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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>GIAdam Blog</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/default.aspx</link><description>GIAdam Blog</description><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Why I Love MMO Launches</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/04/08/the-best-gaming-experiences-ever-mmo-launches.aspx</link><pubDate>Mon, 08 Apr 2013 19:09:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2722074</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>11</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=2722074</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/04/08/the-best-gaming-experiences-ever-mmo-launches.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blizzard/world-of-warcraft/cataclysm/cataclysmbetalaunch.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Sure, they&amp;#39;re technically rocky at times as surging player
populations strain even the best infrastructure and world design in the
business, but immersing myself in the first few weeks of a brand-new MMO is the
most fun I&amp;#39;ve ever had with games.&lt;/p&gt;
&lt;p&gt;I have had the luxury of spending a week out of the office
to dive headfirst into a few MMO launches, and there&amp;#39;s nothing like the feeling
of being part of the first wave of players to discover the content. World of
Warcraft: Cataclysm is the best example I can think of off the top of my head.
I had power-leveled my new death knight to 80 in order to play with some
different (Alliance, ugh) friends on a new server in the weeks leading up to
launch, and as soon as the gates opened I was right out there on the
bleeding edge of progression up to level 85.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#808080;"&gt;[Sidenote: I came across &lt;a href="http://www.gameinformer.com/b/news/archive/2011/01/03/wow-cataclysm-s-one-month-report-card.aspx"&gt;this old piece&lt;/a&gt; I wrote a month after Cataclysm launched. Weird to read it now, but kind of a trip too.]&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Engaging in single-player content like the leveling zones in
World of Warcraft isn&amp;#39;t any more fun when you&amp;#39;re first off the boat, though
being the guy in guild chat with all the answers to hard-to-find quest
objectives and explanations of new mechanics is amusing. Learning and
conquering the harder content &amp;ndash; in WoW&amp;#39;s case, five-man heroics &amp;ndash; is amazing.
Few poor players are on that leading edge of early levelers, so the groups that
the looking-for-dungeon matchmaker puts together are high-quality more often
than not. &lt;/p&gt;
&lt;p&gt;The thing is, tanking and healing are the two most common
failure points for groups in WoW. We&amp;#39;ve all had to bail on dungeon-finder
groups when it&amp;#39;s clear that the &amp;quot;tank&amp;quot; is a death knight in an off-spec he
copied off of Elitist Jerks but doesn&amp;#39;t understand how to use Death Grip, or
the &amp;quot;healer&amp;quot; is a priest who thinks Circle of Healing is the one-size-fits-all
answer to any health bar under 100 percent.* When you&amp;#39;re the tank and you&amp;#39;re
good &amp;ndash; and I was good, if not server-first good &amp;ndash; the success rate for pick-up
groups is astronomically higher and your queue times are nonexistent.&lt;/p&gt;
&lt;p&gt;While having an absolute blast figuring out how to deal with
the nastier heroics at Cataclysm launch, I also got to make a truly stupid
amount of gold with a minimal amount of effort by crafting jewels and selling
them to players like me who were replacing gear on an hourly basis but wanted
the best stats available to help survive the tougher content they were
interested in. Even though my gold reserve had already become more of a high
score than an adventuring necessity, waking up to a mailbox full of successful
auctions was still a pure pleasure.&lt;/p&gt;
&lt;p&gt;The best part about all this, though, was in teaching my
guildmates the content. &amp;quot;How to complete World of Warcraft heroic dungeons&amp;quot;
might be the most trivial and useless subject ever, but I still adored the
feeling of helping my friends out and sparing them the unbearable pain of
rolling the dice on random tanks in the LFD queue. It&amp;#39;s nice to be popular for
once, and not just for my stunning good looks.&lt;/p&gt;
&lt;p&gt;That feeling &amp;ndash; of being part of the elite, the bleeding
edge, the guy that everyone wants in their group &amp;ndash; is a powerful sensation that
I&amp;#39;ve never gotten out of any other video game. Exceptional FPS players get it
when they get spammed with friend invites after dominating a match with an
absurd kill:death ratio. Skilled MOBA players get it when they lead a team to
victory with a good hard carry. I got it because I was better than most at
being stabbed, shot, blown up, poisoned, cursed, and beaten to a pulp. What the
heck, I&amp;#39;ll take it.&lt;/p&gt;
&lt;p&gt;The high points can&amp;#39;t last forever, though, and not just
because I don&amp;#39;t have a life where I can play 80-plus hours of an MMO for more
than a week at a time (woe is me!). My guild, great as they were, couldn&amp;#39;t get
a consistently solid raid group together by the time I had gotten everything I
could possibly need from five-man dungeons. I burnt out on the damnable rep
grinds Blizzard insists on jamming WoW full of these days and quit after a few
weeks of failing to progress in ten-man dungeons.&lt;/p&gt;
&lt;p&gt;On the plus side, I still get paid to &lt;a href="http://www.gameinformer.com/p/respec_radio.aspx"&gt;run my mouth about
MMOs on a regular basis&lt;/a&gt;, so things could be worse. And there&amp;#39;s always a new one
on the horizon giving hope that I can recapture the magic of riding that first
wave.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;* I haven&amp;#39;t been playing Pandaria, so these might not be
relevant player-strategy complaints any more. Insert your favorite noob tactics
instead, if you must.&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2722074" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/world+of+warcraft/default.aspx">world of warcraft</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/cataclysm/default.aspx">cataclysm</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/blog/default.aspx">blog</category></item><item><title>Hating On BioShock Infinite</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/04/03/hating-on-bioshock-infinite.aspx</link><pubDate>Wed, 03 Apr 2013 15:51:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2704310</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>85</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=2704310</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/04/03/hating-on-bioshock-infinite.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/2kgames/bioshock-infinite-overflow/bi1.31610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Having played through Irrational&amp;#39;s latest politically charged adventure, I have some problems. Spoilers ahead, so beware.&lt;/p&gt;
&lt;p&gt;Let&amp;#39;s get one thing out of the way here: BioShock Infinite is awesome. I plowed through it in a weekend and enjoyed the hell out &amp;nbsp;of the experience. The torrent of superlatives being thrown its way are getting out of control, though, and I suspect that Irrational can survive a little reality check after being blasted by a firehose of Internet love for a solid week.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Elizabeth as magical balancing.&lt;/strong&gt; Dynamic difficulty has been a thing forever, but it&amp;#39;s never been quite so in-your face as &amp;quot;Press F to accept how bad you are at shooters.&amp;quot;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The tear-opening battle mechanic. &lt;/strong&gt;Instead of making choices about how to use Elizabeth&amp;#39;s ability most effectively, this is nothing more than &amp;quot;Press F to activate map.&amp;quot; There&amp;#39;s no tradeoff -- the long timers for how long the elements remain active, plus the short respawn times for destroyed allies like mosquitos and patriots, mean you have no reason to not hit the button pretty much every time the enormous strobe flash takes over your entire screen.&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Abandoning the lockpicking mechanic. &lt;/strong&gt;Finding each lockpick was awesome through the first half of the game, and then it&amp;#39;s like Columbia threw up its hands and said, &amp;quot;Eh, screw it. Here&amp;#39;s more lockpicks than you&amp;#39;ll ever need.&amp;quot; Taking anything away from exploring the awesome city is a shame.&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The final battle.&lt;/strong&gt; Maybe it was the difficulty level (though Hard was decent for the rest of the game), but the inconsistent Songbird targeting and endless freaking waves of bullet-sponge patriots combined for the least fun I&amp;#39;ve had in a final fight since the original Gears of War (which is still the worst boss fight since roughly the PlayStation 1 era).&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The burstgun. &lt;/strong&gt;Pretty much every other weapon is awesome. What the hell happened to the burstgun in development that resulted in it doing about as much damage as the old Klobb from GoldenEye?&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Handyman fights.&lt;/strong&gt; How boring are these battles? A giant sack of hit points with the ability to teleport on top of the player is the most boring approach to difficulty on top of the least interesting break-the-player-out-of-their-cover ability ever. Beating up on a simple-minded giant with a speech impediment is not a good feeling (though props to Irrational if that&amp;#39;s the point).&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Lady Comstock.&lt;/strong&gt; What the hell just happened? I tried to make some sense of it for &lt;a href="http://www.gameinformer.com/b/features/archive/2013/04/03/spoiled-bioshock-infinite.aspx"&gt;the Spoiled episode we recorded the other day,&lt;/a&gt; but I don&amp;#39;t think I even convinced myself. There&amp;#39;s plenty of magic going on in Infinite, but it mostly remains internally consistent. Flying Vengeance Ghost doesn&amp;#39;t fit anywhere.&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Daisy Fitzroy.&lt;/strong&gt; The embittered champion of the people goes from revolutionary to child-murdering monster in a heartbeat, apparently for no other reason than to make a hamfisted point about how both sides of the Columbian civil war are basically the same.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Weird wax mannequins.&lt;/strong&gt; Most of the characters in the game who aren&amp;#39;t trying to kill you are the same five models cut-and-pasted across Columbia, and precious few of them react to the battered walking arsenal drunkenly charging through them.&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;No multiplayer.&lt;/strong&gt; Just kidding, nobody cares.&lt;/li&gt;
