<?xml version="1.0" encoding="UTF-8" ?>
<?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>ejronin Blog</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/default.aspx</link><description>ejronin Blog</description><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Second Hand Citizens [UPDATED]</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/15/second-hand-citizens.aspx</link><pubDate>Thu, 15 Sep 2011 22:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1237623</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>16</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=1237623</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=1237623</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/15/second-hand-citizens.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/members/ejronin/1237623/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/8228.title.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt; Being a second hand purchaser leaves us as second class 
citizens in the nation of gaming. We&amp;#39;re looked at as &amp;quot;double-dippers;&amp;quot; 
attending the gaming party with games in hand, reaching for the content 
salsa twice. The industry hates us and it&amp;#39;s the biggest public secret, 
the pink elephant, and our biggest ultimatum. This is a proxy war 
wherein we&amp;#39;re all soldiers of fortune, but who&amp;#39;s fortune? &lt;/p&gt;
&lt;p&gt;Double dipping, a clear violation of the rules in a gathering; a 
party foul. Double-dipping refers to the actions of an individual who 
takes a food item, dips it into a sauce, eats a portion, and then dips 
into the sauce a second time. Many people find it disgusting to eat or 
drink after another person, but it&amp;#39;s totally cool if by yourself. &lt;/p&gt;
&lt;p&gt;Double-dipping can also refer to illegitimate compensation for the 
same item two times. In the case of games, people who buy used titles 
are scorned and penalized by having to pay for content access, thus 
paying for the content usually already on the disc twice; once for the 
opportunity to access the content, and a second for the actual content. 
Whether this is &amp;quot;illegitimate&amp;quot; remains a point of debate, but it feels 
illegitimate to some.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;The industry spends thousands of dollars 
paying college educated executives to figure out new and exciting ways 
to get gamers to part with their money. I enjoy gaming so I don&amp;#39;t have a
 problem investing in my own entertainment, but I&amp;#39;m a person who also 
enjoys some semblance of choice in how I go about being entertained. 
Apparently choosing what to pay based on the perceived value of a title 
is beyond my grasp and I have to pay an additional fee to get what is 
already on the disc I&amp;#39;ve paid to &amp;quot;own,&amp;quot; er license, er... lease?&lt;/p&gt;
&lt;p&gt;Slowly the gaming industry has tried to sell the idea that investing 
in new games helps the industry more than buying used. The industry argument however is that used games create industry poverty (and in a year
 I expect they&amp;#39;ll attempt to imply that buying used games means we hate America and that the terrorists will win). To some extent new games do help the industry but so does buying used games.&lt;/p&gt;
&lt;p&gt; Publishers pay developers for their indentured servitude (or maybe that was just Rockstar and EA).
 When we pay a premium price to publishers, theoretically it pays for 
future development of future games. When we buy used, it maintains 
interest and keeps people engaged. With some developers saying &amp;quot;no&amp;quot; to 
yearly sequels, keeping interest and engaging the audience is important.
 How
 many people will go back and buy Halo 1-3, Reach, and ODST when Halo 4 
comes out? Probably a lot just to have the collection and relive the 
story leading up to 4. If their support and interest wasn&amp;#39;t there, the 
revitalization wouldn&amp;#39;t be nearly as profound as it may be. Poor initial
 sales is a steep price for cutting off the nose of used game buyers to 
spite their face. &lt;/p&gt;
&lt;p&gt;Long gone are the days where a used game comes with all the bells and
 whistles a new copy came with. As the evolution of things like &lt;span&gt;&lt;span&gt;EA&amp;#39;s&lt;/span&gt;&lt;/span&gt; loathed &amp;quot;Online Pass&amp;quot; continue, Sony suddenly locked the entire multiplayer experience of&amp;nbsp;&lt;span&gt;Resistance&lt;/span&gt; 3 without the one-time use pass code on the booklet. Meanwhile, EA brings out Season Ticket, and &lt;span&gt;&lt;span&gt;Activision&lt;/span&gt;&lt;/span&gt;
 invades the wallet of frugal gamers with &amp;quot;Elite.&amp;quot; But wait... there&amp;#39;s more. Capcom was &amp;quot;discovered&amp;quot; to implement &lt;a target="_blank" href="http://www.capcom-unity.com/resident_evil/go/thread/view/7391/27944601/About_the_Save_Data_%28Official%29"&gt;permanent game saves that can&amp;#39;t be wiped&lt;/a&gt;. Namco &lt;a target="_parent" href="http://www.joystiq.com/2011/07/27/pac-man-and-galaga-dimensions-save-files-are-permanent-unable-to/%20"&gt;followed suit &lt;/a&gt;lending credit to the idea it may be an early experimental &amp;quot;ruination&amp;quot; method for used game buyers much like the ink tags on department stores ruin shoes, pants and dresses - or rather, simply detracting from the assertion of either company that no intent to thwart used sales was present. What really begins to get my goat is the upcoming title &amp;quot;RAGE&amp;quot;&lt;/p&gt;
&lt;p&gt;Id Software&amp;rsquo;s Creative Director Tim Willits has revealed that purchasing  Bethesda&amp;#39;s upcoming title&lt;b&gt; &lt;/b&gt;used will keep several &amp;ldquo;hatches&amp;rdquo; on its map locked during the  games single player campaign. From an interview with &lt;a target="_blank" href="http://www.eurogamer.net/articles/2011-08-11-tim-willits-building-rage-and-never-selling-out-interview"&gt;Eurogamer&lt;/a&gt; Willits remarks:&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;If you bought the game new, that would be open for you,&amp;rdquo;  he explained.
 &amp;quot;You still have to download it, but you don&amp;rsquo;t have to pay  for it. 
Those &amp;#39;hatches&amp;#39; are all over. Most people never find them. But as soon  
as you do, you&amp;rsquo;re like, oh. And then you start to look for it. That&amp;rsquo;s  
our first-time buyer incentive.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/members/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6562.goat.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;From a consumer perspective, I suddenly feel like a second class 
citizen for a second hand purchase. Used games sales are a primary 
indicator for the impact of a title and franchise. When retail 
establishments offer a used title at $20 off new retail six months after
 release, it is stupid to question why people buy used over new. A few closed hatches might not be that big a deal and this will boil down to what a gamer is willing to go without. &lt;/p&gt;
&lt;p&gt;I wonder... have these guys heard the fable about the &lt;i&gt;Goose That Lays 
the Golden Egg&lt;/i&gt;? The moral is &lt;b&gt;you don&amp;#39;t kill it.&lt;/b&gt; Gamers, new or 
used buyers are each half of that golden egg laying goose. Killing half
 the goose may not stop it from laying golden eggs, but I&amp;#39;m pretty sure 
it&amp;#39;ll lay less often and in fewer troy ounces.Either way, when an industry forces a portion of the supporting community to fold and submit, there&amp;#39;s the risk of losing that portion of people. With reports of lagging game sales and so one, it seems strange to want to act in spite toward some of the support.&lt;/p&gt;
&lt;p&gt;Used item sales have been around for over a century and has not been exclusive to the gaming industry. Pawn shops sell everything from rifles to cameras, and often a console with video games. They may not offer the consumer much in the way of profit return or quality assurance but they&amp;#39;re undoubtedly a common source for used consoles and games. They make money from selling the items like GameStop. Rather than try and and adjust the EULA to make explicit lines within the First Sale Doctrine. Currently the term &amp;quot;buy&amp;quot; with regard to software really means &amp;quot;license&amp;quot; but publishers openly admit that what they&amp;#39;re doing is &amp;quot;selling.&amp;quot; Looking back at &lt;i&gt;Vernor v. Autodesk&lt;/i&gt; from a few years back, it seemed Autodesk &amp;quot;won&amp;quot; the battle of used software sales when Vernor was selling used software. Shortly after Autodesk &amp;quot;won,&amp;quot;&amp;nbsp; the case went to an appellate court.&amp;nbsp;&amp;nbsp; From an &lt;a target="_parent" href="http://arstechnica.com/tech-policy/news/2008/05/court-smacks-autodesk-affirms-right-to-sell-used-software.ars"&gt;Ars Technica article&lt;/a&gt;: &lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;...as Vernor&amp;#39;s lawyers &lt;a href="http://www.citizen.org/documents/ResponseMotiontoDismiss.pdf"&gt;pointed out&lt;/a&gt;,
 the distinction between a lease and a sale is based on the actual 
characteristics of the transaction, not merely on how the transaction is
 described by the parties. And characterizing AutoCAD as merely 
licensed, rather than sold, barely passes the straight face test. 
AutoCAD customers pay a lump sum at the time of purchase, with no 
obligation to make further payments or to return the software at the 
conclusion of the supposed lease....In a 21-page &lt;a href="http://www.citizen.org/documents/vernororder.pdf"&gt;decision&lt;/a&gt;, Judge Jones sided with Vernor. Citing the &lt;a href="http://www.precydent.com/citation/550/F.2d/1180"&gt;1977 case&lt;/a&gt; of &lt;i&gt;United States v. Wise&lt;/i&gt;,
 which involved the sale of used films obtained under dubious 
circumstances, Jones found that the Ninth Circuit&amp;#39;s precedents suggested
 that the circumstances surrounding the sale of AutoCAD software 
constituted a sale, not merely a license. Therefore, the First Sale 
Doctrine applied, and Vernor was not bound by any of the terms in 
Autodesk&amp;#39;s license agreement.... If software is sold, rather than licensed, then no license is required 
to install and use the software, and the terms of shrink-wrap licenses 
may not be legally binding. 
&lt;/p&gt;
&lt;p&gt;Of course, this was overturned again and the ruling now stands that we don&amp;#39;t own our games, period. They&amp;#39;re licensed. If one opens the EA EULA, it states clearly the game was not sold to you (yet doesn&amp;#39;t mention anything about resale). In response to the final ruling, the American Library Association states:&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;...judicial enforcement of software license agreements, which are often 
contracts of adhesion, could eliminate the software resale market, 
require used computer sellers to delete legitimate software prior to 
sale, and increase prices for consumers by reducing price competition 
for software vendors.&lt;/p&gt;
&lt;p&gt;Enter again EA&amp;#39;s &amp;quot;Origin.&amp;quot;&lt;/p&gt;
&lt;p&gt;Other rather interesting supplemental reads, should one be able to acquire them or have the desire to obtain greater depth beyond my personal opinion, I would suggest the following academic and legal opinions:&lt;/p&gt;
&lt;p&gt;&lt;a target="_parent" href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1669562&amp;amp;http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1669562"&gt;Digital Exhaustion&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a target="_parent" href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1586580##"&gt;Why License Agreements Do Not Constitute Control Copy Ownership&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a target="_parent" href="http://www.eff.org/files/MDY%20v%20Blizzard,%20108_Order_on_Trial.pdf"&gt;&amp;quot;Glider Case&amp;quot;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a target="_parent" href="http://www.law.washington.edu/casrip/newsletter/Default.aspx?year=2002"&gt;A lot of this stuff&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;It could be argued that &amp;quot;service&amp;quot; can imply support by way of patches, but patches often fix issues within the game prior to sale; a warranty repair of sorts. Sure, we could argue a warranty doesn&amp;#39;t have to extend to the second-hand user. I&amp;#39;d agree with that. What I would point out however, is that in a way patches are also ensuring the software is at the ideal based on intent. Developers and publishers selling software have the obligation to sell their intention. I don&amp;#39;t believe Dead Island was intended to ship with 37 bugs, so if I buy the title used, there&amp;#39;s an entitlement to have the game as the developers intended.&lt;/p&gt;
&lt;p&gt;Could there be a case against this on the grounds that no indication is given at the point of sale (or license) that secondary users will have degraded functionality? Doesn&amp;#39;t this somehow seem like sale of items under false pretense? Is there justification in crippling the software and charging consumers to reinstate full functionality over a disagreement in philosophy between retailer and publisher? Where is the ethics in enforcing a binding agreement between user and publisher via EULA upon opening a product, if the only method to review the EULA is to open the product?&lt;/p&gt;
&lt;p&gt;Perhaps I&amp;#39;m just being paranoid, but looking back people have said 
the same about previous worries only to find themselves in the midst of wolves once thought lambs, yet &lt;i&gt;I&amp;#39;m&lt;/i&gt; the arrogant ass for wanting to buy used games, 
save a few bucks to invest in a greater number of titles with higher 
frequency and maintain interest. Pardon me 
while I crawl back into my hole and await the reappearance of my goat.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;In the meantime, ponder this&lt;/i&gt;:&lt;/p&gt;
&lt;p&gt;Buying and selling used is about the original media and the license with it. The licenses don&amp;#39;t actually state the disk cannot be given to another for a sum of money and they don&amp;#39;t state an individual cannot lend the software without the involvement of money. So long as the original licensee transfers the original license, it seems legally fair. Look at OEM copies of Windows, volume licenses, enterprise editions, and so on.&lt;br /&gt;&lt;br /&gt;What it seems more to me is that developers and publishers want to charge per license, which is fine; they practice this now. If we look at this as though publishers are not selling the software, they&amp;#39;re licensing it, then re-selling is not a sub-license (retaining the original license and granting equal rights under the original), and since a disk is required to execute the software, both software and license are transferred as required by law. However, publishers are arguing that despite the number of initial licenses &amp;quot;bought&amp;quot;, they&amp;#39;d prefer to get paid per personal experience - attempting to charge for a used title on the grounds that the next person to have the experience or access the content has not paid the publisher directly, under the same context as the original licensee. &lt;/p&gt;
&lt;p&gt;When we play games, we all have a slightly different experience. Review sites such as GIO, IGN, CVG, Eurogamer, et. al., often rate games differently followed by droves of gamers commenting on whether they agree or disagree with the review score, lending proof to different experiences or at least different perceptions, thus personal experience in context to a game played isn&amp;#39;t qualifiable or quantifiable. Publishers are essentially asking (or slowly forcing, take your pick), authority to place a qualifiable value on social opinion and then charge a set price regardless of time passage while also reserving the right to set the value at zero and stop the support (read: access) at their leisure (read: when it is no longer profitable). Gamers could vote with their wallet, but even games that no one likes have published sequels, rendering the entire concept of wallet based voting rather moot (DJ Hero anyone?).&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;hr style="width:450px;" /&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4075.ORLY.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;[ADDENDUM]&lt;/p&gt;
&lt;p&gt;In response to Fever Ray - and because his comment prompted article worthy response, I&amp;#39;ll also put my response to him here]&lt;/p&gt;
&lt;p&gt;&amp;quot;&lt;i&gt;If you want to make the car analogy...&lt;/i&gt;&amp;quot;&lt;br /&gt;&lt;br /&gt;But I don&amp;#39;t. It&amp;#39;s an apples to oranges comparison that people make, and it&amp;#39;s heavily flawed which is why I avoided that analogy in the first place. I get you derived the car argument from the term &amp;quot;lease&amp;quot; but you can lease more than a car. Other leasable items are an apartment, power equipment, a house, furniture; lease is just another word for rent. I can rent a game from Blockbuster for $1.99 a day. And, if the CSR isn&amp;#39;t paying attention, get the bonus DLC code if i&amp;#39;m the first to rent it. Where&amp;#39;s the outrage from the industry on renting games? How about the outrage where Blockbuster will sell previously rented titles for more than GameStop. the value of the game to the consumer is the same between both retail establishments, but it&amp;#39;s GameStop that catches heat - why? because used sales are the majority of their business.&lt;/p&gt;
&lt;p&gt;If I were to go lease an HD TV would it be justified that if I didn&amp;#39;t buy directly from the manufacturer, I lose HD or function of my HDMI ports? No. I don&amp;#39;t repa the benefits of a warranty or repair services from Samsung if I get a used LCD, but that&amp;#39;s okay. I don&amp;#39;t expect Samsung to grant me a warranty. I do expect that I have full access and functionality of the product, however. Bear in mind that places that lease, buy them outright from the manufacturer - they&amp;#39;ve been sold already.&lt;/p&gt;
&lt;p&gt; &amp;quot;&lt;i&gt;The whole second-class citizens argument is weak to me; if you don&amp;#39;t buy from the manufacturer, I fail to see how you&amp;#39;re a citizen at all- you&amp;#39;re giving no custom to the creator- what do they owe you?&lt;/i&gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;Hmmm... interesting point. Would you use that same argument in a debate about illegal immigration? If so, then are you aware that the US Constitution provides for people on US soil, not just the citizens? I know that&amp;#39;s not the debate here but I&amp;#39;m interested in seeing if your principle is as conditional as it sounds.&lt;/p&gt;
&lt;p&gt;A rule of marketing is that the best business is return business and the best advertising is word of mouth. Used games promote return business and shares the experience with others. You don&amp;#39;t think Activision doesn&amp;#39;t tally their &amp;quot;sales data&amp;quot; with &amp;quot;used&amp;quot; games and reports a general number&amp;nbsp; there do you? The creator has already been paid for the projected value of the item through the publisher, and the publisher through retailers.&amp;nbsp; Like most industries, the developer is paid a certain percentage to start the work, then upon completion paid the rest. &lt;br /&gt;&lt;br /&gt;What&amp;#39;s more is that used games don&amp;#39;t typically appear until months after the initial release. By that time the game is considered &amp;#39;old&amp;#39; and the publishers don&amp;#39;t count of income from the title. The only reason they&amp;#39;re mad is because someone tapped the market before they did. &lt;br /&gt;&lt;br /&gt;No publisher or developer has yet to present factual data on exactly how much money is lost to them in the used game market and no publisher or developer has responded to the fact that when a consumer saves money on a used game, it puts more money in their hand to buy a new one. Additionally, no data supports that there are a group of gamers that ONLY buy used. &lt;br /&gt;&lt;br /&gt;Point of fact - less rotation means less money, yet publishers choose not to see that. Used and second-hand sales have been a part of numerous industries - books, clothes, cars, houses, small electronics and yet each one of those industries survive and flourish (partially because of it). I find it laughable to think that an industry that prides itself on creativity is the only one to complain and cry foul. &lt;/p&gt;
