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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>GIAndy Blog</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/default.aspx</link><description>GIAndy Blog</description><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>LFTE: Free to Pay (March)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2013/03/04/lfte-free-to-pay-march.aspx</link><pubDate>Mon, 04 Mar 2013 19:44:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2630505</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>7</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=2630505</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2013/03/04/lfte-free-to-pay-march.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/cdprojekt/witcher3/cover-reveal18834/witcher3cover-front.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;m not exactly sure when the
phrase &amp;quot;free-to-play&amp;quot; became ingrained in our lexicon, but it&amp;#39;s a business
model that has its roots in the PC freeware business of the 1980s. Of course,
back then the ways to extract money from customers were far less developed.
What started as games supported by an advertising or demo model has moved into
the &amp;quot;freemium&amp;quot; generation, where in-game items or member services are the
primary source of income.&lt;/p&gt;
&lt;p&gt;I
am not here to say I hate free-to-play games, or capitalism for that matter. I
thoroughly enjoy playing free-to-play games, and who doesn&amp;#39;t like making money?
The business model does not define its entertainment value. Nor does paying for
the entertainment make it a rip-off. Games are expensive, and the hard-working
men and women of game development deserve compensation for their amazing
products.&lt;/p&gt;
&lt;p&gt;I
am, however, slowly but surely becoming annoyed at the straight-faced lies that
game publishers and developers deliver in the freemium space while they inform
me how lucky I am to be playing their product for &amp;quot;free.&amp;quot; &lt;/p&gt;
&lt;p&gt;I
have lost count of how often I have been told by developers and publishers that
people who spend money in a freemium game don&amp;#39;t get an advantage over people
who don&amp;#39;t pay. This is true in some cases, but I am seeing an alarming trend
where opening up the wallet not only leads to advantages in-game, but in
essence is making games more expensive than they would have been at that old
industry standard of 60 American dollars.&lt;/p&gt;
&lt;p&gt;Players
are able to unlock weapons faster in first-person shooters, ensuring that the
army with the biggest pocketbook has an advantage over pure skill. Leaderboards
will always be questioned on whether the player was good or just had the cash
to keep purchasing &amp;quot;gems&amp;quot; or whatever other made-up monetary device the game
employs. Or what about RPGs, where you can refill meters that let you kill
monsters that would normally be beyond your power, or level and gain attributes
at a faster pace?&lt;/p&gt;
&lt;p&gt;Do
you have to buy your way to victory? Certainly not, but these developers are
preying on our competitive instincts to line their pocketbooks. Is it a fair
exchange? It really depends on the game and how each person feels about parting
with their hard-earned dollars. It does concern me, however, that the hardcore
fans tend to be the ones covering the bill for those who are unwilling to pay.
The playing field -suffers when the rules can be bent for just a few dollars
more.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2630505" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/March/default.aspx">March</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/239/default.aspx">239</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/2013/default.aspx">2013</category></item><item><title>Do You Believe In The Phantom? Miller Does!</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/09/17/do-you-believe-in-the-phantom-miller-does.aspx</link><pubDate>Mon, 17 Sep 2012 18:48:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2218437</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>32</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=2218437</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/09/17/do-you-believe-in-the-phantom-miller-does.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/images/blogs/andy/phantom02_610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Every once in a while someone breaks out an old school t-shirt here at the office that cracks me up. Today, Miller is sporting the amazing fashions of Phantom - a home console that was doomed to fail from the onset. Soon after its debut in 2004 everyone in the world thought it was dead in the water, until they showed up at E3 and gave out these t-shirts. Because you know, nothing says your business plan is solid and going exactly as planned as these t-shirts.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I included an image of the system and a link to a YouTube video for those that want to learn more. Perhaps someday Miller will have a sweet Ouya shirt too.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/images/blogs/andy/phantom01_610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;i&gt;The image at the top is of the front of the shirt. Here is the back! Gorgeous I know.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/images/blogs/andy/phantom610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;i&gt;The system itself actually had clean lines, and its lapboard idea that enabled you use a mouse and keyboard from the couch was kind of ingenious.&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;YouTube Link: (Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2218437" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/T_2D00_shirt/default.aspx">T-shirt</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/Miller/default.aspx">Miller</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/Phantom/default.aspx">Phantom</category></item><item><title>LFTE: The Dramatic Death of Single-Player? (July)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/06/22/lfte-the-dramatic-death-of-single-player-july.aspx</link><pubDate>Fri, 22 Jun 2012 16:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2012344</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>37</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=2012344</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/06/22/lfte-the-dramatic-death-of-single-player-july.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/z95731/cvr-a-610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The announcement that &lt;a target="_blank" href="http://www.gameinformer.com/games/god_of_war_ascension/b/ps3/archive/2012/04/30/sony-unveils-god-of-war-ascensions-multiplayer.aspx"&gt;God of War: Ascension&lt;/a&gt; would add
multiplayer to the classically single-player
experience brought forth a number of conflicting feelings from gamers around
the globe, including myself.&lt;/p&gt;
&lt;p&gt;This is not the first time a franchise known for its
single-player experience has walked down the competitive multiplayer path.
Uncharted, Mass Effect, Dead Space, Assassin&amp;#39;s Creed, BioShock, Max Payne, and
even Grand Theft Auto have expanded past the boundaries
&amp;shy;of&amp;nbsp;&amp;shy;single-player.&lt;/p&gt;
&lt;p&gt;While some reacted positively to the news of God of
War&amp;#39;s new addition, many boiled with unbridled Internet rage.&lt;/p&gt;
&lt;p&gt;Some proclaimed they wouldn&amp;#39;t buy it, and others
complained that every game doesn&amp;#39;t need multiplayer, but reader Alex Hanavan
perfectly summarized the frustration longtime solo gamers face by asking,
&amp;quot;Is multiplayer mandatory now for every single new game?&amp;quot;&lt;/p&gt;
&lt;p&gt;Gamers are a smart and passionate group, so it is easy
to see why players are wary that the addition of multiplayer could lead to
lesser investments in the single-player experience. I, too, can&amp;#39;t get that
nagging thought out of &amp;shy;my&amp;nbsp;&amp;shy;brain.&lt;/p&gt;
&lt;p&gt;Of course, there is no proof that adding multiplayer to
a game reduces a developer&amp;#39;s investment in the single-player experience. Since
it is basically impossible for a developer to make both at the same time with
equal budgets and talent behind the titles, we will never really know the
answer to the question.&lt;/p&gt;
&lt;p&gt;Gamers in the single-player camp will always point to
the millions spent on multiplayer as a waste of money that could have made the
single-player experience better, while multiplayer fans will sometimes wonder
why there is a &amp;shy;single-player experience at all (see Battlefield&amp;nbsp;3).&lt;/p&gt;
&lt;p&gt;Neither group is right or wrong, but I know there will
always be a thought in the back of my head when a single-player game falls
short (or vice versa), that game developers are trying too hard to appease
everyone when focused effort on a single discipline would offer better results.
