh, something about a security breach on PSN or something--but no one was really paying attention to that one.

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_050211.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>It&#8217;s been a quiet week in the world of gaming, and so all of our favorite sites are having to find stories where there really aren&#8217;t any. Writers spent time reporting the fact that Michael Pachter is somehow amazed that the 3DS is not selling well. Several hundred words were spent detailing a misprint in the Mortal Kombat guide. And, oh, something about a security breach on PSN or something&#8211;but no one was really paying attention to that one.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_050211.mp3">Download the episode</a></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.giantbomb.com/news/psn-hacked-what-sonys-security-breach-means-for-you-and-what-comes-next/3092/">PSN Hacked: What Sony&#8217;s Security Breach Means for You (And What Comes Next)</a></p>
<p><strong>Analysis Paralysis</strong><br />
<a href="http://www.wired.com/gamelife/2011/04/nintendo-3ds-sales/">Nintendo Didn’t Expect 3DS Sales to Drop Like This</a></p>
<p><strong>Minority Retort</strong><br />
<a href="http://pc.ign.com/articles/116/1164711p1.html">Fake or Gay: Yoshi and Turok</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://gaygamer.net/2011/04/game_rentals_coming_soon_to_a.html">Game Rentals Coming Soon To A Redbox Near You</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.vg247.com/2011/04/26/report-obsidian-hit-with-redundancies/">Report – Obsidian hit with redundancies</a></p>
<p><strong>We Like You!</strong><br />
<a href="http://www.seriousgamessource.com/item.php?story=34327">Bill &#038; Melinda Gates Foundation Invests Over $20M In Educational Tools And Games</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://kotaku.com/#!5795686/error+riddled-mortal-kombat-guide-wont-get-reprint-due-to-economics">Error-Riddled Mortal Kombat Guide Won’t Get Reprint Due to &#8220;Economics&#8221;</a></p>
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		<title>Take Your Medicine, Sony</title>
		<link>http://www.secondquest.vg/2011/04/27/take-your-medicine-sony/</link>
		<comments>http://www.secondquest.vg/2011/04/27/take-your-medicine-sony/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 15:31:56 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1945</guid>
		<description><![CDATA[So, the PSN Debacle. Any time the phrase &#8220;The Hackers&#8221; comes out I tend to roll my eyes a little bit&#8211;I guess Hollywood&#8217;s done its job by making them come across as super-lame. I mean we all saw Hackers, The Matrix, The Net&#8211;they were cheesy good times and they did a great job of making [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/479px-Extra_Strength_Tylenol_and_Tylenol_PM.jpg"><img class="alignleft size-medium wp-image-1946" title="479px-Extra_Strength_Tylenol_and_Tylenol_PM" src="http://www.secondquest.vg/wp-content/uploads/2011/04/479px-Extra_Strength_Tylenol_and_Tylenol_PM-239x300.jpg" alt="" width="239" height="300" /></a></p>
<p>So, the PSN Debacle.</p>
<p>Any time the phrase &#8220;The Hackers&#8221; comes out I tend to roll my eyes a little bit&#8211;I guess Hollywood&#8217;s done its job by making them come across as super-lame. I mean we all saw Hackers, The Matrix, The Net&#8211;they were cheesy good times and they did a great job of making hackers in general come across as cartoonish, either godlike geniuses or moustache-twirling villains who won&#8217;t give you your life back unless you give them the disk.</p>
<p>But now we&#8217;ve got an actual issue, and as of the time of this writing it&#8217;s taken over a week&#8211;a full week!&#8211;and Sony&#8217;s still not really sure of the extent of the damage that&#8217;s been done, or if they are, they&#8217;re not saying.</p>
<p><a href="http://faq.en.playstation.com/cgi-bin/scee_gb.cfg/php/enduser/std_adp.php?locale=en_GB&amp;p_faqid=5593">The FAQ on Sony&#8217;s site</a> states that they learned about the security breach &#8220;between April 17 and April 19&#8243;. They remained vague about it until the 22nd, when they finally admitted there was an external breach. The next few days had several similar vague announcements&#8211;we&#8217;re trying to figure it out, we&#8217;re looking into it.</p>
<p><span id="more-1945"></span></p>
<p>On the 25th, Sony&#8217;s forensic analysts determined that there was indeed a breach and that user data was indeed compromised&#8211;a <a href="http://blog.us.playstation.com/2011/04/26/clarifying-a-few-psn-points/">post from Patrick Seybold</a> explained that they waited until they were sure about the extent of the breach to communicate about it. Why they waited an extra day until the 26th to finally confirm things, I haven&#8217;t found any information on.</p>
<p>While The Hackers may have dealt the initial blow&#8211;ruining the PSN&#8217;s security and causing all of this downtime&#8211;Sony&#8217;s done nothing but shoot themselves in the foot. Do they not have an emergency communications team? If they don&#8217;t, there are consultative firms who specialize in this sort of thing. The second&#8211;the second!&#8211;that Sony realized that there had been an intrusion they should have been on the phone to both security and emergency communications firms, both who would have advised the action that Sony took&#8211;shutting down the network.</p>
<p>A statement should then have been immediately released, mentioning the possibility of an external intrusion, that the network was being shut down as a protective measure, and that an investigation to determine the scope of the breach was underway. Sony should have been releasing press releases every few hours, even if no new information existed, detailing what was going on in the investigation. They should have immediately cautioned users about possible fraudulent emails, suggested monitoring of credit card accounts, etc. They shouldn&#8217;t have gone for the better part of a week without giving any concrete information, and they CERTAINLY shouldn&#8217;t have sat on the news of compromised date for a day.</p>
<p>Compare this to the <a href="http://www.aerobiologicalengineering.com/wxk116/TylenolMurders/crisis.html">1982 Tylenol poisonings</a> which are nearly universally considered to be an exemplary model of how to handle crisis PR. The reason you&#8217;re able to buy a bottle of Tylenol today is because of how well Johnson and Johnson handled it&#8211;when the incidents initially happened, many analysts believed that the brand would be too tainted to be commercially viable.</p>
<p>In the fall of &#8217;82, several people took Tylenol and died within a few hours. The connection was discovered quickly and it was determined that the pills had contained something in the neighborhood of ten thousand times the lethal dose of cyanide. They determined that the poison did not get into the capsules at the manufacturing plants, that several different manufacturing lots were involved, and that the pills were purchased from five different stores. While it seemed that the incidents were isolated to the Chicago area, Johnson and Johnson considered it a national crisis&#8211;for obvious reasons, people across the country were avoiding the brand.</p>
<p>Johnson and Johnson immediately offered to work with the FDA, the FBI, and the local police to assist with the investigation. Even though it was determined that the deaths were the responsibility of a random poisoner who was unconnected with the company, J&amp;J made it their duty to pull advertising and warn the public. They instituted a nationwide recall of all Tylenol products. I remember my mother telling me that when it happened, there was a spokesperson constantly on the news updating people about what steps the company was taking. Instead of distancing themselves from what was happening&#8211;again, given that it wasn&#8217;t directly their fault, they could have, and most companies at the time would have taken that option&#8211;they took an active role in the public&#8217;s safety and were rightly praised for the demonstration of care for their customers.</p>
<p>Within six weeks, Tylenol reappeared on shelves with new seals on its packaging&#8211;that&#8217;s why today when you buy most over-the-counter medication you have to go through the cotton and the plastic seal and the box. They heavily discounted the price of the medication and launched a completely new advertising campaign. All told, Johnson and Johnson lost millions in the short term between the recall and the pulling of advertising and the new campaign and the discounts, but they not only preserved but even improved their reputation by their handling of the crisis. The corporate philosophy placed its customers first&#8211;the company felt a sense of responsibility towards the well-being of those who were using its products and believed that their welfare was more important than the company&#8217;s. That they did everything in their power to help customers feel safe and communicate transparently what was going on demonstrated this, and customers responded very well.</p>
<p>The PSN outage does not directly threaten anyone&#8217;s life, but financial and residency information is threatened. It&#8217;s not directly Sony&#8217;s fault that there was an intrusion&#8211;but it&#8217;s Sony&#8217;s responsibility to make its customers feel safe. Sony&#8217;s corporate philosophy is clear&#8211;it places itself above its customers. It should be admitting its problems and letting us know what steps it&#8217;s taking to fix it&#8211;to beef up security, to investigate the extent of the damage. Instead, it reminds me of a kid who accidentally breaks a vase and, fearful of getting punished, stacks the pieces together and hopes no one will notice.</p>
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		<title>Cartridge Blowers Episode 91: The Hell With You, Valve</title>
		<link>http://www.secondquest.vg/2011/04/25/cartridge-blowers-episode-91-the-hell-with-you-valve/</link>
		<comments>http://www.secondquest.vg/2011/04/25/cartridge-blowers-episode-91-the-hell-with-you-valve/#comments</comments>
		<pubDate>Mon, 25 Apr 2011 04:00:52 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1940</guid>
		<description><![CDATA[In the Amazon lurks a tiny fish known as the Candiru. This fish is parasitic, just like analysts such as David Edery are parasites on the videogame industry. They cause extreme pain to those affected, much as it pained Sony to finally kill the PSPGo. Removal is awkward, just as the appearance in Polish Playboy of a character from The Witcher 2 is awkward. Frankly, in a just universe the Candiru would not exist, just as the bowling ball accessory for the Playstation Move should not exist. The world of videogames and the world of nature are both very strange places. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_042511.mp3">Download the episode</a>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>In the Amazon lurks a tiny fish known as the Candiru. This fish is parasitic, just like analysts such as David Edery are parasites on the videogame industry. They cause extreme pain to those affected, much as it pained Sony to finally kill the PSPGo. Removal is awkward, just as the appearance in Polish Playboy of a character from The Witcher 2 is awkward. Frankly, in a just universe the Candiru would not exist, just as the bowling ball accessory for the Playstation Move should not exist. The world of videogames and the world of nature are both very strange places.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_042511.mp3">Download the episode</a></p>
<p></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.rockpapershotgun.com/2011/04/19/lets-address-some-portal-2-nonsense/">Let’s Address Some Portal 2 Nonsense</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://kotaku.com/#!5793843/its-official-the-pspgo-is-dead">It’s Official, The PSPgo Is Dead</a></p>
<p><strong>Analysis Paralysis</strong><br />
<a href="http://www.gamasutra.com/view/news/34197/Edery_Nintendo_Had_Better_Watch_Out_For_Apple_Google_.php">Edery: Nintendo Had Better Watch Out For Apple, Google </a></p>
<p><strong>Minority Retort</strong><br />
<a href="http://kotaku.com/#!5793138/the-witcher-2-casts-a-spell-on-polish-playboy">The Witcher 2 Casts A Sexy Spell On Polish Playboy</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://kotaku.com/#!5793193/introducing-the-ps3s-answer-to-the-wii-bowling-ball">Introducing the PS3’s Answer to the Wii Bowling Ball</a></p>
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		<title>Lost in Shadow: Day 2</title>
		<link>http://www.secondquest.vg/2011/04/20/lost-in-shadow-day-2/</link>
		<comments>http://www.secondquest.vg/2011/04/20/lost-in-shadow-day-2/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 03:43:57 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1935</guid>
		<description><![CDATA[I&#8217;m really having a hard time not comparing Lost in Shadow to ICO&#8211;given the aesthetic, it invites the comparison. It&#8217;s not presented as well as ICO is&#8211;for one, ICO&#8217;s shadow creatures are inky, smokelike particles that just look wrong and harmful&#8211;there&#8217;s something almost cancerous about them. The shadow creatures here are&#8230;basically grey.There&#8217;s too many fights, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/lostinshadow1294374795.jpg"><img class="alignleft size-medium wp-image-1936" title="lostinshadow1294374795" src="http://www.secondquest.vg/wp-content/uploads/2011/04/lostinshadow1294374795-300x180.jpg" alt="" width="300" height="180" /></a>I&#8217;m really having a hard time not comparing Lost in Shadow to ICO&#8211;given the aesthetic, it invites the comparison. It&#8217;s not presented as well as ICO is&#8211;for one, ICO&#8217;s shadow creatures are inky, smokelike particles that just look<em> wrong</em> and harmful&#8211;there&#8217;s something almost cancerous about them. The shadow creatures here are&#8230;basically grey.There&#8217;s too many fights, for that matter&#8211;where ICO gave you fights as a pacing device&#8211;each of the battles were setpieces, really&#8211;this game just throws enemies as general obstacles.</p>
<p><span id="more-1935"></span></p>
<p>The quality of writing is very different as well&#8211;where ICO featured cryptic, often one-sided dialogue, and only at crucial junctures, this features you collecting little &#8220;memories&#8221;&#8211;one-or-two sentence fragments which basically amount to &#8220;Boy, being a shadow is weird and scary!&#8221; I just came upon a little cutscene monologue&#8211;I have no idea who&#8217;s supposed to be saying it, what it&#8217;s referring to, or what the point of it is, because I&#8217;m not playing this one for the story, but it&#8217;s&#8230;poorly written. I don&#8217;t really get the sense that the team paid much attention to the storyline themselves&#8211;they were more concerned with creating levels and things, which is fine, but why include it at all in this case? Videogames must have a storyline, seems to be the thinking, so let&#8217;s include one. Fact is, they could have simply presented us with completely plotless levels and it would be a lot stronger&#8211;the game is just an examination of concepts of light and shadow, the end.</p>
<p>But I guess the biggest issue is&#8211;okay, here it comes up again&#8211;Sense of Place. ICO is&#8230;well, again, I could probably find my way out of that castle if I found myself in there. The logic behind its design is not my logic, and yet there&#8217;s a sense of consistency and purpose guiding it all. I have no idea what all of the (largely empty) rooms are for&#8230;but whoever designed the castle certainly did. The place is very well-laid-out&#8211;all of the rooms fit together. Some of the best parts of the game involve seeing a tower from one part of the castle and then actually traveling there later. You&#8217;re presented with an actual physical space to explore&#8211;the setting is a character in its own right, and I love that game for it.</p>
<p>Lost in Shadow takes place inside a tower that you have to ascend. There&#8217;s no real rhyme or reason to any of it. To give a very specific example, I&#8217;m on the 25th floor&#8211;the block of floors I&#8217;m in is the Reservoir. Floor 25 is called the Sewage Treatment.</p>
<p>WHAT IS A SEWAGE TREATMENT PLANT DOING ON THE 25TH FLOOR. THERE IS NO REASON FOR IT TO BE ON THE 25TH FLOOR. IT SHOULD BE IN THE BASEMENT WHERE IT BELONGS.</p>
<p>Levels are more laid out based on what would provide a platforming challenge rather than by what would make logical sense. Now, I&#8217;m all for design based on challenge&#8211;my apartment building, for example, would not make a remotely interesting videogame level&#8211;but I don&#8217;t see why one should be sacrificed for the other. The goal isn&#8217;t to directly model the real world, but rather to create a world in its own right. When a game takes place in a single confined space, when you place a focus on setting, you need to make that setting feel real. Let&#8217;s face it&#8211;the mansion from Resident Evil wouldn&#8217;t work as a functional house in real life, but that game characterizes the setting well enough (especially for its time) that you feel like you&#8217;re there. That Lost in Shadow just kind of slaps its levels together is part of where it fails. If they hadn&#8217;t tried to make the story and setting feel like they mattered, it might have succeeded much better.</p>
<p>It&#8217;s odd&#8211;I think I&#8217;m suggesting that the game&#8217;s biggest failure is that it tried to be more than it is.</p>
<p><em> </em></p>
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		<title>First impressions: Lost in Shadow</title>
		<link>http://www.secondquest.vg/2011/04/19/first-impressions-lost-in-shadow/</link>
		<comments>http://www.secondquest.vg/2011/04/19/first-impressions-lost-in-shadow/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 02:32:48 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1931</guid>
		<description><![CDATA[From a certain angle Lost in Shadow is hopelessly derivative. “Hello,” the art direction says. “Remember ICO? I sure do. Here is a game that looks exactly the same.” And indeed&#8211;same color palate, same ruined castle thing, same interplay of light and shadow. It’s not as good a game as ICO of course&#8211;it’s a lot [...]]]></description>
			<content:encoded><![CDATA[<p>From a certain angle Lost in Shadow is hopelessly derivative. “Hello,” the art direction says. “Remember ICO? I sure do. Here is a game that looks exactly the same.” And indeed&#8211;same color palate, same ruined castle thing, same interplay of light and shadow. It’s not as good a game as ICO of course&#8211;it’s a lot more obvious about telling its story (there’s little “memories” scattered around which are a few lines of interior monologue from the protagonist, almost all of which amount to “boy, it’s sure a strange situation I’m in here!” so far), there isn’t as much architectural care in the design, and I remember ICO being an orgy of glorious sunlight. I don’t find myself coming close to squinting here&#8211;though of course it’s been nearly 10 years since I’ve played that and it’s quite possible that the likes of Nier and Castlevania: Lords of Shadow have surpassed it and that I’m remembering it inaccurately. (I’ll have to give the game another play to see.)</p>
<p><span id="more-1931"></span></p>
<p>The plot, too, seems like a riff on ICO&#8211;you’re a dude who’s in a castle and you’ve been brought there to be sacrificed or something. You fight shadow enemies. At one point you get a sword. Yes, yes, that all happens in other games&#8211;but it seems like not only were they not trying to hide their influence, they’re almost blatantly flaunting the homage.</p>
<p>But, you know, you could do a lot worse than imitate ICO, and let’s face it, that’s one of the reasons I bought the game in the first place&#8211;the screenshots and videos I’d seen of it hit that part of my brain that remembers that ICO is, indeed, my favorite game, and that it’s been grey and rainy outside for what feels like weeks and I could use some sunlight.</p>
<p>Lost in Shadow is a platformer&#8211;general “climb and jump around” and “bop things with your sword” and “find stuff to get to the next level”, but the twist, and what saves the game from being completely unoriginal, is that you play a shadow and the platforms are the shadows of the elements in the world. It’s&#8230;strange, in practice. The entire game takes place in the background, really&#8211;pillars and platforms and pipes are in the foreground and you have to pay attention to what’s projected on the wall. But there’s kind of a dual-layer gameplay going on. Many of the puzzles are based on manipulating the physical realm in order to change the shadows. So you’ll move an object to change its shadow, or shift the light source around so it casts the shadows from a different angle, or shift the view to change around the platforms.</p>
<p>I’m early on, and as a result I’m not particularly sure if, in practice, it’s any different from any other platformer. I’m thinking, at the end of the day, it’s going to be fairly simple and ultimately not worthy of much consideration or contemplation. I guess I’ll weigh in when I’m finished. I’ve lately been very interested in games which examine their concept in exhaustive detail&#8211;which give a relatively simple premise and put the engine through all possible paces. (Ghost Trick is a good example&#8211;nearly the entire game is based on “move here/make objects do something”, and yet by the end those two basic verbs have combined in a lot of novel ways.) With luck, this’ll turn out to be one of those.</p>
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		<title>Dragon Age II</title>
		<link>http://www.secondquest.vg/2011/04/18/dragon-age-ii/</link>
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		<pubDate>Mon, 18 Apr 2011 04:01:10 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

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		<description><![CDATA[Dragon Age II--a tiresome slog through tedium and insult, or a tedious slog through exhausting insults?]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/da2_chantry.jpg"><img class="aligncenter size-medium wp-image-1851" title="da2_chantry" src="http://www.secondquest.vg/wp-content/uploads/2011/04/da2_chantry-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&#8220;If the Metacritic isn&#8217;t where we want it to be, and honestly our goal as a studio is to try and aim more for 90, then our next step will be to, very easily, go through those reviews, go through fan feedback, especially over some time &#8211; as opposed to the day-one initial response &#8211; and look at that in a measured way and say, what didn&#8217;t work, what did work, where did we go too far, where did we not go far enough, where was there just an inherent dissonance, and try to refine the experience and try to move forward for any future products.&#8221;&#8211;<a href="http://www.eurogamer.net/articles/2011-03-10-biowares-mike-laidlaw-a-defence-of-dragon-age-ii-interview">Mike Laidlaw, lead designer of <em>Dragon Age II</em></a></p>
<p>Videogames, and indeed all works of narrative fiction, are built upon a lie—the lie of believability. When you&#8217;re asked to put yourself in the shoes of someone who can murder thousands of people with fireballs launched from their hands, it&#8217;s important that it all hangs together with some sort of internal logic. <em>Dragon Age II </em>completely throws that out the window, so much so that at first I thought it must have been deliberate. It&#8217;s not. It&#8217;s just careless laziness built upon a desire to fashion a game to receive a particular review score. There is nothing in this game that feels organic. Its disparate elements all feel as though the designers collated the incoherent mewlings of focus groups, pasted any elements that received praise into the design document for <em>Mass Effect 2</em>, took out guns and added swords, and hoped for the best.</p>
<p>The easiest place to see this is in the combat system. In <em>Dragon Age: Origins</em>, we were treated to a modern version of the classic isometric tactical pause-and-play battle system popularized by Bioware in titles like <em>Baldur&#8217;s Gate</em>. This was by design&#8211;Laidlaw has stated that a&#8211;perhaps the&#8211;design goal of the Dragon Age series was to pay homage to the classic Infinity Engine RPGs that Bioware made its name on. <em>Dragon Age II</em> scraps that entirely. The camera cannot be pulled far enough back to give any sort of clear view of the field of battle, and at any rate, it doesn&#8217;t matter—instead of a fixed number of enemies, they now come in waves. So many enemies, in fact, that battles become a tiresome slog against hordes of nameless, faceless trash mobs. The game tells you to tactically place your warriors in choke points so as to protect your rogues and mages—which, of course, is impossible, as the game will just have a new wave of combatants appear directly behind your carefully-placed battle lines. This also insults my intelligence—human templars will drop from rooftops, bandits will run up stairs from what I can only assume is hundreds of yards away (using their cell phones to coordinate attacks, perhaps?), and angry Qunari will, perhaps worst of all, literally appear out of thin air. This would not be a problem, of course, if the combat were fun—but it&#8217;s not. It&#8217;s tiring and joyless, with the only small thrills to be found in massive clouds of blood spouting from your enemies and hacked-off limbs flying through the air. But it&#8217;s an adolescent thrill&#8211;and frankly, it’s embarrassing that this is all the combat has to offer.</p>
<p>Aside from the failings of the combat system, <em>Dragon Age II</em> shows a curious lack of polish in the internal consistency of the world. To wit: The first 15 to 20 hours of the game are spent preparing for an expedition to the Deep Roads—an underground world built by the dwarves that for thousands of years has been overrun with monsters called “darkspawn”. At the end of this section, my character’s sister Bethany had been infected with “the taint”&#8211;the blood of those monsters, which is, of course, fatal. (Typing this all out, incidentally, makes me realize that this is some of the most ridiculously embarrassing writing to be found in videogames.) The game presents a few options: let her die, bring her to the surface and try to save her life, or, if a certain character is in the party, have her taken to the Gray Wardens, a group that ingests darkspawn blood in order to fight them. I chose the last option, and Bethany was whisked away for the rest of the game. It&#8217;s made clear that she&#8217;s angry about it. Bitter about it. The game&#8217;s codex even states that Bethany is furious with my character and refuses to correspond with her. Fine, except that later there’s a friendly letter from Bethany waiting in the mailbox, one which makes it seem that she’d been cheerily writing all along.</p>
<p>Even worse: you and your traveling companions are beset upon by literally hundreds of bandits over the course of the game. These bandits appear out of nowhere in multiple waves, sometimes four separate waves in a single battle. It seems that one half of the city&#8217;s population must be engaged in banditry. The city has a police force—one of your companions is the captain of the city guard&#8211;and yet, apparently their only function is to appear in cutscenes, quietly emoting. One would think that insomniacs being murdered left and right while out for an innocent midnight stroll would be cause for alarm, but the game never makes any issue of it whatsoever. The bandits seem there simply to give the player something more to kill.</p>
<p>Even worse: In the world of Dragon Age, mages are deemed to be dangerous individuals that at the drop of a hat can turn into horrible abominations that indiscriminately slaughter people, so they are sequestered away in “the Circle” and policed by a group of warriors called templars. Two (perhaps three if your character is not a mage) of your companions are so-called “apostate” mages—that is, mages that have escaped the Circle and are ostensibly hunted by templars. One of those mages is the worst of the worst—a “blood mage”, or a mage that has made a deal with a demon. We are led to believe that the taboo against blood magic in this world is emotionally similar to pedophilia in ours—and yet, when your response to being attacked in the city streets in broad daylight is to let loose with fireballs, call lightning from the sky, and perform acts of blood magic, no one so much as bats an eye. You can talk to a templar with people standing next to you that may as well be screaming “I&#8217;M AN APOSTATE MAGE” and the templar won&#8217;t even notice.</p>
<p>Even worse: In the game, your character rises from a penniless refugee to become the “Champion of Kirkwall”, the person who hacks and slashes and burns her way through hundreds, perhaps thousands, of bandits, demons, soldiers, dogs, who challenges the leader of a group of powerful warriors to single-handed combat and wins, and yet after all of this, is still challenged by people who stand around and say things like “Ah, the Champion of Kirkwall, I cannot let you live” and then within seconds are dead by your hand. These people would not act like this&#8211;these people would run.</p>
<p>But enough of this. Let&#8217;s turn our attention to the characters. Bioware is rightly known for the quality of the writing in its games—its writers create fleshed out worlds deep in lore, memorable characters, and believable dialogue and situations that ground those characters in that world. Bioware’s last major game, <em>Mass Effect 2</em>, is one of the few transcendent works of art to ever appear in this medium to date. The game&#8217;s companions are beautifully written and eerily human, and I grew to like, then respect, then care for, then fear for them all.</p>
<p>None of that is found in <em>Dragon Age II</em>. Almost to a person, everyone seems brain-dead. Save for perhaps Varric, the rogue dwarf and narrator of the game, your companions are conceptually faceless, uninteresting embodiments of almost unrelenting tedium. I found myself being mean (or, more accurately, choosing the “mean” dialogue option) to almost all of them, just because I was so bored by the whole affair. A few of the companions from Dragon Age: Origins appear briefly in this game, and I was surprised at how their appearances arose in me a feeling of almost unbridled joy&#8211;and not a little embarrassment. These are people I as a player spent over 80 hours with, people I had befriended—and here they were, a few years later, seeing me hanging around with the creepy guy from down the street. And the hell of it is, I didn’t even like <em>Dragon Age: Origins</em> all that much—the fact that I felt this way about the companions from that game appearing in the sequel speaks much more to the quality of the writing in <em>Dragon Age II</em> than to how much I enjoyed <em>Dragon Age: Origins</em>.</p>
<p>The companion quests in this game are some of the most pointless exercises in busywork I&#8217;ve ever encountered in a videogame. Perhaps the best example is the one where Anders, the mage Gray Warden who is bonded to a spirit of Justice, asks you to literally crawl through the sewers collecting human excrement. A better or more apt analogy for these quests could not be made up—and at the end of the quest, nothing happens, because nothing can happen, because whether you do the quest or not, Anders later does something because the plot demands it of him. The quest is designed in such a way as to suggest player agency—you can help Anders, or you can choose not to. But whether you do so or not, Anders will always have the means to perform his final dramatic action—a fact which makes a mockery of the structure of the entire game.</p>
<p>The characters are where it&#8217;s easiest to see the <em>Mass Effect 2</em> influence. That was a game where the main quest was subordinate to the character-driven sidequests—the game was about exploring the emotions of command and of having to send people you care about into dangerous situations. <em>Dragon Age II</em> borrows that structure, but the companions are so underwritten that the game has no emotions to hang it on. Their personalities feel like checkmarks on a list. There is nothing there because Laidlaw had no reason to design them that way—he was simply following a formula. But game design is an artistic endeavor, not a math problem. Look at the way in which you tell whether or not your companions like you: In <em>Mass Effect 2</em>, that knowledge comes from talking to them, from observing how they talk to you, and from what they talk to you about. It&#8217;s completely organic and helps them to feel like real people. In <em>Dragon Age II</em>, you know if your companions like you or not based on their friendship score. It&#8217;s a world populated by automatons.</p>
<p>The existence of Metacritic has caused a system to come into being where a game’s success is measured by a meaningless number. It&#8217;s not a bad idea to design sequels to address the criticisms of previous games. However, this has gone too far. Instead of fixing problems or striving to make a game better, we have developers who design games in order to try and get a certain Metacritic score. This brings us to a troubling point: <em>Dragon Age II</em> is what Laidlaw sees as a near-perfect game. He looked at the criticisms of <em>Dragon Age: Origins</em> and decided that instead of trying to fix them, he would simply copy what he thought people liked about <em>Mass Effect 2</em>. Because it got a higher score than <em>Dragon Age: Origins</em>, it must be a better game. This is exactly backwards.</p>
<p>I will be very clear here: this is Mike Laidlaw&#8217;s fault. Remember his quote that opened this review? This is the game that results from chasing a score. I don&#8217;t for one second believe that Laidlaw has any real conception of what he wants the Dragon Age series to be—the first game was described as a “spiritual successor” to <em>Baldur&#8217;s Gate</em>, and <em>Dragon Age II</em> is obviously supposed to be a fantasy <em>Mass Effect 2</em>. But everything, everything about this game screams “focus group”. People like blood and frantic combat—okay, let&#8217;s give them that. People like tactical combat and party mechanics—okay, let&#8217;s give them that. People didn&#8217;t like the fact that your character was mute—okay, let&#8217;s give him or her a voice. People liked <em>Mass Effect 2</em>—okay, let&#8217;s make this game the fantasy <em>Mass Effect 2</em>. Except that Laidlaw can play the notes, but not the music.</p>
<p>This is the game that results from treating this medium like a product. And don&#8217;t misunderstand me—I don&#8217;t play a game for 38 hours if I&#8217;m not intrigued in some way. But it was a grueling slog to get through Dragon Age II—the only thing that really carried me through the game was a sense that I wanted to see what horrible thing would be inflicted upon me next. Or the one or two actual human moments in the game—but those are few and far between. There’s a wonderfully touching and funny sequence at about the mid-point of <em>Dragon Age II</em> which involves Varric recounting the story of how he and your character found Varric’s turncoat brother. To say more would ruin the surprise. This sequence alone shows that this medium can do so much more than this game. Perhaps for <em>Dragon Age III</em>, Laidlaw can produce a game that does so. I tend to doubt it, though—he wants that 90 on Metacritic.</p>
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		<title>Let&#8217;s Edit: Owen Good&#8217;s &#8220;Promoter Sues Microsoft Over Kinect Launch Event&#8221;</title>
		<link>http://www.secondquest.vg/2011/04/18/lets-edit-owen-goods-promoter-sues-microsoft-over-kinect-launch-event/</link>
		<comments>http://www.secondquest.vg/2011/04/18/lets-edit-owen-goods-promoter-sues-microsoft-over-kinect-launch-event/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 04:00:59 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[letsedit]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1814</guid>
		<description><![CDATA[You'd think a master's from the Columbia School of Journalism and a cushy job as a weekend editor would mean you knew when to do research. For Kotaku's Owen Good, this is not necessarily the case.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/Citizen-Kane-thumb-560xauto-23607.gif"><img class="alignleft size-medium wp-image-1828" title="Citizen-Kane-thumb-560xauto-23607" src="http://www.secondquest.vg/wp-content/uploads/2011/04/Citizen-Kane-thumb-560xauto-23607-300x212.gif" alt="" width="300" height="212" /></a>A lot of factors go into a poor piece of writing. Shaky command of the language is one of them&#8211;there&#8217;s nothing worse than a writer who can&#8217;t write. Undeveloped thoughts are another&#8211;if you don&#8217;t go in with an idea of what you want to say, your writing will be formless and incoherent. Far more dangerous is when an article looks good on the surface but is incomplete&#8211;points are unresearched and certain issues are not addressed. When, as happens so often on videogame sites, the research phase consists of &#8220;let&#8217;s find a press release or an article on another site&#8221; and the writing phase is simply &#8220;let&#8217;s paraphrase it sentence-by-sentence and hope no one notices&#8221;, these problems deepen. It&#8217;s like a game of telephone: If you&#8217;re simply rewriting an article which might not have been the most complete to begin with, any factual errors or omissions will only be compounded.</p>
<p>This isn&#8217;t always entirely the writers’ fault. Someone needs to edit the article. Whether it&#8217;s rewriting sentences that don&#8217;t flow as well as the writer intended, correcting factual errors, or pointing out areas which should be developed further, all formal pieces of writing need that editorial pass&#8211;all writing is bad until it&#8217;s been fixed by a good editor. That most videogame journalism is bad indicates that most of its editors don&#8217;t really do anything&#8211;or that they certainly don&#8217;t do it well.</p>