&lt;p&gt;Cultures do need to change, but how is this &amp;quot;evolutionary&amp;quot; for gamers?&lt;/p&gt;
&lt;p&gt;&amp;quot;&lt;i&gt;Conversely, publishers are well within their rights to restrict access to things like online content- or really anything else.&lt;/i&gt;&amp;quot;&lt;br /&gt;&lt;br /&gt;I agree ONLY if the online mode of play is through dedicated servers set up by publishers or developers. In that case, developers and publishers would incur cost when people buying used went online to play. Typically, publishers don&amp;#39;t have a dedicated server for a title thus incur no cost when I play online. Madden doesn&amp;#39;t use a dedicated server... Medal of Honor wasn&amp;#39;t using a dedicated server... Resistence 3 was a first party title so there&amp;#39;s a stronger argument for Sony locking the multiplayer, but I did pay full retail for my PS3 and if multiplayer is peer-to-peer, I&amp;#39;m running my game through the hardware I paid for.&lt;br /&gt;&lt;br /&gt;Speaking of which, do you seriously think Sony or Microsoft are stepping up and saying &amp;quot;hey, if you buy a used console then we can&amp;#39;t make any money?&amp;quot; No. Why? Because it&amp;#39;s a false argument. &lt;/p&gt;
&lt;p&gt;What about with Capcom and Namco who implemented a permanent save? You don&amp;#39;t think it devalues the game when you can&amp;#39;t erase the save? In what appears to be an effort to break the incentive to buy a used game cart, a permanent save also means that if the person keeps the game there&amp;#39;s no real excitement in playing it a second time. The game is good for a single experience to a single user.&lt;br /&gt;&lt;br /&gt;In essence, if I&amp;#39;m to believe that selling or buying used games rapes the industry, then I guess I shouldn&amp;#39;t take part in sharing a great experience I had with a game with other people that play games. &amp;quot;Too bad a$$holes, buy your own.&amp;quot;&lt;/p&gt;
&lt;p&gt;I still feel that to some extent the publishers are sour grapes because they&amp;#39;re a leaner middle man than used item retailers. They&amp;#39;re using developers and consumers as pawns, and no one thinks that&amp;#39;s low - but *** &lt;i&gt;me&lt;/i&gt; to hell if I want to get something second-hand?&lt;/p&gt;
&lt;p&gt;To quote Michael Pratcher from &lt;a href="http://gamer.blorge.com/2009/06/30/used-games-sales-good-or-bad-for-the-industry-and-do-we-care/"&gt;GI.biz&lt;/a&gt; back in &amp;#39;09&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;If trade-ins occur at GameStop, they should position the trade-in 
customer to buy more new games than he/she would otherwise normally 
purchase. Because the average used game value is around 20 per cent of 
the new game price, we think that used game trade-ins fuel incremental 
sales of over six per cent of total new game sales, suggesting that the 
cannibalization from the used game &amp;lsquo;push&amp;rsquo; is more than offset by the 
benefit from used game currency.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1237623" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Capcom/default.aspx">Capcom</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/industry/default.aspx">industry</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Culture/default.aspx">Culture</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/RAGE/default.aspx">RAGE</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/get+my+goat/default.aspx">get my goat</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/used+games/default.aspx">used games</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Namco/default.aspx">Namco</category></item><item><title>Off Topic: I Wonder...</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/14/off-topic-i-wonder.aspx</link><pubDate>Wed, 14 Sep 2011 22:29:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1234781</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=1234781</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=1234781</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/14/off-topic-i-wonder.aspx#comments</comments><description>&lt;div class="teaser"&gt;
&lt;p&gt;&lt;img src="http://therproject.org/wp/wp-content/uploads/2011/03/question-mark.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Breaking from the traditional intellectualism (or alleged intellectualism) of my normal posts, I was compelled to share a list of things that keep me up at night.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why&lt;/b&gt;:&lt;br /&gt;
&amp;quot;Where&amp;#39;s Waldo?&amp;quot; caught on. Don&amp;#39;t we generally look for things &lt;i&gt;we&lt;/i&gt; lose? What is the point of paying money for a book full of the same man &lt;i&gt;someone else&lt;/i&gt; continues to lose on the very next page after &lt;i&gt;you&lt;/i&gt;
 do all that work to find him. That is why I sent the book I was given one Christmas 
back to the author with a note that read:&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&amp;quot;&lt;i&gt;Mr. Handford,&lt;br /&gt;
Poor planning on your part does not constitute an emergency on mine. You lost Waldo, &lt;/i&gt;&lt;i&gt;you f*cking find his a$$ for a change. &lt;br /&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&lt;i&gt;Sincerely,&lt;br /&gt;
Shawn &amp;#39;next time, buy a leash&amp;#39; Gordon&lt;/i&gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Handbags are called handbags. Other bags with a prefix hold what that 
prefix is, for example a trash bag; it holds trash and it&amp;#39;s designed to 
hold trash. The handbag however, contains no 
hands, and is not designed to. It&amp;#39;s also expensive. So, I think the next
 time my wife wants to spend $300 on a Kathy handbag, it better have a hand in it.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Parents encourage imaginative and creative behavior until their children
 are around 15, and then if they continue this lifelong behavior past 15 the children suddenly have ADD?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
If God is everywhere, it&amp;#39;s &amp;quot;wrong&amp;quot; to go into a porn theater, too?&amp;nbsp; &lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;If everyone poops, does the Pope take Holy Sh*ts?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Guys are afraid of buying tampons? I mean, it&amp;#39;s pretty obvious that we&amp;#39;re not buying them for ourselves.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Phonetic isn&amp;#39;t spelled phonetically and palindrome isn&amp;#39;t spelled the same forwards or backwards?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Kamikaze pilots bothered with helmets and a seatbelt?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
Self-Help comes in groups and you hear about it through other people?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
There&amp;#39;s not another word for synonym?&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder if:&lt;/b&gt;&lt;br /&gt;Antonym is its own antonym.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;I wonder why:&lt;/b&gt;&lt;br /&gt;
It&amp;#39;s okay to point at your wrist to inquire about the time, but rude to 
point at your crotch if you want to inquire about a bathroom?&lt;/p&gt;
&lt;/div&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1234781" width="1" height="1"&gt;</description></item><item><title>Battlefield: Modern Ware-Fare and the Required Elitism within Industry vs. Culture</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/14/battlefield-modern-ware-fare-and-the-elitism-of-industry-vs-culture.aspx</link><pubDate>Wed, 14 Sep 2011 14:33:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1234075</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>12</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=1234075</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=1234075</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/14/battlefield-modern-ware-fare-and-the-elitism-of-industry-vs-culture.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/3010.elite.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;This article is a response to Jimmy2tymes&amp;#39;s blog &lt;a target="_parent" href="http://www.gameinformer.com/members/blogs/members/b/jimmy2tymez_blog/archive/2011/09/11/why-gamer-elitism-is-bad-for-the-industry.aspx"&gt;Why Gamer Elitism is Bad for the Industry&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;It&amp;#39;s football season. I sat on my couch with my 8 year-old son last Sunday and watched happily as Manning lead the New York Giants to their first loss of the season against my home team, the Washington Redskins. You may not be a Redskins fan, and I respect your choice to like sh*tty teams, but nothing you say or do; no degree of valid points or strength of arguments made will dissuade me from my fandom.I think they&amp;#39;re the best team. I think no matter what your team accomplishes they still suck and no matter what you think or why, you&amp;#39;re stupid for thinking it. My team rocks. When they do good, I look good by association. My tastes are creme de la creme because I only like things that are good. No, I&amp;#39;m not one of those misguided emo-hipster types (you fool) - I&amp;#39;m an elitist (duh!).&lt;/p&gt;
&lt;p&gt;Elitism has become generalized over time, much like &amp;quot;gamer&amp;quot; or &amp;quot;hardcore,&amp;quot; because they&amp;#39;re self-applied. A lack of accepted standard definition has lead the gaming culture down this road and although it&amp;#39;s really depressing that despite the overall unity as a culture we claim to want, our labeling of one another speaks volumes to the contrary. &lt;/p&gt;
&lt;p&gt;When I talk to some Modern Warfare fans, they tell me that they&amp;#39;re &amp;quot;so 
hardcore, they bought the Elite edition of the games on both systems - didn&amp;#39;t care how much it cost, they&amp;#39;re &lt;i&gt;that&lt;/i&gt; hardcore.&amp;quot; 
Well, by that logic I must be a hardcore &amp;quot;dresser&amp;quot;. I have suits that 
cost more than the down-payment on a brand new Mercedes.&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve heard some of these &amp;quot;hardcore&amp;quot; Modern Warfare fans claim their status on the merit of obtaining every achievement or trophy in every game in the franchise and play on nothing less than elite mode. Get ready - was a &amp;quot;hardcore&amp;quot; student. I went to school on &amp;quot;elite mode&amp;quot; by taking nothing less than honors or AP classes and graduated High School with a 4.2 GPA a year early, joined the military, and still managed to earn four college degrees before I was 30.&lt;/p&gt;
&lt;p&gt;Reading the above I do sound like an elitist. Actually, I sound more like an an a$$hole that needs to be punched in the face. We&amp;#39;ll just agree that the above sounds like I&amp;#39;m an elitist a$$hole (read: I&amp;#39;ll dictate to you the context and definition of terms you will accept, without question). To be honest, I had a hard time controlling myself just in writing that; I was compelled to kick my own a$$ (but I threatened myself with an a$$ beating if I did that, got scared, and backed down.)&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2728.assclown.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Like Jimmy2Tymez,&amp;nbsp; I&amp;#39;m in my 30&amp;#39;s (I&amp;#39;m only a year older than he), I have a job,
 a family that becomes priority, a long gaming history that overshadows 
most, and have an education .  I wasn&amp;#39;t always the mediocre level 11 GI member, I started out as a level 1 during the site reboot and dealt with the same elitism from users transitioning from the old site. I wasn&amp;#39;t always the average level 14 PSN account (I have more substantive life goals than trophies), I didn&amp;#39;t even get a PS3 until 2 1/2 years ago. I could go on and on about what I have and how I got there from what I didn&amp;#39;t, but it&amp;#39;s not at all important. The long short of it is I started out like everyone else in the world, wet, ignorant, naked, and hungry. I will also die like everyone else; alone, likely in some measure of pain, and unable to take anything from life with me. It&amp;#39;s not a reality we readily accept, but it&amp;#39;s the reality we get and I think running from that unpleasant reality is just another self-disservice.&lt;/p&gt;
&lt;p&gt;I don&amp;#39;t agree with Jimmy&amp;#39;s conclusion or how he draws it. This isn&amp;#39;t to say he&amp;#39;s &amp;quot;wrong&amp;quot; or that I&amp;#39;m better than he is - only that I think there&amp;#39;s some important things missed in the reflection upon the issue, and that I simply disagree. I applaud Jimmy for stating his case openly and freely. I wish more would.&lt;/p&gt;
&lt;p&gt;From Jimmy&amp;#39;s blog I gleaned:&lt;/p&gt;
&lt;p&gt;&amp;quot;I&amp;#39;m a gamer just like anyone else despite the various standards among the smaller cliques and sub-groups that&amp;nbsp; work hard at setting themselves apart with divisive labels. I&amp;#39;ve been around as long, if not longer than most of the people with the elitist attitudes, but you don&amp;#39;t see me with that attitude. Get over yourselves&amp;quot;&lt;/p&gt;
&lt;p&gt;Technically, yes - that attitude is there. 2/3 of his blog reads like a justification for acceptance into the same group he admonishes, and uses &amp;quot;I&amp;#39;m like you&amp;quot; as both the causality and qualifier of his opinion. The remaining 1/3 seeks to tie in the reasoning that elitism works against the hand that feeds us. The former is merely Jimmy&amp;#39;s opinion and I can&amp;#39;t say I disagree completely with the sentiment. The latter however, I think conflates &amp;quot;industry&amp;quot; with &amp;quot;culture&amp;quot; and lacks a certain context that clearly defines either. In either case, the underlying image I get is that someone on the Internet is upset that someone &lt;i&gt;else&lt;/i&gt; on the Internet thinks less of them over something unquantifiable about something unqualifiable. Now it all seems a sophomoric, but understandable nonetheless. I&amp;#39;ve been there before and will be there again on some things. I&amp;#39;m not as perfect as I make myself out to be in my opening (shocked?).&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:medium;"&gt;&lt;b&gt;ELITISM HELPS THE INDUSTRY&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Elitism is one of the most helpful things in the gaming industry. From a cultural aspect many people hate it. It makes some of us feel bad, embarrassed, or second-class. That&amp;#39;s the objective of the attitude by definition, so complaining won&amp;#39;t do anything. It&amp;#39;s a useless fight. That said, I think a great example of how and why elitism is great in the industry is the heated rivalry between Battlefield and Modern Warfare. &lt;/p&gt;
&lt;p&gt;Personally, MW as a franchise has done little more than stagnate and this crap with the &amp;quot;Elite&amp;quot; mode is merely condensing methods of organization players previously sought outside the game, usually for free, and charging money on the justification that the actions are sanctioned by Activision in-house; a one-stop multiplayer experience. Along with the Elite subscription, players get monthly updates of maps and non-subscribers get the quarterly releases of map packs per usual. What&amp;#39;s not said is if the monthly updates will be one or two maps a month and if the quarterly maps packs for non-subscribers will now be more expensive to encourage subscriptions. My personal opinion on this is of very little consequence to the die hard fans. These fans will get the game and pay the money regardless of what it is I say. Some of them will act like elitists. So, how is this good - to have people acting like children and promoting superficial rivalry?&lt;/p&gt;
&lt;p&gt;It makes money. The strange thing about money is that it&amp;#39;s required to do things, fun things - like gaming. &lt;/p&gt;
&lt;p&gt;Similarly, for every Washington fan there&amp;#39;s a Dallas fan just like for every Battlefield fan there&amp;#39;s a Modern Warfare fan. When these fans go at it with each other, the franchise owners bet on making a lot of money. Even now, gamers are making pre-orders on Modern Warfare, some, simply because they don&amp;#39;t want to hear &amp;quot;Battlefield outsells Modern Warfare 3 over Holiday 2011.&amp;quot; Likewise, there are some people that like Battlefield or just hate Modern Warfare and will buy Battlefield just to help the headline. It&amp;#39;s stupid, and I&amp;#39;ll agree to that, but it&amp;#39;s exactly what pushes the market to some extent. &lt;/p&gt;
&lt;p&gt;Additionally, when fans go at it and start listing reason why a title is loved or hated - especially in a rivalry, it would be moronic to think developers aren&amp;#39;t listening. Developers and publishers listen to people go to war just as much as they watch and copy other successful aspects of games for their own. If you think Modern Warfare or any modern FPS is totally original and brought truly fresh ideas to the table... then you&amp;#39;re probably under 10 years-old or stupid (I&amp;#39;m not ruling out the possibility of both, either).&lt;/p&gt;
&lt;p&gt;The point is, elitism is one of the many ways industry taps the pulse of the consumer base. What people like and hold above groups of another become incorporated in the perceived underdog group. When both groups have the same relative talking points, there&amp;#39;s a unity and a bridge toward camraderie is built. &lt;i&gt;How&lt;/i&gt; this is &amp;quot;bad&amp;quot; escapes me; &lt;i&gt;why&lt;/i&gt; this would be &amp;quot;bad&amp;quot; remains ever a mystery to me. I had the impression that fans of any team sought to encourage the evolution of the team.&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:medium;"&gt;&lt;b&gt;ELITISM HURTS THE CULTURE&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;If you&amp;#39;ve read my past blogs, I&amp;#39;ve written a couple times about the divisiveness of group labels and how &amp;quot;hardcore&amp;quot; is a misnomer for &amp;quot;enthusiast.&amp;quot; In fact, two of my pieces address Jimmy&amp;#39;s thoughts directly among the points made:&lt;/p&gt;
&lt;p&gt;&lt;a target="_parent" href="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/02/03/no-ma-am-gender-superficiality.aspx"&gt;No ma&amp;#39;am: gender superficiality&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a target="_blank" href="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/07/09/love-and-hate-of-the-gaming-culture.aspx"&gt;Love and Hate of the Gaming Culture&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Other users have written on the same topic of Elitism with sentiments of their own and the concepts and feelings expressed are not unique nor exclusive to gaming. In that, we all need to get over ourselves. &lt;/p&gt;
&lt;p&gt;To rehash and summarize the points of the two listed blogs - elitism is divisive to a culture, if not moronically superficial but undeniably necessary for the industry to improve, thus a taint we must endure in doses. Going back to football, who cares how many Super Bowls Dallas won, or how many yards John Riggins cleared in his career? Who cares if someone thinks MW if better BF? Will it change our buying habits and perspective of someone else hold an opinion independent of our own? The statistics on sales between rival titles don&amp;#39;t amount to anything of tangible value and serve to only fill some kind of emotional gap some can&amp;#39;t find anything better to fill it with. The problem, is that once it&amp;#39;s filled these people are putting themselves in a position to where they have to choose to remove and replace it. Why not just leave it open for something that actually matters?&lt;/p&gt;
