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	<itunes:summary>Conversations from three friends that grew up playing games and love talking about them.  Engaging topics and Top 10 lists every episode.</itunes:summary>
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		<title>PSP Game Transfer and Error Message Woes</title>
		<link>http://www.vgconvos.com/2012/01/06/psp-game-transfers-and-error-message-woes/</link>
		<comments>http://www.vgconvos.com/2012/01/06/psp-game-transfers-and-error-message-woes/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 13:41:35 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[80029780]]></category>
		<category><![CDATA[80109D80]]></category>
		<category><![CDATA[customer service]]></category>
		<category><![CDATA[drm]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1477</guid>
		<description><![CDATA[It seems I don&#8217;t exactly have the best luck with video game hardware lately. My 360&#8242;s USB ports seem to be on the fritz, my Wii has graphical glitches that seem to stem from WiiConnect24 (a story which I somehow missed back in 2007), and my PSP? Well, other than the one that just flat-out [...]]]></description>
			<content:encoded><![CDATA[<p>It seems I don&#8217;t exactly have the best luck with video game hardware lately. My 360&#8242;s USB ports seem to be on the fritz, my Wii has <a href="https://www.google.com/search?q=wiiconnect24+graphics+glitches" target="_blank"><strong>graphical glitches that seem to stem from WiiConnect24</strong></a> (a story which I somehow missed back in 2007), and my PSP? Well, other than <a href="http://www.vgconvos.com/2009/03/20/psp-post-of-peril-total-hardware-failure/"><strong>the one that just flat-out died in its first year</strong></a>, my replacement has been pretty fine!</p>
<p>The system has not gotten a whole lot of use over the previous year, last being the system of choice for <a href="http://www.vgconvos.com/2011/03/02/dipping-into-the-classics-suikoden/"><strong>a play-through of the original Suikoden</strong></a>. I have been amassing a bunch of PSP games (along with lots of cheap PS1 games via PSN) though, so I decided to pick up <a href="http://www.amazon.com/gp/product/B003F8UWV6/ref=as_li_ss_tl?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B003F8UWV6"><strong>a 16GB memory stick</strong></a> to load up, which arrived a couple days ago.</p>
<p>Since tossing a 320GB drive into my PS3, I have greatly enjoyed using it as the central location for the entire PlayStation family (which is&#8230; well, really just the PS3 itself and the PSP for now) &#8212; I keep every single game I have purchased over PSN right there on the system without having to worry about juggling content due to limited hard drive space. That includes things like ~35 PS1 games, a crap-ton of free Minis, <strong>Neutopia</strong> for the PCEngine/TG-16, and the two free PSP games I got as a part of the &#8220;Welcome Back&#8221; program last year (<strong>LittleBigPlanet</strong> and <strong>ModNation Racers</strong>).</p>
<p>One of the features I have always liked so much about the tight integration with the two Sony platforms is the ability to play PS1 games on both systems with just a single purchase, and freely copy games and save files between them. With PSN being prone to massive slowdowns and bottlenecks (even with the magic of FiOS!), it has always made the most sense for me to just keep it all on the PS3, hook the PSP up to it via USB when necessary, and copy stuff over &#8212; it is far more efficient and painless than loading up the PlayStation Store on the PSP itself, navigating the store or my download history, and individually selecting things to re-download from there.</p>
<p>So imagine my surprise when I could not copy things over to my PSP the other night. There was simply no &#8220;Copy&#8221; option (navigate on the XMB to the item you want, press &#8220;Triangle&#8221;, select &#8220;Copy&#8221; when the PSP is hooked up and in USB mode; you can do the same thing with video and audio files when, for example, a USB stick is hooked up). That was&#8230; weird, to say the least.</p>
<p>Those familiar with the PSN download process know that, unlike over on the 360, the PS3 separates the &#8220;download&#8221; and the &#8220;install&#8221; of items. If you download an item from the store and let it be (without going to background downloading to putt around elsewhere), it will finish the download, and then immediately install the item. If you go elsewhere, however, the download file will sit in a type of &#8220;bubble&#8221;-icon within the &#8220;Games&#8221; section of the XMB &#8212; pressing the &#8220;X&#8221; button on this will &#8220;install&#8221; the game and place it into the appropriate folder (PS3 games, PS1 games, Minis, etc.).</p>
<p>I had a couple different types of files available to me, so I started experimenting. Could I press &#8220;Triangle&#8221; and then &#8220;Copy&#8221; a PS1 game already installed like I use to be able to? Nope. Could I do it with the <strong>Dissidia Duodecim Prologus Final Fantasy</strong> files (game + Aerith assist) that I had downloaded the prior day, which were sitting in a &#8220;bubble&#8221; above the folders? Yes. Could I do it with the three PS1 <strong>Syphon Filter</strong> games I downloaded for free the prior day as a part of PS+, which were also still sitting in their own &#8220;bubble&#8221; icons, not-yet-installed? Nope. Was the copy option there with <strong>Neutopia</strong>? Nope. Was it there for any of the Minis? Nope.</p>
<p>How about the PSP software from the &#8220;Welcome Back&#8221; program (which was not in a &#8220;bubble&#8221;, but filed in its respective PSP folder)? Yes, the option was there, but would result in an error message:</p>
<p><img class="aligncenter size-full wp-image-1508" title="psp_-_littlebigplanet" src="http://www.vgconvos.com/wp-content/uploads/2012/01/psp_-_littlebigplanet.jpg" alt="" width="420" height="69" /></p>
<p>My next thought was that somehow I had too many systems &#8220;registered&#8221; with my online identity &#8212; I <em>did</em> have another PSP, after all (the one sent back to me was a replacement, not a fixed version of the same exact one I sent back). After slogging around the main <a href="http://us.playstation.com/psn/playstation-store/" target="_blank"><strong>us.playstation.com</strong></a> website and knowledge base, I ended up over on the <a href="https://account.sonyentertainmentnetwork.com" target="_blank"><strong>account.sonyentertainmentnetwork.com</strong></a> website. From here, I was able to see that I had <em>three</em> systems &#8220;activated&#8221; with Sony and tied to my online ID: one PS3, and two PSPs. One of them was clearly the old system, which of course had been activated and tied to the account, but I no longer had physical possession of.</p>
<p>This, as I would correctly figure out, all ties in to <a href="http://blog.us.playstation.com/2011/11/04/upcoming-change-to-playstation-3-and-psp-game-content-on-playstation-network/" target="_blank"><strong>a new policy Sony put in place this past November</strong></a>: the amount of systems that could be &#8220;activated&#8221; and tied to an account to play downloaded games would be decreased from five to two.</p>
<blockquote><p>PS3: Users will be able to play the game on up to 2 activated PS3 systems.<br />
PSP: Users will be able to play the game on up to 2 activated PSP systems.</p></blockquote>
<p>Even then, the policy was confusing. What about things like PS1 games that were playable on both systems? Was that one PS3 system and one PSP system (equal to two total systems), or one PS3 system and two PSP systems, since that still restricted it to two systems of the same type? It went on to be clarified that the new policy was only applicable to new downloads you made after the November 18th cut-off &#8212; things you downloaded prior to that could still be played on the five-system limit.</p>
<p>Plenty of my content had been downloaded prior to that November 18th cut-off (things like <strong>Suikoden</strong> on the PS1, which had still been sitting there the whole time, and which I had transferred via the USB method from PS3-to-PSP a year prior), but that &#8220;Copy&#8221; option was inexplicably no longer there.</p>
<p>The next thing I tried was simply logging onto the PlayStation Store directly on the PSP, and checking my account information. All good there, with an accurate download history as well (though entirely out of chronological order, which is another mess for another day). I could even re-download things with no problem (such as <strong>Grandia</strong> for the PS1, which I had recently grabbed during its $2.99 sale). So it was not like I could not use content on my PSP <em>at all</em>, but the break-down point was clearly between the PS3 and the PSP.</p>
<p>It is here that we circle back to those three activated systems. Even with older-downloaded content, I wanted to check to see if perhaps having three systems was the problem. I tried to simply &#8220;activate&#8221; the PSP right on the system itself (&#8220;Account Management&#8221; &#8211;&gt; &#8220;Activate System&#8221;). The error message: <strong>80109D80</strong>.</p>
<p>Huh. OK. The new customer site allows you to remotely deactivate your systems, though you have to do it in one fell swoop, and cannot individually pick a system to deactivate. That was fine &#8212; I would just deactivate them all, and then re-activate the PS3 and PSP that I own and have in my possession. That seemed like the cleanest way to start fresh with the systems I truly, actually, physically had right in front of me and could fully account for.</p>
<p>It went fine for the first few steps. The deactivation went well, and I was able to activate the PS3 immediately. The PSP would not activate, however &#8212; not through the PS3 when hooked up over USB (&#8220;Account Management&#8221; &#8211;&gt; &#8220;Activate System&#8221; &#8211;&gt; &#8220;PSP System&#8221;), nor directly on the PSP. The following error message popped up each time and in each location: <strong>80109D80</strong>.</p>
<p>OK, weird yet again. I tried a few more times (and attempted to look up the error messages on Sony&#8217;s own website, which was not even listed in their database!), and decided it was time for a call to <a href="http://us.playstation.com/support/answer/index.htm?a_id=2185" target="_blank"><strong>PlayStation customer support</strong></a>.</p>
<p style="text-align: center;"><img class="aligncenter" title="psp_-_error_not_found" src="http://www.vgconvos.com/wp-content/uploads/2012/01/psp_-_error_not_found.gif" alt="" width="420" height="84" /></p>
<p>The phone call was ~45 minutes in total. Probably ~10 of that was the initial maneuvering through automated prompts and being placed on hold for a live support representative. When I finally got through, &#8220;Joe&#8221; was totally awesome &#8212; regular ol&#8217; fluent English-speaker dude, very personable, very understanding, very knowledgeable, and very quick to compliment me on actually knowing what I was doing and talking about at every opportunity he could (I can only imagine the crazies that call in).</p>
<p>I explained the whole situation, and as expected, the <strong>80109D80</strong> error code was not listed in his database, either. We tried a bunch of basic stuff first (check that the online ID is actually the same on both systems, restore the PSP to factory settings, try reactivating the system again, try different types of content again). I asked if attempting to activate a system so many times would raise some security flag. Joe asked how many times I had tried (I dunno&#8230; maybe 10?), and replied that if I had tried so many times, one more was not going to hurt &#8212; indeed, we kept getting the same <strong>80109D80</strong> error code. At some point Joe suggested that, if re-downloading on the PSP worked, I should just stick with that option. That was unacceptable to me, though, since I no longer had a feature that had always been available to me, and it was far more convenient to copy from the PS3 than to navigate to the store on the PSP and individually select each item to re-download.</p>
<p>Joe eventually decided that we reached the limit of what he knew and could do, so he asked if I would be willing to wait around 10 minutes for the next level up of a specialist. &#8220;Sure, why the Hell not?&#8221; I was only on hold for maybe one minute before Joe came back on:</p>
<p>&#8220;You&#8217;re not going to believe how we can fix this.&#8221; <em>(well, something like that; it definitely started with &#8220;you&#8217;re not going to believe&#8221;)</em></p>
<p>For whatever reason that we still could not clarify, the new DRM wrapping and two-system policy was indeed the likely culprit. To test the possible solution, Joe wanted me to delete something on the PS3, re-download it, and see if I had the option to copy it over via USB mode &#8212; all while still on the phone with him. OK! I wanted to go with something small enough that would not take forever to re-download, so I chose <strong>Where Is My Heart?</strong>, the pretty-well-regarded Mini that I had not yet had a chance to play (~50 MB or so). Deleted, signed in to the PlayStation Store, re-downloaded. The game did not automatically install, so it sat there in the &#8220;bubble&#8221; icon above the folders. I selected it and tried to &#8220;Copy&#8221; it&#8230; and yes, the option was there!</p>
<p><img class="aligncenter size-full wp-image-1545" title="psp_-_copyavailable" src="http://www.vgconvos.com/wp-content/uploads/2012/01/psp_-_copyavailable.jpg" alt="" width="420" height="140" /></p>
<p>New error message, though: <strong>80029780</strong>.</p>
<p><img class="aligncenter size-full wp-image-1507" title="psp_-_whereismyheart" src="http://www.vgconvos.com/wp-content/uploads/2012/01/psp_-_whereismyheart.jpg" alt="" width="420" height="135" /></p>
<p>The groan/sigh/laugh of understanding on the other side of the phone was hilarious. Joe knew exactly what this was. <em>This</em> was finally the &#8220;you have been locked out of copying files for seven days for too many activation attempts&#8221; error message (Sony&#8217;s site defines it as, &#8220;You have reached the maximum number of downloads for an unactivated system&#8221;). Yes, the account had eventually been flagged for security concerns. What was never really answered, though, is why older content (that should have still had the five-system limit, and had been copied a year before with absolutely no system changes or alterations in the mean time) could not be copied.</p>
<p>Thankfully, it was not as if the online ID was &#8220;banned&#8221; or not usable in other ways; I could still re-download items directly on the PSP if I wanted to, and seven days from that phone conversation, I would be able to start copying files again.<strong> The caveat was that I would have to re-download all of those items on the PS3 (to get the new DRM wrapping and account syncs) before I could transfer them to the PSP</strong>&#8230; which still means I have to re-download every single last compatible item, but at least it would be on the PS3 for centralized/future access.</p>
<p>So that is where we stand. Seven days from now I will try copying files over again, and will update the post with the results! With no real, well-written, informative posts out there concerning these specific error messages, my goal here is to hopefully save someone the trouble of how to go about &#8220;fixing&#8221; this issue; documentation for this kind of stuff is clearly limited. As Joe and I both discussed, we <em>both</em> knew <em>exactly</em> what we were doing and talking about, and <em>neither of us</em> could get it resolved in a timely fashion &#8212; how on Earth is the everyday gamer supposed to figure this out?!</p>
<p>Also, someone please give Joe a raise or at least a free day off. He was great. My favorite part of the conversation was (other than being told over and over how awesome I was) probably reading my online ID aloud (which is, of course, just &#8220;v &#8211; e &#8211; g &#8211; e &#8211; t &#8211; t &#8211; o &#8211; e &#8211; x&#8221;), and being asked with a laugh what that spells out. I wasn&#8217;t sure if that meant he knew who I was by some cosmic coincidence; if he did, he didn&#8217;t mention it. I guess that means it was just funny, and hearing someone else say &#8220;VegettoEX&#8221; to me on the phone is indeed hysterical.</p>
<p>If you will indulge me just for a tad bit longer, let me point out that the root of this entire problem was DRM (and specifically, a policy change with regard to DRM). I understand the reasoning for changing the policy &#8212; &#8220;<a href="https://www.google.com/search?q=ps3+game+sharing" target="_blank"><strong>game sharing</strong></a>&#8221; had (apparently) gotten slightly out-of-control. Reducing the number of allowed devices was an attempt to squash that issue in some way. The problem that it created was that I &#8212; a legitimate customer &#8212; was suddenly unable to do what I had previously been able to do with the items I purchased (well, &#8220;licensed&#8221;). All I wanted to do was transfer games from one system to another. Had I hacked my PSP and installed custom firmware, I would have been able to load up my memory stick with <em>any</em> PS1 and PSP game(s) I wanted, with absolutely zero restrictions.</p>
<p>I am not advocating for free-reign piracy on the system. This entire ordeal was a clear example of how the wrong approach and policy shifts within an existing DRM scheme can really rub your paying customers (and I have <em>significant</em> investments there) the wrong way, however. I have to be honest: in this case, the great customer service I received basically talked me out of finally getting around to hacking the damn system. The slightest extra inconvenience would have pushed me over the edge. I am half-tempted to buy another PSP just to have one totally legit and one with custom firmware just to compare the two experiences side-by-side.</p>
<p>Am I just being spoiled? Sure. I could have (as Joe suggested) just re-downloaded every item I wanted directly on the PSP rather than transferring it from the PS3. Why should I have to, though? I am almost starting to come around to a full understanding-and-sympathizing viewpoint of the &#8220;<a href="http://blog.us.playstation.com/2010/03/28/ps3-firmware-v3-21-update/" target="_blank"><strong>they took away my Linux!</strong></a>&#8221; crowd&#8230; and that was always crazy (albeit in an understandable way) to me.</p>
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		<item>
		<title>Mike&#8217;s Spring/Summer 2011 Gaming</title>
		<link>http://www.vgconvos.com/2011/06/20/mikes-spring-summer-2011-gaming/</link>
		<comments>http://www.vgconvos.com/2011/06/20/mikes-spring-summer-2011-gaming/#comments</comments>
		<pubDate>Mon, 20 Jun 2011 19:26:26 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[dbz]]></category>
		<category><![CDATA[demon's souls]]></category>
		<category><![CDATA[dragon quest]]></category>
		<category><![CDATA[kirby]]></category>
		<category><![CDATA[minecraft]]></category>
		<category><![CDATA[mortal kombat]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[portal]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1423</guid>
		<description><![CDATA[People seem to want to hear my thoughts on video games, or at least my experiences with what I have been playing&#8230; so hey, let&#8217;s just dive right in and pretend it has not been a little over three months since my last contribution. I think what I will cover here actually brings you completely [...]]]></description>
			<content:encoded><![CDATA[<p>People seem to want to hear my thoughts on video games, or at least my experiences with what I have been playing&#8230; so hey, let&#8217;s just dive right in and pretend it has not been a little over three months since my last contribution.</p>
<p>I think what I will cover here actually brings you completely up to speed with my gaming experiences over those last three months <a href="http://www.vgconvos.com/2011/03/02/dipping-into-the-classics-suikoden/"><strong>since finishing Suikoden</strong></a> &#8212; anyone who knows me even the slightest bit knows how slowly I plow through games, so if you expected more, you are out of luck!</p>
<p>As per the norm when covering such a huge amount of stuff, do not expect &#8220;reviews&#8221; or &#8220;well-written commentary&#8221; here &#8212; it&#8217;s all just a string of consciousness. Blame yourselves for asking for it! ^_~</p>
<p><strong>DragonBall Kai: Ultimate Butôden<br />
<img class="alignnone size-full wp-image-1457" title="springsummer2011_ultimatebutoden" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_ultimatebutoden.jpg" alt="" width="307" height="276" /></strong></p>
<p>I plan on finally writing a full review for this game over at <a href="http://www.daizex.com" target="_blank"><strong>Daizenshuu EX</strong></a>, so between what you have already heard on the podcast over there and what I will be writing in the future, you have plenty to dive into. Suffice it to say that this game surprised the heck out of me, and it is a gigantic shame that it will likely never see release outside of Japan.</p>
<p>Besides, this was way back in February, so as The Internet likes to say: &#8220;old!&#8221;</p>
<p><strong>Pokemon: Black Version<br />
<img class="alignnone size-full wp-image-1449" title="springsummer2011_pokemon" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_pokemon.jpg" alt="" width="307" height="275" /></strong></p>
<p>After wrapping things up on the PSP with <strong>Suikoden</strong>, I was just in time to jump into the new <strong>Pokemon</strong>. It had been about a year since playing through <strong>SoulSilver</strong>, a game that I finished but never truly &#8220;got into&#8221; the same way that I went all out in <strong>FireRed</strong> and <strong>Pearl</strong> &#8212; but that is a subject for another time. I am just crossing the 100 hour mark in the new game, having defeated &#8220;N&#8221; and participated in a good amount of end-game content (gathering up the sages, catching all currently-available legendaries, etc.). I have not yet taken on the Elite 4 (and Adler, the actual champion) again because &#8212; *gasp* &#8212; I have sunken to the depths of specific egg move breeding.</p>
<p>This is something that I have always been vaguely aware of, specifically with the promotion of Pikachu and the move Volt Tackle, but have never bothered to get into on my own. I have sadly gone down the rabbit hole, and I do not know if I will ever return. I have the aforementioned Volt Tackle along with Thunder Punch on a Raichu, a Lucario with Blaze Kick, a Milotic with DragonBreath, and (probably my favorite of all) a Ferrothorn with Rock Smash and Leech Seed. I have no idea what my &#8220;team&#8221; will be, but I am having a pretty good time toying around with selective breeding for the first time ever. It is a fun compromise between &#8220;enjoyment&#8221; and &#8220;insanity&#8221; before dipping even further down into I.V. Training. It fascinates me how much mathematical depth is down a few layers deep, but is always held back in any obvious way from the players. I will concede that having two DSes out (and thinking a third would be helpful) does indeed border on insanity.</p>
<p>None of this is too much of a surprise. Like most of the players who get through the &#8220;main campaign&#8221; of the game, I find that I enjoy the end-game content far more than anything else. It is as if the game is just stringing you along for a couple dozen hours until the entire world is open and available for you to do whatever you want. That&#8217;s a pretty &#8220;duh&#8221; statement and reflection to all of you, though, isn&#8217;t it?</p>
<p>I feel that there is a ton more I could say about the game, but I would probably be doing it a disservice without spending hours upon hours pouring over my experiences with it to come up with an &#8220;ultimate post&#8221;. I really enjoyed all of the continued improvements, as iterative as they always are, that have been made to the game (though I am left scratching my head why the option to keep the equivalent of &#8220;running shoes&#8221; on at all times was removed since last year&#8217;s Gen II remakes &#8212; I hate holding down the &#8220;B&#8221; button, and I do not always want to be riding the bike). There are some fun daily events to return to, and the Dream World does an interesting job of extending what they started last year with the Pokewalker.</p>
<p>The game is not revolutionary. It is what it is. It is the type of game that lets me get my OCD jollies out so my life still feels balanced. Sometimes that is all I need.</p>
<p><strong>Kirby&#8217;s Epic Yarn<br />
<img class="alignnone size-full wp-image-1450" title="springsummer2011_kirby" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_kirby.jpg" alt="" width="307" height="430" /></strong></p>
<p>The wife and I attempted to play through <strong>New Super Mario Bros. Wii</strong> together, but ended up putting it aside after one world almost entirely because we got in each other&#8217;s way, rendering the game &#8220;un-fun&#8221;. The two of us have plenty of Mario masteries under our belts (each copy of <strong>Super Mario World</strong> in our house has that little star next to the 96), so to suddenly be forced to work in tandem with someone else while simultaneous pulling off death-defying leaps of faith was something our brains could not process.</p>
<p>So what made Kirby&#8217;s latest adventure any different? The adorable art direction (in many ways taking cues from <strong>LittleBigPlanet</strong>, and likely in more than just the art) melted our frozen hearts of gamer disgust. It took several months after receiving the game last Christmas, but we finally got around to jumping into the game. It took only around seven or so hours to complete, but like everything else I do with video games, that was spread across a few weekends.</p>
<p>That word &#8220;adorable&#8221; really sums up everything about the game, especially if you toss &#8220;charming&#8221; into the mix, too. Particularly on the Wii, art direction and style really means a lot, and it was clear how much the developers took this to heart. The world is colorful, brimming with personality (even the generic &#8220;ice stage&#8221; has its own distinctive feel), and the right amount of cameos to make it feel fresh while still harkening back to what makes Kirby games what they are. Solid mechanics are a must for Kirby, and they work as expected (that is, perfectly) &#8212; a little bit loose and floaty, but tight and responsive at the same time.</p>
<p>While plenty have derided the game for its &#8220;you can&#8217;t ever actually die&#8221; kid-friendly difficulty tone-down, this really was the best choice for the style of game they produced. Even though the majority of levels are on the short side, there were very few that I would have wanted to play even a second time through &#8212; a &#8220;wash, rinse, repeat&#8221; cycle of dying and re-playing would not have worked for them. On the flip-side, that also gave me little reason to want to go back and collect any of the trophies we may have missed (three in each level, similar to the golden coins in recent Mario games) or shoot for a gold medal based on the number of gems collected. We saw it all on one pass through, and simply getting a better grade for the sake of it just was not compelling enough of a reason to return.</p>
<p>Yeah, yeah&#8230; all that &#8220;art&#8221; and &#8220;game play&#8221; stuff is important, but let&#8217;s be honest: the amazing narration work by <a href="http://www.davewhitevoice.com/" target="_blank"><strong>Dave White</strong></a> is what really makes the game so great.</p>
<p><strong>Portal 2<br />
<img class="alignnone size-full wp-image-1451" title="springsummer2011_portal2" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_portal2.jpg" alt="" width="307" height="432" /></strong></p>
<p>I got slightly burned on this game, and not in the way you might expect. Amazon was offering it for $5 off plus a $20 credit for pre-ordering the console version of the game, and even though I had no interest in playing the game on anything other than my PC, the PS3 version <em>came with</em> the PC version for free. I decided to go that route and put the free $20 toward the next Dragon Box set. Of course, when the game came in, PlayStation Network was down&#8230; meaning I could not redeem the code by linking my account on Steam via the PS3 to get the PC version. It took me a while to get around to playing the game (missing out a bit on the &#8220;being an active part of the discussion upon launch&#8221; diddly-doo), but it all worked out in the end.</p>
<p>There is really nothing I can contribute to the discussion about this  game. What can I say? It was super fun. I was genuinely surprised by  the story at certain points, loved all the characters, and even though  (yeah, I&#8217;m going there) the controls felt a little &#8220;console-ified&#8221; on  the PC, it played like butter. I thought the third section of the main  story (post-goo) was a little much and hurt the pacing, but not enough  to drag down the whole package. I <em>still</em> have to go back and play co-op, something I can&#8217;t wait to do &#8212; just gotta find the time and a partner!</p>
<p>It&#8217;s more <strong>Portal</strong>. It&#8217;s done well. C&#8217;mon, now.</p>
<p><strong>Mortal Kombat<br />
<img class="alignnone size-full wp-image-1452" title="springsummer2011_mortalkombat" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_mortalkombat.jpg" alt="" width="307" height="360" /></strong></p>
<p>I have written a bit about <a href="http://www.vgconvos.com/2009/02/18/how-i-began-street-fighting/"><strong>how I got into Street Fighter</strong></a>, and while I touched upon <strong>Mortal Kombat</strong> a little bit, I do not think I gave the gory game series of greatness enough credit. As wonky as the fighting engine has always been, it has been a source of hilarity and unironic enjoyment for me. Like most people (I presume), the series faded into obscurity for me after <strong>MK3/Ultimate/Trilogy</strong>. I no longer cared about the increasingly-convoluted story (yes, I genuinely thought the story was moderately interesting &#8212; sue me), the early generation of polygonal fighting games were <em>terrible</em> (and would not impress me at all until <strong>Virtua Fighter 2</strong>), and I was busy exploring other genres of games, anyway. Oh yeah, and <strong>Street Fighter</strong>.</p>
<p>I was interested in &#8220;MK9&#8243;, but purposefully did not actively keep up with its development. If it ended up as a surprise hit, fantastic. If it didn&#8217;t, that was perfectly fine, too. Early access to the game&#8217;s demo via PlayStation Plus piqued my interest for sure, and a price drop to $40 on Amazon shortly after release was too much to pass up.</p>
<p>Cruising through the story mode, I found myself enjoying the Hell out of how abysmal it was and simultaneously also loving every second of reliving story bits I knew so well from the past &#8212; a &#8220;reboot&#8221; set in the same time period that does not ignore the original version was a fantastic idea.</p>
<p>What is there to say? It is <strong>Mortal Kombat</strong>, but updated and relevant again. Lots of characters still play the same way as each other (defined only by their special moves), the mechanics still feel a little stiff and imprecise, but dammit, it&#8217;s a lot of fun. To reboot with the <em>entire</em> <strong>Ultimate Mortal Kombat 3</strong> cast is a pretty fine achievement, allowing room to flesh out a collection of go-to characters &#8212; I&#8217;m still loving Nightwolf (as lame as he is), Kabal, and Smoke&#8230; but my ol&#8217; buddy Ermac just isn&#8217;t cutting it any more.</p>
<p>Like I said for <strong>Pokemon</strong>, in the case of <strong>Mortal Kombat</strong>, it is what it is. It is not going to win over fans of more refined fighting games, but it is a fun romp that has both cleaned and dirtied itself up in all the right ways. It may be getting shoved to the side a little bit in favor of the next two games a little bit, but as I am moderately excited for the upcoming DLC characters, and  with &#8220;King of the Hill&#8221; being as fun as it is, this is one I will  continue to pop in over and over.</p>
<p><strong>Demon&#8217;s Souls<br />
<img class="alignnone size-full wp-image-1453" title="springsummer2011_demonssouls" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_demonssouls.jpg" alt="" width="307" height="353" /></strong></p>
<p>Wait, what&#8230;?</p>
<p>I own a lot of video games that I feel &#8220;I should own&#8221; &#8212; I&#8217;m <em>that</em> type of person. <strong>Persona 3</strong>? Sure, I will likely never get around to it, but I am glad knowing I have it if I am ever ready for it. <strong>Shadow of the Colossus</strong>? Well <em>of course</em> I should own and play that some day. Huh? What&#8217;s that you say? Better versions of each game exist now (PSP and PS3, respectively)&#8230;? Well crap.</p>
<p>When <strong>Demon&#8217;s Souls</strong> went on sale for ~$15 on Amazon with its soundtrack last holiday season, it was an extra that I tossed into an order with some presents for other folks. &#8220;Mike,&#8221; I said to myself, &#8220;You will likely never play this game because it is incredibly difficult. You hate hard games, you have more games than you know what to do with, and you are a fool.&#8221;</p>
<p>Well, fine. Sure. All of that is true. Except that I am playing it now. I really do not know what convinced me to toss it in. A free afternoon will do that to a guy.</p>
<p>Every experience you have heard about the game (particularly <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/1321-Demons-Souls" target="_blank"><strong>the Zero Punctuation review</strong></a>) is entirely accurate: you start, you die, you get a little further, you die, and eventually you beat a boss. I am feeling pretty great about myself for completing the first stage of the game (&#8220;1-1&#8243;, the first area of Boleteria) with maybe only three or four deaths &#8212; I do not know how I got through that bridge area (with the dragon spewing down fire from above) alive, but I did!</p>
<p>It has been a fascinating learning experience in training myself to not just run around and hit R1 to slash everything to death &#8212; attempting to do so will only lead to, well, more death <em>of my own</em>. Pull up that shield. Parry some attacks. Try to circle behind the enemy. Toss a firebomb down there. The game&#8217;s pace is so slow, but the way your heart will race with each new encounter will lead you feel otherwise.</p>
<p>I have been enjoying the online messages, which may have been a reason I decided to start playing the game sooner than later &#8212; once the servers are taken down (and they have already been extended before), that component of the game will be gone. Sure, most of the messages are garbage, but even the occasional, &#8220;No, for reals, beginners really shouldn&#8217;t go down this corridor&#8221; have been helpful.</p>
<p>Why do I enjoy the abuse so much? Can someone explain it to me? We will see just how far I get in the game before politely tossing it aside &#8212; I have already resigned myself to the fact that it is a game I will never complete (then again, I so rarely complete games that it will not be too much of a change for me). For now, I am enjoying that abuse and want to see a little more of the world. Maybe I just feel it is important to step outside the usual gaming box and see what else is out there. Maybe the underlying character stats are pulling me in.</p>
<p>Maybe I just wanna cut up some demons. Or dragons. Speaking of which&#8230;</p>
<p><strong>Dragon Quest VIII<br />
<img class="alignnone size-full wp-image-1454" title="springsummer2011_dq8" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_dq8.jpg" alt="" width="307" height="433" /></strong></p>
<p>As <strong>Pokemon</strong> winds down for me, I have been looking at what my next Japanese RPG should be. I have been saying for a while how I almost cannot even comprehend playing these types of games anymore if they are <em>not</em> portable, since the concept of sitting around and grinding away at battles while sitting on the couch at home seems like the last thing I would ever consider a &#8220;good idea&#8221;. I pretty much assumed my next game would be one of the DS <strong>Dragon Quest</strong> remakes, since <strong>IV/V/VI</strong> are sitting right there staring back at me. I briefly thought about heading into <strong>Radiant Historia</strong> next (based on the fact that <strong>Pokemon</strong> and <strong>Dragon Quest</strong> were similar in the grindy-grindy sort of way), but if I knocked that one out first, all I would have left would be the grindy-grindy games.</p>
<p>Imagine my surprise when I decided I would do the unthinkable: play a Japanese RPG on a console again. <strong>Pokemon</strong> is still not quite over for me, and I was looking at playing something alongside <strong>Demon&#8217;s Souls</strong> on nights that I did not feel like playing the DS, but also did not want to concentrate super hard on reflexes and real-time battles.</p>
<p>I knew it had a 16:9 mode to toy around with, I knew it had great voice acting, I had such a great time with <strong>IX</strong>&#8230; hey, why not dive into <strong>Dragon Quest VIII</strong>&#8230;?</p>
<p>At about four hours in (which includes the requisite &#8220;stay close to town and grind for a while&#8221; opening tactics), I do not have a whole lot to say about the game just yet. It pains me to say it in light of his historical revisionist alignments, but <strong>Koichi Sugiyama</strong>&#8216;s musical score fits the game like a glove, and has gotten quite a few approvals from the peanut gallery during play sessions. The cel-shading engine brings <strong>Akira Toriyama</strong>&#8216;s character designs to life, and upscales quite nicely (though the lack of a progressive mode knocks it down a peg). The little story vignettes that I loved from <strong>IX</strong> (and from what I gather are a staple of the series) are already in full effect, and I cannot wait to learn more about the world.</p>
<p>I also just got a boomerang for my hero (who&#8217;s named &#8220;Vegetto&#8221;, of course), and that just plain ol&#8217; rocks.</p>
<p>That being said, even though it is early in the game, I can definitely appreciate the difference between this and <strong>IX</strong>. Playing them in &#8220;backward&#8221; order has been a fun way to see how the main series evolved/devolved, and not even necessarily for &#8220;better&#8221; or &#8220;worse&#8221;. <a href="http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/"><strong>One of the things I loved so much about Chrono Trigger</strong></a> (a game that came out 14 years earlier than <strong>Dragon Quest IX</strong>) was the lack of random battles. It has actually been easier than I thought to go back to a console RPG with random battles &#8212; I think the wild-critter-every-step nonsense in <strong>Pokemon</strong> makes everything else seem like cake. The jump from the later game&#8217;s non-defined characters (my team consisting of Vegetto, Snow, Trunks, and Uub) back to a non-verbal hero supported by a cast of well-defined, vocal characters is a fun one. Again, none of this is qualified, but just &#8220;different&#8221; and fun for being that way. I suppose that is just a &#8220;statement of fact&#8221; that really does not add anything to the discussion, but hey&#8230; I am only four hours in.</p>
<p><strong>Minecraft<br />
<img class="alignnone size-full wp-image-1456" title="springsummer2011_minecraft" src="http://www.vgconvos.com/wp-content/uploads/2011/06/springsummer2011_minecraft.jpg" alt="" width="307" height="188" /></strong></p>
<p>Have I talked about this with any of you before? Since we have not done a &#8220;vgconvos&#8221; podcast episode in over a year (and no search results turn up for it), I doubt it!</p>
<p>I got in right before the alpha period ended, figuring a couple bucks for guaranteed updates to a game that a million or so people were enjoying didn&#8217;t sound like a bad idea. I wish I could say more about it, but it has actually been a little bit since I last played. I am not enjoying the level of pain that I have started getting in my mouse hand (started using a tablet at work, scaled back on content creation over at <a href="http://www.daizex.com" target="_blank"><strong>Daizenshuu EX</strong></a>&#8230; yeah, sucks getting older), so other than the quick plow through <strong>Portal 2</strong>, I have scaled back on (what little) PC gaming I was bothering to keep up with.</p>
<p>After learning my way around (and I mean that &#8212; after dying the first time it took me days to figure out which direction I had originally headed in to build my first base, after which I promptly built a giant, torch-lit wall so I could see it from a relative distance), I started digging and digging and digging. I have built two base camps connected by a stone bridge in one direction, and recently an air rail in the other direction (crossing across different masses of water and circling back around, if that makes any sense). I have started building more bridges out into the distance so I can find my way back &#8212; even with a compass, I feel that I will just end up aimlessly wandering without a distinct path to follow to and fro. I have visited The Nether, I have some diamond weapons, and I have endless series of tunnels that I promise myself I will one day connect to each other.</p>
<p>I find that I enjoy hearing about other folks&#8217; adventures in <strong>Minecraft</strong>, so if there is any kind of &#8220;demand&#8221;, I would be happy to take pictures of my building monstrosities. They are pretty terrible, but I had fun making everything.</p>
<p>When I have a couple minutes here and there, I boot up the game and continue digging along in one of my underground tunnels. It is cheap, fun times.</p>
<p><strong>So What&#8217;s Next&#8230;?</strong></p>
<p>Well, that is a fantastic question &#8212; I wish I knew the answer! I have plenty of other console games waiting in the queue. In light of the apparent shut down of developer Game Republic, I feel like I should probably tackle <strong>Majin &amp; the Forsaken Kingdom</strong> at some point soon. The DS has plenty of RPGs waiting for me, so I could really just grab a game at random off the shelf and go for it.</p>
<p>What about you all? What have you been playing recently, and what gems have I still not gotten around to playing?</p>
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		<title>PSN DRM Disconnect</title>
		<link>http://www.vgconvos.com/2011/03/09/psn-drm-disconnect/</link>
		<comments>http://www.vgconvos.com/2011/03/09/psn-drm-disconnect/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 17:59:00 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[drm]]></category>
		<category><![CDATA[game saves]]></category>
		<category><![CDATA[psn]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1418</guid>
		<description><![CDATA[The long-rumored &#8220;game saves in the cloud&#8221; option is coming to PlayStation Plus members. Included in its description on the PlayStation Blog is the following statement: Online storage for game saves is a great way for PlayStation Plus subscribers to ensure that their data files are secure and also for users who wish to access [...]]]></description>
			<content:encoded><![CDATA[<p>The long-rumored &#8220;game saves in the cloud&#8221; option is coming to PlayStation Plus members. Included in its description <a href="http://blog.us.playstation.com/2011/03/09/online-storage-for-game-saves-coming-to-playstation-plus/" target="_blank"><strong>on the PlayStation Blog</strong></a> is the following statement:</p>
<blockquote><p>Online storage for game saves is a great way for PlayStation Plus subscribers to ensure that their data files are secure <strong>and also for users who wish to access their files from other PS3 systems</strong>.</p></blockquote>
<p>That strikes me as rather fascinating, considering <a href="http://www.joystiq.com/2011/02/02/bionic-commando-rearmed-2-DRM/" target="_blank"><strong>Capcom&#8217;s dips into heavy DRM</strong></a> on PSN titles such as <strong>Bionic Commando Rearmed 2</strong>, which seem to be a clear line in the sand against &#8220;game sharing&#8221; (where one customer purchases a downloadable title, and &#8220;exploits&#8221; a &#8220;feature&#8221; of the PlayStation Store licensing where the title can be downloaded and used on a certain number of other systems).</p>
<p>Sure, Capcom is not Sony &#8212; I get that. Plenty of people, especially after the launch of the slim model, also have multiple PS3s in their home, which would make picking up from a save file a lot easier with this new cloud option.</p>
<p>As a PlayStation Plus member (courtesy of a gift from Mr. Deluxe), I am all for the new save capabilities and welcome them with open arms. Somehow it just doesn&#8217;t all jive with me, though. I can back-up copy-protected game saves and use them on another system, but I can&#8217;t play a single-player-only game offline on another system&#8230;? It seems like there is a lot of conflict coming down the road with an option like this.</p>
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		<title>Dipping Into the Classics: Suikoden</title>
		<link>http://www.vgconvos.com/2011/03/02/dipping-into-the-classics-suikoden/</link>
		<comments>http://www.vgconvos.com/2011/03/02/dipping-into-the-classics-suikoden/#comments</comments>
		<pubDate>Wed, 02 Mar 2011 19:00:13 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[playstation store]]></category>
		<category><![CDATA[ps1]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[suikoden]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1365</guid>
		<description><![CDATA[I have always meant to go back and play more of the 16-bit and 32-bit RPGs that I missed during their prime. It may take me years upon years on end, but I do eventually hit up what many consider the &#8220;classics&#8221; (even when I don&#8217;t finish them &#8212; hello, Final Fantasy VI &#8212; I [...]]]></description>
			<content:encoded><![CDATA[<p>I have always meant to go back and play more of the 16-bit and 32-bit RPGs that I missed during their prime. It may take me years upon years on end, but I do eventually hit up what many consider the &#8220;classics&#8221; (even when I don&#8217;t finish them &#8212; hello, <strong>Final Fantasy VI</strong> &#8212; I want to give them at least <em>a little bit</em> of the attention they are supposedly worth).</p>
<p>Many personal friends have recommended <strong>Suikoden II</strong> as one of these games to go back to. It continues to be one of the genuinely &#8220;rare&#8221; games, though &#8212; one that reaches that fantastic $200 price tag on eBay, shared by a few of its peers like <strong>Panzer Dragoon Saga</strong>. If I were to play a <strong>Suikoden</strong> game (or series of games), I would likely start with the first. The barrier to entry is far less with the original, particularly when you take the PlayStation Store into account, where it goes for a semi-ridiculous $6.</p>
<p>As a part of their 15th anniversary celebration, Sony offered the first game for half-price back in September 2010. Yes, the game cost $3. At that price, who could pass it up? I sure couldn&#8217;t.</p>
<p>I did not get to the game right away, though, having plenty of other things to occupy my time (such as still wading through <strong>Dragon Quest IX</strong>). Thanks to the remembrative (that&#8217;s a word, right?) power of Twitter, I know that <a href="http://twitter.com/#!/VegettoEX/status/27361499785728000" target="_blank"><strong>I started the game on January 18th</strong></a> &#8212; we had a delayed opening at the office, but due to car pooling and train schedules, I ended up heading in at my regular time and hanging out at Starbucks with the PSP.</p>
<p>(Side note: I have reached the point where my tolerance for Japanese RPGs requires that they be portable. If I cannot bring it with me and play in short bursts, I cannot and will not dedicate the time to it. Therefore, <strong>Suikoden</strong> ended up getting played on the PSP courtesy of Sony&#8217;s somewhat gracious option of PSOne Classics being both PS3 &amp; PSP compatible/transferable.)</p>
<p>Having just completed the game yesterday, and at the suggestion of some friends and Twitter followers, I figured I would share a few thoughts on the game. A long entry like this makes up for a drought in terms of articles and podcasts, right&#8230;? Try not to think of this as a review, though &#8212; it is far too casual for that.</p>
<p>My overall experience with the game was a hugely pleasant one. The game has, in fact, spoiled me in terms of playing <em>current</em> Japanese RPGs (yes, a game that came out 1995/1996 has plenty of leg-ups on today&#8217;s games, much like the amazing <strong>Chrono Trigger</strong>, which I detailed in <a href="http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/"><strong>two</strong></a> <a href="http://www.vgconvos.com/2010/02/16/seven-things-that-have-blown-me-away-in-the-second-10-hours-of-chrono-trigger/"><strong>pieces</strong></a>). I will analyze some of these, but I would be remiss not to mention some of the annoyances I experienced with the game, too.</p>
<p>Right off the bat, I was extremely impressed with the presentation of the game. <a href="http://twitter.com/#%21/VegettoEX/status/27376639352504320" target="_blank"><strong>I specifically noted</strong></a> areas of the sound design, such as noise from the water fountain panning across the speakers as you walked past.</p>
<p>If I suffer any amount of data loss with a game, it is likely that I will immediately drop it in disgust, never returning to it again. <a href="http://twitter.com/#!/VegettoEX/status/31847450146766849" target="_blank"><strong>About a week into my playthrough</strong></a>, and directly upon starting up the first major battle in the game (not a boss fight, but rather a special rock-paper-scissors army battle), the PSP froze for a few seconds and turned itself off. Thankfully (more for the game&#8217;s sake rather than my own!), my prior save point was only a few minutes prior, which meant returning to the same spot was not a major ordeal &#8212; the worst part was simply re-reading a ton of non-skippable dialogue.</p>
<p>Despite completing the game now (and under the 30 hour mark), I do not feel as if I ever fully &#8220;got&#8221; the magic system. In fact, I did not even <em>use</em> magic for approximately <em>twenty</em> of those hours&#8230;! I understood that there were these &#8220;runes&#8221; and that I was collecting &#8220;crystals&#8221;&#8230; but for the life of me, and even after reading through the instruction manual (which is included in the digital version of the game), I do not think I actually know how I got some of those magic abilities. The town-by-town basis of where certain types of merchants were (those that sold items, attached crystals, sharpened weapons, etc.) did not reinforce any of the concepts to me through normal game play, so it was up to individual experimentation to find what worked with what. Some crystals even specifically noted they were for certain characters (the &#8220;Boar&#8221; rune being for Pahn&#8230;?), but I would collect a dozen of them from defeating enemies, leaving me scratching my head. In addition to not fully comprehending the system, I found that my physical attacks were <em>always</em> strong enough to take on any enemy I came up against, essentially turning magic into a completely irrelevant concept in my mind &#8212; I was all about sharpening those weapons, and nothing else!</p>
<p>So how do I feel about that? Part of me thinks back to the days of the original <strong>Legend of Zelda</strong>, where exploration was left up to the player without holding their hand &#8212; I enjoy that quite a bit. On the other hand, this was not just about combining certain items and finding cool uses for them on your own, a la the Materia system in <strong>Final Fantasy VII</strong> (which, as a 15-year-old kid, I also had trouble understanding right off the bat, but eventually through my own experimentation was able to not only fully understand, but exploit!). I guess I am conflicted &#8212; I understand the basics of it, but never felt as if I was in enough control of the progression. Perhaps I&#8217;m wrong. I may just be stupid. Were I to replay the game, I would likely start messing around with crystals and such far sooner in the story and do so far more often, rather than just relegating it to a side thing to occasionally use.</p>
<p>One of my favorite aspects of <strong>Dragon Quest IX</strong> (and from what I understand, is a large part of prior games, as well) was the little story vignettes. The larger story was there to push you along, sure, but the real heart and charm would lay in each individual town and its smaller, compact, tightly-knit group of characters. There is certainly a town system in the first <strong>Suikoden</strong>, but the heart of the story was not with the townsfolk &#8212; it was with <em>your own</em> rag-tag group of friends. Even with a staggering amount of available characters, and even knowing that some of them would be woefully extraneous and near-irrelevant, I still found myself engaged by nearly all of them and genuinely curious about their plights. The game has a couple instances of short, sequential cut-aways to various areas of your castle with certain groups of characters having conversations with each other, reminding you of <em>their own</em> struggles with loyalty, self-discovery, revenge, and loss. It brought a wonderful sense of camaraderie to the group, which is one of my favorite tropes (did the <em>shonen</em> anime love not give that away?).</p>