<p>Owen Good&#8217;s April 10, 2011 Kotaku article &#8220;<a href="http://kotaku.com/#!5790629/promoter-sues-microsoft-over-kinect-launch-event">Promoter Sues Microsoft Over Kinect Launch Event</a>&#8221; commits nearly all of those sins I mentioned earlier&#8211;there are several sentence-level errors, it&#8217;s essentially a direct rewrite of <a href="http://www.adweek.com/aw/content_display/news/digital/e3icf75d0136ce9bc6cec33ae7672ad3d96">an article from AdWeek</a>, and Good does not do any additional research or probe any deeper. Good is Kotaku&#8217;s weekend editor, but it doesn&#8217;t seem as if he took that role seriously for his own article. A read-through of the piece makes it very clear that there&#8217;s a lot more work that needed to be done. Let&#8217;s edit.</p>
<p>(Original text of the post in <em>italics</em>. My comments in <strong>bold</strong>.)</p>
<p><em>Remember the Times Square launch event for Kinect last fall?</em> <strong>[Beginning with a yes/ no question is a very lazy way to start an article. In addition, I--and many of your readers--don't remember the launch event. Who was there? What happened? When was it? While you should have looked up some first-hand accounts of the event, your single source--the AdWeek article, which isn’t a first-hand account--includes a summary of what occurred.]</strong> <em>It took some begging, pleading, and cold hard cash just to happen, when the cops made the a last-minute discovery: a The full- blown concert didn&#8217;t have the requisite permits.</em><strong> [This entire opening is unclear. You seem to use the word “event” to refer to both the whole event--demos, performances, sales--and to just the concert. As a result, I can’t tell from your description what exactly the police wanted to shut down.]</strong> <em>The promoter who made all the bad stuff go away <strong>[Don’t try to be cute]</strong> says Microsoft owes him $63,000 for it.</em> <strong>[Misleading. The lawsuit is against three parties--Microsoft, the ad agency Mother, and Microsoft executive Craig McNary. The three parties combined allegedly owe the promoter roughly $63,000.]</strong></p>
<p><em>When Ne-Yo [pictured]</em> <strong>[Notice how AdWeek first refers to him as "R&amp;B singer Ne-Yo". Don't assume that your readership, which is international, knows that Ne-Yo is an American singer]</strong> <em>showed up to serenade the crowd waiting to buy the first Kinect</em> <strong>[Were they only selling one?]</strong> <em>sold in North America, the gathering became something a little more complex than what police had been told to expect.</em> <strong>[It didn't become more complex. The police allegedly weren’t given all the information.]</strong> <em>The event coordinator, the agency P.R.omotion!, &#8220;sweet-talked the NYPD and promised to pay $45,000 in fines,&#8221; if they let it continue, reports AdWeek.</em></p>
<p><em>Now the company has sued Microsoft, a New York ad agency,</em> <strong>[The AdWeek article names the ad agency--Mother. Why did you leave it out of your article?]</strong> <em>and the Microsoft Xbox executive Craig McNary, for stiffing them on the back end. P.R.omotion</em> <strong>[The company has an exclamation point in the name (P.R.omotion!). Be consistent and use their correct name.]</strong> <em>says the three parties should pay the $63,150 it absorbed in fines, legal fees and other costs associated with fixing everything.</em> <strong>[Much of the lawsuit hinges on whose responsibility it was to file the permits. The implication is that the defendants were in charge of completing the proper paperwork and paying the appropriate fees, and that, for whatever reason, they did not do this. P.R.omotion! negotiated with the authorities and paid the fines so that the concert could continue; its case is based on its belief that the fault lies with Microsoft, Mother, and McNary and, therefore, it is their responsibility to pay the fines. But who does the fault lie with, exactly? Do some research here: Did P.R.omotion! make a mistake, did Microsoft/McNary, or did Mother?]</strong></p>
<p><em>&#8220;I&#8217;ve never had to do this, ever, and my clients are the biggest in the country,&#8221; Tom Hennigan, P.R.omotion&#8217;s [“P.R.omotion!’s”] owner, told AdWeek. &#8220;It&#8217;s unfortunate that this happened.&#8221;</em><strong> [What function does this quote serve? Why did you include it? It serves no purpose in your article.]</strong></p>
<p><em>Hennigan says he warned everyone that New York authorities didn&#8217;t like surprises.</em> <strong>[I realize you're trying to avoid plagiarism and so you simply paraphrased the AdWeek article's sentence "Hennigan’s company claims in its suit that it stressed to Microsoft and Mother that the city was highly adverse to changes", but that's slightly different from what seems to have happened. They didn't simply "surprise" the city of New York--they didn’t file the required permits.]</strong> <em>Thirty minutes before the first Kinect was sold, police threatened to shut the whole thing down because no one said Ne-Yo would be there.</em> <strong>[Phrased this way, it seems almost like the issue had something to do with the police not being fans of Ne-Yo. I'd assume that Ne-Yo's performance classified the event as an outdoor concert, and that outdoor concert permits had not been filed--but finding this out is your job.]</strong> <em>Says P.R.omotion&#8217;s</em> <strong>[“P.R.omotion!’s”]</strong> <em>lawsuit, McNary directed the planner to &#8220;negotiate with the city to ensure that the event would proceed.&#8221;</em></p>
<p><strong>Microsoft and the other ad agency named both declined comment to AdWeek. [Not only should Kotaku have sources at Microsoft to whom you could talk, <em>this sentence is factually untrue</em>. While AdWeek was indeed unable to get a quote from Microsoft, they did speak to someone at Mother. The final paragraph of the AdWeek article reads, in part: “‘We asked P.R.omotion! to provide back up invoices or receipts for said fine and he was unable to provide them,’ said Tom Webster, a partner at Mother. ‘This is something we'd prefer to handle out of court.’"]</strong></p>
<p>At the end of the day, we&#8217;re left with one important question: What, exactly, is the point of this article? We see this all the time at sites like Kotaku: An article which consists of a paraphrased press release, of a rewritten interview, of another writer&#8217;s reportage&#8211;with no added original content. Owen Good&#8217;s writeup adds nothing to the AdWeek article. AdWeek concentrates on the story from a public relations and marketing perspective. Kotaku&#8217;s readers and writers are interested in videogame culture. And yet, this treatment of the story does not add anything from that perspective. In fact, Good’s article also seems directed towards advertising professionals rather than videogame fans. There is literally nothing to this rewrite that could not have been accomplished with a brief summary and a link to the AdWeek article. The time spent writing this article was time wasted&#8211;it is a poorly written article with no reason to exist.</p>
<p>One of the stock excuses employed by the likes of Ben Paddon and Jim Sterling is: I&#8217;m not a journalist, I&#8217;m a blogger/pundit/commentator. The rigor of journalistic ethics, of the research process, of editing, does not apply to them. Since they&#8217;re not doing straight reportage, they&#8217;re allowed to slap together any old thing and should not be held accountable for any errors. They simply don&#8217;t need to be held to any particular standard. We, of course, do not agree with this opinion&#8211;but a depressingly large number of readers don’t seem to mind.</p>
<p>Good&#8217;s article, however, is straight reportage. To his credit, he has written an article which is free from commentary and which lays out the unembellished facts. It&#8217;s sad that this makes his article notable. However, his article asks no questions, contains no new content, and features no additional insight&#8211;it is simply a clumsy paraphrase of another reporter’s work. There is no excuse for this. Good cannot hide behind &#8220;punditry&#8221;: This is a news article and must be judged as such. Good has failed to perform the basic research necessary for writing an article like this. The editorship of Kotaku has failed to demand more of him, has failed to clean up his writing. Kotaku&#8217;s readership has failed to realize that this is not the best that news writing can be. And the graduate school of journalism at Columbia University, which, according to Good&#8217;s LinkedIn profile, awarded him a Master&#8217;s of Science in Journalism in 2000, has failed to impress upon him that articles like this are, quite simply, not enough.</p>
<p><em></em><em><a href="http://www.secondquest.vg/tag/letsedit/">Want more Let’s Edit? We’ve got it!</a></em></p>
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		<title>Letter from the Editor</title>
		<link>http://www.secondquest.vg/2011/04/18/letter-from-the-editor/</link>
		<comments>http://www.secondquest.vg/2011/04/18/letter-from-the-editor/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 04:00:49 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1570</guid>
		<description><![CDATA[Cartridge Blowers is dead, long live Cartridge Blowers! If you’re a previous visitor to the site, you’ve no doubt noticed that things look a bit different around here. If you’re a new visitor, welcome! We’ve changed the name of the site to better reflect how we’re thinking about this little project of ours. Key to [...]]]></description>
			<content:encoded><![CDATA[<p>Cartridge Blowers is dead, long live Cartridge Blowers!</p>
<p>If you’re a previous visitor to the site, you’ve no doubt noticed that things look a bit different around here. If you’re a new visitor, welcome!</p>
<p><span id="more-1570"></span></p>
<p>We’ve changed the name of the site to better reflect how we’re thinking about this little project of ours. Key to that is our new podcast, The Great Games—an exploration of the history of videogames through discussions of games that we feel are timeless. The first game to get The Great Games treatment is Dragon Warrior—one of Richard’s all-time favorites and a game that I have fond childhood memories of. Give it a listen and let us know what you think.</p>
<p>Of course, we’ll still doing Cartridge Blowers weekly, and we have a brand-new episode of that flagship podcast for you to download. In episode 90, we discuss <em>Dragon Age II</em>, <em>Vampire: The Masquerade&#8211;Bloodlines</em>, <em>Digital: A Love Story</em>, a possible new Nintendo console, and how much we hate Capcom for having no plans to localize <em>Ace Attorney Investigations 2</em>.</p>
<p>We’re also continuing with our blog and our feature articles—just posted are my review of <em>Dragon Age II</em>, a new Let’s Edit, and an update to the Second Quest manifesto, <em>What You Deserve</em>.</p>
<p>We’ve been working very hard over the past few weeks to get everything ready—it’s our hope that you enjoy the new look and feel of the site. Special thanks go out to Tina Lugo, our wonderfully talented artist who did our new masthead and podcast artwork, and to Dillon Font, our marketing consultant, who put together our press kit and generally helped to keep us on track.</p>
<p>Cartridge Blowers is dead, long live Second Quest!</p>
<p>Best, </p>
<p>Eric Brasure, Editor-in-Chief, SecondQuest.vg</p>
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		<title>Cartridge Blowers Episode 90: Piercing the Corporate Veil</title>
		<link>http://www.secondquest.vg/2011/04/18/cartridge-blowers-episode-90/</link>
		<comments>http://www.secondquest.vg/2011/04/18/cartridge-blowers-episode-90/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 04:00:27 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1863</guid>
		<description><![CDATA[Cartridge Blowers returns from a hiatus to make an exciting announcement about a new website! Richard and Eric managed to get a lot of gaming in while they were not recording, and they report on Vampire: The Masquerade--Bloodlines, Digital: A Love Story, and the horror that was Dragon Age II. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_041811.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Cartridge Blowers returns from a hiatus to make an exciting announcement about a new website! Richard and Eric managed to get a lot of gaming in while they were not recording, and they report on Vampire: The Masquerade&#8211;Bloodlines, Digital: A Love Story, and the horror that was Dragon Age II. They also discuss the successor to the Wii, lament some sad news about Ace Attorney Investigations 2, and reveal what everyday life is like for Bill Gates.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_041811.mp3">Download the episode</a></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.gameinformer.com/b/news/archive/2011/04/14/new-nintendo-console-at-e3.aspx">Multiple Sources Confirm New Nintendo HD Console</a></p>
<p><strong>Our Enemies List</strong><br />
Bioware<br />
<a href="http://arstechnica.com/gaming/news/2011/04/drm-run-amok-how-bioware-and-ea-are-screwing-users-right-now.ars">DRM run amok: how Bioware and EA are screwing users right now</a></p>
<p>Capcom<br />
<a href="http://www.siliconera.com/2011/04/10/capcom-on-ace-attorney-investigations-2s-release-plans-change-all-the-time/">Capcom On Ace Attorney Investigations 2′s Release: “Plans Change All The Time” [Update]</a></p>
<p><strong>Sure, Let’s Talk About This Again</strong><br />
<a href="http://www.eurogamer.net/articles/2011-04-12-geohot-sony-settlement-details-leak">Geohot Sony settlement details leak </a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.gamasutra.com/view/news/34114/Kinect_Adds_Netflix_Support_On_Xbox_Live.php">Kinect Adds Netflix Support On Xbox Live</a></p>
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		<title>The Great Games Episode 1: Dragon Warrior</title>
		<link>http://www.secondquest.vg/2011/04/18/the-great-games-episode-1-dragon-warrior/</link>
		<comments>http://www.secondquest.vg/2011/04/18/the-great-games-episode-1-dragon-warrior/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 04:00:11 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[The Great Games]]></category>

		<guid isPermaLink="false">http://www.secondquest.vg/?p=1562</guid>
		<description><![CDATA[“Descendant of Erdrick, listen now to my words.” With this speech, players began 1989’s Dragon Warrior, widely considered to be the first console RPG. Dragon Warrior featured a deep, epic adventure that was more complex than anything available on home videogame consoles of the era. Dragon Warrior created a genre, inspired countless imitators, and remains both challenging and playable today. Join us as we discuss Dragon Warrior--one of The Great Games. 

<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/the_great_games_001_dragon_warrior.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/great-gamesbranding.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/great-gamesbranding.jpg" alt="" title="The Great Games Artwork" width="300" height="300" class="alignleft size-full wp-image-1561" /></a> </p>
<p>“Descendant of Erdrick, listen now to my words.” With this speech, players began 1989’s Dragon Warrior, widely considered to be the first console RPG. Dragon Warrior featured a deep, epic adventure that was more complex than anything available on home videogame consoles of the era. Dragon Warrior created a genre, inspired countless imitators, and remains both challenging and playable today. Join us as we discuss Dragon Warrior&#8211;one of The Great Games. </p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/the_great_games_001_dragon_warrior.mp3">Download the episode</a></p>
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		<title>Dragon Age 2: Inevitable Explosions</title>
		<link>http://www.secondquest.vg/2011/03/28/dragon-age-2-inevitable-explosions/</link>
		<comments>http://www.secondquest.vg/2011/03/28/dragon-age-2-inevitable-explosions/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 02:04:33 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=762</guid>
		<description><![CDATA[I may have avoided as many previews as humanly possible for Dragon Age II, but one thing that I did learn was that they were hyping the amount of player choice and agency that the game contained.]]></description>
			<content:encoded><![CDATA[<p>(Oh, yeah, major spoilers and stuff.)</p>
<p>I may have avoided as many previews as humanly possible for Dragon Age II, but one thing that I did learn was that they were hyping the amount of player choice and agency that the game contained. You would truly be the Champion of Kirkwall: You, the player, would get to decide the story’s outcome.</p>
<p>It’s a pity that that didn’t actually happen.</p>
<p><span id="more-762"></span></p>
<p>I’m thinking of a few things in particular. Like the fact that no matter what you do, you’re going to have to fight the same bosses. That you’re not going to be able to find a peaceful solution to the Qunari problem. That the ending always boils down to “then everybody with the possible exception of your love interest left and Hawke disappeared.” </p>
<p>But most importantly I’m thinking about the fact that you can’t stop Anders from blowing up the chantry.</p>
<p>Anders was my love interest for several reasons. I prefer to play gay if I have the option. The other male love interest, Fenris, didn’t appeal to me. A friend of mine who had Awakenings but did not buy Dragon Age II had a crush on Anders and I wanted to pursue this romance in his honor. Finally, my character was a mage&#8211;it seemed somehow right.</p>
<p>In one late-game quest, Anders asks Hawke for help gathering ingredients for a potion&#8211;ostensibly to separate him from the spirit that he’s possessed by. He needs to do something in the Chantry, and requests that Hawke not ask questions. I was role-playing: This was my character’s love, the man he’d been sharing a bed with for years, the man who comforted him after his mother’s unavoidable-no-matter-what-the-player-decides death, the one who had been there for me. If he needed a favor from me, he got it.</p>
<p>In the climactic scene, Anders revealed he’d set up a bomb and he blew up the Chantry.  He had lied to me. The ramifications for our relationship were interesting and we dealt with it best we could&#8211;we made up, if you’re interested&#8211;but what I liked about this was the fact that this was my doing. Well, partially&#8211;I enabled it. Without me, Anders would not have been able to create the bomb.</p>
<p>Except&#8230;no matter what you decide, whether you help him or not, whether you even begin the quest or not, Anders will always blow up the Chantry.</p>
<p>For a game based on player choice, Dragon Age II manages to make player choice not matter. </p>
<p>The events of the game are set in stone. Bartrand is always going to betray Varric. The Qunari are always going to attack. Anders is always going to blow up the Chantry. There’s a term for this in tabletop role playing circles&#8211;it’s called “railroading”. It’s not a compliment.</p>
<p>Not only does this lack of choice make the player feel like what he does is irrelevant&#8211;for all the difference of make I could have just picked dialogue options at random&#8211;it also takes away the notion of compromise, of diplomacy, of peaceable solutions. The world of Dragon Age II is a world of inevitable violence where one is voiceless. We are told, over and over again, that Hawke is an important person in the world of Dragon Age, in the city of Kirkwall. As Champion of Kirkwall, he’s a notable figure.</p>
<p>He is trumped by the designers. They may have intended for Hawke to shape the world around it. I’m not sure if it was laziness, incompetence, or a simple lack of creativity&#8211;but for whatever reason, they don’t really seem to want to let him.</p>
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		<title>Dragon Age 2: Bad Juju, Copout Ending</title>
		<link>http://www.secondquest.vg/2011/03/22/badjuju/</link>
		<comments>http://www.secondquest.vg/2011/03/22/badjuju/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 14:49:57 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://secondquest.vg/?p=756</guid>
		<description><![CDATA[Dragon Age 2 undermined itself in its ending. Find out how!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m having a hell of a time trying to get a handle on Dragon Age 2. I played it, I completed every single quest, I lived in Kirkwall for a couple weeks, I found myself with an emotional investment in the storyline&#8211;but I don&#8217;t think I liked it. It&#8217;s a damned perplexing game because it&#8217;s such an uneven experience. I don&#8217;t get the sense there was anyone overseeing the game and making sure it had a consistent tone.</p>
<p>Anyway, I&#8217;m going to eventually be reviewing it, but I&#8217;ve got a lot of random things I might want to address. So I&#8217;m going to be making a series of blog posts about different aspects of the game, and they&#8217;re going to be very spoilery. If you don&#8217;t want to be spoiled, finish the game then come back here!</p>
<p><span id="more-1049"></span></p>
<p>The first major arc of Dragon Age 2 concludes with an expedition to the Deep Roads. One of the things you find in there is an idol made of pure lyrium&#8211;lyrium being Dragon Age&#8217;s macguffin that has mystical magical properties. This idol, the game makes clear very quickly, is Very Bad News. The guy who ends up owning it goes completely insane&#8211;performing atrocities and dark magic in his mansion. The game&#8211;perhaps rightly so&#8211;views the idol as unequivocally evil.</p>
<p>For all of the supernatural bad juju that the idol provides, however, the rest of the game deals with relatively more mundane matters&#8211;in fact, in practice the idol bits are more of a subplot. The meat of the game is dedicated to political conflicts, culminating in a huge battle between mages and templars. Being a mage, in the Dragon Age world, is a dangerous thing. One of the big temptations mages face is blood magic, which is your basic dark evil demon summoning magic (available to DA2 mages by simply spending a specialization point). Blood mages, like the idol, are Always Evil, and you fight several of them (and their associated demons) throughout the game. Magic does have its uses, however, and so to oversee the mages and make sure they&#8217;re not using blood magic, there&#8217;s a group of knights called the Templars.</p>
<p>The Templars vs. Mages conflict is Dragon Age 2&#8242;s major focus, and time and time again you&#8217;ll come up against different expressions of it. You&#8217;re constantly asked the question &#8220;Mages or Templars?&#8221; and the context in which that question is asked changes every time.  You see templars relentlessly chasing mages even though they&#8217;re innocent&#8211;mages or templars? You see mages casting blood spells and summoning demons into the world&#8211;mages or templars? Characters point out that the entire reason the mages rebel is because they&#8217;re being dominated&#8211;mages or templars? Your character&#8217;s mother is murdered by a necromancer&#8211;mages or templars? In practice, it&#8217;s your typical almost cliche post-9/11 terrorism allegory: Do we give the government too much power in order to control the violent elements of the world, or do we allow more freedom even though it might make us more vulnerable? It&#8217;s not the most original treatment of the theme, but it&#8217;s nice to be able to make up your own mind and pick your own sides, and I appreciate that the game actively goes out of its way to avoid damning either side&#8211;it makes it very clear that both sides are equally right and wrong and your take on the conflict is a question of perspective rather than morality.</p>
<p>Except, in the ending it throws away all of that nuance for something a lot more straightforward. The head mage, in a move which contradicts every single speech he makes over the course of the game where he insists that only Really Bad Mages use blood magic and that not every mage will do that as their last resort, decides to use blood magic as a last resort and so you&#8217;ve got to fight him. (This entire sequence, by the way, is such an extreme bit of body horror and blood that I legitimately thought that I was in Dead Space 2&#8211;too bad I didn&#8217;t have the right stats to wear the DLC armor you get from registering DS2.) The head templar unsheaths her sword, and it&#8217;s been forged from the lyrium idol you found in the Deep Roads. (Somehow they&#8217;ve managed to increase the metal&#8217;s mass because the sword is much much bigger.) Her ruthless crusade against the mages is due to the corruption and insanity that she contracted from being around the artifact.</p>
<p>This is bullshit.</p>
<p>The game, for all it encourages you to, is careful to not choose a side. Except for the last hour or so of play, it&#8217;s impossible to tell how the designers would answer &#8220;mages or templars?&#8221; because they don&#8217;t have an answer. They see the strengths and shortcomings of each position. This is how it should rightfully be: It undermines the player if one side or the other is favored. And so, all of the game&#8217;s quests that ask the question divorce the question from morality. This is not a case where all of the &#8220;Nice&#8221; dialogue options are for the mages and the &#8220;Aggressive&#8221; ones for the templars, for example. It places these decisions in context, each time, so the &#8220;good&#8221; answers could favor either side. The game encourages you, rather than playing &#8220;saintly&#8221;, &#8220;evil&#8221;, or &#8220;neutral&#8221;, to pick a faction&#8211;mages or templars?&#8211;and to go with them for the rest of the game.</p>
<p>Where the game fails is in the ending. We&#8217;re constantly told that both sides are not only justified in their beliefs, but both even understand the other&#8217;s point of view&#8211;until the end, where both sides are shown to be morally unjustifiable. We&#8217;re allowed to side with the mages because their spokesman insists that blood magic is not magic&#8217;s inevitable result&#8211;and in the end, their spokesman turns to blood magic. We&#8217;re allowed to side with the templars because their decisions are based in a desire to help the greater good and to protect the populace&#8211;until we find out that their representative&#8217;s grabs to power were the result of possession by an evil sword spilling out bad juju. And so we really can&#8217;t follow the mages, because to support the mages is to accept a demonic influence. To support the templars is to condone the seductive murmurs of madness.</p>
<p>I almost wonder if they&#8217;re going for a &#8220;power corrupts&#8221; type of stance here&#8230;except again, nothing in the game seems to justify that. One of the characters in your party is a blood mage&#8230;and while her actions can (and, in my playthrough, did) leave some people in a worse state than they would have been in without her, that&#8217;s more due to her misguided naivete than it is a slippery slope of power. (I believe player actions have something to do with it&#8211;I ended up encouraging her to follow her instincts, which turned out to be completely wrong&#8211;it&#8217;s possible if I&#8217;d chastised her she could have had a happier ending.) And, I mean, I played a mage (who picked blood magic as a specialization) who attempted to do the right thing and used his power for the good of the city and in order to protect people to the extent that the game allowed me to. There&#8217;s no indication that my Hawke is going to turn into a demon at any point. The head templar even admits as much in one conversation&#8211;even though she&#8217;s aware that this Hawke is an apostate mage, he&#8217;s demonstrated by his service to the city that he&#8217;s not going to use his power for ill. (That he&#8217;s a local hero and his arrest would lead to immediate riots is another reason, of course.) The possibility of remaining uncorrupted exists and is available for anyone with strong convictions and with enough moral fortitude&#8211;traits that the head mage and head templar both share.</p>
<p>The scene where the head mage transforms into an abomination is intended to be shocking. It&#8217;s very dramatic and the resulting creature is fairly horrifying (it seems that Bioware borrowed one of Visceral&#8217;s monster designers for this&#8211;it looks straight out of Dead Space). The mage makes a big speech about how the Templars drove him to this&#8211;which is one of the arguments that&#8217;s been thrown around for most of the game. This particular character espouses this worldview! For him to suddenly resort to blood magic contracts his entire character. Rather than showing us depths that we didn&#8217;t expect him to have, it shows him to be extremely unprincipled&#8211;that he can&#8217;t live up to the morality he&#8217;s set up. I sided with this character because I believed him when he said that not all mages were like that. Having him change his mind in the end is a nasty little bait and switch.</p>
<p>The same is with the templars&#8211;when the head of the templars takes out her sword and we realize it&#8217;s been made of pure lyrium and Evil, it&#8217;s supposed to be a major reveal&#8211;So she was possessed the whole time!¬ Number one, the timing of this is suspect. Her persecution of mages starts from the beginning, and while it intensifies throughout the course of the game, it&#8217;s treated as a natural consequence of a vicious cycle&#8211;her and the mages stepping up their game in order to outsmart each other. You can&#8217;t say that the sword is the cause of her madness&#8211;storylinewise, it&#8217;s impossible for it to have passed into her hands until somewhere in between the second and third acts. The sword is unnecessary&#8211;it&#8217;s redundant. She would have started war between the mages and the templars with or without it.</p>
<p>And so making the mages and the templars Secretly Evil is a copout, a way for the game to end while disavowing any of the moral questions it has asked throughout. That the whole thing was caused by a Sword of Evil, that all mages are influenced by demons, that gets both mages and templars off the hook for their worldviews. Neither side is culpable for their abuses of power&#8211;it&#8217;s the fault of Evil Magic. Bioware doesn&#8217;t seem to realize that attributing everything to Evil Magic also undermines both sides. The mages can&#8217;t complain about being oppressed when the templars are justified in wanting to protect people from the inevitable blood magic. The templars can&#8217;t justify locking up mages when their orders come from a woman influenced by magic into sadism. Mages or templars? It doesn&#8217;t much matter. They&#8217;re all evil and you end up fighting both of them anyway.</p>
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		<title>Cartridge Blowers Episode 89: Crack a Joke to a Norwegian</title>
		<link>http://www.secondquest.vg/2011/03/14/cartridge-blowers-episode-89-crack-a-joke-to-a-norwegian/</link>
		<comments>http://www.secondquest.vg/2011/03/14/cartridge-blowers-episode-89-crack-a-joke-to-a-norwegian/#comments</comments>
		<pubDate>Mon, 14 Mar 2011 13:29:51 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=748</guid>
		<description><![CDATA[Don’t worry about getting to work on time--Eric’s been playing Cities in Motion and has some great proposals for how your city’s public transportation infrastructure could be improved. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_031411.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Don’t worry about getting to work on time&#8211;Eric’s been playing Cities in Motion and has some great proposals for how your city’s public transportation infrastructure could be improved. A leading therapist, however, warns against playing too much&#8211;two hours of gaming is apparently equal to doing a line of cocaine. Speaking of intoxicants, Square Enix has named its latest Final Fantasy spinoff&#8211;and you won’t be able to pronounce it. Finally, Sony wins a lawsuit&#8211;but will that make up for Move’s poor sales?</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_031411.mp3">Download the episode</a></p>
<p><span id="more-748"></span></p>
<p></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.eurogamer.net/articles/2011-03-10-300k-ps3s-seized-in-holland-report">300k PS3s seized in Holland – report</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.eurogamer.net/articles/2011-03-11-kinect-outsold-move-5-1-in-us-last-month">Kinect bundles outsell Move 5:1</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.rockpapershotgun.com/2011/03/10/and-also-the-secret-world-gdc-trailer/">And Also: The Secret World GDC Trailer</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://gaygamer.net/2011/03/square_enix_announces_dissidia.html">Square Enix Announces Dissidia Prologue With Equally Crazy Name</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.mcvuk.com/news/43423/Two-hours-gaming-a-line-of-cocaine">Two hours gaming = a line of cocaine</a></p>
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		<title>Cartridge Blowers Episode 88: Poems About Being Bipolar</title>
		<link>http://www.secondquest.vg/2011/03/07/cartridge-blowers-episode-88-poems-about-being-bipolar/</link>
		<comments>http://www.secondquest.vg/2011/03/07/cartridge-blowers-episode-88-poems-about-being-bipolar/#comments</comments>
		<pubDate>Mon, 07 Mar 2011 05:00:51 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=745</guid>
		<description><![CDATA[It’s the annual Game Developers Conference, and Apple, drunk on its own power, has scheduled its own event, right across the street. Will there be consequences to this encroachment on GDC’s territory? <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_030711.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img class="alignleft size-full wp-image-1630" title="cartridgeblowers_podcast_artwork" src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" width="300" height="256" /></a></p>
<p>It’s the annual Game Developers Conference, and Apple, drunk on its own power, has scheduled its own event, right across the street. Will there be consequences to this encroachment on GDC’s territory? And what about Sony? LG has accused them of stealing some top-secret Blu-Ray technology. Who’s right? What about the creator of Minecraft? Is he shooting his mouth off when he says there’s a difference between piracy and theft, or is he the only sane man in the copyright infringement debate? Eric doesn’t care. He’s discovered Hot Springs Story.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_030711.mp3">Download the episode</a></p>
<p><span id="more-745"></span><br />
<br /></br><br />
<strong>Show Notes</strong></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.wired.com/gamelife/2011/03/apple-nintendo-gdc-ipad-3ds/">Apple, Nintendo Slug It Out for Gaming Supremacy at GDC</a></p>
<p><strong>We Like You!</strong><br />
Markus Perrson<br />
<a href="http://www.next-gen.biz/news/gdc-2011-piracy-is-not-theft-says-minecraft-creator">GDC 2011: Piracy Is Not Theft, Says Minecraft Creator</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.gamasutra.com/view/news/3328/Report_PlayStation_3_Shipments_Seized_In_Europe_Due_To_LG_Legal_Dispute.php">Report: PlayStation 3 Shipments Seized In Europe Due To LG Legal Dispute</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://gaygamer.net/2011/02/good_old_visibility.html">Good Old Visibility</a></p>
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		<title>Let&#8217;s Edit: Jim Sterling vs. Carole Lieberman</title>
		<link>http://www.secondquest.vg/2011/03/01/lets-edit-jim-sterling-vs-carole-lieberman/</link>
		<comments>http://www.secondquest.vg/2011/03/01/lets-edit-jim-sterling-vs-carole-lieberman/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 16:50:35 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[letsedit]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=705</guid>
		<description><![CDATA[For his next trick, Jim Sterling brings us some hilarious rape jokes. He'll be here all week, folks--unfortunately.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/02/annex20-20grant20cary20his20girl20friday_012.jpg"><img class="alignleft size-medium wp-image-708" title="annex20-20grant20cary20his20girl20friday_012" src="http://cartridgeblowers.com/wp-content/uploads/2011/02/annex20-20grant20cary20his20girl20friday_012-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Jim Sterling is, to say the least, a polarizing figure in the videogame community. When freelancing, he can speak articulately, even intelligently, about videogame culture; however, in his day job at Destructoid, he tends towards a much cruder style. He and the site are fairly strongly associated with each other, and Destructoid’s community is swarming with fans of The Sterling Persona&#8211;a persona prone to rants and profanity and kneejerk unresearched reactions to minor news events and questionable headlines suggesting that a certain game will “<a href="http://www.destructoid.com/night-of-the-sacrifice-will-scare-the-foreskin-off-you-192233.phtml">scare the foreskin off you</a>” or that you ought to “<a href="http://www.destructoid.com/stuff-these-dynasty-warriors-7-screens-down-your-urethra-192207.phtml">stuff these Dynasty Warriors 7 screens down your urethra</a>”. His sense of humor is fairly boorish and scatological. He’ll make references to both male and female genitalia with wild abandon. While Thoughtful Intelligent Jim Sterling does exist, the bulk of his output sees him writing from the perspective of a loutish fratboy, and that&#8217;s the general view of him.</p>