&lt;/ul&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2704310" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/2k+games/default.aspx">2k games</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/bioshock+infinite/default.aspx">bioshock infinite</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/hatin_26002300_39_3B00_/default.aspx">hatin&amp;#39;</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/irrational+games/default.aspx">irrational games</category></item><item><title>New They Might Be Giants Record!</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/03/27/new-they-might-be-giants-record.aspx</link><pubDate>Wed, 27 Mar 2013 15:20:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2685002</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=2685002</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/03/27/new-they-might-be-giants-record.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/tmbg/tmbgportrait610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The seminal nerdy rock band released its billionth
(probably) record a few weeks ago. Now is an excellent time to revisit a group
that has gotten way better since you wore out your &amp;quot;Birdhouse in your Soul&amp;quot;
cassingle in 1990 (yes, for real).&lt;/p&gt;
&lt;p&gt;First things first: Yes, the new album, &lt;i&gt;Nanobots&lt;/i&gt;, is awesome and you should go buy it from the band
directly or the retailer of your choice. &amp;quot;If it wasn&amp;#39;t for that tick/we would
not be in this predicament/not be in this predicament/that we&amp;#39;re in&amp;quot; hollers
Flansburg in one of the mid-album microsongs that form an homage to the epic
&amp;quot;Fingertips&amp;quot; portion of &lt;i&gt;Apollo 18&lt;/i&gt;. &lt;i&gt;Nanobots&lt;/i&gt; is a peppier and more upbeat
than much of TMBG&amp;#39;s post-&lt;i&gt;Flood&lt;/i&gt;
catalog, and recalls the band&amp;#39;s synthy earlier work moreso than the
sometimes-serious rock-band sound that followed.&lt;/p&gt;
&lt;p&gt;Quick links:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a target="_blank" href="http://www.theymightbegiants.com/"&gt;TMBG Homepage&lt;/a&gt;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;&lt;a target="_blank" href="http://www.youtube.com/user/ParticleMen"&gt;Official YouTube Channel&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;TMBG on &lt;a target="_blank" href="http://www.amazon.com/s/ref=nb_sb_noss_1?url=search-alias%3Daps&amp;amp;field-keywords=they+might+be+giants&amp;amp;rh=i%3Aaps%2Ck%3Athey+might+be+giants"&gt;Amazon MP3&lt;/a&gt;, &lt;a target="_blank" href="https://play.google.com/store/music/artist/They_Might_Be_Giants?id=Auqu2julsxvm7e6mbswnyaijw4u&amp;amp;hl=en"&gt;Google Play&lt;/a&gt;, and (ugh) &lt;a target="_blank" href="https://itunes.apple.com/us/artist/they-might-be-giants/id149020"&gt;iTunes&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Now that you&amp;#39;ve bought the new album, we can get down to the
real meat of the blog post: Digging into TMBG&amp;#39;s entire (non-kid-oriented) body
of work so that you can catch up on arguably the most nerd-revered pop group of
all time. Check it:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;Nanobots &lt;/strong&gt;&lt;/i&gt;&lt;strong&gt;(2013) &lt;/strong&gt;-
A fun, lighthearted record that will have you swimming the seas of long nights
full of Magic: The Gathering and Dr. Pepper down in your folks&amp;#39; basement. &lt;strong&gt;Highly recommended for all TMBG fans.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Join Us &lt;/i&gt;(2011)&lt;/strong&gt; -
An amazing album that combines the best of the band&amp;#39;s various periods into an
organic whole. The best overall record TMBG has recorded since Apollo 18. &amp;quot;When
Will You Die,&amp;quot; below, rivals the brilliant dichotomy of horrible, depressing
lyrics with uplifting music that &amp;quot;They&amp;#39;ll Need A Crane&amp;quot; accomplished so
effectively back in the day. &lt;strong&gt;Start here
if you don&amp;#39;t already own it.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;The Else&lt;/strong&gt;&lt;/i&gt;&lt;strong&gt; (2007)&lt;/strong&gt; -
An excellent example of the better side of the four-piece rock-band sound TMBG
started experimenting with back in the early &amp;#39;90s, though a few tracks like the
surreal &amp;quot;Bee of the Bird of the Moth&amp;quot; will confuse and delight you just as the
dancing president-head cardboard cutouts from the &amp;quot;Birdhouse In Your Soul&amp;quot;
music video did (seriously though, what is up with those? I mean, they&amp;#39;re
awesome [obviously], but I&amp;#39;m still baffled). &amp;quot;The Mesopotamians,&amp;quot; below, closes
the record with a bang and a shout-out to legal scholar Hammurabi and his
fellows. &lt;strong&gt;Outstanding start to finish, a
must-own for anyone who doesn&amp;#39;t actively dislike the band&amp;#39;s guitar-and-drums
mode.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;The Spine&lt;/i&gt; (2004)&lt;/strong&gt; - An album of soaring highs and boring
lows, The Spine kicks off with &amp;quot;Experimental Film&amp;quot; (below), one of the
rockin&amp;#39;-est jams the band has ever done that is made even better with the
Homestar Runner-animated video. &amp;quot;*** Wants to Hit Me&amp;quot; is a great curveball that
explores the inner workings of social awkwardness, and &amp;quot;Thunderbird&amp;quot; seems like
a fun track to roll down the windows and cruise down a county road to until you
realize that it&amp;#39;s about a father-in-law drinking himself to death. On the other
side, &amp;quot;Prevenge&amp;quot; sucks only slightly more than &amp;quot;It&amp;#39;s Kickin&amp;#39; In&amp;quot; and &amp;quot;Memo to
Human Resources&amp;quot; where it would be an epochal stinker that stands totally alone
on any other record. &lt;strong&gt;Still worth it for
the awesome high points, but not as front-to-back solid as other efforts.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;---SPECIAL INTERSTITIAL ANNOUNCEMENT---&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;No! &lt;/strong&gt;&lt;/i&gt;&lt;strong&gt;(2002) &lt;/strong&gt;- The
first children&amp;#39;s album is the only one that cracks this list, and the only one
actually worth owning for adult listening purposes. &amp;quot;The Edison Museum&amp;quot; is a
wondrous, dark tale of a tourist attraction/mausoleum that makes the album
worthwhile all by itself, but deeper tracks like &amp;quot;Four of Two&amp;quot; and &amp;quot;Bed Bed
Bed&amp;quot; would also feel at home on TMBG&amp;#39;s top-tier records. &amp;quot;Sleepwalkers&amp;quot; is one
of the best album-closers from a band that has a record of bookending its
recordings with its best work. &lt;strong&gt;Two
standout tracks absolutely must be heard, but only hardcore fans should dive
deeper.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;strong&gt;&lt;span style="color:#808080;"&gt;&lt;i&gt;(the album version
was recorded on modern equipment, don&amp;#39;t worry)&lt;/i&gt;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;---END SPECIAL
INTERSTITIAL ANNOUNCEMENT---&lt;/strong&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;Mink Car &lt;/strong&gt;&lt;/i&gt;&lt;strong&gt;(2001)&lt;/strong&gt; -
Another collection of mixed results, &lt;i&gt;Mink
Car&lt;/i&gt; channels the band&amp;#39;s delightfully dreamy synth-pop sound on &amp;quot;My Man&amp;quot; and
&amp;quot;Working Undercover for the Man&amp;quot; while losing its way with boring or
failed-experiment efforts elsewhere. &amp;quot;Hopeless Bleak Despair&amp;quot; deserves special
mention as a great example of the band at its best: tackling real issues (in
this case, depression) within an accessible melodic rock song. &lt;strong&gt;Won&amp;#39;t disappoint fans, but start elsewhere
unless TMBG&amp;#39;s art-house synth work from the &amp;#39;80s is the only thing you&amp;#39;re
interested in.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;strong&gt;Long Tall Weekend&lt;/strong&gt; &lt;/i&gt;&lt;strong&gt;(1999)
&lt;/strong&gt;- This experimental download-only record is mostly the bad kind of B-side
collection. The good songs - &amp;quot;Older&amp;quot; and &amp;quot;Edison Museum&amp;quot; were re-released in
better forms on other records (&lt;i&gt;Mink Car&lt;/i&gt;
and &lt;i&gt;No!&lt;/i&gt;, respectively), obviating any
need to pick this one up. &lt;strong&gt;Avoid unless
you can&amp;#39;t handle not owning everything TMBG has ever recorded.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Factory Showroom &lt;/i&gt;(1996)
&lt;/strong&gt;- The last record before a long hiatus (&lt;i&gt;Long
Tall Weekend &lt;/i&gt;is primarily composed of &lt;i&gt;Factory
Showroom &lt;/i&gt;outtakes) and TMBG&amp;#39;s final major-label effort, &lt;i&gt;Factory Showroom&lt;/i&gt; mixes in a few
exceptional jams (&amp;quot;Till My Head Falls Off,&amp;quot; &amp;quot;Metal Detector,&amp;quot; &amp;quot;Spiraling
Shape&amp;quot;) amid a sea of mediocrity. I do owe it a debt of gratitude, though, as
&amp;quot;James K. Polk&amp;quot; got me through what would have otherwise been a brutal test in
my junior-year U.S. History class. As always, the record ends on a high note as
&amp;quot;The Bells Are Ringing&amp;quot; seems to tell some sort of tale of Victorian-era mind
control. &lt;strong&gt;Pick up individual tracks
unless your collection simply must be complete.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;---PROGRAMMING NOTE---&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The five albums that follow are unassailably great by any
measure. From &lt;i&gt;They Might Be Giants&lt;/i&gt;
through &lt;i&gt;John Henry&lt;/i&gt;, only a handful of
tracks should be considered exempt from obligatory repeated listening until
memorization. Every one of these has been in heavy rotation in my music
collection since I first discovered the band in junior high, following me from
tapes recorded off of my friends&amp;#39; CDs (zomg piracy) through CDs purchased with
paper-route money to MP3s ripped and later re-bought on a procession of iPods,
phones, computers, and streaming services. I cannot recommend them highly
enough.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;---END PROGRAMMING NOTE---&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;John Henry &lt;/i&gt;(1994)
&lt;/strong&gt;- This held the band&amp;#39;s highest chart peak until the digital revolution changed
the music biz for good (&lt;i&gt;Join Us&lt;/i&gt; at 32
reached a bit higher than &lt;i&gt;John Henry&lt;/i&gt;&amp;#39;s
64), mostly on the back of the chunky &amp;quot;Snail Shell,&amp;quot; which saw a fair amount of
radio play. &lt;i&gt;John Henry&lt;/i&gt; is the first
TMBG album with a full backing band, which breathed new life into its sound
while changing it for good. Nonetheless, it&amp;#39;s still a must-own for anyone
interested in the band a clear high point before the series of middling efforts
that followed. My only regret is that I couldn&amp;#39;t get the chords for &amp;quot;O, Do Not
Forsake Me&amp;quot; charted and rehearsed quickly enough to get it ready for junior
year pops concert.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Apollo 18 &lt;/i&gt;(1992) &lt;/strong&gt;-
This early period of TMBG&amp;#39;s full-instrumentation experiments bore delicious
fruit in &amp;quot;The Guitar&amp;quot; and &amp;quot;The Statue Got Me High&amp;quot;, while much of the album
continued down the weird synth-pop path of the band&amp;#39;s &amp;#39;80s roots. Twenty-one
micro-song tracks make up the &amp;quot;Fingertips&amp;quot; distraction, and blew minds with
their subversion of the innovative shuffle function on our expensive