<p>That being said, as relatively interesting as the greater cast was, the fact that the main party consists of six characters led to a lot of favoritism. When you consider the party&#8217;s formation (short, medium, and long-range attack capabilities), you can see how this would happen. I found myself returning time and time again to Cleo, Vikor, and Flik. Kirkis wound up as a long-range fighter and healer toward the end of the game, and somehow Tai Ho ended up in there, too.</p>
<p>(Oh, and hey&#8230; did anyone else not know Cleo was a woman until 20 hours  in when she is actually referred to with gender information? Anyone?  Anyone at all?)</p>
<p>That also being said, I was incredibly impressed with how easy the game made it to bring other characters back into the fold. Any characters forced into the party for certain situations were usually ones that had been along for the ride and were equipped already, but in the instances they were not, it did not take long for them to get up to snuff. The game dishes out experience not at a flat rate, but somewhat exponentially based on the level of the character &#8212; a character at level forty may only get 3 EXP from a monster, but a character down at level five may actually jump straight up to level ten from the match (the numbers not being accurate, but a generalization). Therefore, so long as you kept that forced character alive, they would likely be on par with the rest of your group in just a couple fights along the way.</p>
<p>Without spoiling things too heavily for those that have not played, major character deaths are a semi-recurring trend in the game. Each one was obviously coming by the nature of those forced party members and certain quips, but they all at least brought a twinge of emotion in me. I am sorry to say that I did not gather all 107 (yes, minus a certain one&#8230;) characters, which sounds like it would have resulted in a nice &#8220;Awww&#8230;!&#8221; out of me toward the end of the game. On a second play through, I would certainly go for this.</p>
<p>So far, I have only hinted at the story and my feelings toward it. I noted the cast of characters, enjoying the time I spent with them, etc. What about <em>the larger</em> story, though? There is a villain and main plot, right? Well&#8230; I suppose so. I hate to keep doing comparisons with <strong>Dragon Quest IX</strong>, but I think it is an apt one to make in this case &#8212; where as <strong>Dragon Quest IX</strong> smartly held back the main &#8220;villain&#8221; and its respective goals/plot/interactions until later in the story (and yet still providing that overarching narrative that tied things together and led you along so that it all still felt like it truly was one giant story), <strong>Suikoden</strong> attempts to do the same thing at times, but misses the boat. It was as if the game designers and writers <em>wanted</em> to show me how the hero&#8217;s story was relating to the larger world and the villain&#8217;s plot, and those bits shined at key points, but I still felt far more disconnected than they probably would have liked. This &#8220;Windy&#8221; lady&#8230;? Who is she, again? Oh, and this other cloaked figure that shows up from time to time talking about runes&#8230;? One particular story where the team is sent into the past to witness a key event really helps set things up, but without reinforcing those story ideas just <em>a little more often</em>, I was far more concerned with my party&#8217;s own turmoil than with the world&#8217;s. Maybe that is OK. I definitely liked my characters, so if I got enjoyment out of them, isn&#8217;t that enough? It was clear that the writers wanted me to care more about the world, though &#8212; but I just didn&#8217;t.</p>
<p>(Speaking of villains, what the Hell was that last boss I fought&#8230;?)</p>
<p>Moving back to game mechanics and design, I had one incident where I spent the majority of play time over the course of two days completely unable to advance the story. I was told on Twitter by a few folks that the game is very heavily &#8220;check-pointed&#8221; (for lack of a better phrase) at times, where these event flags indeed prevent you from continuing the story unless you complete a very specific action. I thought I had encountered something like this during the poison rose scenario, but it turned out I simply had not walked out a door on the top floor of a building to find Milich. This is a recurring thing with me and video games (not seeing the obvious), but I like to think that this was the game&#8217;s fault, rather than my own &#8212; many of the &#8220;doors&#8221; in the game are, frankly, not obvious as anything other than a plain ol&#8217; wall unless you know what to look for.</p>
<p>The castle (which I named &#8220;Grayskul&#8221;, by the way) was something I had never experienced before in a game like this. Having a central hideout/base was intriguing to me, especially with all the other games I have played being so linear (not that <strong>Suikoden</strong> isn&#8217;t) in terms of &#8220;this town, then this town&#8221;. There was always a place to go back to which grew along with you over the course of the game. Even as I began recruiting characters, I had no idea that some of them would actually embellish the castle and put themselves to work! Coming back to my own blacksmiths, armor dealer, elevator, and even my own (free!) inn made me <em>want</em> to go out and seek the full 108 characters. The first time I wandered my (barren) castle I was extremely apprehensive about it, but the game quickly took care of those fears for me.</p>
<p>Something that I never truly struggled with but still found a nice challenge in was the limited inventory system. While you could store items in your vault back at the castle with Rock, each character can only hold a certain number of items, which includes their equipped armor and accessories. Maybe this was a nice prelude to when I eventually get around to playing <strong>Final Fantasy: 4 Heroes of Light</strong>. Item drops from monsters would occasionally force me back to a town to appraise and then back at the castle to drop, but there were no instances where I was fighting with the system to bring the necessary number of items on the road with me.</p>
<p>I noted earlier that a couple aspects of the game&#8217;s design have spoiled me &#8212; those would be <strong>(1)</strong> &#8220;Free Will&#8221;, and <strong>(2)</strong> resting at inns.</p>
<p>While many games have experimented, even within the confines of random battles, with how to speed things up (particularly toward the end of the game when you are over-powered), <strong>Suikoden</strong> provides a battle option called &#8220;Free Will&#8221; throughout the entire game, by which your entire party will just automatically target opponents and physically attack them &#8212; no magic or items will be used, and they will not necessarily target opponents in conjunction with each other. Despite (or because of?) those limitations, the excessive &#8220;Press A To Win&#8221; (or in this case, &#8220;Press X To Win&#8221;) game is not necessarily removed, but at least toned down. The minor tedium of those random battles is still there, but at least with a way to speed up the process and still reap the rewards (cash, experience, and dropped items). &#8220;Free Will&#8221; also beefs things up in the visual department, zooming in a little more with multiple characters attacking at once, which also helps speed through the round.</p>
<p>Perhaps my favorite aspect of the entire game (boy, am I easy to impress&#8230;) was how lightning-fast resting at an inn is. Seriously. There&#8217;s no excessive &#8220;watch the characters walk to their beds&#8221; scene. No musical cue to wait through. Pay the innkeeper, screen fades down, screen fades up, no more dialogue to read, go ahead on your way. I simply cannot overstate how impressive this is.</p>
<p>It may go without saying, but were <strong>Suikoden II</strong> to hit the PlayStation Store, I would grab it in a heartbeat. I am more than ready to dive into what is said to be the best of the series, especially with the first impressing me so much. With a few things cleaned up here and there, a few cameos from the first game&#8230; how could I <em>not</em> be interested? It has also made me curious to check out <a href="http://en.wikipedia.org/wiki/Water_Margin" target="_blank"><strong>Water Margin</strong></a>, one of the <a href="http://en.wikipedia.org/wiki/Four_Great_Classical_Novels" target="_blank"><strong>four classic novels of Chinese literature</strong></a> which it is (very loosely!) based on. With <strong>Journey to the West</strong> also under my belt (which I am coincidentally <em>also</em> about to finish <a href="http://www.amazon.com/gp/product/B00319DX4M?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B00319DX4M" target="_blank"><strong>a very loose video game adaptation of</strong></a>!), why not?</p>
<p>Until then, I still have plenty of other classics and cult favorites to get through. <strong>Xenogears</strong> is finally up on the PlayStation Store now, and you likely won&#8217;t see me for a month after the new <strong>Pokemon</strong> hits this weekend&#8230;</p>
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		<title>Holiday Break Gaming</title>
		<link>http://www.vgconvos.com/2010/11/29/holiday-break-gaming/</link>
		<comments>http://www.vgconvos.com/2010/11/29/holiday-break-gaming/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 01:56:57 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[and yet it moves]]></category>
		<category><![CDATA[dragon quest]]></category>
		<category><![CDATA[dragonball]]></category>
		<category><![CDATA[game dev story]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[mega man]]></category>
		<category><![CDATA[thanksgiving]]></category>
		<category><![CDATA[vvvvvv]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1323</guid>
		<description><![CDATA[This past Thanksgiving break, as was expected, I dropped a bit of minor cash on all the great sales digital distribution providers were offering. Between some indie pack sales on Steam and some discounts on Xbox Live, I probably acquired a dozen new games over the last week. Some of them will end up like [...]]]></description>
			<content:encoded><![CDATA[<p>This past Thanksgiving break, as was expected, I dropped a bit of minor cash on all the great sales digital distribution providers were offering. Between some indie pack sales on Steam and some discounts on Xbox Live, I probably acquired a dozen new games over the last week. Some of them will end up like many others in my Steam list and never get downloaded, but others will undoubtedly end up being discussed on whatever end-of-year podcast we end up doing around these parts.</p>
<p>I ended up playing a fair amount of different types of games over the last week. I figured I would break them down for my own sanity (and see what you all were up to):</p>
<p><strong>Dragon Quest IX (DS): <a href="http://www.amazon.com/gp/product/B002I0EH6I?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002I0EH6I" target="_blank">$33.62 via Amazon<br />
</a><img class="alignnone size-full wp-image-1330" title="thanksgiving2010_dq9" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_dq9.jpg" alt="" width="420" height="158" /><a href="http://www.amazon.com/gp/product/B002I0EH6I?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002I0EH6I" target="_blank"></a></strong></p>
<p><strong><a href="http://www.amazon.com/gp/product/B002I0EH6I?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002I0EH6I" target="_blank"></a></strong>I almost cannot bring myself to finish the main quest. I really do not know why; perhaps it is due to this part of the story not being particularly interesting (unlike the early, town-by-town stories which I found absurdly endearing)&#8230; but I really should just go and get it done. If I want to come back and do some maps, I can do so &#8212; nothing is preventing me from doing it. C&#8217;mon, Mike! Finish a game! Instead of beating it, though, I just fought some liquid metal slimes for a bit&#8230;</p>
<p><strong>DragonBall: Raging Blast 2 (PS3): <a href="http://www.amazon.com/gp/product/B003S55EW8?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B003S55EW8" target="_blank">$34.99 via Amazon<br />
</a><img class="alignnone size-full wp-image-1331" title="thanksgiving2010_dbrb2" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_dbrb2.jpg" alt="" width="420" height="236" /><a href="http://www.amazon.com/gp/product/B003S55EW8?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B003S55EW8" target="_blank"></a></strong></p>
<p><strong><a href="http://www.amazon.com/gp/product/B003S55EW8?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B003S55EW8" target="_blank"></a></strong>I finally finished unlocking the last couple of characters. While this was more of a &#8220;<a href="http://www.daizex.com" target="_blank"><strong>for work</strong></a>&#8221; type of game, I was having a good time with it, nonetheless. As you will read, I have been enjoying the heck out of &#8220;Galaxy Mode&#8221; and its constant stream of dangled carrots. There are still a few characters I want to get back to and learn a little more in-depth, so it may be one of the first DBZ games in a long while that I actually return to after completing its review.</p>
<p><strong>Super DragonBall Z (JP PS2): <a href="http://www.play-asia.com/SOap-23-83-1xfa-71-40-49-en-84-j-70-16sm.html" target="_blank">$64.90 via Play-Asia<br />
</a><img class="alignnone size-full wp-image-1332" title="thanksgiving2010_superdbz" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_superdbz.jpg" alt="" width="420" height="315" /><a href="http://www.play-asia.com/SOap-23-83-1xfa-71-40-49-en-84-j-70-16sm.html" target="_blank"></a></strong></p>
<p><strong><a href="http://www.play-asia.com/SOap-23-83-1xfa-71-40-49-en-84-j-70-16sm.html" target="_blank"></a></strong>On a whim, I tossed this goodie back in. After a couple rounds of reacquainting myself to the controls, I was back in the groove. It is no secret how much I love this game and how much of a crime I feel it is that these darn kids today do not respect it. I played a good amount of rounds as my custom Mecha Freeza (whom is simply named &#8220;Mecha&#8221;), spamming all sorts of wonderful projectiles before rushing in with quick combos. &#8220;Crack Bomb&#8221; and &#8220;Freeza Cutter&#8221; have re-entered my daily lexicon. Consider yourselves warned. I note the Japanese version specifically because that is the one I originally purchased &#8212; the American release does not feature the original Japanese voice cast, a deal-breaker for me.</p>
<p><strong>VVVVVV (PC): <a href="http://thelettervsixtim.es/" target="_blank">$5 via official website, Steam, etc.<br />
</a><img class="alignnone size-full wp-image-1334" title="thanksgiving2010_vvvvvv" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_vvvvvv.jpg" alt="" width="420" height="328" /><a href="http://thelettervsixtim.es/" target="_blank"></a></strong></p>
<p><strong><a href="http://thelettervsixtim.es/" target="_blank"></a></strong>I had been waiting on some type of sale or bundle before picking it up, since it was almost guaranteed to hit that point sometime soon in Steam. That being said, it is a steal at the regular $5 price point. The simple and limited controls of &#8220;left or right&#8221; and &#8220;change gravity direction&#8221; are brilliant and right at home in today&#8217;s world of platforming&#8217;s glorious return. The music is also fantastic and will have you tapping and thumping along. Much like the recent <strong>Super Meat Boy</strong> (which I will probably grab on Steam rather than Xbox Live, the only reason I do not already own it), the ability to <em>instantly</em> pick up where you left off after dying is exactly what these types of punishing games need to do to keep it fun and satisfying. I am most curious about playing the game without a controller in the later levels, as it seems so counter-intuitive to do any amount of progressively-difficult run-and-jump maneuvers on a keyboard, alone. Then again, some people say similar things about FPS games and equality of dual-analog sticks to mouse+keyboard&#8230; and those people are <em>wrong</em>&#8230; so who knows? I could be wrong about <em>this</em> control judgment.</p>
<p><strong>And Yet It Moves (PC): <a href="http://www.andyetitmoves.net/" target="_blank">$9.99 via official website, Steam, WiiWare, etc.<br />
</a><img class="alignnone size-full wp-image-1335" title="thanksgiving2010_ayim" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_ayim.jpg" alt="" width="420" height="263" /><a href="http://www.andyetitmoves.net/" target="_blank"></a></strong></p>
<p><strong><a href="http://www.andyetitmoves.net/" target="_blank"></a></strong>Part of another indie bundle on Steam, I had been hearing about it for a few weeks and blindly purchased it when the sale kicked in&#8230; and I could not be more happy with a purchase. The art direction is jaw-dropping, and the twisty-world mechanics also fit in as a perfect complement to something like <strong>VVVVVV</strong>. Much like the aforementioned game as well, the checkpoint and instant-restart system in place is perfect for that &#8220;just one more level&#8221; tug. Everything about this game screams &#8220;quality&#8221; from the art to the haunting music to the puzzle design, and you owe it to yourself to check it out. <a href="http://www.nintendo.com/games/detail/_kwe5BFW8Qd2PCbCQFSdGHDQEvzSgAqi" target="_blank"><strong>A WiiWare version was recently released</strong></a>, though I have not checked out the demo to see how it plays on the console.</p>
<p><strong>Mega Man II (NES): <a href="http://www.nintendo.com/wii/online/virtualconsole" target="_blank">$5 via Virtual Console<br />
</a><img class="alignnone size-full wp-image-1336" title="thanksgiving2010_megaman2" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_megaman2.jpg" alt="" width="420" height="368" /><a href="http://www.nintendo.com/wii/online/virtualconsole" target="_blank"></a></strong></p>
<p><strong><a href="http://www.nintendo.com/wii/online/virtualconsole" target="_blank"></a></strong>I have never been particularly &#8220;good&#8221; at any game in the series, but its extraordinary music and difficult-yet-fair level design always brings me back around. While I rented <strong>III</strong> more than any other as a kid, I recognize the quality of <strong>II</strong> just as much. My session with <strong>Mega Man II</strong> was just filler in between some other obligations, so all I did was breeze through Metalman&#8217;s level&#8230; but it was enough to get those memories flooding back.</p>
<p><strong>Game Dev Story (iPhone): </strong><a style="font-weight: bold;" href="http://appshopper.com/games/game-dev-story" target="_blank"><strong>$3.99 via iTunes Store</strong><br />
</a><strong><img class="alignnone size-full wp-image-1329" title="thanksgiving2010_gamedevstory" src="http://www.vgconvos.com/wp-content/uploads/2010/11/thanksgiving2010_gamedevstory.jpg" alt="" width="320" height="375" /></strong><a style="font-weight: bold;" href="http://appshopper.com/games/game-dev-story" target="_blank"></a></p>
<p><a style="font-weight: bold;" href="http://appshopper.com/games/game-dev-story" target="_blank"></a>Sure, I am a couple weeks late on this one by the blogosphere&#8217;s watch, but who cares? It is an absolute blast. I have been playing in bits and pieces and am still only on my first run through (I am about twelve years in and have completed 32 games and done a few contract jobs), but I cannot wait to play through again. Having now learned all the ins-and-outs of which systems will come when (which should have been obvious, but I was not expecting pun-erific accuracy down to the Bandai Playdia), what the benefits are of training and hiring certain employees, what the best types of game and genre combinations are&#8230; what is essentially &#8220;Let&#8217;s Play Game Management Company!: The Game&#8221; could not possibly be more fun. Certain aspects are a little rough around the edges, but its cute factor and attention to detail are overwhelming.</p>
<p>So many other games were acquired and not-yet-touched (<strong>&#8216;Splosion Man</strong>, <strong>Trials HD</strong>, <strong>Gish</strong>, <strong>Recettear</strong>) that it simultaneously fills me with both joy and dread!</p>
<p>This all got me thinking, though: what are <em>your</em> &#8220;holiday trends&#8221; with regard to gaming? Do you dive into one specific game and not move onward to the next one until that first one is complete? Are you like me and cruise from parts of one game to parts of another game, making slow bits of progress along the way? Also, did you snag any great deals over the last week?</p>
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		<title>Ye Olden &#8220;Proud Of Myself&#8221; Story</title>
		<link>http://www.vgconvos.com/2010/09/21/ye-olden-proud-of-myself-story/</link>
		<comments>http://www.vgconvos.com/2010/09/21/ye-olden-proud-of-myself-story/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 18:19:15 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1305</guid>
		<description><![CDATA[As you can probably tell from the various podcast episodes I have done (including here on vgconvos), while I love topical discussions, I also adore old stories. Anything filled to the brim with reminiscence is right up my alley. I love hearing how people grew up with games, how those games affected their lives, and [...]]]></description>
			<content:encoded><![CDATA[<p>As you can probably tell from the various podcast episodes I have done (including <a href="http://www.vgconvos.com/category/podcast-episode/"><strong>here on vgconvos</strong></a>), while I love topical discussions, I also <em>adore</em> old stories. Anything filled to the brim with reminiscence is right up my alley. I love hearing how people grew up with games, how those games affected their lives, and any little vignettes they care to relay.</p>
<p>This is one of those quick, old stories.</p>
<p>I have spoken before at length <a href="http://www.vgconvos.com/2009/08/31/do-i-actually-like-zelda-ii/"><strong>about Zelda II and whether or not I actually like the game</strong></a>. I shared how I have never actually beaten the game myself, but a childhood friend has the personal glory of owning a save slot on my cartridge with a completed game (and amazingly enough, my game&#8217;s battery still has not croaked):</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-707" title="cart_save_files" src="http://www.vgconvos.com/wp-content/uploads/2009/08/cart_save_files.jpg" alt="" width="420" height="315" /></p>
<p>Rewind to the previous game: the original <strong>Legend of Zelda</strong>.</p>
<p>Mike C. was always a slightly-better gamer than I was &#8212; not <em>significantly</em> so, but enough to impress me just enough without leaving me scornfully jealous. It was definitely fun times. We both played the Hell out of the first game, sitting down for long nights in front of the TV (long after our parents thought we were asleep) and trading the controller back and forth on levels and save slots. Mike C. beat the first quest before I did, and the two of us turned our attention toward the rumored-yet-true second quest.</p>
<p>Anyone who has played the original <strong>Zelda</strong> knows how completely arbitrary some of its discoveries can be. Burn a random tree here, and you found a cheap store. Bomb a random area of wall here, and you found an old man who steals your money. In the second quest specifically, walk through this random wall that cannot be bombed and shows no signs of passage in any way, and you found a hidden passage. Once you realized that only one &#8220;secret&#8221; would be present on any single screen, things fell into place a little more&#8230;  but it still felt very &#8220;random&#8221;, even with the amazing feeling of accomplishment.</p>
<p>It is that combination of &#8220;randomness&#8221; and &#8220;accomplishment&#8221; that gave me one of my only one-ups on Mike C. with the second quest. We roamed the map for <em>days</em> looking for level six, but could not find it. Level seven was a tree burn, sure, and we found that one ahead of time no problem&#8230; but where the Hell was level six&#8230;?!</p>
<p>Its original location held no clues, but I was convinced that it would still be around the graveyard in some capacity. We pushed every grave stone. We bombed every wall. Nothing&#8230;</p>
<p>&#8230; nothing, that is, until one night by myself when I decided to blow the whistle/recorder on each of the six graveyard screens:</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1306" title="zelda1_level6_quest2" src="http://www.vgconvos.com/wp-content/uploads/2010/09/zelda1_level6_quest2.gif" alt="" width="420" height="276" /></p>
<p>Words can not describe how proud I was of my child self, and how devilish it felt to be the one to share the information with my buddy.</p>
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		<title>Now the 360&#8242;s Fridge is Full</title>
		<link>http://www.vgconvos.com/2010/09/17/now-the-360s-fridge-is-full/</link>
		<comments>http://www.vgconvos.com/2010/09/17/now-the-360s-fridge-is-full/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 15:05:33 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[storage space]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1285</guid>
		<description><![CDATA[(Has it really been five months since the last blog post? Holy crap. Time flies when you&#8217;re having fun.) One of the reasons I wanted to pick up an Xbox 360 was, believe it or not, how great of a service Xbox Live seemed to be. In addition to the integrated friends list and all [...]]]></description>
			<content:encoded><![CDATA[<p>(Has it <em>really</em> been five months since the last blog post? Holy crap. Time flies when you&#8217;re having fun.)</p>
<p>One of the reasons I wanted to pick up an Xbox 360 was, believe it or not, how great of a service Xbox Live seemed to be. In addition to the integrated friends list and all that standard goodness, the titles available on the platform seemed like a blast. From old arcade classics like <strong>Teenage Mutant Ninja Turtles</strong> and <strong>Ultimate Mortal Kombat 3</strong>, to new takes on old games like <strong>Uno</strong>, to entirely new experiences like <strong>Geometry Wars</strong>&#8230; well, I wanted in.</p>
<p>Microsoft always painted themselves into a corner by having to support the &#8220;Arcade&#8221; unit of the system which did not come with a hard drive, <a href="http://www.joystiq.com/2008/12/02/microsoft-confirms-256mb-internal-storage-in-xbox-360-arcade-uni/" target="_blank"><strong>eventually resorting to packing in</strong></a> some amount of on-board storage to support their own initiatives. It seemed strange to split your consumer base in this day and age, something Sega learned the hard way with the <strong>Sega CD</strong> and <strong>32X</strong> a decade earlier.</p>
<p>A few years have passed since then. We have been updated to a whole new &#8220;experience&#8221; with a new interface. The restrictions on how big a downloadable game must be <a href="http://www.gamespot.com/news/6164077.html" target="_blank"><strong>have been lifted</strong></a>, and then <a href="http://www.joystiq.com/2008/05/20/xbla-file-size-limit-increases-to-350mb/" target="_blank"><strong>lifted again.</strong></a>.. and lifted what seems like several more times since then. Current games like <a href="http://marketplace.xbox.com/en-US/games/offers/0bbf0008-0000-4000-8000-000058410a59" target="_blank"><strong>Lara Croft and the Guardian of Light</strong></a> now kick around in the 2 GB range. 50 MB seems hilariously quaint by comparison.</p>
<p>What about me, though? I am a gamer. I knew which system model to get back then &#8212; I got the standard model with the 20 GB hard drive, of course! I had all sorts of downloadable games I wanted to check out, and the upcoming <strong>Guitar Hero III</strong> and especially <strong>Rock Band</strong> were going to need all sorts of space for DLC!</p>
<p>Flash-forward again to 2010. I have 4 MB of space left on my Xbox 360 hard drive.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1290" title="xbox_360_4mb_free" src="http://www.vgconvos.com/wp-content/uploads/2010/09/xbox_360_4mb_free1.jpg" alt="" width="400" height="184" /></p>
<p>I have removed as much as humanly possible while still keeping the necessities. No music videos initially installed to the drive. No extra game demos. It is an epic struggle every few weeks when a new <strong>Rock Band Network</strong> (or even just standard, weekly DLC) song comes out and I need to juggle some space around. Sure, <a href="http://www.joystiq.com/2010/04/06/psa-xbox-360-usb-storage-update-now-available/" target="_blank"><strong>a USB stick is an option</strong></a> for a couple small items&#8230; but with the entire original <strong>Rock Band</strong> and <strong>Green Day: Rock Band</strong> installed to the hard drive, and now not having enough room for <strong>Lego Rock Band</strong> (never mind installing <strong>Rock Band 2</strong> for when <strong>3</strong> comes out next month)&#8230; those dongles just are not going to cut it.</p>
<p>At the time, 20 GB seemed like plenty of space for a game console that was still primarily disc-based. We all saw the purely-digital-delivery revolution coming down the line, but not enough of us anticipated just how much it would come this same generation.</p>
<p>Needless to say, I am in the market for a new Xbox 360 hard drive. 60 GB (the amount Microsoft eventually began including as &#8220;standard&#8221;) seems like enough for me&#8230; for now, anyway. That should cover the <strong>Rock Band</strong> installs I need to do, along with plenty of room for demos and XBLA games (looking at you <strong>Lara Croft</strong> and <strong>Limbo</strong>). The question is&#8230; is it <em>really</em> enough? If I could not anticipate 20 GB not being enough, having all the experience that I now possess, is it incredibly short-sighted to think that 60 GB will carry me to the end? A used 60 GB hard drive <a href="http://www.amazon.com/gp/product/B001KKONBG?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B001KKONBG" target="_blank"><strong>runs about $35-40</strong></a>; a used 120 GB <strong><a href="http://www.amazon.com/gp/product/B000OYKQBU?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B000OYKQBU" target="_blank">runs about $45-50</a></strong>. Should I just spend the extra couple bucks on double the more-than-double the space? Buying &#8220;new&#8221; is out of the question almost on principle alone, as Microsoft is well-known for <a href="http://www.amazon.com/gp/product/B002WD0PIA?ie=UTF8&amp;tag=daiex-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B002WD0PIA" target="_blank"><strong>entirely gouging</strong></a> with their accessory pricing.</p>
<p>That all being said, let us not forget about our ol&#8217; pal the <strong>PS3</strong>, either &#8212; with all of the mandatory installs, that 40 GB hard drive is typically hovering in the range of only having one or two free gigs. At least <em>that one</em> can be <a href="http://www.gamespot.com/features/6176090/index.html" target="_blank"><strong>easily replaced</strong></a>&#8230;</p>
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		<title>&#8220;Rocket Knight Adventures&#8221;: Genius Level Design?</title>
		<link>http://www.vgconvos.com/2010/04/16/rocket-knight-adventures-genius-level-design/</link>
		<comments>http://www.vgconvos.com/2010/04/16/rocket-knight-adventures-genius-level-design/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 20:30:07 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[genesis]]></category>
		<category><![CDATA[mascots]]></category>
		<category><![CDATA[meta]]></category>
		<category><![CDATA[retail]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[rocket knight adventures]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[sparkster]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1247</guid>
		<description><![CDATA[You are going to get a little bit of meta-material and genuine game analysis in a single post. That is awesome. A few years back when I first pitched the idea of &#8220;vgconvos&#8221; to Andrew and Jeff, one of the first show concepts was to give the other person a somewhat-obscure game from your youth [...]]]></description>
			<content:encoded><![CDATA[<p>You are going to get a little bit of meta-material and genuine game analysis in a single post. <em>That</em> is awesome.</p>
<p>A few years back when I first pitched the idea of &#8220;<strong>vgconvos</strong>&#8221; to Andrew and Jeff, one of the first show concepts was to give the other person a somewhat-obscure game from your youth that was played extensively, allow them to play this game they otherwise had never heard of for somewhere between two weeks and a month, and then get back together to talk about it later on. This concept semi-evolved into the &#8220;Record Exchange&#8221; every nine-or-so episodes over on <a href="http://lofidelity.info" target="_blank"><strong>Lo-Fidelity</strong></a>, but it just never happened with video games. The main reason was that we are all simply at a point in our lives where we cannot guarantee that we will have the time to get together every month to do a podcast, never mind dedicate a couple weeks to a video game <em>and then</em> come back to <em>also</em> talk about it&#8230;!</p>
<p>It is still an incredibly worthwhile idea for a show, and one that has <em>somewhat</em> been done in a couple different ways, such as the &#8220;Backlog&#8221; or &#8220;Game Club&#8221; sessions on things like <a href="http://www.eat-sleep-game.com/news/category/game-club/" target="_blank"><strong>Rebel FM</strong></a>. I really wish it was something we could do on a regular basis, but it just cannot happen. Andrew and I even had a few games that we would have used to toss at each other (<strong>Boomer&#8217;s Adventure in ASMIK World</strong> from me, and <strong>Rocket Knight Adventures</strong> from Andrew). I just absolutely adore the idea of giving something (a video game, an album, whatever) that has such a deep meaning to you&#8230; or at least just some rose-tinted memories&#8230; over to someone else with <em>zero familiarity</em> and seeing how it holds up.</p>
<p>I have always kept the idea in the back of my head just in case something came along that would work out for the website. You know from reading our posts and listening to our shows that we are no strangers to diving back into older games, either just for the heck of it, or to legitimately see where this modern era of gaming all came from if we happened to miss a step along the way. You have seen me write about <a href="http://www.vgconvos.com/2009/01/12/half-life-and-halo/"><strong>FPS games from ten years ago</strong></a>, and most recently, what many consider (myself among them now!) <a href="http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/"><strong>the best 16-bit Japanese RPG ever created</strong></a>. Sure, Andrew and Jeff may or may not have played some of those, but it was more a conversation <em>with myself</em> that you all happened to be able to peer in on.</p>
<p>This one is a little different. Not entirely, but a little bit.</p>
<p>I stumbled across a new store called <a href="http://www.gametraderhq.com" target="_blank"><strong>Game Trader</strong></a> at the Quakerbridge Mall here in New Jersey. If you did not stop to look at some of the cases, it looked like any other generic <strong>GameStop</strong>-esque store&#8230; but then I saw the <em>old</em> video games! There was a splattering of the standard, big NES games and such, but one particular game caught my eye, and I walked out of the store pretty content with myself!</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1248" title="rka_in_system" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_in_system.jpg" alt="" width="420" height="305" /></p>
<p>About $7 scored me a copy of <strong>Rocket Knight Adventures</strong>, a cartridge I have not seen sitting around on any retro-store shelves in quite some time. Remembering that it was a game Andrew would have potentially tossed my way, and also knowing it will soon be seeing <a href="http://www.1up.com/do/minisite?cId=3176338" target="_blank"><strong>another sequel/revival for modern download services</strong></a>, I snatched it up.</p>
<p>I am fairly sure I had never played the game before last weekend. Andrew and the rest of the Internet always spoke highly of it, so I settled in with the ol&#8217; SDTV in the loft for some old-school gaming action. I would like to go on record as saying that my Genesis controller extension cable was one of the best purchases I ever made in the 1990s, and it was a nice help in getting my rear-end reaching to the couch instead of the floor.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1251" title="rka_screen_1" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_1.jpg" alt="" width="420" height="315" /></p>
<p>I was expecting something like a cross between <strong>Sonic the Hedgehog</strong> with some of the other typical 1990s mascot platforming action all mixed in nicely with some <strong>Contra</strong> shootin&#8217; and slashin&#8217; (courtesy of <strong>Nobuya Nakazato</strong>)&#8230; and that is exactly what I got.</p>
<p>The enemies seemed a little sparse in some of the levels I reached, but there was a really nice balance of standard enemies, terrain obstacles, boss fights, and more. In fact, it seemed rather spastic in how often it would toss those different elements at me, and I could never really be sure how &#8220;far&#8221; I was into a level. I would be swimming and attacking enemies that shot scattering, blue lasers at me&#8230; only to find myself wading through a <em>single screen</em> of a terrain obstacle before I was then on another to the next area.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1252" title="rka_screen_2" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_2.jpg" alt="" width="210" height="157" /> <img class="alignnone size-full wp-image-1253" title="rka_screen_3" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_3.jpg" alt="" width="210" height="157" /></p>
<p>It felt as if the level designers all came up with interesting little ideas completely independent of one another and then hastily had to stick them all together toward the end of the design process. &#8220;<em>Hey, you&#8230; you worked on a water level, right? Me, too. Let&#8217;s just put them next to each other! Oh, and put that mine cart level right after us.</em>&#8221;</p>
<p>The obligatory 1990s platformer mine cart level should have been obnoxious, but I found myself both cursing and laughing at it &#8212; much like a <strong>Mega Man</strong> game where part of the fun and challenge is remembering all of the nuances to avoid and jump over, I had a genuinely good time dying, instantly repeating the level, and getting just a tad bit further each time.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1254" title="rka_screen_4" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_4.jpg" alt="" width="420" height="315" /></p>
<p>What <em>really</em> blew me away, and what I will talk about with anyone who will listen, was &#8212; yet again &#8212; another obligatory stage for a 1990s platformer: the lava stage. The only enemy is the lava that continuously rises and falls, giving you ample opportunity to run across to the next ledge that places you just out of reach. If you are paying attention, the game gives you an <em>immediate hint</em> at where this level is going&#8230; but for first-time players who are not being particularly observant (like me!), a tiny bout of confusion followed by the &#8220;<em>Aaaaaaaaa-HAH!</em>&#8221; light bulb moment is what follows.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1255" title="rka_screen_5" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_5.jpg" alt="" width="210" height="158" /> <img class="alignnone size-full wp-image-1256" title="rka_screen_6" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_6.jpg" alt="" width="210" height="158" /></p>
<p>You soon reach a point in the level where the overhang begins to obscure your vision of the ledges in front of you, eventually blinding you completely. How on Earth are you supposed to get across?! Impatient players may charge up Sparkster&#8217;s flying attack, used on prior levels to bounce around and over top high ledges. If you simply take a moment to analyze what the game presents to you, its genius soon makes itself apparent.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1257" title="rka_screen_7" src="http://www.vgconvos.com/wp-content/uploads/2010/04/rka_screen_7.jpg" alt="" width="420" height="315" /></p>
<p>It seems <em>so simple</em>, but I cannot think of a way to describe it other than it &#8220;blew me away&#8221;. Much like Andrew and I have discussed about <strong>Sonic</strong> games (specifically <strong>Sonic 2</strong>), you are forced to <em>slow your ass down</em> and actually analyze your surroundings. Without paying attention to the reflections in the lava, which is shown as soon as you start the level (there is that genius game design at work), it would be impossible to progress through the level.</p>
<p>You have all the tools at your disposal, and the game hands them to you in bits and pieces as you need them &#8212; it is the platformer equivalent of something like the typical <strong>Zelda</strong> game design, where with each new weapon or tool you think back to areas that were previously inaccessible.</p>
<p>Kudos to <strong>Rocket Knight Adventures</strong> for impressing me seventeen years after its original release. Now if only there were more tunes in the game&#8230; goodness, does that music get repetitive and over-used&#8230;</p>
<p>Yes, one little aspect of one stage in an old video game prompted me to write a blog entry. That is just how I roll, folks. <a href="http://www.youtube.com/watch?v=b_Y3KQRusWY" target="_blank"><strong>Fun little things that I notice</strong></a> and care not if anyone else gives a rat&#8217;s ass about is what drives my Internet content creation. I cannot be the only one, though, right&#8230;?</p>
<p>How about you all? Is <strong>Rocket Knight Adventures</strong> a game you also hold in high regard? Was this a game worthy of our original podcast idea as Andrew suggested? Am I crazy for wanting to write about it just because of a silly lava level?</p>
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		<title>Pokemon HeartGold/SoulSilver American Save File Problem?</title>
		<link>http://www.vgconvos.com/2010/03/31/pokemon-heartgoldsoulsilver-american-save-file-problem/</link>
		<comments>http://www.vgconvos.com/2010/03/31/pokemon-heartgoldsoulsilver-american-save-file-problem/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 14:12:38 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[crash]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[save system]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1238</guid>
		<description><![CDATA[Yesterday, I headed down to summon/fight/capture Lugia in my copy of Pokémon SoulSilver Version for the Nintendo DS. I had originally started the game on my &#8220;DS Phat&#8221;, but for the last several days, I had moved over to playing on the wife&#8217;s DS Lite. Never once did I go online with the game in [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday, I headed down to summon/fight/capture Lugia in my copy of <strong>Pokémon SoulSilver Version</strong> for the Nintendo DS. I had originally started the game on my &#8220;DS Phat&#8221;, but for the last several days, I had moved over to playing on the wife&#8217;s DS Lite. Never once did I go online with the game in either system, though I had locally traded between it and <strong>Pearl</strong>. I had been leveling up my Farfetch&#8217;d (since I planned on using False Swipe to reduce Lugia&#8217;s HP to 1). I had also captured a wild Farfetch&#8217;d and stole its stick for my own. I had taken &#8220;Shuckie&#8221; from the dude in Cianwood City to the daycare center with a Ditto to breed my own Shuckle. Once I had the egg and it was hatched, I tossed my new Shuckle into a PC box and returned the borrowed one to the maniac in Cianwood City. I loaded up on Poké Balls and surfed on over to the Whirl Islands. Right outside the cave entrance, I saved yet again (having done so many times along the way, of course).</p>
<p>My battle against Lugia did not go as planned &#8212; I carelessly did not bring enough Poké Balls.  I reset the system and loaded things back up to try again with a better plan.</p>
<p>I was outside Cianwood City. Farfetch&#8217;d was five levels back. He did not have his stick. All of my Poké Balls were back in my inventory. Interestingly, I no longer had my own hatched Shuckle, but I <em>did</em> have its egg, <em>and</em> &#8220;Shuckie&#8221; was back at the daycare center.</p>
<p>&#8230; WTF?</p>
<p>It was not just that the save was rolled back to a prior one&#8230; it was both that <em>and</em> a weird corruption of prior events. Is that even possible&#8230;?!</p>
<p>I was idling in the <strong>Daizenshuu EX</strong> chat at the time, and immediately vented my frustration. It sounded like others <em>may have</em> had a similar situation occur, but there was some uncertainty about whether the game had actually been saved in the meantime. I next went to Twitter, where I almost immediately <a href="http://twitter.com/Catz_Thornton/status/11327493274" target="_blank"><strong>received a response</strong></a> back from someone that had a very similar thing happen to them&#8230; <em>around the Lugia event, as well</em>. Many folks told me about the Dutch release of the games, which had <a href="http://www.gonintendo.com/viewstory.php?id=118475" target="_blank"><strong>an issue with save files</strong></a>, themselves.</p>
<p>My game seems to be fine (having saved a bazillion times, turning off the system, and restarting to confirm I still am where I think I am), though now I am retracing my steps. I have captured a dozen wild Farfetch&#8217;d again, and none of them have my precious stick&#8230;!</p>
<p>I am going to have a lot more to say about this game in the near future, but this was certainly not something I expected to be writing about. In the near-200 hours I have logged on both <strong>FireRed</strong> and <strong>Pearl</strong>, never <em>once</em> did I <em>ever</em> encounter any errors that hindered my progress or rolled me back. Had this error been even the slightest more severe, it could have potentially made me drop playing the game all-together. Those that know me know how much I rail against back-tracking and replaying segments of games. I am extremely hesitant to turn off the system now in fear of losing progress &#8212; and not only progress, but legit legendaries in my PC boxes and on my team, carried over from the aforementioned <strong>FireRed</strong> and <strong>Pearl</strong>.</p>
<p>I am not deeply ingrained enough in any <strong>Pokémon </strong>communities to know where to discuss this, so if any of you happen to be the <strong>VegettoEX</strong> of <strong>Pokémon</strong>&#8230; by all means, please share my story and offer any advice you may have.</p>
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		<title>Conversation 009: Shooting the Shit and E-mails</title>
		<link>http://www.vgconvos.com/2010/03/29/conversation-009-shooting-the-shit-and-e-mails/</link>
		<comments>http://www.vgconvos.com/2010/03/29/conversation-009-shooting-the-shit-and-e-mails/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 00:26:52 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Podcast Episode]]></category>
		<category><![CDATA[angry birds]]></category>
		<category><![CDATA[boom blox]]></category>
		<category><![CDATA[chrono trigger]]></category>
		<category><![CDATA[civilization]]></category>
		<category><![CDATA[dj hero]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[torchlight]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1232</guid>
		<description><![CDATA[It may take us six months, but we eventually hit you back with a show&#8230;! When we realized (upon gorging on pizza and beer) that the core group was actually all together at the same time and had a free evening, we decided we may as well just go ahead and record a show! Episode [...]]]></description>
			<content:encoded><![CDATA[<p>It may take us six months, but we eventually hit you back with a show&#8230;!</p>
<p>When we realized (upon gorging on pizza and beer) that the core group was actually all together at the same time and had a free evening, we decided we may as well just go ahead and record a show! Episode nine of the podcast is the embodiment of everything the show aims to be &#8212; a bunch of friends sitting around pontificating about video games. Sometimes we say stupid things and sometimes we say brilliant things, but the end result is a good time, and hopefully with a few guys you want to hear from.</p>
<p>Andrew told us about playing everything from <strong>DJ Hero</strong> and <strong>Civilization IV</strong>. Jeff has been playing everything from <strong>Angry Birds</strong> to <strong>Boom Blox</strong>. Mike has been playing everything from <strong>Heavenly Sword</strong> to <strong>Final Fantasy 1</strong>. You all had e-mails with some top ten lists, and questions about everything ranging from English translation ambivalence to relationship advice.</p>
<p>For your amazing convenience, here are some of the iPhone and PC games we spoke about during the show, as well as one article:</p>
<ul>
<li><strong><a href="http://appshopper.com/games/angry-birds" target="_blank">Angry Birds</a></strong></li>
<li><strong><a href="http://appshopper.com/games/hook-champ" target="_blank">Hook Champ</a></strong></li>
<li><strong><a href="http://appshopper.com/games/c64" target="_blank">Commodore 64 (iPhone Emulator + Games)</a></strong></li>
<li><strong><a href="http://appshopper.com/entertainment/mytown" target="_blank">MyTown</a></strong></li>
<li><strong><a href="http://www.torchlightgame.com" target="_blank">Torchlight</a></strong></li>
<li><strong><a href="http://www.gog.com/en/gamecard/castles_castles_2" target="_blank">Castles II: Siege and Conquest</a></strong></li>
<li><strong><a href="http://www.wired.com/gamelife/2009/05/final-fantasy-xiii/" target="_blank">&#8220;English-Only <em>Final Fantasy</em> Means Games Haven&#8217;t Grown Up&#8221; (Wired.com Game|Life Article)</a></strong></li>
</ul>
<p>Special thanks to all the folks who hung out with us the other night during the live recording of the episode! After you listen to the show to let us know what you think (and chime in on any of the opinions or questions), let us know how you best want to be notified about new posts and live recordings. Does the site warrant its own Twitter feed? A Facebook fan page? What do you think?</p>
<p>Enjoy! Hopefully we&#8217;ll see you again sooner than six months&#8217; time! Expect some blog posts from all of us in the meantime, of course!</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
			<enclosure url="http://www.vgconvos.com/audio/vgconvos_009_-_shooting_shiz_and_emails.mp3" length="71496233" type="audio/mpeg" />
		<itunes:duration>1:39:14</itunes:duration>
		<itunes:subtitle>It may take us six months, but we eventually hit you back with a show&#8230;!
When we realized (upon gorging on pizza and beer) that the core group was actually all together at the same time and had a free evening, we decided we may as well just go [...]</itunes:subtitle>
		<itunes:summary>It may take us six months, but we eventually hit you back with a show&#8230;!
When we realized (upon gorging on pizza and beer) that the core group was actually all together at the same time and had a free evening, we decided we may as well just go ahead and record a show! Episode nine of the podcast is the embodiment of everything the show aims to be &#8212; a bunch of friends sitting around pontificating about video games. Sometimes we say stupid things and sometimes we say brilliant things, but the end result is a good time, and hopefully with a few guys you want to hear from.
Andrew told us about playing everything from DJ Hero and Civilization IV. Jeff has been playing everything from Angry Birds to Boom Blox. Mike has been playing everything from Heavenly Sword to Final Fantasy 1. You all had e-mails with some top ten lists, and questions about everything ranging from English translation ambivalence to relationship advice.
For your amazing convenience, here are some of the iPhone and PC games we spoke about during the show, as well as one article:

Angry Birds
Hook Champ
Commodore 64 (iPhone Emulator + Games)
MyTown
Torchlight
Castles II: Siege and Conquest
&#8220;English-Only Final Fantasy Means Games Haven&#8217;t Grown Up&#8221; (Wired.com Game&#124;Life Article)

Special thanks to all the folks who hung out with us the other night during the live recording of the episode! After you listen to the show to let us know what you think (and chime in on any of the opinions or questions), let us know how you best want to be notified about new posts and live recordings. Does the site warrant its own Twitter feed? A Facebook fan page? What do you think?