Some developers and publishers are capable of doing it all, as we have seen in
many blockbuster titles featuring amazing single- and multiplayer experiences.
But whenever someone falls short, gamers will be there to ridicule and cast
doubt.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2012344" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/July/default.aspx">July</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/231/default.aspx">231</category></item><item><title>LFTE: A Fair Exchange? (June 12)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/05/25/lfte-a-fair-exchange-june-12.aspx</link><pubDate>Fri, 25 May 2012 20:15:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1946109</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>14</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1946109</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/05/25/lfte-a-fair-exchange-june-12.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/bethesda/elderscrolls/online/cover-reveal/front.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;As discussed in our feature on game monetization [in issue 230], with the advent of freemium games 99-cent apps, and downloadable content
expansions, premium console games face one of their toughest challenges yet.
How do publishers convey value for a $60 game in a world where a larger
percentage of titles are free or available at a fraction of &amp;shy;the&amp;nbsp;&amp;shy;cost?&lt;/p&gt;
&lt;p&gt;I don&amp;#39;t just speak for myself when I say there is a
market of gamers who are willing to pay more for an experience that goes above
and beyond the call. The popularity of games like the multi-billion dollar Call
of Duty franchise proves that. Those same gamers also prefer experiences that
are devoid of invasive ads or built solely for the purpose of taking dollars
out of their pocketbook rather than delivering unadulterated entertainment to
fill their valuable free time. The real question is, will the traditional $40
to $60 price tag for console games still be acceptable as we enter the next
generation &amp;shy;of&amp;nbsp;&amp;shy;hardware?&lt;/p&gt;
&lt;p&gt;In my mind there is no simple answer, because every
entertainment medium&amp;nbsp;- be it movies, TV, or video games&amp;nbsp;- is an
exchange. I give them money, they keep me joyfully occupied for a period of
time, and when it is over I deem whether the exchange has value or is a
rip-off. This is not qualitative judgment of product in the classic game review
sense; this is a consumer interaction graded in the rawest of forms: Was the
fun worth it?&lt;/p&gt;
&lt;p&gt;With free games, it is easy to get to the tipping point
of making it a positive value for the customer, but I&amp;#39;ve still had free
experiences where I felt ripped off because my time is valuable. Bad games are
bad no matter what the cost. Great games make a player feel like every penny
spent was worth it, no matter &amp;shy;the&amp;nbsp;&amp;shy;cost.&lt;/p&gt;
&lt;p&gt;The solution sounds simple: Game publishers should
offer games at a value-appropriate price. Small, simple games (hell, even giant
MMOs) can be free. Small, simple games (hell, even giant MMOs) can be
expensive. Determining the value and formulating a strategy for selling and
marketing your game is a right every game publisher should have. Unfortunately,
on consoles they don&amp;#39;t have &amp;shy;that&amp;nbsp;&amp;shy;power.&lt;/p&gt;
&lt;p&gt;The platform holders&amp;nbsp;- in this case Microsoft,
Nintendo, and Sony&amp;nbsp;- charge publishers and developers a set fee for each
game and enforce pricing standards. In effect, they take the decision of
whether or not the game is a good value proposition away from the creators.
Want to make your game free-to-play on Xbox Live? Too bad. Thinking about
porting that App Store game you sell for 99 cents over to Vita at the same
price? Sorry, that needs to &amp;shy;be&amp;nbsp;&amp;shy;$12.99. &lt;/p&gt;
&lt;p&gt;Publishers and developers are not free to make these
decisions in the current console game environment, and if it doesn&amp;#39;t correct
itself other game platforms where the creators are empowered to define price
freely will win the battle&amp;nbsp;- not of price, but of value. Premium games
aren&amp;#39;t in danger of extinction, but archaic control over game pricing should
be.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1946109" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/June/default.aspx">June</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LTFE/default.aspx">LTFE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/230/default.aspx">230</category></item><item><title>LFTE: Gaming's Secret Weapon: Passion (May 12)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/05/25/lfte-gaming-39-s-secret-weapon-passion-may-12.aspx</link><pubDate>Fri, 25 May 2012 20:11:10 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1946129</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>11</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1946129</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/05/25/lfte-gaming-39-s-secret-weapon-passion-may-12.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/343industries/halo4/cov_229_front.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The last few months I have been lucky enough to spend
more time than an editor-in-chief like myself normally gets to spend listening
to and hanging around a number of independent game developers. It was glorious.&lt;/p&gt;
&lt;p&gt;In particular, I sat and played Spy Party with creator
Chris Hecker, who walked away from EA after working on Spore for six years to
create a game by himself (and a contracted artist). At its core, Spy Party is a
game of spy vs. sniper where one player takes on the role of a spy and tries to
complete objectives in a group of partying artificial intelligences, while the
other player is a sniper who must pick the spy out of the crowd and assassinate
him. You only get one shot, so you need to make it count.&lt;/p&gt;
&lt;p&gt;Hecker is committed to making it both easy to pick up
and play by someone with little game experience and as deep and complex as
Counter-Strike so that experienced players can compete at another level for
years to come. Players can use lots of small details and tricks on both sides
of the scenario to subtly trick the other player into tripping up.&lt;/p&gt;
&lt;p&gt;That goal, as you have already guessed, is not easy,
and he may never reach the gaming nirvana he chases. But the important lesson
here is the fact that he chases. Many accuse today&amp;#39;s established publishers of
not chasing the rabbit down the hole to find and foster true innovation.&lt;/p&gt;
&lt;p&gt;That statement is both true and false. Game innovation
does happen, but in a world where business rules, oftentimes the quick and easy
path to success is the preferred choice for the average publisher. One man in
his apartment can take significantly more chances, as he is seeking nothing
more than his own approval (and if he is lucky, gaining his investment back so
he can do it again).&lt;/p&gt;
&lt;p&gt;Hecker is not the first independent developer, nor will
he be the last. But I sense a similar unwavering passion from one indie
developer after another. It&amp;#39;s not always what they say, it is how they say it.
Their voices drip with a want - a need - to adventure down the path they
believe is right. This passion from both established players in the indie
market and young students gives me hope for gaming&amp;#39;s future. I have no doubt
these &amp;quot;small&amp;quot; games will create giant reverberations that will shake and change
gaming now and in the future.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1946129" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/May/default.aspx">May</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/229/default.aspx">229</category></item><item><title>JOB: Game Informer Is Hiring An Associate Editor</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/03/23/job-game-informer-is-hiring-an-associate-editor.aspx</link><pubDate>Fri, 23 Mar 2012 19:04:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1794937</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>98</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1794937</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/03/23/job-game-informer-is-hiring-an-associate-editor.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/images/blogs/andy/office610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;UPDATE: ***WE ARE GOOD ON APPLICATIONS - THANK YOU***&lt;/p&gt;
&lt;p&gt;Yes. Game Informer is hiring. But before you run to send me your&amp;nbsp;r&amp;eacute;sum&amp;eacute;&amp;nbsp;and tell me all the awesome things you know, please be aware of a few things:
&lt;/p&gt;
&lt;p&gt;
*You must be prepared to move to Minneapolis (and no whining about Minnesota winters).&lt;/p&gt;
&lt;p&gt;
*You must include a cover letter and writing samples. Yes, that is samples as in plural, and I prefer ones that relate to video games.&lt;/p&gt;
&lt;p&gt;
*You must have extensive video game knowledge.&lt;/p&gt;
&lt;p&gt;
*In this day and age if you aren&amp;#39;t already writing a blog or working for another website or magazine you must show me a plethora of amazing writing samples. This job is not sitting around playing video games. It&amp;#39;s a high-pressure, deadline intensive, creative environment that requires people skills, extraordinary writing talent, the ability to complete tasks, and a nose for stories.