&lt;p&gt;It is because there is a&amp;nbsp; lack willingness to be seen as &amp;quot;average.&amp;quot; No one strives for second place, and no one steps up and declares the role of &amp;quot;sidekick&amp;quot; by choice. Those who do, simply settle and in the modern world where everything in the gaming culture is about what gains can be represented with an icon of some sort, we&amp;#39;ll have elitism. Will it end? No. it&amp;#39;s not something that manifested with trophies and achievements - it was displaying Collectors&amp;#39; Edition titles on a shelf and posting pictures of the useless trinkets that came with them on profile pages before that. Prior to &lt;i&gt;that&lt;/i&gt; it was buying imports and prior to &lt;i&gt;that&lt;/i&gt; it was having a coin-op in the garage. What will it be in the future? I don&amp;#39;t know, probably something equally stupid. The purpose of it though is what I find most unsettling. It has become apparent to me that it&amp;#39;s about making ourselves feel better about something we care about. &lt;span style="color:#ff0000;"&gt;We don&amp;#39;t need to look at new or different ways to keep ourselves feeling better, we need to look at what we&amp;#39;re trying to feel better &lt;i&gt;than&lt;/i&gt; and &lt;i&gt;why &lt;/i&gt;we need to feel better in the first place.&lt;span style="color:#000000;"&gt;It&amp;#39;s a pretty shallow and worthless cultural community when people respect something like a gamerscore or a list of trophies more than the parenting ability of a father to his children. In that, I can&amp;#39;t blame Jimmy for being upset by the elitist attitudes within our culture, but that&amp;#39;s not the basis of all elitism or enough to lambast elitist attitudes across the board. &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff0000;"&gt;&lt;span style="color:#000000;"&gt;It&amp;#39;s not elitism that&amp;#39;s to blame and it&amp;#39;s not elitism hurting the industry, it&amp;#39;s where it is applied, to whom, and under what contexts. Unfortunately, the culture of gaming has spread to much younger generations where a decreasing number of people have the ability or time to teach them the right way to behave and act. Us &amp;quot;old&amp;quot; gamers are too few and the middle-ground gamers are enjoying the peak of their existence within the culture, leaving the next generation to shape what everyone will deal with in 5-7 years. If we don&amp;#39;t fix it now, then when? If you don&amp;#39;t fix it, then who? We could spend all day b*tching, but last I checked talking is much less effective than doing.&amp;nbsp; &lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff0000;"&gt;&lt;span style="color:#000000;"&gt;&lt;img src="http://bluemechaoxide.net/blog/wp-content/uploads/2010/03/I-Want-You-to-Kick-Ass.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&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=1234075" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/rivalry/default.aspx">rivalry</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/BF3-+Redskins/default.aspx">BF3. Redskins</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Dallas/default.aspx">Dallas</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/elitism/default.aspx">elitism</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/MW3/default.aspx">MW3</category></item><item><title>Website Community Achievements and Trophies? No, Thanks. [A meta-blog]</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/07/website-community-achievements-and-trophies-no-thanks.aspx</link><pubDate>Wed, 07 Sep 2011 05:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1212666</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>28</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=1212666</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=1212666</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/07/website-community-achievements-and-trophies-no-thanks.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2234.reward.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Spurred by &lt;a target="_blank" href="http://www.gameinformer.com/blogs/members/b/subsaint_blog/archive/2011/08/26/game-informer-online-achievements-an-introduction.aspx"&gt;Saint&amp;rsquo;s blog&lt;/a&gt; about incorporating achievements into the GIO website, I felt the need to create a separate meta-blog on the same topic. I don&amp;rsquo;t want badges. I think in the end, it is a very bad idea. I don&amp;rsquo;t say this to devalue the thought and effort of those proposing the idea or because I like debate. I&amp;rsquo;m saying it because I honestly feel badges are the very last thing this community needs. On the other hand, who doesn&amp;#39;t like the idea of &amp;quot;mutually equitable ubiquity on the premise of purpose driven reciprocal exchange,&amp;quot; or rather a&amp;nbsp; system that benefits groups and individuals through positive interaction by way of a universal reward structure - I did at one point, but have rethought my position and I think it&amp;#39;s worth sharing.&lt;br /&gt;&lt;br /&gt;Years ago, I was a member of another website named Newsvine. Some of you already know this about me; it is where I developed my interest in writing. Back then, most of my writing was political (and it was just as acerbic, if not more).&amp;nbsp; In those days, &amp;ldquo;gamification,&amp;rdquo; or implementing badges and achievements on sites was still a budding concept as many sites were turning to &amp;ldquo;user generated content.&amp;rdquo; It was a win-win for these sites because all they needed to do was sit back and allow users to fill pages with things visitors would love to read. The setup is a perceived mutual exchange that favors the website more than the user &amp;ndash;writers had free bandwidth to use to write and sites got free content. At the same time, these sites would generate ad revenue based on the number of visitors reading the blogs of unpaid authors. The justification was that these blogger, or &amp;ldquo;citizen journalists&amp;rdquo; were not professional writers and therefore did not write to the same quality and consistency of a &amp;ldquo;real&amp;rdquo; journalist (which isn&amp;rsquo;t entirely false).&amp;nbsp; &lt;br /&gt;&lt;br /&gt;As with any community-based site, the community attempts to better itself and gain a bit of control over their realm of contributions; responsibility without authority ends badly. Naturally, community members will eventually devise plans to introduce various incentives to increase retention and many modern communities will try and incorporate a way for users to display their accomplishments on the site. There&amp;rsquo;s no harm in that right? People should be able to take credit for things that strengthen a community and doing so gives other ambitious users a goal. A win-win, agreed?&lt;/p&gt;
&lt;p&gt;I personally feel that the path to success with the idea Saint and 
Born4This present&amp;nbsp; more difficult than currently realized. I think that 
in their idea they miss the pitfalls for what they are. In this case 
they don&amp;rsquo;t seem to have thought about the value of the achievement over 
time, the divisiveness between those who have and those who don&amp;rsquo;t, honor
 vs. obligation, and the measure by which an achievement is given only 
aims to increase quantity and not quality.&lt;/p&gt;
&lt;p&gt;Don&amp;rsquo;t get me wrong, I love that the idea has presented itself and the 
effort Saint and Born4This are taking in thinking about. I took a 
similar stance to Saint in 2009 and &lt;a title="This is pretty long and in depth, but runs close to the ideas Saint and Born4This are working toward" href="http://ejronin.newsvine.com/_news/2009/03/12/2537007-vineacity-revision-proposal-ii-badges?last=1280343358&amp;amp;threadId=525801&amp;amp;sp=0&amp;amp;pc=25#last_1presented%20my%20idea%20to%20Newsvine"&gt;presented my idea to the Newsvine community&lt;/a&gt;. Now, years later, I&amp;rsquo;ve come to realize that had my idea taken flight the mess it could have created.I&amp;#39;d also like to add that I&amp;#39;m not writing this to &amp;quot;shoot down&amp;quot; or poke every hole I can think of in the reasons for a reward system, but spurr discussion that might weigh the cons against the pros so that if a reward system is implemented, it will be after serious consideration to more than &amp;quot;what &lt;i&gt;we&lt;/i&gt; get.&amp;quot;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/7245.achievement_2800_3_2900_.gif" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;ldquo;Gamification&amp;rdquo; is perfectly fine if (and only if, in my opinion) the objective is a short-lived numerical run to encourage rapid growth; 50,000 users can play &lt;i&gt;snatch-n-grab&lt;/i&gt; every month in rotation, but what will they do or where will they go after that? More to the point, what will happen to user retention once the reward system resources are used up in the eyes of the user? &lt;/p&gt;
&lt;p&gt;Usually, users will flow to the next site that offers the same thing in a different package. Clearly this isn&amp;rsquo;t a community that desires high turnover and I would prefer to think the staff of Game Informer place value on the user base, and since users come here without the reward incentive, I see no logical reason to create one that would serve to instill the desire to find it elsewhere later. . &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Back in 2009 when I joined Gaminformer.com (at its reboot) there was a huge clash between &amp;ldquo;old heads&amp;rdquo; and new users. The last things we need are groups of people running around feeling entitled because they have some silly badge, or in an attempt to get a silly badge make generally worthless comment (&amp;ldquo;first!&amp;rdquo; comes to mind here).&amp;nbsp; There is no way the idea and practice can measure objectivity and substantive participation so the mechanic must default to a number of posts made, or how many people vote a comment up or report it for an infraction.&lt;/p&gt;
&lt;p&gt;The concept of voting was to indicate objectivity, but people most often use it to agree with something written or to give written comments a general approval, thus it becomes a tool for subjectivity. Some may argue that to combat subjectivity, moderation of the tool take place but how can anyone truly be subjective given the type of comments people leave? The system becomes fascist at that point, clearly not an ideal construct. &lt;/p&gt;
&lt;p&gt;A prime example of this is the star rating on blogs - if people disagree
 with what it written they rate it low, whereas the actual purpose is to
 rae it based on how well it is written or if it covers solid points. If
 you look at this blog&amp;#39;s star rating, there&amp;#39;s no way to tell if it rated
 based on the merit of the blog or whether someone just disagrees with 
what I&amp;#39;ve said. &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2086.achievement_2800_8_2900_.gif" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The biggest caveat will reside in a sub-layer of subjectivity, and was presented in a comment to what I wrote on Newsvine.&amp;nbsp; Badges gives the appearance that as a community we&amp;rsquo;re striving for social acceptance, that we turned our focus not to substantive and constructive participation out of a desire to see a better community, but to materialism and envy of the intangible. Are we so insecure we need to have a badge to display community worth? Does the ability to &amp;ldquo;earn&amp;rdquo; a badge elsewhere necessitate the same here? We cannot on one hand strive to be taken seriously and say that our passion is something to be respected, and then turn around and dangle a carrot in front of the user just to make them run on a wheel . If you truly want the hamster to stay on the wheel &amp;ndash; build a better wheel. &lt;/p&gt;
&lt;p&gt;This is the same problem games have with the introduction of trophies and achievements &amp;ndash; They amount to nothing and most people stopped caring for them because they&amp;rsquo;re not functional beyond the game. And, they require someone take the time to care enough about what you&amp;rsquo;ve done to look with the only reason for looking is to be that *** that has to &amp;ldquo;win&amp;rdquo; at things in which there&amp;rsquo;s no competitor.&amp;nbsp; Why foster that kind of attitude? &lt;br /&gt;&lt;br /&gt;Similarly, badges blur the line and will conflate the method of participation, not unify the community. If you want people to stop, stare, and clap/boo with approval/disapproval &amp;ndash; go to Hot or Not or Rate My Poo. &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/3058.achievement_2800_7_2900_.gif" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The next problem is that it can be divisive. As was made painfully obvious to me in the beginning of my first stay here in GIO, not everyone is going to use GIO equally or take from GIO the same things. I rallied very hard against divisive attitudes and other non-standard methods of operations demonstrated by others &amp;ndash; and lost (a few times). Some users are here simply to get &amp;ldquo;news&amp;rdquo; and leave light comments on staff topics. Others come for the forum discussion, reading the blogs, writing reviews, etc., and take the full experience of what GIO offers. Setting up a system of badges leaves behind the group of users that don&amp;rsquo;t choose to participate on the same level as other users by not differentiating between people who choose not to participate and people who just suck at participating. The public will lump the two in the same group and those who choose not to participate will have a stigma they do not rightfully deserve. As I said, this same divisive attitude was painfully obvious. Old users would complain about new users and the &amp;ldquo;problematic nuisance&amp;rdquo; they had become, the disruption to the site in their wake, or their inability to take a joke (usually an inside one that the new users was unaware of), etc. Badges will present the same kind of attitude where new users will be discredited based on the lack of badges. I would like to say I believe the community would not behave this way, but I can&amp;rsquo;t read the future as well as I can the past.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6431.achievement_2800_5_2900_.gif" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;If people are motivated in a community to act for an award, it becomes obligatory, thus arbitrary. Think of it like this &amp;ndash; The United States military is the greatest military on the planet because we have one of the few military forces that still fill its ranks with volunteer citizens. The best people for a job are the ones that show up because they want to do it, not the ones that want a prize.&lt;/p&gt;
&lt;p&gt;A badge system only tracks accountability and the completion of a set of prerequisite tasks, not the quality of the task done. In the end, the community will see an influx of &amp;ldquo;fail&amp;rdquo; with little or no increase in &amp;ldquo;win&amp;rdquo; and though there&amp;rsquo;s a balance in that concept, it&amp;rsquo;s clearly not the objective.&amp;nbsp; And, even then, a badge doesn&amp;#39;t represent a common opinion shared by all, but of a select few that deem whatever content presented worthy of praise. It does however; represent a standard action anyone can do regardless of value and in that, there may be some good, but is heavily outweighed by the negative potential and side effects of the bad. It makes little sense if taken as part of the big picture. If we stop treating community interaction like a game, maybe people will take it seriously and stop trying to &amp;ldquo;Win the internet.&amp;rdquo; I vote taking that route prior to thinking of incentivizing our experience. Better yet, lets pool our collective resources and come up with site-wide features that developers could work on to enhance the existing experience rather that worry about faux new ones:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Blog Linking at a user level&lt;/li&gt;
&lt;li&gt;Better notification (or notification at all) in reference to comments and replies outside of the forum&lt;/li&gt;
&lt;li&gt;Designated, sanctioned&amp;nbsp; groups that foster positive interaction among new users&lt;/li&gt;
&lt;li&gt;Increased control over group creation&lt;/li&gt;
&lt;li&gt;Ability to follow blogs of selected users and display them on our user dashboard&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt;To name a few&amp;hellip;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1212666" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/achievement/default.aspx">achievement</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/community/default.aspx">community</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/reward/default.aspx">reward</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/trophy/default.aspx">trophy</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/meta/default.aspx">meta</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/born4this/default.aspx">born4this</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/saint/default.aspx">saint</category></item><item><title>Jensen to Public: "I didn't ask for this [accusation of racism]"</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/02/jensen-to-public-quot-i-didn-39-t-ask-for-this-accusation-of-racism-quot.aspx</link><pubDate>Fri, 02 Sep 2011 16:57:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1201521</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>11</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=1201521</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=1201521</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/09/02/jensen-to-public-quot-i-didn-39-t-ask-for-this-accusation-of-racism-quot.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4265.AJ.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;hr style="width:550px;" /&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Hello fellow humans and transhumans. You may recognize me from the critically acclaimed video-game, Deux Ex: Human Revolution. My name is Adam Jensen.&lt;/p&gt;
&lt;p&gt;Recently there&amp;#39;s been a complaint that I&amp;#39;m a racist or have in some way engaged in behaviors that may be construed as racist. I&amp;#39;m here to assure you I&amp;#39;m not at all racist. In my game you can witness my many indiscriminate acts. My primary concern is objectivity and truth; my only acts of extreme prejudice are against an obstructed path. &lt;/p&gt;
&lt;p&gt;I did not ask for my &amp;quot;gifts&amp;quot; or the present situation, but I am not upset by them. In fact, I had little choice but to embrace my situation and move forward. When my accident happened I knew that &amp;quot;normal&amp;quot; life would become my distant past. It would be a lie to say there is part of me that does not miss what was, but the linearity of time offers no respite for those who linger in the past and cling to the false hope of a return to normalicy. Someone doesn&amp;#39;t get beaten to death and reconstructed against their 
will, only to have the the complex gravity 
of social direction embedded in an epistemological / nihilistic 
narrative wherein any outcome is very grey, perspective based &amp;quot;evil&amp;quot; and
 expect &amp;quot;normal&amp;quot; to factor back in to their daily life.&lt;/p&gt;
&lt;p&gt;In context to these current accusations, &amp;quot;racist&amp;quot; was 
the very least of my immediate concerns, yet at the forefront as well. 