Enjoy! Hopefully we&#8217;ll see you again sooner than six months&#8217; time! Expect some blog posts from all of us in the meantime, of course!</itunes:summary>
		<itunes:author>feedback@vgconvos.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>&#8220;Final Fantasy&#8221; (Yeah, That First Game!) Design Choices</title>
		<link>http://www.vgconvos.com/2010/02/27/final-fantasy-yeah-that-first-game-design-choices/</link>
		<comments>http://www.vgconvos.com/2010/02/27/final-fantasy-yeah-that-first-game-design-choices/#comments</comments>
		<pubDate>Sat, 27 Feb 2010 22:18:31 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gba]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1170</guid>
		<description><![CDATA[So I finished up Chrono Trigger about a week ago. I have written at length about it already, and am wavering on whether or not I want to write any kind of &#8220;final thoughts&#8221; on the game. I do not have much more to add to the conversation, really &#8212; nothing particularly blew me away [...]]]></description>
			<content:encoded><![CDATA[<p>So I finished up <strong>Chrono Trigger</strong> about a week ago. I have <a href="http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/" target="_self"><strong>written</strong></a> at length about it <a href="http://www.vgconvos.com/2010/02/16/seven-things-that-have-blown-me-away-in-the-second-10-hours-of-chrono-trigger/" target="_self"><strong>already</strong></a>, and am wavering on whether or not I want to write any kind of &#8220;final thoughts&#8221; on the game. I do not have much more to add to the conversation, really &#8212; nothing particularly blew me away in the final five hours or so. I <em>did</em> start up a New Game+ and beat it again the instant I showed up at the End of Time. For the record, I received &#8220;Ending 5&#8243; on that go-&#8217;round, which is the one with the Nu critters sleeping over top the credits. How enthralling&#8230;!</p>
<p>But this is not about <strong>Chrono Trigger</strong>, so now for something completely different.</p>
<p>I use the phrase &#8220;fall off the wagon&#8221; when I talk about <strong>Pokémon</strong>. While I am far from a super-fan (I do not EV train, and I do not follow every single last bit of news and community events), I <em>do</em> get pretty heavily &#8220;into&#8221; the games when I play them every few years. <a href="http://www.vgconvos.com/2008/10/10/six-weeks-pokemon-free/" target="_self"><strong>Back in October 2008</strong></a> I wrote about my experience with the games &#8212; right now I have ~180 hours logged in <strong>FireRed</strong> and ~120 hours logged in <strong>Pearl</strong> (and maybe a negligible ~10 hours sunk into <strong>Emerald</strong> before I got bored). Other than downloading event critters at GameStop and such, I have not actually &#8220;played&#8221; any of the games in something like a year and a half, though.</p>
<p>Here is where the drinking analogy comes in: I pre-ordered <strong>SoulSilver</strong>.</p>
<p>That will be a topic for another post in the future, but it was important information to set up the rest of this post. How it relates to <em>right now</em> is the fact that I have a couple weeks before I pick up the game. I was looking for a shorter RPG to take up my lunch breaks in the meantime.</p>
<p>I decided to go with the very first <strong>Final Fantasy</strong>. I picked up the <strong>Dawn of Souls</strong> version on GameBoy Advance a few years ago, but I have never actually played the game before. I played <em>maybe</em> 10 minutes or so on the NES as a kid, but all I remembered was running into the castle and starting an adventure. I know the general story thanks to the <a href="http://www.gametrailers.com/retrospective/" target="_blank"><strong>GameTrailers retrospective series</strong></a>, but I still wanted to have a game play experience with it all on my own. It just felt like something I should probably do one day.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1172" title="ff1and2_gba_cover" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_gba_cover.jpg" alt="" width="420" height="414" /></p>
<p>For those who are curious (because you know you are), my team is as follows: <strong>Mike</strong> (warrior), <strong>Julian</strong> (monk), <strong>Meri</strong> (white mage), <strong>Deluxe</strong> (black mage).</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1194" title="ff1and2_gba_team" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_gba_team.jpg" alt="" width="420" height="280" /></p>
<p>I am not here to talk about ancient design decisions from Square&#8217;s first game in a long-running franchise. To some degree, that would not be fair coming from someone like me. It certainly warrants discussion, but it is not something I am interested in doing and probably would not be able to talk about with the most authority in the world. I know some things are changed, such as the way magic is handled, but I do not know all of the little intricacies. I felt like I could talk about <strong>Chrono Trigger</strong> in a different light, which is why I gave it so much attention.</p>
<p>Instead, I would like to bring up one of the most ridiculous and misleading design choices in <em>this particular re-release</em>. It is something that should never have been done the way it was, but I will save my own thoughts on the matter for a little bit later.</p>
<p>Let me explain.</p>
<p>I had just made my way through the Cavern of Earth and defeated Lich. I knew what areas of the map I had access to at the moment (by foot and with my pirate ship), and was not sure where I would be heading next. After touching the crystal prize, the game broke away to show a prior location. Oh, OK! I remember the Earthgift Shrine! That was that cave right by Corneria at the beginning of the game. There was a weird demon-looking thing blocking a path. He just faded away. Gotcha! I will head <em>there</em> next!</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1173" title="ff1and2_gba_screen1" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_gba_screen1.jpg" alt="" width="210" height="140" /> <img class="alignnone size-full wp-image-1174" title="ff1and2_gba_screen2" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_gba_screen2.jpg" alt="" width="210" height="140" /></p>
<p>I headed on in. I grabbed some of the treasure along the way. The next area was a desert. Oh, no! I never like desert areas in <strong>Final Fantasy</strong> games! After wandering around for a while and catching on to the looping going on, I found my way to the center oasis and the staircase to the next area. I fought and guided my way through yet another area with the additional treasure chests and monsters.</p>
<p>Everything seemed totally fine. The monsters were a somewhat-appropriate level for my characters to fight against, and since I knew I was over-leveled, my triumphs against them did not make me question a single thing about my journey.</p>
<p>Son. Of. A. Bitch.</p>
<p>I was apparently wandering around a re-release-exclusive bonus dungeon, the end of which housed four bosses making cameos from <strong>Final Fantasy III</strong>. It had absolutely nothing to do with the general progression of the regular game. This cave area does not even exist on the original NES/Famicom-version game map:</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1176" title="ff1and2_gba_screen3" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_gba_screen3.jpg" alt="" width="420" height="314" /></p>
<p>Why on Earth would they <em>break away</em> to show me this area <em>so early in the game</em> if it was a <em>bonus dungeon</em> that had <em>nothing to do</em> with the current story progress (especially if I was <em>no match</em> for the bosses)?</p>
<p>I can only chock it up to the fact that the programmers and intended audience (those who had already played the game before, perhaps many times over) were so drastically familiar with the source material that they overlooked such a major presentation flaw. The last time the game cut away to show me a new area opening up was when the bridge to the north was built &#8212; there was absolutely no reason to show this bonus cave area at this particular time. It was misleading and time-wasting.</p>
<p>Thankfully, after losing to the first boss I encountered, the game brought me back right outside the cave. Everyone was alive and down to 1 HP, but I was not kicked back to the title screen, and I did not lose all of the experience and items I had gained along the way. <em>That</em> was, perhaps, the <em>only</em> &#8220;smart&#8221; design decision in this entire game so far.</p>
<p>Let it be known that I still actually have no clue where it is I am going next in the game. The dancing girl in Corneria even told me she has nothing let to say to me right now. Really? You are the single helpful NPC in the game that I thought I could always rely on, and you have nothing else to say to me? Sheesh! Thankfully, I have a bit of help in the form of a blast-from-the-past. Rather than looking up any FAQs, I have an item that I accidentally borrowed from a friend in high school something like ten years ago. I used it to find my way to Lich a little faster, and I suppose I can refer to it one more time. It is absolutely fascinating to look back at the way the characters are depicted (traditional high-fantasty style as opposed to referencing Yoshitaka Amano&#8217;s designs) and the verbiage differences between the far-too-few-letter-namings in the NES version as opposed to the re-translated and modern-consistency namings in the GBA re-release.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1197" title="ff1and2_npsg" src="http://www.vgconvos.com/wp-content/uploads/2010/02/ff1and2_npsg.jpg" alt="" width="420" height="562" /></p>
<p>While I have a huge issue with that one aspect of the game (and one that is only related to the re-release, no less), do not misunderstand &#8212; I am having a really fun time exploring this first game. It is crazy that I never got around to playing it.</p>
<p>Will it be one that I complete (<strong>III, IV, VII</strong>), or one that I ultimately drop (<strong>VI, VIII, X</strong>)&#8230;? I have a good feeling about this one&#8230;!</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<title>Seven Things That Have Blown Me Away In The Second 10 Hours Of &#8220;Chrono Trigger&#8221;</title>
		<link>http://www.vgconvos.com/2010/02/16/seven-things-that-have-blown-me-away-in-the-second-10-hours-of-chrono-trigger/</link>
		<comments>http://www.vgconvos.com/2010/02/16/seven-things-that-have-blown-me-away-in-the-second-10-hours-of-chrono-trigger/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 16:13:13 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Video Game Club]]></category>
		<category><![CDATA[chrono trigger]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1105</guid>
		<description><![CDATA[I was very concerned as I crossed the 10-hour mark in Chrono Trigger. Those first ten hours were amazingly good on so many different levels. The game had actually managed to deliver everything I wanted and anticipated. I loved the characters, the story, and all of the artistic elements that brought the package together. I [...]]]></description>
			<content:encoded><![CDATA[<p>I was very concerned as I crossed the 10-hour mark in <strong>Chrono Trigger</strong>. <a href="http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/" target="_self"><strong>Those first ten hours</strong></a> were amazingly good on so many different levels. The game had actually managed to deliver everything I wanted and anticipated. I loved the characters, the story, and all of the artistic elements that brought the package together. I commented that after sequences like the raiding of the Fiendlord&#8217;s Keep, I was afraid it had blown its proverbial load already, and while the rest of the game would probably be &#8220;good&#8221;&#8230; it would whimper on to the end like many RPGs of the day, hindered by an ever-growing cast of characters, poor pacing, and extraneous side-quests.</p>
<p>Thankfully, my fears were completely unjustified.</p>
<p>(OK, minus this &#8220;Inner Sanctum&#8221; area which was apparently new for the DS version. <em>That&#8217;s</em> pretty awful.)</p>
<p>To be fair, the second ten hours are <em>not</em> as good as the first ten. The game introduces so many of its iconic styles and mannerisms that even when variations on them are introduced with perfect execution later on, they do not have the same impact as the first go &#8217;round. Do not misunderstand &#8212; like I said, the game has been amazing, and a &#8220;Not Jaw-Droppingly Amazing <strong>Chrono Trigger</strong> Sequence&#8221; is still leaps and bounds above most of the other garbage I have tried before.</p>
<p>It is with this game that I continue to question my gaming habits and supposed preferences. I have dabbled into so many different genres and play styles in the last two years that I no longer feel like I have any particular allegiance to a type of game, or even specific franchises. I joke to the wife how there was a monkey bridge in <strong>Link&#8217;s Awakening</strong>&#8230; lo and behold, monkeys come to the rescue as I watch her replay <strong>Twilight Princess</strong>. I look around in shock, wondering if <em>I&#8217;m the crazy one</em> that does not love the play style of <strong>New Super Mario Bros.</strong> with its floaty-controls. I compare the two above examples, coming down harshly on one series for recycling an old trope, while simultaneously criticizing another for not being familiar enough, and wonder how I can be so hypocritical.</p>
<p>That may be the subject matter for another article in the future, though. For now, <strong>Chrono Trigger</strong> is the sole subject of my attention.  I sit wide-eyed on the train, during lunch, and on the couch at home as I clutch my DS. A game from 15 years ago &#8212; a game that I <em>should have played</em> and yet continuously overlooked &#8212; is one of the reasons I have been questioning my supposed gaming affiliations. With 20 hours now sunk into the game, here is a list of things that have blown me away in those second 10 hours. Spoilers are in full effect.</p>
<p><span id="more-1105"></span></p>
<p><strong>I&#8217;M A LITTLE SHORT ON CASH</strong><br />
Perhaps it is an extension of not having to endlessly grind (and being encouraged <em>not to grind</em>, something I spoke about after my first 10 hours with the game), but I often find that I do not have much cash to spend. There are always extra bits of armor and weaponry that are just out of my grasp due to their price. After being so used to buying whatever I felt like in various <strong>Final Fantasy</strong> games, it was a shock to have to actually ration my purchases, only buy essentials, and maybe even sell back obsolete weapons.</p>
<p><strong>EXTRANEOUS CHARACTERS ARE NOT EXTRANEOUS</strong><br />
Magus is Janus all grown up and mighty pissed off. Melchoir, the man who fixed up Masamune for Frog so much earlier in the story, is the &#8220;Guru of Life&#8221;. The weird old guy at the End of Time is actually Gaspar, the &#8220;Guru of Time&#8221;. Belthasar created a &#8220;puppet&#8221; for himself to help you at various points throughout the game. Every named character, while not necessarily being <em>essential</em> to the story, plays a larger role than you might otherwise think.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1126" title="chronotrigger_mtwoe" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_mtwoe.jpg" alt="" width="420" height="297" /></p>
<p><strong>TACTICAL BOSS BATTLES</strong><br />
There is definitely something to be said for boss battles that, no matter how &#8220;leveled-up&#8221; you are, still require you to think strategically. The concept was introduced early on with the dinosaurs &#8212; stun them with lightning to lower their defenses, and then whack away. My favorite battle so far has been Retinite in the sunken desert. Plenty of hints are dropped about using water on the sand dwellers, and with Frog being a perpetual member of my party, that was not an issue. The back-and-forth game of balancing water attacks to lower his defense and then the physical attacks both dealing damage <em>and</em> raising his defenses back up at the same time&#8230; well, that took some effort. It was not <em>difficult</em> by any stretch of the imagination, but it was different enough to make it special.</p>
<p>One battle that <em>was</em> difficult was against the Golem Twins. The amount of damage being dealt to me was overwhelming, and after various attempts at combination strategies, I found that the best tactic was to back out and level up a little bit. It was a strange plan, especially since it goes against everything I have been saying about the game and its insistence on <em>not</em> &#8220;leveling up&#8221;. Perhaps if I switched out just one more character and tried just one more tech attack I would have figured out a better way of approaching the battle, but so far it has been the only instance of getting fed up with the situation enough that I felt the need to grind.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1130" title="chronotrigger_golemtwins" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_golemtwins.jpg" alt="" width="420" height="177" /></p>
<p><strong>CONTINUED CAUSE-AND-EFFECT</strong><br />
Marle&#8217;s temporary disappearance near the beginning of the game due to grandfather-complex situations was only the tip of the iceberg. After playing games like <strong>Final Fantasy IV</strong> and <strong>VI</strong>, I tend to expect a 16-bit RPG to have that one moment where the world &#8220;changes&#8221;. <strong>Chrono Trigger</strong> certainly has that in 12,000 BC with the summoning of Lavos, and of course in 1999 AD with Lavos wreaking destruction across the world. With time travel being such a huge aspect of the narrative, though, it is inherently impossible to have the world &#8220;change&#8221; <em>for good</em>. It has to change in <em>other ways</em> that do not effect the world at-large, but rather in tiny ways that show just how intertwined these characters and their journeys truly are.</p>
<p>One of the tiny ways the game accomplishes this is with the beef jerky. That one special bit of food could change the entire demeanor and therefore conversations of a family throughout the ages shows just how much the developers cared for the world they created. As far as I can tell, this grant of food out of the goodness of my heart has no effect on me as a character or the greater story&#8230; but that does not matter in the least. It proved yet again just how &#8220;real&#8221; this world is by tossing the Butterfly Effect into the mix.</p>
<p>A fantastically endearing moment was the decision to leave Robo with Fiona in 600 AD to regrow the forest. I found myself caring so much for the world in all of the different ages, and I wanted to help in any way that I could &#8212; making 600 AD a better place meant that 1000 AD would be a better place. We have learned so much about Robo at this point that it could not have made any more sense than to leave him behind and make the world just a little more green. Jumping 400 years ahead in the blink of an eye to see Robo patiently waiting for your return, having accomplished his task and hanging out semi-deactivated, served the purpose not only of solidifying the relationship between the cast of characters, but yet again proving just how &#8220;real&#8221; the world truly is. Characters live and die, and yet their legacies remain throughout the ages, fondly recalled by the general population. As a minor aside, I find it hilarious to return to 600 AD with Robo back in your party&#8230; only to find the previous Robo cultivating the land. What would happen if the two were to meet&#8230;?!</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1138" title="chronotrigger_roboforest" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_roboforest.jpg" alt="" width="420" height="315" /></p>
<p>A second example falls between &#8220;Cause and Effect&#8221; and the next category I will be writing about, though. It was not so much a &#8220;decision&#8221; as it was an &#8220;action&#8221; &#8212; <em>of course</em> you want to save Lucca&#8217;s mom from losing her legs. I was not quick enough on my feet, though, and watched as she inched her way underneath the contraption as the screen went black. I heard her scream. I watched as Lucca, shaken beyond belief, came back to her friends.</p>
<p>This all makes me question the free will of the characters. If changing these events in the past in such minor ways could theoretically have greater ramifications later on (such as, ya&#8217; know, going back to destroy Lavos)&#8230; is destiny pre-written? Are certain events <em>guaranteed</em> to happen, no matter how much effort we put into changing or avoiding them? Perhaps I will learn more about this, especially through repeated play throughs&#8230;</p>
<p><strong>IRREVERSIBLE DECISIONS</strong><br />
I have, much to my dismay, had several things spoiled for me about <strong>Chrono Trigger</strong> and other games that have severely affected how I would otherwise interpret events or even play the game in general. I knew the two of them would turn to stone in <strong>Final Fantasy IV</strong>. I knew that I should wait for him in <strong>Final Fantasy VI</strong>. I knew that sword was coming down in <strong>Final Fantasy VII</strong>. These events all still affected me on some kind of emotional level, however, because it was not just about the raw fact that the event happened&#8230; it was the journey <em>to that point</em> that made the event so significant.</p>
<p>Only one of those three events was a &#8220;choice&#8221;, though. <strong>Family Guy</strong>&#8216;s joke about choosing the soup or the salad that got away rings all-to-true in these situations. How would the game differ if I did not wait for Shadow? How would the game differ if I did not choose to fight Magus?</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1136" title="chronotrigger_magus2" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_magus2.jpg" alt="" width="420" height="182" /></p>
<p>I knew he would be able to join up with me at some point. I have no idea how I learned this, but that is what happens when you wait 15 years to play a game, and especially a game so closely related to several other interests. What I was not expecting, however, was exactly <em>how</em> this choice would be presented to me. In fact, I still assumed Magus would return later on (as he tended to do) to offer his services as a crucial point.</p>
<p>Nope.</p>
<p>It made narrative sense to me to have Frog do battle with Magus (and with him almost always being in my party, he took the conversational lead with Magus). Frog still seemed somewhat obsessed with seeking vengeance for Cyrus, and Magus did not appear to have shown a complete change of heart or overwhelming sense of regret. He was a broken man, and Frog seemed content (and willing) to put him in his place. It was not until I started collecting weapons and armor that were not usable by any other character that I sensed something was amiss. I ran a quick search, read a few words, and sat back in my chair.</p>
<p>I lost my chance.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1124" title="chronotrigger_magus" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_magus.jpg" alt="" width="300" height="232" /></p>
<p>I am conflicted over my decision. I am completely enthralled at how nonchalant the game was about introducing this &#8220;choice&#8221; to me. I had absolutely no idea I was making an irreversible decision about whether or not a character remained in the storyline. I already feel like the game was stretching its cast of characters and how able I was to truly care about each of them individually; adding another one to the pile seemed as if it might overwhelm me. I get thinking, though&#8230; How would Magus have reacted to such-and-such? How would the other characters interact with him? How would he fit in with my play style? I recently learned <em>so much</em> about him (as &#8220;Janus&#8221;), that to have him depart so soon left a hole in my gaming heart.</p>
<p>I already know what my decision will be on my first New Game+.</p>
<p><strong>ROBO&#8217;S CONTINUOUS GROWTH</strong><br />
I did not think that I could love this character any more than I already did. Then I did his side quest.</p>
<p>I <em>do</em> have some reservations about his growth. I mean, he was reprogrammed by Lucca to be the way he is now. If he was never fiddled with, would he have turned on us when Atropos entered the scene? Just how much did &#8220;Mother Brain&#8221; alter these robots? How much of it was true in the first place?</p>
<p>I think these reservations only <em>add</em> to the character development, though, even when I am unsure about which elements to accept as truth. More than any other member of the core group, Robo is an amalgamation of his surroundings and experiences &#8212; he <em>must</em> be, since that is all he <em>can be</em> as a robot. His unwavering loyalty, from the very first hints at the factory in 2300 AD all the way up through his side quest at Geno Dome, makes this robot as much a friend as anyone else. The fact that he nearly breaks down in tears every time another character expresses these same feelings, such as when Lucca reemerges from saving / not-saving her mother&#8217;s legs, makes him the most endearing character of the bunch.</p>
<p>I will try to stop using the word &#8220;endearing&#8221; every time I mention Robo.</p>
<p>(I said I will <em>try</em>. I will probably fail.)</p>
<p><strong>BEAT THE GAME WHENEVER YOU WANT &#8212; I CHOOSE NOT TO</strong><br />
From the very first drop into the End of Time, you have the choice of fighting Lavos. Yes, you can go fight the final boss whenever you want. The magical pot is sitting right over there. Just go up to it.</p>
<p>I don&#8217;t want to.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1125" title="chronotrigger_lavospot" src="http://www.vgconvos.com/wp-content/uploads/2010/02/chronotrigger_lavospot.jpg" alt="" width="420" height="217" /></p>
<p>I am at a loss for words. The game presents the final boss to me as a <em>choice</em>, effectively plopping the ending to the story (which I want <em>so badly</em>) right on my lap. At the same time, it dangles exposition and growth through further game play right over here &#8212; just keep playing!</p>
<p>How did they construct a story that interconnects and refers back to itself so tightly&#8230; and yet so loosely&#8230; that I can go about completing it any way I choose&#8230;? Why is it that I want to know how it all ends, but I don&#8217;t want it to end&#8230;?</p>
<p>I suppose the answer to all of these questions is simply that <em>it&#8217;s a well-written game created by talented people</em>.</p>
<p>In an attempt to at least bring <em>some</em> amount of fairness to the table (the game is not perfect by any stretch of the imagination), here are a couple things that <em>did not</em> blow me away:</p>
<p><strong>Crono&#8217;s &#8220;Death&#8221;:</strong> This did not shock me because I had it spoiled for me, plain and simple. I have no idea how different it would be to <em>not</em> see it coming. Would I be sad? The silent protagonist has such little growth that it is hard to care about him as a character &#8212; it is more about those that <em>surround him</em>, rather than Crono himself.</p>
<p><strong>12,000 BC:</strong> I expected another time period, and I got exactly what I expected. The idea of an advanced civilization with technology and knowledge far beyond what we can perceive today is a common one. It works <em>perfectly</em> in the context of <strong>Chrono Trigger</strong>&#8216;s world, though&#8230; so while it did not amaze me, it also did not negatively affect the game.</p>
<p><strong>Favoring Certain Characters:</strong> I hardly ever use Marle or Lucca at this point. I <em>love</em> that a male character can act as the traditional healer (it is usually Frog for me), totally going against the grain for every other RPG of the time that I am familiar with. I just&#8230; I don&#8217;t know&#8230;! Neither of them are doing anything for me right now. They were introduced at the very beginning of the game, seemed to serve their purpose (giving me technology and a reason to time travel), and have been tossed by the wayside. There are more side quests coming my way, though, so hopefully Marle will at least be <em>somewhat relevant to <strong>something</strong></em> in the near future.</p>
<p>It should be apparent that I absolutely adore <strong>Chrono Trigger</strong>. Each time I play I am reminded of how foolish I am for looking past it for fifteen years.</p>
<p>Speaking of &#8220;foolish&#8221;, I have pre-ordered <strong>SoulSilver</strong>. Other than downloading the event critters from GameStop and Toys&#8221;R&#8221;Us, <a href="http://www.vgconvos.com/2008/10/10/six-weeks-pokemon-free/" target="_self"><strong>I have not actually played a Pokemon game</strong></a> since around September 2008. Since I will clearly fall off the wagon next month, that gives me a set amount of time to reap as many rewards from <strong>Chrono Trigger</strong> as I can. How many New Game+ play throughs will I manage? Will the game begin to bore me as I plow through for a second time? Will I even bother to &#8220;finish&#8221; the <em>first</em> play through?</p>
<p>I don&#8217;t want it to end&#8230;! Can I please just be 13 years old again and discover it for the first time&#8230;?</p>
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		<title>Five iPhone Games Worth Paying For</title>
		<link>http://www.vgconvos.com/2010/01/28/five-iphone-games-worth-paying-for/</link>
		<comments>http://www.vgconvos.com/2010/01/28/five-iphone-games-worth-paying-for/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 20:28:01 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[harbor master]]></category>
		<category><![CDATA[imangi]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[peggle]]></category>
		<category><![CDATA[pricing]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[tap tap revenge]]></category>
		<category><![CDATA[wolfenstein 3d]]></category>
		<category><![CDATA[wurdle]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=1050</guid>
		<description><![CDATA[I have written in the past about how Apple can be pompous with their public image surrounding games. I have also written in the past about the &#8220;bottomed-out&#8221; level of pricing for iPhone games, and how game developers (specifically the big-name, established ones) have struggled to adapt to and create for a platform where just [...]]]></description>
			<content:encoded><![CDATA[<p>I have <a href="http://www.vgconvos.com/2009/09/16/apples-smug-egotistical-and-misleading-self-proclaimed-jump-to-gaming-market-leader/"><strong>written in the past</strong></a> about how Apple can be pompous with their public image surrounding games. I have <a href="http://www.vgconvos.com/2009/05/01/price-of-iphone-games-not-necessarily-the-issue/"><strong>also written in the past</strong></a> about the &#8220;bottomed-out&#8221; level of pricing for iPhone games, and how game developers (specifically the big-name, established ones) have struggled to adapt to and create for a platform where just a couple bucks is somehow seen as &#8220;too expensive&#8221;. I <em>do think</em> there is a place for &#8220;higher&#8221;-priced games on the iPhone (that is to say &#8220;higher than $1&#8243;), but I do agree that the expectation of the price and its respective deliverable is nowhere near its DS and PSP brethren. It is a completely different model where even the big guys have to think like an indie developer.</p>
<p>That all being said, I wanted to share a few games that I have purchased for my iPhone that I regularly return to and genuinely feel are worth the price &#8212; regardless of the developer type. These are not fun little applications that you load up once or twice, show off to someone, and never return to again. These are not applications that you pay 99-cents for and feel you got your 99-cents worth of value after a couple days. These are games that take full advantage of the platform they are on, and <strong>over-</strong>deliver on their value. Picking up any of these is a no-brainer. I present them to you in an order that somewhat resembles my feelings on that value compared with their price compared with how much time I have actually sunk into them.</p>
<p><strong>(5) Wolfenstein 3D Classic Platinum</strong> (<a href="http://appshopper.com/entertainment/wolfenstein-3d-classic" target="_blank">AppShopper.com Link</a>)<strong><br />
<img class="alignnone size-full wp-image-1059" title="iphone_duke3d1" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_duke3d1.jpg" alt="" width="420" height="280" /><br />
</strong></p>
<p><em>WHAT I PAID:</em> $1.99<br />
<em>CURRENT PRICE:</em> $1.99</p>
<p>I played my fair share of <strong>Wolfenstein</strong> and <strong>Doom</strong> back during their original PC release just as much as the next kid. I was never <em>super</em>-into these grand-daddies of the modern FPS (back when the only term was &#8220;Doom-clone&#8221;), unfortunately, so I could not tell you just how faithful the port is based on my own experience. When you consider that <a href="http://www.idsoftware.com/wolfenstein-3d-classic-platinum/wolfdevelopment.htm" target="_blank"><strong>John Carmack worked on it himself</strong></a>, though, I have full-faith this this is how it was intended to look and be played. The control scheme takes quite a bit of adjustment before you start cruising around &#8212; it uses a virtual control pad in the bottom-left like many games. Since it was always a very &#8220;2D&#8221; game with no real strafing in the first place, however, it carries over quite well once your thumb gets used to how it should nimbly and minutely slide back and forth. I have played it more than I thought I would, though I will admit that the sheer curiosity factor of playing <strong>Wolfenstein 3D</strong> on my phone carries as much weight as it does for simply being <em>good</em>.</p>
<p><strong>(4) Rock Band </strong>(<a href="http://appshopper.com/games/rock-band" target="_blank">AppShopper.com Link</a>)<strong><br />
<img class="alignnone size-full wp-image-1064" title="iphone_rockband1" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_rockband1.jpg" alt="" width="280" height="420" /><br />
</strong></p>
<p><em>WHAT I PAID:</em> $9.99<br />
<em>CURRENT PRICE:</em> $6.99</p>
<p>I disagree whole-heartedly with my buddy Bob over at <a href="http://the-appcast.com/" target="_blank"><strong>The Appcast</strong></a>. Back on <a href="http://the-appcast.com/archives/1238" target="_blank"><strong>episode 39</strong></a> of their show, a battle between <strong>Rock Band</strong> and <strong>Tap Tap Revenge 3</strong> (then still a paid app) concluded with my choice as the loser. This could not be more wrong. Whereas Bob liked all of the avatar customization and modes in <strong>TTR3</strong> and disliked the &#8220;vocals&#8221; part of <strong>Rock Band</strong>, I have had nothing but terrible experiences with the cruft of <strong>TTR3</strong> getting in the way of enjoying it. Earnings credits to unlock songs that are totally different from paying (with real money) for them is not as direct as <strong>Rock Band</strong>&#8216;s simple &#8220;beat this playlist and get the mystery song&#8221; setup, which (while it is terribly antiquated) just <em>works</em>. The bazillion things on-screen in <strong>TTR3</strong> leaves me confused as to what I actually selected &#8212; it&#8217;s a MySpace-esque assault of terrible design aesthetics. It is slow. It is unresponsive in the menus. Its business model of paid downloads literally gets in the way of me trying to do <em>anything</em> when it takes up 60-70% of the screen.</p>
<p style="text-align: center;"><img title="iphone_compare_ttr3b" src="../wp-content/uploads/2010/01/iphone_compare_ttr3b.jpg" alt="" width="200" height="300" /> <img title="iphone_compare_rockband2" src="../wp-content/uploads/2010/01/iphone_compare_rockband2.jpg" alt="" width="200" height="300" /></p>
<p>I may sound like a fanboy, but that&#8217;s fine. Harmonix knows what they are doing, and I am fully on board with them. <strong>Rock Band</strong> is fast. It is minimalistic and yet retains its distinctive look. It is organized. If you are into downloadable content, it is cheap &#8212; two (bundled) songs run you a mere 99-cents, a huge discount from the $2-per-song price point that is standard on the consoles, and (unfortunately) even carried over to the PSP&#8217;s <strong>Rock Band Unplugged</strong> store. It is true that this game does not have the huge variety and raw number of  songs available in the <strong>Tap Tap Revenge</strong> series, but you have to ask yourself which type of game play experience is more your style: do you want random taps that could follow any variety of musical qualities of the song (<strong>TTR</strong>), or do you want instrument-specific patterns (<strong>RB</strong>)?</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1082" title="iphone_compare_ttr3c" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_compare_ttr3c1.jpg" alt="" width="200" height="300" /> <img class="alignnone size-full wp-image-1083" title="iphone_compare_rockband3" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_compare_rockband3.jpg" alt="" width="200" height="300" /></p>
<p>For me, the choice of a music game was clear. I paid the full launch price the day it was released, and while I do think it settled down to a more appropriate $6.99 since then, I do not &#8220;regret&#8221; my purchase in any way. When I am itching for a little drum action on the train ride home, <strong>Rock Band </strong>for the iPhone has me covered until I can burst through the door to my ION drum kit. That is the main &#8220;problem&#8221; with this iPhone version, though &#8212; when the full experience is waiting for me at home, the only time I ever play the portable version is during commutes. I cannot see myself sitting in my living room playing the iPhone version when I could get up and belt my little heart out. It is what you make of it, though; if you do not have the cash to drop on the full version, skip a couple cups of coffee and get the portable one.</p>
<p>For the record, I have no problem with the &#8220;vocals&#8221; portion of the game &#8212; I never expected to actually be singing into my phone, so while it would have been a &#8220;nice-to-have&#8221;, I do not feel any major loss with having to trace my finger up and down the pitch, instead. No, the performers cannot be customized like their cousins on the consoles, and no, they do not perfectly move in sync with the music. None of these things affect the base game play, though, which is the most important thing to get right in an iPhone game.</p>
<p><strong>(3) wurdle</strong> (<a href="http://appshopper.com/games/wurdle" target="_blank">AppShopper.com Link</a>)<strong><br />
<img class="alignnone size-full wp-image-1069" title="iphone_wurdle" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_wurdle.jpg" alt="" width="280" height="420" /><br />
</strong></p>
<p><em>WHAT I PAID:</em> $1.99<br />
<em>CURRENT PRICE:</em> $1.99</p>
<p>As one of the first games I picked up, <strong>wurdle</strong> certainly deserves a spot on the list. It&#8217;s simple, really &#8212; a bunch of letters are randomly boggled around in a grid, and you have to draw lines across the letters to form words. More than any other iPhone game, this is the one that I have seen <em>groups of people</em> get involved with (including a train conductor who stood behind us and called out a couple words). It is one of the best two-minute diversions you can find and you will lose more time with it than you choose to admit. There is always something to be said for simplicity, and <strong>wurdle</strong> hits a home run in that respect. What more can you say?</p>
<p><strong>(2) Peggle </strong>(<a href="http://appshopper.com/games/peggle" target="_blank">AppShopper.com Link</a>)<strong><br />
<img class="alignnone size-full wp-image-1071" title="iphone_peggle" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_peggle.jpg" alt="" width="420" height="280" /><br />
</strong></p>
<p><em>WHAT I PAID:</em> $0.99<br />
<em>CURRENT PRICE:</em> $2.99</p>
<p>Depending on how how addicted you already are, even the $4.99 original asking price may have been a steal. The price has fluctuated all over the place since then, but it is well worth it no matter what the cost is at any given time. While I only dabbled in the game on the PC and did honestly enjoy it, this ultra-portable version of the game is <em>exactly</em> how I wanted to play. The wheel on the right-side to pinpoint your exact angle was a great way to compensate for the lack of mouse control. The colorful design looks fantastic on the iPhone&#8217;s screen. It runs beautifully, even zooming in to slow-motion with &#8220;<em>Ode To Joy</em>&#8221; as you hit your last block. It is the culmination of every bit of &#8220;casual&#8221; PC gaming since <strong>Minesweeper</strong>, all wrapped up in an absurd and irreverent aesthetic.</p>
<p><strong>(1) Harbor Master </strong>(<a href="http://appshopper.com/games/harbor-master" target="_blank">AppShopper.com Link</a>)<strong><br />
<img class="alignnone size-full wp-image-1072" title="iphone_harbormaster1" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_harbormaster1.jpg" alt="" width="420" height="280" /><br />
</strong></p>
<p><em>WHAT I PAID:</em> $0.99<br />
<em>CURRENT PRICE:</em> $0.99</p>
<p>The &#8220;line-drawing&#8221; genre is one that has exploded on the iPhone. I initially saw <strong>Flight Control</strong> and thought it looked neat, but for whatever reason, <strong>Harbor Master</strong> was the one that grabbed enough of my attention to warrant a purchase. It is clear that my favorite games on the platform are the ones that take their simplicity and work feats of genius with a single, underlying concept &#8212; <strong>Harbor Master</strong> is no exception. You have a boat, you have a dock. Draw a line for the boat to empty its cargo at the dock, and draw a line for the boat to leave. Oh, but watch out for the boats hitting each other. Oh, and watch out for putting the orange and purple cargo in the right places. Oh, and on this stage, watch out for the pirate ships. Oh, and on this stage, take advantage of the fast-unloading dock but also watch out for the monster.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1073" title="iphone_harbormaster2" src="http://www.vgconvos.com/wp-content/uploads/2010/01/iphone_harbormaster2.jpg" alt="" width="420" height="280" /></p>
<p>I have sunk more time into <strong>Harbor Master</strong> than any other application on my iPhone, most likely &#8212; yes, that includes Safari and various Twitter apps. Every other day I seem to hit a new high score on a stage, which drives me to want to play it even more. How fascinating is that? A game-lengthening tactic from the industry&#8217;s infancy (&#8220;beat a high score&#8221;) is what brings me back to this game. It is not about unlocking new stages. It is not about unlocking new boats. It is not about multiplayer (though that is also there). It is about the game doing the one thing that it does so well, assigning an obvious 1-point rating to each successful delivery, and making me want to get &#8220;just one more&#8221; each time. And everyone loves the tropical music that plays, too!</p>
<p>For reference&#8217;s sake, my scores are 182 on Cyclone Island, 135 on Fishing Bay, 127 on Monster Cove, 146 on Smugglers&#8217; Reef, 152 on Cannon Beach, and 111 on Sturgeon Creek.</p>
<p><strong>How about you all?</strong></p>
<p>There are plenty of other games that are worth checking out. I still have not grabbed <a href="http://appshopper.com/games/canabalt" target="_blank"><strong>Canabalt</strong></a>, for example, and I know that <a href="http://appshopper.com/games/spider-the-secret-of-bryce-manor" target="_blank"><strong>Spider: The Secret of Bryce Manor</strong></a> is worth a look. One of the earliest games, <a href="http://appshopper.com/games/fieldrunners" target="_blank"><strong>Fieldrunners</strong></a>, still has not made its way to my phone. I also can&#8217;t wait for the port of <strong>Plants vs. Zombies</strong>. How about you all? Which iPhone / iPod Touch games have you grabbed that you feel are more than worth the price of entry? How do you convince people (like our own buddy Andrew, who refuses to pay for a single iPhone app) that some of these are actually <em>worth</em> paying a buck or so for?</p>
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		<title>Seven Things That Have Blown Me Away In The First 10 Hours Of &#8220;Chrono Trigger&#8221;</title>
		<link>http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/</link>
		<comments>http://www.vgconvos.com/2010/01/20/seven-things-that-have-blown-me-away-in-the-first-10-hours-of-chrono-trigger/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 02:38:24 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Video Game Club]]></category>
		<category><![CDATA[chrono trigger]]></category>
		<category><![CDATA[gaming memories]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=982</guid>
		<description><![CDATA[Longtime Akira Toriyama fan. Playing Chrono Trigger fifteen years late. Check. In theory, I like Japanese role-playing games, but ultimately do not finish the vast majority of ones that I actually start. Gotcha. All caught up? Let&#8217;s talk about the game, now! The following discussion will be filed under &#8220;Video Game Club&#8221; and placed behind [...]]]></description>
			<content:encoded><![CDATA[<p>Longtime Akira Toriyama fan. Playing <strong>Chrono Trigger</strong> fifteen years late. <a href="http://www.vgconvos.com/2010/01/08/its-true-i-started-chrono-trigger/" target="_self"><strong>Check</strong></a>. In theory, I like Japanese role-playing games, but ultimately do not finish the vast majority of ones that I actually start. Gotcha. All caught up? Let&#8217;s talk about the game, now!</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-1013" title="chrono_trigger_title_screen" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chrono_trigger_title_screen-300x225.jpg" alt="" width="300" height="225" /></p>
<p>The following discussion will be filed under &#8220;<a href="http://www.vgconvos.com/category/video-game-club/" target="_self"><strong>Video Game Club</strong></a>&#8221; and placed behind a cut to prevent inadvertently spoiling the game for those who have not yet played it. You would think there would have to be a statute of limitations for games this old and discussions like this, but since someone like <em>me</em> is only just now getting to the game, I will be kind to the others who also hold their heads in shame!</p>
<p><span id="more-982"></span></p>
<p>I feel as if I have played enough Japanese-created RPGs from <strong>Chrono Trigger</strong>&#8216;s era (and slightly beyond into the early-to-mid 32-bit days) that I went into this game with a solid expectation of what the &#8220;norm&#8221; was for the time. While I have only dabbled into some of the modern offerings, and truly have no solid base of context and understanding about where the genre has gone, I am vaguely aware on at least a high level as to what the current norms may be. With my own, very individualized frame of reference, these are seven things that have absolutely blown me away in the first ten hours of game play.</p>
<p><strong>CAUSE AND EFFECT<br />
</strong>As I alluded to when I first posted after beginning the game, <strong>Chrono Trigger</strong> does a fantastic job in showing how the world is affected by events in the past and future. One need look no further than Marle disappearing after Queen Leene is kidnapped, bringing flashbacks to <strong>Back to the Future</strong> and Marty&#8217;s disappearing siblings, as a prime example of this. It is not just the events that you interact with as your playable characters, though &#8212; the history of the land oozes rich cultural goodness in every age. I am so glad that I discovered the prehistoric celebration side-area within Leene&#8217;s Square before actually adventuring off into the past. Little hints like this really drive home the point that these are not separate worlds &#8212; they are one, singular world held together by a thin fabric of time.</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-1044" title="chronotrigger_festival" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_festival-300x225.jpg" alt="" width="300" height="225" /><br />
<em>(prehistoric dancing at the festival)</em></p>
<p><strong>MUSIC<br />
</strong>Yasunori Mitsuda&#8217;s score is well-loved for a reason. Very few games pull off the leitmotif concept as well as what I hear in this game. It is not just that each character has their own, individual theme that perfectly embodies every single one of their traits; it is equally about the music of the world itself, which changes through the ages and yet is still instantly recognizable as the same music. I am beside myself with love for Robo&#8217;s theme (even ignoring the Rick Astley comparisons), Johnny&#8217;s theme was as catchy as any standard pop song, and Gato/Gonzalez&#8217;s yelping tune makes me laugh every time.</p>
<p><strong>CHARACTER ANIMATION<br />
</strong>It is absolutely true that all of the characters of <strong>Final Fantasy VI</strong> are impeccably detailed and express a huge range of emotions, and probably more so than here in <strong>Chrono Trigger</strong>. Despite that, I feel as if this set of characters is even more well-defined and expressive. Whereas <strong>FFVI</strong> lost me with its ridiculously large cast of characters (something I otherwise love, such as the ensemble casts in <em>shonen</em> stories), bringing it back to a core, manageable group lets me really pay attention to each of them. Combine the amazing sprite-work with the musical motifs, and I feel as if I already have a decade&#8217;s worth of familiarity with them. Crono&#8217;s &#8220;Yes!&#8221; arm motions, Marle&#8217;s jumping-for-joy, Frog&#8217;s bowing&#8230; these are <em>real characters</em> to me. I believe them in-so-much as I believe that they truly exist in this world that I am playing.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-1028" title="chronotrigger_sprite_crono" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_sprite_crono.gif" alt="" width="36" height="72" /> <img class="alignnone size-full wp-image-1029" title="chronotrigger_sprite_frog" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_sprite_frog.gif" alt="" width="48" height="52" /> <img class="alignnone size-full wp-image-1030" title="chronotrigger_sprite_ayla" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_sprite_ayla.gif" alt="" width="46" height="72" /><br />
<em>(images courtesy of <a href="http://www.videogamesprites.net/ChronoTrigger/Party/" target="_blank">videogamesprites.net</a>)</em></p>
<p><strong>CHARACTER DESIGN<br />
</strong>I will be the first to admit that Akira Toriyama&#8217;s character designs are recycled nonsense to a stupid degree. Everyone either looks like Gohan or Trunks if they are male, and Bulma or Lunch if they are female. You could legitimately take it further back and say that even <em>those</em> character designs are just recycled from <strong>Dr. Slump</strong>! Ayla looks like Lunch running around like a dog-woman, while Lucca looks like Arale grown-up a little bit. Despite this, somehow <strong>Chrono Trigger</strong>&#8216;s characters have a little more <em>character</em> to them than those I have seen from him in recent years.</p>
<table width="100%" align="center">
<tbody>
<tr>
<td width="50%" align="center"><img class="alignnone size-full wp-image-1022" title="chronotrigger_ayla" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_ayla.jpg" alt="" width="200" height="111" /><br />
<em>Ayla</em></td>
<td width="50%" align="center"><img class="alignnone size-full wp-image-1023" title="chronotrigger_lunch" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_lunch.jpg" alt="" width="200" height="111" /><br />
<em>Lunch</em></td>
</tr>
</tbody>
</table>
<p>Long before ever playing the game, just from seeing its advertisements and being aware of its existence, I felt that Crono himself had a very distinct look to him. Even with all of the <strong>Dragon Quest</strong> characters that have come and gone, Crono&#8217;s silhouette and color scheme are all his own.</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-1025" title="chronotrigger_mag_ad" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_mag_ad-300x214.jpg" alt="" width="300" height="214" /><br />
<em>(1995 magazine advertisement)</em></p>
<p><strong>MOOD AND ATMOSPHERE<br />
</strong>The musical score is certainly a part of setting this up, but a whole slew of other aspects that are difficult to pinpoint or otherwise put into words are truly selling me on the world and the dire situation it is in. 2300 AD looks devastated &#8212; the design of the buildings and ruined land, the white flashes that crack across your display, the bundled-up children that whine of hunger, the Enertron going so far as to tell <em>you</em> that you are still hungry&#8230; all of this combines together to create a world that <em>I do not want to be in</em>. As intrigued as I am by this future, I am disgusted every time I visit it. To have this sort of reaction, and to the world of a 16-bit game, really tells me a lot about the experience I am having.</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-1034" title="chronotrigger_future_map" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_future_map-300x225.jpg" alt="" width="300" height="225" /><br />
<em>(the team arrives in the future)</em></p>
<p>My love of the game&#8217;s atmosphere was brought to a new level just as I completed this first ten hours in my raid of the Fiendlord&#8217;s Keep. The lack of any music what-so-ever at first actually put me on edge. Creepy children laughing scares the bejeezus out of me. My own comrades turning into battling monsters actually made me wary of seeing them &#8220;for real&#8221; the next time. Even with Ozzie being ridiculous and over-the-top with his laughable battle plans and inability to catch his breath, the entire area made me <em>frightened</em>. When this culminates in two fascinating boss battles and then an even Bigger Bad boss battle, you know that someone put more love into this one scenario than some games ever get in total.</p>
<p><strong>BATTLE SYSTEM<br />
</strong>Sometimes I want to sit around and endlessly stat-grind with the best of them. When I want that, I will play <strong>Pokemon</strong>. For the most part, I am beyond that in what I am looking for in my general gaming experiences, though. No random encounters? Enemies that move around the screen? Dual- and triple tech moves? Individualized magic systems per character? All of this wrapped up in something that is easy to understand and implement? Where have I been for the last fifteen years&#8230;?!</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-1038" title="chronotrigger_battle" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chronotrigger_battle-300x225.jpg" alt="" width="300" height="225" /><br />
<em>(battling in the sewers)</em></p>
<p><strong>PACING<br />
</strong>Even with the battle system the way it is, if you want to grind, you can grind. Go out and back in to certain areas, get ready for the sequenced-ambushes, and fight the same enemies over and over to your heart&#8217;s content. That&#8217;s fine. What really makes the game&#8217;s pacing so beautiful, however, is how it encourages you <em>not</em> to do this. Without the random enemy encounters, you feel no apprehension as you explore the world map. It is a living and breathing world with a lot to offer in terms of exploration, other characters, hidden treasures, and more. I have never once felt that the game was pushing me, kicking and screaming, to move on to the &#8220;next&#8221; part of the story. I was free to roam, and yet the world is not so huge that I feel overwhelmed while doing so, and never do I lose track of what the current series of events are, what my next goal is, and why I am doing it.</p>
<p>Needless to say, I am pretty blown away by <strong>Chrono Trigger</strong> so far. I know that I have a lot to look forward to (especially the multiple endings), and I can see this sticking around in my DS for quite some time to come. My biggest fear is that the game has already blown its proverbial load, and I have already experienced the best of what it has to offer. I am pretty optimistic, though, and I am 100% on-board with the rest of you when I say, &#8220;<em>Mike&#8230; it&#8217;s about damn time.</em>&#8220;</p>
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		<title>It&#8217;s True! I Started &#8220;Chrono Trigger&#8221;</title>
		<link>http://www.vgconvos.com/2010/01/08/its-true-i-started-chrono-trigger/</link>
		<comments>http://www.vgconvos.com/2010/01/08/its-true-i-started-chrono-trigger/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 17:21:15 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[chrono trigger]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[toriyama]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=963</guid>
		<description><![CDATA[Alert the presses! Headline of the year, right here: &#8220;Toriyama Fanboy Plays Acclaimed Game 15 Years Late&#8220;. Despite running a DragonBall fansite since 1998 (and being a fan of the series for a few years before that), I have many embarrassing stories to tell. While I have read a good chunk of Dr. Slump and [...]]]></description>
			<content:encoded><![CDATA[<p>Alert the presses! Headline of the year, right here: &#8220;<strong>Toriyama Fanboy Plays Acclaimed Game 15 Years Late</strong>&#8220;.</p>
<p>Despite running <a href="http://www.daizex.com" target="_blank"><strong>a DragonBall fansite</strong></a> since 1998 (and being a fan of the series for a few years before that), I have many embarrassing stories to tell. While I have read a good chunk of <strong>Dr. Slump</strong> and own things like <strong>Kajika</strong>, I have never played a <strong>Dragon Quest</strong> game, and even worse&#8230; I have never played <strong>Chrono Trigger</strong>.</p>
<p>Despite being a huge fan of its character designer, and despite knowing that it had a &#8220;dream-team&#8221; of producers working on it, I never played the game back during the SNES days. I had only begun to dabble into RPGs at the time, and would not make any real commitment to one until <strong>Final Fantasy VII</strong> in 1997. Despite its re-release on the PS1 years later, no matter how many times I told myself to check it out, I never got around to it. Despite receiving it as a Christmas gift from the wife a year ago, it has not had an opportunity to jump into my DS. (Hey, the system saw plenty of action over the last twelve months &#8212; <strong>Retro Game Challenge</strong> was one of my favorite games of the last year.)</p>
<p>Well, that all changed last night. Mike, a.k.a. &#8220;VegettoEX&#8221;, a.k.a. &#8220;Supposed Toriyama Fanboy&#8221;, has played half an hour into <strong>Chrono Trigger</strong>.</p>
<p><img class="alignnone size-medium wp-image-974" title="chrono_trigger_ds_cover" src="http://www.vgconvos.com/wp-content/uploads/2010/01/chrono_trigger_ds_cover-300x268.jpg" alt="" width="300" height="268" /></p>
<p>Last night the wife and I got home from work, then the gym, and then dinner&#8230; and decided we were just too exhausted to do anything. I was planning on playing some more <strong>Uncharted 2</strong>, but that seemed like it would require more of an attention span than I was willing to give. After putzing around for a while, I decided that an RPG would fill the gaming itch perfectly. I could lounge around and play a game without needing to aim at someone&#8217;s head with a tranquilizer gun in an action game, or pull off a frame-perfect counter attack in a fighting game.</p>
<p>I am already enjoying it immensely. Things happen almost immediately from the get-go, giving you a sense of both scale, as well as cause and effect. I dig the music a whole lot, some of which I already know from listening to the included bonus CD a few times over the last year. I have only just reached the point where Lucca meets up with Crono back where Marle had disappeared to (is that vague enough to not spoil any of the first damn thirty minutes?), but that was more than enough to solidify my interest. I am sure you will hear my thoughts on the battle system, character motifs, art style direction, and more as I make my way further into the game.</p>
<p>More than anything else, I am happy to say that I have discovered why I kept accidentally referring to the RPG in <strong>Retro Game Challenge</strong> as &#8220;Guardia Quest&#8221; instead of &#8220;Guadia Quest&#8221; &#8212; the kingdom that <span style="text-decoration: line-through;">Chrono</span> Crono (hehe!) comes from is called &#8220;Guardia&#8221;, which I must have inadvertently run into and unconsciously absorbed over the years.</p>
<p>How about you all? So many of you have playfully criticized me for never playing the game. <em>Without spoiling anything for me</em>, what is it about the game that makes you hold it in such high regard? If you are in the same boat as me, what are your excuses (valid or otherwise!) for never playing it? This is your one chance to give me Hell!</p>
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		<title>Holiday Gifts: 2009&#8242;s Games For 2010</title>
		<link>http://www.vgconvos.com/2010/01/04/holiday-gifts-2009s-games-for-2010/</link>
		<comments>http://www.vgconvos.com/2010/01/04/holiday-gifts-2009s-games-for-2010/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 16:12:14 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[castlevania]]></category>
		<category><![CDATA[flower]]></category>
		<category><![CDATA[new super mario bros wii]]></category>
		<category><![CDATA[rebirth]]></category>
		<category><![CDATA[retro game challenge]]></category>
		<category><![CDATA[scribblenauts]]></category>
		<category><![CDATA[soul calibur]]></category>
		<category><![CDATA[uncharted]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=936</guid>
		<description><![CDATA[Andrew may have had a chance to play more of 2009&#8242;s games than I did, and certainly has a pretty good idea of what his favorites games of last year were. I&#8217;m in no such position. There were far too many 2009 games that I just did not get a chance to play, but am [...]]]></description>
			<content:encoded><![CDATA[<p>Andrew may have had a chance to play more of 2009&#8242;s games than I did, and certainly has a pretty good idea of what <a href="http://www.vgconvos.com/2010/01/04/top-five-of-09/" target="_self"><strong>his favorites games of last year</strong></a> were. I&#8217;m in no such position. There were far too many 2009 games that I just did not get a chance to play, but am <em>interested</em> in playing, that I want to give it a little more time to let them sink in. There are plenty that I simply have no interest in what-so-ever (Hello, <strong>Modern Warfare 2</strong>), though&#8230;</p>
<p>But let&#8217;s talk holidays. Christmas. Chanukah. Kawanzaa. Festivus. Whatever it is you celebrate, you probably got a game or two (or twelve). What did your loved ones bestow on you this year?</p>
<p>As for me, here are the games from 2009 that I am just now starting:</p>
<p><strong>New Super Mario Bros. Wii<br />
</strong>Our first experience was four-player madness with the wife, the sister-in-law, and her boyfriend. We made our way through half of the first world, and collected most of the hidden coins along the way. After that, the wife and I have done two-player up to the midway point in the second world. The name of the game so far is &#8220;frustration&#8221;, and interestingly enough, more-so in two-player than in four-player. With four people playing, it became a fuster cluck of insanity and laughs. With <em>two</em> players, though, we were actually trying to <em>accomplish</em> something, and it just was not happening. Even with coordinated plans spoken aloud, we were slamming into and hopping off of each other, falling to our deaths. The two of us are no slouches when it comes to Mario games, either, both having those lovely little stars next to our 96 exits points in <strong>Super Mario World</strong>. We will probably swap the controller back and forth for single-player gaming from here-on-out. Between the unpleasant multiplayer experiences and the floaty, imprecise controls Nintendo seems to want to go in the direction of, it is probably for the best to go at it single-player if we want to experience what the game&#8217;s levels truly have to offer.</p>
<p><strong>Scribblenauts<br />
</strong>I see what all the hype was about, and I see what all the disappointment was about. The controls are absolutely horrific, and it will be up to the individual player to decide if the brilliance of the rest of the game is enough to overcome that major pitfall. For me, it <em>is</em> doing that so far. The number of items available is mind-blowing, and the charming presentation is enough to keep me smiling&#8230; even if I am cursing at Maxwell each time he accidentally hops to his death. I definitely prefer the puzzle stages over the action stages, and am thankful for the raw number of stages that are available to me. It is the perfect game for short diversions, similar to what many iPhone games are currently doing. It has been great to bust out the DS again for this type of &#8220;casual gaming&#8221; in the purest sense of the phrase, rather than <em>just</em> the iPhone.</p>
<p><strong>Soul Calibur: Broken Destiny<br />
</strong>I have only put in maybe half an hour or so into some of the missions with Kratos, but it is what it is &#8212; a great version of <strong>Soul Calibur IV</strong> on the portable system. I can now walk around with my main man Voldo in my pocket. Not that I keep my PSP in my pocket, and not that Voldo of all characters is who you probably want anywhere near your pants&#8230;</p>
<p><strong>Castlevania: The Adventure ReBirth<br />
</strong>Having recently rediscovered my love for the series, despite being completely <em>awful</em> at them, some of those Christmas Wii points went right to the re-imagining of the first Game Boy adventure which I never actually played. The music and presentation is exactly what I was looking for, and which Komani has been perfecting with their &#8220;ReBirth&#8221; line on Wii Ware. I have not had a <em>huge</em> amount of time to put into it, having gotten midway through the third stage on my sole play session thus far. I love the slightly-updated controls (being able to somewhat guide yourself in mid-jump) that are still based on the classic, rigid play style. The secret paths and bonus areas are a blast to search out. It&#8217;s a semi-new, cheap <strong>Castlevania</strong> adventure, and no-one can really complain about that!</p>
<p><strong>Uncharted 2: Among Thieves<br />
</strong>I&#8217;ll admit that the graphical presentation was what drew me in to wanting to play this game, but it was not just how breathtaking the scenery was, how many objects were on screen, or how detailed the characters looked &#8212; it was how people <em>moved</em>. For all the talk about the &#8220;next generation&#8221; (now the <em>current</em> generation) of graphics, nothing has bugged me more than rigid and awkward character movements which persist to this day. We have had plenty of great advances in the last year or so, but no characters move as fluidly and naturally as those in <strong>Uncharted 2</strong>. It doesn&#8217;t end with just their movements, though. The amount of contextual small-talk is staggering and incredibly performed (with Nolan North deserving all accolades received to date), and has already led to one of my favorite lines in video game history (&#8220;<em>There&#8217;s a guy above you! There&#8217;s a guy above you! </em>*silent take-down, tossing the guy down from a ledge* <em>There&#8217;s a guy below you! There&#8217;s a guy below you!</em>&#8220;). So far I have watched cut-scenes just as much as I have played actual game play, but each part has been intriguing. Even the very beginning of the game, having to climb up the totaled vehicle, kept the wife and I on the edge of our seats &#8212; I heard more than one gasp from the other couch as pipes ripped apart with Nathan dangling in mid-air. I am dealing with a bit of frustration from time to time, such as the area early on where you go from the water fountain up around to the right on your way to the tower, doing silent take-downs on guards; I had several instances of being inexplicably seen and having to start over from the checkpoint, and mostly being unsure of which route to take. It leads you along pretty well over all, but there have been those couple instances of not being able to see where I am supposed to go. Right now I have just begun the third chapter, and am eagerly awaiting the next opportunity I have to play.</p>
<p>And that&#8217;s just what I have happened to start <em>so far</em>. There are plenty of others to either <em>keep</em> playing (<strong>Torchlight</strong>) or <em>start</em> playing (<strong>Bowser&#8217;s Inside Story</strong>). I am conflicted on whether or not I want to either bother working on my own top five list for the year &#8212; I don&#8217;t know about anyone else, but I tend to play games years after their original release. I mean, look at the above list of 2009 games I am playing in 2010. Think about <strong>Chrono Trigger</strong>, a game that I am determined to play in 2010, which was probably one of the best DS games in 2008 based off of one of the best SNES games in 1995.</p>
<p>I really have to give some love to <strong>Retro Game Challenge</strong> and <strong>Flower</strong>, though, both of which blew me away in entirely different ways. The former (combined with <a href="http://www.vgconvos.com/2009/08/31/do-i-actually-like-zelda-ii/" target="_self"><strong>a replay of Zelda II</strong></a>) brought me back to my roots and re-introduced me to the fact and revelation that I think I really like open-exploration, side-scrolling, action games. The latter is probably one of the only PS3 games to put the SIXAXIS to proper use, let me relax, and actually moved me on an emotional level at the end. Downloadable games have certainly been a huge area of interest for me this past year, and I look forward to what 2010 has to offer in that department.</p>
