Sad computer :(

Dear Computer:

It is with a sorrowful and guilt-ridden heart that I pen to you these words, words that I thought I never would myself utter: I am now the owner of an Xbox 360. It entered my home two months prior, and was gifted to me by my very sweet and kindly mother as a Christmas gift. However, that is not to say that this new console was unexpected or undesired; rather, I directly asked her for one, and had been saving money to purchase one had she not complied with my Christmas wishes. The blame for allowing a new Microsoft console to enter my home lies entirely on my shoulders.

And I am very sorry, personal computer.
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The claws of the Lich King are cold, barbed, and have sunk themselves deeply into the flesh of Dear Seris. That, at least, is the way that I like to think of the situation, and would more fully embrace were I a lore fanatic; but I am not, and recognize rather that those claws have sunk so figuratively into my soul so as to be almost literal.
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4

Nov

by d4niel

Sitting down to collect my thoughts on EA’s FIFA 10 on my couch with a 40 of Miller Lite at my side and my favorite Windir album on the stereo, I couldn’t help but think of how alien the situation sounded in the context of thinking about a predominantly European game/sport.

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As a general rule, I dislike boss battles. Mostly, I dislike them because they feel so disjointed from the rest of the game experience, and final, endgame-level encounters often seem to violate this more than standard bosses – especially if the game doesn’t have boss encounters in the traditional sense.
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As the walls that once housed the fuel containers of a small, EDF-controlled fuel depot fall and trigger a chain reaction of viscerally beautiful explosions before me, a solitary thought dominates my mind: I did this, and I did it alone. No scripting help from the game engine, no computer-controlled character holding my hand and telling me where to place charges and when to run, and no loss of control in the form of a cut-scene – and it is in this independence that Red Faction: Guerilla finds its apex.

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I hated fighting against warriors. More than warlocks with their infernal Fear spell and life-leeching abilities, and vastly more than mages, with their devious blinking and Flame-Blasting ways. Even more than coming up against the hunter, whom was arguably designed to be a direct counter to beloved Seris – my rogue in World of Warcraft. The hunter was able to launch a flare into the air, which could pull Seris out of stealth and more than likely lead to her death. The hunter could place a mark on Seris when he saw her, preventing her from slinking back into the shadows she called comfortable, allowing him to see her no matter where she went or how craftily she hid. The hunter even could even train and command an animal pet, beasts pulled from the foulest corners of Azeroth, and then send them to slay me while he disabled the abilities I relied on.

But none of them – whether it be another rogue, an implacable paladin, or even the dreaded hunter – could instill in me the raw, unrelenting hatred that seeing a warrior could.
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S8Game-F 2009-08-19 00-29-31-04
So I’ve spent the last week or so pretty heavily engrossed with Timegate’s new futurewar runey-jumpey-shootey game, Section 8 – and it’s great. It has all of the elements of a FPS game that I’ve been hunting for awhile now: jet-packs, loud, badass-feeling guns, and a selection of loadouts with which to kit your generic robotic-like futurewar soldier avatar to make him a bit closer to your ideal. In other words, I’ve been looking for the next version of Tribes 2 – and in this, Section 8 does not disappoint. Click through for my overly-lengthly thoughts on the open beta.

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23

Jul

by d4niel

Trine tells its story – that of an undead uprising, a time of generic, difficult struggles in a typical, fairytale/unimaginative kingdom, and one of companionship from unlikely but-always-come-together-character-types-in-RPG-games. As I played through the game last night, the story seemed to become more and more irrelevant as I progressed through samey-feeling dungeon-y type places. Although the game gave me a series of wonderfully painted-looking story panels (think: the first Fable), there didn’t really seem to be much innovation or cleverness here. The characters themselves weren’t quite RPG tropes. Well, at least the wizard wasn’t – he’s a womanizing playboy, and the game finds him knocked out after ingesting a potion he thought would allow him to cast a fireball.

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