<p>Games journalists often treat women questionably&#8211;many of the articles you&#8217;ll read on Kotaku seem to be written from the perspective of a five year old who&#8217;s suddenly realized the difference between girls and boys. Sterling has that same infantile fascination, and in fact he&#8217;s sort of gotten himself in trouble a few times because of this. (I say &#8220;sort of&#8221; because there usually aren’t any repercussions for his behavior&#8211;a bit of clucking in certain corners of the internet is usually all, and it amounts to nothing but fuel for The Legend.) Most recently, there was some sort of <a href="http://www.bettween.com/jimsterling/daphaknee/desc">kerfuffle on Twitter</a> between him and a woman (username “daphaknee”) who sent him some <a href="http://daphaknee.livejournal.com/896017.html">sexually suggestive fanart</a> (link not worksafe) of Sterling and God of War director David Jaffe. Sterling called her a “cunt”, among other things, and seemed surprised when the spat exploded and people accused him of hating women. Sterling defended himself, essentially stating that he was using those words to get out of her the same reaction she was intending on provoking in him. I personally believe it was simply a case of two trolls who are too good at their jobs, but that’s not the point. It doesn’t matter whether or not Sterling intended the remarks misogynistically&#8211;although it’s fairly difficult to use a historically misogynistic term in a non-misogynistic way&#8211;he should have responded to this incident by treading carefully when it comes to the subject of women. Toning things down would be a good course of action&#8211;would bolster his admittedly questionable claim that he meant it in good faith. Sterling, however, proved that he’s no slave to PR by writing a series of articles about a psychiatrist who holds a different view of videogame violence than he does. It’s probably not a good idea to write articles that include rape jokes shortly after finding yourself on the receiving end of accusations that you hate women. Let’s edit.</p>
<p>(Original text of the post in <em>italics</em>. My comments in <strong>bold.</strong>)</p>
<p><a href="http://www.destructoid.com/psychologist-videogames-to-blame-for-rape-attacks-193538.phtml"><em>Psychologist: Videogames to blame for rape attacks</em></a> <strong>[While this was a minor point in the Fox News article, it was far from the only thing mentioned, and she wasn’t the only person quoted. From the very beginning it seems you have a vendetta against her. Why is this?]</strong></p>
<p><em>Sexual assault is on the rise, and videogames are to blame! In asking the question,<a href="http://www.foxnews.com/scitech/2011/02/08/bulletstorm-worst-game-kids/"> &#8220;Is Bulletstorm the worst game video game in the world?&#8221;</a></em> <strong>[The actual title is “Is Bulletstorm the Worst Video Game in the World”]</strong>, FOX <strong>[sic]</strong> <em>News (who else?) has assembled the world&#8217;s leading experts to find out just how damaging games can be &#8212; or they found some maniac who thinks games cause rape.</em> <strong>[This is an extremely inelegant construction. Nearly every word you wrote is dripping with sarcasm--and your phrasing is particularly tortured in order to get this viewpoint across. Counter the article by pointing out and contradicting its inaccuracies, not by making fun of it.]</strong></p>
<p><em>“The increase in rapes can be attributed in large part to the playing out of [sexual] scenes in video games,” said psychologist Carol</em> <strong>[sic]</strong> <em>Lieberman. If you&#8217;re expecting her to back that up, don&#8217;t hold your breath &#8212; that is literally all she had to offer. </em><strong>[Rather, that is the only quote that Fox News printed. Look at the physical quote itself--the word "sexual" is written in brackets, meaning that this wasn't the exact quote she said. Usually, brackets are used in this way if the original quote simply included a pronoun which refers to an earlier statement. This quote was fairly obviously taken from a longer conversation with Lieberman. As a writer, you should have realized this. Incidentally, it would have been a fairly easy matter to contradict her comments with an authoritative source. Five minutes of searching brought up <a href="http://bjs.ojp.usdoj.gov/content/glance/rape.cfm">a study</a> from the United States Bureau of Justice Statistics, which suggests that the rate of reported rape is indeed decreasing. Nowhere in your article do you show any evidence that you thought to search for any statistics--your reaction is a kneejerk one made without any critical thought. You happen to be right--but that's sheer coincidence, not any accomplishment on your part.]</strong></p>
<p><em>Clinical psychologist Dr. Jerry Weichman had a little more: “Violent video games like Bulletstorm have the potential to send the message that violence and insults with sexual innuendos are the way to handle disputes and problems.&#8221;</em> <strong>[You include this quote with no real commentary on it. I'm glad you did--it will put one of your later comments in a very interesting light.]</strong></p>
<p><em>Looks like FOX</em> <strong>[sic]</strong> <em>News is gearing up to inadvertently<a href="http://www.destructoid.com/jimpressions-bulletstorm-demo-192436.phtml"> promote the game</a></em> <strong>[Odd choice of link--it leads to one of your own previews of the game; the implication is that it would lead to something on Fox News’s site]</strong><em>, which releases</em> <strong>[Using this verb intransitively is a mistake--you should phrase it as “which will be released”]</strong> <em>on February 22. The full article is a highly entertaining read, especially if you&#8217;re over 65, stupid, and you think the Moon</em> <strong>[sic]</strong> <em>is held up in the sky by fairy magic.</em><strong> [Is this the best way you're able to critique the article--by creating a bizarre strawman? Surely, if your opinion on it is unassailable, you'd be able to come up with a better way of critiquing it. The article is very broad and contains several weak areas you could have picked at in order to discredit the entirety. It's not a very good article and yet it proves its points better than you prove yours.]</strong></p>
<p><em>Now if you&#8217;ll excuse me, there are some vaginas that have not been raped yet</em> <strong>[While your intent is to be jocular, you’re not only being too flippant, you’re making an incredibly tasteless joke, especially considering the subject matter under discussion]</strong><em>, and Kirby told me I need to &#8220;get on dat sh*t!&#8221;</em> <strong>[I'm not aware of the provenance of this in-joke. Neither are the vast majority of your readers. Find a better ending.]</strong></p>
<p>In and of itself, this article is relatively innocuous. It’s certainly not any good, of course&#8211;it’s not fleshed out enough to be a legitimate opinion piece, it’s not objective enough to function as a news piece, it tells us nothing more than Sterling’s negative views about Fox News, and it’s poorly written, but other than the ending, there’s nothing particularly horrible about it. It’s his subsequent treatments of the subject where he moves from being a simple poor writer to one who has a questionable and genuinely damaging viewpoint. As a result of Lieberman’s comments, a spate of negative reviews appeared on Amazon for her book <em>Bad Girls: Why Men Love Them &amp; How Good Girls Can Learn Their Secrets.</em> Sterling followed up his first piece with a post about these reviews, one written in a nasty tone:</p>
<p><a href="http://www.destructoid.com/-games-cause-rape-psychologist-s-book-gets-raped-193705.phtml"><br />
<em>“Games cause rape’”psychologist’s book gets raped</em></a> <strong>[We could really stop here. The tastelessness of this headline encapsulates everything that’s wrong with these articles, with your persona, with the site you write for, with the more unsavory elements of the videogame community in general.]</strong></p>
<p><em>Carol</em> <strong>[sic]</strong> <em>Lieberman, the psychologist and author<a href="http://www.destructoid.com/psychologist-videogames-to-blame-for-rape-attacks-193538.phtml"> who claimed</a> that videogames encourage young men to go out and rape has been hit with swift Internet justice.</em> <strong>[What is the value of internet justice, incidentally? This could be a good opportunity to question whether fake Amazon reviews are an effective method of debate.]</strong> <em>In a move that mirrors the way in which<a href="http://www.destructoid.com/karmic-retribution-fox-psychologist-gets-a-taste-of-her-own-ignorant-medicine-66651.phtml"> Cooper Lawrence was punished</a></em> <strong>[I don't like the use of the word "punished"--it gives a very unseemly atmosphere. While Lawrence's interview was certainly questionable, there are some disturbingly misogynistic elements to this statement. The word “punish” has connotations of the schoolroom and of parental discipline. Cooper Lawrence and Carole Lieberman are naughty girls who did a bad thing by daring to have an opinion, and Daddy has to give her a spanking.]</strong> <em>for<a href="http://www.destructoid.com/luke-skywalker-meets-debbie-does-dallas-fox-report-on-mass-effect-is-saddening-66295.phtml"> telling lies about Mass Effect</a>,</em> <strong>[“Telling lies” is not how you would describe Lawrence’s admittedly egregious errors--it’s something you’d accuse a little girl of doing.]</strong> <em>Lieberman&#8217;s latest book has been mauled in Amazon&#8217;s user reviews section.</em> <strong>[Dr. Jerry Weichman, who was quoted in the previous article, also has a book available on Amazon. As of the time of this writing, <a href="http://www.amazon.com/How-Deal-Jerry-Weichman/product-reviews/1435717473/ref=cm_cr_dp_all_helpful?ie=UTF8&amp;showViewpoints=1&amp;sortBy=bySubmissionDateDescending">he has four reviews</a>, all from people who actually read the book and have nothing but good things to say about it. Why didn’t you check to see if his book had been hit? If there are no misogynistic undertones to this whole scenario, why is it that two women have been “punished” while this man has not?]</strong></p>
<p><em>Yesterday,<a href="http://www.amazon.com/Bad-Girls-Carole-Lieberman/product-reviews/292386512X/ref=cm_cr_pr_link_2?ie=UTF8&amp;showViewpoints=0&amp;pageNumber=2&amp;sortBy=bySubmissionDateDescending"> Bad Girls</a> only had six reviews and a five-star user rating. Today, it has thirty-seven, with a two-star rating. A childish recourse, yes, </em><strong>[So why glorify it?]</strong><em> but it actually worked against Lawrence</em><strong> [How, exactly? You should back this up with statistics which show that sales genuinely dropped, and show a definite connection between reviews and lowered sales. Otherwise this statement seems simply mythological and self-serving]</strong><em>, and maybe it will teach Lieberman that spouting off ignorant bullshit for the salivation of FOX</em> <strong>[sic]</strong> <em>readers does have repercussions</em>. <strong>[Again, what are these repercussions? This article is written from the perspective that writing nasty low-scored reviews is a form of "winning". How is this the case?]</strong></p>
<p><em>&#8220;I have it on high authority that people reading books with sexy leg outlines tends to lead to a rise in rape victims,&#8221; reads one review. &#8220;Most of these victims never even saw it coming. They were casually in a store aisle questioning what millions see in Twilight when all the sudden, rape happens. Not even the fancy romantic rape, with months and months of stalking. Nope, just pure sudden rape. Must be those videogames.&#8221;</em> <strong>[Remember how Weichman made that statement in the first article about how videogames influence people to think that "insults with sexual innuendos are the way to handle disputes and problems"? This review, which you're proudly listing as a just blow against hysterical moral guardians, is exactly that. You are proving him right.]</strong><br />
<em><br />
Another review called the book &#8220;Mein Kampf meets Playboy.&#8221;</em> <strong>[You've quoted exactly two reviews--how representative of a sample are these?]</strong> <em>It would appear that, while videogames do not cause rape, slagging videogames off without evidence or logic can lead to you getting forcefully f*cked in the ass.</em> <strong>[And here's where you've exactly proven Lieberman's point. You have set up a scenario in which a woman has done something wrong, deserves to be punished, and is indeed given retribution--and your description of this retribution is wholly in the language of sexual violence. Not only has Lieberman been metaphorically raped (in reality a bunch of people have simply given poor reviews to a book she wrote), you’ve cast it as anal rape, and you're standing back and cheering this assault. A likely argument is that you're simply making a joke and using this particular language because of the subject at hand. Any sane person would agree that gang rape is an extremely traumatic torture, a horrifying event that irrevocably scars its victims. You've pronounced a symbolic gang rape upon her as just deserts. That you've managed to do so as lightly as you have implies that you're unable to feel any empathy for rape victims--just schadenfreude. If that doesn't demonstrate that you've become desensitized to rape, I don't know what does.] </strong></p>
<p>I can’t help but think about professionalism and image when I read these articles. I definitely find the Fox News article to be a masterpiece of obvious cherrypicking, out-of-context quotes, and questionable research. It’s a poorly-written article and its premise is unsupportable&#8211;but at least it appears to have been written by an adult. Sterling’s piece, by contrast, is written in the guise of an infantile, smirking fratboy who is pointing and laughing at a woman who got slapped down for speaking. What do you tell a pop psychiatrist with 37 bad Amazon reviews? Nothing, you already told her 37 times.</p>
<p>As the Twitter debacle demonstrated, Sterling does not always respond well to his critics&#8211;he’s happy to let fly a series of names and insults that aren’t exactly defendable. For all his protestations that he’s not a misogynist, he’s certainly comfortable with the use of misogynistic language, which to me indicates that he’s either lying or that he’s unaware what words mean.</p>
<p>The videogame news site GamePolitics gave Lieberman the opportunity to expand upon and explain the remark that Fox News quoted. (That’s right&#8211;instead of rampantly speculating on something which may or may not have been taken out of context, they did some real work and went to the source!) She defends herself well in the interview&#8211;she explains her points while still sticking to her original statements. Given the choice between how she presents herself and how Sterling words his response, I find myself almost siding with her&#8211;but let’s see how Sterling covered this story:</p>
<p><a href="http://www.destructoid.com/-games-cause-rape-psychologist-says-even-more-dumb-crap-193810.phtml"><em>“Games cause rape” psychologist says even more dumb crap</em></a> <strong>[Rather than giving us a chance to read her comments and attempt to understand where she’s coming from, you’ve made up our minds for us before we even come to the story itself. The phrase is “poisoning the well”.]</strong><br />
<em><br />
Ignorant psychologist</em> <strong>[There's bias, and then there's this. You seem to think you can prove your points by putting labels on people and hoping that does the work for you. Critique her statements. Don't make a judgment on her--that weakens your argument]</strong> <em>Carole Lieberman has quickly made a name for herself among gamers after claiming that games like<a href="http://www.destructoid.com/jimpressions-bulletstorm-demo-192436.phtml"> Bulletstorm</a> can be<a href="http://www.destructoid.com/psychologist-videogames-to-blame-for-rape-attacks-193538.phtml"> blamed for increasing sexual assault cases</a>. Fortunately, she has<a href="http://gamepolitics.com/2011/02/10/lieberman-discusses-foxnews-comments"> decided to come forth</a> and qualify her statements &#8230; by saying even more backwards shite.</em> <strong>[Again. Let her words speak for themselves. If she's so obviously in the wrong, then her statements should be easy to refute. Your attacks on her seem like you're reaching at straws.]</strong></p>
<p><em>&#8220;My FoxNews.com statements were taken out of context and made to sound more inflammatory than they were meant,&#8221; she stated.</em><strong> [You don't make it clear that this is GamePolitics's interview. The way you've written this article, it implies that you've spoken to her. Unless someone clicks the link to the original source, it's a fairly logical, if mistaken, conclusion to assume that this is a Destructoid interview.]</strong> <em>&#8220;Nonetheless, I stand behind my view that media violence, and particularly videogame violence is harmful. Thousands of studies have shown that the more violent media a person consumes, the more desensitized to violence and the more aggressive they become.</em><br />
<em><br />
&#8220;When this violence is sexualized it is even more stimulating. And rape is a violent crime. Furthermore, research has shown that, not only do people become more aggressive in a general sense, but they also act out copycat violence in response to behaviors seen in movies, TV shows, and video games.&#8221;</em></p>
<p><em>Lieberman, in trying to contextualize her statements, has only made herself look like a liar.</em> <strong>[How?]</strong> <em>There&#8217;s not even one thousand studies backing up her claims, let alone several thousand, and those studies that do exist are questionable at best. </em><strong>[Why? What do they say? How are they questionable?]</strong> <em>Just read Grand Theft Childhood for examples of the kind of crap</em> <strong>[Again, don't editorialize in such a blatant way]</strong> <em>she&#8217;s talking about.</em> <strong>[What exactly is Grand Theft Childhood? A book? A website? What sort of things does it say? Don’t make the reader do your work for you.]</strong></p>
<p><em>Lieberman also described her background, but again, she did nothing to really justify her claims.</em></p>
<p><em>&#8220;Since the FoxNews.com article didn&#8217;t describe my background, it made it seem as though I was simply making a flippant remark,&#8221; she argued. &#8220;Actually, I have  been a researcher in media violence for over twenty years and, as such, have testified before Congress several times, been the head of the National Coalition on TV Violence, and have stopped the &#8216;Schwarzenegger rocket&#8217; (a NASA rocket that had planned to have an ad for Last Action Hero on its exterior). I was also invited to contribute an essay to Larry King&#8217;s book Beyond A Reasonable Doubt, about video game violence.&#8221;</em> <strong>[Actually, this goes a long way towards justifying her claims. Her expertise and knowledge are being called into question. She's listed some of the highlights of her CV, all of which show her to be a nationally-recognized expert on media violence, one who has been keeping up with the latest studies. She has spoken to government and popular audiences. How does any statement in this paragraph show her to not know what she's talking about?]</strong></p>
<p><em>Admittedly, that&#8217;s a lot of years researching the stuff, but if she&#8217;s been doing it for such a long time, she should know that there are just as many studies arguing against her claims as there are ones backing her up.</em> <strong>[I have several problems with this statement, not the least of which is your earlier dismissal of the number of studies as well as their quality. You need to make it clear why one set of studies is better or more accurate than the other. Along those lines, it's likely that she's aware of these studies and disagrees with them based on her own research.]</strong> <em>She&#8217;d have heard about the Byron Report, which says that no conclusive videogame violence test exists, and in the case of children, such a test would be impossible, ethically. In declaring her years of research, she has only betrayed her ignorance and prejudice in favor of the weak studies that back her up.</em> <strong>[Again, what makes the Byron Report more accurate than any of the of the studies she's mentioned? Can you demonstrate that it's undoubtedly stronger and more accurate? If not, you're betraying your own ignorance and prejudice.]</strong></p>
<p><em>Finally, she addressed the<a href="http://www.destructoid.com/-games-cause-rape-psychologist-s-book-gets-raped-193705.phtml"> negative reviews of her book on Amazon</a>, saying that they &#8220;prove&#8221; her claims that games make people aggressive. Because, of course, it is the fault of videogames that people decided to give her a taste of her own ignorant medicine.</em> <strong>[She accuses these reviews of having an aggressive attitude, and you proudly defend them--”the bitch deserved it” is the upshot of this.]</strong></p>
<p><em>&#8220;I have received an onslaught of abusive emails, phone calls, and angry comments from gamers to the point of harassment… What has been most disturbing is the Amazon-bombing that gamers have done, regarding a book that has nothing whatsoever to do with video games. I wrote Bad Girls: Why Men Love Them &amp; How Good Girls Can Learn Their Secrets in an effort to help men and women find the love they deserve. The so-called reviews have served to prove that video games do make people more aggressive, indeed.&#8221;</em><strong> [In this quote, she portrays herself as an innocent victim. It’s strange that you include it without comment.]</strong></p>
<p><em>I can play that game, too:</em><strong> [What game? Is the goal of your piece to debunk her arguments, or to "win" while holding your hand out for high-fives?]</strong></p>
<p><em>The so-called reviews have served to prove that FOX</em> <strong>[sic]</strong> <em>news</em> <strong>["News" should be capitalized]</strong> <em>articles do make people more aggressive, indeed.</em> <strong>[First off, you seem to be confusing Fox News with Carole Lieberman. She was simply quoted in the article. Second, I realize what you're trying to do, but you're not going to debunk Lieberman's questionable cause fallacy by committing your own.]</strong></p>
<p><em>It&#8217;s just that fucking easy to back up your ludicrous opinions with vague correlation.</em> <strong>[You should know best--these articles have been nothing but a series of incoherent points which barely disguise that their purpose is to set Lieberman up as a pinata.] </strong><em>Which is how those &#8220;thousands&#8221; of studies are made, indeed.</em> <strong>[Your understanding of the methodology of the construction of these studies is inaccurate. While groups often cast statistics in a light that favors their thesis, you seem to imply they’re made up completely. You’re accusing Lieberman of serious ethical breaches--have you done anything resembling the necessary research in order to prove this?]</strong></p>
<p><strong><br />
</strong></p>
<p>This has been, perhaps, one of the hardest articles I&#8217;ve ever had to write. Sterling&#8217;s articles in general come from a very disturbing place; if he&#8217;s writing from a persona, it&#8217;s a loathsome, disgusting one, full of venomous scatology, a mocking distaste for sexuality, a reduction of people to crude exaggerated Sheela-na-Gigs of genitalia. In the world of Sterling, we are wholly our bodies, and our bodies are abominations. There is no beauty in being human. The sex act is one of filth. This is a worldview that is pathological. What we have here is not humor. Sterling is a wretched figure who has managed to get a fair share of notoriety&#8211;I wouldn&#8217;t call it &#8220;fame&#8221;&#8211;for airing out his neuroses; what I find particularly dismaying is that he&#8217;s managed to find an audience that isn&#8217;t immediately turned off by his degrading writing—rather, they identify with it.</p>
<p>Destructoid is not a support group for those with a phobia of the body. It is one of the most prominent and influential videogame news sites. Articles like this are irresponsible at best and actively harmful at worst. Fox News can, legitimately and accurately, quote Sterling’s articles. This is not a private conversation or a joke between friends&#8211;these are public statements. Sterling traditionally attempts to mitigate his own offensiveness by saying that he&#8217;s not a journalist and that he ought not to be held to journalistic standards. There is nothing on the site or in his articles that makes this clear, however; to the eye of anyone who does not follow the site, his articles look like poorly-written news. That the top of the blog section on the main page entreats gamers to email or start their own blog if they &#8220;Got News&#8221; does nothing to dissuade this perception. Neither does Destructoid’s own About page, which boasts that it publishes “40-60 pieces of video game industry news and commentary” every day. It doesn’t make a clear differentiation between the two, and Sterling cloaks his opinions in the guise of news.</p>
<p>Perception and reputation are everything. Sterling can deny claims of misogyny all he wants, and perhaps in his daily life he genuinely has neutral or even warm feelings towards women. And yet&#8211;his regular use of misogynistic language trumps his protests. We can&#8217;t point out any differences between Sterling&#8217;s writings and the writings of an actual misogynist, unless the only exception is that Sterling&#8217;s articles are equally misandryst. He is not a good representative for the gaming community. His is a face that does not represent us, any of our friends, and&#8211;if the comments we&#8217;ve received over time are any indication&#8211;the vast majority of our listeners and readers. In short, Jim Sterling is an affront to every intelligent, thoughtful, and adult gamer.</p>
<p>And as such it is equally irresponsible for Destructoid to keep him in their employ. It is irresponsible for sites like The Escapist to publish his writings even when they contain no actively offensive content because it means they&#8217;re condoning his larger viewpoint. It is irresponsible to view his posts. His very career is a stain on all of our reputations.</p>
<p>The purpose of Let&#8217;s Edit is to point out areas where writers have misstepped&#8211;where there hasn&#8217;t been enough research done, where press releases have been treated as gospel, where inaccurate information has been left uncorrected. In truth, those are the easy articles to write. While they may represent games journalists as undereducated, undertalented, and underedited, the ultimate lesson that I take from them is that we&#8217;re so close. We have a press that is populated largely by enthusiasts&#8211;if that enthusiasm could be married to some better technical skills and an understanding of journalistic standards and ethics, we&#8217;d be on our way to having an extremely strong press. But I find Sterling&#8217;s writing to be irredeemable. He has made a mockery of our community, of our hobby, and of us as individuals. He drives all of our names through the fecal cesspool where his worldview dwells. We have jobs, or we&#8217;re pursuing educations, we have families, and friends, and active social lives, and are well-adjusted people who are making our own ways through the world. We have an active interest in portraying ourselves as the adults that we are. Acceptance of Jim Sterling and his ilk goes directly contrary to every rational and sane aspect of our lives. To allow him a presence in our community is to assume, however tenuous, the mantle of the mouth-breathing obsessive terrified of corporeality, of sexuality, of women, of maturity. I do not agree with Carole Lieberman&#8211;my views are closer to Sterling’s when it comes to the matter of videogame violence. But the damage done by Sterling&#8211;and by associating with the quislings who allow him a space in our community–-is much more insidious than anything Fox News could ever do. They don’t need to break out statistics and experts in order to bring censure on the videogame community. All they need to do is link to Destructoid.</p>
<p><em><a href="http://www.secondquest.vg/tag/letsedit/">Want more Let&#8217;s Edit? We&#8217;ve got it!</a></em></p>
<p><em>[Update: It didn't click until last night, but Dr. Lieberman is actually a psychiatrist, not a psychologist. The error is Sterling's--Fox News accurately refers to her as a psychiatrist in their article--but we ought to have double-checked before publication. (For the record, Dr. Weichman is indeed a psychologist.) We have fixed our inaccurate use of the term but have, of course, left it untouched in Sterling's article. Consider this a blanket comment which covers his confusion over her title, and apologies to Dr. Lieberman for the oversight.]</em></p>
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		<title>Cartridge Blowers Episode 87: February in Toronto</title>
		<link>http://www.secondquest.vg/2011/02/28/cartridge-blowers-episode-87-february-in-toronto/</link>
		<comments>http://www.secondquest.vg/2011/02/28/cartridge-blowers-episode-87-february-in-toronto/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 04:00:44 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=703</guid>
		<description><![CDATA[Did you know that women have secondary sex characteristics? Valve doesn't think you do! <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_022811.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Things that are apparently important for all of us to know: Portal&#8217;s Chell has secondary sex characteristics, Thief 4 has large buildings, the Japanese PlayStation Store has more games than the American one, and Sony drops the price of the PSP to $129.99. Wait&#8230; that last one is actually a news event—will wonders never cease? Also, Eric gives an early report on Jane Jensen&#8217;s new game Gray Matter, and Richard talks about the DS remake of Dragon Quest VI.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_022811.mp3">Download the episode</a></p>
<p><span id="more-1047"></span></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Minority Retort</strong><br />
<a href="http://kotaku.com/#!5767246/the-new-look-for-portal-2s-heroine-explained">The New Look For Portal 2’s Heroine Explained</a></p>
<p><strong>Our Enemies List</strong><br />
David Braben<br />
<a href="http://www.gamasutra.com/view/news/33219/Braben_We_Should_Roundly_Condemn_PS3_Hackers.php">Braben: We Should &#8216;Roundly Condemn&#8217; PS3 Hackers</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.destructoid.com/bethesda-wants-you-to-name-your-baby-dovahkiin-194648.phtml">Bethesda wants you to name your baby Dovahkiin<br />
</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.destructoid.com/there-s-now-over-600-classic-games-on-japan-s-psn-194854.phtml">There&#8217;s now over 600 classic games on Japan&#8217;s PSN<br />
</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.rockpapershotgun.com/2011/02/25/oh-my-god-its-the-first-thief-4-screenshot/">Oh My God It’s The First Thief 4 Screenshot</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.g4tv.com/thefeed/blog/post/710681/PSP-Price-Cut-Down-To-12999.html">PSP Price Cut: Down to $129.99</a></p>
<p><strong>Just Say Molyneux</strong><br />
<a href="http://www.destructoid.com/peter-molyneux-to-receive-the-bafta-fellowship-194633.phtml">Peter Molyneux to receive the BAFTA fellowship</a></p>
<p><strong>We Like You!</strong><br />
<a href="http://www.kickstarter.com/projects/themade/the-museum-of-art-and-digital-entertainment">The Museum of Art and Digital Entertainment</a></p>
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		<title>First Impressions: Jane Jensen&#8217;s Gray Matter</title>
		<link>http://www.secondquest.vg/2011/02/25/first-impressions-jane-jensens-gray-matter/</link>
		<comments>http://www.secondquest.vg/2011/02/25/first-impressions-jane-jensens-gray-matter/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 14:46:39 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=696</guid>
		<description><![CDATA[Eric has finally gotten his hands on Jane Jensen's Gray Matter. How does a new adventure game from one of the seminal figures of the genre stack up in 2011?]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/02/GrayMatter_11.jpg"><img src="http://cartridgeblowers.com/wp-content/uploads/2011/02/GrayMatter_11-300x168.jpg" alt="" title="GrayMatter_11" width="300" height="168" class="alignleft size-medium wp-image-698" /></a>I&#8217;ve started playing the new Jane Jensen adventure game <em>Gray Matter</em>, and, well&#8211;it&#8217;s a Jane Jensen adventure game, for all the good and bad that entails. If you&#8217;ve ever played any adventure game before, you&#8217;ll know exactly what I&#8217;m talking about. <em>Gray Matter</em> does make some improvements, such as hotspot labeling (begone, pixel hunt!), and your goals so far seem a lot less esoteric than most classic adventure games&#8211;but in all in, this game makes me feel like it&#8217;s 1996 again.</p>
<p><span id="more-1046"></span></p>
<p>To start, I had a DirectX error when I tried to run the game, something I have not seen in, literally, years. The game does not force a restart (why should it, in this era of 64-bit Windows 7?) but when I finally succeeded in getting the game to launch, I was presented with choppy movies and sluggish performance. Restarting fixed it, but these are problems that I thought PC games had left behind.</p>
<p>As for the game itself, it&#8217;s good. I haven&#8217;t played very far, maybe an hour&#8211; but so far the writing is crisp and engaging, with a hint of sardonic humor&#8211;all Jane Jensen trademarks. The gameplay is standard adventure game fare&#8211;click on hotspots, hear the main character make a comment, perhaps pick up an item, explore different screens. The art direction is interesting&#8211;the game itself is a standard 3D environment (think <em>Gabriel Knight 3</em> with a few years of improvement) but the movies are cartoonish affairs with static movement.</p>
<p>Overall, so far, I&#8217;m enjoying the experience, and in a better world, this game would be getting a lot more attention that it has. Jane Jensen is one of the seminal figures of the early days of the PC gaming world, and a new game from her is sort of like a new novel from J.D. Salinger. I&#8217;m curious to see if the gameplay has any new tricks up its sleeves, or if it continues to play like a bog standard adventure game&#8211;but either way, I&#8217;m glad for it.</p>
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		<title>Gatsby, Dragons, and a Broken DSi</title>
		<link>http://www.secondquest.vg/2011/02/16/gatsby-dragons-and-a-broken-dsi/</link>
		<comments>http://www.secondquest.vg/2011/02/16/gatsby-dragons-and-a-broken-dsi/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 02:54:14 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=688</guid>
		<description><![CDATA[I've got a few random things on my mind, but none of them enough to make a full post, so here goes some rambling!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve got a few random things on my mind, but none of them enough to make a full post, so here goes some rambling!</p>
<p>1) You guys have totally got to play <a href="http://greatgatsbygame.com/">The Great Gatsby NES</a> game because it is awesome. The conceit is that this was a prototype ROM of a localization of a Japanese game based on Gatsb. It&#8217;s note-perfect of the games of the end of the NES, though perhaps it&#8217;s a little TOO competently programmed. The Eyes of TJ Eckleberg are a boss. The scene where Daisy is admiring Gatsby&#8217;s shirts is a cutscene. And the ending&#8211;no, it&#8217;s too funny to ruin. Missed opportunities for not including a driving level and for leaving the book&#8217;s last lines in the original prose&#8211;it might have been more effective if it looked like it was translated into Japanese and back. Though there&#8217;s a reason my teacher made us memorize the last line for a test in high school sophomore English&#8211;they don&#8217;t deserve to be defaced for the sake of a joke. Well worth it on every level.</p>
<p><span id="more-1044"></span></p>
<p>2)  Dragon Quest VI is awesome&#8211;though I&#8217;m not sure if that&#8217;s saying much. I played some of the game years ago&#8211;I think when I was 18 if I remember correctly&#8211;but I&#8217;m not sure how far I went. Beyond the introduction and the first quest I don&#8217;t remember any of the game, really&#8211;I thought I&#8217;d gotten to the point where you get new classes (I haven&#8217;t done that in this playthrough), but everything seems fairly alien to me at this point. Either way, I&#8217;m having a great time&#8211;and the fact that I am kind of bolsters my middling opinions of Dragon Quests 8 and 9. I mean they&#8217;re both good games, but I haven&#8217;t beaten either&#8211;got about halfway through 8 before my PS2 died and haven&#8217;t had the gumption to beat it, and I&#8217;m literally at the final dungeon of 9&#8211;and I&#8217;m not really sure if I ever will. Granted, they&#8217;re not as bad as 2&#8211;my least favorite in the series&#8211;but for a while I wasn&#8217;t sure whether my feelings were because I&#8217;m aging out of the series (like Final Fantasy) or because they&#8217;re not as good. It&#8217;s the latter.</p>
<p>I don&#8217;t have particularly much to say about it&#8211;it&#8217;s a Dragon Quest Game, you know what you&#8217;re getting into&#8211;but while I&#8217;m probably not going to blog much about it, I might like to try reviewing it. It&#8217;s helping to clarify a few things about the series as a whole.</p>
<p>3) I&#8217;m having More Problems With My DS. I had a DS Lite (a snazzy red one!) which broke at one point&#8211;I generally blame Knights in the Nightmare for this, but the R button died completely. Since it was out of warranty, and I found myself with a little extra cash, I bought myself a DSi last June. I&#8217;ve found no advantage to owning it over the Lite&#8211;I haven&#8217;t downloaded a single game, I so don&#8217;t need the camera or music playing functions&#8211;and in fact liked the volume controls and GBA functionality of the Lite better. But no regrets either way. Except recently I&#8217;m finding problems with both the L and R buttons on this one. It&#8217;s sporadic&#8211;sometimes they work, sometimes they don&#8217;t, sometimes you have to slam on them like crazy&#8211;and while I generally don&#8217;t find myself using them (the games I play don&#8217;t tend to need them), it&#8217;s annoying. DQ6, for example, uses the buttons to twirl the screen around, which is helpful.</p>