<p>Which 2009 games do you see yourself playing in 2010? I think I may give <strong>Batman: Arkham Asylum</strong> another chance at the next price drop&#8230;</p>
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		<item>
		<title>Top Five of 09</title>
		<link>http://www.vgconvos.com/2010/01/04/top-five-of-09/</link>
		<comments>http://www.vgconvos.com/2010/01/04/top-five-of-09/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 04:24:36 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Assassins Creed]]></category>
		<category><![CDATA[Infamous]]></category>
		<category><![CDATA[Muramasa]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[SFIV]]></category>
		<category><![CDATA[silent hill]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=930</guid>
		<description><![CDATA[Well, another year has come and gone. Many blogged about 2009 being a year with not a lot of big releases, yet it had the biggest single game release ever with Modern Warfare 2. I&#8217;m listing my personal top five favorite games this year below. For me, the biggest disappointment this year was King of [...]]]></description>
			<content:encoded><![CDATA[<p>Well, another year has come and gone.  Many blogged about 2009 being a year with not a lot of big releases, yet it had the biggest single game release ever with <strong>Modern Warfare 2</strong>.  I&#8217;m listing my personal top five favorite games this year below.  For me, the biggest disappointment this year was <strong>King of Fighters XII</strong>.  What&#8217;s your Fav Five for the year and your biggest disappointment?</p>
<p>1.) <strong>Street Fighter IV</strong>(360/PS3) &#8211; Capcom still has it.  I was afraid we would never see another Street Fighter game, and we got that and soon<strong> Super Street Fighter IV.</strong></p>
<p>2.)<strong> Muramasa: The Demon Blade</strong> (Wii) &#8211; Beautiful 2-D Fighter.  Well drawn, lots of action,  giant boss battles and the game makes me so hungry for Japanese food!</p>
<p>3.)<strong> Silent Hill: Shattered Memories</strong> (Wii) &#8211; Wrote the review earlier; a nice addition to the franchise.</p>
<p>4.) <strong>Assassin&#8217;s Creed 2</strong> (360/PS3) &#8211; A beautiful game. I like the story, the puzzles, love the feeling of being in Italy.  Very well done.</p>
<p>5.)<strong> Infamous</strong> (PS3) &#8211; Do you like this, or do you prefer <strong>Prototype</strong>? I&#8217;ll take <strong>Infamous</strong>, because at least I can pretend to be a good guy and its graphic novelesque cut scenes.</p>
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		<title>My First Click-Fest: Torchlight</title>
		<link>http://www.vgconvos.com/2009/12/30/my-first-click-fest-torchlight/</link>
		<comments>http://www.vgconvos.com/2009/12/30/my-first-click-fest-torchlight/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 17:05:43 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[torchlight]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=912</guid>
		<description><![CDATA[I have never really been a big PC gamer. Other than some SimCity 2000 and Castles II: Siege and Conquest back in the Mac OS 7 days and a little bit of the first Sims, I have been almost exclusively a console-based gamer (including portable systems) my whole life. I suppose the only &#8220;reason&#8221; was [...]]]></description>
			<content:encoded><![CDATA[<p>I have never really been a big PC gamer. Other than some <strong>SimCity 2000</strong> and <strong>Castles II: Siege and Conquest</strong> back in the Mac OS 7 days and a little bit of the first <strong>Sims</strong>, I have been almost exclusively a console-based gamer (including portable systems) my whole life. I suppose the only &#8220;reason&#8221; was that I never really got into FPS games (as detailed <a href="http://www.vgconvos.com/2008/11/30/mike-does-some-fpsing/" target="_self"><strong>here</strong></a> and <a href="http://www.vgconvos.com/2009/01/12/half-life-and-halo/" target="_self"><strong>here</strong></a> on the blog), and that was all I saw on other folks&#8217; PCs all throughout college (specifically <strong>Unreal</strong> and <strong>Counter-Strike</strong>).</p>
<p>It was not until 2007 that I suddenly had even the faintest hints of interest in gaming on a computer again. Working with computers all day for work-work and hobby-work, it was generally not my preferred location to game, but I could not avoid the growing hype surrounding <strong>The Orange Box</strong>. Sure, the <strong>Team Fortress 2</strong> character introduction videos were hilarious and I might as well test that out&#8230; and sure, <strong>Half-Life 2</strong> was apparently some hugely-loved game that now had two extra &#8220;episodes&#8221;&#8230;</p>
<p>It really was just <strong>Portal</strong> that pulled me in, all on its own. Ignoring the humor and ignoring the setting, the idea of a puzzle game veiled behind the appearance of a first-person shooter intrigued me beyond belief. I have talked at length about my experience with that game on the podcast and <a href="http://www.vgconvos.com/2009/02/05/portal-best-multiplayer-game-in-years/" target="_self"><strong>here on the blog</strong></a>, so let us fast-forward to today&#8217;s random PC gaming fascination.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-913" title="torchlight_title_screen" src="http://www.vgconvos.com/wp-content/uploads/2009/12/torchlight_title_screen.jpg" alt="" /></p>
<p>After hearing it get endlessly praised on podcasts like <a href="http://www.gamerswithjobs.com" target="_blank"><strong>Gamers With Jobs</strong></a>, and even from my buddy <a href="http://www.otakugeneration.net" target="_blank"><strong>Bryce</strong></a>, a half-price $10 <a href="http://www.torchlightgame.com/" target="_blank"><strong>Torchlight</strong></a> steal on Steam sounded like a good idea.</p>
<p>Based on how I began this entry, it probably goes without saying that I have absolutely zero familiarity with any kind of <strong>Diablo</strong> game, clone or otherwise. The entire genre of the action/adventure/RPG &#8220;click-fest&#8221; is entirely foreign to me. You may remember <a href="http://www.vgconvos.com/2009/03/03/mmowtf/" target="_self"><strong>my first attempt at playing an MMO</strong></a> lasting all of five minutes or so. Even knowing that going in, I figured that with people whose opinions I respected and resonated with all enjoying the game, I should at least give it the ol&#8217; college try.</p>
<p>I have put just under two hours into the game, and <a href="http://steamcommunity.com/id/vegettoex/stats/Torchlight" target="_blank"><strong>my most recent achievement</strong></a> is &#8220;<strong>Over The Brink</strong>&#8220;&#8230; there was something about some guy being turned into an evil monster by some other guy down underground and returning to town to talk with some woman about me being corrupted. I think. I&#8217;m not entirely sure. I think I&#8217;m at level five&#8230;? And opened up a bigger (permanent?) portal back to town&#8230;?</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-916" title="torchlight_screen_1" src="http://www.vgconvos.com/wp-content/uploads/2009/12/torchlight_screen_1.jpg" alt="" /></p>
<p>It has taken me this entire play time to figure out most of what is going on, how to change character attributes, how to enchant items, and how that all fits together. Some of it I picked up on quickly &#8212; the number keys correspond to items to use such as refilling my health or mana, for example. Click somewhere to go there. Click something to attack it. All of that is pretty simple. Other aspects have been hidden away, waiting for my mind to wrap itself around the game as a whole before I can even begin to understand what they mean. I am successfully sending my dog to town to sell off extra items. I am upgrading my strength and special attacks. I am identifying items I find underground and having that wizard in town enchant them (at a cost, of course!) to allow for better statistics and open slots. I am talking to the horse at the front of the town every time I return in hopes that it will bestow some sort of wisdom upon me.</p>
<p>There is just a lot of &#8220;stuff&#8221; to click on; it is a little overwhelming. It is certainly not the most complex game ever (higher numbers are generally better than lower numbers), but there is a lot to take in, especially so if the entire genre and presentation is entirely new to you, as it is to me.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-917" title="torchlight_screen_2" src="http://www.vgconvos.com/wp-content/uploads/2009/12/torchlight_screen_2.jpg" alt="" /></p>
<p>I am enjoying myself so far, though. My character (Hagrid) is a &#8220;Destroyer&#8221; class, and he has a dog (Fang). I am still figuring out this whole &#8220;fame&#8221; thing, all the extra techniques, skills, and items that are available to me, not hoarding items since I have a limited number of slots in my inventory (even with the chest in town)&#8230;</p>
<p>There is a lot going on, but so far it seems to have the perfect balance of drop-in/drop-out game play that I am looking for while at the PC (the floors of the dungeon are just the right length), and the single-player experience is what I crave for this type of universe (though I hear an MMO is in the works). Have you tried out the game? Do you have any familiarity with this type of game at all, and how has it shaped your experience? Do you know of any resources for a newbie like me to read up on it all?</p>
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		<title>Shattered Memories of a Beloved Franchise?: A Review of the Wii&#8217;s new Silent Hill game</title>
		<link>http://www.vgconvos.com/2009/12/28/shattered-memories-of-a-beloved-franchise-a-review-of-the-wiis-new-silent-hill-game/</link>
		<comments>http://www.vgconvos.com/2009/12/28/shattered-memories-of-a-beloved-franchise-a-review-of-the-wiis-new-silent-hill-game/#comments</comments>
		<pubDate>Mon, 28 Dec 2009 04:58:43 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=908</guid>
		<description><![CDATA[I know, I know! It&#8217;s a rare review for us and rare Andrew sighting. First up, some background may be in order. As you may already know, the Silent Hill series is one of my all time favorites. As is often the case with even a franchise of its age, after a while, the series [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { size: 8.5in 11in; margin: 0.79in } 		P { margin-bottom: 0.08in } -->I know, I know! It&#8217;s a rare review for us and rare Andrew sighting.</p>
<p>First up, some background may be in order.  As you may already know, the <strong>Silent Hill</strong> series is one of my all time favorites.  As is often the case with even a franchise of its age, after a while, the series has lost some luster.  The original <strong>Silent Hill</strong> was a fantastic game and then <strong>Silent Hill 2</strong> made all the right decisions everywhere possible in improving the game.  <strong>Silent Hill 3</strong> held its own and was enjoyable, but was not invigorating as <strong>2</strong>.  After that, the games declined steeply.  <strong>Silent Hill: The Room</strong> didn&#8217;t feel like <strong>Silent Hill</strong> to me.  The PSP entry (which I have not played) is supposedly pretty bad.  <strong>Homecoming</strong> came out and I made a post, mostly singing its praises.  I did not follow up on it, though; the game was promising and I thought it might be the kick in the pants the series needed, but I was wrong. Graphically, it was beautiful.  Unfortunately, the flaws did end up being too numerous.  The game was far too heavily combat-based, an annoying companion was added, and all this ended up making it too frustrating to finish.  Maybe I&#8217;ll return to it, but I&#8217;m not too motivated.</p>
<p>When I first heard about a <strong>Silent Hill</strong> game on the Wii, I was very skeptical.  Controls could potentially be a problem, the Wii has weaker graphics, Nintendo&#8217;s family-friendly reputation might make the developers hold back some content, and then there&#8217;s the whole recent history of sucky <strong>Silent Hill</strong> sequels.  Then I heard there is no combat.  What the hell?  Is this going to be <strong>Myst</strong> on the Wii??  However, ALL of these preconceived notions ended up being false.</p>
<p>Well, Mike and company seemed to have more faith in the series than I had, myself, and actually picked it up for me as a birthday present.  Of course, I played right away… and actually played all the way through.  That may not sound like a big deal to you, but I rarely finish games, even ones I love. How far am I  in <strong>Shenmue 2</strong>, again?  I&#8217;m excited about <strong>Yakuza 3</strong> coming to the PS3; have I even beaten the first one yet? No.  But I digress.</p>
<p>This is a different type of <strong>Silent Hill</strong> game.  It plays differently than the others and adds in a lot of new mechanics, many of which utilize Wii-specific aspects.  Perhaps the very first thing you notice about the game are the graphics &#8211; they were pleasantly surprising.  In fact, for a Wii, damned good, I&#8217;d say.  Let’s be realistic, though; they are not better than, say, <strong>Homecoming</strong>.  Close-ups on characters are well detailed with expressive facial features.  The developers minimized the number of things on screen at once and add lots and lots of snow and fog.  This allowed them a decent amount of detail on certain objects and eliminated pop-ups.  There are a few cases of slow down, usually going through doors or during a chase.  At the same time, this was pretty minimal and not much to complain about.  Some of the shadows/lighting effects could have been improved too.  Overall, for a Wii game, it&#8217;s pretty impressive.</p>
<p>One of the most impressive things, however, is the narrative.  The game is actually a retelling of the original <strong>Silent Hill</strong> story.  Harry Mason gets in a car accident and when he finally regains consciousness, notices his daughter is missing and then searches for her in this strange town called Silent Hill.  This game&#8217;s story is this same basic premise and most of the game you are wandering Silent Hill searching for your daughter, meeting strangers, and trying to stay alive.  However, the game does not take you right to the car accident.  Instead, you begin in some kind of therapy session.  Various portions of the game switch from third to first person perspectives.  This in itself is interesting, like a novel switching between first and third person writing.  All of these therapy sessions (though not exclusively) are in the first person.</p>
<p>Our psychologist starts off giving us a personality test.  The questionnaire will tell you right away that this game is not your typical family-friendly Wii game.  The questions ranged from simple, “Do you make friends easily?” to way too personal, so much that I actually felt embarrassed answering questions about my sex life while some friends watched me play.  There is a surprisingly large amount of mature content in the game &#8211; actual mature content, not bouncing breasts ala <strong>DOA</strong> or <strong>GTA</strong>’s “Hot Coffee”, but intelligent, mature conversation in the context of relationships and realistic intimate encounters, some of it sexual.</p>
<p>The therapy sessions run intermittently between game play, and gets stranger and more intense between you and the psychiatrist as he tests and then lectures you.  It appears he&#8217;s coaxing you into recalling flashbacks, which is where the game continues in the hopes of finally getting to some kind of admission out of you. This turns out to be a grand revelation at the end of the game.</p>
<p>For the main part of the game, you use the Wiimote to point at a direction as a flashlight and use the nunchuck to move forward or back or to the side.  It&#8217;s very basic for the most part.  The goals are mainly to go from point A to B and discover clues along the way.  There is no combat, so for most of the game, you can take your time and explore.   There are plenty of macabre and disturbing things.  But unlike its “next-gen” console predecessors, it&#8217;s far more subtle.  Instead of multiple dead bodies hanging from the ceiling on the first level, there might be a dead rabbit in a drawer you open.  It doesn&#8217;t hit you right away with the heavy stuff.  Instead it builds, so when you do discover an actual corpse, it&#8217;s more shocking and holds greater significance.</p>
<p>Even though you know there is no combat, it is still creepy with lots of loud noises and events to keep you on your toes.  One of the most interesting features is the use of the Wiimote as Harry&#8217;s phone.  This isn&#8217;t the first time I&#8217;ve seen this &#8211; <strong>No More Heroes</strong> did this. However, it is the first time I&#8217;ve seen used as an integral part of the game.  <strong>No More Heroes</strong> used it stylistically but with no real practical purpose. It is used stylistically here but it&#8217;s also integral to solving certain puzzles.</p>
<p>One of the things that <strong>Homecoming</strong> failed to realize is that it wasn&#8217;t the fighting of scary demons in Silent Hill that made it scary.  It was NOT fighting the scary monsters that evoked this feeling.  Our anticipation of danger helped frighten us.  Instead, <strong>Homecoming</strong> crammed the game packed with monsters to the point that it was more frustrating than scary with its constant combat.  <strong>Shattered Memories</strong> went with a complete 180 degree approach, having no combat at all.  I was very skeptical of this.  Although there wasn&#8217;t nearly as much combat in the original, there was SOME.  The potential of encountering a monster at any corner was terrifying.</p>
<p>Although there is no combat, <strong>Shattered Memories</strong> does not turn out to be <strong>Myst</strong>.  There are monsters.  Yes, they can kill you.  No, you can&#8217;t kill them.  Instead, the game uses a series of chase sequences where you run away from the demons.  To my surprise, the approach works for the most part.  The first few chases are very exhilarating and terrifying.  The monsters try to grab you and you must find your way through the nightmare world labyrinth of ice and doors that seem to take you in circles.  In fact, most of the doors actually do take you in circles!  As exciting as they are, after a while, they get more difficult and frustrating.  You actually wish you could fight back, and the chases become more annoying than frightening.  Thankfully, the game does not go overboard with them.  There are about eight chases or so in total.  This is maybe one or two too many, but not too many to actually make me quit (which I am prone to do).</p>
<p>Many will complain that the game is too short.  As per usual, I leisurely took my time, exploring most of the game environments.  I beat it within about 10 hours of game play.   I thought the length of the game was perfect.  The game has a story and told it, without bothering with too many pointless side-quests, or extending the plot so that it no longer made any coherent sense.  There is also the fact that I don&#8217;t have time or the patience for 30+ hour games anymore</p>
<p>Lastly, when you load up the game, it starts with a disturbing, yet dubious warning that the game will psychologically analyze you to better frighten you in the game. As far as I can tell and from what I&#8217;ve read, the psychoanalysis the game performs changes the ending, but not much else.  There are a few superficial cosmetic changes I could tell were obvious from my choices on these tests.  The demons in the game changed their appearance in the game, I assume, based on my answers.  They began looking more female towards the later stage in the game, as opposed to rather the blank and sexless hellspawn in the beginning.  When I started playing the warning itself had a psychological effect and I kept wondering if what I saw was based on the psychological profiling.  Probably not in retrospect and knowing what I know, but if you don&#8217;t know better, I could see it having an effect, in the same was as the way the <strong>Blair Witch Project</strong> announced itself a documentary, or <strong>Fargo</strong> stating it was based on a true story.</p>
<p>The game is not perfect.  The chases get frustrating, some of scare tactics lose their effect, and I even ran into a serious glitch that forced me to reset.  It is also not as good as <strong>Silent Hill 2</strong>.  Nonetheless, this is a very worthy addition to the series, especially in comparison to more recent efforts.  You have to appreciate the effort and the creativity the Climax team pushed.  It is not a sequel, nor a straight remake, but an inventive and clever reimagining of the first with original game play and original narrative structure.  They went above what was a tried and true formula to give you a new experience, while retaining the feel and atmosphere of the series and managed to get most of it right.  They deserve serious kudos for that.</p>
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		<title>A Very Zelda Christmas Memory</title>
		<link>http://www.vgconvos.com/2009/12/23/a-very-zelda-christmas-memory/</link>
		<comments>http://www.vgconvos.com/2009/12/23/a-very-zelda-christmas-memory/#comments</comments>
		<pubDate>Wed, 23 Dec 2009 21:26:40 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[christmas]]></category>
		<category><![CDATA[ocarina of time]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=888</guid>
		<description><![CDATA[It was Christmas 1998. I was a junior in high school. While I had a semi-part-time job, I was not raking in much of my own cash and could not purchase every single game I wanted. That&#8217;s OK, though. Ocarina of Time would have only been out for a month, so I could wait until [...]]]></description>
			<content:encoded><![CDATA[<p>It was Christmas 1998. I was a junior in high school. While I had a semi-part-time job, I was not raking in much of my own cash and could not purchase every single game I wanted. That&#8217;s OK, though. <strong>Ocarina of Time</strong> would have only been out for a month, so I could wait until Christmas for it.</p>
<p>The last game in the series had been <strong>Link&#8217;s Awakening</strong>, which by now you know well is one of <a href="http://www.vgconvos.com/features/top10games/top10games-mike/" target="_self"><strong>my favorite games</strong></a> of all time. Also adoring <strong>Super Mario 64</strong>, I was beside myself with excitement over the latest game in the series coming into the world of 3D.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-902" title="ocarina_title_screen" src="http://www.vgconvos.com/wp-content/uploads/2009/12/ocarina_title_screen.jpg" alt="" /></p>
<p>And there it was, ready to be unwrapped under that glorious tree on Christmas Day in 1998. Not only that, but it was the <em>golden cartridge</em> version, a limited-edition version that could only have been obtained with a pre-order, and a toss-back to ye&#8217; olden NES days of golden <strong>Legend of Zelda</strong> and <strong>Adventure of Link</strong> cartridges.</p>
<p>I later heard the hilarious tale from my mother. She fought through a crowd of people at Toys &#8216;R Us to get up to the front. Somehow she learned or overheard that there was a golden-cartridge version, which is the version she asked for at the desk. The person behind the desk asked her if she pre-ordered. She said she did. My mother lied; she had done no such thing. The goal was clear, and she would accept no other outcome. She walked out of the store that day with the limited-edition golden cartridge version.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-900" title="ocarina_n64_photo" src="http://www.vgconvos.com/wp-content/uploads/2009/12/ocarina_n64_photo.jpg" alt="" /></p>
<p>We are greedy and clueless as children, and have no understanding of the nonsense our parents go through. I can reflect on that now and try to put myself in her place. I wonder if and when I have children if I will ever fight a crowd of equally-annoying parents for the golden-boxed virtual reality car flying simulation kit as a gift. Knowing me, I&#8217;ll make up a wonderful story about how the clerk put my pre-order under someone else&#8217;s name, and I will be victorious.</p>
<p>The real shame here is that <strong>Ocarina of Time</strong> never truly captivated me. In fact, I was completely lost as to what to do for a couple hours after first starting it. To this day, I have never made it past the Water Temple. I have made many valiant efforts over the years, but I simply get bored earlier and earlier in the game each time. I appreciate the game for what it is,  love many of its elements to death, and certainly hold it in the highest regard and with fond memories. Thankfully I found a wife who prefers and has essentially mastered all of the 3D <strong>Zelda</strong> games, so her 3D Triforce of Power matches up well with my 2D Triforce of Widsom.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-894" title="holding_up_triforces" src="http://www.vgconvos.com/wp-content/uploads/2009/12/holding_up_triforces.gif" alt="" /></p>
<p>I guess we&#8217;ll need a kid one day with their Virtual Reality Triforce of Courage.</p>
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		<title>The 99-cent PS1 Game Adventure</title>
		<link>http://www.vgconvos.com/2009/10/24/the-99-cent-ps1-game-adventure/</link>
		<comments>http://www.vgconvos.com/2009/10/24/the-99-cent-ps1-game-adventure/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 03:08:24 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[game collection]]></category>
		<category><![CDATA[playstation store]]></category>
		<category><![CDATA[ps1 psone classics backward compatibility]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[psp]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=875</guid>
		<description><![CDATA[Despite having no PS2 backward compatibility in my particular model, all PS3s at least have full PS1 backward compatibility. Of course, the problem that complicates that so much is the lack of support for the &#8220;PSone Classics&#8221; area of the Playstation Store in North America while the PS3/PSP transfer and full compatibility teases in the [...]]]></description>
			<content:encoded><![CDATA[<p>Despite having no PS2 backward compatibility in my particular model, all PS3s at least have full PS1 backward compatibility. Of course, the problem that complicates that so much is the lack of support for the &#8220;PSone Classics&#8221; area of the Playstation Store in North America while the PS3/PSP transfer and full compatibility teases in the background. There are definitely still a few great games that I have never played and intend to pick up soon (<strong>Silent Hill</strong>) and classics that I will want to have sitting around for no particular reason (<strong>Final Fantasy VII</strong>), but compared to the Japanese store? Totally barren.</p>
<p>I love the idea of playing some older games up on the big TV, though, so I decided that with a lack of downloadable support, I would at least go after some of the bigger-profile PS1 games that will probably take a while to show up (if at all) for download. My PS1 game collection is not especially huge, and it is never a bad time to flesh it out.</p>
<p>I checked out <a href="http://en.wikipedia.org/wiki/List_of_best-selling_PlayStation_1_video_games" target="_blank"><strong>the list of best-selling PS1 games on Wikipedia</strong></a>, and wandered on over to eBay to see what I could get for cheap. My goal was not to pay any more than about $3 (shipped) for a game, making all efforts to get it for 99-cents. If a PSN download is typically $5.99 (with some at $9.99), about half that cost and not being able to transfer it to the PSP (legally, anyway&#8230;) seemed about right. So far I have picked up two:</p>
<p><strong>Ridge Racer Type 4<br />
<img class="alignnone size-full wp-image-876" title="ps1_cover_ridgeracer4" src="http://www.vgconvos.com/wp-content/uploads/2009/10/ps1_cover_ridgeracer4.jpg" alt="ps1_cover_ridgeracer4" /></strong></p>
<p>I had always been a fan of the first two games, and even rented the fourth quite a bit&#8230; but never actually owned it. I have a Japanese copy of <strong>V</strong> which was packed in when I bought my JP PS2, but I have never really dipped beyond the PS1 originals. I know the fourth is considered by many to be the best in the series, so it seemed like a solid purchase.</p>
<p><em>SHIPPED PRICE: $3.98<br />
CONDITION: Some decent scratches, but overall good condition and came with its bonus disc.</em></p>
<p><strong>Harry Potter and the Sorcerer&#8217;s Stone<br />
<img class="alignnone size-full wp-image-877" title="ps1_cover_harrypotter" src="http://www.vgconvos.com/wp-content/uploads/2009/10/ps1_cover_harrypotter.jpg" alt="ps1_cover_harrypotter" /><br />
</strong></p>
<p>Having recently gotten into the series (read the first five books and have seen the corresponding movies), seeing it up on the best-selling list gave me even more incentive to grab it on the cheap. It sounds like the game for the first book/movie was different across many platforms, so it might be interesting to grab some of the others for comparison&#8217;s sake. I really have no idea how any of them play or even if certain games are any good, so I am looking forward to dipping into this world a little bit.</p>
<p><em>SHIPPED PRICE: $3.96<br />
CONDITION: Some decent scratches, but overall good condition.</em></p>
<p><strong>North American PS1 Games I Actually Own:<br />
</strong>Bushido Blade 2<br />
Dance Dance Revolution<br />
Dance Dance Revolution Konamix<br />
DragonBall GT: Final Bout<br />
DragonBall Z: Ultimate Battle 22<br />
Driver<br />
Final Fantasy Anthology<br />
Final Fantasy VII<br />
Final Fantasy VIII<br />
Final Fantasy IX<br />
Harry Potter and the Sorcerer&#8217;s Stone<br />
Marvel Comics X-Men vs. Street Fighter<br />
Mortal Kombat Trilogy<br />
Parappa the Rapper<br />
Ridge Racer<br />
Ridge Racer Type 4<br />
Street Sk8er<br />
Tomb Raider<br />
Tomb Raider 2<br />
X-Men: Mutant Academy</p>
<p><strong>Japanese PS1 Games I Actually Own:<br />
</strong>Dance Dance Revolution 3rd Mix<br />
Dance Dance Revolution 5th Mix<br />
Dance Dance Revolution Best Hits<br />
DragonBall: Final Bout<br />
DragonBall Z: Idainaru Doragonbooru Densetsu<br />
DragonBall Z: Ultimate Battle 22<br />
Rurouni Kenshin: Ishin Gekitou-hen<br />
Street Fighter EX plus alpha<br />
Tobal 2</p>
<p>Huh. Looks like I have lost some games over the years, and many of my favorite rentals never ended up in the &#8220;own it!&#8221; category. Again, my preference would be to just download the games on PSN since I could then either play the game right there on the TV or take it on-the-go with the PSP. However, until the &#8220;PSone Classics&#8221; support in North America rivals its Japanese counterpart, I may just keep going with the actual discs for cheap. What other games should I look into, assuming I can get them for ~$3-4, and assuming they are not high-profile enough to just come to PSN sooner than later?</p>
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		<title>Horrifying Castlevania Enemies</title>
		<link>http://www.vgconvos.com/2009/09/21/horrifying-castlevania-enemies/</link>
		<comments>http://www.vgconvos.com/2009/09/21/horrifying-castlevania-enemies/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 13:43:30 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[castlevania]]></category>
		<category><![CDATA[horror]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=862</guid>
		<description><![CDATA[Over the weekend I decided to load up my download of Castlevania Chronicles on the PS3. I have always been a very casual player of the series (and all pre-Symphony of the Night), and while I love it to death, I am absolutely terrible at it. I rarely get beyond the second stage in the [...]]]></description>
			<content:encoded><![CDATA[<p>Over the weekend I decided to load up my download of <strong>Castlevania Chronicles</strong> on the PS3. I have always been a <em>very</em> casual player of the series (and all pre-<strong>Symphony of the Night</strong>), and while I love it to death, I am absolutely terrible at it. I rarely get beyond the second stage in the first game, and I had a breakthrough play session a couple weeks ago when I beat the third stage in <strong>Super Castlevania IV</strong>. This was another case of exceptional playing on my part&#8230; until I realized that &#8220;Arrange Mode&#8221; had a lower difficulty, which completely drained any sense of self-satisfaction I had.</p>
<p>This is not a blog entry about the difficulty of the games or their awesome music. No, no, good sir and/or ma&#8217;am. This is about the absolutely horrifying enemy designs present in these games. I don&#8217;t know what that thing is supposed to be, but it scrunches up and down and jets out to the top of the screen as you get closer to it.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-863" title="castlevania_screen" src="http://www.vgconvos.com/wp-content/uploads/2009/09/castlevania_screen.jpg" alt="castlevania_screen" /></p>
<p>I&#8217;ll say it again: horrifying.</p>
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		<title>The Sega Channel &#8220;Primal Rage&#8221; Contest</title>
		<link>http://www.vgconvos.com/2009/09/17/the-sega-channel-primal-rage-contest/</link>
		<comments>http://www.vgconvos.com/2009/09/17/the-sega-channel-primal-rage-contest/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 15:30:42 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[memories]]></category>
		<category><![CDATA[primal rage]]></category>
		<category><![CDATA[sega channel]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=849</guid>
		<description><![CDATA[I&#8217;ve spoken on the podcast and blog before about the Sega Channel. When I was in middle school living up Maine, our local cable provider offered the service&#8230; which I jumped all over. Long before PSN and Xbox Live, long before great collections of demos packed in with gaming magazines, and long before emulators let [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve spoken on the podcast and <a href="http://www.vgconvos.com/2008/10/06/shining-force-ii-hits-virtual-console/"><strong>blog</strong></a> before about the <strong>Sega Channel</strong>. When I was in middle school living up Maine, our local cable provider offered the service&#8230; which I jumped all over. Long before PSN and Xbox Live, long before great collections of demos packed in with gaming magazines, and long before emulators let you get your ten-second-jollies out of old games, a little piece of hardware that you plugged into your system and let you play around 40 different games a month was futuristically-amazingly-awesome.</p>
<p>One of my most vivid memories of the service (beyond playing <strong>Shining Force II<em> </em></strong>all the time) was a special promotion and contest run for the home port of <strong>Primal Rage</strong>. For those who don&#8217;t remember, <strong>Primal Rage</strong> was basically <strong>Mortal Kombat</strong> with prehistoric beasts. Most were dinosaurs, but there were also some giant palette-swap monkeys. You could even perform fatalities! The gameplay mechanics were what really set the game apart&#8230; in theory, anyway. While it mostly played the same as any other digitized fighter of the time, the special moves were performed by holding down certain action buttons, <em>then</em> performing a twist of the joystick, and then letting go of the buttons.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-855" title="primal_rage_1" src="http://www.vgconvos.com/wp-content/uploads/2009/09/primal_rage_1.jpg" alt="primal_rage_1" /></p>
<p>To promote this upcoming port of the game, the Sega Channel hosted a month-long demo in August 1995 that culminated with a 24-hour window with the full game (which coincided with its physical home release), and then a contest (open to all subscribers) to see who could beat the game the fastest. From what I remember, the first 100 to beat the game and call the secret 1-800-number that appeared at the end would win a special prize.</p>
<p>The demo that was open from the 1st of the month to the 24th had three of the seven total characters available for use: Sauron, Armadon, and Blizzard. Being a Sub-Zero player over on the <strong>Mortal Kombat</strong> side of things, I naturally went with and practiced the Hell out of Blizzard.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-856" title="primal_rage_2" src="http://www.vgconvos.com/wp-content/uploads/2009/09/primal_rage_2.jpg" alt="primal_rage_2" /></p>
<p>I made the right choice. When the contest version came around, despite the demo having three characters (and also having played the full version with all seven characters for a day), only Sauron and Blizzard were available for use, which you didn&#8217;t even know until you hit the character-select screen.</p>
<p>My gameplan was to, obviously, beat the game as fast as I could, in cheap a way as I could, and win that darn prize! Part of my strategy was that I would not use any fatalities; I had timed out how much extra time was added to my completion of the game when using fatalities, and figured the spectacle wasn&#8217;t worth it if I just wanted to beat the game as fast as possible. I remember telling this to my dad ahead of time, and having him be impressed with my strategy for winning&#8230; regardless of the fact that it was just a terrible fighting game with violent, digitized dinosaurs.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-857" title="primal_rage_3" src="http://www.vgconvos.com/wp-content/uploads/2009/09/primal_rage_3.jpg" alt="primal_rage_3" /></p>
<p>From what I remember, I ended up losing one match during my playthrough (and therefore had to continue the one time). This is probably what cost me the win, since by the time I beat the game and called the number, I was informed that all slots had been awarded. My little 13-year-old heart was broken!</p>
<p>I was able to track down <a href="http://findarticles.com/p/articles/mi_m0EIN/is_1995_Sept_11/ai_17392877/" target="_blank"><strong>an official press release</strong></a> from Time Warner and Sega about the contest. It sounds like it was quite successful for them, and led to other initiatives and experiments in what little time the Sega Channel was around (I definitely remember playing that special <strong>Earthworm Jim 2</strong> demo earlier than its home release).</p>
<blockquote><p>MILIPITAS, Calif.&#8211;(BUSINESS WIRE)&#8211;Sept. 11, 1995&#8211;The numbers are in for the Primal Rage(TM) &#8220;Show Down&#8221; Promotion on Sega Channel(SM/TM) which Time Warner Interactive (TWi) announced today.</p>
<p>Estimates indicate that an overwhelming 24% of the Sega Channel subscriber base participated in the event. An exclusive advance opportunity to play a limited version of TWi&#8217;s hotly anticipated coin-op translation, Primal Rage, was offered on Sega Channel from Aug. 1 through Aug. 24. The activities built as Primal Rage Day approached on Aug. 25 and a full version of the Sega Genesis(TM) game was available over the Channel for 24 hours. The culminating event was the Primal Rage contest on Aug. 26 in which a special version of the game could be accessed by Sega Channel subscribers for a chance to play and win prizes.</p>
<p>Tens of thousands of Sega Channel subscribers completed the game. The company estimates that an additional 15-20% played the game and didn&#8217;t get all the way through to the hidden 800 number and special code. &#8220;These are terrific numbers and indicate a real enthusiasm for the game and the contest we were able to develop,&#8221; commented Michael Shorrock, vice president of programming for Sega Channel. The overwhelming participation built on Sega Channel&#8217;s successful game promotion with EA SPORTS Triple Play &#8217;96, in which over 10,000 customers participated. Sega Channel plans more major promotions with hit videogames for this Fall, including Earthworm Jim 2 from Playmates Interactive Entertainment Inc., as well as other action and sports titles.</p>
<p>TWi shipped over one million initial units of Primal Rage for release worldwide on Aug. 25. Mark Beaumont, senior vice president of marketing and product development, reports, that, &#8220;We are extremely pleased with early sales figures from around the country. Our international offices report solid sell-through as well. We&#8217;re certain we have one of the top selling videogames of the year.&#8221;</p>
<p>TWi is supporting the launch of Primal Rage with an $8 million marketing campaign. Media buys include two flights of TV ads on national prime time, syndication and cable channels; top 15 metro market radio promotions and contests; four-color half page spread and full-page print ad campaigns breaking in all major video and personal computer publications; and consumer promotions such as in-pack discount coupons, player strategy guides, demo discs and trading cards.</p>
<p>Primal Rage is a head-to-head fighting game with an original look that features seven fantasy, pre-historic characters in a battle for supremacy. The first wave of product was released on Aug. 25 for Sega Genesis, Super Nintendo Entertainment System(R), Sega Game Gear(TM), Nintendo(R) Game Boy(TM) and PC-CD-ROM systems. November 14 is the date for the second wave of software on new gaming systems including the Sega Saturn(TM), Sega 32X(TM), 3DO(R), Sony(R) Playstation(TM) and Atari(R) Jaguar(TM), as well as the Macintosh(R) CD-ROM.</p>
<p>Time Warner Interactive Inc., a wholly owned subsidiary of Time Warner Inc. develops and publishes interactive consumer entertainment products for video arcade games, videogame consoles and computer platforms. All product names are trademarks or registered trademarks of their respective owners.</p>
<p>Sega Channel, which began its national rollout in December 1994, was developed by Sega of America Inc., Tele-Communications Inc. and Time Warner Entertainment Co. L.P. and is the industry&#8217;s first interactive service, providing videogames on demand, 24 hours a day. Sega Channel subscribers can choose from a wide selection of popular Sega Genesis games such as Comix Zone and Primal Rage, special versions of soon-to-be-released titles, gameplay tips, news, contests and promotions. Sega Channel is priced in the range of most premium subscription services. The programming is updated monthly.</p></blockquote>
<p>So how about you all? Did any others of you actually have the Sega Channel where you lived back in 1995? Was it as awesome as I remember it being? Did you participate in any contests? Or, if you&#8217;re one of our younger readers/listeners&#8230; does this sound like the lamest, most antiquated thing you&#8217;ve ever heard of and can&#8217;t even begin to understand how or why this would be exciting to us?</p>
<p>And have any other of you actually <em>played</em> <strong>Primal Rage</strong>? It was pretty terrible. Even though the arcade version had much larger sprites, it didn&#8217;t help the game much.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-858" title="primal_rage_4" src="http://www.vgconvos.com/wp-content/uploads/2009/09/primal_rage_4.jpg" alt="primal_rage_4" /></p>
<p>I personally own it on the 32X. Yep.</p>
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		<title>Apple&#8217;s Smug, Egotistical, and Misleading Self-Proclaimed Jump to Gaming Market Leader</title>
		<link>http://www.vgconvos.com/2009/09/16/apples-smug-egotistical-and-misleading-self-proclaimed-jump-to-gaming-market-leader/</link>
		<comments>http://www.vgconvos.com/2009/09/16/apples-smug-egotistical-and-misleading-self-proclaimed-jump-to-gaming-market-leader/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 18:39:20 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[digital distribution]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iphone os]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[portable gaming]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=794</guid>
		<description><![CDATA[It feels like we could go on endlessly about 9/9/09. It was the tenth anniversary of the Dreamcast, the tenth anniversary of Final Fantasy VIII, Harmonix&#8217;s The Beatles: Rock Band came out, and&#8230; Apple randomly decided that it&#8217;s the market leader in handheld gaming. Apple held a press event on that date announcing new developments [...]]]></description>
			<content:encoded><![CDATA[<p>It feels like we could go on endlessly about <strong>9/9/09</strong>. It was the <a href="http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/">tenth anniversary of the <strong>Dreamcast</strong></a>, the <a href="http://www.vgconvos.com/2009/09/15/final-fantasy-viii-the-other-9909-ten-year-anniversary/">tenth anniversary of <strong>Final Fantasy VIII</strong></a>, Harmonix&#8217;s <strong>The Beatles: Rock Band</strong> came out, and&#8230; Apple randomly decided that it&#8217;s the market leader in handheld gaming.</p>
<p>Apple held a press event on that date announcing new developments in their iPhone and iPod line of products. Many were expecting an announcement of The Beatles finally coming to digital distribution (and exclusively through the iTunes Store), but a huge focus of the presentation ended up being on video games. Apple has dabbled in this before (particularly with their &#8220;<strong><a href="http://www.google.com/search?q=&quot;funnest+ipod+ever&quot;" target="_blank">funnest iPod ever</a></strong>&#8221; claims), but this time around they went for blood.</p>
<p>This would be entirely fine, except for the fact that they were misleading, occasionally flat-out <em>wrong</em>, and they deserve to be put in their place. Sure, I&#8217;m just some tool on the internet with a part-time video game blog. I even own every single system in question (DS, PSP, iPhone), so it doesn&#8217;t particularly affect me in any significant way. Still, I have a huge problem with intentionally misleading and misinforming people.</p>
<p>The entirety of the presentation is up for download from Apple as a video podcast <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=275834665"><strong>in the iTunes Store</strong></a>. Any quotes and images used below are taken from this freely-available video.</p>
<blockquote><p>When you think about it, the companies that have come before us&#8230; Nintendo and Sony with devices like the PSP and the DS&#8230; when these things came out, they seemed so cool. But once you play a game on the iPod Touch, you know&#8230; they don&#8217;t really stack up anymore!</p>
<p><img class="alignnone size-full wp-image-797" title="apple_september2009_1" src="http://www.vgconvos.com/wp-content/uploads/2009/09/apple_september2009_1.jpg" alt="apple_september2009_1" /></p></blockquote>
<p>Came before you? They&#8217;re a part of the same generation. I suppose they came &#8220;first&#8221;, sure, but they are continuing with hardware revisions (DSi, PSPgo) and software upgrades at the same time Apple is continuing with the same thing. Hell, you could twist it around and say that the PSPgo is a newer system than the first-generation iPhone. What is that actually <em>saying</em>, though&#8230;? Not much.</p>
<p>And really? They don&#8217;t stack up anymore? It will be interesting to see how the iPhone version of <strong>Madden 10</strong> does, especially when the PSP version is <a href="http://psp.ign.com/articles/101/1013966p1.html" target="_blank"><strong>still getting pretty good reviews</strong></a>. While I hate to use it as a reference, the <a href="http://www.metacritic.com/games/ds/scores/" target="_blank"><strong>MetaCritic list of &#8220;best&#8221; DS games</strong></a> sure has a few that still &#8220;stack up&#8221;. Most notably is the power of <strong>Mario Kart DS</strong>, which <a href="http://www.neoseeker.com/news/11553-july-2009-npd-confirms-further-decline-in-monthly-industry-sales/" target="_blank"><strong>sold another bazillion copies</strong></a> in July 2009&#8230; <em>nearly four years after its original release</em>.</p>
<p>One thing Apple conveniently forgot to mention is how games typically seen as &#8220;iPhone Games&#8221; are suddenly jumping ship to other platforms. <strong>Fieldrunners</strong>, one of the first, great tower-defense iPhone games, <a href="http://toucharcade.com/2009/07/15/fieldrunners-coming-soon-to-a-psp-near-you/" target="_blank"><strong>is hopping over to the PSP Mini catalog</strong></a>. In fact, the process of porting it over was &#8220;easy&#8221; according to the developer! Expect to see more from-the-iPhone ports in the future as developers build a base product and then turn their eyes elsewhere. You can easily argue that they build a significant and loyal audience on the iPhone with the original versions of the games, but there is an equally-important audience elsewhere they can cash in on, too.</p>
<blockquote><p>They don&#8217;t have this amazing multitouch user interface.</p>
<p><img class="alignnone size-full wp-image-801" title="apple_september2009_2" src="http://www.vgconvos.com/wp-content/uploads/2009/09/apple_september2009_2.jpg" alt="apple_september2009_2" /></p></blockquote>
<p>Certainly not false. Apple is absolutely right; neither the Nintendo DS or the PSP (or any hardware variation thereof) have a multitouch user interface. At the same time, let&#8217;s not forget who spearheaded most of the input schemes for controlling games, <em>as well as</em> feedback <em>from those controls</em>, into home console and portable gaming. Sure, they didn&#8217;t <em>develop</em> these technologies, but things like force-feedback (rumble packs), touch control (DS), motion control (Wii), system interoperability and connection (Gamecube+GBA, Wii+DS)&#8230; all pioneered and usually perfected by Nintendo.</p>
<p>I&#8217;m with ya&#8217; on the PSP, though. The analog nub is pretty terrible.</p>
<blockquote><p>Their games are kind of expensive.</p>
<p>&#8230;</p>
<p>Now when I say they&#8217;re expensive, we&#8217;re talking about 25, 30, 40 dollars for a title. A lot of kids can&#8217;t afford a lot of titles. I mean, you give one of those, you&#8217;re giving a need to spend a lot of money on those titles.</p></blockquote>
<p>Yes, an at-launch retail game for the DS or PSP is going to be more expensive than the bottomed-out $0.99 price range for most &#8220;game and entertainment titles&#8221; (a phrase we&#8217;ll revisit) in Apple&#8217;s App Store. I don&#8217;t think too many people will dispute this. Of course, things like development costs, hardware manufacturing, licensing, etc. all contribute to the price. A physical product will typically cost more than a digital-distribution product. Again, not really <em>lying</em>, but certainly misleading.</p>
<p>By the way&#8230; how is giving someone an iPod Touch and telling them they can&#8217;t have any more games or apps any different from giving someone a DS and telling them they can&#8217;t have (or can&#8217;t afford) any more games? You&#8217;re somehow <em>enabling and forcing</em> someone to spend more money&#8230;? I&#8230; guess&#8230;? I don&#8217;t buy this argument for a second. It&#8217;s fluff, it&#8217;s ridiculous, and if anything, it shows that it takes far more products (more and more apps and games) to satiate their own iPod Touch gamer than it would a DS or PSP gamer.</p>
<blockquote><p>They don&#8217;t even have anything like the App Store for finding great games and titles.</p></blockquote>
<p>Here&#8217;s where things are changing, though, and where Apple is outright <em>lying</em>. Digital distribution helps to bring costs down. We&#8217;re not there yet, but many of the DSiware games and upcoming <a href="http://kotaku.com/5340111/psp-minis-bite+sized-fun-at-bite+sized-prices/gallery/" target="_blank"><strong>PSP Minis</strong></a> <em>are not</em> and <em>will not</em> be the same as a <strong>Tiger Woods</strong> game, either in content or cost.</p>
<p>Furthermore, the PSP has had a store since launch. It may not always have been as tightly integrated as it is now (requiring either a PS3 or a computer to purchase and manage software), but the <a href="http://store.playstation.com" target="_blank"><strong>PlayStation Store</strong></a> has certainly been there. The DSi launched with its own version of the <strong>Shop Channel</strong>, itself also included at launch with the <strong>Wii</strong>. DSiware games were available immediately, with a <a href="http://www.nintendo.com/ds/dsiware" target="_blank"><strong>growing catalog</strong></a> of at least one game per week.</p>
<blockquote><p>But worse isn&#8217;t the price, it&#8217;s the BUYING experience! Having to go a store and try to find the hot new game for one of those devices is not a lot of fun.</p>
<p>The buying experience on an iPod Touch is incredible; it&#8217;s truly breakthrough. Built into every iPod Touch is the App Store&#8230; can find access to all these 75,000 titles. It&#8217;s just incredible. If you look JUST at the gaming and entertainment category ALONE, you&#8217;re going to see a big difference.</p>
<p><img class="alignnone size-full wp-image-804" title="apple_september2009_3" src="http://www.vgconvos.com/wp-content/uploads/2009/09/apple_september2009_3.jpg" alt="apple_september2009_3" /></p></blockquote>
<p>Let&#8217;s play a little game called, &#8220;<em>How confusing is it to find something in the iTunes Store?</em>&#8221;</p>
<p>First thing I did was go to the iTunes Store main page. I&#8217;m thinking, &#8220;<em>OK, self&#8230; we want to buy a game. I own an iPod Touch. Surely, I will click &#8216;iPod Games&#8217;, right&#8230;?</em>&#8221;</p>
<p><img class="alignnone size-full wp-image-805" title="itunes_store_1" src="http://www.vgconvos.com/wp-content/uploads/2009/09/itunes_store_1.jpg" alt="itunes_store_1" /></p>
<p>Of course not. That brings you to the <strong>iPod Click Wheel Games</strong> section, intended for the Nano and Classic series of iPods. Those of us who follow this kind of material know what it all means, sure&#8230; but picture someone who doesn&#8217;t.</p>
<p><img class="alignnone size-full wp-image-806" title="itunes_store_2" src="http://www.vgconvos.com/wp-content/uploads/2009/09/itunes_store_2.jpg" alt="itunes_store_2" /></p>
<p>All right, fine; let&#8217;s go to <strong>App Store</strong>, instead.</p>
<p><img class="alignnone size-full wp-image-807" title="itunes_store_3" src="http://www.vgconvos.com/wp-content/uploads/2009/09/itunes_store_3.jpg" alt="itunes_store_3" /></p>
<p>I&#8217;m struggling to understand how this looks like anything other than a digital version of the same GameStop store shelf Apple shows in their presentation. It&#8217;s overwhelming, it&#8217;s clunky, and it needs a lot of improvement. Sure, the iTunes Store has undergone some upgrades and clean-up since this particular version (shown through iTunes 8), but it&#8217;s <em>hardly</em> a convincing argument.</p>
<blockquote><p>And they certainly don&#8217;t deliver a media experience like the iPod that&#8217;s built into the iPod Touch.</p></blockquote>
<p>While it&#8217;s true that if you want to listen to music on the DS, it has always involved hacking the system and loading homebrew software. The PSP, on the other hand, has had integrated music and video support from the very start. RSS feeds can be added, allowing for podcast streaming right from the device. On top of all that, a web browser is included. The cross-media bar (XMB) isn&#8217;t always the most intuitive and streamlined interface, but for a while Sony actually marketed the device as a portable media device <em>and</em> a gaming console.</p>
<blockquote><p>So I&#8217;m going to bring up a chart of the gaming and entertainment titles available on the Sony PSP, Nintendo DS, and iPhone OS. And here&#8217;s what it looks like:</p>
<p><img title="apple_september2009_4" src="http://www.vgconvos.com/wp-content/uploads/2009/09/apple_september2009_4.jpg" alt="apple_september2009_4" /></p>
<p>Sony PSP: 607 titles. Nintendo DS: 3,680. iPhone OS: 21,178. It&#8217;s absolutely incredible, the amount of work developers are doing to bring AMAZING content to the iPod Touch and the iPhone.</p></blockquote>
<p>Whoa, whoa, whoa. Really? Did they <em>seriously</em> just try and spin this number in a positive light?</p>
<p>It doesn&#8217;t take a rocket scientist to see <a href="http://en.wikipedia.org/wiki/Sturgeon%27s_Law" target="_blank"><strong>Sturgeon&#8217;s Law</strong></a> come into full effect here. If I stop to think about it, I will probably come up with a better ratio of &#8220;good&#8221; to &#8220;crap&#8221; games on the PSP than I would on the DS, and similarly from the DS to the iPhone OS. Of those 21K+ titles, how many are actually <em>worth anything</em>&#8230;? By &#8220;worth&#8221;, I don&#8217;t even necessarily mean &#8220;money&#8221;&#8230; I mean &#8220;time&#8221;. How many of them are worth even the time it takes to download them?</p>
<p>Here is where the &#8220;Game &amp; Entertainment&#8221; moniker comes under fire. Apple is <em>clearly</em> piling anything and everything from fart soundboards to <strong>Madden</strong> under this sub-heading. The DS may have a ton of horrible shovelware, but I don&#8217;t see &#8220;iFart&#8221; on anything other than the iPhone OS. If you look at this statistic in any way other than a heat-of-the-moment, Apple-fanboy (or stockholder), mid-event set of beer goggles, you see just how ridiculous it is.</p>
<p>Now don&#8217;t get me wrong. I love my iPhone 3G, and I can&#8217;t get enough of <a href="http://appshopper.com/games/harbor-master" target="_blank"><strong>Harbor Master</strong></a> (I just did 152 cargo deliveries on Cannon Beach, and am quite proud of myself). The games continue to get better and better, and I have been happy to even spend my money on a few of them.</p>
<p>Apple&#8217;s ego is getting a little too big, but that might be a good thing. Nintendo&#8217;s own ego has gone essentially unmatched in the handheld market since 1989, and it has only recently been under the force of genuine competition that all of the hardware manufacturers (Nintendo, Sony, and now Apple) have had to step up their game and innovate. Hopefully that means that everyone wins; games get better, hardware gets better, everything gets cheaper, and the variety of highly-engaging content on the &#8220;casual&#8221; and &#8220;hardcore&#8221; sides continue to grow.</p>
<p>But seriously, Apple&#8230;? You&#8217;re not there yet. You can wipe that shit-eating grin off your face.</p>
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		<title>Final Fantasy VIII: The OTHER 9/9/09 Ten Year Anniversary</title>
		<link>http://www.vgconvos.com/2009/09/15/final-fantasy-viii-the-other-9909-ten-year-anniversary/</link>
		<comments>http://www.vgconvos.com/2009/09/15/final-fantasy-viii-the-other-9909-ten-year-anniversary/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 13:14:43 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[ffviii]]></category>
		<category><![CDATA[final fantasy]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=786</guid>
		<description><![CDATA[While the Sega Dreamcast&#8216;s launch on 9/9/99 was a major event in North American entertainment history (and was the sole subject of episode eight of our podcast), there was another big item that came out that day. It came approximately two years after its predecessor, which itself opened up the North American gaming market in [...]]]></description>
			<content:encoded><![CDATA[<p>While the <strong>Sega Dreamcast</strong>&#8216;s launch on 9/9/99 was a major event in North American entertainment history (and was the sole subject of <a href="http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/"><strong>episode eight of our podcast</strong></a>), there was another big item that came out that day. It came approximately two years after its predecessor, which itself opened up the North American gaming market in a new way. Sure, RPGs (and specifically Japanese-created RPGs) had been around for years and years, including ones from this same series, but it wasn&#8217;t until <strong>Final Fantasy VII</strong> and its immense marketing from Sony and Squaresoft that the North American market for the games blew wide open.</p>
<p>So how about that <strong>Final Fantasy VIII</strong>&#8230;?</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-787" title="ff8_cover" src="http://www.vgconvos.com/wp-content/uploads/2009/09/ff8_cover.jpg" alt="ff8_cover" /></p>
<p>The game launched the same day as the Dreamcast in North America, and while it did not receive as major an advertising campaign as <strong>VII</strong>, and it may have primarily been the <strong>VII</strong> crowd (as opposed to the <strong>VI</strong>-and-prior crowd) looking forward to it, gamers certainly knew it was coming. <strong>VIII</strong> took things even further than its predecessor in a variety of ways, thanks to the lessons learned during development. Characters were portrayed as &#8220;full-scale&#8221; at all times (CG or otherwise), as opposed to <strong>VII</strong>&#8216;s mix of &#8220;super-deformed&#8221; polygons and &#8220;realistic&#8221; cut-scenes. The ATB system was carried forward, but combined with the new &#8220;Draw&#8221; system for magic, it was an entirely new battle experience.</p>
<p>While I picked up <strong>VII</strong> at launch, I did not get around to picking up and playing <strong>VIII</strong> until PS1 games were just about gone from retailers. I grabbed the game for $15 at Best Buy (&#8220;Greatest Hits&#8221;, of course) whenever this was, and played the game shortly after moving into our apartment, which must have been 2004.</p>
<p>It ended up being one of the three <strong>Final Fantasy</strong> games I dropped midway through (<strong>VI</strong>, <strong>VIII</strong>, <strong>X</strong>; for reference&#8217;s sake, I&#8217;ve completed <strong>III</strong>, <strong>IV</strong>, <strong>VII</strong>). I don&#8217;t really know what about it caused me to drop it. Since it was at least five years ago, I remember very little about the game and my time with it. I remember <em>enjoying</em> it, but there <em>must</em> have been a reason I stopped.</p>
<p>I loaded up my save file to see just how much time I spent with the game and where I stopped playing.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-788" title="ff8_screen_1" src="http://www.vgconvos.com/wp-content/uploads/2009/09/ff8_screen_1.jpg" alt="ff8_screen_1" /></p>
<p>OK, so I put a bit over 15 hours into the game. Not too shabby. Definitely more than enough to get a good idea of how I feel about the game. Looks like I&#8217;m in &#8220;Galbadia &#8211; Dingo Desert&#8221;. I definitely remembered leaving off with some type of vehicle (that may or may not have run out of gas&#8230;?) and then not having any clue where to go. My other very specific memory was being down in some semi-maze-like sewers, but I have no idea where that was in relation to where I left it.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-789" title="ff8_screen_2" src="http://www.vgconvos.com/wp-content/uploads/2009/09/ff8_screen_2.jpg" alt="ff8_screen_2" /></p>
<p>How about you all? Have you ever played <strong>Final Fantasy VIII</strong>, and where do you fall in the argument? Was it one of the best love stories ever told, or was it a needlessly-complicated mess of game design? Did Faye Wong&#8217;s &#8220;<em>Eyes On Me</em>&#8221; move you to tears, or did you just want to punch Squall in the face to make him dance properly? Did Nomura&#8217;s character design evolution make you want to drop everything and learn how to sew in order to cosplay, or were you longing for the days of a simple knight in armor yearning to save his homeland?</p>
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		<title>Our Completely Unscientific Top 10 Decision Process</title>
		<link>http://www.vgconvos.com/2009/09/14/our-completely-unscientific-top-10-decision-process/</link>
		<comments>http://www.vgconvos.com/2009/09/14/our-completely-unscientific-top-10-decision-process/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 14:09:44 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[dreamcast]]></category>
		<category><![CDATA[meta]]></category>
		<category><![CDATA[top 10]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=778</guid>
		<description><![CDATA[Thanks to Junk Loen&#8216;s excellent reply to episode eight of our podcast, I figured it might be worth our while to explain our completely unscientific Top 10 decision process. Those of you who tuned in to the live stream before the episode got a little sneak-peak at it, but for the rest of you, here [...]]]></description>
			<content:encoded><![CDATA[<p>Thanks to <strong>Junk Loen</strong>&#8216;s excellent reply to <a href="http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/"><strong>episode eight of our podcast</strong></a>, I figured it might be worth our while to explain our completely unscientific Top 10 decision process. Those of you who tuned in to the live stream before the episode got a little sneak-peak at it, but for the rest of you, here goes&#8230;!</p>
<p>Well before recording, I ask each individual host and guest to bring their own well-thought-out Top 10 list to the table. The games on the list are to be placed in order of preference. I may request that people bring more than just ten on a list, especially in the case of <a href="http://www.vgconvos.com/features/top10games/top10games/"><strong>the first list we ever did</strong></a> (since the eligible games were ridiculously numerous). Number 1 gets ten points, number 2 gets nine points, and so on. Each of us reads the list while someone tallies up the titles and the points. Once every game and point is accounted for, we count them all up and order them based on the cumulative totals.</p>
<p>This is how a game like the first arcade version of <strong>Teenage Mutant Ninja Turtles</strong> can make the number three slot on our mutual list without necessarily being in any individual person&#8217;s top ten, and how <strong>Virtua Tennis</strong> can end up as our number one Dreamcast game without it necessarily being <em>everyone&#8217;s</em> number one Dreamcast game. The Top 10 lists represent the groups as a whole, rather than the single viewpoint of any particular host. Sure, it&#8217;s a completely unscientific method (and we make it entirely un-open to debate and shifting around after the numbers are totaled), but it&#8217;s more about the fun and collaboration than anything else.</p>
<p>Get the bunch of us together, put both <strong>Virtua Tennis</strong> and <strong>Rez</strong> in front of us&#8230; and it would appear that we&#8217;re collectively more likely to play <strong>Virtua Tennis</strong>.</p>
<p>Also, it&#8217;s really fun making you all squirm in your seats and type up responses.</p>
<p>Look for some more regular blog posts coming soon&#8230;!</p>
]]></content:encoded>
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		<title>Conversation 008: Sega Dreamcast 10 Year Anniversary</title>
		<link>http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/</link>
		<comments>http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 14:43:26 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Podcast Episode]]></category>
		<category><![CDATA[dreamcast]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[Sega]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=771</guid>
		<description><![CDATA[Can you believe it&#8217;s been ten years? Neither can we. Marking the system&#8217;s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could&#8230; well, it couldn&#8217;t in the end, but it sure did its best. We will probably be busy playing The Beatles: [...]]]></description>
			<content:encoded><![CDATA[<p>Can you believe it&#8217;s been ten years? Neither can we.</p>
<p>Marking the system&#8217;s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could&#8230; well, it <em>couldn&#8217;t</em> in the end, but it sure did its best. We will probably be busy playing <strong>The Beatles: Rock Band</strong> tonight, but it makes sense to light a candle to remember the <strong>Sega Dreamcast</strong>. In this case, the &#8220;candle&#8221; is a new podcast episode. Work with me here, folks.</p>
<p>Our buddy <strong>Bryce</strong> was aching to join us for this one, but although he couldn&#8217;t make it, prior guest <strong>Meri</strong> stepped up to fill in. The usual cast of <strong>Mike, Andrew, and Jeff</strong> fleshes out the cast to talk a little Dreamcast. What made it so special of a system? How was the launch compared to prior and more recent hardware launches? How did the games compare to others of the time? Which still hold up to this day, if any?</p>
<p>With so many games released, it would be impossible to cover them all. None-the-less, we feel we did the system justice in our conversation, and round it all out with our <a href="http://www.vgconvos.com/features/top10games/top-10-dreamcast-games/"><strong>Top 10 Dreamcast Games</strong></a>. You can read it now if you want, but it&#8217;s way more fun not to spoil it for yourself!</p>
<p>A couple extra notes:</p>
<p>- No, <strong>Soul Calibur</strong> in the arcade did not run on the Naomi hardware (as much as we may have indirectly said it did). It ran on the System 12 board, which was essentially a beefed-up PlayStation.</p>
<p>- Never see the <strong>NiGHTS</strong> analog controller for the Saturn before? Here is the Japanese controller next to the American Dreamcast controller. Unless you&#8217;re blind, the relation should be quite clear.</p>
<p><img class="aligncenter size-full wp-image-772" title="saturn_dc_controllers" src="http://www.vgconvos.com/wp-content/uploads/2009/09/saturn_dc_controllers.jpg" alt="saturn_dc_controllers" /></p>
<p>- Each of us still has a Dreamcast hooked up somewhere. Here&#8217;s my little buddy, right next to his daddy.</p>
<p><img class="aligncenter size-full wp-image-773" title="saturn_and_dreamcast" src="http://www.vgconvos.com/wp-content/uploads/2009/09/saturn_and_dreamcast.jpg" alt="saturn_and_dreamcast" /></p>
<p>Thanks go out to everyone who joined us for the live recording, and even more thanks to all of you sticking it out with us and patiently waiting for another podcast episode! Hopefully the couple blog posts every now and then are keeping you busy! Enjoy!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.vgconvos.com/2009/09/09/conversation-008-sega-dreamcast-10-year-anniversary/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
			<enclosure url="http://www.vgconvos.com/audio/vgconvos_008_-_sega_dreamcast_10_year_anniversary.mp3" length="65665497" type="audio/mpeg" />
		<itunes:duration>2:16:42</itunes:duration>
		<itunes:subtitle>Can you believe it&#8217;s been ten years? Neither can we.