&lt;/p&gt;
&lt;p&gt;
*Highlight your skills that go above and beyond what we are looking for. Can you edit video? Are you a master at InDesign? Are you a coder? A proofreading savant?&amp;nbsp;Can you recreate all of Hyrule in LEGOS? These are the things we need to know.
&lt;/p&gt;
&lt;p&gt;
Here is the job posting, you can send resume&amp;#39;s me to at &lt;a href="mailto:andy@gameinformer.com"&gt;andy@gameinformer.com&lt;/a&gt; (please include attachments AND the text pasted into the document):
&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="color:#ff0000;"&gt;SERIOUS INQUIRIES ONLY&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;ASSOCIATE EDITOR - Game
Informer (Minneapolis, MN)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tracking Code&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;581-403&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Job Description&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;SUMMARY&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Working under general supervision, the&amp;nbsp;&lt;strong&gt;Associate Editor&lt;/strong&gt;&amp;nbsp;is
an integral part of Game Informer&amp;#39;&amp;#39;s day-to-day editorial functions. This
position writes video game reviews, previews, feature articles, and other
various commentary for other departments for the magazine. The primary business
outcome for this position is to provide readers with information about new and
upcoming video games to create excitement and increased sales.This position
also requires constant travel and contact with industry PR professionals,
publishing houses, and developers.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;ESSENTIAL JOB DUTIES AND RESPONSIBILITIES*&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Write
     reviews, previews, feature articles, and other various commentary.&lt;/li&gt;
&lt;li&gt;Proofread
     copy and page layouts.&lt;/li&gt;
&lt;li&gt;Maintain
     positive, professional relationships with industry professionals and
     experts.&lt;/li&gt;
&lt;li&gt;Secure
     story materials from developers.&lt;/li&gt;
&lt;li&gt;Fact
     check article content prior to print.&lt;/li&gt;
&lt;li&gt;Meet
     daily and monthly magazine deadlines.&lt;/li&gt;
&lt;li&gt;Assist
     production in the layout of stories.&lt;/li&gt;
&lt;li&gt;Brainstorm
     feature ideas with senior staff.&lt;/li&gt;
&lt;li&gt;Use
     video capture software to take screenshots of games.&lt;/li&gt;
&lt;li&gt;Travel
     to publishers, developers, events, and conventions for news/relationships.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;RELATED COMPETENCIES&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Building
     Strategic Work Relationships&lt;/strong&gt;&amp;nbsp;-
     Developing and using collaborative relationships to facilitate the
     accomplishment of work goals.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Compelling
     Communication&lt;/strong&gt;&amp;nbsp;- Clearly and succinctly
     conveying information and ideas to individuals and groups; communicating
     in a focused and compelling way that captures and holds others&amp;#39;&amp;#39;
     attention.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Driving
     for Results&lt;/strong&gt;&amp;nbsp;- Setting high goals for
     personal and group accomplishment; using measurement methods to monitor
     progress toward goals; tenaciously working to meet or exceed goals while
     deriving satisfaction from that achievement and continuous improvement.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Quality
     Orientation&lt;/strong&gt;&amp;nbsp;- Accomplishing tasks by
     considering all areas involved, no matter how small; showing concern for
     all aspects of the job; accurately checking processes and tasks; being
     watchful over a period of time.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;&lt;span style="text-decoration:underline;"&gt;BASIC AND PREFERRED QUALIFICATIONS (EDUCATION
and/or EXPERIENCE)&lt;/span&gt;&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;High
     school diploma or GED required; Bachelor&amp;#39;&amp;#39;s degree from an accredited
     program in English, Journalism, or related field preferred&lt;/li&gt;
&lt;li&gt;At
     least 5 years of experience writing and editing material for a magazine,
     newspaper or other form of print journalism/media&lt;/li&gt;
&lt;li&gt;Must
     be able to travel domestically up to 75%&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;MINIMUM QUALIFICATIONS, JOB SKILLS, ABILITIES&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Working
     knowledge of Windows-based business computers and Microsoft Office
     programs; specifically, Excel, Outlook, and Word, including Adobe Photoshop&lt;/li&gt;
&lt;li&gt;Proficient
     knowlede of all facets of video games, platforms and era&amp;#39;&amp;#39;s&lt;/li&gt;
&lt;li&gt;Proficient
     ability to communicate effectively with others using spoken and written
     English&lt;/li&gt;
&lt;li&gt;Proficient
     writing and proofreading skills&lt;/li&gt;
&lt;li&gt;Ability
     to work under demanding time constraints and production goals, including
     the ability to meet short-term production deadlines&lt;/li&gt;
&lt;li&gt;Proficient
     relationship building skills, including the capacity to predict and manage
     behavior, build and leverage cross-functional partnerships within and
     outside of the organization&lt;/li&gt;
&lt;li&gt;Proficient
     aptitude for playing and evaluating video game software&lt;/li&gt;
&lt;li&gt;Proficient
     project planning skills, including the ability to organize, prioritize and
     control job responsibilities in order to meet editorial deadlines in an
     environment with overlapping and potentially conflicting priorities&lt;/li&gt;
&lt;li&gt;Ability
     to recognize discrepancies/errors in written/electronic data/information
     including the ability to initiate and respond to work errors in a
     professional manner, working collaboratively and cooperatively with others&lt;/li&gt;
&lt;li&gt;Ability
     to work with production staff and provide general direction for graphical
     layouts&lt;/li&gt;
&lt;li&gt;Ability
     to remain flexible and adapt to changing priorities with promptness,
     efficiency and ease&lt;/li&gt;
&lt;li&gt;Consistently
     demonstrates a commitment to Game Informer policies and procedures, including
     but not limited to, attendance, confidentiality, conflict of interest, and
     ethical responsibilities&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Job Location&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Minneapolis, MN, US.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Position Type&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Full-Time/Regular&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Salary&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;US Dollar (USD)&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1794937" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/Jobs/default.aspx">Jobs</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/GI/default.aspx">GI</category></item><item><title>LFTE: Video Killed No Radio Star (April 12)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/03/23/lfte-video-killed-no-radio-star-april-12.aspx</link><pubDate>Fri, 23 Mar 2012 18:09:36 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1794770</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1794770</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/03/23/lfte-video-killed-no-radio-star-april-12.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/ubisoft/assassinscreed3/cov_228_v1_front.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I often witness first-hand the strange fascination
gamers have with defending a game or system with zealous enthusiasm&amp;nbsp;- as
if it&amp;#39;s impossible to like both the Xbox 360 and the PlayStation&amp;nbsp;3. It is
easy to admire the passion and excitement gamers have for the medium, but at
the same time these juvenile arguments are no better than &amp;quot;my dad is stronger
than your dad.&amp;quot; They are as interesting and engaging as watching a battery
recharge.&lt;/p&gt;
&lt;p&gt;I often put game developers above such reproach, but as
the battle rages between console, PC, handheld, and games on social platforms,
I get the feeling that developers themselves are starting to be blinded by
their own beliefs and are falling into traps about the delivery system rather
than focusing on the ingenuity and innovation of the games themselves.&lt;/p&gt;
&lt;p&gt;Free-to-play companies claim without hesitation that
all games must be free-to-play, and that games that come with a price tag
simply can&amp;#39;t exist in the future market. Some industry analysts say no handheld
system can ever survive in a world dominated by phones. Social platforms and
cloud services claim they will soon make consoles obsolete. Developers can&amp;#39;t
survive with used games. Piracy is good. Piracy is bad. Digital eats retail.