<p>So I look online and several sites suggest it might be dust&#8211;since I keep it in my bag and don&#8217;t use a case (cases wouldn&#8217;t help&#8211;most of the cases I&#8217;ve seen leave the shoulder buttons exposed), I fully believe that some things got stuck in there. They suggest doing some good old-fashioned Cartridge Blowing, so okay&#8211;I blow into the shoulder buttons and turn the system back on&#8211;it works perfectly.</p>
<p>Except five minutes later, the volume suddenly BLASTS louder than I thought the DS was capable of. It&#8217;s impossible to turn it down&#8211;the volume button seems to be completely unresponsive. I don&#8217;t want sound blasting like this&#8211;I play games mostly on the subway, where I don&#8217;t want to be pissing everyone off, and while I could use my headphones, I generally prefer to listen to other music while I play. Quite odd. At least it&#8217;s still under warranty and can be fixed&#8211;though I&#8217;m definitely going to want to beat the game before I send it out because let&#8217;s face it guys, I&#8217;m not giving this up for such a silly thing. My idea is I&#8217;ll take a second pair of headphones, plug them in to shut it up, and listen to music on my real headphones. That&#8217;s a logical, sensible idea, right?</p>
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		<title>Let&#8217;s Edit: Fred Dutton&#8217;s &#8220;Uncharted 3 plans &#8216;brilliant&#8217; fire effects&#8221;</title>
		<link>http://www.secondquest.vg/2011/02/14/lets-edit-fred-duttons-uncharted-3-plans-brilliant-fire-effects/</link>
		<comments>http://www.secondquest.vg/2011/02/14/lets-edit-fred-duttons-uncharted-3-plans-brilliant-fire-effects/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 20:11:50 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[letsedit]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=635</guid>
		<description><![CDATA[What's the point of summarizing a PR interview? Well, it gives Eurogamer's Fred Dutton something to do, at least.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/02/network1.jpg"><img class="alignleft size-medium wp-image-636" title="network1" src="http://cartridgeblowers.com/wp-content/uploads/2011/02/network1-300x212.jpg" alt="" width="300" height="212" /></a>Fred Dutton&#8217;s February 7 Eurogamer article &#8220;<a href="http://www.eurogamer.net/articles/2011-02-07-uncharted-3-boasts-brilliant-fire-effects">Uncharted 3 plans &#8216;brilliant&#8217; fire effects</a>&#8221; is the kind of article that you&#8217;ve read many times on gaming sites. Whenever a site covers another’s interview, the resulting article can nearly always be generated using the following template: “[Effusive fanboy praise for an upcoming game] [Mention of interview developer did with other site] [Cut-and-paste of selected quotes from a tiny section of the interview] [Profession of faith in the accuracy of the developer’s comments] [Assurance that the game will undoubtedly be amazing]&#8220;. There&#8217;s no real reason for this type of article to exist. We don’t have the complete text&#8211;we’ll just read the original interview if we’re interested&#8211;and this simple summary adds nothing.  Even worse, it implies that the site does not have the resources to conduct their own original research. Whether Dutton asked no followup questions because it never occurred to him or because Naughty Dog is not returning Eurogamer&#8217;s calls is unclear. Either way, the only purpose that the article serves is to save Sony’s PR department some effort&#8211;it simply reprints some marketing copy that Dutton has apparently decided to take at face value. Let’s edit.</p>
<p>(Original text of the post in <em>italics</em>. My comments in <strong>bold</strong>.)</p>
<p><em>Uncharted 3 plans ‘brilliant’ fire effects</em> <strong>[This is an inaccurate headline. Uncharted 3 is not planning the fire effects. Naughty Dog, the developer, is planning them. “Naughty Dog plans ‘brilliant’ fire effects for Uncharted 3” is how you should write the headline.]</strong></p>
<p><em>Having mastered ice, water and snow in previous Uncharted games</em> <strong>[I wasn't aware that Uncharted was considered the gold standard for these. Write more neutrally--others may be able to point to games which handled these things better]</strong> <em>, Naughty Dog has set its sights on groundbreaking fire effects in the forthcoming PlayStation 3 threequel.</em> <strong>[Avoid cutesy neologisms--this is a news piece.]</strong></p>
<p><em>Speaking in an interview with the</em><a href="http://blog.eu.playstation.com/2011/02/07/fire-fistfights-and-20-notes-uncharted-3-interview/"><em> PlayStation Blog</em></a><em>, Naughty Dog mouthpiece Arne Meyer explained that the game would feature realistic flames that slowly reduce the environment to ashes.</em> <strong>[This is phrased too vaguely. Saying that the game will "feature realistic flames" imposes a subjective evaluation on something which has not yet been released; this statement cannot be said with any authority. And the assurance that the flames will "reduce the environment to ashes" doesn't make it clear whether you're speaking truthfully or if this is exaggeration for effect.]</strong></p>
<p>&#8220;We&#8217;re always on the lookout for new technical challenges and we&#8217;re really happy with what we&#8217;re achieving with our fire effects,&#8221; he boasted.</em> <strong>[Remove this sentence. It tells us nothing beyond the fact that the development team is pleased with itself. You may hope that the members of development teams enjoy their work and are content with their progress, but don’t conflate that with a promise of quality.]</strong></p>
<p><em>&#8220;It&#8217;s not just a static asset – the fire deteriorates the wood realistically and there are blowback effects, like you would expect. The smoke is looking much better this time around.&#8221;</em> <strong>[What is the smoke “looking much better” than--Uncharted 2? Other games coming out this year? CG fire in general? Follow up on this one.]</strong></p>
<p><em>Referencing a level, trailered below, in which you have to escape a burning mansion, Meyer added that, in theory, you&#8217;ll be able to stand still and watch the building burn down before your eyes.</em> <strong>[Here’s an area where you could get into some very interesting issues--while water and ice are difficult to program, they don’t have as dynamic an effect on the environment as fire does. How do you build an environment around the fact that it can be burnt to the ground? How do you reconcile the inherently chaotic nature of fire with the constructed obstacle course of a videogame level? What tricks is the team planning to avoid burning levels in such a way as to make them accidentally unwinnable? Do the graphics or performance deteriorate in any way because of this added factor? One of the reasons truly realistic procedural fire has not been implemented well is because of these and many other issues--how is the team handling them?]</strong></p>
<p><em>&#8220;You could sit down and watch the chateau burn around you, if you sit there long enough,&#8221; he claimed.</em> <strong>[The word "claimed" is a fairly loaded one--it literally serves the function of reproducing a statement while calling attention to the fact that said statement has not or cannot be proven. Why didn't you follow up to find out whether the chateau does indeed burn to the ground? How long does it take? How does this affect gameplay?]</strong></p>
<p><em>&#8220;However, we want the player to proceed through the game at a decent pace so that&#8217;s not going to happen. Even in this demo, you can see beams deteriorating as they burn, and you can even take cover behind them when they give way and fall to the floor, only for that cover to disappear when the beam has burned away completely.</em> <strong>[This paragraph does not contradict my questions from earlier and in fact leaves me with more questions. How do they ensure that the player will not simply stand around and let the mansion burn around them? Merely being told that "beams deteriorat[e] as they burn&#8221; doesn&#8217;t sound impressive if you consider that they could achieve the same effect through a scripted event. How does the procedural programming of fire change things?]</strong></p>
<p><em>&#8220;Procedural fire is a pretty difficult technical challenge, especially on top of everything else you&#8217;re trying to get in the game, but it produces some brilliant effects, like the corners of the wallpaper starting to roll and then igniting, and then the embers flickering in the air.</em><strong> </strong><strong>[It is true that realistic fire is one of the great programming challenges--there are so many variables involved that it requires very deep knowledge of the game's engine as well as of the physics of fire. I'd be interested in how the team researched this topic. Did they spend a few weeks burning things and filming the results before they started programming? Does anyone on the team have a background as a physicist? What were some of the big challenges here--what did they need to implement? They will of course want to keep some aspects of the engine to themselves as a proprietary secret, but again, the fact that you did no followup research gives off the impression that you are extremely incurious.]</strong></p>
<p><em>&#8220;Essentially, we&#8217;re programming oxygen and then having the fire follow it around the environment,&#8221; he explained. </em> <strong>[This tells us something, but not much.]</strong></p>
<p><em>Uncharted 3: Drake&#8217;s Deception, the too-hot-to-handle</em> <strong>[Avoid puns]</strong> <em>follow-up to</em><strong> [the]</strong><a href="http://www.eurogamer.net/articles/uncharted-2-among-thieves-review"> <em>awesome</em></a> <strong>[This is a news post. Stay neutral in your tone and do not editorialize about the quality of games]</strong> <em>2009 adventure, Uncharted 2: Among Thieves, will be out on 4th November.</em> <strong>[Do not state release dates as set-in-stone facts. Uncharted 3 is planned for release on November 4. Any number of things could happen to delay it.]</strong></p>
<p>I said earlier that there is no need to write this type of article because it generally adds nothing to the conversation and the full interview is much more complete. This article is particularly egregious, however. The original interview by James Gallagher on the Playstation blog is a fairly breezy overview of the upcoming game&#8211;it briefly covers a few new gameplay mechanics, motion capture, and the fire effects. Let&#8217;s do a quick comparison, however. Gallagher&#8217;s article quotes 191 words from Naughty Dog&#8217;s Arne Meyer on the subject of procedural fire. Dutton&#8217;s article quotes the same exact 191 words&#8211;he quite literally copies the entire conversation about fire verbatim. To look at it from another angle, 62% of his 306-word article is lifted directly&#8211;Gallagher could probably get away with saying &#8220;plagiarized&#8221;&#8211;from the original interview.</p>
<p>Gallagher&#8217;s article is not especially hard-hitting or relevatory, but it&#8217;s a preview and gamers interested in scraps of news might find it entertaining. Besides, the Playstation blog is an official channel, and Naughty Dog is owned by Sony. It&#8217;s fairly clear that this article is little more than an arm of Sony&#8217;s marketing division. Dutton is taking PR-speak at face value. Gallagher does not have the license to probe any deeper; Dutton does his site and his readers a disservice by actively refusing to.</p>
<p><em><a href="http://www.secondquest.vg/tag/letsedit/">Want more Let&#8217;s Edit? We&#8217;ve got it!</a></em></p>
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		<title>Cartridge Blowers Episode 86: An Infinite Number of Chimpanzees</title>
		<link>http://www.secondquest.vg/2011/02/14/cartridge-blowers-episode-86-an-infinite-number-of-chimpanzees/</link>
		<comments>http://www.secondquest.vg/2011/02/14/cartridge-blowers-episode-86-an-infinite-number-of-chimpanzees/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 04:00:55 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=633</guid>
		<description><![CDATA[Destructoid really wants everyone to know that Diablo III may or may not come out this year. This and other hard-hitting journalistic pursuits cannot be found in this week's episode. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_021411.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Happy Communist Martyr&#8217;s Day, everyone! This special holiday episode of Cartridge Blowers features somber commemorations of the end of Dragon Age, the Kevin Butler ad campaign, and the optimism surrounding the David O. Russell Uncharted film adapation. Plus, Destructoid really wants you to know that Diablo III may or may not come out this year. Next episode: we celebrate Destructoid Martyr&#8217;s Day.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_021411.mp3">Download the episode</a></p>
<p><span id="more-633"></span></p>
<p></br><br /></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.destructoid.com/blizzard-diablo-iii-may-or-may-not-hit-2011-193653.phtml">Blizzard: Diablo III may or may not hit 2011<br />
</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.engadget.com/2011/02/09/ps3-jailbreak-code-retweeted-by-sonys-kevin-butler-no-punchl/">PS3 &#8216;jailbreak code&#8217; retweeted by Sony&#8217;s Kevin Butler, no punchline needed</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.eurogamer.net/articles/2011-02-10-uncharted-movie-has-sopranos-like-family">Uncharted movie has Sopranos-like family</a></p>
]]></content:encoded>
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		<title>Dead Space 2</title>
		<link>http://www.secondquest.vg/2011/02/13/review-dead-space-2/</link>
		<comments>http://www.secondquest.vg/2011/02/13/review-dead-space-2/#comments</comments>
		<pubDate>Sun, 13 Feb 2011 04:05:11 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=624</guid>
		<description><![CDATA[Did Dead Space's Ishimura frighten and traumatize you? Don't worry, then--Dead Space 2 won't give you nightmares at all.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/02/dead-space-2-the-sprawl.jpg"><img class="alignleft size-medium wp-image-625" title="dead-space-2-the-sprawl" src="http://cartridgeblowers.com/wp-content/uploads/2011/02/dead-space-2-the-sprawl-300x168.jpg" alt="" width="300" height="168" /></a><em>Dead Space</em> is one of the finest horror games ever made. It’s scary, of course&#8211;the creature designs and scripted events are genuinely disturbing. More importantly though, it’s fun to play&#8211;the elegant controls and fully-realized environment allow it to avoid the tedium that many horror games fall into. The game as a whole is an enjoyably traumatic experience. I remember well my time spent exploring the spaceship Ishimura. It’s so well-designed that I’d be able to navigate my way through if I found myself there in real life, attempting to survive the events of the game.</p>
<p>And so of course I was excited about <em>Dead Space 2</em>. My hope was that it would tread that line that a successful sequel needs to: Enough of the same that it would feel familiar, but different enough that it would be a novel and fresh experience. I make a point of deliberately avoiding previews, so I went into the game knowing exactly one thing: The game’s setting, rather than a single spaceship, would be expanded to cover an entire city called The Sprawl. Much of the pleasure of horror games comes from learning about an environment after it’s been destroyed&#8211;the larger and more detailed, the better. I was looking forward to The Sprawl because I assumed it would cover more territory with that same attention to detail.</p>
<p>I shouldn’t have hyped myself up. While I enjoyed <em>Dead Space 2</em> while I was playing it, and in fact found myself so frightened during a couple segments that I was almost too scared to continue&#8211;there was something somehow <em>toothless</em> about the whole experience. Over the course of the month since I’ve played <em>Dead Space 2</em>, my initially eager feelings about it have cooled into disappointment.</p>
<p>So why the dissonance? The designers did not seem to be interested in putting the same effort into The Sprawl as they did the Ishimura. The former feels more like a collection of videogame levels than an actual environment. The sense of timing and pacing are still good&#8211;things jump out at exactly the right time, and I <em>did</em> yelp and whimper while playing&#8211;but ultimately, suspending disbelief isn’t as easy when I could almost see the hand of a designer looking at an environment and placing enemies and rooms and items with little regard for how realistic the placement is. <em>Dead Space</em> may be structured like a traditional haunted house, but its sense of architecture and attention to detail help that haunted house feel more realistic and more frightening. <em>Dead Space 2</em>, instead of taking the player through an actual city, simply slaps together a few rooms, populates them with enemies that jump out and scream “boo” at you, and hopes for the best.</p>
<p>An old trick that game designers often use to make their world seem bigger than it is is the judicious use of locked doors. Proper use of this technique allows designers to imply the interiors of unseen rooms or buildings without spending the resources to render them&#8211;the world is a lot bigger than the one you actually see, but these areas are simply unimportant to the plot. And so <em>Dead Space 2</em> locks a few doors and hopes that you’ll infer that they lead to other parts of the city. This worked in <em>Dead Space</em>&#8211;by the time you’re finished, you get a working knowledge of the bulk of the ship’s layout, enough to allow you to figure out the general areas that are missing and what they might include. We only see a fraction of The Sprawl, however; there do not appear to be enough doors to imply the full city, and I never got the sense that the developers know a single thing about the areas that are not covered in-game.</p>
<p>In addition, it’s fairly impossible to map the city, and the game doesn’t encourage you to think about how far you’ve traveled or where any building is in relation to another. When traveling between sections of the Ishimura, you go by tram, and as you do you see a map of the ship which highlights your route. That goes a long way towards making the Ishimura feel real&#8211;you can fairly accurately see the layout of the ship. No map of The Sprawl exists in the game as far as I can find. The developers don’t seem to think it’s important. Most of the game is based on forward motion; aside from a few exceptions, I remember the path through the game as “the next room” and “a side room where you get a powerup”. You get occasional glimpses of the cityscape, but they’re fairly useless from an orienteering standpoint. You can’t point to any one building and recognize it as one you were just in.</p>
<p>There may be more variety to the areas, but most of them simply feel like new skins on the same types of twisting corridors. The mall is the claustrophobic maze with the storefronts. The school is the claustrophobic maze with the pasted-up drawings. The Unitologist church&#8211;the prettiest of the lot&#8211;is the claustrophobic maze with the impressive statue and blue glass ceiling. There is no understanding that the architecture of these places would all be different; it feels maddeningly consistent and, as a result, dull.</p>
<p>While playing through <em>Dead Space 2</em>, I wondered if perhaps my fondness for the Ishimura were due to a faulty memory or a haze of nostalgia. A late game chapter demonstrated that this was not the case: In one of the game’s most effective sequences, you reenter the Ishimura, which has been moved to the Sprawl for study. Most of the walls have been covered with tarps and it’s been cleaned up a bit, but it’s recognizable. Your route through is much more direct this time&#8211;but it takes you through several very significant rooms. You visit the bridge several times through the course of the first game, and each time something more and more horrible happens. When I entered the bridge this time around, I froze for a second. What happened there has burned itself into my brain. Simply being in this room was enough to scare me. That’s how you create a place. Frankly, I think the Ishimura’s presence dulls a lot of the impact of The Sprawl, which stands meekly and embarrassed around this much-better-realized environment.</p>
<p>I did find myself scared during many of <em>Dead Space 2</em>’s sections, but they’re not scares that stuck with me. There was none of the sense of dread that I felt during the first game, where it seemed that I could be attacked and killed at any time. I was able to suspend my disbelief easily during <em>Dead Space</em>&#8211;I was unable do to so as strongly in the sequel. It doesn’t feel like a world. And if the world doesn’t feel real, it’ll remind me that I’m sitting in my apartment with a controller in my hand&#8211;it’ll be enough to break down the illusion and make me feel <em>safe</em>&#8211;which is the last thing I look for in a horror game. Dead Space was an enjoyably traumatic experience. <em>Dead Space 2</em> is a fun videogame. <em>Dead Space</em> doesn’t really give us any opportunity to mitigate its terror by saying “It’s only a videogame”. <em>Dead Space 2</em> could only feel safer if it flashed that mantra in the corner of the screen at all times.</p>
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		<title>Cartridge Blowers Episode 85: The Power Imbalance of the Heterosexual Male</title>
		<link>http://www.secondquest.vg/2011/02/07/cartridge-blowers-episode-85-the-power-imbalance-of-the-heterosexual-male/</link>
		<comments>http://www.secondquest.vg/2011/02/07/cartridge-blowers-episode-85-the-power-imbalance-of-the-heterosexual-male/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 04:00:13 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=621</guid>
		<description><![CDATA[Sony wants to sell NGPs, EA wants to make money, and OnLive wants to be as successful as Netflix. Oh, and Brian Ashcraft is a creepy motherfucker. All completely obvious, but all things in this week's gaming news. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_020711.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Sony wants to sell NGPs, EA wants to make money, and OnLive wants to be as successful as Netflix. Oh, and Brian Ashcraft is a creepy motherfucker. All completely obvious, but all things in this week&#8217;s gaming news. Plus: Richard likes to punch things.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_020711.mp3">Download the episode</a></p>
<p><span id="more-1037"></span></p>
<p></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</Strong></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.gamasutra.com/view/news/32821/Sony_Aims_To_Surpass_PSP_Install_Base_With_NGP.php">Sony Aims To Surpass PSP Install Base With NGP</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.develop-online.net/news/36939/EA-Facebook-has-290m-gamers">EA: Facebook has 290m gamers</a></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.joystiq.com/2011/02/01/onlives-flat-rate-playpack-plan-is-live-for-all-debuts-with-38">OnLive&#8217;s flat-rate PlayPack plan is live for all, debuts with 38 games</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://kotaku.com/5751634/hang-out-in-nerd-paradise-with-maids">Hang Out In Nerd Paradise (With Maids!)</a></p>
]]></content:encoded>
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		<title>Why We Edit</title>
		<link>http://www.secondquest.vg/2011/02/01/why-we-edit/</link>
		<comments>http://www.secondquest.vg/2011/02/01/why-we-edit/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 19:41:01 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[letsedit]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=605</guid>
		<description><![CDATA[Most videogame sites seem to have forgotten to hire an editor. Find out why the Cartridge Blowers have taken it upon themselves to do other peoples' jobs.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2010/08/tldr.jpg"></a><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/tldr.jpg"><img class="alignleft size-medium wp-image-1847" title="tldr" src="http://www.secondquest.vg/wp-content/uploads/2011/04/tldr-300x225.jpg" alt="" width="300" height="225" /></a>We recently pubished an article on our website called &#8220;<a href="http://cartridgeblowers.com/2011/01/29/let%e2%80%99s-edit-jonathan-holmes%e2%80%99s-%e2%80%9cdragon-quest-x-to-be-revealed-later-this-month-updated%e2%80%9d/">Let&#8217;s Edit: Jonathan Holmes&#8217;s &#8216;Dragon Quest X to be revealed later this month (updated)</a>&#8216;&#8221;.  &#8220;Let&#8217;s Edit&#8221; is going to be a regular series based on a blog post from last summer (&#8220;<a href="http://cartridgeblowers.com/2010/08/04/lets-edit-editor-wanted-60-of-gamefaqs-users-dont-have-girlfriends-by-jim-sterling/">Let&#8217;s Edit: Jim Sterling&#8217;s &#8217;60% of GameFaqs users don&#8217;t have girlfriends&#8217;</a>&#8220;) [In the interest of full disclosure, we've made some extremely minor structural changes from the original blog post in order to bring it in line with the format that the series will take; no content has been changed.]</p>
<p>We created the Let&#8217;s Edit series in order to address just how <strong>bad</strong> videogame journalism is. Regular listeners of the podcast know that this issue has been one of our bugaboos going back almost to the beginning of the show; Kotaku Strikes Again, where we highlight a particularly bad piece of videogame “reporting”, was one of our first segments. Most of what you read on videogame news sites is poorly written and lazily researched (if it’s researched at all). Perhaps worst of all, egregious cut-and-paste jobs of industry press releases are commonplace, lending the entire endeavor an air of complete and total hackery. Most game writers will attempt to avoid criticism of these issues by claiming to not be journalists at all. They seem to want it both ways&#8211;to have the status and reputation (and industry access) that the press enjoys but with the lack-of-responsibility and frivolity of a fansite. By positioning themselves on this fence, they not only do themselves a disservice, they also do major harm to videogame culture as a whole. Destructoid&#8217;s immature and unfunny scatology, Kotaku&#8217;s obsession with breasts and schoolgirls, and Joystiq&#8217;s incoherent writing only bolsters the impression of gamers as illiterate, creepy manchildren. Humor is fine. Sex is fine. And no one is expecting knifelike prose. But all of these seem to overshadow the pretense of journalism that these sites legitimately have. The writers come off as overgrown fratboys doing a gross parody of a newsroom.</p>
<p>Sites such as Ben Paddon&#8217;s &#8220;<a href="http://gamejournos.com/">Games Journalists are Incompetent Fuckwits</a>&#8221; have gone the first step&#8211;Paddon has gained no small amount of notoriety for rubbing many writers&#8217; faces in their own writing and calling them out on their inappropriate and unseemly behavior. However, it&#8217;s our opinion that merely calling out behavior is not enough to change it.</p>
<p>Let&#8217;s Edit is intended to be a series of line-by-line responses to articles that we feel are particularly egregious. Instead of simply making fun, we&#8217;re going to point out exactly where a writer is misinformed, has not done proper research, has misinterpreted statistics, or has otherwise delivered a poor article. We won&#8217;t generally be addressing these pieces on a sentence level, because that wouldn&#8217;t fix bad reportage, although we will be calling out particularly poorly-written sentences or spelling errors.</p>
<p>We take this approach because we have more of an issue with the seeming lack of editorial control rampant throughout the gaming “press”. Many of the stories that appear on videogame blogs should not have been written, let alone published. If someone was responsible for the editorial content and voice, there would be an overall higher quality of articles&#8211;at the very least, someone would notice typos. It&#8217;s unclear whether the absent editor is due to the large number of posts (Destructoid proudly boasts that it publishes 40-60 posts per day, as if this is a bragging point) which makes it difficult for an editor to do his job, or whether the sites don&#8217;t care.</p>
<p>So really, that&#8217;s what Let&#8217;s Edit is: Since no one seems to be doing the job of the editor, it seems that falls to us.</p>
<p>After the publication of our Let&#8217;s Edit of the Destructoid article &#8220;Dragon Quest X to be revealed later this month (updated)&#8221;, their post was removed&#8211;viewing it simply shows the message, &#8220;This post is not live and only visible to editors&#8221;. There&#8217;s a verb missing in there&#8211;but let&#8217;s not harp on that point. It&#8217;s not arrogance to suggest that our post had something to do with this&#8211;we alerted the writer via Twitter about our article, he responded, and the post was removed the next day. However, sweeping this under the rug is not an acceptable response: Instead of owning up to a mistake, instead of attempting to fix it, instead of admitting to wrongdoing, they’ve performed a Ministry of Truth unpersoning here. This was not our intention. We are looking for videogame journalists to have a higher quality of work, for a new era of honesty and openness and legitimacy. Pretending this never happened is not the way to go.</p>
<p>We&#8217;ve used Destructoid stories for both of our Let&#8217;s Edits at this point. While it&#8217;s certainly extremely easy to use stories from that site&#8211;it&#8217;s not known for its restrained, intelligent manner&#8211;our intention is not to keep picking on them. While this won&#8217;t be the last time we use them, we will be picking from a wider variety of sites.</p>
<p>It&#8217;s our hope that Lets Edit will not only be entertaining, but will hopefully have some sort of impact. We obviously have a great love for videogames and the community, and&#8211;we&#8217;ve always said this&#8211;we all deserve better. All we&#8217;re asking is that writers start to think before they write, and that sites question their editorial practices. You know what would make us happiest? If we didn&#8217;t have to do other peoples&#8217; jobs for them.</p>
<p><em><a href="http://www.secondquest.vg/tag/letsedit/">Want more Let&#8217;s Edit? We&#8217;ve got it!</a></em></p>
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		<title>Cartridge Blowers Episode 84: Fred Durst, Videogame Journalist</title>
		<link>http://www.secondquest.vg/2011/01/31/cartridge-blowers-episode-84-fred-durst-videogame-journalist/</link>
		<comments>http://www.secondquest.vg/2011/01/31/cartridge-blowers-episode-84-fred-durst-videogame-journalist/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 04:00:26 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=556</guid>
		<description><![CDATA[It's been a very topsy-turvy week. Nintendo, answering a question no one asked, says that no 3DS Lite is forthcoming. Meanwhile, Capcom announces that it will in fact release games this year. Huh. How about that? <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_013111.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>It&#8217;s been a very topsy-turvy week. Nintendo, answering a question no one asked, says that no 3DS Lite is forthcoming. Meanwhile, Capcom announces that it will in fact release games this year. And Democratic Representative Joe Baca introduces a bill to compel videogames to carry warning labels. But it&#8217;s not all bad! Richard finished Dead Space 2, and Eric beat Ghost Trick. Boy, if it weren&#8217;t for videogames, we&#8217;d probably be out murdering people. Wait—EA gave Darkspore a release date? Pass us our guns.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_013111.mp3">Download the episode</a></p>
<p></br><br />
<br /></br></p>
<p><span id="more-1035"></span></p>
<p><strong>Show Notes</strong></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.eurogamer.net/articles/2011-01-27-nintendo-not-planning-a-3ds-lite">Eurogamer: Nintendo not planning a 3DS Lite</a><br />
<a href="http://www.eurogamer.net/articles/2011-01-25-nintendo-justifies-zelda-free-3ds-launch">Eurogamer: Nintendo justifies Zelda-free 3DS launch</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.destructoid.com/capcom-readying-at-least-two-surprises-this-year-192534.phtml">Destructoid: Capcom readying at least two surprises this year</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.eurogamer.net/articles/2011-01-28-darkspore-release-date-revealed">Eurogamer: Darkspore release date revealed</a></p>
<p><strong>Our Enemies List</strong><br />
Representative Joe Baca<br />
<a href="http://www.gamasutra.com/view/news/32633/US_Rep_Joe_Baca_Reintroduces_Game_Labeling_Bill.php">Gamasutra: U.S. Rep Joe Baca Reintroduces Game Labeling Bill</a></p>
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		<title>Let’s Edit: Jonathan Holmes’s “Dragon Quest X to be revealed later this month (updated)”</title>
		<link>http://www.secondquest.vg/2011/01/29/let%e2%80%99s-edit-jonathan-holmes%e2%80%99s-%e2%80%9cdragon-quest-x-to-be-revealed-later-this-month-updated%e2%80%9d/</link>
		<comments>http://www.secondquest.vg/2011/01/29/let%e2%80%99s-edit-jonathan-holmes%e2%80%99s-%e2%80%9cdragon-quest-x-to-be-revealed-later-this-month-updated%e2%80%9d/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 03:57:04 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[letsedit]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=536</guid>
		<description><![CDATA[Is fourth-hand information reliable? Destructoid's Jonathan Holmes doesn't seem to care about the answer.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/01/ace-in-the-hole.jpg"><img class="aligncenter size-full wp-image-539" title="ace in the hole" src="http://www.secondquest.vg/wp-content/uploads/2011/01/ace-in-the-hole.jpg" alt="" width="500" height="376" /></a></p>
<p><em>[Update to the update--9:11AM EST on February 1--the story has been down for at least a day, and shows no signs of coming back. You can view the Google cache of the original post <a href="http://webcache.googleusercontent.com/search?q=cache:KPqHjacv25sJ:www.destructoid.com/dragon-quest-x-to-be-revealed-later-this-month-updated--190820.phtml+Dragon+Quest+X+to+be+revealed+later+this+month%E2%80%9D&#038;cd=1&#038;hl=en&#038;ct=clnk&#038;gl=us&#038;client=firefox-a&#038;source=www.google.com">here</a>]</em></p>
<p><em>[Hey, readers--it's 10:41AM EST on January 31; we've just tried to view the Destructoid post that this article discusses and we're getting the message, "This post is not live and only visible to editors." Ironically, even the site error message needs editing--there are not enough "is"es in there, but that's beside the point. The content of the original post is detailed enough in this article so you should be able to follow along fine. We'll check throughout the day and remove this message if the post reappears. And now, back to your regularly scheduled Let's Edit.]</em></p>
<p>I don&#8217;t read previews. For the most part, I consider them to be useless&#8211;seeing a couple of screenshots, carefully selected by the marketing department for maximum prettiness, coupled with some PR-speak about features that often don&#8217;t turn up in the game, don&#8217;t really do much for me. Most sites take previews as an excuse to declare that an unreleased, unfinished, and often unplayed game will certainly be among the greatest games ever released. Previews are fine if you simply want to get a vague idea of what a game may be like, but they’re often written as if they were accurate portrayals of the quality of a finished game instead of some slightly-hazy prognostication.</p>
<p>It gets worse when gaming sites cover not even early builds of unfinished games but cover previews of previews. Take, for example, Jonathan Holmes&#8217;s January 4, 2011 Destructoid post, <a href="http://www.destructoid.com/dragon-quest-x-to-be-revealed-later-this-month-updated--190820.phtml" target="_blank">&#8220;Dragon Quest X to be revealed later this month&#8221;</a>. On the surface, it appears to discuss an upcoming preview of Dragon Quest X in a Japanese manga magazine. What it actually is is a writeup of a repost of a mistranslation of an advertisement for an upcoming issue of a magazine. Confused? You should be. Let&#8217;s edit.</p>
<p>(Original text of the post in <em>italics</em>. My comments in <strong>bold</strong>.)</p>
<p><em>I&#8217;m expecting to get some flack for doing this &#8220;announcement of a future announcement&#8221;, but after putting myself in your shoes, I decided to post it anyway. I know I&#8217;m excited about this, so I figured that you might be too.</em> <strong>[My first problem with this is that you are too presumptuous as far as your readers are concerned--you’re essentially saying that you’re about to indulge in a story that many of them would ordinarily be annoyed by, but something about this story makes it special; enough of your readers are uninterested in Dragon Quest to make that untrue. Second, this story is <em>not</em> newsworthy, and admitting that you recognize that it might not be does not mitigate that fact.]</strong></p>