new-fangled CD players. On a scale of one to awesome, &lt;i&gt;Apollo 18&lt;/i&gt; rates out at thirteen megavaders.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Flood &lt;/i&gt;(1990) &lt;/strong&gt;-
There&amp;#39;s a whole record that comes after that birdhouse song, and it turns out
it&amp;#39;s awesome. &amp;quot;Particle Man&amp;quot; is synonymous with &amp;#39;90s nerd culture and &amp;quot;Istanbul
(Not Constantinople)&amp;quot; jazzed up an old tune for a new generation, but those are
only pit stops on the long, weird trip &lt;i&gt;Flood&lt;/i&gt;
invites listeners to take. &amp;quot;Sapphire Bullets of Pure Love&amp;quot; makes about as much
sense as you would assume, and classics like &amp;quot;We Want a Rock&amp;quot; and &amp;quot;Women &amp;amp;
Men&amp;quot; are exactly the kind of slightly odd ballads that made a generation of
socially awkward kids and teenagers fall in love with a band whose worldview
seemed to echo our general bafflement with a society that makes precious little
sense at the best of times. If by some bizarre happenstance you don&amp;#39;t own &lt;i&gt;Flood&lt;/i&gt;, now would be an excellent time to
rectify the terrible hole that mistake is tearing through your life.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Lincoln&lt;/i&gt; (1988) &lt;/strong&gt;-
They Might Be Giants rocked large before signing onto a major label for the
next four records. &amp;quot;Ana Ng&amp;quot; is three-plus minutes of love letter to the weird
and wonderful at the World&amp;#39;s Fair, &amp;quot;Purple Toupee&amp;quot; is a child&amp;#39;s twisted
understanding of the worldwide upheaval of the previous two decades, and &amp;quot;Kiss
Me, Son of God&amp;quot; places tongue firmly in cheek for a celebration of the
televangelism that exploded throughout America in the &amp;#39;80s. &lt;i&gt;Lincoln&lt;/i&gt; isn&amp;#39;t a socially conscious
record in the vein of Public Enemy or Midnight Oil, but more of a wry shrug at
the crazy world we live in and a wide-eyed gasp of amazement at the wonderful
things that pop up amid all the chaos and turmoil of human existence, all
wrapped around approachable sing-along melodies springing out of a clean synth
sound. As much as I love the last few TMBG records, &lt;i&gt;Lincoln&lt;/i&gt; is still the single best album the band has recorded.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;They Might Be Giants &lt;/i&gt;(1986)&lt;/strong&gt;
- The band&amp;#39;s eponymous debut still stands up as a great album on its own,
though it&amp;#39;s eclectic to a fault. &amp;quot;Don&amp;#39;t Let&amp;#39;s Start&amp;quot; launched TMBG&amp;#39;s career
with its stutter-step upbeat rhythms under John Linnel&amp;#39;s simple vocal melodies,
while the other 18 tracks feel like nascent song-ideas that let Linnel and
Flansburgh make lyrical jokes and probe every weird mood that crossed their
minds while recording. This first album makes up for any shortcomings by
projecting pure, lighthearted fun through crisp synth sound. For best results,
pick up &lt;i&gt;Then: The Earlier Years&lt;/i&gt; - a
collection of the first two full-length albums as well as most of the band&amp;#39;s
B-sides and rarities from the &amp;#39;80s.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve spent way too much of my life thinking about and
listening to They Might Be Giants, so thanks for following me through this
exorcism of my personal demons. Hyperbole and fandom aside, the band has had a
career much longer and full of awesome music than you might think if your only
exposure has been through the occasional radio callback to &amp;quot;Birdhouse in your
Soul.&amp;quot; You&amp;#39;re only doing yourself a disservice by dismissing TMBG as a one-hit
wonder or a faded relic from your (or your older sibling&amp;#39;s, or even
parent&amp;#39;s...man, I&amp;#39;m old) childhood.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2685002" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/discography/default.aspx">discography</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/best+tmbg+albums/default.aspx">best tmbg albums</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/tmbg/default.aspx">tmbg</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/best+tmbg+records/default.aspx">best tmbg records</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/they+might+be+giants/default.aspx">they might be giants</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/music/default.aspx">music</category></item><item><title>SimCity, Lies, And Respect</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/03/21/simcity-lies-and-respect.aspx</link><pubDate>Thu, 21 Mar 2013 21:35:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2672326</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>29</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=2672326</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2013/03/21/simcity-lies-and-respect.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/electronic-arts2012/simcity/tornado610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The whole debacle with SimCity seems to get worse for EA
every day. Hackers recently got the game to run perfectly well offline, which
is troublesome on a level beyond the general irritation of having to needlessly
suffer through server problems since the game launched. Maxis misled us, and
that&amp;#39;s a much larger problem than any connectivity issue.&lt;/p&gt;
&lt;p&gt;Maxis general manager Lucy Bradshaw &lt;a target="_blank" href="http://www.polygon.com/2013/3/9/4081464/simcity-interview-ea-maxis-lucy-bradshaw"&gt;told Polygon&lt;/a&gt;, &amp;quot;With
the way that the game works, we offload a significant amount of the
calculations to our servers so that the computations are off the local PCs and
are moved into the cloud. It wouldn&amp;#39;t be possible to make the game offline
without a significant amount of engineering work by our team.&amp;quot; That kind
of tricky engineering work can apparently be done by hackers and modders
messing around with the game in their spare time for a week.&lt;/p&gt;
&lt;p&gt;The idea of SimCity running in an offline mode is borne out
by &lt;a target="_blank" href="http://kotaku.com/5990165/my-simcity-city-thrived-offline-for-19-minutes"&gt;Kotaku&amp;#39;s tests&lt;/a&gt; of the game simulating merrily along for 20 minutes with an
unplugged connection, an anonymous Maxis insider &lt;a target="_blank" href="http://www.rockpapershotgun.com/2013/03/12/simcity-server-not-necessary/"&gt;directly refuting Bradshaw&amp;#39;s
claims to Rock, Paper, Shotgun&lt;/a&gt;, and Mojang boss &lt;a target="_blank" href="https://twitter.com/notch/status/311535572596432896"&gt;Markus &amp;quot;Notch&amp;quot; Persson&amp;#39;s
personal anecdotes&lt;/a&gt;. Though there may be a kernel of truth somewhere in
Bradshaw&amp;#39;s statement, the implication that the GlassBox engine simply can&amp;#39;t
function without the computational power of EA&amp;#39;s servers is, according to all
evidence, false.&lt;/p&gt;
&lt;p&gt;(It&amp;#39;s worth noting that the offline hacks do not appear to
include regional trade, but the simplicity and highly abstracted and
asynchronous nature of those relationships makes me very skeptical that EA&amp;#39;s
servers are supplying computational power of any meaningful benefit.)&lt;/p&gt;
&lt;p&gt;Nevermind whether or not SimCity lives up to your gameplay
expectations, or even how you feel about being forced to always play online in
a genre that has always previously offered offline gaming. The trouble with
Bradshaw&amp;#39;s statement is that she is at the very least taking an extremely
liberal view of what &amp;quot;a significant amount of...calculations&amp;quot; means in an
attempt to run damage control on the botched launch of a game that many fans
are disappointed by. In an industry where gamers have no choice but to accept
developers at their word in almost all cases, especially for products and
services that are not out yet, this breach of trust is a profound insult to
consumers.&lt;/p&gt;
&lt;p&gt;Publishers, developers, marketing materials, and PR
representatives all try to paint their products in the best possible light -
that&amp;#39;s understood. The press, if we&amp;#39;re doing our jobs right, try to cut through
the thousands of little lies of omission and gaudy feel-good statements as best
we can. Consumers - you - have little recourse in most cases but to absorb the
information released by game companies and/or interpreted by us in the gaming
press. This fragile linkage through which knowledge flows about pre-release
games and the inner workings of launched software and services is subject to
corruption at every level. Consumers rightly become incensed with the press
when a glowing and uncritical preview paints an illusion of a game that was
never going to exist. The idea of a company releasing flatly untrue or grossly
misleading statements in the first place is far more insidious to the
relationship between the entertainer and the entertained.&lt;/p&gt;
&lt;p&gt;Barring anonymous developer leaks or unusual events like
source-code leaks, the entertainment we purchase from the EAs of the world is a
black box to consumers. There&amp;#39;s no way for us to know just how Radiant AI is
really driving Cyrodiil&amp;#39;s townsfolk when they&amp;#39;re offscreen, or what kind of
&amp;quot;significant calculations&amp;quot; Maxis&amp;#39; servers are running. We trust that while
companies are telling us what they think we want to hear, those statements are
at least rooted in reality. When the original information is based on
half-truths or outright falsehoods, the entire process breaks down.&lt;/p&gt;
&lt;p&gt;Confronted with irate gamers who want to play in their
simulated civic sandboxes without dealing with MMO-like infrastructure issues,
Bradshaw&amp;#39;s statement constructs a reality in which Maxis&amp;#39; designs were just too
far ahead of their time to function on current PC hardware. Always-online is a
regrettable necessity in order to let Maxis&amp;#39; amazing work function, and once
the servers are ironed out we&amp;#39;ll all agree that it was for the best. The
evidence that has come to light in the past weeks brings us back to the
common-sense explanation for SimCity&amp;#39;s online requirement, which is that EA
felt that it was the only way to curb the piracy it feared.&lt;/p&gt;
&lt;p&gt;As a journalist, I&amp;#39;m frustrated that I have to rely on
larger communities like Reddit to wring the truth out of SimCity&amp;#39;s code with
the kind of brute force only thousands of annoyed gamers and hacktivists can
apply. As a consumer and a SimCity fan, though, I&amp;#39;m infuriated by the
unbelievable disrespect shown by EA and Maxis toward their consumers.&lt;/p&gt;
&lt;p&gt;I would feel much better if Maxis had come out and said,
&amp;quot;Hey, we know always-online is a pain for some people. Unfortunately, we feel
like we have to take these extreme measures to ensure that rampant piracy
doesn&amp;#39;t prevent us from making money on SimCity. We&amp;#39;re doing everything we can
to soften the blow with our sharing and social features, and we think that this
is the best decision to ensure a healthy and vibrant SimCity franchise for
decades to come.&amp;quot; I can disagree with a statement like that - I cannot believe
that treating customers like thieves is ever the right decision for a gaming
company - but I can respect Maxis&amp;#39; desire to make money off of their hard work.