Marking the system&#8217;s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could&#8230; well, it couldn&#8217;t in th[...]</itunes:subtitle>
		<itunes:summary>Can you believe it&#8217;s been ten years? Neither can we.
Marking the system&#8217;s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could&#8230; well, it couldn&#8217;t in the end, but it sure did its best. We will probably be busy playing The Beatles: Rock Band tonight, but it makes sense to light a candle to remember the Sega Dreamcast. In this case, the &#8220;candle&#8221; is a new podcast episode. Work with me here, folks.
Our buddy Bryce was aching to join us for this one, but although he couldn&#8217;t make it, prior guest Meri stepped up to fill in. The usual cast of Mike, Andrew, and Jeff fleshes out the cast to talk a little Dreamcast. What made it so special of a system? How was the launch compared to prior and more recent hardware launches? How did the games compare to others of the time? Which still hold up to this day, if any?
With so many games released, it would be impossible to cover them all. None-the-less, we feel we did the system justice in our conversation, and round it all out with our Top 10 Dreamcast Games. You can read it now if you want, but it&#8217;s way more fun not to spoil it for yourself!
A couple extra notes:
- No, Soul Calibur in the arcade did not run on the Naomi hardware (as much as we may have indirectly said it did). It ran on the System 12 board, which was essentially a beefed-up PlayStation.
- Never see the NiGHTS analog controller for the Saturn before? Here is the Japanese controller next to the American Dreamcast controller. Unless you&#8217;re blind, the relation should be quite clear.

- Each of us still has a Dreamcast hooked up somewhere. Here&#8217;s my little buddy, right next to his daddy.

Thanks go out to everyone who joined us for the live recording, and even more thanks to all of you sticking it out with us and patiently waiting for another podcast episode! Hopefully the couple blog posts every now and then are keeping you busy! Enjoy!</itunes:summary>
		<itunes:author>feedback@vgconvos.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>Dreamcast Episode Coming Soon!</title>
		<link>http://www.vgconvos.com/2009/09/01/dreamcast-episode-coming-soon/</link>
		<comments>http://www.vgconvos.com/2009/09/01/dreamcast-episode-coming-soon/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 15:12:46 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[dreamcast]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=741</guid>
		<description><![CDATA[Everyone else will be doing that same thing, but that&#8217;s OK&#8230; we don&#8217;t aim to be different; we aim to be us. We will be recording our next podcast episode (yeah, fancy that!) this coming Saturday evening. We might even broadcast it live on Stickam! Stay tuned to my personal Twitter for details, but in [...]]]></description>
			<content:encoded><![CDATA[<p>Everyone else will be doing that same thing, but that&#8217;s OK&#8230; we don&#8217;t aim to be different; we aim to be <em>us</em>.</p>
<p>We will be recording our next podcast episode (yeah, fancy that!) this coming Saturday evening. We might even broadcast it live on Stickam! Stay tuned to <a href="http://twitter.com/vegettoex" target="_blank"><strong>my personal Twitter</strong></a> for details, but in the meantime, we want your stories.</p>
<p>Were you there for the biggest launch in entertainment history back on 9/9/99? What was your favorite game? Did you ever browse the web on your TV? Did you sink tons of hours into a console-based MMO? Did you scratch your GD-ROMs (as it was so easy to do) and never get to play a certain game ever again? Did you import the European version of a particular game so you could play it in English on the system it was actually developed for?</p>
<p>Give us your Dreamcast stories. Keep them relatively short and easily digestible so we can share them on the show. Write them out and e-mail them over to us at <strong>feedback (-at-) vgconvos *D*O*T* (-com-)</strong>, or just leave a comment here on the post. Send them in soon, since we are recording on Saturday. The plan is to have the episode our for the ten-year anniversary on 9/9/09, especially since that specific evening we will all be busy playing <em>The Beatles: Rock Band</em>.</p>
]]></content:encoded>
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		<title>Do I Actually Like Zelda II?</title>
		<link>http://www.vgconvos.com/2009/08/31/do-i-actually-like-zelda-ii/</link>
		<comments>http://www.vgconvos.com/2009/08/31/do-i-actually-like-zelda-ii/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 14:23:06 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[gaming a.d.d.]]></category>
		<category><![CDATA[nes]]></category>
		<category><![CDATA[virtual console]]></category>
		<category><![CDATA[zelda]]></category>
		<category><![CDATA[zelda ii]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=676</guid>
		<description><![CDATA[The first two Zelda games on NES were natural Virtual Console purchases for me. I play through the first game, usually over the course of one or two days, every couple years (on the NES itself, the Gamecube &#8220;Collector&#8217;s Edition&#8221; disc, and sometimes emulated, but now mostly on Virtual Console). The second game was one [...]]]></description>
			<content:encoded><![CDATA[<p>The first two <strong>Zelda</strong> games on NES were natural <strong>Virtual Console</strong> purchases for me. I play through the first game, usually over the course of one or two days, every couple years (on the NES itself, the Gamecube &#8220;Collector&#8217;s Edition&#8221; disc, and sometimes emulated, but now mostly on Virtual Console). The second game was one I never actually beat as a kid (I managed to get to Thunderbird and always died), but it was a game that I would &#8220;re-start&#8221; again and again since my youth and its original release. I typically never make it beyond the second palace before either getting bored, frustrated, or just moving along to something else as I tend to do with my Gaming A.D.D.™.</p>
<p>I&#8217;ve had a save file on my Virtual Console version set right after a completion of the first palace probably since first downloading the game when it came out back in June 2007. Maybe a month or so ago I was showing <strong>Andrew</strong> the NES setup down in our basement (along with <strong>Sesame Street ABC/123</strong>, one of the creepiest games of all time, which I will write about at some point when I come out from under the covers), and played through the first palace in <strong>Zelda II</strong>, yet again, this time on the ol&#8217; cartridge. I was shocked to see that the save file of my childhood friend (&#8220;MIKE C.&#8221;), was <em>still there</em> on the game, complete with the little Triforce next to the icon to show he had beaten the game. That excitement reminded me of the Virtual Console version upstairs, so I decided to pick the game up again one day and see how far I would get before the same trend of boredom and/or frustration and/or Gaming A.D.D.™ took place.</p>
<p style="text-align: center;"><em><img class="alignnone size-full wp-image-707" title="cart_save_files" src="http://www.vgconvos.com/wp-content/uploads/2009/08/cart_save_files.jpg" alt="cart_save_files" /><br />
</em></p>
<p>Right now I am in the middle of the third palace (got the raft but have not gone to the boss), and have also ventured over to the eastern continent to save the child, learn two new magic spells, and learn the upward-thrust sword technique. As expected, the most difficult part so far was getting the hammer; if you make it past that point in the game, you are typically going to keep playing for at least a little while longer. With the hammer in tow (and not yet bored), I decided that I would keep playing the game until it frustrated me to the point that it was no longer fun. I especially wanted to get myself over to that eastern continent, something I probably hadn&#8217;t seen since I was a kid playing through the game for the first time.</p>
<p>Now that I am there, I find myself asking strange questions&#8230; like, do I actually&#8230; ya&#8217; know&#8230;<em> like this game</em>&#8230;?</p>
<p style="text-align: center;"><em><img class="alignnone size-full wp-image-708" title="zelda2_title_screen" src="http://www.vgconvos.com/wp-content/uploads/2009/08/zelda2_title_screen.gif" alt="zelda2_title_screen" /><br />
</em></p>
<p>While I had played the first <strong>Legend of Zelda</strong> rather extensively through trades with friends and rentals, I actually owned my own personal copy of the second game before I owned the first. I was only six years old when it first came out in 1988, and while I do not remember <em>exactly</em> when I got the game, it couldn&#8217;t have been all that long after that (maybe within a year?). At that point in a child&#8217;s life, they can&#8217;t exactly &#8220;save up&#8221; allowance money to purchase new games or convince their parents to get the latest game, so it was an instance where you (&#8220;you&#8221; being &#8220;I&#8221;) got a game and <em>played the ever living Hell out of it</em>, since it was all I had (beyond what I received with the system, which was a collection of <strong>Super Mario Bros. / Duck Hunt</strong>, <strong>Super Mario Bros. 2</strong>, and <strong>Sesame Street ABC/123</strong>, which was more for my sister than me&#8230; but, hey&#8230;).</p>
<p>But here I am, nearly twenty years after first playing the game. I have barely touched it since then, and yet still remember where everything is located (like jumping down the chimney in Darunia to learn the upward-thrust technique from the swordsman). If I can barely manage to play more than a single palace each time I <em>try</em> to play, do I actually <em>like</em> the game?</p>
<p>Let&#8217;s break it down almost review-style &#8211;</p>
<p><strong>GAMEPLAY:</strong></p>
<p>One of the criticisms people like to toss at <strong>Zelda II</strong> is that it plays so differently from the other games. I have seen the following response before, but I think it makes a whole lot of sense &#8212; there had <em>only been one game</em> so far, so how on Earth do you compare it to &#8220;all&#8221; the &#8220;other&#8221; games? Of course, this is a perspective being taken <em>years later</em> looking <em>back</em> on the game, but for the time, it seemed like a natural extension of the gameplay seen in the first game. You are still Link with a sword and shield; you are still wandering around a massive world free to go anywhere you want with the items available to you so far; you unlock new areas to explore with new items; you can venture in and out of levels/palaces without finishing them if you really want to; etc. Of course, the concepts of experience points, magic, and especially &#8220;lives&#8221; were incredibly different from the first game, but again&#8230; for the time, it seemed like a logical expansion on the original. Another point I have seen many times before is that the side-scrolling sections in <strong>Link&#8217;s Awakening</strong> appear to be nods to <strong>Zelda II</strong>, even <em>with</em> their Mario-enemy cameos; they feel like single-screen <strong>Zelda II</strong> palaces with elevators, jumps, and <em>especially</em> the &#8220;Skull&#8221; enemy (itself reminiscent of the &#8220;Bubble&#8221; foes from the first game&#8217;s dungeons).</p>
<p style="text-align: center;"><em><img class="alignnone size-full wp-image-726" title="zelda2_elevator" src="http://www.vgconvos.com/wp-content/uploads/2009/08/zelda2_elevator.gif" alt="zelda2_elevator" /> <img class="alignnone size-full wp-image-727" title="la_sidescrolling" src="http://www.vgconvos.com/wp-content/uploads/2009/08/la_sidescrolling.gif" alt="la_sidescrolling" /><br />
(Link&#8217;s Awakening shot from <a href="http://www.gamespite.net/toastywiki/index.php/Games/LinksAwakening" target="_blank">gamespite.net</a>)</em></p>
<p>This is still all hindsight, though. How about the controls, as in how Link actually moves and responds to you&#8230;? Back then and today I still feel that Link moves realistically and reacts appropriately for who he is. Quite frankly, once you obtain the downward-thrust sword technique, pro players can make Link look almost graceful in the way he hops and bounces off of foes, acting like a skipping-stone through caves and palace corridors.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-701" title="link_graceful_movement" src="http://www.vgconvos.com/wp-content/uploads/2009/08/link_graceful_movement.gif" alt="link_graceful_movement" /></p>
<p>Link&#8217;s jumping ability in <strong>Ocarina of Time</strong> seems to be an exact copy of his <strong>Zelda II</strong> technique, albeit no longer manually-controlled. Unlike Mario, Link does not and cannot jump three or four times his own height. There is a certain &#8220;weight&#8221; to him that grounds him in reality, no matter how unrealistic and fantastic the scenario is. It still feels a little &#8220;stiff&#8221; like many of the early NES games, but was a clear mid-way point between the first generation of games and the masterpieces of technological wonder that were the system&#8217;s swan songs.</p>
<p><strong>GRAPHICS:</strong></p>
<p>While the first game by no means features an overly-saturated, lush landscape&#8230; the second game <em>does</em> feel like it has a more subdued, muted color palette. With the exception of the green forests and grass on the overworld, this section of Hyrule seems to be a rather dull place.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-710" title="zelda2_overworld_1" src="http://www.vgconvos.com/wp-content/uploads/2009/08/zelda2_overworld_1.gif" alt="zelda2_overworld_1" /></p>
<p>Palaces are entirely single-color, caves are either dark or lit up in orange&#8230; heck, the most colorful things in the game are probably the enemies! This may have been a conscious decision to set them apart from their backgrounds, now that I step back to look at it more closely. Even Link&#8217;s outfit is a somewhat-desaturated version of what we (now) traditionally think of as his green tunic when placed upon the various backgrounds. Sure, it was partially a limitation of the console and the number of colors it can display, but it all comes together to form &#8220;Link&#8221; in a very special way.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-711" title="link_sprite_cutout" src="http://www.vgconvos.com/wp-content/uploads/2009/08/link_sprite_cutout.gif" alt="link_sprite_cutout" /></p>
<p>The game absolutely has its own aesthetic, one that was later used as &#8220;inspiration&#8221; for plenty of other games. The overworld was sparse and its enemy icons looked ridiculous, and as mentioned the colors were somewhat dull&#8230; but at the time, nothing else looked like it. Even today, it retains its own individual look, and one that seems to have been referenced and expanded upon in style by games like <strong>Ocarina of Time</strong>.</p>
<p><strong>MUSIC:</strong></p>
<p>Despite the score being composed by Akito Nakatsuka (rather than veteran Koji Kondo), few people will claim that <strong>Zelda II</strong> has &#8220;bad&#8221; music. While the first game&#8217;s main melody is only briefly hinted at with the beginning of the overworld theme, this approach would return with <strong>Ocarina of Time</strong>&#8230; and it seemed to work out pretty OK <em>there</em>, too. The true testament to <strong>Zelda II</strong>&#8216;s score is the inclusion of the palace music in <strong>Super Smash Bros. Melee</strong>, and a medley of the normal and final palace songs in <strong>Brawl</strong>. This one haunting piece seems to have survived the test of time more so than any other element from the game, and for good reason. Folks tend to overlook the rest of the game&#8217;s score, however; the town music laid the groundwork for later songs like the Kakariko Village theme in its simplicity and tone, while the cave music got you on the edge of your seat in anticipation of whether or not another Daria was going to come swinging with some flying axes.</p>
<p>Needless to say, the score is phenomenal, and near-universally enjoyed. It contributes quite a bit to the overall enjoyment of the game.</p>
<p><strong>DIFFICULTY:</strong></p>
<p>This is <em>not</em> an easy game. Even as an NES-generation child, I could not defeat Thunderbird in the final palace. Perhaps the first clue you get about the game&#8217;s difficulty is when you wander into the northern desert cave before getting the candle; if you somehow manage to jump past the bats and fire pits, that Goriya is nailing you with his boomerang.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-714" title="northern_cave" src="http://www.vgconvos.com/wp-content/uploads/2009/08/northern_cave.gif" alt="northern_cave" /></p>
<p>As I mentioned earlier, the true test of might is simply obtaining the hammer sometime after beating the first palace. If you can make your way past that one, final, red Daria&#8230; chances are you have the chops to continue. Even after that, though, the game does not hold back. The Ironknuckles are particularly difficult to deal with if you do not play defensively (something you rarely had to do in the first game), and choosing the wrong path in the third palace without first confronting that blue Ironknuckle trapped inside the blocks means you&#8217;re going to be battling a red one in front of you while the blue one throws knives at you from behind. Hitting a little, floating bubble while jumping across a pit invariably means you are falling to your death. Not grinding up a little magic-meter extension means you probably will not have enough magic points to cast that &#8220;Life&#8221; or even &#8220;Shield&#8221; spell when confronting the palace boss.</p>
<p style="text-align: center;"><em><img class="alignnone size-full wp-image-715" title="thunderbird" src="http://www.vgconvos.com/wp-content/uploads/2009/08/thunderbird.gif" alt="thunderbird" /><br />
</em></p>
<p>The game is unforgiving, but <em>mostly</em> fair. Some of the enemies move rather unpredictably, and the Mace Thrower can be difficult to get some inside-range on, but perseverance means you will ultimately learn the general gameplay patterns and move forward.</p>
<p><strong>LEVEL DESIGN:</strong></p>
<p>I have recently been playing through <strong>Retro Game Challenge</strong> on the DS. The final game, <strong>Robot Ninja Haggle Man 3</strong>, is a game in the vein of something like <strong>Metroid</strong> mashed up with some later <strong>Castlevania</strong> and a little old-school <strong>Ninja Gaiden</strong> or <strong>Shinobi</strong>; you are free to explore the world in the standard side-scrolling, action-game view with your sword, shuriken, jumps, etc. You can upgrade your abilities by purchasing &#8220;gears&#8221;, which grant you higher jumps, floating, powered-up shuriken blasts, and more. I have only barely played a couple minutes into the first <strong>Metroid</strong> game, and I have only played <strong>Castlevania</strong> games pre-<strong>Symphony of the Night</strong>. I have relatively little experience in the open-world &#8220;Metroidvania&#8221; style of games, and yet I find myself absolutely in love. There is no doubt in my mind that my PS3 &amp; PSP will soon have a copy of <strong>Symphony of the Night</strong> on them, and I am even more excited to play <strong>Super Metroid</strong>.</p>
<p>How does this all relate to <strong>Zelda II</strong>, though?</p>
<p>You could make a somewhat-solid argument that <strong>Zelda II</strong> falls in line with this style of game. In fact, Jeremy Parish <a href="http://www.gamespite.net/toastywiki/index.php/Games/MetroidvaniaZeldaII" target="_blank"><strong>has done so</strong></a>. The palaces in <strong>Zelda II</strong> have some degree of &#8220;open-world&#8221; to them, albeit on a much smaller scale. The &#8220;standard&#8221; (again, only the second game here&#8230;) <strong>Zelda</strong> tropes of keys to open locked doors remain in your path, but upgraded magic spells like &#8220;Jump&#8221; and the glove which allows you to break blocks are what lead you to new areas in these palaces. Again, you are free to wander in and out of palaces as you choose; if all you want to do is grab that palace&#8217;s special item and move on without defeating the boss, feel free (similar to how you can play the first game). You will eventually have to come back to defeat him to place the crystal at the end of the level if you want to open up the final palace, but it is all left up to you to decide how and in what kind of order.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-718" title="palace_2_map" src="http://www.vgconvos.com/wp-content/uploads/2009/08/palace_2_map.gif" alt="palace_2_map" /><em><br />
(palace map from <a href="http://www.nesmaps.com/maps/Zelda2/Zelda2.html" target="_blank">nesmaps.com</a>)</em></p>
<p>In this respect, <strong>Zelda II</strong> almost seems like a &#8220;Metroidvania LITE&#8221; gameplay experience. Perhaps it acting as the basis for <em>any</em> familiarity I have with that type of gameplay and level design is what now has me interested in going back and checking out some of these major hits that I somehow missed over the years.</p>
<p><strong>HILARITY:</strong></p>
<p>Who can forget &#8220;<em>I AM ERROR.</em>&#8220;&#8230;? Even when accurate to the original Japanese script (as Error was), the half-translated nature of the game combined with the lack of character space to get across the necessary information certainly led to an unparalleled experience. Between Link actually &#8220;speaking&#8221; aloud for what may be the only time in the franchise&#8217;s history (&#8220;<em>I FOUND A MIRROR UNDER THE TABLE.</em>&#8220;), the in-retrospect pondering about what exactly goes on inside that lady&#8217;s house when Link&#8217;s health is restored, and the oft-seen &#8220;<em>GAME OVER RETURN OF GANON</em>&#8221; (brought about by sprinkling your blood on the big boss&#8217; remains, mind you)&#8230; few games come close to the written-text experience of <strong>Zelda II</strong>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-703" title="i_am_error" src="http://www.vgconvos.com/wp-content/uploads/2009/08/i_am_error.gif" alt="i_am_error" /> <img class="alignnone size-full wp-image-704" title="game_over" src="http://www.vgconvos.com/wp-content/uploads/2009/08/game_over.gif" alt="game_over" /></p>
<p><strong>SO DO I LIKE THE DARN THING?!</strong></p>
<p>That&#8217;s a tough call. It is incredibly difficult to look back on your own personal history and familiarity with something and try to understand if you <em>genuinely</em> like it, or only <em>think</em> you like it <em>due to</em> that familiarity. Then again, if I am able to look back on things like <strong>He-Man</strong> and wonder how on Earth I ever liked it, I suppose I could do the same with video games and take a slightly-more objective look.</p>
<p>With that in mind, I think I <em>do</em> like <strong>Zelda II</strong>. I like it more than just a historical snapshot in a series that contains two of my favorite games of all-time (the original and <strong>Link&#8217;s Awakening</strong>), but I also appreciate it on that level of timely-significance. I like it more than just a piece of my childhood gaming adventures. I appreciate many of the artistic choices made in its development. The level design continues to intrigue me. The enemies become more and more frightening as the game progresses, certainly keeping me on the edge of my seat. The game is difficult, but not impossible (<em>Hello, there, other game from my youth called <strong>Battletoads</strong></em>), which provides an incredible sense of accomplishment.</p>
<p>It is constantly called the &#8220;black sheep&#8221; of the franchise (typically with <strong>Majora&#8217;s Mask</strong> not far behind), but this should not be taken pejoratively. Many of its elements have stood the test of time to resurface in other games (the temple music, Dark Link), proving their historical significance and underlying genius. The fact that the game itself has been re-released an appropriate, but not <em>overwhelming</em>, number of times (GBA, Gamecube &#8220;Collector&#8217;s Edition&#8221; disc, Virtual Console) also speaks volumes.</p>
<p><strong>Zelda II</strong> is a good game&#8230; it might even be great. I think I like it.</p>
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		<title>Bowser (1989) vs Bowser (2009)</title>
		<link>http://www.vgconvos.com/2009/08/07/bowser-1989-vs-bowser-2009/</link>
		<comments>http://www.vgconvos.com/2009/08/07/bowser-1989-vs-bowser-2009/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 16:43:59 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[advertisements]]></category>
		<category><![CDATA[bowser]]></category>
		<category><![CDATA[sears]]></category>
		<category><![CDATA[super mario bros]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=661</guid>
		<description><![CDATA[Meri is digging through some old X-Men comic issues right now, and showed me a hilarious advertisement for Sears, and specifically their Nintendo inventory. Check this out from The Uncanny X-Men issue 247 from 1989: The first thing we noticed was the swapped screenshots for Zelda II and Castlevania II. It also lists Super Mario [...]]]></description>
			<content:encoded><![CDATA[<p>Meri is digging through some old <strong>X-Men</strong> comic issues right now, and showed me a hilarious advertisement for <strong>Sears</strong>, and specifically their <strong>Nintendo</strong> inventory. Check this out from <em>The Uncanny X-Men</em> issue 247 from 1989:</p>
<p><img class="alignnone size-full wp-image-662" title="smb1_ad_compare_1" src="http://www.vgconvos.com/wp-content/uploads/2009/08/smb1_ad_compare_1.jpg" alt="smb1_ad_compare_1" /></p>
<p>The first thing we noticed was the swapped screenshots for <strong>Zelda II</strong> and <strong>Castlevania II</strong>. It also lists <strong>Super Mario Bros. II</strong> and shows a screenshot from the first game (and clearly from 1-1 of <strong>SMB1</strong>, and not the Japanese <strong>SMB2</strong>).</p>
<p>What really got me though was the representation of Bowser, King of the Koopas. Take another look at him:</p>
<p><img class="alignnone size-full wp-image-663" title="smb1_ad_compare_2" src="http://www.vgconvos.com/wp-content/uploads/2009/08/smb1_ad_compare_2.jpg" alt="smb1_ad_compare_2" /></p>
<p>He is <em>really</em> freakin&#8217; scary, there. The thing is, it&#8217;s not all that far removed from how he is actually represented in the first <strong>Super Mario Bros.</strong>:</p>
<p><img class="alignnone size-full wp-image-664" title="smb1_ad_compare_3" src="http://www.vgconvos.com/wp-content/uploads/2009/08/smb1_ad_compare_3.jpg" alt="smb1_ad_compare_3" /></p>
<p>He was very clearly more &#8220;dinosaur&#8221;-inspired in the 1980s, and a rather frightening turtle-dinosaur-monster-man-thing at that. To today&#8217;s crowd, he&#8217;s almost unrecognizable in this original form. Bowser has become a rather sympathetic character over the years. Between his bumbling ways in the American cartoons, his constant team-ups in the <strong>Mario RPG</strong> series, collaborative sports events with the heroes&#8230; even when he is being <em>evil</em>, he&#8217;s a very lovable evil monster. Take a look at a modern representation of Bowser from <strong>Super Smash Bros. Brawl</strong>:</p>
<p><img class="alignnone size-full wp-image-665" title="smb1_ad_compare_4" src="http://www.vgconvos.com/wp-content/uploads/2009/08/smb1_ad_compare_4.jpg" alt="smb1_ad_compare_4" /></p>
<p>He is much more rounded-off, has more color to him (remember, &#8220;bright&#8221; = &#8220;nice&#8221;, and &#8220;dark&#8221; = &#8220;evil&#8221;&#8230;!), smiles a lot more&#8230; you just want to reach over and hug him!</p>
<p>As you can tell, I do not have a whole lot of commentary to add; I mostly just find it fascinating how characters change and evolve over time (both in- and out-of game), and wanted to share!</p>
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		<title>We&#8217;re In The Movies</title>
		<link>http://www.vgconvos.com/2009/07/28/were-in-the-movies/</link>
		<comments>http://www.vgconvos.com/2009/07/28/were-in-the-movies/#comments</comments>
		<pubDate>Tue, 28 Jul 2009 18:38:56 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[meta]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[you're in the movies]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=654</guid>
		<description><![CDATA[I&#8217;m pretty sure that on episode seven of the podcast we mentioned playing You&#8217;re In The Movies on the Xbox 360. It took me forever to re-borrow the game (and then its camera, because you can&#8217;t even get to the main menu without it) from Andrew, but I have finally exported and uploaded our masterpiece. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m pretty sure that on <a href="http://www.vgconvos.com/2009/06/07/conversation-007-online-services-games-demos-and-more/"><strong>episode seven of the podcast</strong></a> we mentioned playing <strong>You&#8217;re In The Movies</strong> on the Xbox 360. It took me forever to re-borrow the game (and then its camera, because you can&#8217;t even get to the main menu without it) from Andrew, but I have finally exported and uploaded our masterpiece.</p>
<p>Starring <strong>Jeff</strong> as the evil overlord, and also <strong>Andrew</strong>, <strong>Meri</strong>, and <strong>Bryce</strong> as&#8230; well&#8230; whatever it is they are.</p>
<p><object width="480" height="295" data="http://www.youtube.com/v/RwXl2fVG2oI&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/RwXl2fVG2oI&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /></object></p>
<p>Yeeeeeeep. Sorry about the page-breaking with the embed.</p>
<p>Hey, we should record another podcast episode at some point in the near future.</p>
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		<title>Owning THREE PS2s&#8230;?!</title>
		<link>http://www.vgconvos.com/2009/06/19/owning-three-ps2s/</link>
		<comments>http://www.vgconvos.com/2009/06/19/owning-three-ps2s/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 20:12:15 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[backwards compatibility]]></category>
		<category><![CDATA[price drop]]></category>
		<category><![CDATA[ps2]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=628</guid>
		<description><![CDATA[It is certainly a fair question to ask why I would need to own three PS2s in the same house. What kind of setup could possibly require this? We certainly never intended to have three, but our logic for doing so may be sounder than even I originally thought. It started out with the original [...]]]></description>
			<content:encoded><![CDATA[<p>It is certainly a fair question to ask why I would need to own three PS2s in the same house. What kind of setup could possibly require this? We certainly never intended to have three, but our logic for doing so may be sounder than even I originally thought.</p>
<p>It started out with the original PS2. While I did not get it immediately after launch, it was soon enough into its lifespan that it is the original launch model. This has been one of the most-used consoles in my lifetime, with a gaming library (both in terms of global releases and my own personal collection) that exceeds anything that has come before.</p>
<p>Since I had little interest in modding my system to play Japanese games (and genuinely having zero interest in bootlegging or &#8220;playing backups&#8221;), I opted to go with a genuine Japanese PS2 to supplement the American one. I ended up getting a Hell of a deal on one (yet another launch model) from a fellow staff member at AnimeNEXT many years back, just in time for the Japanese release of <strong>DragonBall Z 3</strong> (&#8220;Budokai 3&#8243;). It served me quite well over the years, allowing me to play my precious DBZ games with <em>both</em> their Japanese voices <em>and</em> music&#8230; not to mention cheap, English-language &#8220;Asian versions&#8221; of games (<strong>Tekken 5</strong>), and plenty of other fighting games that either never came out here, or came out years later (<strong>Neo-Geo Fighting Coliseum</strong>, <strong>Virtua Fighter 2</strong> [Sega Ages version]), etc.</p>
<p>So here we are in the present-day. At the end of last March <a href="http://www.vgconvos.com/2009/03/31/does-the-ps2-99-price-point-affect-you/"><strong>I asked you all whether or not the PS2&#8242;s $99 price drop affected you in any way</strong></a>. Would you get a new system to replace a broken one? Supplement the first one for use in a different room of the house? Maybe even get your first PS2 ever? The comments seemed to run the gamut of all those scenarios, but none of them really applied to me at the time.</p>
<p>Here I am in the new house, though, with plenty of rooms, plenty of TVs, plenty of newer systems and games&#8230; and yet a desire to still play some PS2 games from time to time, both classics that we also break out to play, as well as games I just never got around to playing.</p>
<p>Originally, I set it up so that the two PS2s (American and Japanese) were hooked up to my old TV via component up in our loft. This was an easy and convenient way to still let me play some PS2 games since our PS3 model (the 40 GB mass market one) does not have backwards compatibility.</p>
<p>However, as convenient as this was, it posed a few problems. For starters, it would now be impossible to play <strong>Dance Dance Revolution</strong>. While there <em>might</em> be enough room up in the loft&#8230; really, no-one needs to be stomping around up here. Also, while it&#8217;s nice and comfy up here with a couch, it is not quite the same as wirelessly playing games down on the new HDTV in the living room. We enjoy playing some old favorites when company is over (namely <strong>Capcom vs SNK 2</strong>, <strong>Street Fighter Alpha 3</strong>, etc.)&#8230; and while we do have newer games available to us that will eventually become staples, it really isn&#8217;t that much fun to say &#8220;<em>Forget the nice, big TV with surround sound&#8230; let&#8217;s go play up in the loft</em>.&#8221;</p>
<p>When we received our entire security deposit back from the apartment folks (which we did not anticipate at all due to the cats taking a loving to picking at several areas of carpet and molding), we quickly decided that getting a slim PS2 to hook up to the HDTV in the living room was no longer &#8220;overboard&#8221;. Here is the current PS2 setup we have throughout the house:</p>
<p>The Japanese PS2 remains in the same place. The majority of play-time the system sees is typically single-player DBZ games on my own, so there is no problem just crashing up on the couch in the loft with it on the old SDTV. It is still hooked up via component, so it looks the best it is going to look on an old tube TV.</p>
<p><img class="alignnone size-full wp-image-630" title="ps2_loft" src="http://www.vgconvos.com/wp-content/uploads/2009/06/ps2_loft.jpg" alt="ps2_loft" /></p>
<p>The new &#8220;slim&#8221; PS2 is hooked up to the new HDTV (also via component) down in the living room. It hangs out with its other fellow small system, the Wii, in a door in the cabinet. Thanks to suggestions from folks on Twitter when asked, we decided to go with the <a href="http://www.amazon.com/PlayStation-2-Cordless-Action-Controller/dp/B0001VNNE8/ref=sr_1_1?ie=UTF8&amp;s=videogames&amp;qid=1245433300&amp;sr=8-1" target="_blank"><strong>Logitech wireless PS2 controller</strong></a> to keep things tidy. It was a great recommendation, and is a fairly sturdy-feeling replacement for an actual wired PS2 controller. Should we need to get some two-player action going on, the wired controller it came with lives in the drawer above this door.</p>
<p><img class="alignnone size-full wp-image-631" title="ps2_slim" src="http://www.vgconvos.com/wp-content/uploads/2009/06/ps2_slim.jpg" alt="ps2_slim" /></p>
<p>The most interesting of the bunch is the original American PS2, which has been moved down into the basement. One of the reasons we choose this house over a couple others in this development was its finished basement. The colors are&#8230; well, they are certainly &#8220;finished basement&#8221; colors rather than &#8220;rest of the house&#8221; colors&#8230; but that is neither here nor there. The old system has essentially been transformed back into a <strong>DDR</strong>-only machine on a crappy old TV. Hooked up via old fashioned composite cables, high-quality audio and video are nowhere in our mind when we want to bust out the old <strong>Red Octane Ignition 2.0</strong> pads (seen in the reflection of my highly-artistic photography) for some DDR. In case we want to play some of the Japanese PS1 games, the original PS1 and its Pro Action Replay patiently wait in silence. Once we crash after playing for a while, the NES is just a switch away.</p>
<p><img class="alignnone size-full wp-image-632" title="ps2_basement" src="http://www.vgconvos.com/wp-content/uploads/2009/06/ps2_basement.jpg" alt="ps2_basement" /></p>
<p>This all comes full-circle to those questions I posed back in March: why would you purchase a PS2 at this point in time? I read all of your responses, and now you have read my own. <a href="http://www.joystiq.com/2009/06/11/may-npd-ufc-on-top-while-ds-ps2-take-a-beating/" target="_blank"><strong>This past May</strong></a>, sales of the PS2 were down 32%&#8230; <em>but they still sold 117,000 PS2s</em>.</p>
<p>I am just a statistic, at this point.</p>
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		<title>Random Game Purchase: Donkey Konga</title>
		<link>http://www.vgconvos.com/2009/06/16/random-game-purchase-donkey-konga/</link>
		<comments>http://www.vgconvos.com/2009/06/16/random-game-purchase-donkey-konga/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 17:26:50 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[donkey konga]]></category>
		<category><![CDATA[gamecube]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[random game purchase]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=602</guid>
		<description><![CDATA[It doesn&#8217;t take much more than a good coupon to drive me into game-buying-mode. When I came across Gamestop&#8217;s 20%-off coupon for used Gamecube games over at Cheap Ass Gamer, I was all over that. What would I get? Luigi&#8217;s Mansion? Maybe another Resident Evil? I kept thinking to myself what some cheap games would [...]]]></description>
			<content:encoded><![CDATA[<p>It doesn&#8217;t take much more than a good coupon to drive me into game-buying-mode. When I came across <a href="http://www.gamestop.com/gs/newnews/fsi/images/ebc3009595.jpg?affID=77777&amp;sourceID=FKSJxY2VJAk-EG9mGk.cXIki_gcQvmBa.g" target="_blank"><strong>Gamestop&#8217;s 20%-off coupon</strong></a> for used Gamecube games <a href="http://www.cheapassgamer.com/?f=1200" target="_blank"><strong>over at Cheap Ass Gamer</strong></a>, I was all over that. What would I get? <strong>Luigi&#8217;s Mansion</strong>? Maybe another <strong>Resident Evil</strong>? I kept thinking to myself what some cheap games would be to fill in some embarrassing-gaming-holes on the Cube, but decided I would just go and peruse to see what was there without much in the way of specific targets.</p>
<p>I had totally forgotten that a couple years ago I picked up a boxed copy of <strong>Donkey Kong Jungle Beat</strong> and its included &#8220;DK Bongos&#8221;. Gamestop had a floor full of them for ~$20 (and extra bongos for about the same price), some time ahead of the deluge of upcoming, additional, crazy amounts of fake plastic instruments.</p>
<p>I pretty much picked up <strong>Jungle Beat</strong> and its &#8220;perphs&#8221; with the intention of eventually grabbing the <strong>Konga</strong> games. Up until this weekend I had not seen them sitting around on the used game shelves&#8230; either that, or since I had forgotten I was looking for them, I didn&#8217;t see them even if they happened to be in hidden in plain view. Much to my surprise and delight, I saw copies of both domestic <strong>Donkey Konga</strong> games on the &#8220;Used&#8221; shelves this weekend! It was $9.99, so with the 20%-off coupon, we&#8217;re talking about $8 for the game.</p>
<p>After a quick scroll-through of the song lists in the games on the iPhone (thank you, mobile &#8216;net access!) I decided that the first game was the clear winner of the song-list-battle. The <strong>Mario</strong> and <strong>Zelda</strong> themes? The dub <strong>Pokemon</strong> theme? Oh, c&#8217;mon. Sold.</p>
<p><img class="alignnone size-full wp-image-606" title="donkey_konga_cover" src="http://www.vgconvos.com/wp-content/uploads/2009/06/donkey_konga_cover.jpg" alt="donkey_konga_cover" /></p>
<p>I&#8217;ve played a little bit of <strong>Taiko Drum Master</strong> (import and domestic) on the PS2 courtesy of Andrew, so I had a pretty good idea of what I was getting into in terms of gameplay. While I was not smashing fake plastic drums with fake wooden drum sticks, I <em>was</em> at least hitting fake plastic drums with my hands. Hit the left drum, hit the right drum, hit them both at the same time&#8230; easy enough. The one gameplay aspect I had to look up online was the blue/white sparkly icon on the timeline. While my copy of the game came with its cover and generic insert, it did not come with the actual instruction book. Turns out I have to <em>clap my hands</em> on those icons (having totally missed the little microphone/clap sensor on top in between the drum heads). Once I figured out what I was doing, it was clear sailing.</p>
<p>I decided to play on the Gamecube itself (as opposed to via the Wii) hooked up to an old tube TV due to the fact that it <em>was</em> a rhythm-based game, and I&#8217;ve <a href="http://www.vgconvos.com/2009/05/18/hdtv-gaming-and-lag-first-impressions/"><strong>had it up to here with lag</strong></a> (also correctly assuming that Nintendo would have nothing built into the game to compensate for said lag on newer A/V setups). I had a pretty good time in the 30-45 minutes I spent with the game last night (having already played <strong>R.B.I. 3</strong> on the NES in the basement, and <strong>FFIV: The After Years</strong> on the Wii in the living room, now playing on the Gamecube up in the loft). My hands had enough of the smashing and clapping after about that much time, though I expect I could have easily played for an hour had I not already spent an entire day doing various activities around the house.</p>
<p>The &#8220;licensed&#8221; songs that I did play were probably the best of the bunch (&#8220;<em>All the Small Things</em>&#8220;, &#8220;<em>The Impression That I Get</em>&#8220;, &#8220;<em>Right Here, Right Now</em>&#8220;), and I can&#8217;t see myself visiting some of the more juvenile ones all that often (&#8220;<em>The Loco-Motion</em>&#8220;, &#8220;<em>Campfire Medley</em>&#8220;). The Nintendo-specific songs were all a blast to play, especially the bongo-ified version of the main <strong>Zelda</strong> theme.</p>
<p>As you complete songs (on either its equivalent of the &#8220;easy&#8221; and &#8220;medium&#8221; single-player difficulties available by default), you accumulate coins to spend in its in-game store. Yes, it&#8217;s another coin-collect-athon in the traditional Nintendo sense, and it fits right in with the rhythm game unlock system of the day; think of spending money to unlock songs in <strong>Guitar Hero II</strong> or playing a certain number of songs in <strong>DDR</strong> to unlock new courses.</p>
<p>While you can spend the coins on &#8220;expert&#8221; levels of songs (as I did for the dub <strong>Pokemon</strong> theme song, which playing will accumulate a higher number of coins), you can also spend coins on new sound effects for the bongos. You have standard bongo sounds and NES-style beeps available at the start, and I decided that I would spend some cash on <strong>Zelda-</strong>inspired sound effects to complement the default ones. After selecting a song, banging the bongos to the left and right allows you to select these custom sound effects, so now I am banging out heart-collecting sounds and Link yelps. These custom sound effects cost significantly more than &#8220;expert&#8221; versions of songs, so you&#8217;ll have to decide on your own which kinds of unlockables you want to shoot for first.</p>
<p>I certainly enjoyed what I have played so far, and see myself having another couple rounds with the game in the near future. More so than either of the North American <strong>Donkey Konga</strong> releases, though, I have found myself incredibly enthralled by the prospect of importing <strong>Donkey Konga 3</strong>. Its track list is impressive from both a gamer perspective (a song from <strong>Katamary Damacy</strong>, plenty of Famicom remixes) and an anime perspective (&#8220;<em>CHA-LA HEAD-CHA-LA</em>&#8221; from <strong>DragonBall Z</strong>, &#8220;<em>Mezase Pokemon Master</em>&#8221; from <strong>Pokemon</strong>, &#8220;<em>Re-write</em>&#8221; from <strong>Fullmetal Alchemist</strong>). The going price on eBay seems to be $25-40, which is pretty fair considering it&#8217;s no longer available new on sites like <strong>Play-Asia</strong>.</p>
<p>Of course, here&#8217;s my biggest problem:</p>
<p><img class="alignnone size-full wp-image-605" title="donkey_konga_floor" src="http://www.vgconvos.com/wp-content/uploads/2009/06/donkey_konga_floor.jpg" alt="donkey_konga_floor" /></p>
<p>Since unpacking the DK Bongos, I have even more fake plastic instruments sitting around on my floor with no real place to appropriately store them.</p>
<p><em>(I also picked up <strong>XIII</strong> on the Gamecube for about $3. I know nothing about it other than that it&#8217;s rated &#8220;M&#8221; and was $3 + 20% off).</em></p>
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		<title>Online Consoles Follow-up</title>
		<link>http://www.vgconvos.com/2009/06/08/online-consoles-follow-up/</link>
		<comments>http://www.vgconvos.com/2009/06/08/online-consoles-follow-up/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 14:43:33 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[backwards compatibility]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[xbox originals]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=587</guid>
		<description><![CDATA[As a follow-up to some material covered in episode seven of our podcast, here are a couple quick bits of information and reading: - At E3, Microsoft announced that they had one more title to bring over to &#8220;Xbox Originals&#8221;&#8230; and then it&#8217;s done. We can probably safely assume that no more software updates will [...]]]></description>
			<content:encoded><![CDATA[<p>As a follow-up to some material covered in <a href="http://www.vgconvos.com/2009/06/07/conversation-007-online-services-games-demos-and-more/"><strong>episode seven of our podcast</strong></a>, here are a couple quick bits of information and reading:</p>
<p>- At E3, Microsoft announced that they had one more title to bring over to &#8220;Xbox Originals&#8221;&#8230; and then it&#8217;s done. We can probably safely assume that no more software updates will be coming to the 360 to allow for additional disc-based backwards compatibility. <em>(Link: <a href="http://xboxlive.ign.com/articles/990/990070p1.html" target="_blank"><strong>IGN</strong></a>)</em></p>
<p>- Sony officially unveiled the <strong>PSP Go</strong> at E3 to no-one&#8217;s surprise. The UMD slot is indeed gone, and no official statement has been given with regards to how consumers with existing UMD-based games will be able to possibly transfer them to their new hardware. Current rumors involve kiosks set up at stores, or a trade-in program. Additionally, the PSP Go is completely incompatible with all existing PSP accessories (including mini-USB cables) due to a new multifuction port. <em>(Link: <a href="http://www.engadget.com/2009/06/08/psp-go-lacks-mini-usb-compatbility-with-existing-accessories-c/" target="_blank"><strong>Engadget</strong></a>)</em></p>
<p>- No &#8220;Portable Virtual Console&#8221; was announced by Nintendo for the DSi. Do you think it&#8217;s still coming?</p>
<p>- We didn&#8217;t get a chance to cover every single last thing about video game consoles and online connectivity, so if you&#8217;re up for a little more reading, <a href="http://news.cnet.com/8301-10797_3-10257724-235.html" target="_blank"><strong>CNet has covered a little bit more</strong></a>. While it&#8217;s not the best in terms of breadth of information covered or even straight-up writing style, you&#8217;ll probably find something of interest. I definitely need to do some kind of &#8220;Fond Memories&#8230;!&#8221; segment or something regarding <strong>Sega Channel</strong> (much to Andrew&#8217;s chagrin, I&#8217;m sure).</p>
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		<title>Conversation 007: Online Services, Games, Demos, and More</title>
		<link>http://www.vgconvos.com/2009/06/07/conversation-007-online-services-games-demos-and-more/</link>
		<comments>http://www.vgconvos.com/2009/06/07/conversation-007-online-services-games-demos-and-more/#comments</comments>
		<pubDate>Sun, 07 Jun 2009 04:30:12 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Podcast Episode]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[wiiware]]></category>
		<category><![CDATA[xbla]]></category>
		<category><![CDATA[xbox live]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=580</guid>
		<description><![CDATA[Hey, lookie here. It&#8217;s a podcast episode! That&#8217;s right, we finally got off our butts for the first time since February to record a show. We had a whole slew of ideas kicking around, but ultimately decided to discuss how online services for consoles have really changed the playing field. Whether it&#8217;s exclusive demos, downloadable [...]]]></description>
			<content:encoded><![CDATA[<p>Hey, lookie here. It&#8217;s a podcast episode! That&#8217;s right, we finally got off our butts for the first time since February to record a show. We had a whole slew of ideas kicking around, but ultimately decided to discuss how online services for consoles have really changed the playing field. Whether it&#8217;s exclusive demos, downloadable content, further making magazines irrelevant&#8230; services like Xbox Live and PlayStation Network (and perhaps to a lesser extent WiiConnect24 and Nintendo&#8217;s Wi-Fi connection) have created an entirely new vocabulary gamers must be familiar with just to <em>exist</em> these days.</p>
<p>There was just so much content cover, we didn&#8217;t even get around to discussing things like the reliability of services (PSN run slow for anyone else?), paying for access and the future of paid services (Gold, anyone?)&#8230; and on and on and on.</p>
<p>We were happy to bring <strong>Meri</strong> on to shoot the shit with us this episode, and can&#8217;t wait to have her on in the future, again. In addition to talking about the games we&#8217;ve been playing and our main topic, we also gave our <a href="http://www.vgconvos.com/features/top10games/top-10-console-download-games/"><strong>Top 10 Console Download Games</strong></a>.</p>
<p>As always, big special thanks to everyone out there sticking with us while waiting for a new episode by contributing your responses on the blog posts and continuing to <a href="../contact/" target="_self"><strong>drop us a line</strong></a>. Whether it&#8217;s your own Top 10 Games or a question for us, we would <em>love</em> to hear from you.</p>
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			<enclosure url="http://www.vgconvos.com/audio/vgconvos_007_-_online_services_and_games.mp3" length="64991356" type="audio/mpeg" />
		<itunes:duration>2:15:19</itunes:duration>
		<itunes:subtitle>Hey, lookie here. It&#8217;s a podcast episode! That&#8217;s right, we finally got off our butts for the first time since February to record a show. We had a whole slew of ideas kicking around, but ultimately decided to discuss how online services f[...]</itunes:subtitle>
		<itunes:summary>Hey, lookie here. It&#8217;s a podcast episode! That&#8217;s right, we finally got off our butts for the first time since February to record a show. We had a whole slew of ideas kicking around, but ultimately decided to discuss how online services for consoles have really changed the playing field. Whether it&#8217;s exclusive demos, downloadable content, further making magazines irrelevant&#8230; services like Xbox Live and PlayStation Network (and perhaps to a lesser extent WiiConnect24 and Nintendo&#8217;s Wi-Fi connection) have created an entirely new vocabulary gamers must be familiar with just to exist these days.
There was just so much content cover, we didn&#8217;t even get around to discussing things like the reliability of services (PSN run slow for anyone else?), paying for access and the future of paid services (Gold, anyone?)&#8230; and on and on and on.
We were happy to bring Meri on to shoot the shit with us this episode, and can&#8217;t wait to have her on in the future, again. In addition to talking about the games we&#8217;ve been playing and our main topic, we also gave our Top 10 Console Download Games.