<p><em>V-Jump magazine has announced that they&#8217;ll be revealing Dragon Quest X in their next issue, which is set for release on January 21st.</em> <strong>[Based on the fact that your article credits the site GoNintendo for this information, it appears that your entire research for this article consisted of going to GoNintendo, seeing this story, and writing your own post based on it. You did not follow the story to its source: GoNintendo took its story from the site Aussie-Gamer.com, which saw an ad featuring a dragon on V-Jump’s site and reported that the ad was promoting a preview of Dragon Quest X in an upcoming issue. You did not research this story as far back as you should have; more importantly, you didn’t look at the comments at GoNintendo--there was a comment on the site, posted before your story was published, which suggested that Aussie-Gamer.com may have mistranslated the ad. This is true: The ad describes a special super-sized issue of V-Jump; it details information such as the price and release date of the issue and also alerts readers to the existence of a preview of the special issue. Dragon Quest X is not mentioned anywhere (nor is the Dragon Quest series in general) and it’s unclear why Aussie-Gamer.com reported the story this way. Either way, some basic research should have solved this problem: An article about a special issue of a manga magazine is even less newsworthy for a videogame publication than a preview of a preview.]</strong> <em>The game was first announced in 2008, yet we didn&#8217;t hear a peep about it for all of 2010.</em> <strong>[Dragon Quest IX came out in 2010. Given that Square Enix is still promoting and marketing it, it's not at all surprising that they're keeping quiet about Dragon Quest X.]</strong> <em>I was beginning to think that the game had been put on hold or something.</em> <em>Thankfully, that doesn&#8217;t appear to be the case. </em><strong>[The Dragon Quest series is very high-profile and if Dragon Quest X were put on hold, Square Enix would have sent a press release announcing its cancellation.]</strong></p>
<p><em>I&#8217;m so excited about this that I&#8217;m tempted to head into the &#8220;Most Wanted Wii games of 2010&#8243; list that Matt Razak and I wrote, and add Dragon Quest X to the post.</em> <strong>[The actual article is “The most wanted Wii games of 2011”--correct this.]</strong> <em>That&#8217;s assuming that the game is still coming to the Wii. I wont</em> <strong>[Apostrophe]</strong> <em>be surprised if the game ends up making the jump to the 3DS</em> <strong>[Why not?]</strong><em>, but I guess we&#8217;ll see about that in about three weeks.  Either way, I&#8217;m totally psyched.</em> <strong>[Whether or not you’re “psyched” is irrelevant; no matter what your feelings, this is not worth reporting.]</strong></p>
<p><em>How about you? Are you ready for more Dragon Quest?</em></p>
<p>This article was updated some time after it was released&#8211;I&#8217;ve saved that as a sort of punchline:</p>
<p><em>[Update: It's looking like this reveal may not be Dragon Quest X related.</em><strong> [Again, it's not--I had two different people translate the piece separately, and both of them see nothing that even mentions Dragon Quest.]</strong> <em>It may not even be Dragon Quest related, thought [though] that dragon certainly appears to be depicted in the signature Toriyama-style.</em> <strong>[Talking about a resemblance between this dragon and Toriyama’s artwork is you grasping at straws. The entire reason you wrote this post is because it seemed like a scrap of information about something you have a personal interest in. Pointing out that anyone could have made this same mistake based on the image--that the only logical interpretation of this ad is a preview for Dragon Quest X--seems a feeble justification for your lack of due diligence.]</strong> <em>I&#8217;m looking for someone who&#8217;s </em><strong>["whose"]</strong> <em>Japanese is better than mine to help get to the bottom of this rigth </em><strong>[Spelling]</strong><em> now, but in the meantime, sorry for the (potential) error!]</em> <strong>[The promised update was never delivered, which implies that either you’ve been unable to find a Japanese speaker--unlikely given that you have access to both Destructoid’s resources and the associated fan community--or that you haven’t bothered to follow up on this. While Destructoid is a frequently-updated blog and stories tend to drop off the front page very quickly, there is no excuse for allowing mistakes to go uncorrected.]</strong></p>
<p>The reason such an article exists is fairly obvious&#8211;we have a few aspects of videogame journalism culture coming together. Gamers&#8217; desire for previews is so high that not only do sites review the marketing materials for upcoming games, they see no problem with reviewing announcements of reviews of marketing materials for upcoming games&#8211;even if said marketing materials are in a language they do not speak. They say they cover news and that they have the resources to provide analysis and commentary the second a story hits, but they haven&#8217;t done the work or hired the right people to even accurately read much of what exists&#8211;when a story comes out of Japan, they are functionally illiterate. When they actually make a mistake, while they may own up to it&#8211;to Holmes&#8217;s credit, he does acknowledge that there may be a mistranslation, which is something that neither Aussie-Gamer.com nor GoNintendo have done&#8211;they don&#8217;t have the followthrough to do the research and fix their mistakes. Readers expect such a deluge of posts that writers don&#8217;t have time to do the proper research&#8211;leading to so many mistakes in the first place. They not find themselves unable to properly hone their craft&#8211;since properly editing all of them would take too much time. Finally, they&#8217;re unable to correct problems&#8211;why bother posting an accurate translation of the V-Jump ad when not only the readers but even the writers have forgotten about it?</p>
<p>Destructoid is one of the most prominent videogame sites out there. While Japan’s dominance  has lessened over the past couple of years, it’s still a major player in the videogame industry. If Destructoid had someone on staff who speaks Japanese, it would have been a simple thing for Holmes to send a quick email and get a translation&#8211;so the implication here is that they have not hired any Japanese speakers. Whether or not that’s true&#8211;it seems more likely that the post wasn’t updated out of simple laziness&#8211;it reflects very poorly on the site, both with the fact that it can’t seem to accurately cover Japanese news and with the blatant demonstration of its lax or nonexistent editorial standards.</p>
<p><em><a href="http://www.secondquest.vg/tag/letsedit/">Want more Let&#8217;s Edit? We&#8217;ve got it!</a></em></p>
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		<title>First Impressions: Dead Space 2</title>
		<link>http://www.secondquest.vg/2011/01/26/first-impressions-dead-space-2/</link>
		<comments>http://www.secondquest.vg/2011/01/26/first-impressions-dead-space-2/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 20:01:00 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=533</guid>
		<description><![CDATA[So, Dead Space 2. Is it as good as the first? I'm too busy hiding with my stuffed animals and all of the lights on to answer that question.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m on record as repeatedly saying that Dead Space is&#8211;how do I usually put it&#8211;&#8221;not only one of my favorite horror games but one of my favorite games in general&#8221; or something like that, but I&#8217;ll confess something: I usually say that with a fairly academic and detached tone. I don&#8217;t know why, but I tend to view the game as an object d&#8217;art to be studied and admired rather than loved&#8211;or, as the case may be, feared. Part of it may have something to do with the fact that the spinoffs in the series&#8211;the rail shooter Extraction, the puzzle game Ignition, and the motion comics&#8211;are fairly awful and pointless. They&#8217;ve tainted it somewhat. And so, while there were a few jump scares in Extraction, it was mostly a slog, and the other bits I didn&#8217;t find scary at all&#8211;perhaps, I sometimes think, the first Dead Space was just a mildly disconcerting game that happened to be very well made.</p>
<p><span id="more-533"></span></p>
<p>Well, whatever the case may be, I can say this much: In the first five minutes, in the first room of Dead Space 2, I died twice, not because the room is particularly challenging but because I was whimpering, crying, and panicking too much to play properly. Several times afterwards I needed to stop and take a breath because everything that had happened was bad and everything that would happen next would be bad and I couldn&#8217;t handle this. All this and I&#8217;m about one hour in.</p>
<p>Chapter 1 is devoted to the best tutorial I&#8217;ve seen in a while&#8211;I&#8217;m actually considering writing up a scene-by-scene breakdown of it, so I won&#8217;t go into too much detail, but they manage to address both fans of the first game who know the controls backwards and forwards and want to get to actual gameplay as fast as possible as well as people who are playing their first Dead Space game and need to have abilities parceled out so they get their bearings. I don&#8217;t normally count Isaac Clarke as one of the iconic heroes in gaming&#8211;he&#8217;s a mute Everyman in the first game&#8211;but, okay. You spend the first roughly half hour out of the RIG&#8211;the armored suit with the matching helmet pictured on the cover&#8211;and when you finally get it, when you emerge from the vending machine with the suit on and the helmet unfolds from it and seals shut over your face&#8211;well theres something so right about that moment: This is Visceral Games declaring, yes, he belongs in the pantheon and giving us a scene which earns that distinction.</p>
<p>One of the things which mildly surprises me is the lack of chapter names&#8211;when you enter a new chapter, the simple text CHAPTER 1 appearssuperimpose over the corner of the screen; both Dead Space and Extraction gave formal names to each chapter. As an extra bonus, the first letters of each chapter name form an acronym which gives away a somewhat significant plot development (&#8220;NICOLE IS DEAD&#8221; in the first game and &#8220;THIS GAME SUCKS&#8221; in Extraction). It works because the games are not very heavily plot based (as far as I&#8217;m concerned, the plot of Dead Space is simply &#8220;escape from a ship filled with monsters&#8221; and everything else is just explanatory noise), because it&#8217;s a clever novelty I&#8217;ve never seen any other game do, and because those who figured it out without being told got to feel very smart. But by this point, I think everyone knows about the acronyms&#8211;I know I started to look carefully for the chapter names because I wanted to figure it out this time&#8211;and they were unwilling to make it a cliche.</p>
<p>The chapter breaks area bit more organic this time. The bulk of the first game takes place on a single ship that&#8217;s divided into distinct regions; similar to Bioshock, you&#8217;ll finish a level and then take a tram to the next. (You revisit a few areas over the course of the game.) If I remember correctly, just about every single chapter ends with Isaac reaching the tram, and then a formal screen appears congratulating you for completing the chapter and asking you if you&#8217;d like to save. Again, I&#8217;m only on Chapter 3 and I won&#8217;t be shocked if they change the formula, but so far everything&#8217;s been about forward motion&#8211;which makes sense as you&#8217;re in a citylike space station this time. The different chapters seem to be different areas or neighborhoods of the city. So while it&#8217;s somewhat obvious when you&#8217;ve finished one chapter&#8211;there&#8217;s a big battle or a setpiece and the environment then changes&#8211;they aren&#8217;t sharply-defined breaks. I could go either way on this one&#8211;it feels much more contiguous than episodic this time around, but episodic can often be a good thing. For one, explicit chapter breaks give you a natural place to stop for the night and attempt to go to sleep.</p>
<p>So far, the game is a fairly literal Part 2 in that there&#8217;s not much more that it brings to the table&#8211;it&#8217;s just like Dead Space, but more. It&#8217;s scarier, there are more setpieces, the enemies are harder and faster than I remember, and things seem like they&#8217;re going to be a lot more brutal this time around. But I haven&#8217;t seen any new enemy types, I&#8217;ve only got one new weapon, and the new environment is still made up of dark, claustrophobic industral metal corridors. However, I think I said that even if Dead Space 2 was just More Of The Same, I&#8217;d be pleased with it&#8211;and I very much am. It&#8217;s a lot like Mario Galaxy 2 in that respect&#8211;the first game was very well-done, but there was still more to do with the elements of it. And so it doesn&#8217;t matter, because it&#8217;s very clear that Visceral has spent the past couple of years figuring out how to please their hardcore fans while still keeping them scared. If things continue along these lines, they&#8217;ll definitely do that.</p>
<p>And who knows what I have in store for me? After all, I&#8217;m only an hour in.</p>
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		<title>Sell It, Sony</title>
		<link>http://www.secondquest.vg/2011/01/25/sell-it-sony/</link>
		<comments>http://www.secondquest.vg/2011/01/25/sell-it-sony/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 20:39:05 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=531</guid>
		<description><![CDATA[Sometimes more is good, and sometimes more is bad. What does Sony have in store for the PSP2?]]></description>
			<content:encoded><![CDATA[<p>Sony is riding high after a few years of being the butt of every gaming joke out there. They finally seem to have a grasp on their PS3 strategy, they&#8217;re trying some new things, and we believe that they&#8217;ve been watching the market closely in a way that Nintendo hasn&#8217;t been. We haven&#8217;t made any secret out of the fact that we think the traditional handheld gaming market is dying. It&#8217;s an industry built on making money from non-traditional gamers, and those people are increasingly satisfied with 99-cent games found on smartphone app marketplaces.</p>
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<p>Meanwhile, Nintendo has been hard at work on the successor to the DS, and by now, we know what it looks like&#8211;a DS, only <em>more!</em> Everyone seems to think this is a winning strategy.</p>
<p>We do not.</p>
<p>We&#8217;re going to try something new here at Cartridge Blowers HQ, something exciting, something without prece&#8211;  oh hell, we&#8217;re just going to join the throng and make some PSP2 predictions. The rumored new handheld from Sony has captured both our attentions in a way that the 3DS just didn&#8217;t.</p>
<p>Basically&#8211;just as the 3DS is a DS but moreso, the PSP2 is going to be a PSP&#8211;but more. But where that isn&#8217;t going to work for Nintendo, we think it will work for Sony. Here are some of the advancements we believe are likely to be announced on Thursday, as well as the reasons why:</p>
<p>1) The PSP2 will be Sony&#8217;s answer to the iPod Touch. Sony has a proven track-record making multi-function devices. The market is increasingly moving towards a smartphone model, and we can see Sony making the PSP2 competitive in features with the iPod Touch. Rumors of an OLED touchscreen and built-in 3G would give the PSP2 a nice competitive hardware advantage, and 16 or 32GB of storage would make the PSP2 a worthy music/movie/app machine as well as a gaming platform. The PSP2&#8211; an iPod touch, but with actual controls, so you can play real games on it, too.</p>
<p>2) The PSP2 will be download-only. While Sony flirted with a download-only model with the PSPGo, it failed: Many older games were only available as a UMD, completely shutting PSPGo owners from playing them; even some new games did not hit the PSN store until well after the UMD version was released. Launching a new platform gives Sony the opportunity to release the first game machine with no physical software&#8211;and people have accepted this model with smartphones.</p>
<p>3)  Built-in 3G in order to more easily support downloads when the user is unable to find a wi-fi hotspot. Given that the system will be download-only, the system will practically require near-constant connectivity.</p>
<p>4) The PSP2 will be $300 or less. Sony will want to make this thing competitive with the iPod Touch, not the 3DS, and at that price point, with the features we think it will have, it could do very well.</p>
<p>Nintendo&#8217;s 3DS event, while leaving some excited, seems to have left most people underwhelmed. The system costs too much, drains battery life too quickly, has an unimpressive launch library, no real download support, and just generally feels like an outdated system. Nintendo is hoping that the 3D screen is enough to sell the system; other than that, they have not seriously considered what features a true next-generation handheld should have. Sony has the opportunity to counter that sentiment with some genuine advances. The 3DS is marketed towards the hardcore gamers while iOS is geared towards casual gamers. If Sony learns from its own mistakes and the mistakes of its competitors, it could be poised to win over both types of gamers and dominate the handheld market.</p>
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		<title>Cartridge Blowers Episode 83: Gettin&#8217; on the Bus</title>
		<link>http://www.secondquest.vg/2011/01/24/cartridge-blowers-episode-83-gettin-on-the-bus/</link>
		<comments>http://www.secondquest.vg/2011/01/24/cartridge-blowers-episode-83-gettin-on-the-bus/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 04:00:37 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=528</guid>
		<description><![CDATA[This week on Cartridge Blowers, it’s all about the 3DS--how lame it’ll be, how terrible it is that Nintendo is region-locking it, and why it won’t sell. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_012411.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>This week on Cartridge Blowers, it’s all about the 3DS&#8211;how lame it’ll be, how terrible it is that Nintendo is region-locking it, and why it won’t sell. Richard and Eric aren’t the only ones who are finding fault with what Nintendo’s doing&#8211;top notch analyst Michael Pachter disagrees with Nintendo’s strategy for the Wii 2. Meanwhile, Killzone 3 will contain over an hour of cutscenes for some reason, and Justin Bieber is upset.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_012411.mp3">Download the episode</a></p>
<p></br><br />
<br /></br><br /></br><br /></br></p>
<p><span id="more-528"></span></p>
<p><strong>Show Notes</strong></p>
<p><strong>Our Enemies List</strong><br />
Nintendo<br />
<a href="http://www.eurogamer.net/articles/2011-01-19-nintendo-defends-3ds-region-lock">Eurogamer: Nintendo defends 3DS region lock</a></p>
<p><strong>Analysis Paralysis</strong><br />
<a href="http://www.industrygamers.com/news/nintendos-completely-blown-it-with-wii-2-strategy-says-pachter/">Industry Gamers: Nintendo&#8217;s &#8216;Completely Blown It&#8217; With Wii 2 Strategy, says Pachter</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.joystiq.com/2011/01/18/kongregate-arcade-brings-300-games-to-android-wants-to-solve/">Joystiq: Kongregate Arcade brings 300+ games to Android, wants to &#8216;solve the game discovery problem&#8217;</a></p>
<p><strong>Sure, Let’s Talk About This Again</strong><br />
<a href="http://www.eurogamer.net/articles/2011-01-21-interplay-fallout-6-could-be-ours">Eurogamer: Interplay: Fallout 6 could be ours</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://multiplayerblog.mtv.com/2011/01/20/justin-bieber-nintendo/">MTV Multiplayer: Nintendo Says Never To Justin Bieber&#8217;s &#8216;Never Say Never&#8217; Movie</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.joystiq.com/2011/01/13/killzone-3-contains-over-an-hour-of-cutscenes/">Joystiq: Killzone 3 contains over an hour of cutscenes</a></p>
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		<title>Same Old Story</title>
		<link>http://www.secondquest.vg/2011/01/21/same-old-story/</link>
		<comments>http://www.secondquest.vg/2011/01/21/same-old-story/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 05:02:10 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=525</guid>
		<description><![CDATA[I'm...not very interested in Final Fantasy XIII-2. Find out why!]]></description>
			<content:encoded><![CDATA[<p>One of my all-time favorite bands, when I was in high school, was Pennywise. Man, I loved them. I must have listened to their album Full Circle a hundred times. They are prominently featured on the soundtrack to some of the greatest summer moments in my life. My first band  covered the song “Perfect People” at our one and only show at a local skating rink; we were told five minutes before the set that we weren’t allowed to swear, considering it was an all-ages show, but I pulled a Jim Morrison and sang the sweary chorus anyway. (I sang in a mumbly Kurt Cobain-esque slur at the time, so I don’t think anyone noticed.) I bought Straight Ahead the day it came out. An assignment for my junior year ethics class tasked us with finding certain ethical concepts we’d studied; I used the band to talk about Individuality and Finding The Truth or something else that was really important when I was 17. I was one of those kids who’d quote related song lyrics as epigrams to assignments in my classes in general, and many times I would put related Pennywise lyrics. A few years ago I was driving around aimlessly with a friend, and I put on About Time since it seemed to fit the mood; even though I hadn’t listened to them in literal years, I found myself singing along to every single word. The album had etched itself that deeply.</p>
<p><span id="more-525"></span></p>
<p>However. They’ve come up with four albums since I graduated; I haven’t had the inclination to buy any of them. For a while I’d even thought they’d broken up; I was in a music store the other day and was surprised to see a new album. Apparently their singer left the band in 2009. This news would have devastated me twelve years ago. Now it’s barely a blip on my radar. Some bands, we’ll keep them for most of our lives&#8211;as I write this article I’m actually listening to Foo Fighters, and their May 15, 1998 show at William Paterson University was the first concert I ever went to&#8211;and others, we love passionately for a time and then ultimately outgrow. They leave their mark, but seriously following them sounds as incomprehensible as gym class or detentions do at my age. I’m 28 years old; I don’t need a hall pass if I want to go to the bathroom and I don’t really care what Jim Lindberg’s new band sounds like.</p>
<p>While I’m sure you all appreciate the glimpse into what I was listening to in 1998, I have a purpose here. How I feel about Pennywise is exactly how I feel about Square Enix’s announcement this week that they’re going to be making Final Fantasy XIII-2. I played XIII last year, when it came out, and wrote several thousand words on the subject&#8211;starting from fascination (it’s so pretty! the music’s great! i’m liking the story!) to revulsion (this is so boring! the story makes no damn sense! i’m not doing anything!)&#8211;and you know something? I think that game was my last hurrah with the series. My reaction to the XIII-2 announcement was a brief bit of confusion&#8211;Whatever happened to  that horribly-titled Final Fantasy Vs. XIII game? Wasn’t that coming out? Weren’t they making a cellphone game or something else?&#8211;and not much else. I haven’t seen the trailer&#8211;even though it contains actual gameplay footage!&#8211;and haven’t really done much beyond idly skiming a news story to confirm that yes, there are words on it and moving on. </p>
<p>Final Fantasy has given me some really great times over the years. The sound effect that plays when you move your cursor in Final Fantasy VII gives me a frisson of nostalgia. I look at screenshots of Final Fantasy VI and I’m 18 and recovering from tonsil surgery, spending a week at home in front of an emulator. I think of Final Fantasy X-2 and I’m at the mall with my then-boyfriend and his friend, buying the game, and thinking about the article I’m going to write for the site I was working for at the time&#8211;my first time writing about games for an actual audience! I think of Dawn of Souls, the remake of I and II, and I’m sitting in a diner, chainsmoking, waiting for a different boyfriend, playing on my GBA. Hell&#8211;I bought the GBA for Final Fantasy Tactics Advance. Or, a couple years previously, I bought my PS2&#8211;my favorite console of all time&#8211;for Final Fantasy X. I have a great memory associated with all of the games in the series&#8211;I’ll admit that even beating XIII gave me a tiny thrill of triumph among the frustration and fatigue. </p>
<p>But yeah. I’m at that point: I don’t need to do that ever again. I didn’t care about the story, the world, the characters enough to wonder what happens next. I don’t want to grind. I don’t want to sit back and watch cutscene after cutscene. I don’t want to deal with a shoddily-realized world. </p>
<p>I’m just too old for all of this. </p>
<p>Over the summer, at some point, there’ll be a day where I’m at home, and the sun will be shining through the window just so, and it’ll be a nice warm temperature, and I’ll put on Full Circle, and I’ll put on track 4, “Society”, and I’ll sing along, in harmony, even. And it’ll be nice. But it’ll be less to satisfy myself now and more to satisfy that part of me that still remembers my first band practices, aimless walks around town with my best friend talking about the crucial trivialities that only 15-year-old boys care about, that feeling like, yes, the world is mine. I will listen to them not because I want more Pennywise in my life&#8211;I haven’t needed any of their new stuff&#8211;but because it’s the closest thing to time travel that I know. </p>
<p>I loved Final Fantasy, I really did. And I might play some of the games again, if only to relive them.</p>
<p>But do I need more of it? Not at all. You know something? If I never play another Final Fantasy title again, I don’t think I’ll feel left out. </p>
<p>It’s time to move on, you see.</p>
<p>(Whether I’ll be writing this same article again in a few months making a comparison between The Legend of Zelda: Skyward Sword and The Smashing Pumpkins album Adore is left as an exercise for the reader.)</p>
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		<title>Ugh: Dead Space: Ignition</title>
		<link>http://www.secondquest.vg/2011/01/17/ugh-dead-space-ignition/</link>
		<comments>http://www.secondquest.vg/2011/01/17/ugh-dead-space-ignition/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 02:01:52 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=523</guid>
		<description><![CDATA[I'm sure there are people who are really into the story and the mythology behind Dead Space. I'm just not one of them.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m sure there are people who are really into the story and the mythology behind Dead Space. I&#8217;m just not one of them. To me, the game could be plotless for all I care. All that&#8217;s important about the first game, to me, is that there&#8217;s a creepy ship with terrifying monsters on it, and you&#8217;ve got to fight your way out. I don&#8217;t care about the tension between Isaac &#8220;Mime&#8221; Clarke and his girlfriend Nicole &#8220;I&#8217;m Dead&#8221; Something-or-Other, I&#8217;m not bothered by the fact that I&#8217;m being betrayed by someone whose name I don&#8217;t remember, I don&#8217;t really give a shit about the significance of the fact that the marker isn&#8217;t really the real marker and OMG what will the real marker do, I&#8217;m just not interested. Dead Space isn&#8217;t scary because I&#8217;ve connected to a group of characters and I worry about their welfare. It&#8217;s scary because of the claustrophobic atmosphere and the genuinely disturbing creature design, the game&#8217;s sense of timing and pacing, and judicious use of scare chords.</p>
<p><span id="more-1032"></span></p>
<p>So while I consider Dead Space to be one of my favorite horror games, I don&#8217;t have nearly that charitable an opinion of any of the spinoffs. The motion comics were&#8211;well, I mean, I&#8217;m sure it&#8217;s very difficult to get art that&#8217;s worth looking at, but at least, you know, color it in and finish it. The motion comics looked like half-assed sketches. I&#8217;ve already written about <a href="http://cartridgeblowers.com/2010/07/10/dead-space-extraction-leading-you-by-the-severed-hand/">Dead Space Extraction</a>&#8211;let&#8217;s just say that while I&#8217;m sure it&#8217;s POSSIBLE that someone might one day make an interesting and engaging rail shooter that doesn&#8217;t feel like a hyperactive kid who keeps grabbing the controller because you&#8217;re not playing in the way he&#8217;d like you to, this game is not that. I haven&#8217;t bothered with the movie because why.</p>
<p>A lot of it has to do, I think, with the fact that the narrative of survival horror has three distinct phases: Before Shit Went Down, While Shit Went Down, and After Shit Went Down. In the first, we&#8217;ve got the day-to-day life of an environment; in the second, that environment is invaded by an occult presence, and in the last, our protagonist fights and usually defeats that presence. </p>
<p>For somewhat obvious reasons, the first phase is the least interesting, and I&#8217;d like to switch topics for a moment to demonstrate why. If you&#8217;ve played a lot of RPGs, especially SNES ones, there&#8217;s an opening that most of us by now should be exempt from. Your character wakes up in his sleepy little village&#8211;often after a prophetic dream&#8211;and is told that he&#8217;s late for school/the town festival/lunch with his girlfriend/his audience with the king. You&#8217;re encouraged to talk to all of the villagers&#8211;bonus points if the game mandates this&#8211;who all give pleasant permutations on on the theme of Gee, isn’t it swell to live in this sleepy little town where no monsters are, although I hear that there’s some sort of gathering darkness that hopefully won’t unseal itself sometime in the next hour of gameplay that you’ll have to fight, but what are the odds of that happening? Indeed, after an hour of this, the evil will unseal itself and destroy your hometown, rendering the entire prologue a waste of time. There’s rarely any significance to establishing the routine of this town&#8211;generally “sleepy” is all you can glean from the town, although occasionally games will make forays into “pastoral”, and the repetitive nature of this introduction rarely leaves anything to differentiate it from any one of a hundred other games. It’s something you sit through because you know that at some point, plot is going to happen.</p>
<p>And so the opening chapter of Dead Space Ignition features two characters whose names I didn’t catch and about whom I didn’t notice anything beyond the fact that one is black and one is a woman. (The series rarely gets credit for this&#8211;it boasts one of the most race- and gender-blind casts of any game I’ve ever seen; given the lack of diversity that’s often found even in Western games, Visceral deserves some kudos.) I think he’s an engineer&#8211;even though the tutorial are of his supervisor explaining how to do his job&#8211;and I think she’s a cop, and either they’ve dated or they want to date or they’ve hooked up or they’re just pulling some generic sexual tension on us. And they’re going through their routine of fixing, I dunno, doors or something. We’re supposed to be getting some idea of what Daily Life on this space station is like, but this fails for a few reasons. Number one, the dialogue&#8230;let’s just say that Visceral didn’t put their best writers on this one, because everything they say falls pretty flat. It’s pedestrian at best and rarely boils down to anything more than “Okay, now we have to go here to fix this thing,” and “Oh, boy, it sure is dull being a maintenance man on a space station where nothing interesting ever happens.” I want to get to monsters.</p>
<p>Part Two, While Shit Went Down, is at least marginally more interesting because at this point there’s actually a plot. It’s at this point that the monsters or the ghosts or the zombies or the vampires or the aliens attack. By necessity, this phase must end with nearly all of the population of the enclosed world killed. If most of the people don’t die, then not only is the threat not credible, but you’re going to have a large cast cheering you on; horror is usually at its most effective when you’re alone. If you can address the threat as it happens, it’ll also not feel very threatening&#8211;let’s face it, we won’t be scared by monsters so ineffective they can’t kill a few dozen people before you defeat it. Normally your character isn’t even on the scene during this stage, which makes sense. Your character must be believable able to grapple with the threat and win in order to make the rest of the game work; there’s usually no legitimate reason for him or her to stand by and let the game’s monsters take over.</p>
<p>Horror games almost always begin in the After Shit Went Down phase, where your character happens upon the environment in question, explores, discovers that something very wrong occurred, and begins to set things right and stop the menace. The first two phases are usually relegated to backstory. A well-made survival horror game will dole out its backstory in a manner that’s akin to the well-known writing rule of “show, don’t tell”&#8211;but a much subtler version. We don’t know what day-to-day life is like in the Ishimura because we’ve witnessed it&#8211;we know what it’s like because we’ve seen the wreckage, rummaged through the scraps, and pieced it together ourselves. </p>
<p>Dead Space Ignition is a poor game narratively because the introductory segments are extremely banal&#8211;watch some characters you don’t care about doing repair work!&#8211;and once Necromorphs attack, we know the conclusion is fairly foregone&#8211;we won’t be able to completely stop them in this game, we can only watch as they attack and hope that our characters survive. We know that this is a prequel to Dead Space 2, which is going to feature the station overrun, and know that the best possible situation is getting out alive. There’s no catharsis in being able to defeat the enemies.</p>
<p>And there’s no physical catharsis either in that the game is not based on combat. At least Dead Space Extraction, for all of its many faults, lets you actually shoot enemies. Dead Space Ignition is best described as an animated comic choose-your-own adventure with a few setpiece puzzles that pop up. There’s no exploration, no control over character&#8211;just cutscenes interspersed with occasional choices. (At least they waited until the artists had actually completed the art this time.) If you’re not invested in the story&#8211;and again, the poor writing doesn’t do much to invest you in it&#8211;then you’ll find yourself bored.</p>
<p>And the puzzles? Look. I generally like puzzle games. But one of the puzzle types is irritating&#8211;it’s essentially an autoscrolling maze where you have to avoid the walls and get there within a certain amount of time; one is confusing&#8211;a mirror reflection puzzle whose graphics are extremely busy yet uninformative&#8211;and one is so convoluted and weird that I can’t even describe it, yet alone solve it. They’re not fun&#8211;and let’s face it. I’m into Dead Space because, again, it gives a well-designed environment to explore and populates it with some seriously frightening enemies to survive. Not because of the romantic comedy and the hacking minigames.</p>
<p>If the intent of Ignition was to drum up excitement for Dead Space 2, they’ve failed&#8211;I’m actually nervous now. I’m hoping that they got the backstory out of their system and are concentrating on creating that environment and those enemies this time. I’m going to assume&#8211;going to hope, going to pray!&#8211;that this will be the case: They’d be foolish to change the structure that greatly. I just know that out of all of the Dead Space-related media that I’ve experienced, I’ve liked exactly one piece. To be fair, that’s the main one, and everything else is all spinoffs. Perhaps it won’t be bad&#8211;again, maybe all of the spinoffs are cheaply-made potboilers designed to appeal to the story hounds, and therefore the actual meat can be in the main game. If that is the case, then I’ll be happy, and it honestly will be a good way of handling the narrative&#8211;make it almost completely optional.</p>
<p>Besides the fact that the game is free with a pre-order, the other reason I was playing Dead Space Ignition was because you apparently get some sort of bonus for completing it. During my time playing, I found myself so bored by the puzzles I attempted to look up a walkthrough. In my search, I found out that the bonuses you unlock&#8211;it looks like some extra audio logs, some credits and stuff, and a suit&#8211;actually get unlocked after completing the first puzzle. I (correctly, according to a plot summary I found) assumed that the game would more or less end with the station taken over by monsters and the introduction of Isaac Clarke who would go to save the day. Since he’s the one whose game hopefully has actual gameplay and actual scares, I can wait the week to enter the world of the game for real. There was no more reason to play Dead Space Ignition and I didn’t want to play it any more so I stopped playing it.  And then I wrote this review, and then I had dinner. And that is the story of the 20 minutes that I spent playing Dead Space Ignition. </p>
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		<title>Cartridge Blowers Episode 82: The Fine People of Peoria, Illinois</title>
		<link>http://www.secondquest.vg/2011/01/17/cartridge-blowers-episode-82-the-fine-people-of-peoria-illinois/</link>
		<comments>http://www.secondquest.vg/2011/01/17/cartridge-blowers-episode-82-the-fine-people-of-peoria-illinois/#comments</comments>
		<pubDate>Mon, 17 Jan 2011 04:00:40 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=521</guid>
		<description><![CDATA[Well, it was an ordeal involving many stores and the seeming inability of Gamestop and Best Buy employees to know their stock and to order an appropriate number of games, but Richard and Eric both got their hands on Ghost Trick, and it is awesome. 