Games are expensive to make, and I am happy to financially support the
developers who create the types of products I want to see more of. That at
least makes the transaction honest; if I sufficiently disapprove of Maxis&amp;#39;
stance on anti-piracy measures, I can avoid buying their game. We can part ways
amicably, or I can decide, like I did in Diablo III&amp;#39;s case, that I like the
game more than I dislike the service, and make purchasing decisions
accordingly.&lt;/p&gt;
&lt;p&gt;Being misled to the extent that it now appears Maxis and EA
have done with SimCity, though, is the kind of disrespect that makes me want to
shout my anger through the Internet as loudly as I can. How do I trust anything
coming from the publisher now? Does anyone seriously expect me to give them the
benefit of the doubt that the CFO misspoke when he proclaimed a
microtransaction-based future for all EA games? Why should I believe anything
about Origin other than that it&amp;#39;s an intrusive and annoying way for EA to get
out of paying Valve the 30-percent cut to get its games on Steam? Dead Space microtransactions,
the many irritations of the BioWare social service sticking its unwelcome nose
into my single-player RPGs, multiplayer service shutdowns for everything from
sports to shooters - why should I forgive EA for any of those blatantly
anti-consumer policies and actions?&lt;/p&gt;
&lt;p&gt;GI senior features editor Matt Helgeson &lt;a href="http://www.gameinformer.com/b/podcasts/archive/2013/03/07/gi-show-147-tomb-raider-simcity.aspx"&gt;made an excellent
point on a recent GI podcast&lt;/a&gt; that the presence of microtransactions in $60
games makes the relationship between gamer and developer a nakedly mercantile
one. Instead of the amicable bond between entertainer and entertained, we are
engaged in an entirely mercenary transaction between wallet and in-game
marketplace. That&amp;#39;s not how I see myself or my gaming hobby, it&amp;#39;s not how I
like to spend my leisure time, and it&amp;#39;s damn sure not how I want to be treated
as a gamer, a journalist, or a person.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2672326" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/ea/default.aspx">ea</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/editorial/default.aspx">editorial</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/lies/default.aspx">lies</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/lucy+bradshaw/default.aspx">lucy bradshaw</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/maxis/default.aspx">maxis</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/simcity/default.aspx">simcity</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/electronic+arts/default.aspx">electronic arts</category></item><item><title>Why The Diablo III Auction House Was Inevitable</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2012/07/06/why-i-don-39-t-mind-the-diablo-iii-auction-house.aspx</link><pubDate>Fri, 06 Jul 2012 21:05:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2017835</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>19</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=2017835</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2012/07/06/why-i-don-39-t-mind-the-diablo-iii-auction-house.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blizzard/diablo/diablo-3/blog610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The auction houses change the way that the excitement of loot drops plays out, yes, but the fact of the matter is that Diablo III is the first Diablo game to make so much as a token effort at balancing skills, monsters, items, and classes -- and without the auction house, either the loot system would have to be radically changed or we&amp;rsquo;d still be grinding Nightmare difficulty for class-appropriate drops.&lt;/p&gt;
&lt;p&gt;Any argument that any previous Diablo game was anywhere close to the level of balance that Diablo III is a joke. I&amp;rsquo;ve played them all to death, and while my love for the series knows no bounds, the only &amp;ldquo;balance&amp;rdquo; previous to Diablo III was how quickly your build and equipment could plow through your loot run of choice. Diablo III is still ludicrously easy through normal mode for anyone familiar with the series, but the difficulty in Hell and especially Inferno is far beyond anything but the goofy Uber Tristram challenge mode patched in at the end of Diablo II&amp;rsquo;s life cycle.&lt;/p&gt;
&lt;p&gt;Once the decision was made to balance the game, instead of allowing only a handful of brokenly powerful builds into the hardest content like in Diablo II, a chain of game-design dominoes that necessarily ends either with something like an auction house or a game barely recognizable as Diablo began to fall into place.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;1. To have any kind of difficulty prior to max level, baselines of damage input and output relative to health pools has to be established.&lt;/strong&gt; Absent intentionally overpowered legendary gear that a low- or mid-level character will only have as a gift from a higher-level hero (or an influx of real money), character power needs to fall within a certain range for progressing to be possible but challenging enough to be interesting. (I would argue that Blizzard missed the mark by making normal too easy and Inferno too difficult, but that&amp;rsquo;s beside the point.)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2. Loot is the largest part of that equation.&lt;/strong&gt; With skills unlocking by level, loot and player skill are the two variables that move the needle on challenge. Aside from trying to guide players toward effective baseline strategies through skill progression and monster design, designers can&amp;rsquo;t do much about player skill. Without changing the way that equipment works to the point that you&amp;rsquo;re not making a Diablo game any more, that leaves loot as the by-far dominant determinant of difficulty.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3. Diablo&amp;rsquo;s loot is random to a nearly absurd extent. &lt;/strong&gt;This has been a (arguably, &lt;i&gt;the&lt;/i&gt;) core tenet of the franchise ever since its inception. Players, myself included, would have revolted against deterministic MMO-style loot drops in Diablo III. With a recognizably Diablo-style loot system, any given character&amp;rsquo;s power is going to be hugely dependent on finding a class- and build-appropriate weapon near their level, and to a lesser extent other equipment.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;4. Therefore, the bulk of the game&amp;rsquo;s challenge is determined by whether or not you happened to find&lt;/strong&gt; a slow two-hander with lots of strength on it, or a pair of fast fist weapons, or whatever your build calls for. Few designers, and certainly not modern Blizzard developers, are going to leave that entirely to chance.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;5. Solving that can take three forms&lt;/strong&gt;: Make weapons and other gear less impactful (not going to happen in Diablo), consign players to hours of grinding for every tiny scrap of progression past normal mode (not likely in a modern mainstream game), or facilitate trading between players so that you can find what you need -- for a price. Voila, the auction house is born.&lt;/p&gt;
&lt;p&gt;I can respect the argument that I&amp;rsquo;ve seen bandied about by disappointed Diablo fans that would have preferred the series&amp;rsquo; traditional grind-for-hours solution. I have a fair amount of sympathy for that viewpoint, having leapt out of my chair when I found my first Harlequin Crest and specifically rolled a javelin-using amazon to use the ethereal Titan&amp;rsquo;s Revenge that dropped for my sorceress. I would have made the same decision Blizzard ultimately did, though, for two reasons. One, nothing forces you to use the auction house -- if you want to only use dropped equipment or trade only with your friends, nothing is stopping you. Second, while gold can buy just about anything on the auction house in sufficient quantities, the only real way to amass the kind of wealth needed for top-end gear is to go find it yourself. The triple-digit dexterity/resist all/attack speed amulet I found was just as exciting as my first Oculus, even though it dropped for my barbarian -- the gold I sold it for turned into a huge upgrade for the barbarian, without the soul-crushingly awful experience that trading a similarly powerful item would have been in Diablo II.&lt;/p&gt;
&lt;p&gt;That was before the attack-speed nerf, of course [grumble, grumble]. Oh well, that&amp;rsquo;s what witch doctors are for!&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2017835" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/auction+house/default.aspx">auction house</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/diablo+iii/default.aspx">diablo iii</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/editorial/default.aspx">editorial</category></item><item><title>The Best Amateur Review I've Read Today  </title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2012/05/30/the-best-amateur-review-i-39-ve-read-today.aspx</link><pubDate>Wed, 30 May 2012 21:23:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1955547</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>24</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=1955547</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2012/05/30/the-best-amateur-review-i-39-ve-read-today.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/cdprojekt/witcher2/enhanced/review610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Congratulations to blogger and gaming enthusiast Chris from &lt;a href="http://slackerwerks.com/" target="_blank"&gt;Slacker Werks&lt;/a&gt;, whose review I selected as the winner of CDProjekt RED&amp;#39;s &amp;quot;Become A Pro Reviewer&amp;quot; community contest.&lt;/p&gt;
&lt;p&gt;Two of the most important things for any reviewer are explaining a game&amp;#39;s core concepts and gameplay concisely and supporting one&amp;#39;s points well. Chris does an admirable job with both of these. I don&amp;#39;t agree with all of his conclusions &amp;ndash; I find Quen nearly useless and the best defense to be a good offense, for example &amp;ndash; but he explains his reasoning and supports his points well. Though he is obviously a fan of the game, he notes its shortcomings while explaining why they&amp;#39;re not terrible drains on the overall experience.&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve written and read an awful lot of reviews of video games over the eight-plus years I&amp;#39;ve been at GI, and Chris deserves this recognition. Go &lt;a href="http://slackerwerks.com/main/2012/5/6/review-the-witcher-2-assassins-of-kings-enhanced-edition.html" target="_blank"&gt;check out his full text&lt;/a&gt; to find out why for yourself.&lt;/p&gt;
&lt;p&gt;I am honored to have been contacted by CDProjekt RED&amp;#39;s community team to judge their contest, and I wish Chris the best as he pursues a career writing about games. He can&amp;#39;t have my job, though. I still like it rather a lot.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1955547" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/cdprojekt+red/default.aspx">cdprojekt red</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/witcher+2/default.aspx">witcher 2</category></item><item><title>Master Of Orion: Best Strategy Game Ever</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/12/27/master-of-orion-best-strategy-game-ever.aspx</link><pubDate>Tue, 27 Dec 2011 15:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1533546</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>13</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=1533546</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/12/27/master-of-orion-best-strategy-game-ever.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/moo/map610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;The first MOO truly is the Baldur&amp;#39;s Gate II of strategy games. You think it isn&amp;#39;t? Come on in and see how wrong you are.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;[This is the second in a series of posts informing everyone which exactly are the best games ever. Read the inaugural Baldur&amp;#39;s Gate II entry &lt;a href="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/01/01/baldur-s-gate-ii-best-rpg-ever.aspx"&gt;here&lt;/a&gt;.]&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;MOO vs. Civilization IV&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;What&amp;#39;s more fun: counting out worker forest-chopping turns, or deciding between research on gatling lasers or planetary shields? How about the difference between designing a space cruiser with the right balance of pulsar missiles and disruptor cannons, or picking between +10 percent healing and a 25 percent bonus to defense in forest tiles? Hint: The answer is the one that makes you feel like an awesome space dictator.