Nintendo is dying. There is fire in the streets and cats and dogs are
&amp;shy;living&amp;nbsp;&amp;shy;together.&lt;/p&gt;
&lt;p&gt;Some prophecies will come true as the world continually
evolves, but all these prognostications remind me of the Buggles&amp;#39; 1979 hit
&amp;quot;Video Killed the Radio Star.&amp;quot; I love free-to-play games and I love triple-A
blockbusters; why must things be looked at as either/or? Video obviously never
killed the radio star, so why do people believe that one fish must always eat
the other?&lt;/p&gt;
&lt;p&gt;If only free-to-play existed and I had to deal with the
annoying game concepts designed to milk every dollar one penny at a time from
my wallet, I would go insane. If the gaming world was composed only of the
biggest and loudest blockbusters then it would truly be a &amp;shy;boring&amp;nbsp;&amp;shy;hobby.&lt;/p&gt;
&lt;p&gt;We need independent developers pushing the envelope. We
need Apple and Facebook introducing millions to gaming. We need platform
holders, manufacturers, and publishers creating new products and innovating the
ways we consume them. It&amp;#39;s all part of the ecosystem that makes gaming what it
is today &amp;shy;and&amp;nbsp;&amp;shy;tomorrow.&lt;/p&gt;
&lt;p&gt;Saying there is only one future is shortsighted.
Gamers, game publishers, and developers should realize there is more than one
way to skin the proverbial cat. Then we can let the silly arguments fade away
and focus on the important things in life, like how games will entertain people
around the world from now till the end &amp;shy;of&amp;nbsp;&amp;shy;time.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1794770" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/April/default.aspx">April</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/228/default.aspx">228</category></item><item><title>LFTE: The GI Community Rules (Mar 12)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/02/13/lfte-the-gi-community-rules-mar-12.aspx</link><pubDate>Mon, 13 Feb 2012 22:29:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1697444</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>47</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1697444</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/02/13/lfte-the-gi-community-rules-mar-12.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sony/thelastofus/cov_227_front.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;When we relaunched gameinformer.com back on October 1,
2009, it felt like I was staring into the abyss. Who or what would be there
looking back at me after launch?&amp;nbsp;I had &lt;a title="Game Informer Covers" href="http://www.gameinformer.com/mag/covers.aspx"&gt;18-plus years of making magazines&lt;/a&gt; under
my belt at the time, but this was the first time I had developed a website with
real effort behind it (some longtime readers may remember &lt;a title="Old Game Informer Website" href="http://web.archive.org/web/19980121104923/http://www.gameinformer.com/"&gt;Old Yellow&lt;/a&gt;, which was
purely a labor of love we did while busting our butts to put out
&amp;shy;the&amp;nbsp;&amp;shy;magazine).&lt;/p&gt;
&lt;p&gt;Just under two and a half years later, I could not be
happier with the result. The site has been experiencing great growth, but the
most impressive part is that even as we have grown our community has
continued to be one of the best on the Internet in my humble opinion (yes, in
this case I am very biased). I was more than a little scared of the wrath of
anonymous Internet users spamming us with hate like I see from online
communities around the web, but the &lt;a title="Game Informer Community" href="http://www.gameinformer.com/blogs/members/default.aspx"&gt;Game Informer community&lt;/a&gt; is an amazing bunch
of people (thanks in no small part to our &amp;shy;fantastic&amp;nbsp;&amp;shy;&lt;a title="Where are the moderators?" href="http://www.gameinformer.com/blogs/editors/b/gireiner_blog/archive/2010/01/20/online-gaming-where-are-the-moderators.aspx"&gt;moderators&lt;/a&gt;).&lt;/p&gt;
&lt;p&gt;If you don&amp;#39;t already make it a daily destination (or
even better&amp;nbsp;- your browser home page), you are missing out on a lot of content
that complements the magazine or can be enjoyed on &amp;shy;its&amp;nbsp;&amp;shy;own.&lt;/p&gt;
&lt;p&gt;We have some amazing &lt;a title="Game Informer Community Bloggers" href="http://www.gameinformer.com/blogs/members/default.aspx"&gt;community bloggers&lt;/a&gt; who impress me
each day with their interesting and thoughtful takes on the video game
industry. We have a weekly &lt;a title="Game Informer Weekly Podcast" href="http://www.gameinformer.com/b/podcasts/default.aspx"&gt;podcast&lt;/a&gt; (and sometimes &lt;a title="Game Informer Respec Radio" href="http://www.gameinformer.com/p/respec_radio.aspx"&gt;Respec Radio&lt;/a&gt;), numerous video
shows (including &lt;a title="Game Informer Replay" href="http://www.gameinformer.com/p/replay.aspx"&gt;Replay&lt;/a&gt;, The &lt;a title="Game Informer Quick 15" href="http://www.gameinformer.com/p/quick15.aspx"&gt;Quick&amp;nbsp;15&lt;/a&gt;, and &lt;a title="The Misadventures of Reiner and Phil" href="http://www.gameinformer.com/p/reinerandphil.aspx"&gt;The Misadventures of Reiner and
Phil&lt;/a&gt;), and all the custom content created by our video team. This includes our
fantastic videos that give readers a chance to hear about the games straight from
game developers behind our &lt;a title="Game Informer Exclusive Cover Stories" href="http://www.gameinformer.com/b/news/archive/tags/cover/default.aspx"&gt;exclusive &amp;shy;cover&amp;nbsp;&amp;shy;stories&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;But that&amp;#39;s just the tip of the iceberg. We also deliver
&lt;a title="Daily Video Game News from Game Informer" href="http://www.gameinformer.com/b/news/archive/tags/news/default.aspx"&gt;daily video game news&lt;/a&gt;, unique &lt;a title="Game Informer Previews" href="http://www.gameinformer.com/previews.aspx"&gt;previews&lt;/a&gt;, &lt;a title="DLC Impressions from Game Informer" href="http://www.gameinformer.com/b/news/archive/tags/dlc/default.aspx"&gt;DLC impressions&lt;/a&gt;, &lt;a title="Game Informer Interviews" href="http://www.gameinformer.com/b/features/archive/tags/interview/default.aspx"&gt;interviews with
gaming&amp;#39;s illuminati&lt;/a&gt;, the always &lt;a title="Game Informer Cover Reveals" href="http://www.gameinformer.com/b/news/archive/tags/cover+reveal/default.aspx"&gt;exciting cover reveals&lt;/a&gt;, &lt;a title="Game Informer Editor Blogs" href="http://www.gameinformer.com/blogs/editors/default.aspx"&gt;editor blogs&lt;/a&gt;, and quick
access to &lt;a title="Game Informer&amp;#39;s Digital Edition" href="http://www.gameinformer.com/mag/default.aspx"&gt;Game Informer&amp;#39;s digital edition&lt;/a&gt;. You can even interact with the staff
in our comments section or by following us on &lt;a href="https://twitter.com/#!/gameinformer"&gt;Twitter&lt;/a&gt;, &lt;a href="http://www.facebook.com/officialgameinformer"&gt;Facebook&lt;/a&gt;, &lt;a href="https://plus.google.com/b/104569341456857245757/"&gt;Google+&lt;/a&gt;,