As always, big special thanks to everyone out there sticking with us while waiting for a new episode by contributing your responses on the blog posts and continuing to drop us a line. Whether it&#8217;s your own Top 10 Games or a question for us, we would love to hear from you.</itunes:summary>
		<itunes:author>feedback@vgconvos.com</itunes:author>
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		<title>New Super Mario Bros. Wii: Save Concerns</title>
		<link>http://www.vgconvos.com/2009/06/03/new-super-mario-bros-wii-save-concerns/</link>
		<comments>http://www.vgconvos.com/2009/06/03/new-super-mario-bros-wii-save-concerns/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 17:45:20 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[coins]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[new super mario bros wii]]></category>
		<category><![CDATA[save system]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=548</guid>
		<description><![CDATA[I never finished either New Super Mario Bros. (DS) or Super Mario Galaxy (Wii). Both came with extreme excitement and anticipation on my end, but something about them just didn&#8217;t click with me. I may not be able to put my finger on it with Galaxy, but the DS game? I can tell you exactly [...]]]></description>
			<content:encoded><![CDATA[<p>I never finished either <strong>New Super Mario Bros.</strong> (DS) or <strong>Super Mario Galaxy</strong> (Wii). Both came with extreme excitement and anticipation on my end, but something about them just didn&#8217;t click with me. I may not be able to put my finger on it with <strong>Galaxy</strong>, but the DS game? I can tell you exactly what it was and why that caused me to never finish the game, despite starting it up twice:</p>
<p>The save system.</p>
<p>For those who don&#8217;t know, you cannot save whenever you want in <strong>New Super Mario Bros.</strong> You can save when you clear a castle (mid-stage or end-boss), just like you were able to in <strong>Super Mario World</strong>. If you want to save at any other point in the game, you had to spend special coins that you collected throughout regular gameplay; three of these coins were hidden away in each stage. Despite this actually being an <em>expansion</em> on the save system from <strong>World</strong>, this was a major deterrent to completion (and even overall <em>enjoyment</em>) for me. From my perspective, if I am playing a portable game, I do not necessarily know how long I have to play before I need to do something else. The whole point is that the game is portable and can conform to my busy schedule. If I have to schedule my saving around the game rather than myself, I should just be at home playing a console game. It did not even matter that I always had plenty of coins to spare, and was probably coming up on a castle, anyway&#8230; it was the principle of the matter, to me.</p>
<p>This is what concerns and intrigues me about <strong>New Super Mario Bros. Wii</strong>. If you take a look at the E3 trailer, you can clearly see Mario collecting what appears to be large coins, and a special slot on the left that fills up as you collect these three coins:</p>
<p><img class="alignnone size-full wp-image-549" title="nsmbwii_coins" src="http://www.vgconvos.com/wp-content/uploads/2009/06/nsmbwii_coins.jpg" alt="nsmbwii_coins" /></p>
<p>My question to myself is this: if it was so much of a problem on DS, will the (apparent, but not confirmed) same save system in the new console version provide the same frustration? Or, like the older versions, will the fact that it is on a console with (presumably) more time to dedicate to it end up with it not even mattering?</p>
<p>How about you all? Did the DS version&#8217;s save system drive you away, or did it not even matter? Any concerns or thoughts about the new one?</p>
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		<title>D&#8217;oh! &#8220;Rock Band&#8221; DLC Incompatibility</title>
		<link>http://www.vgconvos.com/2009/06/03/doh-rock-band-dlc-incompatibility/</link>
		<comments>http://www.vgconvos.com/2009/06/03/doh-rock-band-dlc-incompatibility/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 13:12:06 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[cross compatibility]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[the beatles]]></category>
		<category><![CDATA[world tour]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=540</guid>
		<description><![CDATA[Not wanting to seem entirely biased in one direction (though it&#8217;s mostly true), it looks like I have to cough up a little disappointment due to the fact that in-game content and DLC for The Beatles: Rock Band will be incompatible with other versions of Rock Band, which extends to not being able to export [...]]]></description>
			<content:encoded><![CDATA[<p>Not wanting to seem <em>entirely</em> biased in one direction (though it&#8217;s mostly true), it looks like I have to cough up a little disappointment due to the fact that in-game content and DLC for <strong>The Beatles: Rock Band</strong> will be incompatible with other versions of <strong>Rock Band</strong>, which extends to not being able to export from one game to the other.</p>
<p>This, of course, comes after <a href="http://www.vgconvos.com/2009/03/05/they-just-dont-get-it-let-me-play-my-music/" target="_blank"><strong>I snarkily turn my nose up</strong></a> at the <strong>Guitar Hero</strong> franchise and its lack of compatibility between games from the very get-go of Activision&#8217;s take-over.</p>
<p>I will give Harmonix <em>somewhat</em> of a pass, since with the inclusion of new features like three-part harmonies, it might be rather difficult to process back into the single-vocal-track for the standard <strong>Rock Band</strong> games. I guess I was holding out hope that it would simply strip out the harmony parts and bring just the lead vocals over. If anyone could make that work, it would have been Harmonix.</p>
<p>I&#8217;m still waiting to hear whether or not <strong>Guitar Hero 5</strong> is going to offer compatibility with <strong>World Tour</strong> DLC and especially its on-disc songs (since I personally haven&#8217;t purchased any DLC for it). As much as I don&#8217;t want to fall for Activision&#8217;s shenanigans again, the on-disc artist list is getting a little too difficult for me to ignore. Thrice, Brand New, Sunny Day Real Estate&#8230; graaaaaaaar! If I can bring my <strong>World Tour</strong> on-disc songs into <strong>5</strong>, I might consider picking it up. Harmonix set the bar on this one, and I don&#8217;t know if Activision can ignore that yet again.</p>
<p>Was a podcast recorded last weekend? I dunno. Maybe.</p>
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		<title>HDTV Gaming and Lag: First Impressions</title>
		<link>http://www.vgconvos.com/2009/05/18/hdtv-gaming-and-lag-first-impressions/</link>
		<comments>http://www.vgconvos.com/2009/05/18/hdtv-gaming-and-lag-first-impressions/#comments</comments>
		<pubDate>Mon, 18 May 2009 15:45:24 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[hdtv]]></category>
		<category><![CDATA[lag]]></category>
		<category><![CDATA[memories]]></category>
		<category><![CDATA[virtual console]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=501</guid>
		<description><![CDATA[One of the things I was most excited about and terrified of in the move to the new house was finally having a current-generation TV and audio setup to go along with the now-current-generation video game consoles. Up until last month, I had been gaming on a (decently sized) SDTV with its built-in speakers. I [...]]]></description>
			<content:encoded><![CDATA[<p>One of the things I was most excited about and terrified of in the move to the new house was finally having a current-generation TV and audio setup to go along with the now-current-generation video game consoles. Up until last month, I had been gaming on a (decently sized) SDTV with its built-in speakers. I was at least playing the 360 and PS3 through component cables, but it was 480i with crappy audio none-the-less.</p>
<p>But let&#8217;s take a step back, first.</p>
<p>While I have not kept up with anything in a formal sense, I consider myself as having a bit of a musical background. In addition to my deep love of music (as seen by <a href="http://lofidelity.info" target="_blank"><strong>lo-fidelity</strong></a>), I played saxophone back in elementary and middle school and even took private lessons for a couple years after that. I dropped it mid-high-school for a variety of reasons (I think I wanted to play ska music but didn&#8217;t know what it was I was looking for), but the background was enough to carry with me and give me a wonderful frame of context for years to come. I think I have a finely-tuned ear for music, an incredible sense of rhythm, and pretty decent hand/eye coordination&#8230; all offset by a horrific singing voice, but you can&#8217;t win &#8216;em all.</p>
<p>So what was horrifying about the move to HDTV gaming with a new sound system? It was the A/V lag inherent in the new technology that frightened me away like a dog with its ears down and its tail between its legs. For someone who can tell if anything is off-beat by even the most minor of measurements in milliseconds, &#8220;looking forward&#8221; to lag does not seem to make much logical sense. I ended up going with the following items for our setup:</p>
<p>- Pioneer PDP-5020FD Kuro 50&#8243; Plasma TV<br />
- Sony STRDG920 7.1 A/V Receiver<br />
- Polk Audio RM6750 Speaker Set (Center / 2 Front / 2 Surround / Subwoofer)</p>
<p>Between all the HDMI and component cables, speaker wire, and miscellaneous items I made sure to pick up ahead of time, we were able to put together a complete setup (with an additional two speakers coming at some point in the near future, and actually putting the surround speakers somewhere other than in front of the TV):</p>
<p><img class="alignnone size-full wp-image-503" title="hdtv_lag_setup" src="http://www.vgconvos.com/wp-content/uploads/2009/05/hdtv_lag_setup.jpg" alt="hdtv_lag_setup" /></p>
<p>I knew things would potentially be OK with games like <strong>Rock Band</strong> where there was a thorough lag calibration system in the game&#8217;s options, but that wasn&#8217;t what I was most worried about. I wanted to start with the very basics, and move up from there. The first thing I popped in was the <strong>Wii</strong>, and set its display to 16:9 and 480p. It was wonderful to finally see the system taking advantage of what it could do in a larger display format, and I salivated at the thought of finally being able to <em>see things</em> in games like <strong>Super Smash Bros. Brawl</strong>. However, like I said&#8230; let&#8217;s start with the basics. It&#8217;s <strong>Virtual Console</strong> and <strong>Super Mario Bros.</strong> time.</p>
<p><img class="alignnone size-full wp-image-504" title="hdtv_lag_smb" src="http://www.vgconvos.com/wp-content/uploads/2009/05/hdtv_lag_smb.jpg" alt="hdtv_lag_smb" /></p>
<p>I was very much let down by the fact that the Wii did not automatically adjust to display games in their 4:3 format, and instead stretched it out to fill the 16:9 display. While there are a variety of ways I could adjust this, I found that the most convenient was to switch the receiver to output in 480p (rather than the upscaled 1080p), which for whatever reason scaled it back to 4:3 progressive rather than 16:9 progressive (which the TV then recognized and added the gray pillar bars on the sides)&#8230; but that was OK. Display issues were the least of my worries, though, since I knew I could adjust those on the fly. I was most concerned about lag, and especially with games I knew as intimately well as the original <strong>Super Mario Bros.</strong> Everyone has games that they have grown up with and feel are almost an extension of their hands and fingertips. Muscle memory takes over, and you feel like you could play an entire world blindfolded if you absolutely had to.</p>
<p>This is where it starts to break down. While it may be imperceptible to those not as familiar with it, <strong>Super Mario Bros.</strong> actually felt sluggish and unresponsive. Mario still jumped when I pressed &#8220;A&#8221;, but there was <em>just enough</em> of that <em>insignificantly minor</em> delay that I was accidentally jumping into Goombas and missing a couple pixels on the edge of a staircase after a jump. It was as if someone stole half of a cookie from me; the love and enjoyment was still there, but I knew I was missing something that held it back from being a complete whole. This made me wonder if I wanted to bother playing <em>any old games at all</em> on the newer setup if they were not going to feel the same to me. Sure, you could go tinker around with things like the receiver&#8217;s A/V lag calibration, but that only helps with things like movies where it can delay them both to match each other without worrying about real-time controller inputs to actively display in real-time right back at the viewer (geeze, that&#8217;s a mouth-full).</p>
<p>I decided to play another &#8220;old-school&#8221; game, but this time one that I was not as intimately familiar with. Would I even be able to tell if there was lag? If I had zero frame of reference, would I know any better? With all the hub-bub over the new release, and remembering the minor fanboy fiasco with HDTV lag issues when it first came out on <strong>Virtual Console</strong>, I decided to go back and play some more of the original <strong>Punch-Out</strong> on NES. I had only briefly played the game as a child, and even though it had been sitting on my Wii for months upon months, I had still only briefly played it and therefore had no memories to compare it to. How would it fare?</p>
<p><img class="alignnone size-full wp-image-505" title="hdtv_lag_punchout" src="http://www.vgconvos.com/wp-content/uploads/2009/05/hdtv_lag_punchout.jpg" alt="hdtv_lag_punchout" /></p>
<p>Well, I did the best I have ever done in the game. I made it up to King Hippo and could not honestly tell if there were lag issues. I am sure beyond all reasonable doubt that there were delays in the movements due to input lag&#8230; but coming into it completely fresh, I could not tell the difference. It felt like an entirely normal gaming experience to me, and one that I enjoyed to its fullest. Was my brain compensating for the lag, but making the entire process transparent to me since there was that lack of a frame of reference?</p>
<p>I have since played plenty of other games, both of an old and newer generation. I put an entire day into <strong>Pure</strong> on PS3, and while it may be due to the customizations and general control style of those types of games, my ATV felt as it should. Playing as Jigglypuff in <strong>Brawl</strong> felt normal&#8230; but then again, it&#8217;s a slow character, and the Wii was playing in its standard 16:9 / 480p. <strong>Street Fighter IV</strong> and <strong>Soul Calibur IV</strong> felt completely normal, as well&#8230; and those <em>are</em> faster games that we expect to have and demand pixel-perfect responses from. I still have a problem even with games like <strong>Rock Band</strong>, though; while the calibration options are supremely impressive, it does not change the fact that you are not <em>actually</em> playing the songs in real-time. When the drum solo bits come up, what plays through the speakers is not at the same moment as when you hit the drum pads (it is delayed by just a few milliseconds)&#8230; which in addition to making you look and sound like a complete spaz of a drummer, it can throw off your rhythm by leaps and bounds.</p>
<p>I still have a lot to learn about these types of setups and the best customizations to make. The Wii&#8217;s settings in conjunction with the type of upscaling the receiver is doing seem to have an effect on the input lag. I continue to learn more about the TV&#8217;s options and its different modes, so I may be able to customize things a little more to reduce lag (it looks like the &#8220;Game&#8221; display mode does nothing more than adjust colors and brightness, but when used in conjunction with another switch it may turn off things like noise reduction that affect display lag).</p>
<p>Instances like this make my yearn for the days of old when we hooked up a RF switcher to the TV (uphill both ways in snow)&#8230; <em>and we liked it</em>. Technological advancements like this are common place in all hobbies and everyday life processes, and it pains me to think that I am getting grumpy over them. While the ends may justify the means (having an impressive, enthralling, and engaging gaming experience), it reminds me of other hobbies like <a href="http://www.animemusicvideos.org/members/members_myprofile.php?user_id=3846" target="_blank"><strong>AMVs</strong></a> where the necessary preparation effort and time-sink are enough to deter me from even getting started, despite loving the end product.</p>
<p>Maybe having a retro setup is the way to go&#8230;?</p>
<p><img class="alignnone size-full wp-image-520" title="hdtv_lag_oldsetup" src="http://www.vgconvos.com/wp-content/uploads/2009/05/hdtv_lag_oldsetup.jpg" alt="hdtv_lag_oldsetup" /></p>
<p>That doesn&#8217;t change the fact that I will be picking up more older games via download services like <strong>Virtual Console</strong> and <strong>XBLA</strong> than I will old NES cartridges (though, incidentally, I do have the NES hooked up to an even smaller TV in our finished basement). Will the lag be non-existent to me in games I have never played? Will I be able to optimize things better as I go along and learn more about the setup I&#8217;ve purchased? Can we just go back to the 1980s, please?</p>
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		<title>Quick Plug: lo-fidelity episode 20</title>
		<link>http://www.vgconvos.com/2009/05/07/quick-plug-lo-fidelity-episode-20/</link>
		<comments>http://www.vgconvos.com/2009/05/07/quick-plug-lo-fidelity-episode-20/#comments</comments>
		<pubDate>Thu, 07 May 2009 13:21:32 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[anamanaguchi]]></category>
		<category><![CDATA[chip-tunes]]></category>
		<category><![CDATA[lo-fidelity]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=496</guid>
		<description><![CDATA[We typically don&#8217;t plug things on our other websites unless they warrant it, and this is one of those cases. Jeff and I do a bi-weekly podcast called lo-fidelity where we review music, discuss music, give a top five every week, etc. It&#8217;s a really good show, and I encourage all of you to check [...]]]></description>
			<content:encoded><![CDATA[<p>We typically don&#8217;t plug things on our other websites unless they warrant it, and this is one of those cases.</p>
<p>Jeff and I do a bi-weekly podcast called <a href="http://lofidelity.info/" target="_blank"><strong>lo-fidelity</strong></a> where we review music, discuss music, give a top five every week, etc. It&#8217;s a really good show, and I encourage all of you to check it out. It&#8217;s understandable if that&#8217;s not your thing, though&#8230; but you still might want to check out <a href="http://lofidelity.info/?p=102" target="_blank"><strong>episode 20</strong></a>. We reviewed the new album, <em>Dawn Metropolis</em>, by <strong>Anamanaguchi</strong>. They are what would be considered a &#8220;chip-tune&#8221; band; that is, they use hacked NES hardware (and a Game Boy in one track) to create new music. We also interviewed Peter Berkman from the band. We wrapped up the episode with our top five video game songs.</p>
<p>So go on, video game music lovers. Until we get our shiz back in order and all three get together in the same room with microphones again, <a href="http://lofidelity.info/?p=102" target="_blank"><strong>check out episode 20 of lo-fidelity</strong></a> and indulge in a little gaming love in podcast form.</p>
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		<title>Xbox 360 License Transfer Issues &#8211; Resolved</title>
		<link>http://www.vgconvos.com/2009/05/04/xbox-360-license-transfer-issues-resolved/</link>
		<comments>http://www.vgconvos.com/2009/05/04/xbox-360-license-transfer-issues-resolved/#comments</comments>
		<pubDate>Mon, 04 May 2009 15:48:43 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[customer service]]></category>
		<category><![CDATA[drm]]></category>
		<category><![CDATA[microsoft]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=491</guid>
		<description><![CDATA[That was a pretty easy fix. My Xbox 360 license transfer issues have been resolved, and it legitimately took nothing more than a simple phone call. I received a follow-up voice message two days later, as promised, letting me know that the license transfer was still being worked on, but it would be resolved soon [...]]]></description>
			<content:encoded><![CDATA[<p>That was a pretty easy fix. My Xbox 360 <a href="http://www.vgconvos.com/2009/04/30/xbox-360-license-transfer-issues/" target="_blank"><strong>license transfer issues</strong></a> have been resolved, and it legitimately took nothing more than a simple phone call.</p>
<p>I received a follow-up voice message two days later, as promised, letting me know that the license transfer was still being worked on, but it would be resolved soon and to give them a call back if I had any questions. Later on that day, I received an e-mail letting me know that the transfer was complete. To fully resolve the outstanding issue, however, I would have to go through a manual re-downloading process of each and every individual item purchased while the hard drive was being used on the previous hardware. It was an easy process, if not time consuming. Your &#8220;Download History&#8221; in &#8220;Account Management&#8221; is painless to go through, so I sat with a drink and went through one-by-one re-&#8221;downloading&#8221; each item. I place &#8220;downloading&#8221; in quotes because the download immediately jumps from 0% or 1% all the way up to 100%, since it is only updating the license on the downloaded content, rather than fully re-acquiring said content.</p>
<p>After going through this process, all <strong>Rock Band</strong> DLC was accessible even when the ethernet cable was unplugged. Good job, Microsoft.</p>
<p>Now if only we didn&#8217;t have this pesky problem called &#8220;DRM&#8221; that made it impossible to use the things you <em>thought</em> you paid for but really only paid for a license to use at the sole discretion of the overlord company&#8230;</p>
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		<title>Price of iPhone Games Not Necessarily the Issue</title>
		<link>http://www.vgconvos.com/2009/05/01/price-of-iphone-games-not-necessarily-the-issue/</link>
		<comments>http://www.vgconvos.com/2009/05/01/price-of-iphone-games-not-necessarily-the-issue/#comments</comments>
		<pubDate>Fri, 01 May 2009 17:23:35 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[pricing]]></category>
		<category><![CDATA[rhetorical questions]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=482</guid>
		<description><![CDATA[While eating lunch today, I stumbled across an article on MSNBC called &#8220;Will the people pay for quality iPhone games?&#8221; It was an interesting question, and one I often wonder about both for myself and for the gaming public as a whole. We have heard Andrew say a few times on the podcast that he [...]]]></description>
			<content:encoded><![CDATA[<p>While eating lunch today, I stumbled across an article on <strong>MSNBC</strong> called &#8220;<a href="http://www.msnbc.msn.com/id/30508084/" target="_blank"><strong>Will the people pay for quality iPhone games?</strong></a>&#8221; It was an interesting question, and one I often wonder about both for myself and for the gaming public as a whole. We have heard Andrew say a few times on the podcast that he simply cannot imagine spending &#8220;that kind&#8221; (any kind?) of money for games on that type of platform. Meanwhile, Jeff and I tap away at things like <strong>wurdle</strong>.</p>
<p>In the article, Andrew Stein, director of mobile business development for PopCap, says:</p>
<blockquote><p>We need to be cognizant of some of the competitive pressures, but at the same time our games offer huge value to the consumer. We’re not interested in devaluing the brand by pricing it at 99 cents. It is a premium experience. We do invest a lot in our products. We take the time and do it right.</p></blockquote>
<p>I can somewhat get behind and understand the logic of that kind of statement. It can be incredibly tough from a development standpoint to put any type of time and energy into a product and then be &#8220;forced&#8221; to &#8220;devalue&#8221; the product just to &#8220;compete&#8221; (though one could argue that any of those words and their possible negative connotations could be replaced with ones with positive connotations such as &#8220;given the opportunity&#8221; to &#8220;undercut&#8221; the competition so they can &#8220;showcase their talent and gain a leadership foothold&#8221;). While plenty of terrible games are made, I would not imagine trying to take anything away from a genuine product with geniune effort. I understand the balancing act that needs to happen, and it seems like PopCap does, as well.</p>
<p>However, then we get a quote from Steve Palley, who MSNBC lists as &#8220;founder of iDevice game-review site SlideToPlay.com and former Editorial Guru for Vivendi Games Mobile&#8221;.</p>
<blockquote><p>We want better, more expensive games, but not enough people are willing to pay for them to make them profitable. It sucks. For now, the main use case for the majority of people who buy iPhone and iTouch games is the one-to-five minute ‘gameplay snack.’ They want novelties and amusements, not gameplay.</p></blockquote>
<p>I am horribly confused by this statement. For someone coming from a game development background in some capacity (being employed by Vivendi) and now a part of the general enthusiast press, this seems to contradict itself. We just heard from one person in game development that they <em>want</em> to create these expansive environment and gameplay experiences, which Palley backs up&#8230; but then goes on to say that it is simply not what people want.</p>
<p>If that&#8217;s not what people <em>want</em>, why on Earth are you wasting your time, effort, and ultimately money to produce something that no-one wants?</p>
<p>We have had a similar situation on another handheld platform, which goes against everything that was anticipated. <strong>Grand Theft Auto: Chinatown Wars</strong> (a new game in a well-established, always-high-selling franchise) <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23257" target="_blank"><strong>is having trouble pulling in the numbers</strong></a> on the <strong>Nintendo DS</strong>, one of the best-selling systems in the history of the industry with a ridiculously large installed-base throughout the world.</p>
<p>An incredibly well-reviewed game from a multi-million-selling franchise on arguably the most successful system in the history of the industry with a highly-visible advertising campaign is having trouble selling? What&#8217;s going on here&#8230;?!</p>
<p>Analyst Michael Patcher has popped up a lot in gaming blogs and news stories as of late, so while I feel slightly ridiculous bringing these points up again if you have already read them, I promise you that it all pulls back to the bigger question in the end. Patcher states in <a href="http://gamasutra.com/news?story=23323" target="_blank"><strong>a later Gamasutra article</strong></a>:</p>
<blockquote><p>&#8230; &#8220;we can&#8217;t say that Take-Two made a bad game or marketed it poorly,&#8221; he says. &#8220;Instead, they created an M-rated game for a largely E and T audience, and those DS owners who are legally allowed to buy an M-rated game are not particularly interested.&#8221;</p></blockquote>
<p>While things may change over time (as Take-Two insists they will, with <strong>Chinatown Wars</strong> having long-legs), for the time being it appears Take-Two made a great game for the wrong market.</p>
<p>I don&#8217;t see any difference from iPhone game developers making huge, immersive, &#8220;expensive&#8221; games&#8230; for an audience that just wants to play a <strong>Tetris</strong> clone for thirty seconds.</p>
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		<title>Xbox 360 License Transfer Issues</title>
		<link>http://www.vgconvos.com/2009/04/30/xbox-360-license-transfer-issues/</link>
		<comments>http://www.vgconvos.com/2009/04/30/xbox-360-license-transfer-issues/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 21:23:24 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[customer service]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[license]]></category>
		<category><![CDATA[microsoft]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=478</guid>
		<description><![CDATA[Hey. In the new house. Let&#8217;s blog, again. So as you may have read on the site and heard on the podcast, I received a replacement Xbox 360 last September. I did not have a single problem since then (knock on wood). I went through all of their directions and re-downloaded items from my &#8220;Download [...]]]></description>
			<content:encoded><![CDATA[<p>Hey. In the new house. Let&#8217;s blog, again.</p>
<p>So as you may have read on the site and heard on the podcast, <a href="http://www.vgconvos.com/2008/09/25/360-woes-update-5-final/"><strong>I received a replacement Xbox 360 last September</strong></a>. I did not have a single problem since then (knock on wood). I went through all of their directions and re-downloaded items from my &#8220;Download History&#8221; if I needed them. All set to go.</p>
<p>Well, I just moved. The internet connection is up in the loft. To get on Xbox LIVE right now, I have to run a bazillion-foot ethernet cable down over the railing, across the living room, and into the 360 in the TV stand. I could buy a $100 wireless adapter, but that would be ridiculous (though I probably will do so using bonus points from my credit card so I don&#8217;t feel like I&#8217;m wasting real money). Needless to say, I don&#8217;t keep that cable running to-and-fro all the time.</p>
<p>The other day Jeff came over to help set up the new ION drum kit. Yes, it&#8217;s fantastic. We then attempted to play some <strong>Rock Band 2</strong>, and of course dived into some recent DLC. No problems there. Then we tried some <em>older</em> DLC&#8230; stuff I downloaded <em>before</em> I received my replacement console. Here&#8217;s what we got:</p>
<p><img class="alignnone size-full wp-image-479" title="rock_band_song_unavailable" src="http://www.vgconvos.com/wp-content/uploads/2009/04/rock_band_song_unavailable.jpg" alt="rock_band_song_unavailable" /></p>
<p>If you can&#8217;t read that (and for the sake of search-engine optimization), it reads:</p>
<blockquote><p>The song data you were accessing has become unavailable, and the game cannot proceed without it. Your game session has restarted.</p></blockquote>
<p>Since I&#8217;m moderately intelligent, I knew it was a license issue. A little Googling around brings up <a href="http://www.gamespot.com/xbox360/puzzle/rockband/show_msgs.php?topic_id=m-1-42331897" target="_blank"><strong>similar experiences</strong></a>, confirming that even deleting and re-downloading the individual song content does not re-license it to the new system hardware. What does this mean?</p>
<p>A call to Xbox customer support (800-4-MY-XBOX) was in order.</p>
<p>I ended up speaking with two very nice ladies (with very thick accents, and the second sounded like she was taking the call in a sports stadium full of people). Since I was able to explain the issue clearly and describe to them what the resolution should be, it went very smoothly. I will apparently receive a call back within 48 hours to update me on the resolution, as well as receive an e-mail when it is complete. All I had to do was provide my replacement console&#8217;s serial number and system ID a couple times, my gamertag, and e-mail address.</p>
<p>I&#8217;ll update again when it&#8217;s resolved. Hopefully this is an easy fix&#8230;!</p>
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		<title>Moving Video Games</title>
		<link>http://www.vgconvos.com/2009/04/24/moving-video-games/</link>
		<comments>http://www.vgconvos.com/2009/04/24/moving-video-games/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 14:05:13 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[moving]]></category>
		<category><![CDATA[real life]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=461</guid>
		<description><![CDATA[Just because I am moving tomorrow doesn&#8217;t mean I can&#8217;t make a blog post about video games. It has certainly been an interesting time getting ready to move with all of these games and systems. I have accumulated more systems in my time at the apartment than what I had owned &#8211; in total &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Just because I am moving tomorrow doesn&#8217;t mean I can&#8217;t make a blog post about video games.</p>
<p>It has certainly been an interesting time getting ready to move with all of these games and systems. I have accumulated more systems in my time at the apartment than what I had owned &#8211; in total &#8211; previous to moving there. There is gaming paraphernalia all over the place. Not only did I have to disconnect everything, but then I (obviously!) had to clean it and pack it all up. I took a couple photos along the way, and while they are nothing spectacular, they perhaps give a little glimpse into the headache of moving so much stuff.</p>
<p>First up would be all of the current games. The Gamecube/Wii and the PS2 games were already in pretty standard racks, so I just threw some duct tape from top to bottom to hold the games in place so I could carry them as-is. The 360, PS3, and PSP games got shoved into a box with a couple random GBA boxes lying around</p>
<p><img class="alignnone size-full wp-image-462" title="vg_packing_1" src="http://www.vgconvos.com/wp-content/uploads/2009/04/vg_packing_1.jpg" alt="vg_packing_1" /></p>
<p>The Saturn games and miscellaneous system games (PC Engine, Playdia, import Gamecube, etc.) were up next. Thankfully they all very nicely fit into one box. Those PS1 and DS games were going to be another issue entirely, though&#8230; I somehow got everything into enough boxes, though.</p>
<p><img class="alignnone size-full wp-image-463" title="vg_packing_2" src="http://www.vgconvos.com/wp-content/uploads/2009/04/vg_packing_2.jpg" alt="vg_packing_2" /></p>
<p>Finally, it was time to pack up all of the systems, themselves. I put the three &#8220;current-gen&#8221; systems in their own packaging (with the 360 double-wrapped in towels and plastic bags to prevent spontaneous <span style="text-decoration: line-through;">RRoD</span>&#8230; <span style="text-decoration: line-through;">E74</span>&#8230; combusting), as well as most-easiest <strong>un</strong>-packing. The DS and the PSP still need to find their way to a bag or box, but I think all of the old Game Boys and the Nomad have already been packed away. The broken Virtual Boy also made a trek to the new place all by its lonesome. Everything else was going to be eventually hooked up to one of two, alternate, non-HD gaming TVs. It&#8217;s a nice little batch of guys.</p>
<p><img class="alignnone size-full wp-image-464" title="vg_packing_3" src="http://www.vgconvos.com/wp-content/uploads/2009/04/vg_packing_3.jpg" alt="vg_packing_3" /></p>
<p><em>(In case you need a refresher, from top-to-bottom, left-to-right, that&#8217;s: Gamecube w/ Game Boy Player stacked on top of JP &amp; US PS2s, SNES, N64 w/ memory expansion, Saturn, Genesis w/ 32X, PlayStation, NES, Playdia, Dreamcast.)</em></p>
<p>Pictures of all the final set-ups will absolutely make their way to the blog. It will be tough to drag me away from this long enough to write something, though:</p>
<p><img class="alignnone size-full wp-image-465" title="ion_drum_set" src="http://www.vgconvos.com/wp-content/uploads/2009/04/ion_drum_set.jpg" alt="ion_drum_set" /></p>
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		<title>Older Music Games Cheap&#8230; Worth It?</title>
		<link>http://www.vgconvos.com/2009/04/22/older-music-games-cheap-worth-it/</link>
		<comments>http://www.vgconvos.com/2009/04/22/older-music-games-cheap-worth-it/#comments</comments>
		<pubDate>Wed, 22 Apr 2009 13:56:17 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[deals]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[old games]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=453</guid>
		<description><![CDATA[Yeah, yeah&#8230; we missed another month on the podcast. Go ahead. Sue us. I&#8217;ve got a perfectly fine excuse (moving!). In going through my feeds today, I noticed a couple good deals. One that stuck out to me was Guitar Hero III: Legends of Rock being sold for a mere $9.99 over at Best Buy [...]]]></description>
			<content:encoded><![CDATA[<p>Yeah, yeah&#8230; we missed another month on the podcast. Go ahead. Sue us. I&#8217;ve got a perfectly fine excuse (moving!).</p>
<p>In going through my feeds today, I noticed a couple good deals. One that stuck out to me was <strong>Guitar Hero III: Legends of Rock</strong> being sold for a mere $9.99 over at <strong>Best Buy</strong> (<a href="http://www.bestbuy.com/site/olspage.jsp?skuId=8499519&amp;st=guitar+hero+leeds+of+rock&amp;lp=3&amp;type=product&amp;cp=1&amp;id=1186004730832" target="_blank">360</a> / <a href="http://www.bestbuy.com/site/olspage.jsp?skuId=8499528&amp;st=guitar+hero+leeds+of+rock&amp;lp=2&amp;type=product&amp;cp=1&amp;id=1186004730889" target="_blank">PS2</a> / <a href="http://www.bestbuy.com/site/olspage.jsp?skuId=9057842&amp;st=guitar+hero+leeds+of+rock&amp;lp=4&amp;type=product&amp;cp=1&amp;id=1218013390202" target="_blank">Wii</a>).</p>
<p>Now that we&#8217;ve progressed into the realms of <strong>Rock Band</strong> and <strong>World Tour</strong> (and&#8230; sure&#8230; <strong>Rock Revolution</strong>, if you so desire), what kind of benefit or reason do you see for picking up one of the &#8220;antiquated&#8221; versions of these games? I picked up <strong>Guitar Hero III</strong> on release date and played the heck out of it, and while I revisit it occasionally for a couple songs and the increased difficulty level, it rarely makes an extended stay in the 360&#8242;s disc drive. No-one can sing or drum along, and when the other two games are sitting right there, it is not a very difficult decision which to keep in.</p>
<p>How about you all, though? If you have not yet picked up <strong>Guitar Hero III</strong>, does the ridiculous $10 price point sway you? Is the lack of export/compatibility with newer game-engines and (full band) instruments still keeping you away? Do you not even like to play the guitar/bass parts of songs in the first place?</p>
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		<title>Does The PS2 $99 Price Point Affect You?</title>
		<link>http://www.vgconvos.com/2009/03/31/does-the-ps2-99-price-point-affect-you/</link>
		<comments>http://www.vgconvos.com/2009/03/31/does-the-ps2-99-price-point-affect-you/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 12:52:18 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[pricing]]></category>
		<category><![CDATA[ps2]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=442</guid>
		<description><![CDATA[As of April 1st (being tomorrow), the PlayStation 2 will officially (and finally) hit that magical $99 retail price. As someone who owns two PS2s already (US &#38; Japanese; my PS3 is the 40 GB with no backwards-compatibility), I initially thought this would not affect me in the least. But then I got thinking. At [...]]]></description>
			<content:encoded><![CDATA[<p>As of April 1st (being tomorrow), the <strong>PlayStation 2</strong> will officially (and finally) <a href="http://multiplayerblog.mtv.com/2009/03/31/ps2-drops-to-99-tomorrow/" target="_blank"><strong>hit that magical $99 retail price</strong></a>. As someone who owns two PS2s already (US &amp; Japanese; my PS3 is the 40 GB with no backwards-compatibility), I initially thought this would not affect me in the least.</p>
<p>But then I got thinking.</p>
<p>At $99, that is an easy impulse-buy for the basement at the new place. We have been thinking and talking about where all of the systems are going to be arranged, and my current thought has been that the two PS2s will be hooked up to the big new TV in the living room via component. There are enough &#8220;current&#8221; games that I still want to get to (never mind ones I still want to catch up on) that it makes sense for me to keep the PS2s available for use in a comfortable way.</p>
<p>How about <strong>Dance Dance Revolution</strong>, though? I think the living room might not be the best place for the lovely <strong>Red Octane Ignition 2.0</strong> pads (too much shaking around), but the basement sure works. I can easily see myself grabbing a new $99 slim PS2 to plop down into the basement on an old TV and stereo system. Suddenly <strong>DDR</strong> is always hooked up again, a mere flight of steps away, and is the first baby step toward maybe throwing an elliptical of our own and maybe some weights down there&#8230; yeah&#8230; that&#8217;s the ticket&#8230;</p>
<p>How about you all, though? Does the new $99 price point affect you in any way? Will you finally be graduating to <em>last</em> generation, picking up an extra one, replacing a broken one&#8230;? With over 140 million units sold, it sure is tough to imagine a gamer <em>without</em> a PS2, but I suppose it is possible.</p>
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		<title>Strange Image Comparison</title>
		<link>http://www.vgconvos.com/2009/03/30/strange-image-comparison/</link>
		<comments>http://www.vgconvos.com/2009/03/30/strange-image-comparison/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 00:45:47 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[battletoads]]></category>
		<category><![CDATA[images]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=435</guid>
		<description><![CDATA[This is something that could only come from my mind. So I was browsing through my RSS feeds today and came across this article via Engadget talking about nanotubes, blood flow, power generation, and something about iPods. It was accompanied by the following image&#8230; &#8230; which to me clearly translated into: Yeeeeep&#8230;]]></description>
			<content:encoded><![CDATA[<p>This is something that could <em>only</em> come from <em>my</em> mind.</p>
<p>So I was browsing through my RSS feeds today and came across <a href="http://www.livescience.com/technology/090326-nano-power.html" target="_blank"><strong>this article</strong></a> via <strong>Engadget</strong> talking about nanotubes, blood flow, power generation, and something about iPods. It was accompanied by the following image&#8230;</p>
<p><img class="alignnone size-full wp-image-436" title="battletoads_nanotubes" src="http://www.vgconvos.com/wp-content/uploads/2009/03/battletoads_nanotubes.jpg" alt="battletoads_nanotubes" /></p>
<p>&#8230; which to me clearly translated into:</p>
<p><img class="alignnone size-full wp-image-437" title="battletoads_game" src="http://www.vgconvos.com/wp-content/uploads/2009/03/battletoads_game.jpg" alt="battletoads_game" /></p>
<p>Yeeeeep&#8230;</p>
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		<title>PSP Post of Peril (Total Hardware Failure)</title>
		<link>http://www.vgconvos.com/2009/03/20/psp-post-of-peril-total-hardware-failure/</link>
		<comments>http://www.vgconvos.com/2009/03/20/psp-post-of-peril-total-hardware-failure/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 15:59:20 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[customer service]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[hardware failure]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[repairs]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=404</guid>
		<description><![CDATA[You may have heard a little bit about this on the podcast, but now that the entire situation has been resolved and I have all necessary images (and video!) to go along with the story, it is time to share my experience. First up, however, you will need a little bit of back-history with my [...]]]></description>
			<content:encoded><![CDATA[<p>You may have heard a little bit about this on the podcast, but now that the entire situation has been resolved and I have all necessary images (and video!) to go along with the story, it is time to share my experience. First up, however, you will need a little bit of back-history with my hardware failures over the years, if only to place the PSP in context.</p>
<p>The first thing to go was my <strong>SNES</strong>. It was a very gradual death, and was specific to only certain games at first (leading me to believe it was the games and not the system); for example, <strong>Super Mario All-Stars</strong> would play perfectly fine, but entire blocks of terrain would be missing in <strong>Super Mario World</strong>, creating impossible jumps and therefore halting any further progress in the game. <strong>DragonBall Z: Super Butôden 3</strong> had character sprites that would show up normally at the very beginning of a fight, but then get stuck in their standing animation and slowly begin to hover up and off-screen. Trust me, I know&#8230; it almost sounds like a possessed system. I eventually realized it was the system, and a lovely new SNES from the wife a couple years later resolved all of those issues.</p>
<p>Around the same time, my own <strong>Nintendo 64</strong> died for no particular reason. It would not power up, so there was no possible testing I could do. The wife stole hers from the parents&#8217; place, and so that situation was easily resolved.</p>
<p>Followers of this site will remember well my experiences with my <strong>Xbox 360</strong> and the non-RROD errors with the video/GPU/something frying itself alive (Parts: <a href="http://www.vgconvos.com/2008/08/24/360-woes-not-the-red-rings/">1</a> / <a href="http://www.vgconvos.com/2008/09/01/360-woes-update-2/">2</a> / <a href="http://www.vgconvos.com/2008/09/15/360-woes-update-3/">3</a> / <a href="http://www.vgconvos.com/2008/09/25/360-woes-update-5-final/">4 &amp; 5</a>), which I ultimately had to pay $99 out-of-pocket to have replaced.</p>
<p>Needless to say, I have not had the <em>best</em> luck in the world with hardware failures, but I certainly never expected my <strong>PSP</strong> to spontaneously brick itself beyond the point of even being able to hack it back to life.</p>
<p>The last time I remember using my PSP was on the plane ride back from our honeymoon in November 2008. It was not until the next month that I would try using the system again. <strong>Castlevania Chronicles</strong> had just come out as a downloadable PS1 game on <strong>PSN</strong>, and while I was busy converting over wedding footage to work on a video, I figured it would be fun to download the game to my PSP and play for a bit during batch conversions. Since it had been a month, the system did not turn on, and I assumed that the battery simply needed to be charged. I left the system plugged in overnight, and returned to it the next day to once again try to get it all hooked up to the <strong>PS3</strong>. Strangely, it still would not fully turn on.</p>
<p>Shortly before I sent the PSP back (more details to come on that), I took the following video detailing exactly what would happen when I tried to use the system. It did not matter if I had the battery in or not; it did not matter if the battery was fully charged or not; it did not matter if I was using the power adapter or not; it did not matter if the WLAN switch was on or not; it did not matter if a UMD was in or not; it did not matter if a memory stick was in or not.</p>
<p><object width="425" height="344" data="http://www.youtube.com/v/Vfp-G_tTFE4&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Vfp-G_tTFE4&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /></object></p>
<p>I contacted my buddy <strong>Corey</strong>, who I knew had modded his own PSP. I was well aware that various hacks and mods could bring a PSP &#8220;back to life&#8221; if it had been bricked, and since I had not even attempted to mod my PSP, I figured it may be an easy fix. Corey mailed me his <strong>Pandora Battery</strong>, and I picked up a 4 GB memory stick. For those who do not know me, I suppose I should say that I was genuinely <em>not interested</em> in pirating games. If I was going to have to format a memory stick to do the mod, I might as well get a large-capacity one and be able to fit some of those PSN downloads on it. I know, I know&#8230; it sounds like a standard, lame, typical justification&#8230; but it is the truth.</p>
<p>I sat down on AIM with Corey later on and went through the process of formatting the memory stick, trying to get to the debug menu&#8230; trying to do <em>anything</em>. No matter what process we went through, the PSP still did the <em>exact same thing</em> as before. Over the next couple days, Corey would pop up with a new idea or twist on the process to try, but it made no difference. We ultimately concluded that the system did indeed spontaneously &#8220;brick&#8221; itself, but not in the traditional sense of &#8220;bricking&#8221;&#8230; it was a genuine hardware failure that even modding was not able to undo. I took very good care of the system, and even in my international travels it never really left my side or otherwise took any abuse.</p>
<p>By this time we are into January 2009. I had purchased my system back in March 2008 (to go along with the release of <strong>Crisis Core</strong>). While Sony offered a standard one-year warranty on new hardware purchases, I no longer had my original receipt&#8230; which Sony required in order to be covered under the warranty. Seriously? Who still has an original store receipt, never mind one that is still legible with the crappy paper and ink they use in those printers, up to a full year later&#8230;?</p>
<p>I opened up a ticket with Sony customer support on <strong>03 January 2009</strong>. I explained my scenario and how I would like my system repaired and it should be covered under the one-year warranty:</p>
<blockquote><p>I have a PSP 2000 series system which I purchased in March 2008. For absolutely zero apparent reason, it has &#8220;bricked&#8221;. I have no custom firmware, and have played a grand total of four games, downloaded two demos, and have tried Remote Play with my PS3. With or without the battery (and connected to power), the green light turns on for a couple seconds, the screen tries to light up, but nothing happens and it turns itself off. It is a completely legit system and setup, and yet as far as I can tell, I would need to provide a physical, itemized store receipt in order to obtain my appropriate warranty coverage. Being that this was nine months ago, that is impossible. Please provide information on how Sony will be either fixing or replacing my system under its warranty/coverage. Thank you.</p></blockquote>
<p>I received the following response back (pasted below, typos and all):</p>
<blockquote><p>Hello Michael ,</p>
<p>Thank you for writing us. Unfortunaetly with out the proof of purchase you are out of warranty. And there will be a fee of $89.</p></blockquote>
<p>Ugh. Back to the drawing board for me. My next step was to stop down at <strong>Target</strong> (where I purchased the system), to see if they would be able to print out a receipt copy for me. While it was close to a year ago, I knew the exact date and price point for the system (along with other items purchased at the same time, namely <strong>Crisis Core</strong> and <strong>Patapon</strong>). I knew what their answer would be, but I was still upset to hear that I would have to get a copy from my credit card company. That meant another round of communication and waiting around, all while approaching that one-year cut-off.</p>
<p>I opened up a ticket with my credit card company, and shortly there-after received a letter in the (snail) mail saying it had been sent over to the appropriate investigative department and I would receive a follow-up within a couple weeks. While I once again sighed in frustration at the amount of time the process was getting delayed, I figured it would be worth it to go along with it and see what they would come back to me with. Honestly, waiting around and maybe getting a free replacement was better than being rash and paying $89 out-of-pocket.</p>
<p>I received another letter from my credit card company stamped <strong>10 February 2009</strong> with an attached &#8220;Sales Audit Copy&#8221;. This document showcased the exact date of the purchase, location, item name, and price. Fantastic! With documentation in hand, I attempted to open up a new repair ticket with Sony on <strong>18 February 2009</strong> (forgetting for a week that I needed to take care of it). I once again hit a brick wall when I tried to enter in my home address and the website would not take a single variation I tried (with the apartment, without, with the building number, without, abbreviating things differently, etc.). I noticed that their customer service phone line was still open for another hour, so I called them up and explained the situation. While the lady was very nice and I understand why she had to do so, I had to go through a process of testing the system with her (plug it in, take out the battery, etc.). Needless to say, I did not do a single thing she asked, and just replied, &#8220;<em>It&#8217;s doing the same thing</em>&#8230;&#8221; about three seconds after she asked me to perform another task. After a couple minutes of this pointless (but understanding) banter, she let me know that it sounded like what I said it was (no kidding&#8230;?!), and that if I had that &#8220;Sales Audit Copy&#8221;, they would send me out a box to ship the system back in and I would be covered under the original warranty.</p>
<p>Huzzah!</p>
<p>Here is what I received for a box in the mail. The plastic wrap perfectly covered up the box with one address label (TO me) fully covering the one on the box itself (FROM me):</p>
<p><img class="alignnone size-full wp-image-405" title="psp_image_01" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_01.jpg" alt="psp_image_01" /></p>
<p>After going through a send-back/repair process with the 360, I was pretty familiar with what I found inside the PSP box:</p>
<p><img class="alignnone size-full wp-image-406" title="psp_image_02" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_02.jpg" alt="psp_image_02" /></p>
<p>The system fit very snug in between the flat layers of foam and the surrounding buffer. The one-page print-out gave rather simple instructions on how to package the system inside (and not to include any games, UMDs, memory sticks, batteries, etc.). All I had to do was toss it in and bring it to a UPS store!</p>
<p>Of course, since I was in no real rush to play anything, it took me yet another week to remember to stick it in the mail to Sony. Heh. Cutting it close, Mike&#8230;!</p>
<p>On <strong>16 March 2009</strong>, I received an e-mail from Sony letting me know that they had sent back a &#8220;PSP &#8211; DAXTER PACK&#8221; to me, and gave me a tracking number to follow along with the shipment. Two days later, and all the way from Texas, my shiny replacement PSP had arrived. The box was exactly the same size as the original one they had sent me, and clearly labeled that it was a PSP-2000 (which is what I had sent them):</p>
<p><img class="alignnone size-full wp-image-407" title="psp_image_03" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_03.jpg" alt="psp_image_03" /></p>
<p>The contents of this box were slightly more interesting than that original box, though:</p>
<p><img class="alignnone size-full wp-image-408" title="psp_image_04" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_04.jpg" alt="psp_image_04" /></p>
<p>I fully expected to just see a PSP sitting in there, so I was surprised to see a nice little soft slipcase for the system.</p>
<p><img class="alignnone size-full wp-image-409" title="psp_image_05" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_05.jpg" alt="psp_image_05" /></p>
<p>In addition to the slipcase, there was also a white strap and a cleaning cloth. I really had no use for those other two, but I was still pretty happy about the slipcase. I had purchased a hard plastic container to keep the system in for traveling and general protection, but this soft cover was pretty nice. The PSP itself was somewhat of a hoot:</p>
<p><img class="alignnone size-full wp-image-410" title="psp_image_06" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_06.jpg" alt="psp_image_06" /></p>
<p>Yep, that&#8217;s a PSP in a zip-lock bag, just hanging out. There was a new screen protector over top the system, but the bag was just a riot to me for some reason. After taking the system out to examine it, I could tell it was a complete replacement rather than just a repair. I had a slight knick on the center/right of my screen which was not on this system, so that right there pretty much sealed it. It seemed like a brand-new system, with the only hint otherwise being the giant sticker across the back:</p>
<p><img class="alignnone size-full wp-image-411" title="psp_image_07" src="http://www.vgconvos.com/wp-content/uploads/2009/03/psp_image_07.jpg" alt="psp_image_07" /></p>
<p>So there you have it. I would say it was an exciting process, but considering how many times I forgot to send something out, I think that speaks volumes about how much I truly cared. Please do not misunderstand; the PSP is a fantastic little system with a gorgeous screen and plenty of perfectly fine games to play on it, and I really wanted to get it back so I could continue toying around with the PS3 connectivity (and one day do a &#8220;New Game +&#8221; on <strong>Crisis Core</strong>).</p>
<p>Had this happened to my DS, though? I would have been at the store five minutes later buying a replacement.</p>
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		<title>Adults Can&#8217;t Play &#8220;Animal Crossing&#8221;&#8230;!</title>
		<link>http://www.vgconvos.com/2009/03/17/adults-cant-play-animal-crossing/</link>
		<comments>http://www.vgconvos.com/2009/03/17/adults-cant-play-animal-crossing/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 19:28:55 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[animal crossing]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[mainstream media]]></category>
		<category><![CDATA[ponderings]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=394</guid>
		<description><![CDATA[One of the biggest stories going around the blogs today is a bit of fantastic &#8220;journalism&#8221; by ABC 17 News with the following specific quote by investigator Andy Anderson (as taken from Game Politics) really striking a nerve: &#8220;There is no reason an adult should have [Animal Crossing: City Folk],&#8221; says Andy Anderson, Mid-Missouri Internet Crimes [...]]]></description>
			<content:encoded><![CDATA[<p>One of the biggest stories going around the blogs today is a bit of fantastic &#8220;journalism&#8221; by <a href="http://www.kmiz.com/news/story.php?id=13725" target="_blank"><strong>ABC 17 News</strong></a> with the following specific quote by investigator <span class="storycopy"><strong>Andy Anderson</strong> </span>(as taken from <a href="http://www.gamepolitics.com/2009/03/17/cybercop-no-good-reason-adults-own-animal-crossing" target="_blank"><strong>Game Politics</strong></a>) really striking a nerve:</p>
<blockquote><p>&#8220;There is no reason an adult should have <em>[Animal Crossing: City Folk]</em>,&#8221; says Andy Anderson, Mid-Missouri Internet Crimes Task Force.</p></blockquote>
<p>Wow. The wife and I were utterly enthralled by the &#8220;first&#8221; (yes, I am aware of the Japanese Nintendo 64 version) game on the Gamecube&#8230; at least until I beat her in paying off my mortgage, and we realized there was no end-game beyond that. I then found myself completely absorbed into my <strong>Wild World</strong> on the DS trying to catch all of the fish, pay off yet another mortgage, keep my neighbors from leaving town, etc.</p>
<p>I have not had a chance to get into it with some <strong>City Folk</strong>, especially since nearly all reviews state that for its third (fourth) iteration, Nintendo has not brought anything new to the table. That does not mean, however, that I suddenly feel that adults have no reason to be playing these games, and should somehow come under suspicion of perverted wrong-doing for doing so.</p>
<p>Yes, the point of these stories is to frighten the begeezus out of parents. Yes, mainstream media almost always gets it wrong. Yes, <strong>Animal Crossing</strong> is a cutesy game. Yes, you should be worried if someone misses a real-life mortgage payment because they are busy fending off Tom <span style="text-decoration: line-through;">Crook</span> Nook.</p>
<p>But seriously? They&#8217;re a pedophile if they play <strong>Animal Crossing</strong>&#8230;?</p>
<blockquote><p><span class="storycopy">Anderson says adults playing &#8220;animal crossing&#8221; and similar games are likely doing it for the wrong reasons.</span></p></blockquote>
<p>Those parents who Nintendo originally marketed the game to so they could trade messages with their children in the off-hours while one&#8217;s at school and the other is home or at work? Bad, bad, bad people.</p>
<p>Sound off, everyone.</p>
<p><em>(Also, yes, I&#8217;m changing around the look of the blog. It is nowhere near finished, but it is a start. Additionally also as well too, more <strong>Street Fighter</strong> writings to come as promised.)</em></p>
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		<title>More Activision Insanity</title>
		<link>http://www.vgconvos.com/2009/03/13/more-activision-insanity/</link>
		<comments>http://www.vgconvos.com/2009/03/13/more-activision-insanity/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 19:02:10 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[backwards compatibility]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[metallica]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=362</guid>
		<description><![CDATA[At the risk of beating a dead horse, I just wanted to post up another bit of absolute insanity regarding Activision and their asinine decisions with the Guitar Hero games and DLC. According to this preview of Guitar Hero: Metallica by Destructoid, the game does not support any DLC, including the Death Magnetic album that [...]]]></description>
			<content:encoded><![CDATA[<p>At the risk of beating a dead horse, I just wanted to post up another bit of absolute <em>insanity </em>regarding <strong>Activision</strong> and their asinine decisions with the <strong>Guitar Hero</strong> games and DLC.</p>