We are all the same race: human, and all else is categorically a sub-race with no value. People will forever have their flaws despite physical changes and 
evolutionary progression; the mind can be shaped, swayed and altered, 
but our soul is what makes us &amp;quot;human&amp;quot; - it is what we do with who we are that determines how we progress.&lt;/p&gt;
&lt;p&gt; Though I&amp;#39;m no longer human in a strict sense, mine is a story of a struggle for racial identity, hanging on by a thread to remain a part of the human race. On the outside I may look like a slightly above average &amp;quot;white&amp;quot; guy, but underneath this military grade weaponry, endoscopic armor, optic enhancers, re-breather, and built-in sunglasses, I&amp;#39;m just a guy looking for the truth and my humanity.&lt;/p&gt;
&lt;p&gt;That&amp;#39;s why I&amp;#39;m speaking out to you now - for truth.&lt;/p&gt;
&lt;p&gt;See, I think that in the end the world deserves to know the truth and make a choice about direction on their own without conflated propaganda and divisive agendas that benefit corporations or individuals only. Believe me, I&amp;#39;ve had to struggle to get to the bottom of things and could write books about my trials and tribulations. I could have chosen the easy route and let Sarif lie, let Taggart lie, or killed myself in an explosion to bury the world in ignorance. The difficulty in bearing the truth does not justify a lie, the difficulty in acting upon truth does not justify inaction, and the difficulty in paving a way doesn&amp;#39;t justify following a predetermined order. My belief in these gave cause for me to make the tough choices, and I choose truth and integrity in spite of the challenges set before me.&lt;/p&gt;
&lt;p&gt;It would be easy for me to deflect the accusations made against me and refer to my treatment in Hengsha and the numerous times I was called a &amp;quot;gwilo&amp;quot;. &amp;quot;Gwilo&amp;quot; is a racial slur for &amp;quot;white person&amp;quot; and I was called that more often and for a longer period than the total speaking part of Letitia back in Detroit. In contrast, it would appear the implication could be rerouted to state racism isn&amp;#39;t part of American society in the future. Although divisive and prejudicial behaviors still exist in 2027, they are on a much less superficial basis.The riot which broke out in Detroit against the augmented was spurred by fear and hate, not unlike many of the racial tensions between ethnic groups during your 1960&amp;#39;s, and similarly facilitated by the propaganda of a few individuals to propel personal and political agenda. Apparently this point was lost and not the primary focus of my accusers.&lt;/p&gt;
&lt;p&gt;Like augmentation, skin color is not an inherent causality; people do not act a particular way &lt;i&gt;because&lt;/i&gt; of of them - people may re-act in a particular way because of them but that evidences the qualities lacking in those who do. More to the point, Letitia spoke as she did, not because of her ethnicity but because she&amp;#39;s obviously uneducated, presumably homeless, and an established drunk. It was clear she was a &amp;quot;CI,&amp;quot; or confidential informant with whom I dealt extensively during my tenure the police force. None of her behaviors are specific to an ethnicity or sub-race and I admit a bit of confusion as to why anyone would make such an association unless it was their self-image on public display that caused discomfort. Perhaps I&amp;#39;ve been accused of being racist because of my own skin color? &lt;/p&gt;
&lt;p&gt;I would lighten the mood by stating &amp;quot;I&amp;#39;m not racist, I&amp;#39;m Black from the waist down&amp;quot; if it weren&amp;#39;t also true.&lt;/p&gt;
&lt;p&gt;Before I continue, let&amp;#39;s examine the definition of racism. Racism is, &amp;quot;the &lt;i&gt;belief&lt;/i&gt;&amp;nbsp; that all members of each race possess characteristics or 
abilities specific to that race, especially so as to distinguish it as 
inferior or superior to another race or races.&amp;quot;&lt;/p&gt;
&lt;p&gt;So as some of you in the public point your 
bent fingers toward my direction, clamoring for &amp;quot;justice&amp;quot; and making 
hollow accusations of &amp;quot;racism,&amp;quot; question whether the portrayal of
 Letitia was a play at labeling ethnic people a certain way but also question whether the behavioral characteristics are confined to a single ethnic group. It is entirely possible for people of the same ethnicity to have opposite spectrum behaviors and&amp;nbsp; people of different ethnic backgrounds to share common behavioral characteristics. For example, another former associate named Jenny Alexander was an undercover police officer dressed as a prostitute to lure criminals. She was also am ethnic woman that shared my passion for justice and truth. If we suppose that the portrayal of Letitia exampled all members of the same ethnicity negatively, why does Jenny not equally portray them positively? I can only assume the motive of my accusers, but there lies a deep suspicion that they choose to see only what they want.&lt;/p&gt;
&lt;p&gt;Many people calling me racist, do so under the false pretense of being underground social civic leaders and instigators of change; they claim their cause is just and their fight a moral one - that no person be treated unfairly. I would implore that these same people consider what a leader does and how and what a leader behaves. Does a leader respond or react, and in that, have these self-proclaimed leaders responded or reacted to something they do not understand? I say they have reacted and in poor taste without first thinking beyond their own prejudices and in turn ask if their actions evidence the message of their words.&lt;/p&gt;
&lt;p&gt;My name is Adam Jensen and I thank you for your time.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1201521" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Square+Enix/default.aspx">Square Enix</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Racism/default.aspx">Racism</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Human+Revolution/default.aspx">Human Revolution</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Adam+Jensen/default.aspx">Adam Jensen</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Jenny+Alexander/default.aspx">Jenny Alexander</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Deus+Ex/default.aspx">Deus Ex</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Letitia/default.aspx">Letitia</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/edios/default.aspx">edios</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/controversy/default.aspx">controversy</category></item><item><title>L.A. Noire: Good, Not Epic</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/24/test.aspx</link><pubDate>Wed, 25 May 2011 00:45:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:943568</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>13</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=943568</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=943568</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/24/test.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6472.lanoire_2D00_header.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img class="alignright size-full wp-image-234" style="border:1px solid black;float:right;" title="LANOIREg" src="http://ctrlrz.com/wp-content/uploads/2011/05/LANOIREg.png" height="450" width="300" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Set in Los Angeles, California during the late 1940&amp;prime;s, &lt;i&gt;L.A. Noire&lt;/i&gt;
 is an open world sleuthing action adventure game that follows the 
police career of former U.S. Marine, Cole Phelps as he solves a series 
of seemingly unrelated murders. As the game progresses, Phelps moves 
through the various sections of the police department discovering a link
 between events throughout the game. Keeping with the Rockstar method of
 delivery, &lt;i&gt;L.A. Noire&lt;/i&gt; isn&amp;rsquo;t without material some audiences may
 find repulsive or objectionable (such as full frontal nudity, sexism, 
intense graphic violence toward women, racism, etc.). However, the game &lt;i&gt;is&lt;/i&gt; intended for mature audiences but doesn&amp;rsquo;t handle the material appropriately for the setting in all cases.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;L.A. Noire &lt;/i&gt;seemed like the perfect candidate for developers to take from Quantic Dream&amp;rsquo;s&lt;i&gt; Heavy Rain&lt;/i&gt;
 niche influence and show desperately needed industry progression toward
 a controllable and emotional cinematic adventure, but didn&amp;rsquo;t. My 
initial hopes for &lt;i&gt;L.A. Noire&lt;/i&gt; were grand; I looked for the title to take some core concept cues from &lt;i&gt;Heavy Rain&lt;/i&gt;
 by way of compelling storytelling, unannounced critical&amp;nbsp; decision 
points, limited operating time-frames, and a control mechanism that 
barred corrective restarts (working to &amp;ldquo;perfection&amp;rdquo; by starting over 
repeatedly).&amp;nbsp;&lt;i&gt; &lt;/i&gt; What &lt;i&gt;L.A. Noire&lt;/i&gt; felt like in the end 
was a mixture of common pre-existing elements found in most open-world 
action adventure games, but instead of  reliance on the expansive 
environment, it relied on the dialog choices and ability of players to 
read facial patterns that ultimately have no bearing on the final 
outcome. In addition the title also felt like a mixture of &lt;i&gt; &lt;/i&gt;&lt;i&gt;The Fugitive, &lt;/i&gt;&lt;i&gt;L.A. Confidential&lt;/i&gt;, &lt;i&gt;Two Jakes&lt;/i&gt;,&amp;nbsp;&lt;i&gt; &lt;/i&gt;and &lt;i&gt;Red Dead Redemption&lt;/i&gt; with a literal facelift. It was a good game worth the effort to make, but it&amp;rsquo;s not &amp;ldquo;epic&amp;rdquo; by any means.&lt;/p&gt;
&lt;hr style="width:15%;color:#ffffff;border:1px solid #cccccc;" /&gt;
&lt;p&gt;&lt;span style="color:#ff0000;"&gt;&lt;b&gt;WARNING:&lt;/b&gt;&lt;/span&gt; &lt;i&gt;This
  review has some spoilers and reveals the end of the game. A majority 
of the spoilers don&amp;rsquo;t reveal the end or how it plays out. Avoid the 
&amp;ldquo;Phelps: Why I don&amp;rsquo;t give a rat&amp;rsquo;s ass about him&amp;rdquo; section if you don&amp;rsquo;t 
want to know the end.&lt;br /&gt;
&lt;/i&gt;&lt;/p&gt;
&lt;hr style="width:12%;color:#ffffff;border:1px solid #cccccc;" /&gt;
&lt;p&gt;&lt;img class="aligncenter size-full wp-image-231" title="la-concept" src="http://ctrlrz.com/wp-content/uploads/2011/05/la-concept.png" height="88" width="605" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Games that pay homage to certain styles and topics often become a 
double-edged sword; by capturing authenticity they lose originality. In 
this, homage titles take huge risk in becoming too similar to existing 
formats or becoming so different that considering it a true homage comes
 with difficulty. L.A. Noire pulls off the developing landscape of Los 
Angeles, greedy opportunists, pre-reform police, and moral ambiguity of 
the late 1940&amp;prime;s. It also carried the film noir presentation poorly along
 the character personalities, but did well in implementing the unique 
aspect of having to watch suspects to decide how to gain useful 
information leading to case closure.&lt;/p&gt;
&lt;p&gt;The game concepts are marred, unfortunately, by some underdeveloped 
mechanics and environmental inconsistencies. Random comments from 
bystanders and pedestrians that do not fit the game setting interrupt an
 otherwise sparse but appropriate soundtrack; simply walking the streets
 of L.A. players will repeatedly hear &amp;ldquo;*** you!&amp;rdquo; or &amp;ldquo;I used to be 
indecisive. Now, I&amp;rsquo;m not so sure.&amp;rdquo; I was given the impression that 
either I missed an inside joke among the citizens of this L.A., or they 
all suffer from a mild case of Tourette&amp;rsquo;s syndrome. Truly, these 
&amp;ldquo;additions&amp;rdquo; shows signs of fan service by way of &lt;i&gt;Grand Theft Auto&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;Where the film noir aspects were poorly done exist primarily in the  
&amp;ldquo;homicide&amp;rdquo; section of the game. I find it very difficult to believe that
  Phelps as a person with &amp;ldquo;better&amp;rdquo; moral character would allow female  
murder victims to remain naked. His character seems as one that would  
ask they body be covered, save for hands and arms (which are the only  
pertinent parts of the naked bodies in the game), to give the victims  
some final dignity. At the very least, the coroner and other police 
officers would have  done this much. America has become more modest over
 time, not less  modest and police today will even cover a body in 
public for privacy and  to keep dignity. Noting and harping on the lack 
of covered bodies isn&amp;rsquo;t my aversion to  nudity, offense at the female 
form, or&amp;nbsp; to encourage distance from graphic violence in games &amp;ndash; the 
nudity in &lt;i&gt;L.A. Noire&lt;/i&gt; just comes off as serving no purpose other
 than an immature gratuity; &amp;ldquo;oh look, boobies! tee hee,&amp;rdquo; and I would 
have expected that &amp;ldquo;mature&amp;rdquo; material be handled maturely (seems 
far-fetched, I know).&lt;/p&gt;
&lt;p&gt;I would  understand if the bodies contained clues on the chest and 
abdomen, but  they didn&amp;rsquo;t. I would also understand if the bodies seemed 
to give any&amp;nbsp; character resolve and duty to justice above their 
respective job title, but again, they didn&amp;rsquo;t; one  murder seemed as bad 
as any other murder and though it is understood  that Phelps has seen 
death by degrees and he&amp;rsquo;s just a cop doing his job,  his unchanged 
attitude helped neither his weak back-story or the  playable present. 
Furthering the oddity of how nudity is handled, the  extra-marital 
relationship between Phelps and Lichtmann is merely  displayed via 
innuendo; there is no outright nudity, exchange of words,  not even a 
light kissing scene &amp;ndash; yet murder victims are left naked in a  park with 
with evidence that certain forms of intimate hygiene weren&amp;rsquo;t  common 
practice fits well? I don&amp;rsquo;t see it.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;L.A. Noire&lt;/i&gt; can arguably stand alone from other Rockstar 
titles on a few facets, but not enough to set itself apart as a flagship
 title. The base form and structure don&amp;rsquo;t take risks in the right areas.
 As a player, I felt comfortable in the game because nearly everything 
was familiar, but also felt disappointed for the same reason. I have to 
give pause to whether Rockstar is either too afraid to break   
completely from &lt;i&gt;Grand Theft Auto&lt;/i&gt; formula because the risk may be too great or if they are showing the&amp;nbsp; symptoms of a   &amp;ldquo;one trick pony.&amp;rdquo;&lt;/p&gt;
&lt;p&gt;&lt;img class="aligncenter size-full wp-image-233" title="la-mechanic" src="http://ctrlrz.com/wp-content/uploads/2011/05/la-mechanic.png" height="88" width="605" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The game mechanics are handled rather well. Controlling the 
characters, save a few odd camera angle moments, are as fluid as the 
facial animations and I didn&amp;rsquo;t notice a lot in the way of jerky motions 
or robotic movements (though a &amp;ldquo;rail slide&amp;rdquo; to knock on doors was a bit 
odd). There are some other issues with the game mechanics, however. 