&amp;shy;or&amp;nbsp;&lt;a href="http://www.youtube.com/user/gameinformer"&gt;&amp;shy;YouTube&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This is just the beginning, as we have even more plans
for &lt;a title="Game Informer Online" href="http://www.gameinformer.com"&gt;Game Informer online&lt;/a&gt;, &lt;a title="Game Informer Digital" href="http://www.gameinformer.com/mag/default.aspx"&gt;Game Informer digital&lt;/a&gt;, and the magazine in the coming
year. So consider this an invitation to come &lt;a title="Join gameinformer.com" href="http://www.gameinformer.com/user/createuser.aspx"&gt;join us&lt;/a&gt; and the rest of the GI
community on &lt;a title="Game Informer Online" href="http://www.gameinformer.com"&gt;gameinformer.com&lt;/a&gt;. We&amp;#39;ll do our best to make sure you don&amp;#39;t regret
it.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Cheers,&lt;/p&gt;
&lt;p&gt;Andy&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1697444" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/227/default.aspx">227</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/March/default.aspx">March</category></item><item><title>LFTE: Follow Up (Feb 12) Warning: Owain Is So Awesome He Will Crush Your Soul</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/27/lfte-follow-up-feb-12-warning-owain-is-so-awesome-he-will-crush-your-soul.aspx</link><pubDate>Fri, 27 Jan 2012 22:03:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1658996</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>14</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1658996</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/27/lfte-follow-up-feb-12-warning-owain-is-so-awesome-he-will-crush-your-soul.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-13-64/5516.15_2D00_Allied_2D00_Star_2D00_Police.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Just yesterday I was contacted by Matthew Lee Johnston of PopCap who was gracious enough to thank me for my interest in the story of Owain Weinert and Allied Star Police. If you didn&amp;#39;t read my Letter from the Editor in the &lt;a href="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/10/lfte-the-story-of-the-year-mar-12.aspx"&gt;February issue&lt;/a&gt;, I highly recommend you check it out, as I declared Owain and PopCap&amp;#39;s touching tale to be the best of 2011.&lt;/p&gt;
&lt;p&gt;Besides his sincere thank you, he also included this YouTube video of the Make-A-Wish keynote the two gave back in October. I seriously have so much respect and admiration for this kid. He is my hero, and gives me faith in the world where sometimes I think people couldn&amp;#39;t be worse. I thought I would share.&lt;/p&gt;
&lt;p&gt;Warning: This video is extremely touching and just shows that someone needs to make this into a major motion picture as any movie theater that ran it would not have a dry eye in the house.&lt;/p&gt;
&lt;p&gt;Once again, major kudos to PopCap, Matthew, and Owain (and you can grab a link to the game on my &lt;a href="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/10/lfte-the-story-of-the-year-mar-12.aspx"&gt;letter).&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Cheers&lt;/p&gt;
&lt;p&gt;Andy&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1658996" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/February/default.aspx">February</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/Owain+Weinert/default.aspx">Owain Weinert</category></item><item><title>LFTE: The Story of the Year (Feb 12)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/10/lfte-the-story-of-the-year-mar-12.aspx</link><pubDate>Tue, 10 Jan 2012 20:19:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1614527</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>26</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1614527</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2012/01/10/lfte-the-story-of-the-year-mar-12.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/2kgames/xcom/enemyunknown/reveal/gami_226_cov_a.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m not sure how the video game industry ranks when
compared with other forms of entertainment, but when it comes to charity and
giving back I&amp;rsquo;m proud of all the work being done out there by gamers at large.
(Admittedly, not a lot of it being done by me. Bad me.) &lt;/p&gt;
&lt;p class="BasicParagraph"&gt;From Child&amp;rsquo;s Play to the dozens of game-a-thons and
events that happen throughout the year, gamers do a good job of giving back. By
no means do I want to trivialize or diminish these great deeds, but one thing
really blew me away this year&amp;nbsp;&amp;ndash; the story of Owain&amp;rsquo;s Wish and the
wonderful people at PopCap who made &amp;shy;it&amp;nbsp;&amp;shy;happen.&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;This 10-year old boy was introduced to PopCap through
the Make-A-Wish foundation after being diagnosed with pre-B acute lymphocytic
leukemia in 2010. Owain&amp;rsquo;s wish was to make a video game.&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;I don&amp;rsquo;t know what you were like when you were 10, but I
vividly remember taking pen to paper and designing my own games. Sitting and
wondering what could be was almost as fun as the &amp;shy;games&amp;nbsp;&amp;shy;themselves.&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;PopCap gave Owain his chance to come in and tell them
about his game, as his father had told them, &amp;ldquo;What he really wanted was to hang
out with &amp;lsquo;real game designers.&amp;rsquo;&amp;rdquo;&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;Little did they know what was to come. In their own
words, the PopCap team was &amp;ldquo;blown away when he came with a PowerPoint
presentation and basically walked them through the game.&amp;rdquo; The following is an
excerpt from PopCap&amp;rsquo;s &amp;shy;own&amp;nbsp;&amp;shy;&lt;a href="http://www.popcap.com/owainswish"&gt;site&lt;/a&gt;.&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;&lt;i&gt;&amp;ldquo;Here&amp;rsquo;s how his first slide began: &amp;lsquo;You are a military
genius who has just been released from cryo-sleep. Your brilliance in the Lunar
War convinced the A.S.P. (Allied Star Police) to put you in cryogenic slumber,
just in case WWIII showed up. It&amp;rsquo;s not exactly WORLD war three, more Galactic
War one...&amp;rsquo;&lt;/i&gt;&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;&lt;i&gt;Owain described his game in detail as he went through
each slide. He had mapped out pretty much everything; storyline, unit types,
firepower, shields, respawn times. We were blown away. Clearly, Owain was not
your average &amp;shy;fourth&amp;nbsp;&amp;shy;grader.&amp;rdquo;&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align:center;" class="BasicParagraph"&gt;&lt;img src="http://media1.gameinformer.com/images/blogs/andy/OwainWeinert1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p class="BasicParagraph"&gt;Owain is far from average indeed. This story hit home
on so many levels&amp;nbsp;&amp;ndash; from challenges with leukemia within my own family, to
my dreams as a kid&amp;nbsp;&amp;ndash; and it all culminates in the ultimate power of video