<p>According to <a href="http://www.destructoid.com/preview-guitar-hero-metallica-124720.phtml" target="_blank">this preview of <strong>Guitar Hero: Metallica</strong> by <strong>Destructoid</strong></a>, the game does not support any DLC, including the <strong>Death Magnetic</strong> album that was offered pre-<strong>World Tour</strong>. You know&#8230; the Metallica album DLC. That you would assume could be played in&#8230; oh, I dunno&#8230;  <em>their own game featuring Metallica</em>. Nope, instead you get a mere <em>three of the album&#8217;s songs</em> included in the new game on-disc.</p>
<p>For DLC that was actually for <strong>Guitar Hero III</strong> and <em>forwards-compatible</em> with <strong>World Tour</strong>, this is perhaps the most ridiculous decision yet I have seen out of them.</p>
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		<title>To further add to the controversy:</title>
		<link>http://www.vgconvos.com/2009/03/10/to-further-add-to-the-controversy/</link>
		<comments>http://www.vgconvos.com/2009/03/10/to-further-add-to-the-controversy/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 01:11:12 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[x-play]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=360</guid>
		<description><![CDATA[I&#8217;m not going to admit that the opinions in this video are of my own (especially because it mostly is a statement on how the game does not hold up today), but X-Play is about to anger you severely. I love the comments in this post as well. My favorite has to be &#8220;Dragon Warrior [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not going to admit that the opinions in this video are of my own (especially because it mostly is a statement on how the game does not hold up today), but <a href="http://g4tv.com/xplay/features/37041/Your-Childhood-Sucks-Final-Fantasy-VII.html">X-Play is about to anger you severely</a>.</p>
<p>I love the comments in this post as well. My favorite has to be &#8220;Dragon Warrior graphics sucked too lolz!!!1 Look, I can write for X-Play now!&#8221; Sure, because X-Play is all about the lolz!!!1 Anyway, just here to fan the fires. I won&#8217;t say I&#8217;m glad I&#8217;m not alone, but it&#8217;s comforting to know that my lack of interest in replaying it is justified.</p>
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		<title>They Just Don&#8217;t Get It (Let Me Play My Music!)</title>
		<link>http://www.vgconvos.com/2009/03/05/they-just-dont-get-it-let-me-play-my-music/</link>
		<comments>http://www.vgconvos.com/2009/03/05/they-just-dont-get-it-let-me-play-my-music/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 18:54:17 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[backwards compatibility]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=339</guid>
		<description><![CDATA[IGN has put up an interview with Paul Gadbois, producer at Beedox, the company responsible for developing Guitar Hero Greatest Hits in conjunction with Activision. This &#8220;new&#8221; game is not really a &#8220;new&#8221; game; think of it as a compilation disc of songs from previous games. That sounds like a fantastic idea in theory, especially [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://xbox360.ign.com/articles/959/959159p1.html" target="_blank"><strong>IGN has put up an interview with Paul Gadbois</strong></a>, producer at Beedox, the company responsible for developing <strong>Guitar Hero Greatest Hits</strong> in conjunction with <strong>Activision</strong>. This &#8220;new&#8221; game is not really a &#8220;new&#8221; game; think of it as a compilation disc of songs from previous games. That sounds like a fantastic idea in theory, especially since they note that songs that were previously featured as cover versions will now be updated to their master tracks, and all of the songs will be playable as the full band (vocals, guitar, bass, drums). There were a lot of songs in the first two games that I would love to see come back in playable form in the updated game engine, so you can imagine my disappointment as I kept reading.</p>
<blockquote><p><strong>IGN: Will downloadable tracks purchased for Guitar Hero World Tour work with this disc? What about GHTunes songs?</strong></p>
<p><strong>Paul Gadbois: Guitar Hero Greatest Hits</strong> (working title on PS3/PS2) will support the entire library of downloadable user-created songs from GHTunes and players can once again create and publish their own songs from the Music Studio. Currently, downloadable songs for Guitar Hero World Tour will work with that title only.</p></blockquote>
<p>And it only continues to get worse:</p>
<blockquote><p><strong>IGN: Will there be any way to purchase this disc and import the songs into Guitar Hero World Tour (or vice versa) to have all of the tracks accessible at once?</strong></p>
<p><strong>Paul Gadbois:</strong> The 48 songs in this game will all be instantly playable and are designed to be playable off the disc only.</p></blockquote>
<p>Excuse me? It is clearly using the exact same game engine and infrastructure from <strong>World Tour</strong> if it will be fully interoperable with the &#8220;GHTunes&#8221; library and service, so why on Earth will downloadable content <em>for that exact same game engine</em> not be accessible in this new game&#8230;?! I gave the jump from <strong>II</strong> to <strong>III</strong> a free pass when the previous game&#8217;s DLC would not work with the newer game, since a new company was picking up the reigns and developing from scratch. I was slightly miffed that <strong>World Tour</strong> would not import (even as guitar-only) the DLC from <strong>III</strong>, but I got on with my life.</p>
<p>This, however, is just another concrete showcase of how <strong>Activision</strong> views you as a consumer, and how lost of a cause they are for progress.</p>
<p>Here comes the inevitable <strong>Rock Band</strong> comparison you were waiting for (ignoring the Wii version of the first game, and all PS2 versions due to technical limitations):</p>
<ol>
<li>DLC purchased during the time of the first <strong>Rock Band</strong> is fully usable in <strong>Rock Band 2</strong> the same way as it was in the first game.</li>
<li><strong></strong>All DLC, regardless of when it is purchased, works in both <strong>Rock Band</strong> and <strong>Rock Band 2</strong><strong>.<br />
</strong></li>
<li>The (near) entirety of the first <strong>Rock Band</strong> can be exported to your console&#8217;s hard drive for play in <strong>Rock Band 2</strong>, without the need to switch discs.</li>
<li>While <strong>AC/DC Live: Rock Band Track Pack</strong> is a retail, disc-only game with its own gameplay, the music can be installed to your console&#8217;s hard drive and then used within the traditional <strong>Rock Band</strong> games.</li>
<li>The upcoming Beatles game <a href="http://blog.wired.com/games/2009/03/the-beatles-roc.html" target="_blank"><strong>has just been given</strong></a> the name <strong>The Beatles: Rock Band</strong>, hinting at some type of interoperability with <strong>Rock Band</strong> games, and essentially confirms interoperability with instruments.</li>
</ol>
<p>Sure, <strong>World Tour</strong> finally opened up interoperability with <strong>Rock Band</strong> instruments (and would even adapt the drum note-path from 6 to 5 notes when used with the <strong>Rock Band</strong> set), but that&#8217;s about the extent of the consideration I can speak to. There&#8217;s a reason why <strong>World Tour</strong> rarely gets popped into my 360. There are several reasons, actually, and I think you can infer anything I have not already touched up.</p>
<p>This lack of DLC interoperability is the modern example of what many of us were doing several years ago with <strong>Dance Dance Revolution</strong> simulators like <strong>DWI</strong> and <strong>Stepmania</strong>. Despite owning every single American PS1 &amp; PS2 <strong>DDR</strong> game and a plethora of the Japanese releases, I found myself hooking up the pads to the computer to illegally play copies of songs that I otherwise would have to switch back and forth between <em>two consoles</em> and <em>dozens of games</em> to play. Want to do &#8220;<em>Boom Boom Dollar</em>&#8221; followed by &#8220;<em>Cowboy</em>&#8220;? Sorry! It would not surprise me one bit if some of the <strong>Harmonix</strong> folks went through this same process, because once you have all of your music at your fingertips (also see: having an iPod versus a portable CD player), you <em>never</em> want to go back, and it&#8217;s unfathomable to even <em>consider</em> going back to such an antiquated method.</p>
<p>At the end of the day, however, it all comes back to revenue for the game developers. <strong>Rock Band 2</strong> did not quite hit sales expectations, while the <strong>Guitar Hero</strong> brand continues to perform incredibly well (<em>especially</em> on the Wii). Does this mean all that nonsense about interoperability, consumer consideration, <a href="http://www.vgconvos.com/2008/11/06/rock-band-or-guitar-hero-a-platform-for-investment/" target="_self"><strong>games as a platform</strong></a>, etc. means absolutely nothing? Are they just the incoherent internet whines of a select few?</p>
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		<title>MMOWTF</title>
		<link>http://www.vgconvos.com/2009/03/03/mmowtf/</link>
		<comments>http://www.vgconvos.com/2009/03/03/mmowtf/#comments</comments>
		<pubDate>Wed, 04 Mar 2009 02:00:17 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[confusion]]></category>
		<category><![CDATA[ether saga online]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=333</guid>
		<description><![CDATA[So I saw via John Davison&#8217;s Twitter feed that What They Play was giving away beta keys for Ether Saga Online, a free-to-play MMO based on Journey to the West. If you know anything about me, the latter-most part of that description would be enough to get me to sign up. I downloaded and installed [...]]]></description>
			<content:encoded><![CDATA[<p>So I saw via John Davison&#8217;s Twitter feed that <a href="http://www.whattheyplay.com" target="_blank"><strong>What They Play</strong></a> was giving away beta keys for <a href="http://eso.perfectworld.com/" target="_blank"><strong>Ether Saga Online</strong></a>, a free-to-play MMO based on <strong>Journey to the West</strong>. If you know anything about me, the latter-most part of that description would be enough to get me to sign up.</p>
<p>I downloaded and installed the game this evening. This was the first time I&#8217;ve ever laid eyes on any MMO for longer than two seconds, and the first time I&#8217;ve ever actually personally played one, myself.</p>
<p><img class="alignnone size-full wp-image-334" title="ether_saga_online" src="http://www.vgconvos.com/wp-content/uploads/2009/03/ether_saga_online.jpg" alt="ether_saga_online" /></p>
<p>WTF is all this&#8230;?! How can <em>anyone</em> make sense of this kind of screen? I&#8217;m so lost.</p>
<p>Back to <em>quarter-circle-punch</em> for me.</p>
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		<title>&#8220;Street Fighter IV&#8221;: Seth Can Shove It</title>
		<link>http://www.vgconvos.com/2009/03/03/street-fighter-iv-seth-can-shove-it/</link>
		<comments>http://www.vgconvos.com/2009/03/03/street-fighter-iv-seth-can-shove-it/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 18:02:10 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[seth]]></category>
		<category><![CDATA[sf4]]></category>
		<category><![CDATA[street fighter]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=319</guid>
		<description><![CDATA[Last night, the wife and I spent over an hour (we didn&#8217;t keep track of when exactly we began, but I saw it pass the 70 minute mark) trying to beat Seth with Zangief&#8230; with it set to one-round fights on &#8220;Easiest&#8221;. Andrew alerted me via Twitter that there may be some type of glitch [...]]]></description>
			<content:encoded><![CDATA[<p>Last night, the wife and I spent <strong>over an hour</strong> (we didn&#8217;t keep track of when <em>exactly</em> we began, but I saw it pass the 70 minute mark) trying to beat Seth with Zangief&#8230; with it set to one-round fights on &#8220;Easiest&#8221;.</p>
<p>Andrew alerted me via Twitter that there may be some type of glitch with the difficulty setting. A little bit of <a href="http://www.gamespot.com/xbox360/action/streetfighteriv/show_msgs.php?topic_id=m-1-48205837&amp;pid=943712" target="_blank"><strong>Googling</strong></a> <a href="http://www.gamefaqs.com/boards/genmessage.php?board=943712&amp;topic=48236786" target="_blank"><strong>around</strong></a> confirms that there may indeed be some type of conflict with the PS3 version (which, by extension, may only happen if you do the optional partial-install). Of course, we didn&#8217;t know about this last night, though the thought did indeed cross my mind. I seem to remember a version of <strong>NBA Jam</strong> had an issue where the difficulties were swapped based on what you chose (for example, picking &#8220;Very Easy&#8221; gave you &#8220;Very Hard&#8221; while picking &#8220;Very Hard&#8221; gave you &#8220;Very Easy&#8221;, and so on and so forth), so I was indeed curious about what may have been happening.</p>
<p>I mean, let&#8217;s be honest&#8230; I&#8217;m not a <em>terrible</em> <strong>Street Fighter</strong> player. I&#8217;m by no means anything beyond whatever is above &#8220;scrub&#8221;, but I can hold my own. The lolz thrown back by the internet with suggestions to &#8220;just keep sweeping him&#8221; were not working; Seth was grabbing me out of ultras, throwing me out of throws, crossing-up into EX specials, and giving me flashbacks to <strong>Goenitz</strong> (do your homework on that, kids).</p>
<p>I had played through the game plenty of times with different characters, and this was just ridiculous.</p>
<p>It&#8217;s somewhat comforting to know that there may actually have been something happening behind the scenes to cause such a problem. It was also frustrating to be doing everything I thought I <em>should</em> be doing to &#8220;play well&#8221;, and it making so little of a difference. I have years upon years upon years of experience with this franchise and these characters, and I haven&#8217;t stopped since I began. For those returning to <strong>Street Fighter</strong> after missing the entire <strong>Alpha</strong> and <strong>III</strong> series, I can&#8217;t even begin to imagine the frustration with going through and just trying to unlock the hidden characters. It wasn&#8217;t fun for me anymore (especially after an hour), and I can&#8217;t see it being &#8220;fun&#8221; for anyone else. Between the horrible problems with difficulty scaling and the antiquated and senseless unlocking system for bonus characters, there is quite a lot to be discussed (and that&#8217;s totally tossing aside any thoughts on Seth&#8217;s actual character design).</p>
<p>Before we get to all that, though (whether it is presented in podcast or text form), I still owe that &#8220;Collector&#8217;s Edition&#8221; closer look that I promised last time around. I finished up the scans last night, so look forward to that in the relative near future. I&#8217;ll wear my headband while I write it. Promise.</p>
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		<title>How I Began Street Fighting</title>
		<link>http://www.vgconvos.com/2009/02/18/how-i-began-street-fighting/</link>
		<comments>http://www.vgconvos.com/2009/02/18/how-i-began-street-fighting/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 20:04:14 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[street fighter]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=272</guid>
		<description><![CDATA[With Street Fighter IV out this week, those that follow along here on the site and podcast should (rightfully so) expect a lot of talk about it coming your way. Before I even get to talking about the new game, I thought it might be interesting to take a look back and figure out just [...]]]></description>
			<content:encoded><![CDATA[<p>With <strong>Street Fighter IV</strong> out this week, those that follow along here on the site and podcast should (rightfully so) expect a lot of talk about it coming your way. Before I even get to talking about the new game, I thought it might be interesting to take a look back and figure out just how exactly I got here. When did I first play a <strong>Street Fighter</strong> game? Why did I stick with it? What are some of my earliest memories? Why does it continue to enthrall me to this very day?</p>
<p>First off, let&#8217;s be honest: very few of us actually played the first <strong>Street Fighter</strong> until we loaded it up in MAME one day. I simply never saw it in arcades or convenience stores, and if I did, I dismissed it without a thought.</p>
<p><img class="alignnone size-full wp-image-275" title="sf1_arcade" src="http://www.vgconvos.com/wp-content/uploads/2009/02/sf1_arcade.jpg" alt="sf1_arcade" /></p>
<p>I should start off by saying that I don&#8217;t think I got &#8220;into&#8221; fighting games until <strong>Mortal Kombat</strong> came around. I don&#8217;t know what it was that I was so busy playing instead, but the first round of <strong>Street Fighter II</strong> in the arcades (and even on the SNES) just totally flew by me. Even then, I didn&#8217;t get interested in playing them until the first <strong>Mortal Kombat</strong> was already out on the home systems in late 1993, nearly a year after it hit arcades. I was vaguely aware of it, but that awareness was the extent of my interest. I first remember seeing the game at a local kid&#8217;s house (wasn&#8217;t really a &#8220;friend&#8221;, especially since I kicked the crap out of him later that year for being a jackass, but boys will be boys). I have to imagine it was the prospect of doing fatalities that really drew me in, though I don&#8217;t remember all that much. I just remember seeing it, and being hooked from there on out.</p>
<p><img class="alignnone size-full wp-image-277" title="mk1_snes_gameplay" src="http://www.vgconvos.com/wp-content/uploads/2009/02/mk1_snes_gameplay.jpg" alt="mk1_snes_gameplay" /></p>
<p>Around that time, <strong>Mortal Kombat II</strong> was already hitting arcades, and I was ready to jump in head-first. Everything about the second game was better. The fighters were more realistic, the amount of moves increased, the number and types of finishing moves increased, and the game had a fantastic tongue-in-cheek sense of humor about itself. While the game certainly bumped it up a notch in terms of skilled players being able to fight effectively, all of the characters ultimately still played exactly the same with the exception of their special moves and finishing moves. Additionally, let&#8217;s continue to be brutally honest: we were still all playing the game just to see the fatalities. In the case of <strong>Mortal Kombat</strong>, the &#8220;end-game&#8221; was far more interesting than the actual game, itself. I played the ever-living-Hell out of the SNES and even Game Boy versions (the latter of which actually let you <em>pause the game</em>, which is the sole reason I purchased it&#8230; in addition to wanting to play against everyone else at school&#8230;), but something was lacking.</p>
<p><img class="alignnone size-full wp-image-279" title="mortal_kombat_2_fatality" src="http://www.vgconvos.com/wp-content/uploads/2009/02/mortal_kombat_2_fatality.jpg" alt="mortal_kombat_2_fatality" /></p>
<p>It was around this time and with this realization that I became more aware of <strong>Street Fighter</strong>. I was enjoying fighting games, but the fighting games I was playing (really only <strong>Mortal Kombat</strong>) felt more like brief competitions to see an end show rather than focusing on the fighting itself, which I was truly interested in.</p>
<p>I don&#8217;t know what went off in my little head, but I decided it was time to pick up a <strong>Street Fighter</strong> game.</p>
<p>I had my dad drive me down to the local video store, and I purchased a used copy of <strong>Super Street Fighter II</strong> for the SNES. Yes, by this point in time, we were already on the third revision for SNES, and I hadn&#8217;t even played the game before. I was initially confused by the lack of an &#8220;end&#8221; after the fight, which was to be expected coming from the <strong>Mortal Kombat</strong> camp (I don&#8217;t have a source on me, but I do remember the <strong>MK</strong> creative team noting that fatalities even came about in the first place because they wanted to move the mid-fight dizzies from other games to the very end so you could get one more hit in). Regardless, though, it was a love affair from there on out. Instead of mastering the art of B, B, LP, I suddenly became a master of F, D, DF, P. Two-in-ones became second nature. The clumsy juggles of <strong>Mortal Kombat</strong> became more skill-based than I could imagine.</p>
<p><img class="alignnone size-full wp-image-280" title="ssf2_snes_char_select" src="http://www.vgconvos.com/wp-content/uploads/2009/02/ssf2_snes_char_select.jpg" alt="ssf2_snes_char_select" /></p>
<p>It&#8217;s interesting to note that, despite becoming totally involved in the world of <strong>Street Fighter</strong>, I kept up with <strong>Mortal Kombat</strong> for a little while. I was all about <strong>Mortal Kombat 3</strong>, and will tell anyone who will listen that I was the one responsible for unlocking Ermac in my local Wal-Mart&#8217;s arcade machine of <strong>Ultimate Mortal Kombat 3</strong>. I rented a Sega Saturn more than just a few times for the sole purpose of playing <strong>UMK3</strong> (though <strong>Sega Rally</strong> was nice, too). I was running around with my crazy-ass Kabal and Nightwolf combos, and proving that Smoke had more to him than just a teleport punch -&gt; spear -&gt; uppercut.</p>
<p><img class="alignnone size-full wp-image-282" title="umk3_snes" src="http://www.vgconvos.com/wp-content/uploads/2009/02/umk3_snes.jpg" alt="umk3_snes" /></p>
<p>By now we&#8217;re into 1995, and I&#8217;ve still said more about <strong>Mortal Kombat</strong> than the supposed topic of this post. Here&#8217;s where it begins to shift, though.</p>
<p>I became very adamant about checking out my local arcade and playing not only against other people, but completely new games, as well. It was a big year for fighting game fans. I may have skipped over <strong>Super Turbo</strong> (other than some brief play on my friend Jason&#8217;s 3DO), but the series received a reboot with <strong>Alpha</strong>. The <strong>Mortal Kombat</strong> series had just gone <strong>Ultimate</strong>, and <strong>Virtua Fighter 2</strong> was shocking players with how far polygonal fighters had come in a single generation of games. I took notice, too. In addition to playing the first game on my 32X, I was pretending to be good with a little Kage action in <strong>Virtua Fighter 2</strong> in arcades, myself. I was still mostly ignoring <strong>Street Fighter</strong>, though&#8230; which I don&#8217;t really understand. I preferred the gameplay of that series more than all of the others, but I found myself leaning towards these others. Maybe it was because those arcade machines were actually free of crowds? Was I still trying to figure out exactly which game series interested me the most? Who knows?</p>
<p><img class="alignnone size-full wp-image-283" title="virtua_fighter_32x" src="http://www.vgconvos.com/wp-content/uploads/2009/02/virtua_fighter_32x.jpg" alt="virtua_fighter_32x" /></p>
<p>Things shifted for good the next year, though. My arcade got a gigantic, large-screen, sit-down <strong>Street Fighter Alpha 2</strong>. The combination of the music, the characters, the animation, and the grand scale of the thing won me over. I still vividly remember seeing that pre-match character layout (which zips into the profiles) for the first time and being amazed at just how slick and refined the whole thing felt, and I even remember that it was Adon that I first went up against.</p>
<p><img class="alignnone size-full wp-image-284" title="sfa2_arcade_gointofight" src="http://www.vgconvos.com/wp-content/uploads/2009/02/sfa2_arcade_gointofight.jpg" alt="sfa2_arcade_gointofight" /></p>
<p>I think &#8220;refined&#8221; is the perfect word to describe what I found missing in all of the other games. <strong>Mortal Kombat 3</strong> brought the series into more offensive territory with the Run button, but it still felt clunky and imprecise. <strong>Virtua Fighter</strong> was a great first step into 3D, but the ridiculous floaty jumps were very off-putting (though <strong>2</strong> did an amazing job cleaning it all up). I only briefly dabbled with <strong>Tekken</strong> until <strong>Tag</strong>, and only the second game on PS1 (thanks to a demo pack-in with my system). SNK&#8217;s games were getting to a fantastic level (despite the hardcore fans problems with the striker system, I&#8217;m a huge fan of <strong>King of Fighters &#8217;99</strong>), but I couldn&#8217;t find anyone else to really play them with (at least until college). Here was <strong>Street Fighter</strong>, pulling everything together so nice and clean. It just&#8230; worked.</p>
<p>I never seemed to get around to picking up any additional home console versions for a couple years. I think I just rented them enough that I felt like I owned them. Once 1999 came around, though, I wasn&#8217;t about to miss out on <strong>Street Fighter Alpha 3</strong>. I emptied all of my change bowls and scrapped together enough right there to purchase the game. Everything about it was magical. Despite finally dropping the classic tunes for the characters, <strong>Alpha 3</strong> just oozed fresh style. Takayuki Iwai &amp; Co.&#8217;s new musical score was both instantly memorable and catchy (and was actually one of the first game soundtracks I ever purchased). The new &#8220;-ism&#8221; styles let you play <strong>Alpha 2</strong>-style if you so desired. The home version&#8217;s inclusion of even more characters from &#8220;Upper&#8221; (the Naomi board version) flesh out an already-gigantic cast of both familiar and new faces. It may not have been the most balanced game in the franchise, but that was hardly enough to keep a player like me away from the controller. In fact, aside from <strong>Super Mario Bros. 3</strong>, it is perhaps my most-re-purchased game of all time (PS1, PS2, GBA, PSP&#8230; nope, never owned the Saturn or Dreamcast versions, myself).</p>
<p><img class="alignnone size-full wp-image-285" title="sfa3_ryu_gameplay" src="http://www.vgconvos.com/wp-content/uploads/2009/02/sfa3_ryu_gameplay.jpg" alt="sfa3_ryu_gameplay" /></p>
<p>You&#8217;ve heard Andrew and I talk about <strong>Alpha 3</strong> enough on the podcast, so I&#8217;ll leave behind one of <a href="http://www.vgconvos.com/features/top10games/top10games/" target="_self"><strong>our all-time favorite games</strong></a> behind.</p>
<p>During this time and over the next several years, we were treated to an array of crossover games that complement the main (numbered) series quite well. Whether it was dropping quarters into <strong>X-Men vs Street Fighter</strong> or playing the import Dreamcast version of <strong>Capcom vs SNK 2</strong> day in and day out, we played them all. <strong>Marvel vs Capcom 2</strong> also immediately jumps to mind, with all of us having college buddies that, despite having absolutely zero interest in fighting games, couldn&#8217;t resist throwing down for a few hours with us.</p>
<p>We&#8217;re missing a game series, though. It seems like a lot of people forget about <strong>Street Fighter III</strong>. I think like the majority of the more mainstream <strong>Street Fighter</strong> fans (those of us who thoroughly enjoyed the series, but never got up to tournament level or anything like that), something just didn&#8217;t sit right with me. Perhaps it was indeed the overall lack of returning fighters. Maybe it was the more <strong>Darkstalkers</strong>-esque characters that felt out of place (don&#8217;t get me wrong; I enjoy that series, as well!). Maybe it was yet another drop of any and all classic tunes. I played here and there in random arcade machines, but then again, maybe it was the death of arcades that was hurting my ability to even play the game in the first place. I was excited to see a <strong>III</strong> machine on my college campus while visiting the summer before school, so you can understand my sadness to see it gone when I returned later that year.</p>
<p>Things have changed over the years, though, with regards to <strong>III</strong>. Like a fine wine, it actually seems to get better with age. I appreciate more and more about the game as I get older. I now find the soundtrack to be one of the most fitting (if not silly) in a fighting game. I love a lot of the new characters, and even found my quasi-Fei Long in Yang. I like to pretend I&#8217;m a solid technical fighter with my parrying of simple fireballs (don&#8217;t ask me to use it in general gameplay up close, though). The animation is fluid and eye-popping. The general presentation is just as slick and streamlined as any <strong>Street Fighter</strong> game before it. It&#8217;s a very technical fighter, but it&#8217;s not as intimidating as something like the <strong>Guilty Gear</strong> series. I&#8217;m incredibly glad to have a copy of the game sitting around, and while we don&#8217;t revisit it as much as I otherwise would like to (<strong>Alpha 3</strong> and <strong>CvS2</strong> seem to be the default go-to games), it&#8217;s always a damn good time when we do.</p>
<p><img class="alignnone size-full wp-image-287" title="sf3_char_select" src="http://www.vgconvos.com/wp-content/uploads/2009/02/sf3_char_select.jpg" alt="sf3_char_select" /></p>
<p>It seems like there is so much more to talk about, and so many other fighting games to compare and throw into the mix (nevermind all of the assorted merchandise like anime and action figures). Alas, this is only supposed to be a simple reflection on how I came to be the type of <strong>Street Fighter</strong> fan I am, and it still ended up being a stream-of-consciousness plop of text. Here we are with <strong>IV</strong> finally in our hands, and like Ono wanted us to do, we are rediscovering what it is about the series (and these characters) that we love so much. Forgive me, but I think I need to stop typing and get back to the game, now!</p>
<p>Next time around, we&#8217;re going to take a look at the &#8220;Collector&#8217;s Edition&#8221; pack-ins. How does the new anime stack up to previous efforts? Does that headband fit? Are the extra costumes worth downloading? What&#8217;s on the soundtrack? Stick around&#8230;</p>
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		<title>Xbox Live Experience: Classic &#8220;TMNT&#8221; With Friends</title>
		<link>http://www.vgconvos.com/2009/02/10/xbox-live-experience-classic-tmnt-with-friends/</link>
		<comments>http://www.vgconvos.com/2009/02/10/xbox-live-experience-classic-tmnt-with-friends/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 15:58:30 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[tmnt]]></category>
		<category><![CDATA[xbox live]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=265</guid>
		<description><![CDATA[Yesterday, our buddy Kevin coordinated a cross-country gaming date for the evening over Twitter. Myself, Andrew, Kevin, and our buddy Ryan all joined up for a little play-through of the Teenage Mutant Ninja Turtles classic arcade game over Xbox Live (10:30 pm eastern time, 7:30 pm western time). Seems like an easy enough recipe for [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday, our buddy <a href="http://www.kevinchiou.com/30minuteslate/" target="_blank"><strong>Kevin</strong></a> coordinated a cross-country gaming date for the evening over Twitter. Myself, Andrew, Kevin, and our buddy <a href="http://www.vg-projects.com/" target="_blank"><strong>Ryan</strong></a> all joined up for a little play-through of the <strong>Teenage Mutant Ninja Turtles</strong> classic arcade game over Xbox Live (10:30 pm eastern time, 7:30 pm western time). Seems like an easy enough recipe for a good time, right?</p>
<p>Well, mostly!</p>
<p><img class="alignnone size-full wp-image-268" title="tmnt_arcade_4players" src="http://www.vgconvos.com/wp-content/uploads/2009/02/tmnt_arcade_4players.jpg" alt="tmnt_arcade_4players" /></p>
<p>What we quickly found ourselves doing instead of just playing the game was fighting with the Xbox Live service to simply allow all four of us to join up. We initially started with Kevin creating a &#8220;Party&#8221;, and then he invited the entire party to a private match in the game. No matter which order people joined in, who tried to set up a match next, inviting through the party system or one-by-one manually, we simply could not get all four of us into the same room. The fourth person would always get the &#8220;<em>Game session is no longer available</em>&#8220;-style message, even if they just got in on the previous try. We even all tried joining into a &#8220;quick match&#8221; together at the same time, and ended up with the same problem (only three of us able to join in, though it was a hilarious miracle and testament to the game&#8217;s play-drop-off that we all ended up in the same random quick match).</p>
<p>Around fifteen minutes into this epic struggle against Microsoft&#8217;s back-end, Kevin randomly suggested that we try signing off and back onto Xbox Live. Andrew and I did so, and we were magically able to all immediately connect to each other in-game. This proves that it had nothing to do with our ISPs, our firewalls, any port-forwarding in our routers, or any nonsense like that. It was nothing more than random nonsense on the Xbox Live side of things, and nonsense we typically only expect from the free PSN, as opposed to a service we pay ~$50 a year for (and therefore, rightfully so, expect a near-flawless experience with).</p>
<p>Once we got into the game, we sufferred little in the way of hiccups (with the exception of some minor lag problems on the &#8220;<em>Come on guys, we gotta save Splinter!</em>&#8221; stage). We managed to make it up to Krang, and while Kevin survived long enough to get him blinking, the rest of us succummed to his mighty kicks with the measely amount of lives we had left at that point. We all made a couple stupid mistakes, but now that we&#8217;ve played again&#8230; I fully believe we need to set up another session so we can not only complete the game for <em>that</em> achievement, but also make sure that Andrew doesn&#8217;t get himself flame-throwed in the face so we can all get <em>that</em> achivement, too!</p>
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		<title>Conversation 006: We&#8217;re Back With A Discussion Of The Games We Played In 2008</title>
		<link>http://www.vgconvos.com/2009/02/09/conversation-006-were-back-with-a-discussion-of-the-games-we-played-in-2008/</link>
		<comments>http://www.vgconvos.com/2009/02/09/conversation-006-were-back-with-a-discussion-of-the-games-we-played-in-2008/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 02:32:34 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Podcast Episode]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=262</guid>
		<description><![CDATA[Surprise, surprise! The three of us got together this weekend and recorded episode six of the show, had a blast doing it, and are extremely happy to bring it to you so quickly. We are easing our way back into a normal schedule, and while we don&#8217;t have a standard Top 10 list this episode&#8230; [...]]]></description>
			<content:encoded><![CDATA[<p>Surprise, surprise!</p>
<p>The three of us got together this weekend and recorded episode six of the show, had a blast doing it, and are extremely happy to bring it to you so quickly. We are easing our way back into a normal schedule, and while we don&#8217;t have a standard Top 10 list this episode&#8230; it ended up being a normal length, anyway!</p>
<p>Since people <a href="http://www.vgconvos.com/2009/01/30/website-podcast-future-plans/" target="_self"><strong>seem to agree</strong></a> that talking about the games we have recently been playing is an integral and interesting part of the show, we definitely kept it in there. We have some pretty diverse gaming experience going on with Jeff focusing on the iPhone, Andrew dabbling with some sports games, and Mike playing a few games of yesteryear. For our topic portion, we decided to turn the previous discussion on its head and talk about the new games we played in 2008. We concluded the show picking our favorite game(s) of the year, and gear up for another batch of blog entries and podcast episodes coming your way.</p>
<p>Big special thanks to everyone out there sticking with us while waiting for a new episode by contributing your responses on the blog posts and continuing to <a href="http://www.vgconvos.com/contact/" target="_self"><strong>drop us a line</strong></a>.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
			<enclosure url="http://www.vgconvos.com/audio/vgconvos_006_-_back_and_2008_games.mp3" length="63805882" type="audio/mpeg" />
		<itunes:duration>2:12:51</itunes:duration>
		<itunes:subtitle>Surprise, surprise!
The three of us got together this weekend and recorded episode six of the show, had a blast doing it, and are extremely happy to bring it to you so quickly. We are easing our way back into a normal schedule, and while we don[...]</itunes:subtitle>
		<itunes:summary>Surprise, surprise!
The three of us got together this weekend and recorded episode six of the show, had a blast doing it, and are extremely happy to bring it to you so quickly. We are easing our way back into a normal schedule, and while we don&#8217;t have a standard Top 10 list this episode&#8230; it ended up being a normal length, anyway!
Since people seem to agree that talking about the games we have recently been playing is an integral and interesting part of the show, we definitely kept it in there. We have some pretty diverse gaming experience going on with Jeff focusing on the iPhone, Andrew dabbling with some sports games, and Mike playing a few games of yesteryear. For our topic portion, we decided to turn the previous discussion on its head and talk about the new games we played in 2008. We concluded the show picking our favorite game(s) of the year, and gear up for another batch of blog entries and podcast episodes coming your way.
Big special thanks to everyone out there sticking with us while waiting for a new episode by contributing your responses on the blog posts and continuing to drop us a line.</itunes:summary>
		<itunes:author>feedback@vgconvos.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>Top 10 PS2 Games I Own And Have Never Played</title>
		<link>http://www.vgconvos.com/2009/02/06/top-10-ps2-games-i-own-and-have-never-played/</link>
		<comments>http://www.vgconvos.com/2009/02/06/top-10-ps2-games-i-own-and-have-never-played/#comments</comments>
		<pubDate>Fri, 06 Feb 2009 19:29:04 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[collections]]></category>
		<category><![CDATA[ps2]]></category>
		<category><![CDATA[top ten list]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=257</guid>
		<description><![CDATA[I promised this way back on episode two of the podcast, and haven&#8217;t gotten around to tossing it together until today. I have finally put up my &#8220;Top 10 PS2 Games I Own And Have Never Played&#8221; over in the Top 10 Games section. I was thinking about also doing a similar list for the [...]]]></description>
			<content:encoded><![CDATA[<p>I promised this way back on <a href="http://www.vgconvos.com/2008/08/07/conversation-002/" target="_self"><strong>episode two</strong></a> of the podcast, and haven&#8217;t gotten around to tossing it together until today. I have <em>finally</em> put up my &#8220;<a href="http://www.vgconvos.com/features/top10games/mikes-top-10-ps2-games-i-own-and-have-never-played/" target="_self"><strong>Top 10 PS2 Games I Own And Have Never Played</strong></a>&#8221; over in the <a href="http://www.vgconvos.com/features/top10games/" target="_self"><strong>Top 10 Games</strong></a> section. I was thinking about also doing a similar list for the DS soon, too (though it might be a Top 5). How about you all? Got any large collections with stuff you haven&#8217;t touched?</p>
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		<title>PS3 vs 360</title>
		<link>http://www.vgconvos.com/2009/02/05/ps3-vs-360/</link>
		<comments>http://www.vgconvos.com/2009/02/05/ps3-vs-360/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 23:32:07 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[street fighter]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=232</guid>
		<description><![CDATA[Street Fighter IV is arriving on both systems in a couple weeks. If you have both consoles, like Mike does, there&#8217;s a question here. On which system should you buy it? I think most would say PS3 (which Mike will probably agree). Does the new SFIV D-pad change anyone&#8217;s mind? I snapped one up for [...]]]></description>
			<content:encoded><![CDATA[<p>Street Fighter IV is arriving on both systems in a couple weeks.  If you have both consoles, like Mike does, there&#8217;s a question here.  On which system should you buy it?  I think most would say PS3 (which Mike will probably agree).  Does the new SFIV D-pad change anyone&#8217;s mind?  I snapped one up for the 360 at Best Buy today.</p>
<p><img class="alignnone size-full wp-image-382" title="andrew_sf_controller" src="http://www.vgconvos.com/wp-content/uploads/2009/02/andrew_sf_controller.jpg" alt="andrew_sf_controller" /></p>
<p>The thing is the PS3 has the same controllers (plus a limited edition Akuma one).  Sony&#8217;s are also wireless, unlike the 360&#8242;s.  Which is nicer.  But which edition will likely sell better than the other?</p>
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		<title>&#8220;Portal&#8221;: Best Multiplayer Game In Years&#8230;?</title>
		<link>http://www.vgconvos.com/2009/02/05/portal-best-multiplayer-game-in-years/</link>
		<comments>http://www.vgconvos.com/2009/02/05/portal-best-multiplayer-game-in-years/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 16:57:53 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[portal]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=219</guid>
		<description><![CDATA[Yes, you read that title correctly. Is Portal one of the best multiplayer games to come out in years? I know, I know. Portal is a single-player game. There is no &#8220;versus&#8221; mode and there is no co-operative campaign. How exactly is the game &#8220;multiplayer&#8221;, then? Let me explain how I played through the game, [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, you read that title correctly. Is <strong>Portal</strong> one of the best multiplayer games to come out in years?</p>
<p>I know, I know. <strong>Portal</strong> is a single-player game. There is no &#8220;versus&#8221; mode and there is no co-operative campaign. How exactly is the game &#8220;multiplayer&#8221;, then? Let me explain how I played through the game, and the answer should be pretty obvious.</p>
<p><img class="aligncenter size-full wp-image-220" title="portal_first_area" src="http://www.vgconvos.com/wp-content/uploads/2009/02/portal_first_area.jpg" alt="portal_first_area" /></p>
<p>With the exception of test chambers 17 and 18, there was always at least one person in the room while I was playing through <strong>Portal</strong>. My first playthrough of the beginning dozen or so test chambers was with my wife in the room, somewhat paying attention as she went about her own business. There were questions here and there along with the occasional chuckle at GLaDOS, but that was about it.</p>
<p>I decided to show Jeff the game one day, and figured the best way would be to just start at the beginning. Anyone who has played the game knows how fast the first few levels fly by, so I very quickly made my way back to where I had left-off (I think somewhere around test chamber 12). From there, it seemed like there was no stopping us. While I was in full control of the game (personally having my hands on the mouse and keyboard), the two of us figured out the puzzles in each chamber to get Chell onwards through the Enrichment Center&#8217;s test. It was getting pretty late that evening, so we left off at the beginning of test chamber 17.</p>
<p>From there I dropped the game for a while (though for no particular reason other than that&#8230; well&#8230; that&#8217;s just how I roll). A few weeks back (OK, the end of November) I finally decided to play the game some more. I was home by myself for the evening and played through test chambers 17 and 18. It was a very different experience. &#8220;Lonely&#8221; is perhaps the best way to describe it, and probably more along the lines of how Chell actually felt (were she, ya&#8217; know, a real person). That&#8217;s not to say it was a <strong>bad</strong> experience; it was simply <strong>different</strong>.</p>
<p>I began running into chugging problems with the game, with later levels throwing more and more &#8220;stuff&#8221; on the screen and my GeForce 7900 GS having a tough time keeping up. I again &#8220;dropped&#8221; the game for a little bit, right at the start of the final level.</p>
<p>Fast forward a couple months later, and the new GeForce 9800 GT is all installed and running things silky-smooth. It was time to beat <strong>Portal</strong>.</p>
<p><img class="aligncenter size-full wp-image-225" title="portal_final_area" src="http://www.vgconvos.com/wp-content/uploads/2009/02/portal_final_area.jpg" alt="portal_final_area" /></p>
<p>That evening, with not only Jeff right by my side, but his girlfriend and my wife hanging out in the background, we returned to the multiplayer version of the game that I knew so well from the earlier sessions. It was exactly what I was looking for, and I can&#8217;t imagine not having (finally) experienced that ending level and battle solely by myself.</p>
<p>What did I enjoy so much about it? Those moments where we would all go, &#8220;<em>Oooooooooohhhhhh!</em>&#8221; upon figuring out the deceptively-simple key to a puzzle. The collective laughter at GLaDOS&#8217; increasingly-desperate antics (the &#8220;reverse psychology&#8221; tirade was brilliant). The chuckles at hilarious things in the background (like the PowerPoint-esque presentations in the meeting rooms in the final level). The random shout-outs of things to try or places to look.</p>
<p>With the exception of a couple little platforming acrobatics to perform at certain points, the pace of the game is &#8220;slow&#8221; enough for anyone around to really become absorbed into the story and flow right along with it. It gives you enough time, but also provides <em>just enough</em> of a sense of dread that you need to hurry up and move on&#8230; and everyone is right there with you.</p>
<p>Andrew mentioned to me that when he played through <strong>Portal: Still Alive</strong> on the 360, he typically had one of his roommates there with him (who had played through the game before). What were your &#8220;multiplayer&#8221; experiences like with this game? Did you just blow through it all by yourself in one sitting? Did you later replay to show friends and family? Were you that &#8220;friends and family&#8221; being shown the game?</p>
<p><em>(Blah blah blah, &#8220;Welcome to 2007&#8243;&#8230;)</em></p>
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		<title>Prince of Persia: PC, DRM, DLC, ROFL</title>
		<link>http://www.vgconvos.com/2009/02/03/prince-of-persia-pc-drm-dlc-rofl/</link>
		<comments>http://www.vgconvos.com/2009/02/03/prince-of-persia-pc-drm-dlc-rofl/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 16:44:46 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[prince of persia]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=205</guid>
		<description><![CDATA[You may have heard on the podcast several times that Andrew and I&#8230; well, we like easy games. We&#8217;re busy people, and hard games take up too much time in our crazy adult lives! To be fair, I don&#8217;t think either of us actually want complete cake-walks for games; rather, we want a gaming experience [...]]]></description>
			<content:encoded><![CDATA[<p>You may have heard on the podcast several times that Andrew and I&#8230; well, we like easy games. We&#8217;re busy people, and hard games take up too much time in our crazy adult lives! To be fair, I don&#8217;t think either of us actually want complete cake-walks for games; rather, we want a gaming experience that we don&#8217;t have to fight with. Games have progressed a long way over the decades, and the shift to 3D has finally gotten to a point where we&#8217;re not constantly rotating a camera around ourselves (see: <strong>Super Mario 64</strong>&#8230; which, don&#8217;t get me wrong, I love!).</p>
<p>With all that in mind, it should come as no surprise that the latest iteration (and incarnation) of <strong>Prince of Persia</strong> is thoroughly intriguing to me. You can&#8217;t die? You&#8217;re not severely punished? You can get right back into the swing of things quickly after messing up? Sign me up.</p>
<p><img class="aligncenter size-full wp-image-206" title="prince_of_persia_pc" src="http://www.vgconvos.com/wp-content/uploads/2009/02/prince_of_persia_pc.jpg" alt="prince_of_persia_pc" /></p>
<p><em>(Related side note: Don&#8217;t you just hate fighting games that don&#8217;t offer a &#8220;quick continue&#8221; option when you lose in story/arcade mode, forcing you back to a character select screen, rather than just click-and-replay&#8230;?)</em></p>
<p>After tossing in <a href="http://www.vegettoex.com/blog/2009/02/02/problem-solved-main-rig-working/" target="_blank"><strong>my new GeForce 9800 video card</strong></a>, I&#8217;ve been looking for things to show me beautiful imagery on my computer screen. Not really wanting to go the FPS route any further (sorry, <strong>Crysis</strong>), the consideration you should obviously see coming would be the newest <strong>Prince of Persia</strong>. While it is also available on PS3/360, since I won&#8217;t have an HDTV set up until we move in the next couple months, the only way to see the game in its high-def glory right now would be over on the PC running at 1600&#215;1050 with the settings turned all the way up.</p>
<p>This particular game has been a curious case for me. I am fully capable of running it, and Ubisoft announced prior to the game&#8217;s release that the PC version would be shipping <strong>without any DRM</strong> on it (the retail version, anyway; Steam&#8217;s would still have its own DRM integration). Being able to install it right onto the hard drive without needing to keep a DVD in the drive (or otherwise cracking it to do so) is one of my current obsessions, and partly why I&#8217;m often found playing PSN / Xbox Live games more than anything else (you may call it &#8220;laziness&#8221;, but I call it &#8220;comfy convenience&#8221;).</p>
<p>As many pundits and general gaming &#8220;observationalists&#8221; (yes, I&#8217;m coining new terms) were <a href="http://arstechnica.com/gaming/news/2008/12/pc-prince-of-persia-contains-no-drm-its-a-trap.ars" target="_blank"><strong>quick to point out</strong></a>, Ubisoft&#8217;s &#8220;<em>No DRM!</em>&#8221; decision was not necessarily a case of freebies, giving back to the gaming crowd, or any other type of selfless act. There may be a bit too much conspiracy theory at work, but it&#8217;s not beyond a reasonable doubt to assume that using such a high-profile game to later claim, &#8220;<em>Hey, look how much it was pirated, despite us giving the gaming crowd exactly what they asked for with no DRM!</em>&#8221; gives them an easy out to revert back to typical destructive measures.</p>
<p>Fast-forward to this week&#8217;s announcement of <a href="http://www.joystiq.com/2009/01/29/prince-of-persia-epilogue-dlc-coming-to-360-ps3-on-feb-26/" target="_blank"><strong>new downloadable content for the game</strong></a> (including a playable epilogue to the story and new outfits based on the original character designs) for the 360 and PS3&#8230; but not the PC version. Wait, why no PC version content? The <a href="http://forums.ubi.com/eve/forums/a/tpc/f/861108132/m/4211080927?r=3901063927#3901063927" target="_blank"><strong>current official word</strong></a> from Ubisoft is that it is due to &#8220;business reasons&#8221;.</p>
<p>Am I too far off to see this conversation going something like:</p>
<p>- &#8220;We have released the game DRM-free just like everyone asked!&#8221;<br />
- <em>(game gets pirated as it normally would have anyway)</em><br />
- &#8220;We have new downloadable content coming for the 360 and PS3!&#8221;<br />
- <em>(asked for clarification on no PC DLC)</em><br />
- &#8220;Due to the low sales figures and overwhelming piracy rate for the PC version, we have decided not to support DLC in this particular version of the game.&#8221;</p>
<p>&#8230;? What do you think? Does this make you second-guess picking the game up if you haven&#8217;t already, or drive you more towards a console version? Were you not even considering the PC version in the first place?</p>
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		<title>Website, Podcast, &amp; Future Plans</title>
		<link>http://www.vgconvos.com/2009/01/30/website-podcast-future-plans/</link>
		<comments>http://www.vgconvos.com/2009/01/30/website-podcast-future-plans/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 15:01:43 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[meta]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[website]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=192</guid>
		<description><![CDATA[I would feel guilty about writing a non-content post like this if I hadn&#8217;t just written a pretty decent one yesterday&#8230; ^_~. I definitely wanted to get some thoughts out there, because I believe it is extremely important to be transparent and open with how projects are going. If you are here and reading, you [...]]]></description>
			<content:encoded><![CDATA[<p>I would feel guilty about writing a non-content post like this if I hadn&#8217;t just written <a href="http://www.vgconvos.com/2009/01/29/video-game-club-halo-level-3-not-halo-3/" target="_self"><strong>a pretty decent one</strong></a> yesterday&#8230; ^_~. I definitely wanted to get some thoughts out there, because I believe it is extremely important to be transparent and open with how projects are going. If you are here and reading, you probably care and probably want to know&#8230; right?</p>
<p><strong>BLOG ENTRIES:</strong><br />
This is one of my favorite parts of having this site around, and is something I had wanted to do for years (being that I wanted to just have a regular ol&#8217; gaming blog). While this site was launched as a combination blog/podcast offering, I think it is very important to have both and I try to put just as much preparation and effort into one as I do the other. Blog entries are also things I can do from work, from home, while on the road&#8230; Sure, this is all obvious stuff, but I also think it&#8217;s worth actually saying (typing?) aloud to re-enforce that it&#8217;s available to me whenever, and I can, should, and will have fun doing it!</p>
<p><strong>PODCASTS (GENERAL):</strong><br />
As the e-mails and blog comments have indicated, some of you are wondering when the next podcast is coming out. That&#8217;s a good question! The holiday season, traveling, etc. ended up killing off the December show, and now we are coming to the end of January. D&#8217;oh! Back when I was a much younger Mike running websites as a teenager, a two month period seemed like an absolute eternity. Now-a-days (especially in the midst of a house purchase), two months goes by like&#8230; well&#8230; picture me snapping my fingers here. There ya&#8217; go. Just like that. I&#8217;m not sure that our plans for December&#8217;s/January&#8217;s episode even make sense any more (a reflection back on 1998&#8242;s games&#8230; ya&#8217; know, looking back at ten years ago) simply because now we&#8217;re into 2009, and <a href="http://www.1up.com/do/my1Up?publicUserId=5655917" target="_blank"><strong>Retronauts</strong></a> ended up getting out an episode on it, themselves. We have plenty of topics we have tossed around to each other (Jeff is dying to do a show about game soundtracks), but is there anything in particular <strong>you</strong> would like to hear the group discuss?</p>
<p><strong>PODCASTS (FORMAT):</strong><br />
Speaking of which, does the format of the show interest you? Don&#8217;t take that question as meaning that I don&#8217;t like it; I&#8217;m actually pretty indifferent about the format of the show. I personally love topical discussions, and so that (by default) ended up being part of the show. The standard &#8220;<em>Hey, let&#8217;s talk about the games we&#8217;re all playing!</em>&#8221; is pretty standard on <strong>every single gaming podcast</strong>, but I find myself enjoying that part of every show (both my own and other shows that I listen to). I think it&#8217;s safe to say that this will always be in there, but how do you feel about it? Since we aim(ed) to have a monthly show, we were shooting for a 90-120 minute length of the show). How about that? Do you want longer or shorter? Hopefully not longer&#8230;!</p>
<p><strong>WEBSITE:</strong><br />
I guess you could also call this &#8220;layout&#8221;. Something I&#8217;ve been wanting to do for a while is move away from the we-clearly-adapted-the-default-WordPress-theme for a design of the site. I really like the custom theme I incorporated over into <a href="http://www.vegettoex.com/blog/" target="_blank"><strong>my personal blog</strong></a>. You can see that I have a thing for individual entries having their own surrounding &#8220;block&#8221;, and I&#8217;ve always wanted to get rid of a sidebar and drive all navigation up top. If I can swing some free time, you may see me experimenting with the look of the site. Do not be alarmed. Do not adjust your television sets.</p>
<p>So that&#8217;s that, now you know, and knowledge is power.</p>
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		<title>Video Game Club &#8211; &#8220;Halo&#8221; (Level 3&#8230; Not &#8220;Halo 3&#8243;)</title>
		<link>http://www.vgconvos.com/2009/01/29/video-game-club-halo-level-3-not-halo-3/</link>
		<comments>http://www.vgconvos.com/2009/01/29/video-game-club-halo-level-3-not-halo-3/#comments</comments>
		<pubDate>Thu, 29 Jan 2009 16:39:11 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Video Game Club]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[level design]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=180</guid>
		<description><![CDATA[Perhaps contrary to popular belief, I am indeed slowly making my way through some games. They may be the same ol&#8217; games, but I&#8217;m making progress, none-the-less! I got in a little more playtime with the first Halo last night, and ran into some additional frustration&#8230; though it&#8217;s completely unrelated to platforming, this time around! [...]]]></description>
			<content:encoded><![CDATA[<p>Perhaps contrary to popular belief, I am indeed slowly making my way through some games. They may be the same ol&#8217; games, but I&#8217;m making progress, none-the-less! I got in a little more playtime with the first <strong>Halo</strong> last night, and ran into some additional frustration&#8230; though it&#8217;s completely unrelated to platforming, this time around!</p>
<p><em>(No real spoilers here, so don&#8217;t worry if you haven&#8217;t played the game&#8230; then again, I think I&#8217;m the </em><em><strong>only</strong> person who hasn&#8217;t played the game&#8230;)</em></p>
<p>There have been two instances so far where I have been almost unable to continue playing the game simply because I can&#8217;t tell what I am supposed to do (or more correctly, <em>where</em> I am supposed to <em>go</em> to do the thing that I was <em>just told</em> I have to do).</p>
<p>The first came about during level two (&#8220;Halo&#8221;) where I needed to activate a light bridge to pass across the giant gap in the roadway (shortly after getting control of the Warthog). After clearing the bridge area of baddies, I was told there was a switch to go hit to activate the bridge&#8230; but I found myself walking back and forth around the entire area completely unable to find said switch. I checked what I thought was every single nook and cranny and box and dead bad guy looking for this miraculous switch that would allow me to continue my gameplay. I took a break after something like 15 minutes to go talk to Jeff about something, and when I came back I resumed my search. Even after consulting FAQs which told me there was a ramp up on the right, I still couldn&#8217;t find the darn thing. I lost track of how much time I spent doing this, but I eventually found this fabeled narrow ramp. What prevented me from finding this? It seemed to obvious and in the open, yet I had been walking around for a ridiculous amount of time. Was it the color scheme of the stage? Was it because the ramp was so narrow? I don&#8217;t think I know the answer to this question.</p>
<p>I wish that was the last time I had that problem, but I ran into <em>the exact same issue</em> last night.</p>
<p>The first half of level three (&#8220;The Truth and Reconciliation&#8221;) seemed to be intended as a halfway-stealthy mission, but I have too severe a case of Gaming A.D.D.™ to be able to do that (nevermind the fact that I didn&#8217;t seem to have the sniper rifle I was apparently supposed to have). I am playing on easy, though, so that combined with the hilariously-effective stationary turrets allowed me to clear through pretty easily once I got reacquainted with the controls (it had been about two weeks <a href="http://www.vgconvos.com/2009/01/12/half-life-and-halo/" target="_self">since I last played</a>). I eventually reached a comparatively wide open area that circled around a pit (for those that have played, you probably know which area I mean&#8230; it&#8217;s the second-to-last area in the first half of the level before you get beamed up). I once again had an instance where after I had cleaned out the entire area of baddies&#8230; I absolutely <em>could not figure out</em> where the heck I was supposed to go. I even backtracked all the way to the beginning of the level (and then back again) just to make sure I wasn&#8217;t missing anything important like a side cavern or something like that. I easily spent half an hour wandering around the level, and while I managed to grab a whole bunch of extra ammo for myself, no progress was being made. I once again consulted the plethora of poorly-written FAQs on the interwebz, all of which paid no mind to the situation and told me to just continue on up the mountain as if there was not an issue here at all. If I&#8217;m spending all this time trying to figure out where to go, isn&#8217;t there some kind of issue, though? Once again, after spending this ridiculous amount of time wandering around, I found (gasp!) the <em>narrow pathway</em> that led me up the mountain, right in plain view the entire time.</p>