Drastic change in tone during investigation break the consistent tone of
 investigations and give Phelps the characteristics of an individual 
with bi-polar disorder; Phelps goes from mild mannered cop with a strict
 sense of duty mixed with self-righteousness to a raging *** whether
 he can back the accusations or not. This wouldn&amp;rsquo;t be terrible if the 
game didn&amp;rsquo;t present Phelps&amp;rsquo; an accusation of &amp;ldquo;lie&amp;rdquo; as knee-jerk.&lt;/p&gt;
&lt;p&gt;Redundancy in facial &amp;ldquo;tells&amp;rdquo; from suspects during investigations and 
interrogations lull the sequences to a point of mundanity. Over time, 
players should become acquainted with how to read suspects by paying 
attention to what they do after making a statement and interviews cut to
 little more than a glorified game of &amp;ldquo;paper/rock/scissors.&amp;rdquo; The trick 
to interviews is understanding the difference between clues and 
evidence, going over available evidence,&amp;nbsp; and asking questions in the 
right order. From this, the challenge of reading faces unique to each 
character is removed almost completely.&lt;/p&gt;
&lt;p&gt;Phelps as a character is  clearly a leader, but he never fills the 
part in mechanics and doesn&amp;rsquo;t give the impression that he leads more 
than superficially;&amp;rdquo; he&amp;rsquo;s given responsibility without authority and a 
leader without authority and all of the responsibility is just a &amp;ldquo;tool&amp;rdquo; 
in anyone&amp;rsquo;s book. Phelps collects every piece of evidence in the cases 
he&amp;rsquo;s involved with, is repeatedly told how to behave, told where to go, 
and told how to do his job: &amp;ldquo;Forget a warrant, kick that door in,&amp;rdquo; &amp;ldquo;He&amp;rsquo;s
 running away, chase him,&amp;rdquo; &amp;ldquo;Maybe we should go back and talk to this 
other guy now.&amp;rdquo; Yet, the only order Phelps gives to others with any 
consistency is the optional, &amp;ldquo;You drive.&amp;rdquo; When things go badly, Phelps 
is the guy to carry the blame and punishment (usually being yelled at by
 the desk captain.) Oddly, regardless of case rank status, Phelps is not
 demoted for doing poorly on cases and in fact, he gets promoted whether
 he gets one, two or five stars on cases. Instead, Phelps takes a 
demotion for cheating on his wife (not for cheating with a person of 
interest, but just plain old infidelity).&lt;/p&gt;
&lt;p&gt;An added feature that is completely useless save for collecting cars,
 is the ability to commandeer cars. Players will recall Grand Theft Auto
 and hijacking vehicles to roam the city, though there&amp;rsquo;s no risk of 
attracting unwanted attention in &lt;i&gt;L.A. Noire&lt;/i&gt; by commandeering 
vehicles, there&amp;rsquo;s also no real point in it. For the most part, the 
populated areas feel like filler; when walking around the streets are 
full of cars and when driving it&amp;rsquo;s like everyone stopped driving and 
started walking (except in chase scenes, then everyone decides it&amp;rsquo;s time
 to hang out in the city and walk or drive around).&amp;nbsp; However, citizens 
will jump out of the way of an oncoming car would players have 
difficulty operating any of the vehicles. Conversely, citizens operating
 vehicles rarely do anything to avoid a collision with the player beyond
 applying brakes. Players will also find that some of the action 
sequences where players are chasing a suspect, will have to evade 
citizen drivers swerving into oncoming traffic for no clear reason. I 
can only guess that these citizens are scripted to offer a challenge in 
chasing and apprehending a fleeing suspect. Unfortunately, no reason 
would make it less annoying and stupid.&lt;/p&gt;
&lt;p&gt;My last issue with the mechanics is chronology. There is a lack of 
time passage in the game. Players know whether it is day or night but 
not what day of the week or time of the year. The case sets build the 
idea that weeks and months may pass, perhaps years, but nothing really 
solidifies a timeline. Perhaps showing some seasonal changes in the 
environment would help keep the game from feeling like&amp;nbsp;&lt;i&gt;The First 48.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img class="aligncenter size-full wp-image-235" title="la-story" src="http://ctrlrz.com/wp-content/uploads/2011/05/la-story.png" height="88" width="605" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The story of L.A. Noire is shaky at best. Understandably, the story 
is designed to be taken bits at a time and connect plot points over a 
series of smaller cases while working toward the overall theme. However,
 there are many things that don&amp;rsquo;t seem to fit perfectly in developing 
any one character. The ability to peek into concurrent events via 
newspapers give players a sense of the elusive main protagonist in terms
 of what they&amp;rsquo;re capable of; it adds to which side of a moral fence they
 sit, though because the game never washes every character with shades 
of grey, the newspapers feel like cinematic filler and isn&amp;rsquo;t a very 
effective method of story delivery. A better way to have pulled off the 
concept is to allow Phelps to review case notes and show &amp;ldquo;what we know 
so far based on the information obtained.&amp;rdquo; This would provide players 
with a reason to pick through the evidence and pay closer attention to 
how they conduct an investigation.&lt;/p&gt;
&lt;p&gt;Between some cases, players are given a cinematic history of Phelps 
and his men during WWII. Supposedly these flashbacks help tie a motive 
to the actions and attitudes of characters and events at the end of the 
game. Phelps is, as discussed, an overachiever with a penchant for &amp;ldquo;by 
the book&amp;rdquo; behaviors to a point that gets results if nothing else. 
However, the developers seemed to have given Phelps a character flaw for
 the sake of adding moral ambiguity to an otherwise &amp;ldquo;straight and 
narrow&amp;rdquo; character; he&amp;rsquo;s self-serving (but who isn&amp;rsquo;t?).&amp;nbsp; Even when Phelps
 has romantic interludes with&lt;/p&gt;
&lt;p&gt;&lt;img class="aligncenter size-full wp-image-232" title="la-graphic" src="http://ctrlrz.com/wp-content/uploads/2011/05/la-graphic.png" height="88" width="605" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Graphics in modern games seldom rely on poly count and color, but 
texture and lighting; we&amp;rsquo;re nearing an &amp;ldquo;end&amp;rdquo; to the graphics war for the
 time being (which, in my opinion, is an apparent reason for the 
industry push to 3D; a technology proxy war). The lighting and textures 
in L.A. Noire are pretty good. They&amp;rsquo;re not too different from Red Read 
Redemption, so in that, the new format didn&amp;rsquo;t diminish what was learned 
in the past. Where L.A. Noire truly shines in terms of visuals is the 
facial animations. The faces animate and show expression with 
authenticity (albeit a bit of over-acting here and there, but so what&amp;hellip;),
 and it draws the player into an experience of interviewing a person 
rather than attempting to rationalize motive based on dialog and action.&lt;/p&gt;
&lt;p&gt;By now, many have seen the technology interview detailing how faces 
were captured for the game and what the idea was behind the concept. For
 those that have not, seek out the video online.&lt;/p&gt;
&lt;h2&gt;Final Say: Good, Not Epic&lt;/h2&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;L.A. Noire&lt;/i&gt; should be applauded for the effort to bring a  
solid detective story to the current generation but condemned for such a
  number of poorly executed minor concepts, objectively overlooking them
  is difficult.&lt;/p&gt;
&lt;p&gt;On one hand, Rockstar is known for raw violence and to step back from
  that would disappoint some fans. Rockstar could have followed the  
cinematic style of the 40&amp;prime;s and left many things to the audiences&amp;rsquo;  
imagination, but modern audiences feel slighted if they can&amp;rsquo;t &amp;ldquo;see&amp;rdquo; the 
 blood, some aren&amp;rsquo;t smart enough to imagine the depth of the content, 
and  leaving things to imagination is always a risk because it means  
non-standard interpretation. On-the-other-hand the biggest detriment to 
 the game is that it tries to  be many too much to too broad an 
audience.  The games may have done better if developers attempted to be a
 few big  things to everyone or, at the very least, if developers had 
diverged  from the tell-tale GTA formula more. Audiences are left using 
their imagination but only to fill gaps in game   inconsistencies and 
not intentional gaps in a unified plot and   systemic theme that allow 
players to draw conclusions based on earlier  revelations. Perhaps the 
goal was to produce a title  that could  appeal to everyone in some way 
(like Red Dead Redemption),  but I  believe the approach and execution 
lacked in too many important ways to  suggest any single corrective 
measure; it&amp;rsquo;s a great concept  worth  exploring, and as a first try it 
is good, but the staying power  will  come in contrived DLC packs and 
maybe a sequel involving a  different  character.&lt;/p&gt;
&lt;p&gt;Undoubtedly this is a solid title worth the play and exploration, if 
for no other reason than to see what doesn&amp;rsquo;t work &amp;ndash; but it hardly 
deserves the degree of hype floating around. The game isn&amp;rsquo;t all bad, and
 there&amp;rsquo;s a lot to like, though that may not be readily apparent in this 
review. The effort and concept of interviewing is a massive step forward
 toward a long and involved type of game that should appeal to many 
people in the future, especially since most of our social interactions 
with others occur asymmetrically.&amp;nbsp; There is almost as much that I really
 don&amp;rsquo;t like about this game. And, it isn&amp;rsquo;t that the flaws were so large,
 but small and many &amp;ndash; and worse, glaringly obvious &amp;ndash; so that &lt;i&gt;L.A. Noire&lt;/i&gt;
 literally nearly beats itself to death in the attempt to innovate and 
forgets what really drives the this type of game: the story and 
characters.&lt;/p&gt;
&lt;p&gt;This isn&amp;rsquo;t a game that at the end of the year people should still 
rave about. I expect within a month-and-a-half, &amp;ldquo;used&amp;rdquo; shelves will be 
populated with the title in quantities on par with Black Ops and Red 
Dead Redemption, making this game consumable, but of little substance 
beyond proof of concept. I also suspect the sequel will better join 
existing tech and more focus placed on character and story development.&amp;nbsp;
 With &lt;i&gt;Battlefield 3, Modern Warfare 3, Eldar Scrolls V: Skyrim, Deus Ex, Guild Wars 2, Uncharted 3&lt;/i&gt;, and a handful of other highly anticipated titles yet to appear, &lt;i&gt;L.A. Noire&lt;/i&gt;
 will be remembered but overshadowed. I don&amp;rsquo;t expect many people will 
find themselves &amp;ldquo;okay&amp;rdquo; with the game; they&amp;rsquo;ll either like it or they 
won&amp;rsquo;t, and if history tells us anything about gaming &amp;ndash; that&amp;rsquo;s not how to
 win an award or franchise fans but &lt;i&gt;is&lt;/i&gt; how you test a market.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;**SPOILER**&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Phelps: Why I don&amp;#39;t give a rat&amp;#39;s ass about him&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#c0c0c0;"&gt;&lt;i&gt;Phelps isn&amp;rsquo;t ever clearly defined as &amp;ldquo;good&amp;rdquo; or &amp;ldquo;bad.&amp;rdquo; For a game that 
places emphasis on &amp;ldquo;moral grey,&amp;rdquo;  it is important to decide which 
aspects of a person are good and  which are bad. When using several 
characters good and bad need to  overlap to present varying degrees or 
altering perceptions in context to  the character and their nature, and 
to allow characters to compliment each other. &lt;i&gt;L.A. Noire&lt;/i&gt; does a
 poor job of this.  If a player is familiar with police work, they&amp;rsquo;ll 
point out several  instances of violating the fourth, fifth, and sixth 
amendment rights.  However, the 1940&amp;prime;s were a time in police history 
that was a little more than decades away  from police reform. Police 
officers often played to the politicians as personal  servants to earn 
extra income and ultimately served private interest and not the 
community.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#c0c0c0;"&gt;&lt;i&gt;
&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#c0c0c0;"&gt;&lt;i&gt;Today, obviously police work in a very different fashion, but &lt;i&gt;L.A. Noire&lt;/i&gt;
 stays true to the gritty grey area that police operated in during the 
1940&amp;prime;s. Unfortunately, placing more emphasis on the ambiguity of 
character morals by  attaching them to the common practice of police at 
the time instead of  human nature was a poor method to define 
contrasting moral values. In the end of the game, players are urged to 
like Phelps and feel a degree of loss through his final self-less act 
and words, whether because the players see the few attempts to repair 
the relationship between Kelso and Phelps by a shared love interest that
 never really develops beyond the superficial innuendos, or because 
they&amp;rsquo;re both working toward an alleged ethical standard shared between 
them from opposite ends. In either case, I wasn&amp;rsquo;t left feeling one way 
or another about Phelps dying and accepted it as &amp;ldquo;it just was;&amp;rdquo; I was 
not impressed by Phelps or his actions in any way because they were made
 arbitrary by the &amp;ldquo;one way&amp;rdquo; finish immediately apparent in the middle of
 the game and greyed overtones of every game character.
&lt;/i&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=943568" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/ctrlrz/default.aspx">ctrlrz</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/rockstar/default.aspx">rockstar</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/l-a-+noire/default.aspx">l.a. noire</category></item><item><title>GAmeR: The Self-Entitlement Proxy</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/20/gamer-the-self-entitlement-proxy.aspx</link><pubDate>Fri, 20 May 2011 19:57:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:935420</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>13</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=935420</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=935420</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/20/gamer-the-self-entitlement-proxy.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2234.entitlement.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;hr style="height:3px;width:75%;" /&gt;
&lt;p class="wp-caption" style="text-align:left;"&gt;&lt;span style="color:#ff6600;"&gt;&amp;quot;An escalator can never break: it can  only become stairs. You would never see an &amp;#39;&lt;i&gt;Escalator Temporarily Out Of  Order&lt;/i&gt;&amp;#39; sign, just &amp;#39;&lt;i&gt;Escalator Temporarily Stairs&amp;#39;. Sorry for the convenience&lt;/i&gt;.&amp;#39;&amp;quot;&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; -Mitch Hedberg (Comedian, 1968-2005)&lt;/p&gt;
&lt;p&gt;Though intended for humor, Hedberg makes an accurate observation 
toward a technological mishap: an escalator is simply a flight of moving
 stairs; when not in motion becomes a flight of &amp;quot;regular&amp;quot; stairs.&amp;nbsp; The 
concept however, appears to be lost on modern gamers as the PlayStation 
Network outage reportedly caused &lt;em&gt;more&lt;/em&gt; gamers to become enraged 
at the idea of having to walk up a proverbial flight of steps than worry
 about personal financial information abuse. Equally confusing is the 
opportunist attitude toward Sony displayed alongside threats to change 
platforms to Microsoft XBOX 360.&lt;/p&gt;
&lt;p&gt;Aside from the threat to convert to XBOX, Sony&amp;#39;s &amp;quot;Welcome Back 
Package&amp;quot; met responses like, &amp;quot;So, it seems like from what I can tell 
they&amp;#39;re  &amp;quot;gifting&amp;quot; unpopular / horrible game titles to angry users... 