&lt;br /&gt;&lt;br /&gt;Civ IV lets you customize your empire in dozens of unique little ways. That&amp;#39;s great and all, but MOO gives you 90 percent of the effect (i.e. where your people and robots are spending their time and resources) with 10 percent of the effort. Do you really care about the type of pollution your factories are dumping into the environments of your colonies? I suppose you might, but I&amp;#39;m busy ordering my enormous space fleets to hustle to the other end of my empire to fend off an incoming invasion of silicon-based rock people and their Death Spores. Can&amp;#39;t I just throw a big pile of money at my environmental protection agencies and have them deal with it? Yes, yes I can. Master of Orion&amp;#39;s simple sliders for resource allocation give plenty of control and nuance without bogging down the player with lame, insignificant decisions.&lt;br /&gt;&lt;br /&gt;Civilization&amp;#39;s embrace of alternative victory conditions is admirable, but it comes at a price. Make sure your people are farming enough food to let the idle rich doodle away on art so your culture grows! Don&amp;#39;t forget to build courthouses so your minions can&amp;#39;t siphon off huge chunks of your money with corruption in outlying provinces! Fund expensive universities so your society keeps up with worldwide research, or die ignobly!&lt;br /&gt;&lt;br /&gt;Ugh. Sometimes you just want to conquer the galaxy without holding your entire empire&amp;#39;s hand. Nobody ever became Master of Orion by having the fanciest pants.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/moo/box.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Master of Orion vs. Total War: Shogun 2&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Man, talk about diplomacy. Shogun 2 is less about honorable combat as it is making sure your daughters are married off to the right lords and your foreign bribes are kept up to date. I could conquer Japan in a single evening of play if it weren&amp;#39;t for the fact that I have to check what my diplomatic modifiers with the entire freaking country are every turn.&lt;br /&gt;&lt;br /&gt;Screw all that. One people: yours. One goal: Kill everyone else. Everything comes down to that. Sick of endgame tedium? Skip the &amp;quot;conquest&amp;quot; part of the invasion and sterilize the enemy&amp;#39;s worlds from orbit. Tired of diplomatic wrangling? Skip it &amp;ndash; you&amp;#39;ll be murdering them later anyway. Yes, you can beat the game by winning a Galactic Council election, but that pretty much only happens because you&amp;#39;ve thinned out the voting population sufficiently to ensure yourself a majority.&lt;br /&gt;&lt;br /&gt;And then there&amp;#39;s battle. Shogun 2 basically has two kinds of units: Cannon fodder and awesomesauce death machines. The twist is that ADMs get tired if they murder too much cannon fodder, and then they get swarmed over by the endless legions of peasants the AI insists on building.&lt;br /&gt;&lt;br /&gt;You know what doesn&amp;#39;t get tired? Laser cannons. My proud fleets of fully customized starships never complain about being so amazing that they&amp;#39;ve murdered every last one of the alien scum trying to wipe out their wives and children. I like to think that they thank me, their benevolent emperor, for giving them the opportunity to defend their loved ones (and claim their descendants&amp;#39; rightful places as uncontested masters of the galaxy) with the fancy toys I provide my admirals with.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/moo/tech610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Master of Orion vs. Master of Orion II&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve got a lot of love for MOO II, but man alive is that game broken. You can win at game creation by choosing the Psilons (or a Creative custom race), or the Sakkra (or a Subterranean custom race), or the Humans (or a Charismatic custom race), or by not being terrible at games (or any custom race).&lt;br /&gt;&lt;br /&gt;Seriously. I&amp;#39;ve had fantastic, challenging games of Master of Orion (despite the craptastic AI, which of course isn&amp;#39;t any better in MOO II) with every single race. The unique racial abilities are a perfect balance of being nice, noticeable bonuses (unlike Civ IV&amp;#39;s often-invisible traits, for example) without breaking the game through the kind of obscene, obvious imbalances in MOO II.&lt;br /&gt;&lt;br /&gt;If you&amp;#39;re not into picking overpowered abilities, just equip your ships with multi-warhead missiles. Or auto-firing phasors. Or inertial stabilizers and decent engines. I can think of a half-dozen near-invincible ship designs off the top of my head, and MOO II is a game from 1996.&lt;br /&gt;&lt;br /&gt;Unlike the sequel, you almost never get stuck hammering the end turn button. It&amp;#39;s often the most effective play to turtle up and build colony improvement after colony improvement in MOO II, since they have such a massive feedback loop in goosing your planets&amp;#39; output. Stopping expansion (and later, invasions) in Master of Orion is a quick way to lose, which means that every session is a mad scramble to colonize more planets, protect what you have, and blow up the other empires before they can do unto you.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m sure I&amp;#39;ve missed a few reasons why Master of Orion is better than other games, and why newer games fail to match the brilliance of Steve Barcia&amp;#39;s peerless classic. Let me know in the comments!&lt;br /&gt;&lt;br /&gt;Or bring some weak arguments as to why some other game might approach Master of Orion in overall genius, so we can all have a good laugh.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1533546" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/PC/default.aspx">PC</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/4x/default.aspx">4x</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/strategy/default.aspx">strategy</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/best+ever/default.aspx">best ever</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/shogun+2/default.aspx">shogun 2</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/total+war/default.aspx">total war</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/total+war+shogun+2/default.aspx">total war shogun 2</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/master+of+orion+2/default.aspx">master of orion 2</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/civilization+iv/default.aspx">civilization iv</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/master+of+orion/default.aspx">master of orion</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/pc+games/default.aspx">pc games</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/civilization/default.aspx">civilization</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/tongue+in+cheek/default.aspx">tongue in cheek</category></item><item><title>I Think I Broke Final Fantasy Tactics</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/12/26/i-think-i-broke-final-fantasy-tactics.aspx</link><pubDate>Mon, 26 Dec 2011 15:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1533570</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>22</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=1533570</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/12/26/i-think-i-broke-final-fantasy-tactics.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/fftactics/battle.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;It&amp;#39;s far from the first, and probably not the most purely effective Final Fantasy Tactics party setup ever. But my crew of Blade Grasping atheists is pretty close to invincible.&lt;br /&gt;&lt;br /&gt;So I&amp;#39;ve been replaying Final Fantasy Tactics. Again. What, it&amp;#39;s not like I have a problem. I can stop any time I want. Anyway, I&amp;#39;m at the point with this game that I&amp;#39;m running out of gimmick parties to see how they work. My latest experiment is the best one yet.&lt;br /&gt;&lt;br /&gt;Everything about this strategy comes down to FFT characters&amp;#39; Bravery and Faith scores. You see, with a little bit of grinding, you can set your party&amp;#39;s Bravery and Faith to whatever you like courtesy of Ramza and Orator skills. The Samurai&amp;#39;s Blade Grasp reaction ability (Shirahadori in the PSP remake, but I prefer the goofy original ability name translations) sets your physical evasion for both ranged and melee attacks at your Bravery score. Hello, permanent 97 percent evasion!&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/fftactics/dialogue.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Faith, on the other hand, affects how effective your spellcasting is as well as how susceptible you are to enemy magic and status effects. The bad news: low-Faith heroes are utterly worthless spellcasters. The good news is that Faith does not have any impact on how effective you are at a) punching dudes in the face, b) stealing and/or breaking all of their equipment, or c) distributing potions and other recovery items to your allies. Crank that Faith score down to its permanent minimum of two (out of 100), and the nastiest Firaga is a light tickle that immediately precedes your dual-wielding death machine gutting everything.&lt;br /&gt;&lt;br /&gt;So, you&amp;#39;re 97 percent immune to physical attacks and roughly 98 percent immune to magical attacks. Most encounters are complete walkovers at this point; large portions of the enemy&amp;#39;s army will be incapable of doing anything to you. The world is largely your plaything at this point...but you&amp;#39;re not bulletproof.*&lt;br /&gt;&lt;br /&gt;&lt;i&gt;* Actually you are, because Blade Grasp blocks bullets, but bear with me here.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/fftactics/story.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The few things that can hurt you are mostly monster abilities &amp;ndash; typically magic-type attacks that don&amp;#39;t check the target&amp;#39;s Faith in their damage calculation. Skeleton &amp;quot;Soul&amp;quot; attacks, for example, can still hit you and do reasonable damage. Red and black chocobos can get their specials past your defenses. Malboros can wreck you with their Bad Breath. Many Zodiac boss abilities still connect.&lt;br /&gt;&lt;br /&gt;Fortunately, there are only a handful of fights in the game that have a threatening number of enemies who use that small subcategory of attacks. And that&amp;#39;s what giving a few of your party members Item and Throw Item is for anyway.&lt;br /&gt;&lt;br /&gt;Go now, and laugh your way to the conclusion of the War of the Lions. Zodiac, schmodiac &amp;ndash; no army in Ivalice will be able to come close to standing up to your forces.&lt;br /&gt;&lt;br /&gt;Have any of your own silly FF Tactics party configurations (besides Calculators, we all know about those already)? I&amp;#39;d love to hear about them in the comments.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1533570" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/Final+Fantasy/default.aspx">Final Fantasy</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/strategy/default.aspx">strategy</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/tactics/default.aspx">tactics</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/final+fantasy+tactics/default.aspx">final fantasy tactics</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/game+breaking/default.aspx">game breaking</category></item><item><title>Free Game Of The Moment: Missilebreak Outvaders</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/11/02/free-game-of-the-moment-missilebreak-outvaders.aspx</link><pubDate>Wed, 02 Nov 2011 22:09:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1393500</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>13</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=1393500</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/11/02/free-game-of-the-moment-missilebreak-outvaders.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/missilebreak/missilebreak610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;How many homages to classic Atari games can you fit in a single Flash game and still have it be awesome? I believe Missilebreak Outvaders is the current record holder at three.&lt;br /&gt;&lt;br /&gt;&lt;a target="_blank" href="http://www.kongregate.com/games/jonathansfox/missilebreak-outvaders?acomplete=missilebreak"&gt;Missilebreak Outvaders&lt;/a&gt; is Missile Command, and Breakout, and Space Invaders &amp;ndash; all at the same time. The pixellated invaders are slowly dropping down the screen, firing missiles at the five cities that line the bottom of the screen. With your paddle, you have to deflect the missiles back at the aliens &amp;ndash; but they keep bouncing basically forever, so the situation quickly gets out of hand.&lt;br /&gt;&lt;br /&gt;Once you deflect a missile with the paddle, it turns from red to blue. It&amp;#39;ll still blow up a city if it hits it, but a left-click of the mouse detonates all blue missiles on the screen. Resetting the madness every so often is a necessity, but it helps to keep things running as long as possible to clear the board of aliens more quickly.&lt;br /&gt;&lt;br /&gt;In practice, this mostly plays like a super-gonzo-multi-ball Breakout with moving blocks. I found myself usually playing with one or two cities left un-nuked, since defending more than that quickly becomes untenable. Even with only a few points to defend, though, Missilebreak Outvaders requires a deft touch to survive more than a few waves.&lt;/p&gt;