games to heal and make the world a better place. Kudos to PopCap for doing
something amazing, and here&amp;rsquo;s to Owain for Allied Star Police.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;The game is out on iOS &lt;a href="http://www.google.com/url?sa=t&amp;amp;rct=j&amp;amp;q=&amp;amp;esrc=s&amp;amp;source=web&amp;amp;cd=1&amp;amp;ved=0CCkQFjAA&amp;amp;url=http%3A%2F%2Fitunes.apple.com%2Fus%2Fapp%2Fallied-star-police%2Fid438341960%3Fmt%3D8&amp;amp;ei=qZ4MT-vQKsOw2wXZmOGUBw&amp;amp;usg=AFQjCNFj42V2sq3Ylv0aoBzOiVRWvc1wpA&amp;amp;sig2=mxLyMsYmdonXlp6ewCq3GA"&gt;now&lt;/a&gt;, and it&amp;rsquo;s fantastic. But the
story is even better. As of this writing Owain was being discharged, which is
the best news of all.&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;span style="font-family:helvetica;"&gt;&lt;i&gt;Email the author &lt;a href="mailto:andy@gameinformer.com"&gt;Andy McNamara&lt;/a&gt;, or follow him on &lt;a target="_blank" href="http://twitter.com/#!/GI_andyMc"&gt;Twitter&lt;/a&gt;, &lt;a target="_blank" href="http://www.gameinformer.com/controlpanel/blogs/EditPost.aspx/Google+"&gt;Google+&lt;/a&gt;, and &lt;a target="_blank" href="http://www.gameinformer.com/members/GIAndy/default.aspx"&gt;Game Informer&lt;/a&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1614527" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/226/default.aspx">226</category></item><item><title>Letter From The Editor Backlog (Issues 222-224)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/12/01/letter-from-the-editor-backlog-issues-222-224.aspx</link><pubDate>Thu, 01 Dec 2011 19:50:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1505909</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>14</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1505909</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/12/01/letter-from-the-editor-backlog-issues-222-224.aspx#comments</comments><description>&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-42-87-27-Attached+Files/6862.sorry_2D00_im_2D00_late_2D00_tshirt.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I gave my brother a &lt;a href="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/09/09/a-journey-into-the-weird.aspx"&gt;kidney&lt;/a&gt;, so just try and sue me for being late! Here is my backlog of &amp;quot;Letter from the Editor&amp;quot; from the last three issues in one handy blog post!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Issue 222&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/nintendooverflow/zelda/skyward-sword/cover/cov_222_frontfull610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Golden Cartridge Heard Around the World&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;I know some Game Informer readers were not playing
games (or perhaps even born) yet when The Legend of Zelda was released on the
Nintendo Entertainment System, but you can take it from someone who was there
in 1987 when it hit North America: It&amp;#39;s hard to believe it has been 25 years
since the groundbreaking title debuted in Japan back in 1986.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The odd part is not that the release feels recent; it
is that it seems so much longer ago. We have seen so many innovations and
changes in the industry over the last two and a half decades. The graphics, the
design, and the technology behind every aspect of gaming has taken massive
leaps forward in such a small span of time. Yet The Legend of Zelda still
stands as one of the greatest of all time.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Imagine if you saw a game of the same graphical style
being sold for your phone today. Most people would say that it looks like
garbage based solely on the visuals. Zelda, of course, is about the furthest
you can get from garbage. This game&amp;nbsp;- this entire series&amp;nbsp;- has
defined gaming for years. The classic tale about a hero saving the world and
the struggle between good versus evil is timeless; don&amp;#39;t be surprised if gamers
continue to celebrate Zelda&amp;#39;s anniversary (and new installments) for many more
decades to come.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Game Informer has let too much time pass since our last
celebration of the world&amp;#39;s favorite little hero in a green hat, and this month
we fix that with an amazing cover story that both commemorates the series&amp;#39;
anniversary and explores its future with a 10-page cover story on &amp;shy;Skyward&amp;nbsp;&amp;shy;Sword.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Enjoy the issue.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Issue 223&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/activision/high-moon/transformers/fallofcybertron/gami_223_cov_front_v1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;It Sure Can&amp;#39;t Hurt To Ask&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;It&amp;#39;s our November issue, which means that if I want to
get in my wish list of goodies in time for the holidays, I better do it now. I
could be selfish and request that Audi R8 V10 I&amp;#39;d like in the old present pile,
but I&amp;#39;ve decided I&amp;#39;d rather give to everyone and make some requests that I
would like to see happen in the video &amp;shy;games&amp;nbsp;&amp;shy;industry.&lt;/p&gt;
&lt;p&gt;First on the list, console price cuts. Nothing gets
more people playing console games like making the cost of entry cheaper. Sony
dropped the price of the PS3 to $249, which is a great start, but we all know
the magic number is $199, so let&amp;#39;s go Sony and Microsoft&amp;nbsp;- let the masses
get in on HD gaming.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Next up is new intellectual property (or IP). We all
love the established giant franchises that dominate the market, but they were
all new IP once, and the industry can always use new blood and new
perspectives. The big sequels make the world go round, but we need new ideas to
keep our fingers busy year round.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I love first-person shooters as much as the next guy,
but I would really love to see some other genres get a little more love (and
yes, I realize that consumers need to do their part and be more adventerous to
make this happen). Elder Scrolls is one of the few RPGs hitting it out of the park
these days on consoles, and its success shows that people are willing to pay
for great experiences in different genres. All you have to do is be committed
to making &amp;shy;great&amp;nbsp;&amp;shy;product.&lt;/p&gt;
&lt;p&gt;And finally, one selfish request: I want my 2D Metroid
in HD and Half-Life 3. The wait for these two games is killing me.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Enjoy the insane amount of games that are out this
month, and the issue.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Issue 224&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/ubisoft/rainbowsix/patriots/cover/R6PCover2_610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;For the Sake of Argument&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve never been shy about pointing out things that
annoy me, and like any good loudmouth, I get proven wrong on a frequent basis.