they  should give a bit more compensation then that.&amp;quot;&lt;/p&gt;
&lt;p&gt;So, what&lt;em&gt; is&lt;/em&gt; an acceptable compensation package? The short 
answer is, &amp;quot;anything&amp;quot; because gamers are not owed anything for three 
weeks of offline gaming; gaming didn&amp;#39;t disappear temporarily nor did 
online gaming disappear permanently - online gaming on a single device 
disappeared temporarily. The &amp;quot;reward&amp;quot; isn&amp;#39;t technically a compensation 
package though, rather it&amp;#39;s a &amp;quot;thank you&amp;quot; for patience and loyalty 
during the involuntary rough patch gamers dealt with. Many gamers will 
gladly take offered items and still complain about waiting (giving 
gamers a &amp;quot;thanks&amp;quot; for nothing). If viewed closely, Sony didn&amp;#39;t offer a 
paltry package to gamers for their wait - two of five games for keeps, 
30 days of free services for non-subscribers, 60 days free for 
subscribers, and free movie rentals is substantial savings to any gamer 
whether or not they&amp;#39;ve played the games before. &lt;a title="PSN Returns, Gifts to Appease Angry Users Revealed" href="http://ctrlrz.com/2011/05/psn-returns-gifts-to-appease-angry-users-revealed/" target="_blank"&gt;Here&amp;#39;s a full list of the &amp;quot;Welcome Back Package&amp;quot;&lt;/a&gt; for more information on what Sony is actually offering.&lt;/p&gt;
&lt;p&gt;Though the titles are &amp;quot;old&amp;quot; thus argued &amp;quot;unpopular&amp;quot; isn&amp;#39;t an accurate
 point. For example, Little Big Planet is a framework usable across two 
titles (one  of which isn&amp;#39;t &amp;quot;old&amp;quot;) and the game has user tools allowing 
continued growth and ability create levels adding to player experience 
long after retail &amp;quot;value&amp;quot;  dissolves. The game inFAMOUS 2 is right 
around the corner, and it isn&amp;#39;t uncommon  for previous owners to 
repurchase the old game before the release of a sequel to rehash the 
story. In this, giving out inFAMOUS lets &lt;em&gt;anyone&lt;/em&gt; interested 
prepare for free at the cost of some HDD space. Also it lets Sucker 
Punch Studios have dominant presence  on the platform right before a 
major anticipated title release. WipEout  HD w/ Fury is still enjoyed by
 many (it is a cult classic franchise), and one  of the most downloaded 
games on PSN. Dead Rising is the &amp;quot;odd man out&amp;quot; but  there&amp;#39;s a niche 
market for it; everyone for some reason loves a zombie  shooter. Super 
Stardust is a casual shooter and a game many PlayStation owners have 
enjoyed over time.&amp;nbsp; The offer equates to giving  people the option to 
get two full-blown blockbuster titles for free or a  heavy hitter and a 
casual title, and it  doesn&amp;#39;t begin to touch the extra savings of PSN 
plus (which  can be argued to revolve, to some degree) toward titles not
 listed but people would also possibly like.&lt;/p&gt;
&lt;p&gt;Some people have complained that Sony isn&amp;#39;t giving away new release 
titles or games that fewer people have already played, but this isn&amp;#39;t a 
well thought-out complain either. Newer titles aren&amp;#39;t offered because it
 further hurts revenue of developers and publishers in the industry and 
because  Sony doesn&amp;#39;t have the rights to give away third-party titles. A
 developer and Publisher have to agree to giving away merchandise and 
given that  many newer games are cross-platform, it really wouldn&amp;#39;t bode
 well for XB  owners to have to pay and PSN owners not. In this, the 
titles also  have to be PlayStation only. Imagine some hacker taking 
down the XBL  network because the opinion was that it isn&amp;#39;t fair to XBL 
subscribers to pay for a game (on top  of already paying for the 
service) their PSN brethren got  free. Other PlayStation only titles 
like &lt;em&gt;Uncharted 2&lt;/em&gt; or &lt;em&gt;God of War 3&lt;/em&gt; would have been  met 
with the same scrutiny, even if their respective developers gave the  
green light; they&amp;#39;re &amp;quot;too old&amp;quot; and it becomes a &amp;quot;no win.&amp;quot;&lt;/p&gt;
&lt;p&gt;Some gamers have asked, &amp;quot;What if users already have the &amp;#39;free&amp;#39; 
games?&amp;quot; My opinion is, &amp;quot;Great, so you own them. Have a cookie and trade 
the disc versions of the game in for something else and download the 
games from PSN for free,you&amp;#39;re still ending up on top.&amp;quot;&lt;/p&gt;
&lt;p&gt;Sony shouldn&amp;#39;t be asked to make special arrangements for gamers that 
have previously invested in their products at will. If Sony made 
arrangements for people that had any one of the games offered, the list 
of available games would be endless just to ensure everyone was 
blissfully happy. It&amp;#39;s not a day-care and whether or not any of us are 
happy with the offering, I cannot find any legal documents of business 
practice guidelines that indicate Sony (or any business) has such an 
obligation. Consumers are forgetful creatures and will reinvest their 
money and time the moment a hated company brings forth a seemingly 
better product. Activision does this twice a year and despite the 
chiding and lamenting of yet another Call of Duty title, they sell in 
record numbers. Either people are stupid and forgot how much they hate 
the franchise, or despite lamentation, people reinvest on the gamble 
that the next installment will fulfill their desires. What reason would 
Sony have to see this as any different? None.&lt;/p&gt;
&lt;p&gt;Of course, there are still gamers that refuse to see that PSN was and
 still is a largely free service. PlayStation network is part of the 
consideration in purchasing the PlayStation, true... just like Facebook 
is part of the consideration when paying for Internet Service. That 
said, Cox Communication should be weary that if I cannot log into 
Facebook, I&amp;#39;m going to demand free swag.&lt;/p&gt;
&lt;p&gt;Bearing all this in mind, Sony still has a  corporate obligation to 
investors and needed to find a way to appease the affected while using 
the package to increase potential income to offset losses. There&amp;#39;s no 
philanthropic &amp;quot;generosity&amp;quot; here, as Sony has devised the plan to 
market-by-association, but it doesn&amp;#39;t remove the fact many gamers are 
set to get something for nothing. The alternative, I think, was to bring
 the system back up as a  &amp;quot;paid&amp;quot; structure and that would have been 
fatal given PSN&amp;#39;s free past and the recent gamer experience and in &lt;em&gt;that,&lt;/em&gt; would these free items have been free? No, I don&amp;#39;t think so.&lt;/p&gt;
&lt;p&gt;The point is that demanding Sony or any company that has implements 
optional (and largely free to use) facets of service into their 
platform, repay the consumer for a temporary reversion to the earlier 
method of use (which was a standard for close to 90% of gaming history),
 is the kind of attitude that forced gamers to distance themselves from 
the mainstream to begin with. It serves as a sharp contrast the to 
respect and dignity many gamers feel deserving of the lifestyle, spits 
in the face of arguing &amp;quot;games as art&amp;quot; (unless whining is an art or a 
temporary subsection of a game is art),&amp;nbsp; and deflates any hope of 
proving the merits of participation (unless someone can argue that 
pissing on the floor because of&amp;nbsp; a superficial wound promotes cognitive 
problem solving). It&amp;#39;s time the culture take at look at itself and 
realize the difference between &amp;quot;1up&amp;quot; and &amp;quot;man up.&amp;quot;&lt;/p&gt;
&lt;p&gt;However, not everything about the recent outage was horrible and the 
ability learn and grow presented itself. Unfortunately, I believe the 
following opportunities will be readily passed up by the gaming culture 
and the submissive and complacent normality will return:&lt;/p&gt;
&lt;p&gt;&lt;a rel="attachment wp-att-166" href="http://ctrlrz.com/2011/05/the-self-entitlement-proxy/digital/"&gt;&lt;img class="aligncenter size-full wp-image-166" title="digital" src="http://ctrlrz.com/wp-content/uploads/2011/05/digital.png" width="610" height="150" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;1.) Reliance upon digital distribution is a bad idea.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Many are familiar with the phrase &amp;quot;Don&amp;#39;t place your eggs on one 
basket.&amp;quot; Though publishers use a variety of distribution networks to 
maximize impact and profit, the general reliance upon digital 
distribution is as convenient as it is dangerously narrow. The moment 
PSN fell, gamers took to sharing varying degrees of disgust. In this 
display, gamers show their submissive and dependent attitude toward what
 developers and publishers have handed them. Developers and publishers 
have long seen the monetary gains in subscription based services and 
micro-transaction features. The difficult part is convincing gamers that
 this method is beneficial to them as a collective. Their answer was to 
remove the option to back out of the plan through incentive based 
pre-ordering, unlock codes that open up&amp;nbsp; data already on disc, and 
regurgitating maps and characters from previous titles under the guise 
of added fun through pre-existing ability. The problem however is that 
for any of this to work properly, developers and publishers have to rely
 on the delivery platform stability. Obviously, when that platform (in 
this case, PSN) falters, so too does an ability to provide these other 
features, and the reduced functionality and contrived business models 
lose their illusions. If developers, publishers, and gamers were more 
self-reliant the cultural impact would remain superficial.&lt;/p&gt;
&lt;p&gt;On a larger scale, some developers complained that the PSN outage 
cost them &amp;quot;Hundreds of thousands, if not millions&amp;quot; of dollars (&lt;em&gt;Capcom&lt;/em&gt;
 for that claim specifically). Yet, Capcom, EA, Activision, Atlus, etc, 
have not barked at Sony to give them swag - and these are the people &lt;em&gt;most&lt;/em&gt;
 effected. Between missed deadlines and patch development because of 
testing limitations, loss in sales on the network, and decreased 
popularity developers have a larger mess than inability to sign-on to 
PSN. Additionally, these factors all contribute to the income and 
expense of a game title. It may be foolish to build a title with 
reliance on an external and intangible system, and that is the fault of 
the developer and publisher but it doesn&amp;#39;t change that the reliance 
exists nor that it cost developers and publishers time and money.&lt;/p&gt;
&lt;p&gt;The silver lining here is that we can truly see digital distribution 
methods of delivery are not ready to roll out as the game industry would
 like consumers to readily believe and act upon. If in any way, a 
service interruption occurs the impact on the industry and culture can 
cost billions, and as seen through this event, consumers aren&amp;#39;t the most
 rational or forgiving in the gaming market. With physical media, it is 
what it is - good or bad, and gamers know what to expect and can at a 
minimum rely on the disc to work regardless of whether a console is 
connected to anything other than the television and power outlet, as it 
should be. Infatuation with connectivity, the concept that from our 
living room we can accurately survey the world is false. These facets 
have done little more than give corporations a method to decide how best
 to sell an unprompted product or service with the same level of 
convenience found in a desktop computer already in place usually several
 rooms away or a laptop computer a few feet from where we sit.&lt;/p&gt;
&lt;p&gt;&lt;a rel="attachment wp-att-167" href="http://ctrlrz.com/2011/05/the-self-entitlement-proxy/roots/"&gt;&lt;img class="aligncenter size-full wp-image-167" title="Roots" src="http://ctrlrz.com/wp-content/uploads/2011/05/Roots.png" width="610" height="150" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;2.) Reinvesting time in the backlog of existing offline modes
 provides greater reason to focus on single player mechanics and 
concepts&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;I was never much of an online gamer. I have issues with instances of 
30-year-old men (some of whom claim themselves a woman), looking forward
 to reliving their Middle School glory days (diminished behavioral age 
and IQ included), by shouting obscenities into a microphone as though 
anyone with the tolerance to keep them off mute isn&amp;#39;t equally 
self-absorbed. Additionally, I take issue with the group of women or 
&amp;quot;girl gamers&amp;quot; that run around telling everyone they&amp;#39;re a girl, 
especially when they do well, as though their vagina has an impact on 
their ability &lt;em&gt;(tip: if the vagina doesn&amp;#39;t hurt your ability, it&amp;#39;s not the source of your power either; &lt;/em&gt;but don&amp;#39;t blame me, blame that pesky &lt;em&gt;equality&lt;/em&gt; stuff everyone drones on about&lt;em&gt;)&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;I get that not all online gamers log in wearing diapers or point to 
their genitals as the source of their powers; many of them are simply 
looking to take on a different persona and carry on with a bit of late 
night fun&amp;nbsp; but I don&amp;#39;t ascribe to the belief that games have little or 
no value if I can&amp;#39;t also play with a pre-packaged, single serving 
&amp;quot;friend&amp;quot; whom otherwise could simply sit next to me on a couch in person
 with honest social interaction without the constant racism in the 
background.&lt;/p&gt;
&lt;p&gt;Few games are explicitly designed for an online method of play. This 
isn&amp;#39;t to assume that games with online modes are always better offline, 
but the core design of non-explicit online games are for offline always.
 For games to have a diminished level of fun offline, like Modern 
Warfare or Black-Ops shouldn&amp;#39;t speak highly of their online design and 
multi-player ability, but instead speak poorly of the core development 
and prompt gamers to demand increasing quality, not just contrived maps,
 skins, save slots, or character packs. This was a perfect opportunity 
for gamers to reassess the value of their games and let developers know 
that working on the initial concepts and mechanics should take the front
 seat, not backseat, to the nickel and dime DLC and online features 
given current focus.&lt;/p&gt;
&lt;p&gt;&lt;a rel="attachment wp-att-168" href="http://ctrlrz.com/2011/05/the-self-entitlement-proxy/revolution/"&gt;&lt;img class="aligncenter size-full wp-image-168" title="revolution" src="http://ctrlrz.com/wp-content/uploads/2011/05/revolution.png" width="610" height="150" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;3.) Success comes from failure&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The phoenix, a symbol of rebirth and immortality, in gaming is best 
likened to Nintendo and not Sony but the two corporations have 
commonality in that they&amp;#39;ve had equal share of defeat. If we look at the
 GameCube, Virtual boy, power glove, we can see that each project may 
never have been completely abandoned. With the virtual boy conceptually 
integrated with a Nintendo DS as the 3DS and the GameCube paired with 
the power glove as the Wii, Nintendo is a master of burning hotly, dying
 off, and coming back as a slightly modified replica of its former self.
 Nintendo didn&amp;#39;t allow former failures to stop future success, and 
judging by sales records of the corporation over the past 30 years, 
Nintendo has a great handle on how to take failure and convert it to 
success. The Wii may be laughed at by many, but it has consistently 
outsold competitors despite the broad technological bottlenecks and&amp;nbsp; 
limited functionality - there&amp;#39;s a reason for this. Nintendo doesn&amp;#39;t over
 diversify; they find a market, stick with it, and produce consistent 
and reliable pop titles; like Justin Beiber, it&amp;#39;s really easy to hate 
him and there is a clear lack of artistic ability and originality in his
 work, but it doesn&amp;#39;t change his success.&lt;/p&gt;
&lt;p&gt;What we should learn is that failure, regardless of reason, affords 
an opportunity to rebuild a stronger system, and if Sony suffers in the 
long run it can only mean good things for the gaming culture and 
industry. Don&amp;#39;t confuse this with a wish to see Sony fall down, rather 
delighting in the idea that this event could lead to innovation away 
from the stagnant industry into something the culture desperately needs 
to regain some independence. I point again to the Wii and how Nintendo 
used the failures in their past to inject a bit of comparative variety, 
thus granting broader horizons for gamers.&lt;/p&gt;
&lt;p&gt;The best thing to do now is simply be thankful Sony made an offer and bear through the &lt;em&gt;temporary&lt;/em&gt;
 experience. It&amp;#39;s bad enough that gamers quickly lost focus on the 
security issue and barely mentioned concern about financial data 
floating around the Internet, but to show greater concern toward not 
getting what they don&amp;#39;t deserve is disappointing.&lt;/p&gt;
&lt;p&gt;Man up.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=935420" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/PSN/default.aspx">PSN</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/ctrlrz/default.aspx">ctrlrz</category></item><item><title>PHOTOS: GT5 Collection</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/02/photos-gt5-collection.aspx</link><pubDate>Mon, 02 May 2011 19:04:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:894904</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=894904</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=894904</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/02/photos-gt5-collection.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4478.photos.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;While in my travels to one of the other sites I frequent (albeit specifically for a single game) earlier today, I realized that I have not shared the potential of the Gran Turismo 5 photo function as I&amp;#39;ve discovered it. I understand that Gran Turismo 5 has been available to gamers for several months now and that many of the would-be readers and viewers have probably tampered with the photo mode. However, if you were like me when I first started playing with it, it can be a bit dry and lose the point of itself.Not until I was really bored with the A-Spec and got tired of managing B-Spec did I really sit down and explore the creative gestures of photo mode. I even discovered that several sites dedicated to the game had forums full of people playing around and using the images for a personal artistic outlet. I&amp;#39;m an art fan, and have been involved one way or another with varying degrees of art projects since I was a child (same with music). Naturally, I just continued to putz with it and explore the options on a low level.&lt;/p&gt;
&lt;p&gt;Some of the images are complete manipulations while others are just adding film grain or text. In all, I never adjusted the shape or color of the vehicle beyond what from from the game. The main point of this display however is to make aware that GT5 contains a pretty powerful (and consuming) photo function that with a little practice can output things far better than anything here, and, I&amp;#39;d like to see what other people come up with. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Before I start, I&amp;#39;ll apologize for the pixelation that occurs in some of the images. Most of these were originally in the pixel width of several thousand just so I could get in and do fine adjustments when I wanted. Other times I was working with CMYK print colors because I tend to prefer paying attention to the details of a competition (e.g. if it&amp;#39;s a concept for print, then it makes sense to be in the habit of working in print colors, but that&amp;#39;s just me).&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;hr style="width:350px;" /&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;First up is a set of fake ads. Some were for competitions and others were the result of boredom. All of them were pretty quick and easy, but most importantly fun for me to play with . &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6835.5386992002_5F00_7b8c93120a_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;quot;TUNING FORK&amp;quot;&lt;/b&gt; &lt;/p&gt;