&lt;p&gt;The Atari-style presentation is amazing, and the music is a grand modern love letter to &amp;#39;70s chiptunes. For the price, you can&amp;#39;t beat what Missilebreak Outvaders has on offer.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;[Disclaimer: Kongregate is owned by Game Informer&amp;#39;s parent company, GameStop. If you have a problem with that, I&amp;#39;m sure you can find a different Flash portal to play Missilebreak Outvaders on.]&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1393500" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/missilebreak+outvaders/default.aspx">missilebreak outvaders</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/flash+games/default.aspx">flash games</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/free+games/default.aspx">free games</category></item><item><title>I Met Joe Mauer Today</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/04/09/i-met-joe-mauer-today.aspx</link><pubDate>Sat, 09 Apr 2011 21:06:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:844563</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>10</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=844563</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/04/09/i-met-joe-mauer-today.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blogs/adam/mauer/ps3top610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;However brief it may have been, it was cool to see one of my idols in person. Even though he was being pushed through literal buckets of stuff to autograph on his way to do a promotional appearance at the Mall of America to launch his new Joe Mauer-branded Nike shoe on a game day, Mauer was the most polite celebrity I&amp;#39;ve had the pleasure to meet.&lt;br /&gt;&lt;br /&gt;As much time as I spend interviewing people with cool jobs and great personal wealth, Mauer is a celebrity on a different level. Even for a simple promo spot like this, he&amp;#39;s got various PR and marketing representatives -- people from Sony, Nike, Mall of America, his own endorsement rep -- surrounding him at all times, making sure simultaneously that he is happy and taken care of as well as ensuring that they get their own slice of his time and attention.&lt;br /&gt;&lt;br /&gt;Six takes on a line to be later spliced into a Kevin Butler commercial. Pose with a plaque bearing his shoe. Run through the script and marketing bullet points about the virtues of his shoe, then record several shots at explaining why it&amp;#39;s so great. Wish happy birthday to the Mall of America for a video promo on Facebook. Sign video games. Sign baseballs. Smile and shake hands with everyone in the room. Reassure event planners that he truthfully does not care if he wears the white hoodie he came in with or one of several sizes of red Nike sport jacket laid out on a conference table.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blogs/adam/mauer/mauershoe.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;This all takes place in fifteen minutes in the green room. After a firm handshake that engulfs my reasonably sized hands (I&amp;#39;m over six feet, not a small guy, and he dwarfs me in every dimension) in Mauer&amp;#39;s enormous mitts, I&amp;#39;m trying to be unobtrusive standing in the corner while Mauer takes care of his business. I have no idea when I&amp;#39;m going to get a chance to ask Mauer questions (the pitch that got me to drag myself out to &lt;span style="text-decoration:line-through;"&gt;my personal hell&lt;/span&gt; the Mall of America in the first place), but it&amp;#39;s all good. This is probably the best baseball player to play for my favorite team in my lifetime, and I&amp;#39;m not ten feet from the guy.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m amazed watching Mauer handle all of this with grace, dispensing genuine smiles to everyone he meets. I&amp;#39;m sure he&amp;#39;s been through similar situations dozens of times through his lauded baseball career, but he honestly seems like more of a down-to-earth regular guy than half the level designers I meet. Being around him, you get the sense that he&amp;#39;s just happy to be who he is and lead the life he does. He&amp;#39;s certainly got enough reason to, but fame and fortune don&amp;#39;t always breed the humble type.&lt;br /&gt;&lt;br /&gt;All video recorded, wearing his new shoes and still rocking the white hoodie and a pair of blue jeans, Mauer is ready to head up to the event itself. We jump on a cart that navigates through the extensive tunnel network from the VIP entrance and green rooms we were just in to a freight elevator that takes us up to the Nike store. My chance to ask Mauer questions finally arrives, and I get two minutes to pick his brain about Sony&amp;#39;s baseball game as the electric cart hums along its way.&lt;br /&gt;&lt;br /&gt;Gabe Newell could give you a month&amp;#39;s worth of thoughts to chew on in two minutes. Joe Mauer, not so much. I get a few marketing bullet points rearranged nicely into sound bite form (MLB The Show developer Sony San Diego is attentive to detail? Really? Do tell!) and a chuckling admission that he doesn&amp;#39;t like to &amp;quot;lift weights and all that, but I kind of have to for my job.&amp;quot; I&amp;#39;d be very surprised if Mauer even knows what Game Informer is, but he smiles, laughs, and gives every appearance of being perfectly happy to answer inane questions about a video game.&lt;br /&gt;&lt;br /&gt;And then it&amp;#39;s over. I get the Sony rep to snap a photo of Mauer and myself that throws into stark contrast the fact that he&amp;#39;s a handsome star athlete and I&amp;#39;m...not (check out next month&amp;#39;s GI Spy section in the magazine to see just how dumpy I look compared to a $23 million dollar professional baseball player). We head up to the Nike store, where it seems that every employee who could make an excuse to do so is hanging out in the back to lend their hands to the round of applause that greets Mauer as he enters the back room. &lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blogs/adam/mauer/maueronstage610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;Again, Mauer smiles like he just got to a surprise party with his best friends, shakes hands with everyone, and lets himself be guided from station to station as the various marketing/PR types go over their endorsement needs at the soon-to-begin event. Asked whether or not he is any good at the Home Run Derby mode he&amp;#39;s about to play high school kids at onstage, he chuckles and says, &amp;quot;We&amp;#39;ll find out.&amp;quot; Mauer relays stories about how amusing the actor who plays Kevin Butler in the Sony commercials is in real life, and reveals that many of the funnier bits from that ongoing marketing campaign were ad-libbed by Butler on set.&lt;br /&gt;&lt;br /&gt;Twins announcer John Gordon&amp;#39;s amplified voice comes through the walls as he pumps the assembled high school baseball and softball teams up to lay eyes on their hometown hero. Mauer glides through the door, waits for his cue, and treats the gleeful fans to that same smile as he parts the curtain and walks onstage. I snap a few photos myself and make myself scarce; my brush with fame is over.&lt;br /&gt;&lt;br /&gt;The whole morning is entirely useless from an informational perspective, not that I expected to glean any grand video game insights from Mauer. The shoe is...not something I would wear (seriously, a Playstation logo on the tongue of an athletic training shoe?). The custom PS3 setup Sony presented Mauer with (see photo below) is freakin&amp;#39; sweet. It would look fantastically stupid with my chrome-and-glass entertainment stand, but I probably wouldn&amp;#39;t turn it down.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blogs/adam/mauer/ps3open610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;Yeah, I didn&amp;#39;t love setting an early alarm on a Friday night. There was a little less pain involved than in climbing into an early-morning flight from Cologne, Germany with Gas Powered Games&amp;#39; Chris Taylor as we both attempted with mixed results to recover from the festivities that bookended the exhausting week-long GamesCom trade show, though.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=844563" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/joe+mauer/default.aspx">joe mauer</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/shoe/default.aspx">shoe</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/celebrity/default.aspx">celebrity</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/ps3/default.aspx">ps3</category></item><item><title>One Way To Lose At Total War: Shogun 2</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/03/16/one-way-to-lose-at-total-war-shogun-2.aspx</link><pubDate>Wed, 16 Mar 2011 19:13:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:805688</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>17</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=805688</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/03/16/one-way-to-lose-at-total-war-shogun-2.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sega/shogun2/shogun2top.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Playing the heck out of Total War: Shogun 2 for the review didn&amp;#39;t prepare me for the Tokugawa clan&amp;#39;s unusual starting conditions. What follows is an excerpt of the shortest Total War campaign I&amp;#39;ve ever played.&lt;/p&gt;
&lt;p&gt;Tokugawa starts as a vassal of the Imagawa to the east (i.e. they get &lt;i&gt;half of your income&lt;/i&gt; and military access) and at war with Oda. Okay, fine, crushed the Oda army that starts next my capital, no problem. Parked my army just inside my border to get some replenishment with a plan to march on the Oda capital next season. Forged trade agreements with Saito and Kiyo to the north, leaving me with just the Oda to stomp on quick and then a reckoning with my Imagawa &amp;quot;masters.&amp;quot;&lt;br /&gt;&lt;br /&gt;So Oda moves in his main force to take my vacant capital. He can&amp;#39;t get there in a single season, of course, and my force controls the road so he ends up trying to take a silly detour through the woods. No big, I&amp;#39;ll rout him in the field then storm his castle. Except that the Saito clan apparently had a stack waiting to lay siege to the Oda capital themselves, and wipe out the clan by doing just that.&lt;br /&gt;&lt;br /&gt;Well, hell. So I&amp;#39;ve got my army sitting on my western border with nobody to fight, the Imagawa to the east and their Takeda and Hojo allies north of that. Eh, screw it, the day of Tokugawa destiny will just come a bit sooner than planned. So I declare war on the Imagawa (which is the only way to break your vassalage). My daimyo takes an honor hit for that, which sucks, but is necessary. He&amp;#39;s not likely to become Shogun as a vassal to the Imagawa anyway.&lt;br /&gt;&lt;br /&gt;The problem is that the dishonour of breaking my treaty with the Imagawa plus the additional &amp;quot;broken treaties&amp;quot; diplo penalty puts me all the way down to &amp;quot;indifferent&amp;quot; with Kiyo and Saito. Even if you&amp;#39;re trading with them, clans who are indifferent toward you don&amp;#39;t have a big problem declaring war if they see weakness.&lt;br /&gt;&lt;br /&gt;Of course, my western border was rather weak indeed because the Imagawa required all of my attention. I win a series of battles and take two Imagawa provinces,* slaughtering a couple thousand of their troops, hooray! My daimyo is a three-star general, my secondary general is rallying the reinforcements from the homeland, and I&amp;#39;m ready to make the final push to the Imagawa capital.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;* Taking a second-level castle (fortress, I believe, is the game term) with nothing but ashigaru sucks. I lost over half my army in my Pyrrhic victory over the defenders of the second Imagawa province I took.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;So, you know how Saito was indifferent? Yeah, about that. I&amp;#39;m not sure how much the AI is cheating with the fog of war, but simply knowing that I was embroiled in a serious war with Imagawa/Takeda/Hojo in the east would be reason enough for me to declare if I were in their position. So they did, capturing my home province with ease.&lt;br /&gt;&lt;br /&gt;Meanwhile, Takeda has finally managed to navigate a large army through the woods separating his lands from the conquered Imagawa holdings I&amp;#39;m sitting on. My daimyo and his proud but tattered army are holed up in the fortress they so dearly captured, while my Commissioner for Warfare and his fresh recruits are on the other side of a Takeda army that is larger than my entire military combined. The Imagawa will be a long time regrouping after the ass-kicking they suffered at my hands, but that&amp;#39;s small comfort in the face of a thousand armed Takeda poised to rip the heart out of my domain.