<p>What&#8217;s going on here? Am I just being careless? Am I not paying attention to my surroundings? Like I asked myself earlier, does it have to do with the color scheme of the game? Is it just another example of my unfamiliarity with the genre, and perhaps its non-maturation at that point in time? Am I just making excuses for my own incompetence?</p>
<p>How about you all? Have you had similar experiences? I&#8217;d <em>especially</em> like to hear about similar experiences in <em>different</em> genres. The closest example I can remember that&#8217;s non-FPS-related was my attempt to re-find Narsche in <strong>Final Fantasy VI</strong> which <a href="http://www.vgconvos.com/2008/10/15/town-names-in-rpgs/" target="_self">I had written about previously</a>.</p>
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		<title>Are we at the pinnacle?</title>
		<link>http://www.vgconvos.com/2009/01/23/are-we-at-the-pinnacle/</link>
		<comments>http://www.vgconvos.com/2009/01/23/are-we-at-the-pinnacle/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 04:43:29 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Joe Montana]]></category>
		<category><![CDATA[nba2k9]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[sports]]></category>
		<category><![CDATA[Triple Play]]></category>
		<category><![CDATA[TV]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=171</guid>
		<description><![CDATA[Let&#8217;s talk sports games. Sports games are a huge part of the video game industry and yet we hardly talk about them on the podcast. There are reasons for that. It&#8217;s a hard genre to keep reinvigorated. A lot of the titles are just the same game with a different roaster. Oh yeah, also Mike [...]]]></description>
			<content:encoded><![CDATA[<p>Let&#8217;s talk sports games.  Sports games are a <i>huge</i> part of the video game industry and yet we hardly talk about them on the podcast.  There are reasons for that.  It&#8217;s a hard genre to keep reinvigorated.  A lot of the titles are just the same game with a different roaster.  Oh yeah, also Mike and Jeff aren&#8217;t sports fans.  And  perhaps a reason for that lack of interest of theirs is that with a few exceptions (NBA Jam and the like),  sports games want to be as close to the &#8220;real&#8221; thing as possible.  Especially, in the case of professional teams sports, i.e. Football, Basketball, Soccer, etc. </p>
<p>But what is a realistic sports game?  In what way is it realistic?  Should a realistic game be from the players&#8217; perspective or the coach&#8217;s perspective, or a fan&#8217;s perspective?  We have actually had games from the coach&#8217;s POV, such as &#8220;Let&#8217;s manage a baseball team&#8221; in Japan.  I know Europe has a popular coach simulation for soccer.  Lots of popular games even offer these modes in most of the current games, as well.  And not just coaching, but front office, personnel duties and scouting as well.  You trade, draft and develop players.  However, the coaching/GM perspective is really for die hard fans of the game and not what most game players want.</p>
<p>You would think, we want the game from the players&#8217; point of view.  Who wouldn&#8217;t want to kick a goal, or shoot a basketball, or hit a home run?  Yet, most sports games don&#8217;t really take the perspective of the player.  You don&#8217;t have practice, team meetings, an agent, road trips with your teammates or even your locker room experience.</p>
<p>The tendency has been to make playing a professional sports game as close to the television experience as possible.  It seems as though the goal of the companies creating the games was to make it as difficult as possible to distinguish between a TV broadcast and a video game experience.  I suppose the thinking behind this is that if you can fool some one, even for a second, that they are watching a game on TV as opposed to playing a game, you have created a realistic experience.</p>
<p>The first innovation in this direction is the commentary track added to games.  This was a MAJOR selling point back in the 16-bit generation.  Sega&#8217;s Joe Montana Sports Talk  football was a major step in this direction.  They didn&#8217;t just say the score, they discussed the game.  Not only was there commentary, but Sega had the default camera angle from the side of the field, as it is in TV broadcast, despite the inherit impracticality this view provided.  A view so flawed for gameplay that almost all football games abandoned it and stuck with the over the head view, despite it not being the typical camera view of TV broadcasts.  But if developers could get that view without hindering basic game play, Madden games would switch to it in a heartbeat.</p>
<p>The problem of camera angles is also limiting to baseball games, although a few have tried the TV perspective, most stick with a behind the batter POV.  I do remember that commentary in baseball games simulating the TV experience was a major selling point.  EA Sports with their Triple Play series, boasted about having the first game with a 2 man broadcast.  I believe that was also the game that added (often fake) advertising to the commentary (&#8220;Not quite chicken, not quite pork, it&#8217;s chork!&#8221;).  This is probably one of the most annoying things about the TV experience, yet despite its annoyance it&#8217;s added for realism.   And because it adds realism, we love it!</p>
<p><a href="//farm4.static.flickr.com/3527/3218733701_2890246db3.jpg"><img src="//farm4.static.flickr.com/3527/3218733701_2890246db3_m.jpg"></a></p>
<p>But how about a sport where the TV angle is the most advantageous angle for gameplay.  Enter basketball and soccer games.  I&#8217;m going to talk mostly about basketball here, but pretty much everything will also apply to soccer (and a lot of it to sports games in general).  Excluding the more &#8220;fantasy&#8221; oriented games, such as NBA Jam or Street, basketball lends itself extremely well to the TV experience. The TV camera angle also lets you see an entire half court and usually, all of the players are on the screen at the same time. Virtually, every NBA game has a &#8220;half time report&#8221; and &#8220;player of the game&#8221; intermission.  Actual TV commentators are the norm.  And of course, instant replay has been around since the 16-bit era.</p>
<p><a href="//farm4.static.flickr.com/3255/3218733723_bc2b5f5354.jpg"><img src="//farm4.static.flickr.com/3255/3218733723_bc2b5f5354_m.jpg"></a></p>
<p>I bought NBA2K9 the other day.  A series I have always held as the standard since its first Dreamcast appearance.  I was amazed at how eerily similar it looked to a TV broadcast.  I could have easily have been watching a TNT game.  In fact, after viewing me playing for a good 15 seconds, my housemate had to ask, &#8220;Are you watching a game on TV or is this the videogame?&#8221;</p>
<p><a href="//farm4.static.flickr.com/3411/3218733707_9f0570afd5.jpg"><img src="//farm4.static.flickr.com/3411/3218733707_9f0570afd5_m.jpg"></a></p>
<p>This is of course what the developers have always wanted.  And it&#8217;s not just the realistic graphics and their fluidity or the quality of the commentary.  It&#8217;s the entire presentation.  It&#8217;s the way the score is graphically presented on the screen.  It&#8217;s how certain stats appear on screen and then comments accompanying those stats.  It&#8217;s the way that Gatorade advertises itself at the beginning of each half with a graphic on the corner of the screen.  Is it even possible to make it look more like a TV broadcast than it already does?  Have we achieved the pinnacle of this style?  And what&#8217;s next?  Perhaps, now we float away from the TV style and to a more player oriented perspective as if we are really on the field.  Nah, they can hardly keep NBA2K9 on the shelves.  It&#8217;s all about the TV ratings!</p>
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		<title>Video Game Club: &#8220;Half-Life&#8221; and &#8220;Halo&#8221;</title>
		<link>http://www.vgconvos.com/2009/01/12/half-life-and-halo/</link>
		<comments>http://www.vgconvos.com/2009/01/12/half-life-and-halo/#comments</comments>
		<pubDate>Tue, 13 Jan 2009 02:15:08 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Video Game Club]]></category>
		<category><![CDATA[controls]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[half-life]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[platforming]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=164</guid>
		<description><![CDATA[This is a little bit of a follow-up to a post I made back on November 30th, but I have a lot more to add with a lot more detail. I originally called this post &#8220;Platforming In FPS Games&#8221; but I ended up talking about a significant amount more than just that subject, so I [...]]]></description>
			<content:encoded><![CDATA[<p>This is a little bit of a follow-up to <a href="http://www.vgconvos.com/2008/11/30/mike-does-some-fpsing/">a post I made back on November 30th</a>, but I have a lot more to add with a lot more detail. I originally called this post &#8220;<strong>Platforming In FPS Games</strong>&#8221; but I ended up talking about a significant amount more than just that subject, so I think it fits in with the &#8220;Video Game Club&#8221; idea much better. There aren&#8217;t any significant &#8220;spoilers&#8221; in what I&#8217;ve discussed here (especially since I&#8217;m still so early in the games), so there is no &#8220;behind-the-cut&#8221; to hit and read the rest of the entry.</p>
<p>I&#8217;m pretty sure I&#8217;ve mentioned this in the past, but I&#8217;m not the biggest fan of FPS games. After the obligatory <strong>Doom II</strong> and <strong>Duke Nuken 3D</strong> back in high school, I didn&#8217;t progress with the genre at all. Sure, I played a little <strong>Goldeneye 007</strong> on Nintendo 64 like anyone else who owned the console, but not gaming on the PC at all (in arguably one of its &#8220;golden&#8221; eras), I simply never really had the chance to play them, and they never really entered my mind as something to even bother with.</p>
<p>I think it was the combination of seeing <strong>Bioshock</strong>, <strong>Team Fortress 2</strong>, and <strong>Portal</strong> in 2007 that swayed me a little bit. The first was all about an incredible atmosphere, the second was all about a hilarious aesthetic and class-based teamwork, and the third was all about humor and ingenuity. More than weapons, more than speed, more than the number of polygons, and more than anything else, those aspects made me take a second look at the genre.</p>
<p>I played through the demo of <strong>Bioshock</strong> (once on the 360, and even then again on the PC) and really enjoyed what I played. I picked it up on 360 sometime last year (and even just a couple weeks back for $5 on Steam&#8230; just to have it around) but haven&#8217;t gotten around to playing any more of it. I&#8217;ve dabbled here and there in <strong>Team Fortress 2</strong>, but the game is essentially unapproachable for general multiplayer action for anyone who isn&#8217;t already an FPS master. I&#8217;m sitting on my save at the last level in <strong>Portal</strong>, and loved every minute I have played in it (I&#8217;ll get around to beating it, I promise!).</p>
<p>Within the last month, I decided that before playing any more of these games (including the <strong>Half-Life 2</strong> series of games, which I obtained via <strong>The Orange Box</strong>), I was going to dip a little back into the past and play a couple older games to see how the genre has evolved at least over the last ten years (if not longer). I had asked for the first <strong>Halo</strong> as a Christmas present last year, and it&#8217;s been sitting in my collection ever since. I picked up the first <strong>Half-Life</strong> on Steam a couple months back when they were running the special $1 sale on it to celebrate its 10-year anniversary. With these two in tow, the golden standards of PC- and console-based FPSing, I figured I would have a great and educated jumping ground.</p>
<p>The first thing I confirmed for myself (which I&#8217;ve mentioned before, but it bears repeating) was how much of snob I&#8217;ve become for mouse-and-keyboard FPSing, despite hardly caring about the genre at all. I played through a little bit of the demo for <strong>Portal: Still Alive</strong> on 360, and was immediately thrown off with the (by-comparison) clunkiness and slow response time. Andrew mentioned on the podcast recently how he played through the 360 version with absolutely no problem, but had never actually played (at least seriously) an FPS on the PC to really compare the controls. To come in with a total &#8220;n00b&#8221; perspective with absolutely zero pre-conceptions and honestly give all types of control schemes a chance, I can honestly say that given the opportunity, I would always pick mouse-and-keyboard over dual-sticks, and I have a hard time understanding why anyone would ever choose differently.</p>
<p>Let&#8217;s talk about the actual games, though.</p>
<p>Being so unfamiliar with and terrible at FPS games, and therefore multiplayer sessions being nothing more than an endless and frustrating cycle of spawn-kill, I really enjoyed being able to dive into the single-player campaign of <strong>Half-Life</strong>. I love stories, narrative, flow, etc., and so far it&#8217;s delivered on all fronts (note that I just finished &#8220;Office Complex&#8221;, the third &#8220;level&#8221;, last night). I understand that it&#8217;s a game from 10 years ago, so I&#8217;ve been able to forgive the quirky mannerisms of some of the NPCs (which actually makes them more endearing than I think they otherwise would be). I haven&#8217;t gotten too much of the &#8220;story&#8221; yet, but the flow it&#8217;s riding along with has been near-perfect so far. I&#8217;ve only seen one hint of the &#8220;G-man&#8221; (I know I&#8217;ve missed some), but it was wonderfully creepy and enthralling. I&#8217;d love to tell you more about it, but I really need to get further along in the game before I can say a lot more.</p>
<p>There is one part of the gameplay I&#8217;d like to slightly rant about, though, and it happens to be the original title of this column (before I ended up writing so much more than I anticipated): platforming in FPS games. I neglected to mention earlier that I played through a bit of the first <strong>Turok</strong> game on Nintendo 64, and this may have been one of the moments in FPS gaming that turned me off for a while. I personally have an incredibly difficult time &#8220;platforming&#8221; in first-person. By that I mostly mean precise jumping. Whether it was from little circular cliff to little circular cliff in <strong>Turok</strong>, or hanging box to hanging box in <strong>Half-Life</strong>, I have a horrible time doing it right. My sense of depth is completely thrown off, and I have almost zero &#8220;sense of self&#8221; with regards to my surroundings. I know a lot of readers/listeners wrote in to say that it&#8217;s something you get used to with time (which I can completely see happening), but as-of-yet, I am still suffering from the same plague.</p>
<p><img src="http://www.vgconvos.com/wp-content/uploads/2009/01/fps_screen_turok.jpg" alt="" width="420" height="315" /></p>
<p>Let me showcase two examples that drove me absolutely insane just within the &#8220;Office Complex&#8221; level. In this first example (the second-to-last area within &#8220;Office Complex&#8221;), you need to get up into that little vent/corridor, which will lead the way to hopping atop the moving conveyor, and ultimately across to the next section. I can&#8217;t describe or count the number of ways and times that I tried to get in there. I even pushed a giant box from one end of the level back to this room (all <strong>Zelda</strong> puzzle-solving style) just in case I need to jump from the ledge across from the vent up to the box and then up into the vent (needless to say, I didn&#8217;t need to do that). Despite the fact that I had been doing several running crouch-jumps towards that area, it never worked. Well, that&#8217;s not true. Eventually it worked. I have no idea what I did differently, but somehow I managed to squeeze myself up in there. I had actually not played the game in maybe a week or so because I was &#8220;stuck&#8221; in trying to get myself up in there, so it was quite a relief to not have to drop the game simply because I couldn&#8217;t control myself properly in level three.</p>
<p><img src="http://www.vgconvos.com/wp-content/uploads/2009/01/fps_screen_halflife1.jpg" alt="" width="420" height="263" /></p>
<p>That wasn&#8217;t the end of my frustration, though. Anyone who knows the game much better than I ever hope to will know exactly what came next.</p>
<p><img src="http://www.vgconvos.com/wp-content/uploads/2009/01/fps_screen_halflife2.jpg" alt="" width="420" height="263" /></p>
<p>That&#8217;s right. Climbing up ladders, jumping to other landings, jumping to more ladders, and getting to the top of an elevator was my next task. I amazingly only died once before I got to the last ladder (and that was my own fault for not paying full attention to the game). The last jump looks so incredibly easy, and should have been a piece of cake. However, this is probably the one spot where I died in the game more so than any other spot thus-far. Despite it being directly in front of me, I absolutely could not get myself to jump straight across and grab onto the ladder. I always seemed to end up too low, ladder completely within my sight but not my grasp, and then found myself plummeting to my death below. I stopped counting how many times I died, but I eventually grabbed onto it and finished the level.</p>
<p><img src="http://www.vgconvos.com/wp-content/uploads/2009/01/fps_screen_halflife3.jpg" alt="" width="420" height="263" /></p>
<p>This means that my experience with <strong>Half-Life</strong> so far has been complete enjoyment of the story/narrative, the characters, and even the enemies&#8230; with the major &#8220;fault&#8221; being one tiny element of the gameplay! Unfortunately, that one &#8220;fault&#8221; has been enough to frustrate me into not playing the game for at least one week&#8217;s period of time, and intimidate me from playing as much as I otherwise would probably want to.</p>
<p>Let&#8217;s leave behind <strong>Half-Life</strong> (except to make comparisons) and turn over to <strong>Halo</strong>, a game that came out three years later. Almost immediately upon starting the game, I could see just how much of a new groundwork <strong>Half-Life</strong> had laid for the genre with its scripted events and mostly-obvious level design choices to lead you in the right direction. While not as memorable as the monorail sequence that begins <strong>Half-Life</strong>, the beginning of <strong>Halo</strong> does many of the same things by introducing you to the game&#8217;s world, the basic control schemes, the important sub-characters, the enemies, and more. I especially liked the back-and-forth choice you are offered with regards to inverted or standard control with the right control stick; it crossed the fourth wall just barely enough to still make sense in-universe, but make you smile at the same time.</p>
<p>I have definitely played much less in <strong>Halo</strong> than I have in <strong>Half-Life</strong> (only about an hour or so, completing level two, &#8220;Halo&#8221;), so I do not yet have as much in-depth insight into my own gameplay as I will upon finishing a few more sessions with the game. To tangentially relate the discussion back to the original topic (being platforming in FPS games), the only &#8220;platforming&#8221; problem I have had so far was more in the vehicle usage than controlling Master Chief, himself. I had a very difficult time controlling the Warthog, especially when I would need to change directions. I felt as if it were almost driving too fast, giving me little in the way of response time. Yes, I flipped myself over countless times. Yes, I had to get out and punch the Warthog out of a corner so I could hop back in it (once accidentally exploding myself in the process). I think I will have an easier time controlling the vehicles in <strong>Halo</strong> than I will jumping around from box to box to ladder to ladder in <strong>Half-Life</strong>, but I suppose that remains to be seen.</p>
<p>It would be impossible to talk about the two games without mentioning the vast difference between each main character (Gordon Freeman and Master Chief, respectively). The &#8220;silent protagonist&#8221; shtick certainly isn&#8217;t something unfamiliar to me (having played plenty a <strong>Legend of Zelda</strong> title), and I have to admit I was pretty surprised when Master Chief actually spoke (albeit during cut-scenes), as opposed to Gordon who remains completely silent at all times. I don&#8217;t have much more to add to this part of the discussion just yet, as I feel I&#8217;m far too early in each game to do a fair comparison in that respect.</p>
<p>Those of you still waiting to hear about my experiences with <strong>Final Fantasy VI</strong>, fret not. I have continued into the game some more, and I will absolutely be delving into more thoughts and ponderings with it. Until then, let me know what you think about this particular topic, and what your experiences have been. I feel like I&#8217;m in a totally new world, and I look forward to (hopefully) finishing these two games and maybe even moving on to their sequels (eventually&#8230; remember, it&#8217;s taken me ten years to get to <strong>Half-Life</strong>).</p>
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		<title>The Death of EGM, and More-Or-Less Death of 1UP</title>
		<link>http://www.vgconvos.com/2009/01/07/the-death-of-egm-and-more-or-less-death-of-1up/</link>
		<comments>http://www.vgconvos.com/2009/01/07/the-death-of-egm-and-more-or-less-death-of-1up/#comments</comments>
		<pubDate>Thu, 08 Jan 2009 00:56:44 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[egm]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[magazines]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=162</guid>
		<description><![CDATA[I was going to write an entry today linking over to my personal blog where I reviewed the first volume of The Legend of Zelda manga released by Viz, or I was going to talk about how I finally sat down and played a little over an hour of the first Halo last night (and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.vgconvos.com/wp-content/uploads/2009/01/egm_029.jpg"></a>I was going to write an entry today linking over to <a href="http://www.vegettoex.com/blog/2009/01/05/the-legend-of-zelda-manga-review/" target="_blank"><strong>my personal blog</strong></a> where I reviewed the first volume of <strong>The Legend of Zelda</strong> manga released by Viz, or I was going to talk about how I finally sat down and played a little over an hour of the first <strong>Halo</strong> last night (and thought it felt a lot like how <strong>Half-Life</strong> started, which I&#8217;ve also started playing)&#8230;</p>
<p>But it all seems pretty pointless, now.</p>
<p>I&#8217;ve been pretty depressed about the <strong>1UP</strong> fiasco since last night. It&#8217;s almost like a bunch of my friends just died. It&#8217;s that emotionally effective right now. OK, so not quite (let&#8217;s not get out of hand), but I don&#8217;t know how else to describe it.</p>
<p>If you have absolutely no idea what&#8217;s going on (and yet somehow still read this blog, which boggles my mind), the <a href="http://www.1up.com" target="_blank"><strong>1UP network</strong></a> has been sold to the <a href="http://www.hearst.com/" target="_blank"><strong>Hearst Corporation</strong></a> / <a href="http://www.ugo.com" target="_blank"><strong>UGO Entertainment</strong></a>. Along with this comes the closing of <strong>Electronic Gaming Monthly</strong> as a magazine, and something like thirty layoffs at <strong>1UP</strong> (including the entire audio and video team).</p>
<p>It&#8217;s no secret that I&#8217;ve been an <strong>EGM</strong> fan since the days of <strong>Ed Semrad</strong> (I think I missed <strong>Steve Harris</strong> in the earliest days). I saw Ed go, <strong>John Davison</strong> come in, John leave, <strong>Dan Hsu</strong> step up, Hsu leave, and finally we had <strong>James Mielke</strong> with the last stand (I&#8217;m sure I missed someone in there). Fighting game reviews from <strong>Sushi-X</strong> were always amusing. <strong>Trickman</strong> used to be relevant before the rise of the internet. The import previews were amazing, in-depth, and under-appreciated. I have the multiple <strong>Sheng Long</strong> April Fools jokes. They even temporarily &#8220;got me&#8221; with the Sonic &amp; Tails being in <strong>Melee</strong> prank. I have plenty of issues of <strong>EGM^2</strong>. There are far too many memories for me to relate, and far too many boxes piled up with issues dating back to the early 1990s that I love to go through every so often. I&#8217;m pretty sure the first issue I got that started my long string of subscribing was #51 from October 1993, but I was able to go back and pick up another great issue from even further back at some type of yard sale around that year or so&#8230; issue #29 from December 1991.</p>
<p><a href="http://www.vgconvos.com/wp-content/uploads/2009/01/egm_029.jpg"><img class="alignnone size-medium wp-image-163" title="egm_029" src="http://www.vgconvos.com/wp-content/uploads/2009/01/egm_029.jpg" alt="" /></a></p>
<p>Just like a lot of the guys &#8216;n gals that worked there up until today, I basically grew up on <strong>EGM</strong>. But now it&#8217;s essentially over. Sure, everyone is going to move on to new things and I&#8217;ll have absolutely no problem following along with them and their wacky adventures (just like when <strong>ZDTV/TechTV</strong> dissolved), but that special spark is going to be gone.</p>
<p>I actually found myself overdone with <strong>EGM</strong> around 2002. I was certainly still into games, but I guess the internet just really killed off any interest I still had in subscribing to and purchasing magazines (and I had quite a few over the years&#8230; <strong>EGM</strong>, <strong>GamePro</strong>, <strong>Nintendo Power</strong>, <strong>Sega Visions</strong>, <strong>Ultra Game Players</strong>, <strong>GameFan</strong>, etc.). Some time around 2006, though, after getting interested in doing podcasts on my own in the year prior, I rediscovered what had become <strong>1UP</strong>. <strong>EGM</strong> was a part of it, but it was something much bigger.</p>
<p>Quite honestly, it was the podcasts (namely <strong>1UP Yours</strong> and <strong>The 1UP Show</strong>, but also <strong>Retronauts</strong> and <strong>EGM Live / 1UP FM</strong>) and video shows that brought me over to <strong>1UP</strong>, and even back to <strong>EGM</strong>. Many of the faces I knew were gone, but some still remained around in some capacity. When John moved over to <a href="http://www.whattheyplay.com" target="_blank"><strong>What They Play</strong></a>, he still stuck around to do <strong>1UP Yours</strong> and a column in the magazine. <strong>&#8220;Shoe&#8221;</strong> (not to mention <strong>Crispin Boyer</strong>) stuck around for quite some time, and a little part of my childhood died when they decided to leave <strong>1UP/EGM</strong> in 2007 (even with the start of <a href="http://sorethumbsblog.com/" target="_self"><strong>Sore Thumbs</strong></a>, it wasn&#8217;t the same).  All the &#8220;newbies&#8221; that had no name recognition for me became part of the group (and some of them had been around for plenty of years, without me actually knowing)&#8230; <strong>Shane Bettenhausen, Garnett Lee, Jeremy Parish</strong>, and then the true new-blood (&#8220;the kids table&#8221;) like <strong>Nick Suttner</strong>, <strong>Phil Kohler</strong>, <strong>David Ellis</strong>, <strong>Matt Chandronait</strong>, <strong>Ryan O&#8217;Donnell</strong>&#8230;</p>
<p>I never got into the PC side of things too heavily, so I never listened to <strong>GFW Radio</strong>, but the guys like <strong>Jeff Green</strong> and <strong>Shawn Elliot</strong> also became mainstays for my further readings and guest-appearance enjoyments.</p>
<p>I could just type out every single staff member from <strong>1UP</strong>, because they all became &#8220;friends&#8221; to me the same way that I imagine a lot of my longtime website visitors and podcast listeners across all my sites and shows may see me, but to an even deeper level. This is just an in-my-free-time gig, but for them, this was their job. Through text, audio, and video, we got glimpses into their worlds, their thoughts, their experiences, and everything in between.</p>
<p>This group as a whole is essentially gone, and while they&#8217;re all amazing guys &#8216;n gals that will have no problem landing on their feet (those let go, anyway), it still bites the big one. Seeing it coming for the last month (via <a href="http://www.gamasutra.com/php-bin/news_index.php?story=21457" target="_blank"><strong>Gamasutra</strong></a>) didn&#8217;t help matters at all. Sure, <a href="http://www.destructoid.com/economics-or-stupidity-1up-podcast-firings-to-save-ugo-2-5-million-annually--117195.phtml" target="_blank"><strong>Destructoid</strong></a> had a halfway-interesting take on the financial figures which rings true in today&#8217;s world, but when you have someone like me that only came back to <strong>1UP </strong>and <strong>EGM</strong> (as a paying subscriber, no less!) <em>because of the podcasts</em>&#8230; well, the math isn&#8217;t that simple, is it, corporate America?</p>
<p>I already got a text from <strong>Bryce</strong> earlier today lamenting the loss. I&#8217;ll be picking up an additional January issue of <strong>EGM</strong> to frame up for the wall (yes, <a href="http://www.1up.com/do/blogEntry?publicUserId=4549175&amp;bId=8977592" target="_blank"><strong>Mielke said</strong></a> there will be one last issue to come out, but it sounds like it will be digital-only). Those that I didn&#8217;t already have followed on Twitter are all set up so I can follow along with &#8220;my buds&#8221; in the future.</p>
<p>How about you all? What are you feeling?</p>
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		<title>The Old &#8220;Games Never Made Anyone Cry&#8221; Situation</title>
		<link>http://www.vgconvos.com/2008/12/17/the-old-games-never-made-anyone-cry-situation/</link>
		<comments>http://www.vgconvos.com/2008/12/17/the-old-games-never-made-anyone-cry-situation/#comments</comments>
		<pubDate>Wed, 17 Dec 2008 18:07:11 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[crisis core]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[final fantasy]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=160</guid>
		<description><![CDATA[We have all seen various blog posts and comments about this (usually tying in to uneducated nonsense spewed by the otherwise-well-educated Roger Ebert) whole dilemma: can video games make you cry? Of course, the real question is do they need to make anyone cry? Would that be the gauge of cultural relevance and a move [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.vgconvos.com/wp-content/uploads/2008/12/crisis_core_final_battle.jpg"></a>We have all seen various blog posts and comments about this (usually tying in to uneducated nonsense spewed by the otherwise-well-educated Roger Ebert) whole dilemma: can video games make you cry?</p>
<p>Of course, the real question is do they need to make anyone cry? Would that be the gauge of cultural relevance and a move to &#8220;high art&#8221;? Is any of that even necessary?</p>
<p>I don&#8217;t actually want to answer any of those questions, because I find them silly. I did, however, find some incredibly thought-provoking points over in <a href="http://blog.ihobo.com/2008/12/a-game-has-never-made-you-cry.html" target="_blank">this article by Chris over on ihobo</a> (as linked <a href="http://kotaku.com/5109322/a-game-has-never-made-you-cry" target="_blank">over on Kotaku</a>).</p>
<p>I absolutely adore the idea/theory/proposition that there is nothing about it being a game that drives you to experiencing some type of emotion; it&#8217;s all about the narrative, itself. There is narrative in a movie, in a song, even in a painting. By taking the &#8220;cause&#8221; out of the game, you therefore actually place the game on the same level as everything else. I think that is a really important to step, and one that we will continue to make over time. I have heard the point made time and time again that the game industry is so young when compared to the other media industries that have moved us to tears with their products. It simply needs more time to continue evolving and for all the old people to die out who have no familiarity with the medium and various business models.</p>
<p>I do want to address one point in the article, and take slight exception to it. Here is the exact part:</p>
<blockquote><p><em>So even though, for instance, many people report that they cried when they played Final Fantasy VII at the fateful scene (and indeed, several other cRPGs also show up in player studies as having provoked tears) the moment that actually brought the player to tears was a non-interactive cut scene. It wasn&#8217;t the game (in the systems view) that made them cry – it was the story – and there never was a question as to whether stories could make you cry.</em></p></blockquote>
<p>Believe it or not, I am going to dispute this point with the same example! Well, somewhat. I am not talking about the original <strong>Final Fantasy VII</strong>, but actually <strong>Crisis Core: Final Fantasy VII</strong>.</p>
<p>There are intense spoilers here (as if you didn&#8217;t know how it ended&#8230;), so if you have not played through to the very end of the game, keep in mind that I am going to describe not just <strong>what</strong> happens, but <strong>how</strong> it happens.</p>
<p>Yes, there was a bit of genuine gameplay during the ending of <strong>Crisis Core</strong> that made me cry. It was not a cut-scene; I was in full control of Zack during the point where I broke down. In between lots of events going on, and before the full-on CG ending sequence, Zack is being hunted down by the Shinra army. He has very little energy left in him, but he continues to fight back with everything he has (occasionally flashing back to memories from the course of the game along the way). There finally comes one last stand-off where Zack fights off against a (literally) endless stream of soldiers. No, really&#8230; it is infinite. You <strong>will</strong> die. You may be strong enough to hold them off for a pretty long time (especially if you have done some grinding in the side missions), but the point of the sequence is that Zack is shot down. You cannot avoid it. You progress the game by dying.</p>
<p><a href="http://www.vgconvos.com/wp-content/uploads/2008/12/crisis_core_final_battle.jpg"><img class="alignnone size-medium wp-image-161" title="crisis_core_final_battle" src="http://www.vgconvos.com/wp-content/uploads/2008/12/crisis_core_final_battle.jpg" alt="" /></a></p>
<p>I am choking up as I write this, because this is the part that made me break down. I was in full control of Zack, but I had absolutely no control over the situation. I knew where it was heading. I knew I was going to die. There was nothing I could do about it. It was not fun. It was not enjoyable in any way. It hurt. It hurt a lot. The point where I had to take my fingers off of the buttons and <strong>let them kill me</strong> in a situation where I was otherwise in complete control was what did me in. I had to sit there and watch my character be gunned down.</p>
<p>And I cried.</p>
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		<title>Rock Band Drum Casualty</title>
		<link>http://www.vgconvos.com/2008/12/10/rock-band-drum-casualty/</link>
		<comments>http://www.vgconvos.com/2008/12/10/rock-band-drum-casualty/#comments</comments>
		<pubDate>Thu, 11 Dec 2008 03:35:49 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[broken]]></category>
		<category><![CDATA[drums]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=156</guid>
		<description><![CDATA[Technically it&#8217;s not my first Rock Band casualty, since the whammy-bar on my guitar is busted&#8230; but that&#8217;s not really essential for gameplay. Last night I was playing some good ol&#8217; Foo Fighters songs on drums, and it was going great. Switched over to play Fall Out Boy, and BOOM&#8230; suddenly failing where I otherwise [...]]]></description>
			<content:encoded><![CDATA[<p>Technically it&#8217;s not my <em>first</em> <strong>Rock Band</strong> casualty, since the whammy-bar on my guitar is busted&#8230; but that&#8217;s not <em>really</em> essential for gameplay.</p>
<p>Last night I was playing some good ol&#8217; Foo Fighters songs on drums, and it was going great. Switched over to play Fall Out Boy, and BOOM&#8230; suddenly failing where I otherwise should <em>not</em> be failing. Doing some quick testing on the resulting menu, I found that the blue pad was no longer working. Everything else was totally fine, but blue was dead.</p>
<p>I checked it out further this evening, and found the following:</p>
<p> <img src="http://www.vgconvos.com/wp-content/uploads/2008/12/rock_band_blue_pad_dead.jpg" alt="" width="420" height="315" /></p>
<p>Yep, that&#8217;s a wire split right at the base where it connects underneath. Dammit! Not sure what to do about this. It <em>seems</em> like it&#8217;s something I could fix, but I&#8217;m not entirely sure. Anyone have experience with this kind of stuff? The fact that it&#8217;s split <em>right at the base</em> is the killer, since I don&#8217;t see much to work with and splice back together.</p>
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		<title>General Thoughts and Updates</title>
		<link>http://www.vgconvos.com/2008/12/08/general-thoughts-and-updates/</link>
		<comments>http://www.vgconvos.com/2008/12/08/general-thoughts-and-updates/#comments</comments>
		<pubDate>Mon, 08 Dec 2008 16:06:44 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[sonic]]></category>
		<category><![CDATA[upcoming shows]]></category>
		<category><![CDATA[virtual console]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=155</guid>
		<description><![CDATA[So apparently the Master System version of Sonic the Hedgehog 2 is available on Virtual Console today.  As you may know, the Genesis/MegaDrive version is one of my favorite games of all time. If I understand correctly, the Master System &#8220;port&#8221; is a similar game, and has different level designs (but is still overall Sonic [...]]]></description>
			<content:encoded><![CDATA[<p>So apparently the Master System version of <strong>Sonic the Hedgehog 2</strong> is available on Virtual Console today.  <a href="http://www.vgconvos.com/features/top10games/top10games-mike/">As you may know</a>, the Genesis/MegaDrive version is one of my favorite games of all time. If I understand correctly, the Master System &#8220;port&#8221; is a similar game, and has different level designs (but is still overall <strong>Sonic 2</strong> just like its older cousin). Convince me on this. I purchased the Mega Drive version of the first <strong>Sonic</strong> game, and while it was interesting to check out (and a relative bargain at $5), it suffered from a lot of problems that make me not want to revisit it all that much. How about the Master System version of <strong>Sonic 2</strong>? If I get it, it probably won&#8217;t be until the new year (hoping I&#8217;ll get some point cards to spend!). I know some foreign folks out there have a very different perspective on the Master System, so I am curious as to what they have to say.</p>
<p>Also, we seem to have solidified our topic for episode six of the podcast. Actually, I&#8217;m not sure if Jeff has heard, but everyone else knows! Someone else (new to this show) will be joining us for this particular episode, though it should be a familiar voice for listeners following along from other shows. I am really looking forward to this one! Hopefully we can record it around two weeks from now and get it out by the end of the month.</p>
<p>Looks like I forgot to do a page for the Top 10 list from our last podcast episode (guest appearances). I will get right on that!</p>
<p>Check everyone later~</p>
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		<title>Mike Does Some FPSing</title>
		<link>http://www.vgconvos.com/2008/11/30/mike-does-some-fpsing/</link>
		<comments>http://www.vgconvos.com/2008/11/30/mike-does-some-fpsing/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 02:54:25 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[half-life]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=154</guid>
		<description><![CDATA[So Valve was running a deal through Steam a little while ago offering the original Half-Life for only 98 cents (it being the ten-year anniversary of the game&#8217;s release in 1998; I&#8217;m aware that Ocarina of Time is also ten years old, but that&#8217;s a subject for another discussion). I had never played the game, [...]]]></description>
			<content:encoded><![CDATA[<p>So Valve was running a deal through Steam a little while ago offering the original <strong>Half-Life </strong>for only 98 cents (it being the ten-year anniversary of the game&#8217;s release in 1998; I&#8217;m aware that <strong>Ocarina of Time</strong> is also ten years old, but that&#8217;s a subject for another discussion). I had never played the game, and I can&#8217;t turn something down when it&#8217;s 98 cents&#8230; no matter what it is.</p>
<p>I started playing the game this evening. Got around an hour or so in (according to Steam, I played for 1.2 hours). I&#8217;m absolutely terrible at these games, so I&#8217;m playing on &#8220;Easy&#8221; and I died a lot. Without spoiling too much, here are a couple things I noticed / wanted to mention:</p>
<p>- I hate platforming in first-person. I cannot for the life of me ever fully determine where exactly my character is in relation their surroundings and get any sort of depth-perception. Do you get used to this with time?</p>
<p>- I hate falling in first-person. See the above description for why I might be having this problem.</p>
<p>- I&#8217;ve noted this before, but I&#8217;m definitely a mouse-and-keyboard elitist, despite barely playing these types of games.</p>
<p>That&#8217;s about it, so far. It runs absolutely beautifully in 1680&#215;1050 on this computer (as it should, being ten years old). Kinda nice not having any sorts of stuttering problems! Not much to say beyond those few things&#8230; just kinda wanted to write about it&#8230;</p>
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		<title>Conversation 005: Crossover Games and Our Top 10 Special Guest Appearances</title>
		<link>http://www.vgconvos.com/2008/11/25/conversation-005-crossover-games-and-our-top-10-special-guest-appearances/</link>
		<comments>http://www.vgconvos.com/2008/11/25/conversation-005-crossover-games-and-our-top-10-special-guest-appearances/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 00:04:16 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Podcast Episode]]></category>
		<category><![CDATA[crossovers]]></category>
		<category><![CDATA[guest appearances]]></category>
		<category><![CDATA[mash-ups]]></category>
		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=153</guid>
		<description><![CDATA[Damn right we have episode five for you! It came a little later in the month than anticipated, but hey&#8230; everyone&#8217;s got busy lives going on right now. Thankfully we were all able to get together and record a great episode, including our buddy Bryce, who&#8217;s back once again to shoot the shiz with us. [...]]]></description>
			<content:encoded><![CDATA[<p>Damn right we have episode five for you!</p>
<p>It came a little later in the month than anticipated, but hey&#8230; everyone&#8217;s got busy lives going on right now. Thankfully we were all able to get together and record a great episode, including our buddy <a title="Otaku Generation" href="http://www.otakugeneration.net" target="_blank"><strong>Bryce</strong></a>, who&#8217;s back once again to shoot the shiz with us.</p>
<p>This time around we had a nice long discussion about all the games we&#8217;ve been playing (especially Andrew, who seems to have become a different man). Phones, handhelds, last-gen, current-gen, PCs&#8230; we have it all covered. We moved into our discussion about crossover games, and specifically why and how they are created. Is it a simple money-making machine? Is it beneficial to all parties involved? Do they get better over time? We finished up with a very fitting Top 10 list: the Top 10 Special Guest Appearances. Not specifically from crossover games, these characters took a special role in the games they did a guest stint in, and they are all memorable in their own ways.</p>
<p>We&#8217;ll hit you back again soon with some regular blog entries. In the meantime, enjoy the show, and let us know what you think about everything! We have big plans for the site (including blog entries, podcasts, design, community, etc.), and we&#8217;re thrilled to have you along for the ride.</p>
]]></content:encoded>
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		<slash:comments>17</slash:comments>
			<enclosure url="http://www.vgconvos.com/audio/vgconvos_005_-_crossovers_and_top_10_guest_appearances.mp3" length="75292795" type="audio/mpeg" />
		<itunes:duration>2:36:47</itunes:duration>
		<itunes:subtitle>Damn right we have episode five for you!
It came a little later in the month than anticipated, but hey&#8230; everyone&#8217;s got busy lives going on right now. Thankfully we were all able to get together and record a great episode, including our b[...]</itunes:subtitle>
		<itunes:summary>Damn right we have episode five for you!
It came a little later in the month than anticipated, but hey&#8230; everyone&#8217;s got busy lives going on right now. Thankfully we were all able to get together and record a great episode, including our buddy Bryce, who&#8217;s back once again to shoot the shiz with us.
This time around we had a nice long discussion about all the games we&#8217;ve been playing (especially Andrew, who seems to have become a different man). Phones, handhelds, last-gen, current-gen, PCs&#8230; we have it all covered. We moved into our discussion about crossover games, and specifically why and how they are created. Is it a simple money-making machine? Is it beneficial to all parties involved? Do they get better over time? We finished up with a very fitting Top 10 list: the Top 10 Special Guest Appearances. Not specifically from crossover games, these characters took a special role in the games they did a guest stint in, and they are all memorable in their own ways.
We&#8217;ll hit you back again soon with some regular blog entries. In the meantime, enjoy the show, and let us know what you think about everything! We have big plans for the site (including blog entries, podcasts, design, community, etc.), and we&#8217;re thrilled to have you along for the ride.</itunes:summary>
		<itunes:author>feedback@vgconvos.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>How About You? Playing Your Wii At All?</title>
		<link>http://www.vgconvos.com/2008/11/14/how-about-you-playing-your-wii-at-all/</link>
		<comments>http://www.vgconvos.com/2008/11/14/how-about-you-playing-your-wii-at-all/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 17:20:10 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[boredom]]></category>
		<category><![CDATA[disposable income]]></category>
		<category><![CDATA[dropping games]]></category>
		<category><![CDATA[gaming a.d.d.]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=152</guid>
		<description><![CDATA[I am constantly hearing more and more reports on gaming podcasts from journalists and general enthusiasts alike saying that their Wii is doing nothing more than collecting dust. Meri and I both have moments of guilt, ourselves, where we verbally note that the Wii is basically just sitting there for the sake of sitting there [...]]]></description>
			<content:encoded><![CDATA[<p>I am constantly hearing more and more reports on gaming podcasts from journalists and general enthusiasts alike saying that their Wii is doing nothing more than collecting dust. Meri and I both have moments of guilt, ourselves, where we verbally note that the Wii is basically just sitting there for the sake of sitting there and looking pretty.</p>
<p>Why aren&#8217;t we using it more? Is it the particular games we own that simply bore us? Is it Nintendo, themselves, driving us away with things like <strong>Wii Music</strong>? Why aren&#8217;t I going back to all those Virtual Console games I purchased?</p>
<p>Let me toss a couple ideas out there.</p>
<p>Something I&#8217;ve heard pop up a few times (and more recently Rym &amp; Scott <a href="http://www.frontrowcrew.com/2008/11/11/geeknights-081111-why-we-keep-playing-the-same-old-games/" target="_blank">did a GeekNights episode</a> about it) is that instead of playing new games, we just keep going back and playing the same old games from the past over and over again.</p>
<p>I am totally guilty of this (but is &#8220;guilty&#8221; the right word to use if I don&#8217;t feel bad about it&#8230;?). Despite owning tons of games (some even unopened) that I&#8217;ve never played, I will go back and play through the original <strong>Legend of Zelda</strong> on NES at least once every two years. There&#8217;s also never a bad time to decide to sit down and beat <strong>Super Mario Bros. 3</strong> or even the original <strong>Kirby&#8217;s Dream Land</strong>, which for me is almost like a brainless activity at this point. Then there are all the times I&#8217;ll hook up the Saturn and play a few races in <strong>Sega Rally Championship</strong> or <strong>Daytona USA</strong>. Meri has played through <strong>Ocarina of Time</strong> at least once in recent memory, and while she&#8217;s just now finishing up the first <strong>Phoenix Wright</strong>, you&#8217;ll see <strong>Super Mario World</strong> sticking out of Slot 2 down there. Then there are &#8220;new old games&#8221; like (the obligatory mention of) <strong>Rock Band</strong>. It&#8217;s basically an expansion upon <strong>Guitar Hero</strong> (which is itself an expansion on previous rhythm games), which means we&#8217;re really playing the same game that we&#8217;ve been playing for years and years and years, only with new content every week. That brings in the whole idea of <a href="http://www.vgconvos.com/2008/11/06/rock-band-or-guitar-hero-a-platform-for-investment/" target="_self">a single game being its own platform</a>, but I won&#8217;t bother getting into that, again.</p>
<p>So I suppose the real question is: am I not playing the Wii, or am I just playing old games and thus inadvertently not playing the Wii?</p>
<p>For people my age and older (anyone post-college, I suppose), another big factor is disposable income and the sheer amount of games. Unlike when I was younger and onwards into college and could only afford one or two games at a time, now I can pretty much own anything I want whenever I want it (for example, buying <strong>Dragon Quest IV</strong> because it was $20 this week, despite the fact that I have a row of other RPGs to get through first). There&#8217;s no need to justify a purchase for myself by forcing an entire play-through and trying to convince myself that a game is pure art when it&#8217;s really nothing more than just another game. If I get bored with it or see something shiny elsewhere, I move on.</p>
<p>Pulling the Wii back in, let&#8217;s look at <strong>Super Smash Bros. Brawl</strong> versus the previous <strong>Super Smash Bros. Melee</strong> on the Gamecube. In the previous game, I not only unlocked every character, but made it a point to beat the game with every character in both single-player modes to get each version of their trophy. I would spend those coins to try and get more trophies, spin them around to look at them, read up on their history, etc. I&#8217;m not sure how much time I put into that game, but it was certainly a lot&#8230;! However, with <strong>Brawl</strong>, I only went so far as to unlock all of the characters and stages. I never actually finished Subspace Emissary (I think I got about 75% of the way through), and I didn&#8217;t put any time into creating any of my own stages (or collecting all of the parts to be able to do so). That&#8217;s not to say I never play the game ever again, though. There are instances where I&#8217;m craving some Nintendo fanboy catering, or have to laugh at how incomprehensibly bad the online-play integration was, and I pop it in for a few minutes. A get-together of friends is another great time, since I do have four Wavebirds&#8230; The point, though, is that despite dropping the $50 on the game, I simply don&#8217;t feel the burning desire or any real compelling reason to attach myself to that game solely as I would were I twenty years younger.</p>
<p>How about straight-up dropping games? Personally, I&#8217;ve dropped just as many games on the Wii (sorry, <strong>Super Mario Galaxy</strong>) as I have on other systems, so there&#8217;s nothing inherently there to jump on and pick apart.</p>
<p>So am I really just playing the same games over and over? Let&#8217;s take a look at what I&#8217;m playing just in the last week and see if there are any trends:</p>
<p><strong>- Rock Band 2 (360)</strong>: Mentioned above; basically just <strong>Guitar Hero</strong> evolved, so yes, the same game over and over.</p>
<p><strong>- DragonBall Z: Infinite World (PS2)</strong>: A mash-up of <strong>Budokai 3<em> </em></strong>(which I played through twice; US PS2 &amp; JP PS2), <strong>Shin Budokai</strong> (which I own and dropped) and <strong>Burst Limit</strong> (which I own and dropped), so yes, the same game over and over.</p>
<p>- <strong>DragonBall: Origins (DS)</strong>: Whoa, a totally new game! Fancy that. I&#8217;m quasi playing it &#8220;<a title="Daizenshuu EX" href="http://www.daizex.com" target="_blank">for work</a>&#8220;, though.</p>
<p>- <strong>Final Fantasy VI (GBA)</strong>: New to me! Classification is up in the air on this one, though, since it&#8217;s an evolution of games I&#8217;ve played before (<strong>III</strong> &amp; <strong>IV</strong>) and a predecessor to ones I&#8217;ve also played (<strong>VII</strong>, <strong>VIII</strong>, <strong>X</strong>).</p>
<p>How about a game I only recently <a href="http://www.vgconvos.com/2008/10/10/six-weeks-pokemon-free/" target="_self">kicked the bad habit of</a>? That&#8217;s right, <strong>Pokemon</strong>. Well, <strong>FireRed</strong> was an enhanced remake of a game I had played when it first came out (in my case, <strong>Yellow</strong>) and <strong>Pearl</strong> is really just another evolution of the same game (if it ain&#8217;t broke, don&#8217;t fix it).</p>
<p>So what does that say about me? Am I just playing it safe? I will admit to starting to unfortunately feel that apprehension and insecurity when I start playing an entirely new game, something I never expected myself to feel with regards to any technology.</p>
<p>How does that relate to the Wii? Shouldn&#8217;t I be right at home since it&#8217;s basically a Gamecube and all my old games are there on Virtual Console? I&#8217;m totally ready to go with <strong>Shining Force II</strong> (again, another old game I&#8217;ve played through multiple times) but I really need to finish some of these other games I&#8217;m playing, first! Our Wii actually gets used like clockwork every time Andrew and Jeff are over, if only to mess around on the <strong>Everybody Votes Channel</strong>. I know, I know&#8230; it sounds ridiculous&#8230; but it&#8217;s an event in our household. We even have our own lingo to go along with it, talking about who&#8217;s the biggest &#8220;conformist&#8221; when their choices are closest to the general population, and so on and so forth.</p>
<p>I also wonder if it seems like I use the 360 more than I actually do because I use it as a media center for displaying programming up on the television. Combine that with the <strong>Rock Band</strong> constant state-of-being, and I suppose it would look like I&#8217;m attached to it.</p>
<p>What about you all? Does your Wii collect dust, or is it at the center of your gaming experience? Does any of that other nonsense I&#8217;ve spouted relate to you, or is it just the gibberish of yet another ranting lunatic on the intarwebz?</p>
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		<title>Sorry! Wanna play something else&#8230;?</title>
		<link>http://www.vgconvos.com/2008/11/12/sorry-wanna-play-something-else/</link>
		<comments>http://www.vgconvos.com/2008/11/12/sorry-wanna-play-something-else/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 17:47:53 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=151</guid>
		<description><![CDATA[My friends list on the 360 is looking pretty funny, lately. It basically consists of 10% random games, and then 90% Gears of War 2. While I appreciate all the co-op / multiplayer gaming requests I&#8217;m getting from everyone to play GoW2, unfortunately (for you) I don&#8217;t have the game and don&#8217;t have much of [...]]]></description>
			<content:encoded><![CDATA[<p>My friends list on the 360 is looking pretty funny, lately. It basically consists of 10% random games, and then 90% <strong>Gears of War 2</strong>.</p>
<p>While I appreciate all the co-op / multiplayer gaming requests I&#8217;m getting from everyone to play <strong>GoW2</strong>, unfortunately (for you) I don&#8217;t have the game and don&#8217;t have much of an interest in playing it <img src='http://www.vgconvos.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> .</p>
<p>You&#8217;ll be getting a pretty hefty update on what we all <em>have</em> been playing on episode five of the podcast. Right now we&#8217;re scheduled to record not this coming weekend, but the weekend after&#8230; so look for the show very soon after that. I know Andrew&#8217;s been playing more games than I can even fathom, so he&#8217;s sure to have a lot to say. You&#8217;ll probably get some <a title="Daizenshuu EX" href="http://www.daizex.com" target="_blank">crossover discussion</a> outta me due to a couple new releases, but&#8230; well, just wait to hear about it on the show!</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>&#8220;Rock Band&#8221; or &#8220;Guitar Hero&#8221;: A Platform For Investment</title>
		<link>http://www.vgconvos.com/2008/11/06/rock-band-or-guitar-hero-a-platform-for-investment/</link>
		<comments>http://www.vgconvos.com/2008/11/06/rock-band-or-guitar-hero-a-platform-for-investment/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 00:51:33 +0000</pubDate>
		<dc:creator>Mike</dc:creator>
				<category><![CDATA[Blog Entries]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false">http://www.vgconvos.com/?p=150</guid>
		<description><![CDATA[Harmonix has done a great job of promoting Rock Band as a &#8220;platform&#8221;. DLC is backwards/forwards compatible (meaning it works in either the first or second game), and the same goes for the fake plastic instruments. You can even export the majority of songs from the first game right into the second game, something Bemani [...]]]></description>
			<content:encoded><![CDATA[<p>Harmonix has done a great job of promoting <strong>Rock Band</strong> as a &#8220;platform&#8221;. DLC is backwards/forwards compatible (meaning it works in either the first or second game), and the same goes for the fake plastic instruments. You can even export the majority of songs from the first game right into the second game, something Bemani fans have wanted forever (helping contribute to projects like <strong>Stepmania</strong> and pirated collections of hundreds of step and song files from all <strong>DDR</strong> games).</p>
<p>That is exactly why the game has become such an investment. With everything working together so beautifully, it makes complete sense to say &#8220;<em>Money be damned!</em>&#8221; and go ahead and spend lots of virtual space money on the game, racking up a collection of dozens upon dozens of downloaded songs to play.</p>
<p>I actually briefly brought up this idea with my wife (hehe! fun to say!) earlier. She thought that maybe the term &#8220;investment&#8221; wasn&#8217;t really accurate, since you&#8217;re not, for example, making any money off of it. I think it really is accurate, though. For me, that return on investment is the fun that you get from having all of it in such a convenient mass (my time and effort is worth money, I say). There&#8217;s nothing more enjoyable in gaming to me, right now, than having a bunch of people over and having the awesome ability to scroll and scroll and scroll to whatever type of song any particular person wants to play.</p>
<p>Anyway, those decisions just got a lot more interesting with the release of <strong>Guitar Hero: World Tour</strong>. Suddenly you have two completely separate &#8220;platforms&#8221; that both work in the exact same way and perform the exact same function(s).</p>
<p>What is a music fan to do?</p>
<p>Unfortunately for Activision, I&#8217;ve already made a decision on what my platform is going to be&#8230; and it&#8217;s <strong>Rock Band</strong>. Why is this? Quite frankly, it&#8217;s because <strong>Rock Band</strong> was there first.</p>
<p>I am currently up to 247 songs available in the game, including 108 downloaded songs (which itself includes those 20 free downloads with a new purchase of <strong>Rock Band 2</strong>). With such a huge amount of entertainment at my disposal in that game, it makes little sense for me to start doing the same thing in a separate game that (like I just mentioned) works and performs in the exact same way.</p>
<p>This feeling is further heightened when you consider just how much overlap already exists between the games. In terms of straight-up on-disc songs, there are 13 overlaps between the two latest games. When you count DLC as-of this writing, you&#8217;re up to 19 songs. There has been very little pure exclusivity announced, so there is always a possibility that a song that shows up as DLC in one game could show up weeks (or even months) later in the other. Again, Blink-182&#8242;s &#8220;<em>Dammit</em>&#8221; was an on-disc song for <strong>Guitar Hero: World Tour</strong>, and even though Travis Barker was involved with that game, it didn&#8217;t stop the song from appearing as DLC for <strong>Rock Band</strong> just one week before their competitor&#8217;s launch. Billy Corgan has the exact same role in <strong>Guitar Hero: World Tour</strong>, yet &#8220;<em>Today</em>&#8221; appears on-disc in both game