&lt;p&gt;Tuning Fork is a play on &amp;quot;Spoon,&amp;quot; the Honda exclusive engine modders. This was just a bordom manipulation.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/7853.Untitled_2D00_3.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;quot;ARMY OF THE OWNED&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;This was a competition piece that required only one make of vehicle, could advertise anything (which I took the movie route, and could incorporate objects not found in GT5. In this, it was a pretty liberal competition. Others took things like tires or headlamps). It didn&amp;#39;t place in the competition - humor isn&amp;#39;t always the safe bet. The winner actually used a Audi R8 and placed it on a tunnel ceiling with the words &amp;quot;Pirelli: Keeps you glued,&amp;quot; which was a brilliant concept that deserved the win.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/0537.5382209028_5F00_34fe799e98_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&amp;quot;KARMANN GHIA&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;When I was younger, I loved the bodystyle of the Karmann Ghia. It wasn&amp;#39;t powerful like it&amp;#39;s Beetle cousin, but it was slick and in driving one, was rather fun to drive on country roads where I didn&amp;#39;t have to deal with the lack of acceleration. In this image I didn&amp;#39;t add anything remarkably physical other than the text with thrown shadows. I did however adjust the lighting and colors quite a bit as well as added the film grain and smoothed the sky. Since I&amp;#39;m not particularly handy with adjustment layers this was the result of some crash course, hand dirtying, nose to the grind, learn as you go trial and error. I&amp;#39;m happy with the result, but I know it could be better.Incidentally, this car was run on the same track as the vette image later.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/1732.5428562363_5F00_2521077de4.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;SPOON CRZ&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Another winless competition piece, this Spoon CRZ was used in a competition that required:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt; Honda only&lt;/li&gt;
&lt;li&gt;Japanese tracks only&lt;/li&gt;
&lt;li&gt;&lt;b&gt;no modifications&lt;/b&gt; to the image outside of GT5&lt;/li&gt;
&lt;li&gt;premium cars only&lt;/li&gt;
&lt;li&gt;no race modified cars&lt;/li&gt;
&lt;li&gt;only one car pictured (as in not in a race with other cars). &lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align:left;"&gt;I went with black and white with the photo in a Special Stage tunnel focusing in the car and letting the surroundings blur for the laser line effects to naturally occur. I think B&amp;amp;W add impact and sharp contrast to make a visual statement. Adjusting the camera to show both Honda and Spoon coupled with an aggressive headlamp design make enough statement. Unfortunately someone used the same idea a couple of days with a Honda NSX and beat me out on it. It was fun all the same. This image took me no less than 50 shots to get and the tilt of the car is actually the tilt of the track. Moving the camera would put the headlamps at an asymmetric angle lose the light points on one or the other as well as the distinctive Honda logo. Tough break, really. &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/5226.user163792_5F00_pic17534_5F00_1294950722.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;BLITZER&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;The photo that pushed me to continue exploring the photo mode of Gran Turismo 5, the BLITZ Dunlop Skyline was really fun to drive in the game so, I decided to see if I couldn&amp;#39;t capture both the power and the fun contained in driving it. This was a steep angle, high speed (around 67 mph) drift that lasted for close to 9 seconds, but I can&amp;#39;t recall where (and without landmarks I can&amp;#39;t justify a guess). To get the car in this kind of slide I played with the camber angles and other fine adjustments in the suspension. I pulled this off without doing a 180, colliding with a wall, or leaving the track. The only additions to this photo are the text and D1 logo. &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/8004.user163792_5F00_pic17533_5F00_1294950722.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;TIMING&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;As the title implies, this photo was possible only through perfect timing. I can&amp;#39;t explain how frustrating this shot was because there&amp;#39;s a 30 second window to move the car and camera, and apply the proper aperture and filter adjustments. After 30 seconds the sun sets and everything goes dark for a nocturne shot. What I was attempting to capture was the setting sun in the backdrop over a rich red classic Alfa Romeo, so positioning was just as key a component as timing. I must&amp;#39;ve done 140 shots to get this right. For those interested in a challenge, this is:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Red Bull Museum, station 1&lt;/li&gt;
&lt;li&gt;Car flipped 180 and pushed about 50 scale yards forward of the stock position&lt;/li&gt;
&lt;li&gt;The camera is set&amp;nbsp; two scale paces away from the car&lt;/li&gt;
&lt;li&gt;An f-stop of about 2.2&lt;/li&gt;
&lt;li&gt;Manual zoom to frame the edges of the car&lt;/li&gt;
&lt;li&gt;The &amp;quot;minature&amp;quot; filter&lt;/li&gt;
&lt;li&gt;Aspect ratio of 16:1 vert.&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align:left;"&gt;The clock starts the moment it loads up and if you&amp;#39;re slightly late, the sun sets and the color washes too blue. If the car position is not far enough back, it reflects the museum building in the shine. If you don&amp;#39;t take enough steps back the framing and details become too crisp for the lighting. If the angle is wrong, runway lights get in the image after the sun dips below the mountain ridge. To be fair, this was a fraction of a second before everything goes dark. Enjoy.&amp;nbsp; &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/3302.5349952857_5F00_39e5580777_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;VETTED&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;The first competition I entered with photos from photomode allowed for any car, provided the photo was during a sun set. This is a &amp;quot;Toscana&amp;quot; track (custom) with an RM Vette. In hindsight, the image is too out of focus and disregards the rule of thirds. At the time I was worried about clarity of the brand, but it was also an early shot with little to no experience in the photo mode or concept of in-game &amp;quot;photography.&amp;quot; Is it horrible? not really, but it is a pretty good color palette in spite of the amateurish approach.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4578.5367894349_5F00_eb581100e7_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/1374.5367893397_5F00_f02a8933a2_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/8715.5367891337_5F00_cbd069fb53_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/5282.5367892257_5F00_797af33b32_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;LEX&amp;quot;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Of the many cars in my garage, few engage my visual interest as the IS F Concept because it was designed to take the Germans on in their own game - LM races. For a Japanese car manufacturer to build endurance engines isn&amp;#39;t uncommon, but to make a direct attack on race mode is. The IS F already came with an aggressive body style but the additional body kit took it a step further with flanged wheels, an agape front intake and&amp;nbsp; a high angle spoiler (among other things).&amp;nbsp; This fascination was further realized in how reflective the paint was. So, naturally I explored black on black with a Tokyo photo shoot at night. The HIgh reflective paint with the finely detailed environment made for an awesome experience to have light naturally contour the body of the IS F. &lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4578.5381607819_5F00_7c42dac203_5F00_b.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;b&gt;&amp;quot;MERCenary&amp;quot;&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;The broad nose and headlamp layout make for a very aggressive front end, then to complete the package the Mercedes SLR teems with unbridled power from its engine. Driving it in the game is a bit underwhelming compared to a few other more responsive cars, but the peak power and speed are thrilling all the same. Matte grey at night in Tokyo just under a street lamp with a low aperture and fast snap speed created this soft yet aggressive shot. The problems with this shot are that the color processing in the game wreaks havok on any kind of post processing. Because of the low contrast and, reflective property in the paint, and paint color, colors will separate to neighboring colors in groups and create pixelated patches (a fault of the GT5 photomode). The nose for example, will have to be blurred and blended before it can really be called &amp;quot;finished&amp;quot;.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;
&lt;hr style="width:450px;" /&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;From here I&amp;#39;ll just leave you with a variety of other shots I have for you. If you draw inspiration from them, great. If you hate them - that&amp;#39;s cool too. In either case, enjoy and let the work speak for itself.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4657.5361098388_5F00_205dfb8df5_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/5758.5428562399_5F00_3f726aae59_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2275.5436526523_5F00_4a07889ffd_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2311.5382208134_5F00_d950528b84_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2845.5373580421_5F00_cb2deff95d_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2500.5381607487_5F00_e0921f52c2_5F00_z.jpg" border="0" alt="" /&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=894904" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/gran+turismo+5/default.aspx">gran turismo 5</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/photos/default.aspx">photos</category></item><item><title>Jaded Gamer Rant: Licensed or Non-Licensed, it’s not really a question.</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/02/jaded-gamer-rant-licensed-or-non-license-it-s-not-really-a-question.aspx</link><pubDate>Mon, 02 May 2011 07:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:894097</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=894097</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=894097</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/05/02/jaded-gamer-rant-licensed-or-non-license-it-s-not-really-a-question.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6064.jaded_2D00_gamer.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Few things in gaming culture make me want to burp a baby using the claw end of a hammer than when I see generally decent publishers and developers make a game licensed from a television show, movie, or comic book. Although not all licensed games hurl luke-warm pork in an ashtray all over the gaming culture, a majority of them do. Take for example, the staple butt-end of a joke game, E.T. Or, if you would prefer:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tangled&lt;/li&gt;
&lt;li&gt;Tron Evolution&lt;/li&gt;
&lt;li&gt;Hunt for Red October (originally a book)&lt;/li&gt;
&lt;li&gt;Harry Potter&lt;/li&gt;
&lt;li&gt;Jurassic Park&lt;/li&gt;
&lt;li&gt;Space Jam&lt;/li&gt;
&lt;li&gt;Reservoir Dogs&lt;/li&gt;
&lt;li&gt;The Polar express (based on the film that was based on the book)&lt;/li&gt;
&lt;li&gt;Saw&lt;/li&gt;
&lt;li&gt;Krull&lt;/li&gt;
&lt;li&gt;Last Action Hero&lt;/li&gt;
&lt;li&gt;Robocop&lt;/li&gt;
&lt;li&gt;Miami Vice: The Game&amp;nbsp; &lt;/li&gt;
&lt;li&gt;Transformers: Rise of the Fallen&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;br /&gt;Most licensed games try to expand a 90-minute movie into 6-7 hours of gameplay, which means the writers and developers abuse the term and privilege of &amp;lsquo;artistic license&amp;rsquo; in conjuring up ugly gameplay with sub-literate story lines used connect the main plot points of a mediocre movie with the mediocre plot points in the game (if we&amp;rsquo;re lucky). In short, the games are an ad that generate increased revenue for both the movie publishers and game publishers but all we get as gamers are a couple of lousy trophies or achievements that prompt the question if our achievement board lists also come in &amp;ldquo;mens.&amp;rdquo; &lt;br /&gt;&lt;br /&gt;With consideration that justification for the development practice manifests in the game culture&amp;rsquo;s continual consent to theft of their $60 and 7 hours time, it is no great surprise that the games of this nature see the light of day. Otherwise, game publishers would have rightfully told the movie publishers to piss off by now. They have not, so remember to keep your wallets, er, eyes open for Captain America and Thor, the games, and keep believing that every time you don&amp;rsquo;t support the onslaught of movie-turned-game titles, Uwe Boll further endangers the Panda Bear species with another game-turned-movie.&lt;br /&gt;&lt;br /&gt;I have to admit though, the thought is tempting. I have often wondered what it would be like to play as Patrick Bateman in American Psycho: The Game. Would I ask Jared Leto if he likes Genesis or just kill him outright? Would I have tried harder to feed the ATM a stray cat? What would the chainsaw action sequences as I ran naked down the hallway entail, would I have to hurdle annoyed neighbors or could I kill them too? Indeed these questions keep me awake at night. &lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/1220.american_2D00_psycho.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Not all licensed games are horrible, some turn out pretty damned enjoyable. Games like Ducktales , Golden Eye 007, Batman Arkham Asylum, and Metro 2033 were awesome games to play because despite the unifying core between the game and its original media, they didn&amp;rsquo;t rely on the original media to script all aspects of the game. Instead, the games were created with scripts independent enough that the original media was a guideline and advertising the original media wasn&amp;rsquo;t a major objective.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;I am surprised however, at the lack of success in the mono-patterns evidenced in this tiny, flawed facet of the industry because other broad facets of the game industry mimic the same mono-patterns with huge, often nauseating success; FPS shooters are generally all the same:&lt;br /&gt;&lt;br /&gt;Crysis 2 was Killzone 3 on earth against Aliens instead of in space against humans. Well, and Killzone was compelling in terms of story, Crysis 2 was just a plot rewrite and redirection to keep the franchise alive and an attempt to unify several dated themes in other FPS titles that previous developers shrugged at because they were dated. Mainly buying Crysis 2 is no different from buying and wearing a Tag Heuer watch just because it is a Tag Heuer watch. &lt;br /&gt;&lt;br /&gt;Black Ops was Battlefield 2 except set 40-50 years earlier with a crazy person running around the set of factual wars escaping armies controlled by crazy dictators instead of normal people running around trying to stop the same fictitious war and escaping crazy dictators. Well, and Battlefield 2 was not batshit crazy implausible based on the mixture of settings to the level of Black Ops, and BF2&amp;rsquo;s multiplayer strengths didn&amp;rsquo;t give advantage based on connection speed or ruin everyone&amp;rsquo;s game if the host rage-quit. I will say though,&amp;nbsp; I half expected a perpetually spinning top to appear while the credits rolled, that way I could feel the game was in some small way the least bit clever.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&amp;ldquo;&lt;span style="color:#808080;"&gt;Alex Mason, I, Ed Harris, have been chasing your sweaty man-bits through two decades of proxy wars as you&amp;rsquo;ve killed innumerable people of interest to the U.S. government. I will conveniently forget that this entire fiasco, and nearly all carnage involved, is the result of your delusional schizophrenic sociopathy. The false memories and programming by communist party in-fighters, Gary Oldman and the bad guy from Wishmaster, did contribute yes, but your direct actions ultimately undermine the U.S. government. Now that you&amp;rsquo;ve spent the better part of three hours wallowing in false memories, confusing players, and killing the wrong people on &amp;ldquo;accident&amp;rdquo;, I am going to let you go because we&amp;rsquo;re being attacked and because the CIA has sudden firm trust in you, it&amp;rsquo;s what we do &amp;ndash; trust people, implicitly even. There will be time later to worry about your mental stability and loyalties, right now take this gun, and kill only the people I tell you. If you do this, I can build a case that proves the false choices I give you mean that you weren&amp;#39;t really a schizophrenic sociopath all along but a &lt;i&gt;patriotic&lt;/i&gt; schizophrenic sociopath.&lt;/span&gt; &amp;ldquo;&lt;/p&gt;
&lt;p&gt;(Oh yeah, &lt;b&gt;spoiler alert for the above&lt;/b&gt; - guess I should have put this higher in the post?).&lt;/p&gt;
&lt;p&gt;Dead Space 2 was Resident Evil 5 in outer space that shoved the responsibility of turning otherwise poverty stricken mindless cultists into poverty stricken mindless bio-zombies (which means the change was only physical) on a religion based political faction functioning on corporate agenda, seeking hyper-progressive evolution&amp;nbsp; instead of an evil version of S.C. Johnson Wax that sought weapons grade progressive human evolution on earth for political control. Well, and Dead Space didn&amp;rsquo;t utilize annoying assistive AI that depleted the same high-value / low appropriation resources as the player controlled counterpart and lacked a superhuman puppeteer with sunglasses grafted to his face, but at least in Dead Space there was the giant Twizzler to destroy (I hate Twizzlers). In addition, Dead Space had a soundstage and user interface on par with the awesomeness of flaming cyborg unicorns, rainbows that drip blood, and maybe a pack of headless Peeps (which are all pretty freaking awesome), while the UI for Resident Evil 5 was on par with itself. &lt;br /&gt;&lt;br /&gt;In addition, some non-licensed games exist and &amp;ldquo;earn&amp;rdquo; too many accolades to validate ire for only licensed games with the biggest joke toward success and acclaim that comes to mind being Borderlands.&lt;br /&gt;&lt;br /&gt;Borderlands was nothing short of a slick remake of Brute Force with the skill growth mechanic from Shadow Watch and Hellgate: London, wrapped neatly in the &amp;ldquo;new and unique&amp;rdquo; visual style seen in XIII, Crimson Tears, Fear Effect, and Silverfall, but with the tedious task acquisition of Fallout 3 except with archetype character personalities of a carrot. Seriously, why bother giving a backstory and purpose to a character only to abandon it (and them) the moment the player steps from the bus? I would have felt like less a victim of full frontal molestation if the game were upfront and said, &amp;ldquo;Here, just start killing things and run back and forth like a mentally deficient monkey on crack, in a safety harness.&amp;rdquo; (oh wait, it sort of did).&lt;/p&gt;
&lt;p&gt;Of course there is always the licensing of games that spawn from licensing characters from other games &amp;ndash; Super Smash Brothers, Marvel Vs. (insert nostalgic but defunct game franchise here), and Soul Calibur. &lt;br /&gt;&lt;br /&gt;Having played and thoroughly enjoyed Soul Edge and Soul Blade, Soul Calibur was initially great until the release of Soul Calibur III at which time the story fell apart and tertiary characters appeared to serve as both marketing presence figures and as the game handicap character. Likewise, Marvel vs. Capcom and Super Smash Brothers were initially great because they evidenced a market for people that have a markedly surprising disinterest in the story sequencing and relevance between featured fighters that beleaguered other fighting games. These games were for people who simply wanted to punch and kick anything for absolutely no reason at all, never had the opportunity to play Rival Schools, and further hone the skills of timed, sequential button mashing - especially if it meant a match-up of scantily clad gravity affected busty women and egocentric musclemen with guns or tiny unitards with underwear on the outside. Well, to be fair - that is truer for Capcom Vs. whatever than Super Smash brothers, which basically took Nintendo first party headline characters and put them in a 2.5D sno-globe arena of multi-tier platforms with camera angles discernible to only a flounder fish as a profitable reminder that Nintendo didn&amp;rsquo;t forget Mario, Metroid, Pok&amp;eacute;mon, Kirby, Star Fox, and Zelda titles have a zombie following that have an orgasm when they hear any of the aforementioned in a more expensive re-release on a new platform. I do have to seriously wonder though, who sat down and pondered, &amp;ldquo;If Pikachu got in a fight with Samus Aran, who would win?&amp;rdquo; Regardless, that person needs a chastity belt made of exposed fiberglass and steel wool. I can only imagine some developer created the idea as a kid in the early 90&amp;rsquo;s, thumbing through Nintendo Power on the bed impersonating a one-armed bandit while in the middle of some furry fantasy.&lt;/p&gt;