It comes with the territory.&lt;/p&gt;
&lt;p&gt;The Nintendo Wii? From day one the controller and lack
of HD graphics annoyed me. Do I love some of the games on the system and think
it&amp;#39;s imperative that a gamer own one to play all the greats? Without question,
because Nintendo is one of the greatest&amp;nbsp;- if not the&amp;nbsp;greatest&amp;nbsp;-
game developers in the world. I know I won&amp;#39;t be the only gamer blowing the dust
off a Wii, ejecting a copy of Super Mario Galaxy&amp;nbsp;2, and smiling through
the lingering cloud as The Legend of Zelda: Skyward Sword slides into the disk
drive.&lt;/p&gt;
&lt;p&gt;Do I think I was wrong about Nintendo Wii? Probably, as
the system has dominated sales this generation and entertained tens of millions
of gamers around the globe. But at the same time, in the last year the
excitement around the system has slowed to a crawl. Some of it can be
attributed to the announcement of Wii U, but I think there has been some
fatigue at the gimmicky control system.&lt;/p&gt;
&lt;p&gt;Nintendo isn&amp;#39;t the only company guilty of mistakes.
Xbox 360s still break around this office and at friends&amp;#39; homes like drunken,
blind mice built them. Can anyone turn on a PlayStation&amp;nbsp;3 without having
to install an update? Of course, some people&amp;#39;s original Xbox 360s are still
chugging to this day, and if you play PlayStation&amp;nbsp;3 every day, there must
be at least be one or two days a year without an update (I kid, I kid).&lt;/p&gt;
&lt;p&gt;At the end of the day, all these complaints and
criticisms are just part of being a gamer. Complaining about games, game
machines, developers, publishers, game magazines, CEOs, and websites are part
of the fun. If we didn&amp;#39;t have arguments about review scores and whose system
was better, what would we talk about or use to show the depth of our nerd cred?
Gaming is all about the fun when the machine is on, and when the machine is
off, arguing about games is sometimes as entertaining as playing the games
themselves.&lt;/p&gt;
&lt;p&gt;Enjoy the issue.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1505909" width="1" height="1"&gt;</description></item><item><title>What Is The Best GI Cover of 2011?</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/11/15/what-is-the-best-gi-cover-of-2011.aspx</link><pubDate>Tue, 15 Nov 2011 21:26:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1452129</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>182</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1452129</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/11/15/what-is-the-best-gi-cover-of-2011.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-42-87-27-Attached+Files/6428.2011-Covers-SMall.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The complete set of Game Informer covers for 2011 is done, so I&amp;#39;m looking for your feedback on which cover you thought was the best. You can see all our covers in our fancy cover gallery located &lt;a target="_blank" href="http://www.gameinformer.com/mag/covers.aspx"&gt;here&lt;/a&gt; if you want to take a closer look. I have a hard time picking just one. The Tomb Raider render was simply amazing. Darksiders 2 by Joe Mad was exquisite. Victor Antonov&amp;#39;s work never fails to amaze me and he delivered with our sublime Dishonored cover. Then there is Assassin&amp;#39;s Creed: Revelations, Mass Effect 3, Borderlands 2...the list goes on and on.&lt;/p&gt;
&lt;p&gt;It was a good year, but if you had to choose, which COVER (not game) did you think was best?&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;span style="font-family:helvetica;"&gt;&lt;i&gt;Email the author &lt;a href="mailto:andy@gameinformer.com"&gt;Andy McNamara&lt;/a&gt;, or follow him on &lt;a target="_blank" href="http://twitter.com/#!/GI_andyMc"&gt;Twitter&lt;/a&gt;, &lt;a target="_blank" href="https://plus.google.com/u/0/110700137369483247273/posts"&gt;Google+&lt;/a&gt;, and &lt;a target="_blank" href="http://www.gameinformer.com/members/GIAndy/default.aspx"&gt;Game Informer&lt;/a&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1452129" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/2011+Covers/default.aspx">2011 Covers</category></item><item><title>Peta Claims, "Mario is sending the message that it's OK to wear fur"</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/11/14/peta-claims-quot-mario-is-sending-the-message-that-it-39-s-ok-to-wear-fur-quot.aspx</link><pubDate>Mon, 14 Nov 2011 18:13:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1447558</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>72</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1447558</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/11/14/peta-claims-quot-mario-is-sending-the-message-that-it-39-s-ok-to-wear-fur-quot.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-42-87-27-Attached+Files/7103.marioracoon.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I love animals. I think they are great. I&amp;#39;m not for cruelty to animals either, but this press release and the game itself are just dumb and an insult to gamers everywhere. I hope Nintendo sues them. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Here is the release:&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;NEW PETA GAME LAMPOONS SKIN-STEALING MARIO&lt;br /&gt;Skinned Raccoon Dog Chases Down Tanooki Mario in Super Tanooki Skin 2D&lt;br /&gt;&amp;nbsp;&lt;br /&gt;Los Angeles &amp;mdash; If PETA has its way, Mario has stolen his last tanuki skin. The mustachioed plumber is back to wearing tanuki fur (&amp;quot;tanuki&amp;quot; is the Japanese word for raccoon dogs), and now Tanooki is fighting back to reclaim what&amp;#39;s his in Super Tanooki Skin 2D, a new side-scrolling game from PETA. In the game, which is the center of PETA&amp;#39;s new &lt;a target="_blank" href="http://features.peta.org/mario-kills-tanooki/?utm_campaign=Mario%20Kills%20Tanooki&amp;amp;utm_source=PETA%20Pitch&amp;amp;utm_medium=Media"&gt;&amp;quot;Mario Kills Tanooki&amp;quot;&lt;/a&gt; campaign, players direct a bloody, skinned raccoon dog as he chases a&amp;nbsp; tanuki fur&amp;ndash;suited Mario through a surreal fur farm where raccoon dogs are routinely skinned alive for their fur. Quick reflexes and jumping skills will allow Tanooki to capture Mario and reclaim his skin.&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;quot;Tanukis are real-life raccoon dogs who are beaten and, as PETA&amp;#39;s undercover expos&amp;eacute;s show, often skinned alive for their fur,&amp;quot; says PETA Executive Vice President Tracy Reiman. &amp;quot;This winter, everyone can give raccoon dogs and other fabulous animals a 1-UP by keeping our wardrobes fur-free.&amp;quot;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;Tanooki may be just a &amp;quot;suit&amp;quot; in Mario games, but by wearing the skin of an animal, Mario is sending the message that it&amp;#39;s OK to wear fur. We created our game to help inform people that in real life, Mario would be wearing the skin of an animal who was beaten, strangled or electrocuted, and it wouldn&amp;#39;t give him any special powers other than the power of self-deception.&amp;nbsp; &lt;br /&gt;&amp;nbsp;&lt;br /&gt;On fur farms in China&amp;mdash;the world&amp;#39;s largest fur exporter&amp;mdash;raccoon dogs are confined to row upon row of tiny wire cages that are exposed to the elements. Many of the animals go insane from the intensive confinement. A &amp;quot;Mario Kills Tanooki&amp;quot; video shows undercover video footage of raccoon dogs as workers drag them from cages and slam them repeatedly to the ground to kill them. Most of the animals don&amp;#39;t die right away, and some survive for as long as 10 minutes after they are skinned. One investigator recorded a skinned raccoon dog on a heap of carcasses who had enough strength to lift his bloodied head and look, blinking, into the camera.&lt;br /&gt;&amp;nbsp;&lt;br /&gt;For more information and to play the game, please visit PETA.org or click here.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1447558" width="1" height="1"&gt;</description></item><item><title>A Journey Into The Weird</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/09/09/a-journey-into-the-weird.aspx</link><pubDate>Fri, 09 Sep 2011 21:53:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1221738</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>76</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1221738</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/09/09/a-journey-into-the-weird.aspx#comments</comments><description>&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-13-64/8154.kidney.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Today is a weird day for me. In my 20 plus years of working at Game Informer I have never really been disconnected from the office like I will be over the next month.&lt;/p&gt;