<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_011711.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Well, it was an ordeal involving many stores and the seeming inability of Gamestop and Best Buy employees to know their stock and to order an appropriate number of games, but Richard and Eric both got their hands on Ghost Trick, and it is awesome. Less awesome is Zynga’s repetitive, dull, pointless game Cityville&#8211;a fact that more than 100 million people haven’t seemed to grasp. Too bad Bethseda won’t let Interplay make a Fallout MMO&#8211;maybe if Facebook gamers had easy access to a good game, they’d&#8211;but then who are we kidding? They’re Facebook gamers.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_011711.mp3">Download the episode</a></p>
<p><span id="more-521"></span></p>
<p></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.gamasutra.com/view/news/32430/CityVille_Surpasses_100M_Monthly_Active_Users_.php">CityVille Surpasses 100M Monthly Active Users</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.joystiq.com/2011/01/11/gray-matter-confirmed-for-february-launch-on-pc-in-north-america/">Gray Matter confirmed for February launch on PC in North America</a></p>
<p><strong>Our Enemies List</strong><br />
Bethesda<br />
<a href="http://www.gamasutra.com/view/news/3236/Interplay_Responds_To_Absurd_Bethesda_Fallout_MMO_Claims.php">Interplay Responds To &#8216;Absurd&#8217; Bethesda Fallout  MMO Claims</a></p>
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		<title>Kunstler, Loughner, Carmageddon</title>
		<link>http://www.secondquest.vg/2011/01/14/kunstler-loughner-carmageddon/</link>
		<comments>http://www.secondquest.vg/2011/01/14/kunstler-loughner-carmageddon/#comments</comments>
		<pubDate>Fri, 14 Jan 2011 21:54:43 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=516</guid>
		<description><![CDATA[Did Carmageddon cause Jared Lee Loughner to kill? Um, you're kidding, right?]]></description>
			<content:encoded><![CDATA[<p>Eric just sent me a link to <a href="http://kunstler.com/blog/2011/01/jared-got-a-gun.html">a post on author James Howard Kunstler&#8217;s blog</a> about the recent shooting in Tuscon. I&#8217;ve only got a passing familiarity with Kunstler (Eric listens to his podcast because he&#8217;s apparently hilarious), and I&#8217;m deliberately not going to talk about his condescending (I hate the phrase &#8220;young people&#8221; for all its implications), somewhat-incoherent argument; I&#8217;d like to direct your attention to the paragraph that inspired Eric to send me the article:</p>
<p><span id="more-1031"></span></p>
<blockquote><p>When confused and disturbed young men do act, they sometimes act out the scripts of violent retribution that the video game and movie business so lavishly supply to them. This is a culture, lately, with no room whatsoever for tenderness. Look for a moment of tenderness in the popular video game, Carmageddon.</p></blockquote>
<p>This clip practically does my work for me, but let&#8217;s review the lessons we have to learn from this paragraph:</p>
<p>1)  The tired old saw&#8211;people don&#8217;t decide to kill, aren&#8217;t acting out of psychosis or mental instability, or anything like that. The videogames made them do it.</p>
<p>2) Videogames are exclusively violent. There are no emotional, pleasant, touching, or positive images in gaming. The obnoxious question &#8220;Can games make you cry?&#8221; is an illogical one, akin to asking &#8220;What was the funniest scene in that doorknob?&#8221; because it&#8217;s irrelevant and inappropriate.</p>
<p>3) There apparently has not been a single iconically violent videogame that is more notable or more recent than Carmageddon.</p>
<p>4) Carmageddon is apparently a popular video game.</p>
<p>I&#8217;ve followed this argument since 1999, when I was a sophomore in high school and two guys named Eric Harris and Dylan Klebold walked into their high school and opened fire. Back then, Doom was the game that was scapegoated. At least it&#8217;s well-documented that Harris and Klebold were Doom fans. I haven&#8217;t been able to find anything that suggests that shooter Jared Lee Loughner played Carmageddon. (To be fair, I haven&#8217;t been able to find anything that suggests that anyone in the world has played Carmageddon. I never have, had completely forgotten about the game&#8217;s existence until reading this article and only knew it as a footnote in the annals of violent games.) The only mention of Carmageddon outside of Kunstler&#8217;s article is a list of violent games posted as a comment to <a href="http://www.azcentral.com/members/Blog/LaurieRoberts/113430">a blog post in a local Arizona news site</a>. (It&#8217;s the last one on the page.) This comment, written by a man whose politics run&#8211;I shall say this diplomatically&#8211;in a different direction than mine, intends to prove the point that &#8220;videogames are all violent&#8221; by pointing out that &#8220;some of the most POPULAR [sic] videogames played by the impressionable youth&#8221; include Call of Duty: Black Ops, Assassin&#8217;s Creed: Brotherhood, Red Dead Redemption, Postal 2, and Grand Theft Auto III. (Of these, only Call of Duty is mentioned in <a href="http://www.vgchartz.com/">this week&#8217;s top 10 games sold in the Americas</a>. The poster misses such brutal pieces of violence-porn as Mario Kart Wii, Kinect Sports, Donkey Kong Country Returns, Wii Sports Resort, New Super Mario Bros Wii, Wii Sports, Just Dance 2, and the bestselling bloodfest Kinect Adventures.) It&#8217;s funny&#8211;why, one could use this list to demonstrate that videogames are not violent at all, that they, in fact, foster social connections, friendly competition, family togetherness, and light cardio exercise. In any case, I&#8217;m not saying that Kunstler found this comment and just picked the game with the catchiest name, but I honestly have no idea how he even heard of Carmageddon. It certainly doesn&#8217;t seem like he actually did research&#8211;his argument is too flawed for that. Hell, even if his argument weren&#8217;t flawed, if he&#8217;d bothered to look up his subject, he&#8217;d recognize that there are dozens of games he could have used to better make his point.</p>
<p>Do yourself a favor and read <a href="http://www.amazon.com/Columbine-Dave-Cullen/dp/0446546925/ref=sr_1_1?ie=UTF8&#038;qid=1295039154&#038;sr=8-1">Dave Cullen&#8217;s Columbine</a>, which is a brilliant piece of journalism. It&#8217; s a tough read, obviously&#8211;it&#8217;s at turns heartbreaking and terrifying and disturbing&#8211;but it gives a fairly fascinating view of the shooting and of Harris and Klebold. The prevailing wisdom, at least in 1999, was that Harris and Klebold were two outcasted kids who were bullied by the jocks and decided to get their revenge in a spectacular way. Cullen&#8217;s book refutes that completely&#8211;he shows very convincingly that Harris was psychopathic and Klebold clinically depressed, a combination which eventually spiralled into one of my generation&#8217;s cultural touchstones. I&#8217;ve been very into this case since it happened. My freshman year was spent in a school where I myself was bullied by the jocks and desperate for a way out. That way out happened to be a transfer to another high school rather than violence, but the narrative at the time did give me something to partially identify with&#8211;to wonder whether four years of it would have influenced me to seek recourse through less-healthy means. As it were, I got into punk rock and spent the rest of high school in bands and at shows. Many of my friends in April of 1999, were forced, because of the clothing they were, to go to what they jokingly referred to as &#8220;Columbine Class&#8221;&#8211;essentially they were taken out of their regular class, put in with other &#8220;troubled students&#8221;, and given lessons about self-esteem. We were all being or had at one point been bullied&#8211;but while we all had fantasies of the jocks getting what was coming to them, they were just ways of blowing off steam. None of us would have ever considered making that a reality&#8211;the fact that you haven&#8217;t heard of any school shootings taking place in Northern New Jersey from about 1995-2005 kind of demonstrates that. We all played videogames, violent and otherwise, we all listened to music with broody lyrics&#8211;I actually saw Marilyn Manson in concert shortly beforehand&#8211;we were all equally invested in the culture. And none of us retaliated. There had to have been something else&#8211;some kind of insanity that we were missing.</p>
<p>There&#8217;s <a href="http://3.bp.blogspot.com/_ZtmKEBe9Q_E/TOxsrGIMdSI/AAAAAAAABbU/w2T3m45PN1I/s1600/JustPlainNuts.gif">a Far Side cartoon</a> I&#8217;m fond of&#8211;your therapist might even have a printup of it pinned up somewhere. It&#8217;s a guy visiting his psychiatrist; we see the scene from behind the shoulder of the psychiatrist and are able to read what he&#8217;s written in his notebook: &#8220;Just plain NUTS.&#8221; The clips of Loughner&#8217;s writing that I&#8217;ve read seem to be born of the same species of writing that Harris and Klebold left behind. His history is one of mental illness triggered in his late teens and concurrent with a bought of hallucinogenic drug abuse (a recognized trigger in conditions such as schizophrenia). I&#8217;m not diagnosing him&#8211;but I think it&#8217;s fairly obvious that this is not a sane man we&#8217;re dealing with. Loughner opened fire on a congresswoman, on her staff, on innocent bystanders, on children, because there was something in his brain which drove him to do so. Not because of fucking Carmageddon.</p>
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		<title>Muckraking? That Sounds Like Raking, Which Sounds Like Work</title>
		<link>http://www.secondquest.vg/2011/01/10/muckraking-that-sounds-like-raking-which-sounds-like-work/</link>
		<comments>http://www.secondquest.vg/2011/01/10/muckraking-that-sounds-like-raking-which-sounds-like-work/#comments</comments>
		<pubDate>Mon, 10 Jan 2011 17:40:05 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=511</guid>
		<description><![CDATA[Eurogamer <a href="http://www.eurogamer.net/articles/2011-01-10-where-does-my-money-go-article">recently published a short investigative piece</a> by Wesley Yin-Poole that examines the cost breakdown of the price of a videogame. It was an interesting article for several reasons, but one in particular immediately jumped out at me.]]></description>
			<content:encoded><![CDATA[<p>Eurogamer <a href="http://www.eurogamer.net/articles/2011-01-10-where-does-my-money-go-article">recently published a short investigative piece</a> by Wesley Yin-Poole that examines the cost breakdown of the price of a videogame. It was an interesting article for several reasons, but one in particular immediately jumped out at me:</p>
<blockquote><p>If a game is created in-house, the publisher need not pay a developer at all – but bonuses can apply. This is the case for Activision&#8217;s Call of Duty series, which is produced by internal studios Infinity Ward, Treyarch and more recently Sledgehammer Games, and Electronic Arts&#8217; FIFA 11, made by the EA Canada team in Vancouver.</p>
<p><span id="more-1030"></span></p>
<p>Bonuses often relate to sales and an average review score. This, explains Philip Oliver of YooStar 2 creator Blitz, is why Metacritic has become so important to publishers and developers.</p>
<p>&#8220;They will work out the budget for the next Call of Duty, $35 million, and they&#8217;ll go to the project director and say, &#8216;You better bring it in for less, and I&#8217;m going to bonus you on how much less, versus the Metacritic quality,&#8217;&#8221; Oliver says. &#8220;Metacritic is used as benchmarks for quality. It takes the guesswork out of answering the question, &#8216;Did you do a good game or not?&#8217; They can use it to say, &#8216;We&#8217;ll go on that score. If you get above 85 per cent, we&#8217;ll pay you a bonus of X.&#8217;</p></blockquote>
<p>This relationship between review scores and developer bonuses has been suspected for years, but to my knowledge this is the first time a developer has gone on record stating it as fact. Burying it in the middle of the piece is an interesting editorial choice, because this is the most revelatory fact in the article- yet Yin-Poole seems to place no more importance on it than letting his readers know how much of the price of a videogame is value-added tax (17.5%, which increased to 20% on January 4, if you were curious).</p>
<p>Make no mistake: this is further evidence that games journalism is completely broken. I can’t blame publishers for using Metacritic as a metric for bonus calculation—videogame publishing is a business, and businesses only understand expenses justified by measurable numbers, even if those numbers are functionally meaningless, as Metacritic scores are.</p>
<p>However—journalists are supposed to know better. They are supposed to keep a respectful detachment from their subject. They are supposed to be as impartial as possible. I would argue that the best journalists have an antagonistic relationship with their subjects. None of this seems possible with games journalism.</p>
<p>When reviewers need access (in the form of previews and review copies of games), they also need a friendly, not an antagonistic relationship, with the publishers. It would seem reasonable that perhaps reviewers could already feel pressure to give a game a higher review score than it otherwise would deserve.<br />
And now, with this latest revelation, I am left with the sick feeling that it is entirely possible that developers could be paying reviewers for higher scores.</p>
<p>Let’s be clear: This is bad for game reviews. How do you as a game know that any review is accurate? How can you trust the review? You can’t. And games journalism will continue to get worse, as everyone involved gets richer—except for the field of game criticism.</p>
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		<title>Cartridge Blowers Episode 81: Gaming Phone Thing</title>
		<link>http://www.secondquest.vg/2011/01/10/cartridge-blowers-episode-81-gaming-phone-thing/</link>
		<comments>http://www.secondquest.vg/2011/01/10/cartridge-blowers-episode-81-gaming-phone-thing/#comments</comments>
		<pubDate>Mon, 10 Jan 2011 04:00:04 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=509</guid>
		<description><![CDATA[Well, it’s dog football season again, and excitement is in the air! Also, Richard quits smoking, only to be punished by having to play Epic Mickey. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_011011.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Well, it’s dog football season again, and excitement is in the air! Even Zynga is getting into the action with their bizarre purchase of one of the least useful web browsers of all time. There’s more kerfluffle about the PSP phone, though Sony’s keeping very quiet about the whole situation. Microsoft announces that it has reached an arbitrary number of people who are all doing an arbitrary thing; not to be outdone, Sony announced similarly illusory numbers. And Richard quits smoking, only to be punished by having to play Epic Mickey.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_011011.mp3">Download the episode</a></p>
<p><span id="more-1029"></span></p>
<p></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><a href="http://www.1up.com/news/kinect-reportedly-causing-red-rings">http://www.1up.com/news/kinect-reportedly-causing-red-rings</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.joystiq.com/2011/01/05/xbox-360-hits-50-million-worldwide-xbox-live-users-top-30-milli/">Xbox 360 hits 50 million worldwide, Xbox Live users top 30 million</a><br />
<a href="http://www.vg247.com/2011/01/06/playstation-network-users-reach-60-million/">PlayStation Network users reach 60 million</a></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.engadget.com/2011/01/04/sonys-playstation-phone-xperia-play-caught-hanging-out-with-a/">Sony&#8217;s PlayStation Phone finally gets Xperia, PlayStation logos</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.eurogamer.net/articles/2011-01-04-which-cex-best-for-buying-your-games">Which?: CEX best for buying your games</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.destructoid.com/ces-yes-that-is-a-bone-wiimote-for-dog-football-190924.phtml">CES: Yes, that is a bone Wiimote for Dog Football</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.gamasutra.com/view/news/32309/Zynga_Acquires_Social_Web_Browser_Company_Flock.php">Zynga Acquires &#8216;Social Web Browser&#8217; Company Flock</a></p>
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		<title>The Games of 2010</title>
		<link>http://www.secondquest.vg/2010/12/28/the-games-of-2010/</link>
		<comments>http://www.secondquest.vg/2010/12/28/the-games-of-2010/#comments</comments>
		<pubDate>Tue, 28 Dec 2010 04:01:38 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=491</guid>
		<description><![CDATA[Richard and Eric talk about their top games of 2010. What was worth playing and what games should rightfully be forgotten? Find out!]]></description>
			<content:encoded><![CDATA[<p>It has been quite a year for gaming. We&#8217;ve seen some amazing sequels (Mass Effect 2), some interesting original games (Nier), some horrible overrated crap (Heavy Rain), and some of the worst incoherence to ever hit up a console (Fragile Dreams). Now that the year&#8217;s almost over and the dust has settled, let&#8217;s talk about the games we played this year and what we thought about them!</p>
<p><strong>Eric&#8217;s list:</strong></p>
<p><strong>Ace Attorney Investigations</strong><br />
Let’s admit it: I can’t be objective about this game, which was obvious to anyone riding in the same subway car as me as I squealed with fanboyish delight at the overwhelming callbacks to previous Ace Attorney games. Not the best entry in the series, but that’s hardly the point anymore. Great art direction and writing remain the norm, however.</p>
<p><strong>Fallout: New Vegas</strong><br />
Fallout 3 was like getting back together with an ex: comfortable and familiar, but lumpy in places you don’t remember, and, ultimately, unsatisfying. Fallout: New Vegas, developed by some of the same people that worked on the original Fallout games, hewed fairly close to its immediate predecessor in terms of gameplay and presentation, but amped up the experience with great writing and quest direction. Probably the most satisfying role-playing experience of 2010.</p>
<p><strong>Civilization V</strong><br />
At first glance, Civilization V is intriguing. Improved battle mechanics make that part of the game (famously a weak spot of the series) much improved, but it quickly becomes apparent that this new depth in war belies a strange removal of depth in every other area of the game. What’s left is a decent wargame with little else to recommend it. I’ll be sticking with Civilization IV.</p>
<p><strong>Mass Effect 2</strong><br />
The first game I played this year is also the best. Bioware delivered an emotionally moving game and a completely satisfying play experience- a nut few developers have yet to crack. Mass Effect 3 can’t come soon enough.</p>
<p><strong>Alan Wake</strong><br />
I’m not a fan of survival horror, but the eccentric presentation and homages to things like Twin Peaks and Stephen King drew me in. For a game about monsters that attack you in the dark, there’s a lot of subtlety here. Not a perfect game, but it has personality to spare- something that is sorely needed in this age of multi-million dollar paint-by-numbers sequels.</p>
<p><strong>Game Dev Story</strong><br />
Why is an iOS port of a fifteen-year-old Japanese PC game on this list? Because it’s insanely, addictively fun. No pretense of depth, no fancy graphics: just some solid game design in a genre (simulations) that hasn’t been known for it in quite some time.</p>
<p><strong>Super Mario Galaxy 2</strong><br />
Takes everything I loved about the first Super Mario Galaxy and makes it bigger and better. Nintendo even learned some narrative lessons and greatly downplayed the story, to better results. This is how 3D platformers are done.</p>
<p><strong>Heavy Rain</strong><br />
While I admire David Cage’s goal of bringing small real-world moments into gaming (the sequence in this game where you attempt to cheer up your son is one of the best gaming moments of the year) his insistence on esoteric control schemes detracts from the design philosophy of his games. Cage is obviously attempting to bring un-mastery and lack of control to gaming in an attempt to elicit an emotional reaction from the player, but Heavy Rain’s controls only serve to frustrate. I never felt like I was struggling for my life, but I never forgot that I was struggling with a controller. Still, I’m curious to see what he comes up with next.</p>
<p><strong>Richard&#8217;s list:</strong></p>
<p><strong>Castlevania: Lords of Shadow</strong><br />
One of the most surprisingly enjoyable games I played this year. I’m not a Castlevania fan by any means&#8211;but then again, most of the hardcore fans’ complaints about Lords of Shadow was that it did not feel very Castlevania-y. What we have here is some very solid beatemup action mixed with some Prince of Persia-style jumps and some tough setpiece puzzles&#8211;and all of it works well. It’s also one of the prettiest games I’ve played this year&#8211;a lot of detail went into making this game look good. I’m also a sucker for games that take place in sunlight, and there are only a few chapters that take place at night. It also features Patrick Stewart doing between-chapter narration, so there’s that.</p>
<p><strong>Deadly Premonition</strong><br />
I&#8217;m of two minds about this game. The gameplay is genuinely inept&#8211;aiming is sketchy, movement is awkward, and there&#8217;s a fucking fishing game that you&#8217;re required to play at one point to continue. On the other hand, the game&#8217;s essentially a surrealist Japanese b-movie remake of Twin Peaks. It&#8217;s worth watching&#8211;I&#8217;m just not exactly sure why it&#8217;s a game. Still, it&#8217;s an interesting curiosity and it stands out.</p>
<p><strong>Dragon Age: Awakening</strong><br />
I really liked Dragon Age: Origins; Awakening felt like more of the same but with a less compelling plot. You only get to keep one of your characters from the original party, and your new party members&#8211;well let’s put it this way. I remember every single character from DA:O; I can’t even tell you any of the characters’ names from this one. It’s certainly not bad&#8211;I enjoyed the time I spent playing it&#8211;but it doesn’t really feel necessary.</p>
<p><strong>Fable III</strong><br />
Fable III gives the impression that it was a very solid action RPG that would have been entertaining and enjoyable&#8230;and then Peter Molyneux got his grubby mitts on it and added all of this unnecessary crap like socialization. Fable III is a textbook example of an excellent concept ruined by very poor direction. You can see a good game buried somewhere underneath Molyneux&#8217;s genius, begging you to kill it and put it out of its misery. Seriously, the man needs to be stopped.</p>
<p><strong>Final Fantasy XIII</strong><br />
I ended my play of Final Fantasy XIII with a very different opinion than I had when I began it. The game starts off very strong&#8211;it’s got a compelling and creepy storyline, some excellent character development, and it looks very pretty. The battle system, which is very different from any other Final Fantasy before it, as per Final Fantasy tradition, is very enjoyable too-it’s more based on reflexes and strategy rather than the tactics you normally need, and that’s fun. The story, however, does not fulfill its promise&#8211;it feels like an outline in a lot of ways, the end is a total ass-pull, and honestly? I felt kind of betrayed by the game because once you get past the first disc they seem to stop caring. The much-publicized open world segment of the game, relegated to one area, is a simple series of “go and fight stuff, then fight more stuff” and none of the quests are particularly interesting. The art direction is also woefully inconsistent&#8211;while some of the areas, including the open world area, are gorgeous, a lot&#8211;including the final area, which is hideous&#8211;feel very bland and uninteresting. All in all, I don’t feel like the game’s worth playing, and many gamers feel the poor quality of the latest installment of JRPGs’ most famous series is tolling a death knell. Congratulations, Square&#8211;you might have killed the genre you helped invent.</p>
<p><strong>Metroid: Other M</strong><br />
To a very real degree, Metroid: Other M is a good game&#8211;every single battle feels exciting and challenging. If the team had stopped there, the game would have gone in the plus column. Instead, they gave it an extremely clumsy control scheme which makes it so much less fun to play. If the team had stopped there, the game would have gone into the equals column. Instead, they determined which staff member hated women the most and gave him the honor of writing the script. And, to make matters worse, they decided his first draft included too much gameplay, and so we have a misogynistic Japanese opera that leaves one feeling dirty (because one has healthy feelings about women), frustrated (because the game is very reticent about letting one fight those exciting and challenging battles), in pain (because the control scheme is so uncomfortable it makes one&#8217;s wrist hurt), and bored (because the cutscenes are too fucking long). Vote with your dollar: You&#8217;re better off donating the money to a women&#8217;s shelter instead of implicitly telling Team Ninja and Nintendo that this kind of attitude is okay.</p>
<p><strong>Mass Effect 2</strong><br />
If you’ve ever listed to our podcast before you know my thoughts on Mass Effect 2. I found a lot of problems with the first game in the series&#8211;a cumbersome inventory, dull sidequests, a slightly-too-scruffy combat system. ME2 is one of those instances of a developer fixing everything for the sequel. The story places a huge focus on character over plot&#8211;you come to love all of the characters that you’re leading, and saving them is something you do less to get the achievement and more because you simply can’t bear to have them die. The missions are all varied&#8211;some are based on combat, some on conversation, some on simply walking through a deserted wrecked ship&#8211;and every single one of them is excellent. I never got 100% completion on any games, but I did on this one. Just go play it already.</p>
<p><strong>Lego Harry Potter DS</strong><br />
I bought Lego Harry Potter DS on a reader&#8217;s suggestion because I simply wanted a DS game and didn&#8217;t care exactly what I was playing. Lego Harry Potter killed a few mindless hours on the subway. It did exactly what it intended to do.</p>
<p><strong>Nier</strong><br />
Nier is probably the most underrated game I&#8217;ve played this year. It got several bad reviews and no one really played it. Pick it up: The game has a very distinct and interesting visual style, one of the most interesting cameras I&#8217;ve ever seen, and a plot which treats the player as if he has a functional brain. The final ending contains an element that I never thought a videogame would have the chutzpah to do, and I&#8217;m sure Hideo Kojima is kicking himself for not thinking of it first.</p>
<p><strong>No More Heroes 2</strong><br />
I appreciate No More Heroes. It’s a Suda game, which means that it’s not particularly fun or even playable, but it had a lot to say about open-world games, about the nature of violence, and about videogames in general. No More Heroes 2 is even less fun than its predecessor and it also seems much less important. Perhaps I’m just outgrowing this style of game, but I did not have a good time with this and don’t feel that I gained anything by the play.</p>
<p><strong>Super Mario Galaxy 2</strong><br />
Super Mario Galaxy 2 is, in almost every way, another round of the first. While there are a few new powerups and the addition of Yoshi, it’s the same exact thing&#8211;a Mario game on a series of spherical planets. Normally this would be an insult&#8211;but here, the first game was so good that more levels are welcome. The sequel starts its difficulty at where it was at roughly the halfway mark of the first and only increases from there&#8211;but the game is fairly laid-out and everything is solvable. I used about 60 lives&#8211;no exaggeration&#8211;to get one star, and rather than feeling frustrated, I wanted to get it&#8211;and the sense of satisfaction upon finally clearing that goal is one of my best gaming moments of this year.</p>
<p><strong>Final Fantasy: Four Heroes of Light</strong><br />
Four Heroes of Light is a punishingly old-school dungeon crawl using Final Fantasy spell names. It is not easy, it is not fun, it is not friendly. The game gives you little guidance where to go, throws tons of difficult enemies at you, and expects that you&#8217;re going to manage all your items carefully. It&#8217;s a typical case of &#8220;If you like this sort of game you&#8217;ll like this game.&#8221;</p>
<p><strong>999: Nine Hours, Nine Persons, Nine Doors</strong><br />
Ordinarily, Visual Novels and Escape-The-Room games are two genres I stay far, far away from. This one manages to prove that a talented team can do right by an otherwise difficult genre. The escape sequences are all very logically done&#8211;I managed to complete them all without a guide. The novel sequences are well-written and, wonder of wonders, not only did someone proofread the game, that person actually has a native understanding of English orthography and grammar.</p>
<p><strong>Bayonetta</strong><br />
Probably the most fun I had with a game in 2010&#8211;and one of the hardest games I&#8217;ve played in a long time. Bayonetta either presents you with some tough action sequences or some hilariously campy cutscenes&#8211;and both are equally fun to experience. Every level looks at the previous one and wonders how it can top it&#8211;and somehow, the game manages to get more and more ridiculous every single time. The final boss is the largest boss I&#8217;ve ever fought&#8211;and the thing you summon to defeat it is a hundred times larger than that. Words cannot express the pure joy this game elicits in me.</p>
<p><strong>Muscle March</strong><br />
Muscle March falls solidly into that category of “weird Japanese games that you only play when intoxicated at a party”. It’s not particularly fun, the controls are kind of off, and once you’ve seen the first 30 seconds of the game, you’ve seen all it has to offer. However, when you’re drunk with your friends, it is the funniest thing ever.</p>
<p><strong>Ace Attorney Investigations</strong><br />
As Eric said in his writeup, I can’t be objective about the Ace Attorney series. They’re the only series that we really fanboy over, and with good reason&#8211;there’s some excellent writing, some strong characters, and some really interesting mysteries. Investigations takes the familiar tack of presenting the player with a series of murders, all of which seem physically impossible at first, and eventually guide you towards piecing everything together towards a very satisfying resolution. The series is no longer for non-fans, unfortunately&#8211;it’s becoming more and more a place where familiar characters spout in-jokes, and while you can enjoy the story if you’ve never played an Ace Attorney game, it’s fairly clear that they’re interested in serving those who’ve been with the games from the beginning. Still, worth a play.</p>
<p><strong>Heavy Rain</strong><br />
I admittedly did not play the full game, but what little I did play was tedious and boring. The much-touted control scheme may be different&#8211;but that doesn&#8217;t necessarily mean &#8220;good&#8221;. The game flat-out lies and cheats in order to preserve its twist: I&#8217;m all for an unreliable narrator, but this game chose the most unfair way of presenting that. In short, Heavy Rain may have been pretty, but it&#8217;s overrated and everyone who puts it as their game of the year is an idiot. Sorry, every other writer except Eric and me.</p>
<p><strong>Fragile Dreams: Farewell Ruins of the Moon</strong><br />
In my writeup of this game from February I called this &#8220;the worst game of 2010&#8243;. I admit that I was fairly apprehensive when I wrote that&#8211;with 10 months to go, how could I be sure that I wasn&#8217;t jinxing something? I&#8217;m pleased to say that I haven&#8217;t been contradicted. I&#8217;d actually suggest playing this one if you can get your hands on it for cheap&#8211;it&#8217;s worth seeing just how bad a game can get, but I warn you: It&#8217;s not endearingly inept or charmingly bad. The game is flat out shit with no redeeming qualities whatsoever.</p>
<p><strong>Infinite Space</strong><br />
I’m sure there’s a deep game in here, with an interesting space opera storyline and some complex space battles, but I had a hard time finding it because the event triggers are poorly cued&#8211;I spent most of my time wandering from planet to planet trying to figure out where to go next. It’s interesting enough because your actions in battle matter less than your preparation for them, but it was too unfocused for me to really enough.</p>