&lt;br /&gt;&lt;br /&gt;The foretold day of Tokugawa destiny may be rather farther off than I&amp;#39;d hoped. I&amp;#39;ll be surprised if I survive the coming year. I have no force available to oppose the Saito rolling up my western provinces, and Takeda has no enemies to distract him from crushing my army &amp;ndash; if not with the men that are already marching on my daimyo, then with their reinforcements. I have little capacity to reinforce my weakened armies, and too many fronts to fight on. I fear that this is the end of the line for the proud Tokugawa clan.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;I love that I&amp;#39;m still learning new things after a few hundred hours with Shogun 2.&lt;br /&gt;&lt;br /&gt;1) Having a weak diplomatic position sucks.&lt;br /&gt;&lt;br /&gt;2) Not having any allies really sucks.&lt;br /&gt;&lt;br /&gt;3) Following 1) and 2), Honour is super crazy important.&lt;br /&gt;&lt;br /&gt;3) While I can generally outmaneuver the tactical AI on hard, it&amp;#39;s hardly a cakewalk.&lt;br /&gt;&lt;br /&gt;4) The Tokugawa start with a market in their home province instead of a dojo of any kind. Not being able to recruit samurai off the bat is a killer.&lt;br /&gt;&lt;br /&gt;5) One neat thing about Tokugawa is that they start with a metsuke. The less neat thing is that metsuke are pretty *** worthless early on in the game. Having a de facto invulnerable scout is nice, though.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=805688" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/shogun+2/default.aspx">shogun 2</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/steam/default.aspx">steam</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/total+war/default.aspx">total war</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/sega/default.aspx">sega</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/pwnd/default.aspx">pwnd</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/the+creative+assembly/default.aspx">the creative assembly</category></item><item><title>Baldur's Gate II: Best RPG Ever</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/01/01/baldur-s-gate-ii-best-rpg-ever.aspx</link><pubDate>Sat, 01 Jan 2011 22:01:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:646326</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>80</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=646326</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2011/01/01/baldur-s-gate-ii-best-rpg-ever.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/classicgi/baldursgate2/bg2_docks610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;Would I lie to you? BioWare&amp;#39;s 2000 magnum opus is still the best RPG of all time. I&amp;#39;ll prove it. With science.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;BG2 vs. Oblivion&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It says something terrible that no matter how poorly Advanced Dungeons &amp;amp; Dragons was balanced (and the ruleset used in BG2 is hilariously imbalanced, with the inclusion of silly rules like monks and class kits), it pales in comparison to the mess that is Oblivion&amp;#39;s system. In BG2 you have the freedom to create massively awesome parties by including whatever mix of the brilliantly written NPCs you wanted. Some combinations are better than others, and certain main character builds are borderline ridiculous (oh hi there, dual-class fighter-mage katana grandmaster!), but it&amp;#39;s nigh impossible to gimp your group into unplayability if you pay any attention at all.&lt;br /&gt;&lt;br /&gt;Meanwhile, in Oblivion, several advancement paths effectively send you backwards. Not leveling any Endurance-related skills? Have fun with the durability of a newborn kitten wrapped in wet paper towels! Picked Mercantile or Speechcraft as a major? Try not to talk to anyone, because while you get marginally better at a sub-game that nobody cares about, the monsters are out there pumping iron and finding better equipment to eviscerate you with. On the flip side, Oblivion is stupidly easy to break to the point where you&amp;#39;re de facto invincible. Try stupid crap like that against a BG2 lich and see how far it gets you.&lt;br /&gt;&lt;br /&gt;Furthermore, there are more than five faces on characters in BG2. And the women don&amp;#39;t look like ugly men. And the dungeons are actually fun and full of neat side paths and alternate solutions, not filled with boring random monsters. But you get the point.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/classicgi/baldursgate2/bg2_box.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;BG2 vs. Mass Effect&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Well, for one thing, BG2 is an RPG with progression and equipment that actually matter and aren&amp;#39;t vague nods to those games we used to play in ages past. For another, BG2 has fun, lighthearted bits in it and doesn&amp;#39;t rely solely on testosterone-fueled WE HAVE TO SAVE THE GALAXY RIGHT NOW EVERYTHING IS DOOMED BUT SHEPARD IS THE UBERMENSCH HOORAY FASCISM. I dare you to find anything in Mass Effect or the sequel that&amp;#39;s as flat-out amusing as Edwin&amp;#39;s poorly researched work on the Nether Scroll (spoilers: He turns himself into a girl and is simultaneously upset and intrigued at his new&amp;hellip;attributes). And while I lament the fact that you never get a chance to strap Jan and his unbearable turnip blather to a nuclear bomb, you do at least get to rat him out to the cops and go taunt him in his jail cell.&lt;br /&gt;&lt;br /&gt;Do I even need to bring up combat? Because there&amp;#39;s more to BG2 than &amp;quot;point gun, pull trigger.&amp;quot; So that&amp;#39;s a plus. You can summon up meat shields to tie up the enemy melee while harassing their spellcasters with ranged attacks. You can stealth up, backstab a dude, and lure his friends into a trap-filled ambush. You can drop entangling webs to block off an enemy group&amp;#39;s attack vector while engaging another party. Your creativity is the primary limiting factor in how battles play out.&lt;br /&gt;&lt;br /&gt;As for Mass Effect, I&amp;#39;m not saying that there&amp;#39;s more tactical thinking in Call of Duty single-player&amp;hellip;no wait, that&amp;#39;s exactly what I&amp;#39;m saying.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/adamblog/bg2/dragon002.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;BG2 vs. Final Fantasy X&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Let&amp;#39;s start with the fact that BG2&amp;#39;s ensemble of characters doesn&amp;#39;t consist of King *** and the cast of &lt;i&gt;Dawson&amp;#39;s Creek&lt;/i&gt;. Nobody wants to listen to your problems, Tidus, because they are boring and you are stupid. And we definitely don&amp;#39;t want to listen to that godawful fake laugh for fifteen minutes or however long that cutscene goes. Also, Rikku is like sixteen so stop trying to sell her as a sex symbol, ya pervs. BG2 challenges you to help a friend through the emotional fallout of having her husband murdered, explain racism and tolerance to a renegade dark elf, and choose between upholding the duly written law of the land or assisting a good-hearted man caught in the gears of the system. One of these things is obviously better than the other.&lt;br /&gt;&lt;br /&gt;But seriously, now. One game has you play the half-divine child of the God of Murder who is trying to prevent a power-hungry mage from ripping the divine essence out of mortals and corrupting it for his own ends. The other dresses up teenage daddy issues in asymmetrical clothing. One doesn&amp;#39;t screw around with deadly enemies &amp;ndash; powerful mages are quite happy to drop a &lt;i&gt;meteor swarm&lt;/i&gt; on your whole group, &lt;i&gt;disintegrate&lt;/i&gt; your best friend, and &lt;i&gt;gate&lt;/i&gt; in a balor during the time stop they cast on the first round of combat. The other has a final boss that you literally cannot die to.&lt;br /&gt;&lt;br /&gt;Also: Wakka.&lt;br /&gt;&lt;br /&gt;Any other RPGs you want to front about being better than Baldur&amp;#39;s Gate II? Because I&amp;#39;ll demolish those weak arguments just as thoroughly.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=646326" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/bioware/default.aspx">bioware</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/best+ever/default.aspx">best ever</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/dungeons+_2600_amp_3B00_+dragons/default.aspx">dungeons &amp;amp; dragons</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/classic+gi/default.aspx">classic gi</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/mass+effect/default.aspx">mass effect</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/oblivion/default.aspx">oblivion</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/the+joe+mauer+of+rpgs/default.aspx">the joe mauer of rpgs</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/final+fantasy+x/default.aspx">final fantasy x</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/baldur_26002300_39_3B00_s+gate+ii/default.aspx">baldur&amp;#39;s gate ii</category></item><item><title>Journey Through Press Conferences With Me</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/08/17/journey-through-press-conferences-with-me.aspx</link><pubDate>Tue, 17 Aug 2010 21:22:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:460421</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>8</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=460421</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/08/17/journey-through-press-conferences-with-me.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/blogs/adam/wall610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;Have you ever wondered what attending a day of video game press conferences is like? Based on my email inbox, you probably have. Allow me to tell the story of my day today and just how very exciting the life of a game journalist can be.&lt;br /&gt;&lt;br /&gt;After a day full of travel &amp;ndash; ten hours in the air on a pair of airplanes and a ten-hour death march through Amsterdam that is a story for another time &amp;ndash; the GI crew got a well-deservved long sleep in our K&amp;ouml;ln hotel. This morning saw a much-needed shower (seriously, death march) and Ben, Bryan and myself abandon Jeff to his Microsoftian fate and fill our bellies with schnitzel. Feeling human again, we made our way to the Schanzenstrasse (literally &amp;ldquo;the entrenched street&amp;rdquo; or &amp;ldquo;redoubt street&amp;rdquo; &amp;ndash; will have to discover what the heck is up with that later) for the EA and Sony pre-GamesCom press events.&lt;br /&gt;&lt;br /&gt;The line for EA wasn&amp;rsquo;t that bad. Twenty minutes cursing the insane international data rates on our phones ($20/MB indeed) and trying not to choke on the dozens of cigarettes burning around us (I swear Euros smoke twice as much as Americans, and being around it is way less pleasant than it was when I was a smoker myself), and we were in. &lt;br /&gt;&lt;br /&gt;What followed was a ear-blastingly loud hour of EA hyping the next six months of its big-budget releases to us. Ever been to a punk rock concert? This was loud like that, except you have a seat (yay!) and a bunch of marketing spiels between bouts of onstage action (boo!). Compared to many of the dozens of press conferences I&amp;rsquo;ve attended, though, EA&amp;rsquo;s GamesCom event was a model of brevity. No graphs showing their market-leading blah blah blah, no poorly cloaked shots at the competition, no paper-thin attempts at being our friends. Just brief introductions to ten games that ranged from bleh (Harry Potter and the Deathly Hallows) to meh (Crysis 2 multiplayer) to freakin&amp;rsquo; sweet (Need for Speed: Hot Pursuit, Dead Space 2, &lt;span style="text-decoration:line-through;"&gt;Borderlands&lt;/span&gt; Bulletstorm).&lt;br /&gt;&lt;br /&gt;A few things stood out amid the damage to our cochlea. In no particular order:&lt;br /&gt;&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; The actors who play the Weasley twins came onstage to demo Deathly Hallows&amp;rsquo; Kinect capabilities for no good reason. There wasn&amp;rsquo;t even any amusing banter. They just came on, waggled on stage left for ten minutes while the game was broadcast on the big screen, then left. Presumably picking up their check and bailing out as soon as possible.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; BioWare&amp;rsquo;s Dr. Ray Muzyka got excited whispers as he was announced, and big cheers as he stepped onstage to say that The Old Republic is awesome but not show it.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; Dead Space 2 got huge cheers from the largely European audience. Also, the spacewalk in the demo was stunning.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; Need for Speed didn&amp;rsquo;t get huge cheers when it was announced, but it sure did after the demo concluded. This is what Need for Speed should be. I can&amp;rsquo;t wait for it.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; The Medal of Honor producer&amp;rsquo;s impressive, bushy beard elicited a hearty chuckle from the audience.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; The melodramatic announcement of soccer star David Beckham&amp;rsquo;s involvement with EA Sports Active 2 was greeted with&amp;hellip;crickets? Truly, the U.S. is where soccer careers go to die.