&lt;p&gt;Long story short, my brother needs a Kidney and I am &lt;i&gt;Spare Parts Brother 01&lt;/i&gt; so I&amp;#39;m off to help him out. My journey has been a weird one, though. &lt;/p&gt;
&lt;p&gt;I never really pictured myself the donating type, but that all changed during a week of compatibility tests when I learned a couple of amazing facts. First, a cadaver kidney offers an average 7 years to its new host (remember to check those donor boxes on those Driver Licenses), a living donor offers 17 years, and a related living donor gives a whopping 25 years. That&amp;#39;s a big difference, but I&amp;#39;m sure anyone out there on dialysis and on a waiting list for an organ would tell you they would gladly get that seven years in a heartbeat. Being able to give my brother or anyone in my family 25 years &amp;quot;bonus time&amp;quot; is a pretty amazing thing, so I was instantly inspired to sign up without a doubt in my head. Second, I learned that given the right body anatomy, doctors can remove a donor&amp;#39;s kidney through the belly button. That&amp;#39;s right, not only is that weird, but down right awesome. Obviously, I&amp;#39;m hoping I have the right stuff to do this mini-version of the &lt;i&gt;Alien&lt;/i&gt; chestburster scene. Otherwise, it&amp;#39;s an incision, and in case you didn&amp;#39;t already know, I&amp;#39;m a big nerd who is afraid of blood, doctors, and surgery - which of course is going to make the next month all the more weird.&lt;/p&gt;
&lt;p&gt;So to anyone who tries to track me down in the coming weeks, my apologies in advance, but I know GI&amp;#39;s awesome staff will get everything done right. Plus, you just know I&amp;#39;m going to be working feverishly from bed once I get past that post-surgery haze (at least I hope so). Plus, who knew donating a kidney would be such a great opportunity to hit that back log with a vengeance?&lt;/p&gt;
&lt;p&gt;Well anyway, things like this in life give people a chance to get a little perspective, which is why my last words on this post will be a big thank you to the awesome staff at Game Informer that I get to work with, all the salespeople out there that get our magazine in front of millions of gamers, and of course, the amazing readers and community here on this website that make all the hard work worthwhile.&lt;/p&gt;
&lt;p&gt;Wish me good luck, and I will see you guys on the other side!&lt;/p&gt;
&lt;p&gt;Cheers,&lt;/p&gt;
&lt;p&gt;Andy&lt;/p&gt;
&lt;p&gt;PS: I cannot be held responsible for anything weird I say on my &lt;a href="http://twitter.com/#!/GI_AndyMc"&gt;twitter&lt;/a&gt; account for the next 30 days.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1221738" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/Kidney/default.aspx">Kidney</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/I+Only+Need+One_2100_/default.aspx">I Only Need One!</category></item><item><title>LFTE: ...In The Membrane (Sept 11)</title><link>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/08/09/lfte-in-the-membrane-sept-11.aspx</link><pubDate>Tue, 09 Aug 2011 19:12:38 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1129572</guid><dc:creator>Andy McNamara</dc:creator><slash:comments>35</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/editors/b/giandy_blog1/rsscomments.aspx?WeblogPostID=1129572</wfw:commentRss><comments>http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/2011/08/09/lfte-in-the-membrane-sept-11.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/2kgames/borderlands/borderlands2/sepcoverblfull.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Insanity is defined as doing the same thing over and
over again and expecting a different result. It seems to me the video game
industry just never wants to learn. We still have summers go by with the movie
industry dropping some of its biggest films of the year, yet video games
continue to putter along convinced that if you don&amp;#39;t release games in a
three-week period starting at the end of October and ending in the middle of
November your game &amp;shy;is&amp;nbsp;&amp;shy;doomed.&lt;/p&gt;
&lt;p&gt;For the big franchises that typically sell millions
upon millions of units, this holiday period is yours for the taking and
deservedly so, but the rest of the publishers need to realize that there are
opportunities for games to become blockbusters year round.&lt;/p&gt;
&lt;p&gt;Look at this list of upcoming games that I personally
consider to be potential blockbusters: &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt; Battlefield 3&lt;/li&gt;
&lt;li&gt; Uncharted 3: Drake&amp;#39;s Deception&lt;/li&gt;
&lt;li&gt; Star Wars: The Old Republic&lt;/li&gt;
&lt;li&gt; The Elder Scrolls V: Skyrim&lt;/li&gt;
&lt;li&gt; Call of Duty: Modern Warfare 3&lt;/li&gt;
&lt;li&gt; Gears of War 3&lt;/li&gt;
&lt;li&gt; Assassin&amp;#39;s Creed Revelations&lt;/li&gt;
&lt;li&gt; Rayman Origins&lt;/li&gt;
&lt;li&gt; Resistance 3&lt;/li&gt;
&lt;li&gt; God of War: Origins Collection&lt;/li&gt;
&lt;li&gt; Rage&lt;/li&gt;
&lt;li&gt; Twisted Metal&lt;/li&gt;
&lt;li&gt; Forza 4&lt;/li&gt;
&lt;li&gt; Batman: Arkham City&lt;/li&gt;
&lt;li&gt; Halo: Anniversary&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;You can&amp;#39;t tell me that if publishers released any of
these during the summer the sales would have been worse in the long run. I
simply do not believe it. As games like Grand Theft Auto&amp;nbsp;IV, Star Wars:
Knights of the Old Republic, and Red Dead Redemption proved in the past, if you
release a big title during the drought, gamers will come. I believe they might
even have a bigger upside considering the lack of serious competition during
the summer months and the hunger gamers have for &amp;shy;new&amp;nbsp;&amp;shy;experiences.&lt;/p&gt;
&lt;p&gt;Plenty of other games, like the Ico/Shadow of Colossus
collection and Dead Island, that will get little to no marketing, could also do
better in the empty months when gamers are attacking backlogs rather than
talking about the latest and greatest thing.&lt;/p&gt;
&lt;p&gt;So why are publishers so stubbornly clinging to this relic
of a release schedule? It&amp;#39;s &amp;shy;pure&amp;nbsp;&amp;shy;insanity.&lt;/p&gt;
&lt;p&gt;Cheers,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Andy&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Follow me on &lt;a target="_blank" href="http://twitter.com/#%21/GI_andyMc"&gt;twitter!&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1129572" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/LFTE/default.aspx">LFTE</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/221/default.aspx">221</category><category domain="http://www.gameinformer.com/blogs/editors/b/giandy_blog1/archive/tags/September/default.aspx">September</category></item></channel></rss>