<p><strong>Shin Megami Tensei: Strange Journey</strong><br />
I like SMT games for the story and the creative creature design. Fusing demons, which is arguably the backbone of the series, is something I’ve just never managed to wrap my head around to any practical degree. Strange Journey has no real storyline to speak of (what I saw boiled down to “there’s an anomaly, explore it”) and it’s all fusion. If you are into demon fusion, you’ll love the game&#8211;otherwise stick to Persona.</p>
<p><strong>Picross 3D</strong><br />
How much did I love Picross 3D? So much so that not only did I beat every single puzzle in the game, I replayed each until I got a perfect score. I never strive for 100% completion&#8211;the fact that I did shows how enjoyable these puzzles are.</p>
<p><strong>Dragon Quest IX: Sentinels of the Starry Skies</strong><br />
Dragon Quest is one of my favorite RPG series. As far as Dragon Quests go, DQIX is nothing special&#8211;I didn’t think the quest system added as much as Square-Enix intended it to, and the main game was just okay compared to other games in the series&#8211;but it was still a lot more fun than any other JRPG I played this year.</p>
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		<title>Cartridge Blowers Holiday Special 2010</title>
		<link>http://www.secondquest.vg/2010/12/28/cartridge-blowers-holiday-special-2010/</link>
		<comments>http://www.secondquest.vg/2010/12/28/cartridge-blowers-holiday-special-2010/#comments</comments>
		<pubDate>Tue, 28 Dec 2010 04:00:03 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=488</guid>
		<description><![CDATA[Come celebrate the holiday with the guys of Cartridge Blowers... and a special guest! <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_122810.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>It&#8217;s Christmas at the Cartridge Blowers bunker, so the guys give Chris Eades (aka Wootini) of GayGamer.net the best present ever: a guest spot on Cartridge Blowers! They talk about their favorite and least-favorite games of 2010, and discuss some of the big gaming stories of the year. Also: they get drunk on eggnog and bourbon.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_122810.mp3">Download the episode</a></p>
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		<title>Cartridge Blowers Episode 80: As Much Fun As You Want!</title>
		<link>http://www.secondquest.vg/2010/12/20/cartridge-blowers-episode-80-as-much-fun-as-you-want/</link>
		<comments>http://www.secondquest.vg/2010/12/20/cartridge-blowers-episode-80-as-much-fun-as-you-want/#comments</comments>
		<pubDate>Mon, 20 Dec 2010 04:00:13 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=484</guid>
		<description><![CDATA[This week, Eric discovered Game Dev Story, and it’s consumed his entire life. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_122010.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>This week, Eric discovered Game Dev Story, and it’s consumed his entire life, leaving him no time to care about what Bioware is doing about the controls in Dragon Age 2. He hasn’t had the opportunity to download Riven, the first game for the iPhone over 1GB. And he hasn’t even had a chance to go to certain countries in Europe in order to download the Grey Matter demo. Is there any way that Richard can distract him? Perhaps a Kinect decorated with Swarovski crystals can do the trick.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_122010.mp3">Download the episode</a></p>
<p><span id="more-484"></span></p>
<p></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.dsstyles.com/de/iphone-3g-3gs-cases/ds.crystals/crystal-gadgets/xbox-360-kinect-with-swarovski-elements.html?vmcchk=1">Xbox 360 Kinect with Swarovski Elements</a></p>
<p><strong>Our Enemies List</strong><br />
Bioware<br />
<a href="http://www.eurogamer.net/articles/2010-12-17-bioware-pc-dragon-age-2-is-strategic">BioWare: PC Dragon Age 2 is strategic</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://majornelson.com/archive/2010/12/15/demo-gray-matter.aspx">Demo: Gray Matter</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.pocketgamer.co.uk/r/iPhone/Riven+%28iPhone%29/news.asp?c=25995">Riven out now on iPhone, first app over 1GB</a></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.gamasutra.com/view/news/32051/Chair_Halts_Development_On_Orson_Scott_Cards_Enders_Game_Project.php"> 	 Chair Halts Development On Orson Scott Card&#8217;s Ender&#8217;s Game Project</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://arstechnica.com/gaming/news/2010/12/court-you-do-not-own-that-copy-of-wow-you-bought.ars">Court: You do not own that copy of WoW you bought</a></p>
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		<title>Cartridge Blowers Episode 79: The Predatory Fag</title>
		<link>http://www.secondquest.vg/2010/12/13/cartridge-blowers-episode-79-the-predatory-fag/</link>
		<comments>http://www.secondquest.vg/2010/12/13/cartridge-blowers-episode-79-the-predatory-fag/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 04:00:56 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=482</guid>
		<description><![CDATA[It’s hard to get into that joyful Christmas spirit when stuff keeps happening in the videogame world. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_121310.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>It’s hard to get into that joyful Christmas spirit when stuff keeps happening in the videogame world. S2 Games has shown that while they may be a group of tolerant, intelligent, articulate folks who have a mature understanding of the world around them, they have a hard time acting that way. The lead designer of Dragon Age has decided that creating interesting and fun games isn’t enough of a challenge and has moved to a “social stock market game”, or, more accurately, “a really stupid idea”. And Peter Molyneux just keeps talking. Plus: The terrible secret of Steve Jobs revealed!</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_121310.mp3">Download the episode</a></p>
<p><span id="more-482"></span></p>
<p></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Our Enemies List</strong><br />
S2 Games<br />
<a href="http://www.queerty.com/heroes-of-newerth-lets-players-choose-stereotypically-gay-voiceovers-to-express-ourselves-20101210/">Heroes Of Newerth Lets Players Choose Stereotypically Gay Voiceovers. To &#8216;Express&#8217; Ourselves?</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://gamepolitics.com/2010/12/06/dragon-age-lead-designer-joins-empire-avenue">Dragon Age Lead Designer Joins Empire Avenue</a></p>
<p><strong>Just Say Molyneux</strong><br />
<a href="http://www.computerandvideogames.com/article.php?id=279250">Molyneux: Kinect will spawn &#8216;whole new genres&#8217;</a></p>
<p><strong>Analysis Paralysis</strong><br />
<a href="http://www.eurogamer.net/articles/2010-12-06-psp2-will-be-dead-on-arrival">PSP2 will be &#8220;dead on arrival&#8221;</a></p>
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		<title>Cartridge Blowers Episode 78: Trainwreck Blogging</title>
		<link>http://www.secondquest.vg/2010/12/06/cartridge-blowers-episode-78-trainwreck-blogging/</link>
		<comments>http://www.secondquest.vg/2010/12/06/cartridge-blowers-episode-78-trainwreck-blogging/#comments</comments>
		<pubDate>Mon, 06 Dec 2010 04:00:36 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=479</guid>
		<description><![CDATA[This week’s Cartridge Blowers is mostly about things that nobody wants! <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_120610.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>This week’s Cartridge Blowers is mostly about things that nobody wants! Square is making a Final Fantasy trading card game! Sony is making a TV with a built in PS2! Gearbox is or is not making some more Borderlands DLC (Destructoid was uncharacteristically unclear about that story)! And Capcom is making a new Ace Attorney Investigations. Wait, we actually do want that last one.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_120610.mp3">Download the episode</a></p>
<p><span id="more-1025"></span></p>
<p></br><br /></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>We Like You!</strong><br />
<a href="http://arstechnica.com/tech-policy/news/2010/12/prosecutors-dismiss-xbox-modding-case-mid-trial.ars">Prosecutors dismiss Xbox-modding case mid-trial</a></p>
<p><strong>Sure, Let&#8217;s Talk About This Again</strong><br />
<a href="http://www.destructoid.com/onlive-announces-monthly-playpack-plan-188846.phtml">OnLive announces monthly PlayPack plan</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://www.destructoid.com/is-more-borderlands-dlc-possible--188548.phtml">Is more Borderlands DLC possible?</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.eurogamer.net/articles/2010-12-03-sony-puts-ps2-in-telly-and-sells-it">Sony puts PS2 in telly and sells it</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.andriasang.com/e/blog/2010/11/30/ff_tcg/">Final Fantasy Becomes a Trading Card Game</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.eurogamer.net/articles/2010-12-03-ace-attorney-investigations-2-details">Ace Attorney Investigations 2 details</a></p>
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		<title>Cartridge Blowers Episode 77: Hot Stuff</title>
		<link>http://www.secondquest.vg/2010/11/29/cartridge-blowers-episode-77-hot-stuff/</link>
		<comments>http://www.secondquest.vg/2010/11/29/cartridge-blowers-episode-77-hot-stuff/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 04:00:21 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=477</guid>
		<description><![CDATA[Rejoice. Some dude has invented the first Kinect killer app--an ingenious little program which fulfills a much-needed function. 
<a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_112910.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Rejoice. Some dude has invented the first Kinect killer app&#8211;an ingenious little program which fulfills a much-needed function: Detecting nipples. Axl Rose is suing Activision over the apparently recently-released Guitar Hero III, leaving us curious as to who to root for. Sony is trying its little heart out by bundling a handheld that nobody wants with some games no one has ever heard of. And Eric played Fallout: New Vegas. Opinion? “I liked it!”</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_112910.mp3">Download the episode</a></p>
<p><span id="more-1024"></span></p>
<p></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.eurogamer.net/articles/2010-11-23-rumour-elder-scrolls-5-in-the-works">Rumour: Elder Scrolls 5 in the works</a><br />
<a href="http://danomatika.com/blog/kinect-titty-tracker/">Kinect Titty Tracker</a></p>
<p><strong>Our Enemies List</strong><br />
Axl Rose<br />
<a href="http://www.reuters.com/article/idUSTRE6AM75120101123">Axl Rose sues Activision for $20 million</a></p>
<p><strong>Sorry, Sony</strong><br />
<a href="http://www.joystiq.com/2010/11/26/psp-go-3-game-digital-pack-going-for-150-while-supplies-last/">PSP Go &#8217;3-Game Digital Pack&#8217; going for $150 &#8216;while supplies last&#8217;</a></p>
<p><strong>Kotaku Strikes Again</strong><br />
<a href="http://gamepolitics.com/2010/11/24/report-move-kinect-may-be-short-supply-holiday-shoppers">Report: Move, Kinect, May be in Short Supply for Holiday Shoppers</a></p>
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		<title>Cartridge Blowers Episode 76: Animal Labyrinth</title>
		<link>http://www.secondquest.vg/2010/11/22/cartridge-blowers-episode-76-animal-labyrinth/</link>
		<comments>http://www.secondquest.vg/2010/11/22/cartridge-blowers-episode-76-animal-labyrinth/#comments</comments>
		<pubDate>Mon, 22 Nov 2010 04:00:59 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=474</guid>
		<description><![CDATA[This week, Richard played Fable 3 for some reason, and he reports on his experience. Summary: Not a great game. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_112210.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>This week, Richard played Fable 3 for some reason, and he reports on his experience. Summary: Not a great game. Harmonix is being sold because nobody plays rhythm games any more. Firaxis would desperately like you to care about the fact that Civilization for Facebook is going to come out at some point. And Jim Sterling gives us all a touchingly emetic reminder that he does, indeed, still have external genitalia.</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_112210.mp3">Download the episode</a></p>
<p><span id="more-474"></span></p>
<p></br><br /></br><br /></br><br /></br><br /></br></p>
<p><strong>Show Notes</strong></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.destructoid.com/onlive-announces-microconsole-release-date-and-pricing-188009.phtml">OnLive announces Microconsole release date and pricing</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/">Harmonix Sale Signals Meltdown of ‘Plastic Instrument’ Biz (Update)</a></p>
<p><strong>Our Enemies List</strong><br />
Nintendo<br />
<a href="http://www.joystiq.com/2010/11/10/nintendo-requests-its-on-like-donkey-kong-trademark">Nintendo requests &#8216;It&#8217;s on like Donkey Kong&#8217; trademark</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.eurogamer.net/articles/2010-11-12-civilization-facebook-relatively-soon">Civilization Facebook &#8220;relatively soon&#8221;</a></p>
<p><strong>Pound Sterling</strong><br />
<a href="http://www.destructoid.com/dead-space-2-action-figure-is-f-cking-awful-188039.phtml">Dead Space 2 action figure is f*cking awful</a></p>
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		<title>Cartridge Blowers Episode 75: A Dangerous Office</title>
		<link>http://www.secondquest.vg/2010/11/07/cartridge-blowers-episode-75-a-dangerous-office/</link>
		<comments>http://www.secondquest.vg/2010/11/07/cartridge-blowers-episode-75-a-dangerous-office/#comments</comments>
		<pubDate>Sun, 07 Nov 2010 04:00:53 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=472</guid>
		<description><![CDATA[This week on Cartridge Blowers, Richard reports about his time spent killing vampires in Castlevania: Lords of Shadow. Spoiler alert: He loved it. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_110710.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>This week on Cartridge Blowers, Richard reports about his time spent killing vampires in Castlevania: Lords of Shadow. Did he enjoy the game&#8217;s mix of frenetic action and set-piece puzzles, set against a beautiful landscape and narrated by Patrick Stewart, or did he, like so many fanboys, find himself unable to appreciate this masterpiece of a game because it wasn&#8217;t like all of the other Castlevania games, most of which are terrible? Spoiler alert: He loved it. </p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_110710.mp3">Download the episode</a></p>
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		<title>Metroid: Other M</title>
		<link>http://www.secondquest.vg/2010/11/05/metroid-other-m/</link>
		<comments>http://www.secondquest.vg/2010/11/05/metroid-other-m/#comments</comments>
		<pubDate>Fri, 05 Nov 2010 18:24:28 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[featured]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=452</guid>
		<description><![CDATA[The game that lets you step into the suit of a terrified woman as she whinges her way through an alien-infested space station!]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2010/11/other-m-02-zero-suit.jpg"><img class="alignleft size-medium wp-image-453" title="other-m-02-zero-suit" src="http://cartridgeblowers.com/wp-content/uploads/2010/11/other-m-02-zero-suit-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>The <em>Metroid</em> series has traditionally been one where plot is largely irrelevant. The first game in the series, <em>Metroid</em>, while featuring innovative gameplay, followed the standards of its day for its storyline: The plot and characterization boiled down to a couple of short paragraphs in the manual setting up atmosphere and justifying the adventure ahead. The closest thing to characterization is the ending’s reveal that the main character&#8211;assumed to be male&#8211;is actually a woman. This has been the case for nearly the entirety of the series: We know some light backstory that mainly serves to justify her skills (she&#8217;s an orphan who was raised and trained by aliens), but otherwise, Samus&#8217;s sex is the only real thing we know about her. And the plots are never convoluted affairs&#8211;they almost all boil down to &#8220;here&#8217;s a planet filled with aliens, fight them and escape&#8221;&#8211;I&#8217;d even say that is <em>Metroid</em> at its best, since the games privilege atmosphere and exploration. As is the case with most videogame series, however, plot has crept in over time with varying degrees of success. The most sophisticated methods of storytelling were employed in <em>Metroid Prime</em>, which took a cue from survival horror by telling its story through logs and other scannable documents. <em>Metroid Prime 2</em> added dialogue-based cutscenes, which was troubling, given that its predecessor told its story through total integration with the environment, but it wasn&#8217;t as bad as <em>Metroid Prime 3</em>, which included fully-voiced dialogue (excluding Samus, who remained mute) and long elaborate story sequences. I hated it when I first played it for the way it diminished the sense of eerie loneliness that the <em>Metroid</em> series does so well.</p>
<p>The newest title in the series, <em>Metroid: Other M</em> privileges its story over its gameplay, twisting the flow of the game in order to suit the plot, and it ultimately throws <em>so</em> many threads at us that it comes across as an unorganized mess. Rather than a framework used to justify the quest and amuse the player between levels, <em>Metroid: Other M</em> forces our attention on what it thinks is a brilliant script with solid acting. Gameplay is what we must slog through in order to be considered worthy of experiencing the next part of a story which is poorly written, confusing, clumsily acted, and&#8211;above all&#8211;<em>offensive</em>: It is one of the most misogynistic games I&#8217;ve ever played.</p>
<p><em>Metroid: Other M</em> begins, after an exhausting tutorial, fairly normally: Samus receives a distress call from a research station known as the Bottle Ship and decides to investigate. She very quickly meets up with a group of soldiers who are also responding to the distress call. Leading this group is a man named Adam, who was Samus&#8217;s CO back when she was a Federation soldier. This prompts, throughout the game, a series of excruciating cutscenes in which Samus monologues about exactly what she was feeling at the time and how Adam is her father figure and how it&#8217;s all <em>confusing</em> now that she&#8217;s hanging around him again. She becomes an unofficial part of the unit and explores the ship. As she goes along, she finds out that the Federation is performing illegal biological research, there&#8217;s a malevolent AI running around, people are not who they say they are, Adam might be behind the whole thing, there&#8217;s a traitor in the unit sneaking around and killing its members, an infant form of her archnemesis Ridley is on the ship&#8211;it&#8217;s a lot of plot. In the hands of a competent writing team, it might be interesting, but <em>Metroid; Other M</em>&#8216;s developers don&#8217;t seem to be able to juggle these threads particularly well. (The assassin plot, for example, gets dropped about halfway through.) With every cutscene&#8211;and there are many of them&#8211;things become just that much more convoluted. Not only is a complex storyline unnecessary in a <em>Metroid</em> game, this one in particular seems designed to humiliate the character of Samus&#8211;while the intent seems to be to give her some more depth, it actually turns her from a capable, competent woman to a frightened little girl.</p>
<p>Every <em>Metroid</em> game is based around powers and abilities that Samus collects throughout the game, abilities which allow her to access deeper and deeper areas of the game&#8217;s environment. The games usually have Samus starting off from scratch without any of the abilities collected in the previous game&#8211;most of the powerups recur throughout the series. The progression of abilities and the gradual unlocking and expansion of the game world provide a solid structure and help the world to be much more dynamic.</p>
<p>A couple of entries attempt to justify starting from zero. Early on in <em>Metroid Prime</em>, Samus barely survives an attack from Ridley, and this attack disables or destroys most of her suit&#8217;s functions, leaving her to find replacements throughout the game. <em>Metroid: Other M</em>, in one of the game&#8217;s many ridiculous decisions, starts Samus off with a full compliment of accessories&#8211;except for a couple of items like energy tanks which are collected in out-of-the-way places as normal&#8211;and instead locks them away and hands Adam the keys.</p>
<p>This is Adam&#8217;s mission, as he makes clear at the beginning, and if Samus is going to work with him, she&#8217;s got to play by his rules. He specifically points out one item, the Super Bomb, as too powerful and dangerous to use (It, incidentally, proves not to be when you get access to it near the end of the game), but otherwise the ability to use her powers comes at his discretion. And so the game follows a structure of Samus getting into a scrape and finding out that her weapons aren&#8217;t enough; after a few moments of attempted survival (or, in one notable case, after several minutes in an area whose heat is sapping away her life while she&#8217;s not allowed to turn on the system which would protect her), Adam calls her and graciously allows her to use her life-saving weapon. It is curious. Samus is inarguably the most powerful member of the squad, due to a combination of skill and weaponry. Such a powerful woman would be nothing but an asset at her full strength. Adam is very deliberately limiting her.</p>
<p>Some games do feature a sort of educational motif around the way powers are unlocked. A mentor will give the character an ability or item, send the protagonist through a level, consider this to be training, and then move on to the next ability. In these cases, we have a clear and justified teacher/student relationship. The teacher is legitimately more skilled than the student, and the action of the story is to bring the student up to his level. Adam insinuates himself into this kind of relationship with Samus&#8211;but here, it&#8217;s a wholly inappropriate one. Samus has proven herself by this point in the series. She does not have much to learn from Adam. That he positions himself as her superior, only allowing her agency when he has decided she should have it, is a condescending slap in the face. That here we have a man controlling a woman whose competence need not be questioned at this point in her life is, of course, misogyny at its finest. That neither the game nor Samus questions or criticizes this&#8211;the only time she does anything without Adam&#8217;s explicit permission is when he&#8217;s presumed or actually dead&#8211;is shocking, to say the least.</p>
<p>Adam sacrifices himself towards the end of the game. The Bottle Ship, it is revealed, is designed to be an ersatz replica of Zebes (the planet from both <em>Metroid</em> and Super Metroid), designed to raise Metroids and other biological weapons in an environment just like the one where they originally grew up. There is a sector of the ship which is explicitly stated to be a recreation of Tourian&#8211;the final area in the original <em>Metroid</em>. As a long-time fan of the series, this reveal sent a chill up my spine. The game does not shy away from delivering a dose of nostalgia&#8211;a few of the bosses are remakes of fights from some of the 2D entries in the series. <em>Metroid: Other M</em>, it seems, might even be a pastiche of earlier <em>Metroid</em> games, converted to a new engine. The introductory cutscene, for that matter, is a recreation of the end battle of <em>Super Metroid</em>, which takes place in Tourian. For a moment, I even thought that the whole purpose of showing that would be to set up the payoff of actually participating in that fight. And for this I was excited. Tourian was eerie enough the first time around, the end battle of <em>Super Metroid</em> intense. Here, it could be terrifying.</p>
<p>The game lets you go as far as the door to the new Tourian before the story takes over and Adam rushes past Samus, ignores her offer to go in and fight, and detaches and blows up the section. This is supposed to be a callback to an earlier scene, a flashback to Samus&#8217;s military days where nearly the same exact thing happens&#8211;but the callback doesn&#8217;t work here. This is a videogame: Story callbacks are not as interesting as gameplay callbacks. Dangling a beloved, challenging, and interesting area in my face and then snatching it away&#8211;I felt betrayed.</p>
<p>After the ending cutscene, which goes on for far too long and features characters who have died turning into stars and a long, soul-searching monologue from Samus about something that I was too busy having a stroke to pay attention to, we get to go back to the ship. Samus lets us know that there&#8217;s Something Important left there and that even though the Federation is about to destroy the ship, she needs to go back. And it&#8217;s here that you get to sidequest&#8211;the majority of the game ferries you from Section A to Section B to Section C, even closing off elevators and routes to deny you some sequence breaking pleasure. (<em>Metroid</em> fans <em>love</em> sequence breaking and speed runs, incidentally, and spend months finding creative ways to do so. The attempt to discourage it here seems to be another indication that the developers are petulantly trying to prevent us from seeing their cinematic masterpiece.) In this post-game portion, the map is entirely open&#8211;you can collect as many powerups as you please. You eventually make your way to a room and fight a gigantic and awesome boss&#8211;the bosses are all, without exception, excellent fights, I must say&#8211;and then you collect what you risked your life for: Adam&#8217;s helmet.</p>
<p>Another stroke, and let&#8217;s add a third: As she grabs the helmet, her suit disappears (it can seemingly phase in and out of existence in the game, or something, I didn&#8217;t care enough to pay attention to see if they explained it). Underneath is what&#8217;s known as the Zero Suit&#8211;a somewhat shocking shade of powder blue, the color of the archetypal leisure suit, but it&#8217;s basically a catsuit, and she&#8217;s lovingly rendered in it. And then there&#8217;s an announcement that the ship is going to be obliterated in a few minutes, and you book. And here&#8217;s a typical <em>Metroid</em> end-game escape sequence&#8211;things crash down around you, you&#8217;ve got to find an alternate path through a couple rooms that have now been altered, and the last few enemies try to stop you. Without her suit, however, playing as Samus is miserable. Control is slower, jumps are lower and unaugmented, and the weaponry is now degraded to the level of &#8220;pea shooter&#8221;. This sequence took me several tries&#8211;but the entire time I kept thinking, I&#8217;d be out of here in half the time if I had the suit. It&#8217;s certainly more of a challenge, but there&#8217;s no logical reason for it. It&#8217;s not justified by the narrative at all why she&#8217;s not wearing her suit.</p>
<p>The first game to feature a sequence where Samus loses her suit was <em>Metroid: Zero Mission</em>, the remake of the first game in the series. At one point, her ship is attacked and she crashes, her suit damaged. And now she must manage to face the evil Space Pirates while looking for a replacement suit. The game changes drastically at this point&#8211;it actually becomes a light stealth game. Your physical skills are reduced, certainly&#8211;again, you can&#8217;t jump as far or fight as well, and all your gun does is stun an enemy for a couple of seconds. You&#8217;ve got to find ways to sneak around. Eventually you get the final version of your suit, and the leap in power gives a final rush of joy which stayed with me until I finished the game. But that&#8217;s not to say that the Zero Suit sequence isn&#8217;t enjoyable&#8211;in fact, it&#8217;s one of the standout parts of the entire series. Samus out of her suit is, most importantly, still a threat&#8211;just a very different kind. Prior to this game, the relationship between Samus and her suit was ambiguous: Is her strength and capability something unique to her, or could anyone with this fancy equipment do what she does? <em>Zero Mission</em> lets us know that the suit is, essentially, a tool. It gives her superhuman strength and abilities, but when she&#8217;s stripped of it, she&#8217;s still capable of infiltrating an enemy base and destroying it from the inside. One leaves the game praising her resourcefulness.</p>
<p>Not so in <em>Metroid: Other M</em>, where she&#8217;s significantly weaker. It makes sense on a symbolic level that she would lose her power immediately upon grabbing Adam&#8217;s helmet. Just about every interaction she has with him involves authority acknowledged, Samus&#8217;s requests and questions denied, and Adam&#8217;s status as her superior affirmed. His existence serves to rob Samus of agency and strength. Is it any wonder that even his helmet is so tainted by his presence that simply holding it causes Samus to get all weak? I can&#8217;t even accept the possible argument that perhaps the story is about A Woman Triumphing Against Adversity, because even though Adam has limited her the whole time, she&#8217;s still able to save the day&#8211;simply because she mourns him. She can&#8217;t have a feminist awakening and without realizing that her CO very nearly got her killed a few times.</p>
<p>Samus&#8217;s suit disappears during one other sequence, and this scene is perhaps the most controversial in the game. There is a fight with Ridley at one point&#8211;I believe there are exactly three games in the series where he does not appear, so this is not surprising. Chronologically&#8211;the series usually jumps around in time between installments&#8211;this is the fifth time she’s faced him in battle. And yet, when he appears, Samus panics to the degree that she’s unable to move. He grabs her and her suit disappears. And while she is busy flashing back to her childhood&#8211;the scene quick-cuts between the present and to the attack on her colony when she was a little girl, quite neatly infantilizing her with the juxtaposition&#8211;Ridley tosses a man into a pit of lava. Her terror and trembling lead to the death of a friend of hers. It’s not her finest moment. People have made many attempts to justify this sequence, arguing that Ridley is her lifelong enemy (apparently he’s the one who led the attack on her colony, so says the manga), he was presumed dead by the end of her previous mission, and she’s in a weakened emotional state&#8211;but I’m not buying it. Samus has never reacted like this to any enemy.</p>
<p>We have seen Samus freeze up when she’s about to fight a boss before. In most of the <em>Prime</em> boss intro cutscenes (Ridley’s included), she steps back and watches the enemy for a moment while it pirouettes around the room. This is mostly for the player’s benefit&#8211;it gives you the full view of the boss’s usually creative design and signals you to get ready because a major battle is about to happen. The worst case scenario is that she’s momentarily startled&#8211;which would happen to anyone&#8211;just mild surprise rather than outright fear. More likely, she is sizing up the situation, looking for any weaknesses the enemy might have, and deciding how she wants this creature to die. And that’s how Samus seems to react to all of the other boss fights in <em>Metroid: Other M</em>. Rather than giving her a rival who may be a true threat but is not the stuff of her nightmares, they give us the bogeyman in Ridley. One wonders if her previous fights against him were won through sheer luck and frightened flailing.</p>