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; Bulletstorm producer Tanya Jessen and director Adrian Chmielarz got huge cheers. Tell you what, Europe: You keep demonstrating such discerning taste in games, and I&amp;rsquo;ll stop making fun of your pants.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; I promise I paid full attention to Peter Moore drone on about motion sensing, not the pretty girl doing aerobics behind him on stage right.&lt;br /&gt;&amp;bull;&amp;nbsp;&amp;nbsp;&amp;nbsp; How much does Microsoft pay for every time someone says &amp;ldquo;The magic of Kinect&amp;rdquo; at one of these things? At $10,000 a pop, EA just made twenty grand.&lt;br /&gt;&lt;br /&gt;That was about it for EA, excepting some Eurocentric stuff I don&amp;rsquo;t care about like FIFA 11 (seriously, do they even sell that in the U.S.?). With Sony&amp;rsquo;s event literally across the street, this should be an easy day.&lt;br /&gt;&lt;br /&gt;[&lt;i&gt;Next up: The Sony conference &amp;ndash; but first, an hour and a half in a parking lot!&lt;/i&gt;]&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=460421" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/sony/default.aspx">sony</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/electronics+arts/default.aspx">electronics arts</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/gamescom+2010/default.aspx">gamescom 2010</category></item><item><title>The B-List: Notes From Nintendo</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/06/15/the-b-list-notes-from-nintendo.aspx</link><pubDate>Tue, 15 Jun 2010 17:57:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:374751</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>15</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=374751</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/06/15/the-b-list-notes-from-nintendo.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/e32010/nintendo/nin-1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;You already know about the high-octane announcements that came out of Nintendo&amp;#39;s press conference. Out of my twelve pages of notes, however, a few things stand out that you might have missed. I apologize for the punny title (it&amp;rsquo;s my last name, get it?), but everyone needs a schtick, right?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I had to watch Miyamoto to understand the Zelda demo.&lt;/b&gt; You always look at the screen during game presentations &amp;ndash; watching some dude man a gamepad conveys no useful information. During the Legend of Zelda: Skyward Sword demo, I found myself having to force my attention to Miyamoto&amp;rsquo;s gestures to understand why I should care about what I was seeing. This seems like a small thing, but I&amp;rsquo;ve never had to do that before in the thousands of game demos I&amp;rsquo;ve seen in my career. Hopefully Nintendo&amp;rsquo;s excuse about wireless interference is legit and the control isn&amp;rsquo;t as awkward as it looked at times.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The enemies&amp;rsquo; screams when whipped are hilarious.&lt;/b&gt; I couldn&amp;rsquo;t suppress my giggles at the squeals coming from Link&amp;rsquo;s enemies as Miyamoto whipped them in the face. The best part is that you can&amp;rsquo;t kill anything bigger than bats with the whip itself, so you&amp;rsquo;re free to continue the torment as long as it maintains your interest. Yeah, it&amp;rsquo;s sadistic, but don&amp;rsquo;t tell me you never ran over a pedestrian in GTA just for the hell of it.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The scorpion boss Link faces uses the same blocking&amp;nbsp; mechanic as the plants.&lt;/b&gt; Nintendo didn&amp;rsquo;t show off live gameplay of this, but the trailer reel that played after Miyamoto&amp;rsquo;s demo clearly showed the scorpion boss using the same vertical/horizontal blocking method that the plants used to protect the weak spots inside its pincers. Between the scorpion, the dudes with swords, and the plants, that&amp;rsquo;s three enemies already shown that use the same mechanic&amp;hellip;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/e32010/nintendo/nin-7.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Mario Party Mix includes nationball.&lt;/b&gt; You probably called it something different when you were a kid, but this game was easily my playground favorite. You put teams on either end of a tennis court, basketball court, or similarly shaped playing field. Then you try to peg each other with playground balls &amp;ndash; but if your throw gets caught, you&amp;rsquo;re out instead. Unless I miss my guess, that&amp;rsquo;s exactly what the mystery game in Mario Party Mix is. I couldn&amp;rsquo;t be more excited unless it was pinguard.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/e32010/nintendo/nin-18.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mickey&amp;rsquo;s ink effects looks awesome.&lt;/b&gt; The Epic Mickey demo was impressive overall, but this one little detail stood out. As Mickey moves, little streamers of ink fly off of him just like in the art from the GI cover last year. It&amp;rsquo;s an incredible effect that does a great job of selling a sense of motion and contributes a lot to the overall tangible paint aesthetic. Between the cool demo and Warren Spector&amp;rsquo;s obvious affection for the source material, I&amp;rsquo;m sold on Epic Mickey.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/e32010/nintendo/nin-26.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I&amp;rsquo;m not interested in &amp;ldquo;taking Metroid down new emotional corridors.&amp;rdquo;&lt;/b&gt; The Metroid: Other M trailer focused on Samus&amp;rsquo;s face under her helmet several times, clearly trying to sell the story via her expressions. Then Reggie talked about how Team Ninja is focusing on storytelling, yadda yadda. I&amp;rsquo;m not feeling it. The beauty of Metroid &amp;ndash; and I&amp;rsquo;m a huge fan; Metroid Prime is my favorite title of the last console generation bar none &amp;ndash; is in the way it sells a story with a minimalist musical score and a sense of desolation and desperation imparted by the visuals. If you have to resort to telling the story via a bunch of explicit cutscenes and dialogue, you&amp;rsquo;re doing it wrong (in Metroid, anyway). Reggie paid lip service to the franchise&amp;rsquo;s traditions, but I&amp;rsquo;m not buying it yet. Hopefully the final game proves me wrong.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Donkey Kong Country Returns makes awesome use of its backgrounds.&lt;/b&gt; I love me some DKC, and I can&amp;rsquo;t wait to play it (holiday 2010 release, yay!). The thing that struck me the most about the brief trailer at Nintendo&amp;rsquo;s press conference was its excellent use of its environments to create gameplay. A giant octopus smashing out platforms with its tentacles&amp;nbsp; and a pirate ship firing cannonballs both appeared, and one sequence showed DK and Diddy being fired onto another 2D plane from a barrel. I have nothing else to say about this but &lt;i&gt;hell yes.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/e32010/nintendo/nin-39.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Kid Icarus Uprising moves really fast.&lt;/b&gt; While everyone else was nerding out over Nintendo resurrecting yet another dead C-list franchise, I was marveling at how fast the game moves. Starting with Halo, unusual control schemes and new technologies have slowed down the action to accommodate the imprecision inherent in changing gameplay paradigms. Kid Icarus moves more like Ninja Gaiden than Zelda. I&amp;rsquo;m surprised and impressed that Nintendo seems to be aiming at core gamers with its big first-party 3DS launch title.&lt;/p&gt;
&lt;p&gt;Come back later for more observations from E3 and beyond that you wouldn&amp;#39;t find on anyone&amp;#39;s news feed, and try to enjoy all the crazy news coming out of LA this week as much as we are!&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=374751" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/e32010/default.aspx">e32010</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/e3nintendo2010/default.aspx">e3nintendo2010</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/b_2D00_list/default.aspx">b-list</category></item><item><title>What Microsoft Didn't Do Wrong</title><link>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/06/14/what-microsoft-didn-t-do-wrong.aspx</link><pubDate>Mon, 14 Jun 2010 23:33:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:372867</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>24</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giadam_blog/rsscomments.aspx?WeblogPostID=372867</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/2010/06/14/what-microsoft-didn-t-do-wrong.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/kinect/yourshape/YourShape.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m &lt;a target="_blank" href="http://www.youtube.com/watch?v=PNdKlR-T0C4"&gt;all out of hate&lt;/a&gt;. Maybe Microsoft&amp;rsquo;s strategy was to get the Kinect launch&amp;rsquo;s vast stupidity out of the way at the Cirque du Soleil show so that I could roll my eyes and move on. That&amp;rsquo;s not to say that there weren&amp;rsquo;t some cringe-worthy moments &amp;ndash; the awkwardly forced stage banter between Kinect engineer &amp;ldquo;lollip0p&amp;rdquo; (ugh) and her twin sister via Kinect&amp;rsquo;s video chat was nearly as wooden as the infamous Jeff Bell/Reggie Bush fiasco from years past. Still, I was impressed by a few things that I didn&amp;rsquo;t see coming at all.&lt;br /&gt;&lt;br /&gt;I could spend my time spewing vitriol all over the many terrible moments at the press conference, but I think I got most of that out of the way last night. Let&amp;rsquo;s talk about what didn&amp;rsquo;t suck instead.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;ESPN on 360.&lt;/b&gt; The little bits of interactivity, like choosing your side in an ongoing game and voting in SportsCenter polls during play, display all the technical prowess of trivia challenges at Buffalo Wild Wings. On the other hand, I will totally use the hell out of them. Sports fandom is best enjoyed in a social context. Anything that brings the home viewing experience closer to being in a crowded bar at playoff time is awesome. Live HD streams from ESPN&amp;rsquo;s impressive coverage of the wide world of sports at no extra cost is a great selling point. I&amp;rsquo;ll be dumbfounded if you can get much on your local team via the service &amp;ndash; blackout restrictions are a big deal in sports, and the lucrative TV contracts the major leagues are signatory to typically prevent any online streaming that the TV networks (rightfully) think might interfere with their product. Even so, I&amp;rsquo;d love to have been able to watch Strasburg&amp;rsquo;s masterful 14-strikeout debut and interact with other baseball nerds from my couch, even in the banal ways highlighted in the announcement. I wonder if we&amp;rsquo;ll get any ESPN original content, from SportsCenter to athlete features like the in-depth look at the greatest player of our lifetimes, Joe Mauer.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Your Shape Fitness Evolved.&lt;/b&gt; Cyberpunk godfather Philip K. Dick would be proud of the digital incarnation of the player that Your Shape Fitness Evolved puts onscreen. More importantly, this 1:1 representation of what the Kinect camera sees exists in the gameworld, so it would seem that you&amp;rsquo;ll have an easier time visualizing how to interact with the game. The announcement presentation showed players getting instant feedback on their technique in aerobic and yoga activities, which would be a great tool to get my doughy physique moving in the correct way. I realize that this is being marketed directly at women, but I&amp;rsquo;m secure enough to say that I could absolutely see myself using this if it means hiding my shame in my living room rather than putting it on display at the gym &amp;ndash; if it is founded on real training programs, anyway, which looks to be the case.&lt;/p&gt;
&lt;p&gt;Beyond those two surprisingly interesting announcements, Microsoft&amp;rsquo;s 2010 press conference did little to impress. Metal Gear Solid and Gears of War looked amazing, as expected. The rest of the Kinect stuff looked as lame in the light of day as it did last night. The new 360 hardware is cool, I guess, but in the absence of a price cut or an aggressively priced Kinect bundle, I don&amp;rsquo;t see it as a game-changer.&lt;br /&gt;&lt;br /&gt;If you&amp;rsquo;re coming to my blog for the hate, don&amp;rsquo;t worry &amp;ndash; I&amp;rsquo;m sure that my batteries will be recharged shortly. With the overwhelmingly negative response to Microsoft&amp;rsquo;s conference out there on the Net, though, I felt like these two announcements deserved a shout-out for not sucking.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=372867" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/e32010/default.aspx">e32010</category><category domain="http://www.gameinformer.com/blogs/editors/b/giadam_blog/archive/tags/e3ms2010/default.aspx">e3ms2010</category></item></channel></rss>