<p>This treatment of Samus&#8211;under men’s control, childlike, docile, submissive, scared&#8211;might be a cultural thing. A lone badass hot female bounty hunter feels like an Hollywood cliche, the stuff of fantasy&#8211;and let’s not forget that <em>Metroid</em> takes some inspiration from the <em>Alien</em> series. This game seems to take its characterization from anime archetypes. In a lot of the discussions I’ve read on <em>Metroid: Other M</em>, the term “moe” has come up a lot. As I understand it, those who are fans of moe are attracted to sad, pathetic, sobbing messes of girls who need a strong man&#8211;YOU&#8211;to wipe away her tears and protect her from the big bad monsters that are around the world. I am a gay man and I am a feminist. When I am playing as or interacting with a female character, I want that character to be capable, confident, self-relying&#8211;I’m not saying that I need everyone “on” all the time, or that someone can’t show emotion, or feel doubtful&#8211;but if the main reaction you want a character to elicit is feelings of paternal protection, you’re going to lose me. I find that entire viewpoint to be extremely creepy. It reeks of Purity Balls and chastity belts and women as property. (Superstar anime director Hayao Miyazaki has gone even further in his analysis&#8211;he believes that the aesthetic treats women like pets.) The decision to bring elements of this into Samus’s character&#8211;who, whether accurately or not, has always been viewed as a feminist icon&#8211;is a big slap in the face to not just gay men and women but also straight guys who understand that they are living in an age where intelligence and capability come standard in females. A man’s desire to see a woman falter in this way is a sign that his ideas about women are unenlightened at best and that his self-esteem is so low that he can only attract a woman who’s so broken and so low that she’s the only creature below him. <em>Metroid: Other M</em> condones this worldview. It is explicitly made under the old-fashioned assumption that only a heterosexual male will be playing it. It does not invite us to identify with Samus; rather, it invites us to guide her through.</p>
<p>But I want to make it clear that it is more than my offense which caused me to dislike <em>Metroid: Other M</em>. A good story would not have made this into a good game. I have avoided talk of the gameplay mostly because there’s not that much to say about it. It feels like a <em>Metroid game</em>, even though they’ve drastically changed the controls, and, as I’ve mentioned, the bosses are particularly fantastic. Even non-boss battles are exciting and intense: The game sets most of the enemies up as setpieces rather than random creatures lurking around and so remain challenging. The problem is that this game keeps getting interrupted by its story. Mostly this is done through long cutscenes, but they do <em>try</em> to put in some scripted exploration and exposition sequences. Unfortunately, they drastically slow down Samus’s walking speed and they also feature pixel hunts. The game, which minutes ago was filled with acrobatic jumps and fights, grinds to a halt until you get the next chunk of plot. It’s what you have to slog through to get to the good stuff.</p>
<p>This is inexcusable in this day and age. Even worse is the fact that, even though nowadays developers have learned that players expect the option, you cannot skip the cutscenes. You can’t pause them either&#8211;and you can’t even go to the Wii’s Home menu! This is sheer arrogance on the part of the developers. It implies that we are only happy to sit in front of our televisions with slackjawed concentration while their opus spins out in front of us. There is, however, the option to watch each cutscene edited together as a movie after completing the game, saving us from all that pesky gameplay. I’m surprised it wasn’t available from the start. If they so desperately wanted to tell this story, why not simply make it a movie to begin with?</p>
<p>There has been speculation that Nintendo might never be able to recover from the damage done to the series by this game. We may never be able to take Samus seriously as a strong female character ever again, and Nintendo will need to work hard to convince its audience that this game was a one-time error in judgment when the next game comes around. As I’ve said&#8211;every fight is fantastic, and there are times where it’s fun to play&#8211;but <em>Metroid: Other M</em> is under a delusion. It only thinks it’s a game; in reality, it’s a incoherent misogynistic anime which seems to think that the storyline is the reward for suffering through the gameplay instead of the other way around.</p>
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		<title>Cartridge Blowers Episode 74: Brought to You by Shoes</title>
		<link>http://www.secondquest.vg/2010/11/02/cartridge-blowers-episode-74-brought-to-you-by-shoes/</link>
		<comments>http://www.secondquest.vg/2010/11/02/cartridge-blowers-episode-74-brought-to-you-by-shoes/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 17:11:22 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=443</guid>
		<description><![CDATA[Apparently only 6% of console gamers have purchased downloadable content at some point. Richard and Eric examine this interesting statistic. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_110210.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Apparently only 6% of console gamers have purchased downloadable content at some point. This week on Cartridge Blowers, Richard and Eric examine this interesting statistic and the concept of DLC in general. Are downloadable missions a new and exciting way of expanding the plot of a game, or are they a quick cash grab that destroys narrative integrity? Listen and find out!</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_110210.mp3">Download the episode</a></p>
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		<title>Castlevania: Lords of Shadow: Fucking Chupacabras&#8230;</title>
		<link>http://www.secondquest.vg/2010/10/21/castlevania-lords-of-shadow-fucking-chupacabras/</link>
		<comments>http://www.secondquest.vg/2010/10/21/castlevania-lords-of-shadow-fucking-chupacabras/#comments</comments>
		<pubDate>Thu, 21 Oct 2010 13:46:25 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=441</guid>
		<description><![CDATA[Okay so there's one element of Lords of Shadow that I absolutely loathe and that doesn't work at all and it's the damn Chupacabras.]]></description>
			<content:encoded><![CDATA[<p>Okay so there&#8217;s one element of Lords of Shadow that I absolutely loathe and that doesn&#8217;t work at all and it&#8217;s the damn Chupacabras. From what I&#8217;m reading this is a universally-held opinion among people who&#8217;ve played the game.</p>
<p>Historically, the Chupacabra, for those who aren&#8217;t up on their Hispanic folklore, is one of those awesome Latin American legendary creatures. It&#8217;s never been my favorite&#8211;I&#8217;m more interested in El Sombreron and La Llorona (while I understand why the first is rarely seen, as he&#8217;s kind of an obscure one the latter is quite popular and why has she never been a boss in anything?)&#8211;but it&#8217;s still a cool one, and the traditional depiction is pretty creepy. Basically what they do is kill and drain the blood of livestock. They look like a fanged spiny creature&#8211;any drawing I&#8217;ve ever seen is fairly terrifying.</p>
<p><span id="more-1021"></span></p>
<p>In Lords of Shadow, however, they&#8217;re depicted as a little hooded gremlin troll looking thing, and instead of being a predator, they&#8217;re more of a prankster/trickster figure. At certain points throughout the game, you&#8217;ll wander into an innocent area, and a Chupacabra will teleport in, zap you with a ray, and disappear. When you&#8217;re zapped, all of your magic and special abilities are taken away and you&#8217;ve got to chase down the creature to get it back.</p>
<p>These levels are structured so that the way forward is blocked by an obstacle that you can only get past using your abilities. So there&#8217;s a little side area, designed to be traversed ability-less, that you need to go through, and once you clear it you catch the little bastard and get everything back and you can continue. It seems intended to play the role of the levels in Mario Sunshine where Shadow Mario takes away FLUDD, but instead of being interesting challenges or a slight genre shift, it&#8217;s more an annoyance.</p>
<p>See, the thing about Mario Sunshine&#8217;s naked levels is that they&#8217;re some of the most challenging in the game&#8211;the entire game is designed around the water pack, and while these levels are completely beatable solely through the power of jumping, there&#8217;s always the thought in the back of your mind that things would be a lot easier if you could hover. Here, you don&#8217;t notice a difference. The monsters aren&#8217;t particularly difficult and neither are the jumps, so you don&#8217;t need your magic and you don&#8217;t need your special jumping abilities. It comes across as padding. Given the game&#8217;s linear nature and the way it&#8217;s designed, you don&#8217;t feel that much less powerful when you&#8217;re without your abilities.</p>
<p>And what&#8217;s worse is the fact that the Chupacabras *talk*. Most of the voice acting in the game is fairly excellent&#8211;they sprung for a good cast, but whoever does the Chupacabra voice&#8230;.okay.  They&#8217;re going for a sort of Yoda thing in that their dialogue is grammatically bizarre (&#8220;Glasses, you need!&#8221; is one of their taunts) and they&#8217;re trying to go for a similar voice. They should have just sprung for Frank Oz&#8211;I mean they had the budget to get Patrick Stewart, they could have recorded that voice in an afternoon. I&#8217;ve read that part of Hideo Kojima&#8217;s involvement was voicing the Chupacabra in the Japanese version&#8211;while I rarely play with Japanese voices, I would have enjoyed if they&#8217;d kept that in. (I think he speaks English, actually, so why not just record for both languages?  It&#8217;s only a couple of lines, so it&#8217;s not like it would be a grueling studio session.)  It&#8217;s just extremely irritating and adds nothing to the game.</p>
<p>The hell of it is the game itself seems to realize that it&#8217;s a bad idea. Throughout the game, you find little journals on some of the bodies you come across, and one of them complains about the Chupacabras&#8211;how they&#8217;re annoying and distracting from the real mission and how the Church should go on a campaign to exterminate them. I hope in between the ending of this game and the sequel that this campaign occurs. I honestly found this note to be the worst part of it, mainly because it&#8217;s the game saying, &#8220;Yeah, we know this is a terrible idea, but we kept it in anyway.&#8221; Part of me wonders, considering Kojima&#8217;s voice acting, whether this was one of his ideas and the team didn&#8217;t feel like they could override it&#8211;and so put the note in as a way of subtly rebelling.</p>
<p>Again, though, it&#8217;s not a fatal flaw, mostly because it&#8217;s only a mildly occurring element&#8211;I&#8217;m in chapter 9 and I&#8217;ve encountered exactly three of them&#8211;and because the levels are quick. After you beat a level you can go back and do a challenge&#8211;the Chupacabra levels have challenges to the effect of, &#8220;Get your stuff back from the Chupacabra in a minute and a half.&#8221;  The times seem to be all less than 5 minutes, and even your first time through it&#8217;s a short little diversion, but it&#8217;s not a pleasant or fun one. It gets lost in the rest of the game, so again, more of an academic complaint than anything, but seriously, guys, you should have taken it out.</p>
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		<title>Castlevania: Lords of Shadow: Chapter 8 of 12</title>
		<link>http://www.secondquest.vg/2010/10/19/castlevania-lords-of-shadow-chapter-8-of-12/</link>
		<comments>http://www.secondquest.vg/2010/10/19/castlevania-lords-of-shadow-chapter-8-of-12/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 20:55:43 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=437</guid>
		<description><![CDATA[I just finished chapter 7 of 12 in Castlevania: Lords of Shadow and I'm--surprisingly?--still enjoying it!]]></description>
			<content:encoded><![CDATA[<p>I just finished chapter 7 of 12 in Castlevania: Lords of Shadow and I&#8217;m&#8211;surprisingly?&#8211;still enjoying it!  It&#8217;s funny. Some games you play for the storyline, some games you play because each level is interesting or unique, some you play because of creative bosses.  Lords of Shadow, while it has a storyline, interesting levels, and creative bosses&#8211;I&#8217;m playing it totally for the scenery.</p>
<p>Seriously&#8211;did I mention that the game is gorgeous?  Because it is.  Again, I don&#8217;t like Castlevania&#8217;s aesthetic normally&#8211;I don&#8217;t know, everything just looks so samey after a while.  I can&#8217;t tell from screenshots what game I&#8217;m playing&#8211;they all look the same to me.  While Lords of Shadow is going for fairly standard Violent Videogame Realism&#8211;it&#8217;s not really stylized or anything&#8211;everything is just so wonderfully done.</p>
<p><span id="more-437"></span></p>
<p>It&#8217;s the light, really.  I&#8217;m a total sucker for games that take place during sunlight&#8211;not sure if it&#8217;s due to ICO&#8217;s influence, or if I was attracted to ICO because of it, but anyway.  Surprising for a horror game, most of it takes place in broad daylight.  The very first level takes place at night, but then you&#8217;re in daylight until about chapter 6 when you enter a vampire castle.  It&#8217;s a very surprising decision for a gothic horror-themed game, and one I applaud.  For the most part you are exploring ruins and forests and cliffsides, and everything is bright and colorful.  I&#8217;m so glad we&#8217;re out of that period of time where everything was brown and muddy&#8211;it made for some very very ugly games.</p>
<p>It does lead to a very odd dichotomy though.  Because the game has a particular flow, you&#8217;re interested in making it to the next part&#8211;to the next combat or puzzle or climbing course.  But because the game is so pretty, you also want to just hang around and look at stuff.  There have been several areas where I&#8217;ve stopped just to take in a bit of scenery.  </p>
<p>Unfortunately, they did not include a controllable camera.  I&#8217;m not sure why, and it&#8217;s probably the biggest mistake the game makes.  Games like this, in many ways, are in a way guided tours or amusement parks.  They remind me of the lines at Disneyworld, which rather than being a straightforward velvet rope path are twisting journeys through an environment.  If you&#8217;re on line for the Tower of Terror and you&#8217;re not looking at all the random *stuff* they decorated the place with, you&#8217;re doing it wrong&#8211;it&#8217;s just as much a part of the experience as the ride.  So I may be in an elegantly-rendered castle with all this stuff around, but I&#8217;m not able to take a look at it at an angle that I want.  Dante&#8217;s Inferno had the same exact problem&#8211;that was my biggest problem with that game too.  Fortunately, the camera here is actually pretty decent.  You&#8217;ve got your &#8220;cinematic&#8221; angles and your camera placement designed to give the best screenshot, but unlike Resident Evil, they don&#8217;t do this at the expense of the player.  For the most part, the camera angles *do* give the prettiest view, and they don&#8217;t hinder you from playing well.  There are a couple of areas where it&#8217;s slightly less than optional, but I haven&#8217;t had any serious difficulties&#8211;this is a case where it genuinely feels that the developers actually do know where to put the camera better than I would.</p>
<p>The storyline is&#8230;well, there&#8217;s a storyline, I suppose.  I have no real idea what&#8217;s going on in it, but I haven&#8217;t minded its existence.  I&#8217;ve been taking the cutscenes as a cue to breathe, check an IM, eat a cookie, and just kind of paying half-attention to the plot.  Given the game&#8217;s linear structure, that doesn&#8217;t matter&#8211;each area is somewhat self-contained, so as long as you make it through each, you&#8217;ll have no problems.  I was genuinely nervous, given that Kojima had a hand in it, but so far they&#8217;ve been of an okay length.  </p>
<p>I do like the way the difficulty seems to work. The game is HARD when it first starts, then you learn the basics of the controls, and it&#8217;s easy for a few minutes, then they give you some new abilities, and then it gets REALLY hard, and then you master them, and it&#8217;s easy for a while, and then the difficulty just spikes.  I am finding this to be an extremely pleasurable structure.  I like games that have challenge to them, of course, but I don&#8217;t want that challenge to be overwhelming.  And I want to feel like I&#8217;ve accomplished something from time to time&#8211;if the entire game was an uphill battle, it might get frustrating.  Here, the game draws a line and forces me to get good enough to cross it; once I do, it draws another line and forces me to work even harder, and it continues that way for a long time, hopefully to the end.  </p>
<p>One of the big complaints I&#8217;m hearing is framerate issues&#8211;people are bitching and moaning that it&#8217;s not at 60 fps and that it crawls at times.  I haven&#8217;t noticed anything&#8211;the game does that staccato timing when you kill enemies or do a particularly good hit, where it kind of pauses or slomos for a second before returning to regular speed&#8211;I don&#8217;t know if they&#8217;re just referring to that or what.  I&#8217;m not a video guy so I would not notice if something dropped a couple of frames per second; some people have said that there are times where the game becomes unplayably slow.  I haven&#8217;t noticed that; I am wondering if it is just fanboys suck.  It could be!</p>
<p>I can&#8217;t say the game is perfect&#8211;it&#8217;s flawed as hell in a lot of ways, the camera, the storyline, there are a couple of levels which go on slightly longer than they should and I have the feeling I&#8217;m going to think the whole thing could be cut by a couple of hours&#8211;but so far it feels almost silly to point them out because I am having such a genuinely great time with the game.  None of the cons have been gamebreakers for me&#8211;I&#8217;ve just given it a mild, &#8220;Well, no game but ICO is perfect&#8221;, and have moved on because there&#8217;s something else to kill.  </p>
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		<title>First impressions: Castlevania: Lords of Shadow</title>
		<link>http://www.secondquest.vg/2010/10/15/first-impressions-castlevania-lords-of-shadow/</link>
		<comments>http://www.secondquest.vg/2010/10/15/first-impressions-castlevania-lords-of-shadow/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 16:42:57 +0000</pubDate>
		<dc:creator>Richard Goodness</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=433</guid>
		<description><![CDATA[I'm not sure exactly why I picked up Lords of Shadow, given that I'm on record as someone who's not at all a Castlevania fan--I absolutely loved Order of Ecclesia, but everything else I've played in the series has irritated me in some way--including Symphony of the Night]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not sure exactly why I picked up Lords of Shadow, given that I&#8217;m on record as someone who&#8217;s not at all a Castlevania fan&#8211;I absolutely loved Order of Ecclesia, but everything else I&#8217;ve played in the series has irritated me in some way&#8211;including Symphony of the Night. That one&#8217;s okay but I&#8217;ve never understood the universal acclaim for it. A lot of it is the art style&#8211;I&#8217;ve never been into the series&#8217;s aesthetic and I don&#8217;t think there&#8217;s a character design that I&#8217;ve ever liked. Some of the monsters are pretty cool&#8211;Portrait of Ruin&#8217;s version of Legion freaked the hell out of me, for one&#8211;but the fact that there&#8217;s such a variety, oddly enough, bothers me. I&#8217;m totally fine and I encourage a lot of diverse monsters, but I&#8217;ve always been bothered by the fact that they mix some serious monsters with wacky ones&#8211;the atmosphere usually feels very fractured and disjointed to me. And I just don&#8217;t think the environments look good.</p>
<p><span id="more-433"></span></p>
<p>I know it&#8217;s kind of declasse to praise a game&#8217;s graphics, but Lords of Shadow is beautiful. I&#8217;ve played through the first chapter which takes place over I think 5 levels. The first takes place at night during a storm; the rest takes place during the daytime and there&#8217;s light everywhere&#8211;I love games that make good use of light. You&#8217;re in forests and canyons and the sun is shining and everything&#8217;s just so colorful. Several of the cutscenes, their entire purpose appears to be simply forcing you to look at something that&#8217;s particularly proud of. One cave has a waterfall and the nicest-looking rainbow I&#8217;ve ever seen in a game. </p>
<p>The voice acting is mostly good too&#8211;which is what happens when your narrator is played by Patrick Stewart. Every level begins with a bit of text being read out of a book, and while they let you skip past it after a few moments of loading&#8211;you can read the text yourself because it&#8217;s apready appeared on the page, I have listened to every one. He&#8217;s hamming it up, of course&#8211;it&#8217;s Patrick<br />
Stewart in full Over The Top Shakespeare Mode, but that voice&#8230;man.</p>
<p>The game is a blatant pastiche of almost every action game you&#8217;ve played in the past 10 years, and there is nothing at all wrong with that. I finished up the night by playing a boss that was taken right out of Shadow of the Colossus&#8211;you even have to hold down the trigger to grip onto parts of it, you have to stab glowing marks on its body, it&#8217;s dozens of times bigger than you&#8211;and I&#8217;m told that this type of boss recurs. The sense I get is of the development team saying, &#8220;Yeah, we loved Shadow of the Colossus, too, and we&#8217;d like to do our own version.&#8221; It feels much less like the ripoff that the internet is claiming it is and much more like a band covering another artist&#8217;s song, putting their own spin on it. After all, while it takes SoC&#8217;s basic mechanic, it does so to a very different end. The fights in LoS are much more action-based, much less like puzzles, and instead of being the only life in an isolated world, they&#8217;re &#8220;simply&#8221; particularly-impressive enemies.</p>
<p>The bulk of the game is an architectural platform brawler along the lines of Prince of Persia, God of War, Assassin&#8217;s Creed, etc. It feels almost on rails in the sense that the 2008 Prince of Persia did&#8211;there&#8217;s an obstacle course, and there&#8217;s really only one way through, and the challenge is based less on figuring out where to go than it is figuring out the timing. I&#8217;m beginning to do some thinking about this style as it relates to Quick Time Events. There&#8217;s no real difference between a movie which makes you press a button at a certain point to continue and a section in which you can only jump in one specific way towards one specific platform&#8211;but the latter feels so much more in your control, mostly due to the fact that nothing changes, nothing announces that THIS IS A MOVIE OH TRICKED YOU YOU HAD TO PUSH A BUTTON. Because, after all, the whole point of a Quick Time Event is to force the player to keep holding on to his controller. Much as I dislike those moments where I have to Stop Playing, I always felt like that was slightly disingenuous&#8211;it feels cheap, almost. But that&#8217;s as far as my thoughts have gone on this particular issue&#8211;I&#8217;ll come back with more when I have something.</p>
<p>Hideo Kojima had some sort of hand in this, the degree to which is ambiguous. He had an consultive/advisory role on the project; the only thing I&#8217;ve confirmed that he worked on was the character design. Normally they made the main character one of those wussy fey ugly LOOK AT ME I AM PRETTY AND I HAVE WHITE HAIR AND I AM BEAUTIFUL EVEN THOUGH I AM A MAN bishonen horrors that are so popular in anime-styled games. Kojima convinced the team to make him look like, you know, someone with a penis. The result is&#8211;oh God, I know what I&#8217;m about to sound like but I&#8217;ll say it anyway&#8211;one of the hottest male videogame characters of all time. He&#8217;s up there with Solid Snake, Nathan Drake, and the 2008 Prince of Persia. Good job.</p>
<p>I&#8217;m not sure to what degree Kojima&#8217;s influence has affected the cutscenes. It&#8217;s somewhat custsceney so far. Most of these&#8211;and remember, I&#8217;m only a chapter in and there are 12 total&#8211;are Good Cutscenes in that they aren&#8217;t just two people standing and talking. They&#8217;re either flashes of the scenery, closeups of scary monsters, or somewhat elaborate action bits. And it&#8217;s not the Square method of &#8220;you go down a corridor and there is a cutscene, and then you go down a corridor and there is a cutscene&#8221;&#8211;it&#8217;s the thing where you&#8217;ve finished a particularly hard section and the game decides you need a minute to take a breath, which I appreciate.</p>
<p>I&#8217;m really hoping the game doesn&#8217;t start sucking&#8211;a cursory glance on Gamefaqs has shown me that a lot of people are confused about the ending, which is never a good sign&#8211;but I&#8217;m hopeful. Again, so far I&#8217;ve enjoyed my time with it, and I am looking forward to playing more.</p>
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		<title>Planescape: Torment Gets a Rerelease!</title>
		<link>http://www.secondquest.vg/2010/09/28/planescape-torment-gets-a-rerelease/</link>
		<comments>http://www.secondquest.vg/2010/09/28/planescape-torment-gets-a-rerelease/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 15:01:07 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=430</guid>
		<description><![CDATA[Just an OMGFYI: Eurogamer is reporting that Good Old Games has gotten the rights to arguably the best CRPG of all time, Planescape: Torment. It very tragically went totally under-the-radar&#8211; if you like literate RPGs about the meaning of existence, you owe it to yourself to play it. It&#8217;s available now for $9.99 with no [...]]]></description>
			<content:encoded><![CDATA[<p>Just an OMGFYI: Eurogamer <a href="http://www.eurogamer.net/articles/2010-09-28-planescape-torment-re-released-at-last">is reporting</a> that <a href="http://www.gog.com/">Good Old Games</a> has gotten the rights to arguably the best CRPG of all time, <em>Planescape: Torment</em>. It very tragically went totally under-the-radar&#8211; if you like literate RPGs about the meaning of existence, you owe it to yourself to play it. It&#8217;s available now for $9.99 with no DRM.</p>
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		<title>Cartridge Blowers Episode 73: Remarkable Synergy</title>
		<link>http://www.secondquest.vg/2010/09/27/cartridge-blowers-episode-73-remarkable-synergy/</link>
		<comments>http://www.secondquest.vg/2010/09/27/cartridge-blowers-episode-73-remarkable-synergy/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 04:00:16 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=426</guid>
		<description><![CDATA[It's a new era for the Cartridge Blowers, as they unlock the secrets of experimentation! Eric has been playing Civilization V for a week, and has mixed feelings about it. <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_092710.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>It&#8217;s a new era for the Cartridge Blowers, as they unlock the secrets of experimentation! Eric has been playing Civilization V for a week, and has mixed feelings about it. Is the game chess or Risk? Plus, a special announcement regarding the show! All this in this week&#8217;s episode!</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_092710.mp3">Download the episode</a></p>
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		<title>Just Say Molyneux</title>
		<link>http://www.secondquest.vg/2010/09/23/just-say-molyneux-2-2/</link>
		<comments>http://www.secondquest.vg/2010/09/23/just-say-molyneux-2-2/#comments</comments>
		<pubDate>Thu, 23 Sep 2010 14:35:22 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=372</guid>
		<description><![CDATA[&#8220;Time travel is absolutely possible. It can be mathematically proven.&#8221; Eurogamer]]></description>
			<content:encoded><![CDATA[<p>&#8220;Time travel is absolutely possible. It can be mathematically proven.&#8221;</p>
<p><a href="http://www.eurogamer.net/articles/2010-09-23-molyneux-mo-problems-interview">Eurogamer</a></p>
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		<title>Keiji Inafune Doesn&#8217;t Like You</title>
		<link>http://www.secondquest.vg/2010/09/20/keiji-inafune-doesnt-like-you/</link>
		<comments>http://www.secondquest.vg/2010/09/20/keiji-inafune-doesnt-like-you/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 15:18:38 +0000</pubDate>
		<dc:creator>Eric Brasure</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=366</guid>
		<description><![CDATA[The New York <em>Times</em> <a href="http://www.nytimes.com/2010/09/20/technology/20game.html">is reporting</a> that Keiji Inafune is continuing to berate the Japanese videogame industry for sucking a lot:]]></description>
			<content:encoded><![CDATA[<p>The New York <em>Times</em> <a href="http://www.nytimes.com/2010/09/20/technology/20game.html">is reporting</a> that Keiji Inafune is continuing to berate the Japanese videogame industry for sucking a lot:</p>
<blockquote><p>I look around Tokyo Games Show, and everyone’s making awful games; Japan is at least five years behind. Capcom is barely keeping up. I want to study how Westerners live, and make games that appeal to them.</p></blockquote>
<p>There seems to be a growing recognition that something is deeply wrong with the Japanese videogame industry, but no one really seems to know what the problem is or how to fix it. Inafune is taking the Don Quixote approach right now. I just hope that people listen to him. Although&#8211; is it a problem that Japanese videogames may become irrelevant?</p>
<p>Also, an aside to Joystiq, where I first found this story: source where you find your quotes, or you&#8217;re stealing. You didn&#8217;t actually think you were tricking anyone into thinking that you do any original reporting, did you?</p>
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		<title>Cartridge Blowers Episode 72: Chinese Food and Food Poisoning</title>
		<link>http://www.secondquest.vg/2010/09/20/cartridge-blowers-episode-72-chinese-food-and-food-poisoning/</link>
		<comments>http://www.secondquest.vg/2010/09/20/cartridge-blowers-episode-72-chinese-food-and-food-poisoning/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 04:00:00 +0000</pubDate>
		<dc:creator>Eric Brasure and Richard Goodness</dc:creator>
				<category><![CDATA[Cartridge Blowers]]></category>

		<guid isPermaLink="false">http://cartridgeblowers.com/?p=360</guid>
		<description><![CDATA[Richard and Eric increasingly spend all their time playing Western games and wondering why Japanese games are so terrible. So why are they both so excited for the Ico/Shadow of the Colossus PS3 re-release? <a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_092010.mp3">Download the episode</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg"><img src="http://www.secondquest.vg/wp-content/uploads/2011/04/cartridgeblowers_podcast_artwork.jpg" alt="" title="cartridgeblowers_podcast_artwork" width="300" height="256" class="alignleft size-full wp-image-1630" /></a></p>
<p>Richard and Eric increasingly spend all their time playing Western games and wondering why Japanese games are so terrible. So why are they both so excited for the Ico/Shadow of the Colossus PS3 re-release? Other puzzling questions: who is putting tomato products on game boxes, when are we going to get a Western game to succeed in Japan, and why will Kinect outsell the iPad? Find out in this week&#8217;s episode of Cartridge Blowers!</p>
<p><a href="http://www.podtrac.com/pts/redirect.mp3/media.libsyn.com/media/cartridgeblowers/cartridge_blowers_092010.mp3">Download the episode</a></p>
<p><span id="more-1018"></span></p>
<p></br><br />
<br /></br><br /></br><br />
<strong>Show Notes</strong></p>
<p><a href="http://www.wired.com/gamelife/2010/09/western-games-japan">In Japan, Gamemakers Struggle to Instill Taste for Western Shooters</a></p>
<p><a href="http://www.eurogamer.net/articles/2010-09-14-sony-invents-back-compat-device">Sony invents back-compat device</a></p>
<p><strong>Why Is This Important?</strong><br />
<a href="http://www.computerandvideogames.com/article.php?id=265180">Kinect will &#8216;blow away iPad sales&#8217;</a></p>
<p><strong>Our Enemies List</strong><br />
The American People<br />
<a href="http://www.hotbloodedgaming.com/2010/09/14/72-of-adults-would-approve-the-ban-of-violent-video-games/">72% Of Adults Would Approve The Ban Of Violent Video Games</a></p>
<p><strong>Excitement Alert!!!</strong><br />
<a href="http://www.destructoid.com/ico-shadow-of-the-colossus-hd-confirmed-183933.phtml">ICO &#038; Shadow of the Colossus HD confirmed</a></p>
<p><strong>Pound Sterling</strong><br />
<a href="http://www.destructoid.com/tomato-products-on-collectors-editions-183811.phtml">Tomato products on collectors editions</a></p>
<p><strong>Um, What?</strong><br />
<a href="http://www.joystiq.com/2010/09/14/direct2drive-offering-free-civ-3-with-civ-5-pre-order/">Direct2Drive offering free Civ 3 with Civ 5 pre-order</a></p>
<p><strong>Suicide Watch</strong><br />
<a href="http://www.eurogamer.net/articles/2010-09-13-heavy-rain-move-edition-dated-priced">Heavy Rain Move Edition dated, priced </a></p>
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