&lt;p&gt;There&amp;#39;s nothing wrong with the games I apparently just slammed and simplified; they were all great games in their own rights. I loved Dead Space and actually enjoyed Resident Evil 5. Admittedly I sort of enjoyed Black Ops for more than 15 minutes before the multiplayer exposed itself as total garbage, and Killzone maintained my interest and I found it enjoyable. Through it all though, when we strip away the nuances and the visual styles, they&amp;#39;re carbon copies of one another. Both licensed and non-licensed games have equal opportunity to be great or to suck. The major differences between the two types lie in frequency and modulation. &lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/0815.Untitled_2D00_2.png" width="606" border="0" height="163" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;With some help from science, we can see that non-licensed games suck in pattern similar to licensed games, but with less frequency or modulation.&amp;nbsp; Licensed games look more like an irregular heartbeat right before someone dies but non-licensed games look nauseatingly predictable and constant. Likewise, licensed games tend at least fire warning shots in the box office before maiming their victims, while media hype and PR spinsters propel non-licensed games to stardom, science proves it.&lt;/p&gt;
&lt;p&gt;As seen above, licensed games suck harder than non-licensed games less often
 than the worst non-licensed games, but are more consistent in sucking. People expect licensed games to blow, so when they do it is no great shock; the expectations lessen the impact. Conversely non-licensed games carry greater expectations and when they&amp;#39;re horrible it is proportionately devastating to the gamer. Both situations evolved over time to serve as counter balances for one another.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/5811.suck.png" width="610" border="0" height="342" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;The result is a still an inexcusable void of suckage that if given life, would destroy North Dakota and possibly a noticeable chunk of Canada (or maybe no one would notice, sounds like a job for science). When someone has already experienced the original concept and presentation on the intended media, any divergence feels like Rachel Black sounds; these games become an ends to a mean. So, for as long as developers belittle themselves by churning out quick buck marketing products ad nauseam, I&amp;rsquo;ll continue to hate an abhor a majority of the licensed games more than shittiest of non-licensed games because production of such games are a choice and not a requirement.&amp;nbsp; What then, should happen with regard to licensed titles? Well I&amp;#39;m not going to do a *** thing about it because I&amp;#39;m thinking of the kids. I&amp;#39;m a giver and if there&amp;#39;s anything I enjoy, it&amp;#39;s the look on their little faces as the feeling of disappointment sets in. Why strip them of that?&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=894097" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/rant/default.aspx">rant</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/satire/default.aspx">satire</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/licensed+games/default.aspx">licensed games</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/jaded+gamer/default.aspx">jaded gamer</category></item><item><title>Opinion: Users May Account for 50% of the PSN Problem [UPDATED]</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/04/29/opinion-users-may-account-for-50-of-the-psn-problem.aspx</link><pubDate>Fri, 29 Apr 2011 06:04:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:888624</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>24</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=888624</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=888624</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2011/04/29/opinion-users-may-account-for-50-of-the-psn-problem.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4503.ragequit.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Yes. You, the user. I assert that you are a major contributing factor to the problem at hand. I&amp;#39;m fair though and claim some of that responsibility, or I would if I had my personal info on PlayStation Network (PSN) but I don&amp;#39;t.&lt;/p&gt;
&lt;p&gt;The recent Sony &amp;quot;debacle,&amp;quot; or what some &amp;#39;journalists&amp;#39; have penned as the &lt;i&gt;Great Sony&lt;/i&gt; &lt;i&gt;Debacle&lt;/i&gt;, has spun to mega-deluxe proportions by just about everyone that can spell their own name correctly and usess the Internet - as though 10 years from now a middle school student will be asked by their teacher to flip to page 212 of a U.S. History book and begin reading a chapter about this event right next to the mildly &amp;#39;educational&amp;#39; blurb on &amp;quot;too big to fail.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;div id="id_4dba55d973ddf0520375700" class="text_exposed_root text_exposed"&gt;Earlier in the week, The Escapist ran two articles. One alleging &amp;quot;a poll&amp;quot; (of about 2500 people) indicated 1/5 (or a less sensational 20%) of PSN users were looking to switch to XBOX. The other article contained an opinion from GeoHots, the hacker that cracked the PS3 and distributed the code for everyone on the internet, about Sony, PSN, and this &amp;quot;fiasco.&amp;quot; (buzz words sure are fun)&lt;br /&gt;&lt;/div&gt;
&lt;div class="text_exposed_root text_exposed"&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div class="text_exposed_root text_exposed"&gt; What
 I gather from the referenced poll is that 1/5 of PS3 owners also think like total morons. I may be in that 20% moron, but not for jumping ship over superficial gaming after-thoughts. Heading over to the XBOX is the prerogative of the user undoubtedly, but 
to assume data is safer with any other network isn&amp;#39;t very wise 
considering users will pla&lt;span class="text_exposed_show"&gt;ce the same trust and data on a different network that has been attacked previously (remember 2008?). With no word from Microsoft as to any additional measures taken to ensure they do not fall victim to a similar attack, it may be time to consider how seriously they take themselves and if at any point they are thought as &amp;quot;taking themselves too serious&amp;quot; then should we fear that it may be seen as &amp;quot;arrogant&amp;quot;? Obviously a group of hackers set the metric for the social norm, right?&lt;br /&gt;&lt;br /&gt;Now,
 many XBOX fan-persons are claiming that XBOX Live (XBL) is superior; that no one will
 hack it. Whether XBL is superior is a matter of opinion and I&amp;#39;m not getting into that (aside from an irrelevant issue, I don&amp;#39;t particularly care what someone else likes). However, &amp;quot;Major Nelson&amp;quot; and Stephen Toulouse would strongly 
disagree that XBL isn&amp;#39;t hackable or hasn&amp;#39;t been hacked as both have had their XBL accounts hacked maliciously.&amp;nbsp; Additionally,&amp;nbsp; neither case 
on XBL resulted in Microsoft attempting network investigation to discover the perpetrators and prepare to take legal action against them. Microsoft just bans the XBOX and the user pretty much walks away without an online account. On XBL hacking of accounts continues to run pretty high. Sony has however, brought in outside help - which countermands the concept of &amp;quot;gloating&amp;quot; or &amp;quot;prideful.&amp;quot; At least it can be said they&amp;#39;ve recognized that the problem is larger than they can handle alone. This is something that should make people feel less angry because it indicates affirmative action rather than just sweeping the problem under a rug; it&amp;#39;s addressed as a serious issue. &lt;br /&gt;&lt;br /&gt;So, with that - it&amp;#39;s just ridiculous that this event has spurred so much ire from the level and direction it has.&lt;/span&gt;&lt;/div&gt;
&lt;div class="text_exposed_root text_exposed"&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div class="text_exposed_root text_exposed"&gt;&lt;span class="text_exposed_show"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/6354.goofed.png" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div id="id_4dba55d973ddf0520375700" class="text_exposed_root text_exposed"&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span class="text_exposed_show"&gt;50%
 of it is the end result of unsafe digital practice from the consumer 
end - putting personal data and CC info saved to a server owned by a 
corporation always carries risk, and every site that allows the option 
has a disclaimer explaining it; it&amp;#39;s not their fault someone is too 
stupid or lazy to read it.With that, risk is more or less a gamble, right? As a general rule - never gamble more than you can afford to lose, ever. I can&amp;#39;t afford to lose, so I invest in PSN cards. &lt;/span&gt;&lt;span class="text_exposed_show"&gt;Unsurprisingly people aren&amp;#39;t really exploring the idea of blaming themselves too much and I guess it is because it&amp;#39;s like telling a sexual assault victim that part of their problem soliciting strangers for sex, alone in a dark alley, dressed as cheap hooker - go figure. &lt;br /&gt;&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span class="text_exposed_show"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/1512.haaax.png" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span class="text_exposed_show"&gt;10% of it is because someone, or a 
group of people, felt uppity about a policy they disagreed with; by taking it upon
 themselves to administer their idea of vengeance or justice on behalf 
of people who never otherwise really asked, they&amp;#39;ve created this ***-storm of nonsense that will ultimately cost the very people they 
allegedly intended to &amp;quot;liberate&amp;quot;. Piss poor planning mixed with 
self-righteousness indignation never plays out well and like America in a proxy war, just because &amp;quot;we&amp;quot; like democracy doesn&amp;#39;t mean &amp;quot;we&amp;quot; have the right to &amp;quot;enlighten&amp;quot; other people to it at will. Ironic really, forcing &amp;quot;choice&amp;quot; sort of countermands the concept doesn&amp;#39;t it?&amp;nbsp; &lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span class="text_exposed_show"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/0121.but.png" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span class="text_exposed_show"&gt;25% may be due to 
something similar to Pearl Harbor (and I mean nothing ethnic by this) - Sony may have known it was coming and
 didn&amp;#39;t do much to brace for the impact. As a result the attack took the
 system to a grinding halt. I understand why Sony didn&amp;#39;t come outright 
and immediately state that information could be compromised - because if
 it turned out to be false people would already be hysterical and Sony 
would look stupid. If true, then the demand for more information 
would be so great that anything said at that time wouldn&amp;#39;t be 100% 
substantiated. It is bad practice to release potentially false information, 
and saying &amp;quot;maybe and maybe not&amp;quot; as an immediate answer is worse than not saying anything at all because it allows for further media speculation based on rampant second-hand sources.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span class="text_exposed_show"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/8551.zombies.png" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span class="text_exposed_show"&gt;15% is caused by the game and industry media 
that will fuel and sensationalize the reports for readership, link 
clicks, and ad revenue. The primary objective of any media business is to sell ads and ad space by generating views. This is especially true in a &amp;quot;community&amp;quot; based site. Truth and valid information 
backed by sound investigation into what actually happens get tossed to the wayside when in view of monetary 
gain, corporate interests, and industry desire -&amp;nbsp; and the people are all the dumber for it.Notice how many &amp;quot;news&amp;quot; sources actually link directly to the PlayStation blog and cite the source directly (hint: very few). &lt;br /&gt;&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span class="text_exposed_show"&gt;&lt;/span&gt;As for GeoHots, he &lt;a target="_blank" title="http://geohotgotsued.blogspot.com/2011/04/recent-news.html" href="http://www.gameinformer.com/members/ejronin/writeblogpost.aspx/said"&gt;said&lt;/a&gt;:&lt;/div&gt;
&lt;p&gt;&lt;span id="intelliTXT"&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Now until more information is 
revealed on the technicals, I can only speculate, but I bet Sony&amp;#39;s 
arrogance and misunderstanding of ownership put them in this position. 
Sony execs probably haughtily chuckled at the idea of threat modeling. 
Traditionally the trust boundary for a web service exists between the 
server and the client. But Sony believes they own the client too, so if 
they just put a trust boundary between the consumer and the client(can&amp;#39;t
 trust those pesky consumers), everything is good. Since everyone knows 
the PS3 is unhackable, why waste money adding pointless security between
 the client and the server?&lt;/p&gt;
&lt;p&gt;This arrogance undermines a basic security principle, never trust the client. It&amp;#39;s the same reason &lt;i&gt;MW2&lt;/i&gt;
 was covered in cheaters, EA [sic - he means Activision] even admitted
 to the mistake of trusting Sony&amp;#39;s client. Sony needs to accept that 
they no longer own and control the PS3 when they sell it to you. Notice 
it&amp;#39;s only PSN that gave away all your personal data, not Xbox Live when 
the 360 was hacked, not iTunes when the iPhone was jailbroken, and not 
GMail when Android was rooted. Because other companies aren&amp;#39;t crazy.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Though he has a point, trusting the client is a bad idea - it&amp;#39;s the 
exact thing he was previously angry about and a primary contributing factor to
 his previous actions. He felt that Sony, in their alleged arrogance, needed to 
be taken down a few pegs and by hacking the device attempted to prove 
that he could control what he paid for (then handed the keys out to the 
public while simultaneously telling Sony in order to gather up the keys, they needed to hire him). So, technically, Sony didn&amp;#39;t trust the client, only themselves a
 bit too much (if we adopt the logic of GeoHotz). Many people are claiming &amp;quot;arrogance&amp;quot; and I really don&amp;#39;t see it, at least anymore than any of the other console manufacturers or software developers. Sony has the &amp;quot;It only does everything&amp;quot; ads and Microsoft loves to update the media on how many units it sells by lumping in RRoD replacement units. &lt;br /&gt;&lt;br /&gt;That
 aside, it is true that XBL and iTunes or Android never gave away user 
data - but neither did PSN. In all cases it was or &amp;quot;could be&amp;quot; ripped 
out just like any encrypted information has the possibility of decryption. Combine a determined self-righteous hacker and a wealth of user stupidity and it creates a skeleton key.&lt;/p&gt;
&lt;p&gt;Then again, people &lt;i&gt;will&lt;/i&gt; undoubtedly jump over to another console. As GeoHots explains &amp;quot;other companies aren&amp;#39;t crazy,&amp;quot; but social groups and individual idiots are. I wonder, how many people potentially effected by this &amp;quot;fiasco&amp;quot; have stopped for a moment and considered that other services and sites holding their credit card info may fall victim to a similar attack sooner or later; identity theft happens daily and the more places you place an identity the greater the chances it can be stolen.&amp;nbsp; I&amp;#39;d wager not many people have considered this, as they are too focused on pointing out the alleged arrogance of Sony, whining about an inability to play with their brother in the next room, and making grand announcement that they&amp;#39;re about to &amp;quot;jump over to XBOX&amp;quot; to notice their own stupidity. There&amp;#39;s no real point in announcing it - but look on the bright side - you&amp;#39;ve got your rage quit achievement. Anyone care to back the &lt;i&gt;GIO&lt;/i&gt; and &lt;i&gt;Ars Technicha&lt;/i&gt; assertions that &lt;i&gt;gaming is cheaper than ever&lt;/i&gt; now? Yeah, I didn&amp;#39;t really think so...&lt;/p&gt;
&lt;p&gt;#winning&lt;/p&gt;
&lt;p&gt;&lt;b&gt;[UPDATE]&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4370.deflower.png" border="0" alt="" /&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Apparently an offer to sell credit card information is floating around the inter-webber-nets. Among the rumored offer to sell, one sale is rumored to have been made to Sony to buy the sensitive credit card and PSN account information back but Sony allegedly declined that offer. Patrick Seybold of Sony claims no such offer was made. Several reports have cropped up from a small handful PSN account holders claiming fraudulent charges to their account. The current estimate of credit cards pillaged is in the range of 2.2 million, roughly 3% of the total PSN account holders. This estimate could change in either direction over time, however.&lt;/p&gt;
&lt;p&gt;If there&amp;#39;s something true about community organizations (such as gamers), its that a cult of personality develops over time for certain entities, sometimes more quickly than others. With the heated statements directed from some gamers it stands to reason that some of the complaints will be fabrications by people attempting to &amp;quot;stir the pot&amp;quot; and others will be from disenfranchised hackers that fancy themselves more than what they are (&lt;b&gt;every&lt;/b&gt; culture has a group that think more highly of themselves than actually warranted).&amp;nbsp; Should users still be worried? Absolutely. It would be borderline mentally deficient if users that placed credit card info on the PSN didn&amp;#39;t get nervous. However the same user could also find the label placed on them if they say.... didn&amp;#39;t immediately call the card issuer and seek to be issued an new card immediately. Yes, it&amp;#39;s inconvenient waiting for a new credit card for 2-4 weeks, but it&amp;#39;s also inconvenient having to battle and prove you didn&amp;#39;t buy $2000 of baby Jesus figurines off eBay. Besides, &lt;b&gt;cash&lt;/b&gt; - it&amp;#39;s not broken.&lt;/p&gt;
&lt;p&gt; On a lighter note, between 66 and 70 million PSN accounts were hacked, so although 2.2 million credit cards is many personal accounts and very capable of devastating the lives of many people and companies,&amp;nbsp; it is a narrow scope of users comparatively (about 3%). What remains important is that thus far, this string of reports is not confirmed by law enforcement, security investigators, Sony, or even hackers that have previously attempted to implicate themselves (assumedly for glory).&lt;/p&gt;
&lt;p&gt;In closing I would like to share the details of the email I received from Sony roughly two days ago (April 27, 2011) for two reasons: To reiterate my point about security and because I&amp;#39;m sure that some users haven&amp;#39;t checked their email or have corporate communications sent to spam (which is something I tend to also do at times). &lt;/p&gt;
&lt;p&gt;From Sony (emphasis mine):&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Although we are &lt;span style="color:#3366ff;"&gt;&lt;b&gt;still investigating the details of this incident&lt;/b&gt;&lt;/span&gt;, we believe that an unauthorized person has obtained the following information that you provided: name, address (city, state, zip), country, email address, birthdate, PlayStation Network/Qriocity password and login, and handle/PSN online ID.&lt;b&gt; &lt;/b&gt;It is also&lt;b&gt; &lt;/b&gt;&lt;b&gt;&lt;span style="color:#3366ff;"&gt;possible&lt;/span&gt; &lt;/b&gt;that your profile data, including purchase history and billing address (city, state, zip), and your PlayStation Network/Qriocity password security answers may have been obtained. If you have authorized a sub-account for your dependent, the same&lt;b&gt; &lt;span style="color:#3366ff;"&gt;data with respect to your dependent may have been obtained&lt;/span&gt;&lt;/b&gt;. While there is&lt;b&gt;&lt;span style="color:#3366ff;"&gt; no evidence at this time&lt;/span&gt; &lt;/b&gt;that credit card data was taken&lt;b&gt;, &lt;span style="color:#3366ff;"&gt;we cannot rule out the possibility.&lt;/span&gt;&lt;/b&gt; If you have provided your credit card data through PlayStation Network or Qriocity,&lt;b&gt; &lt;span style="color:#3366ff;"&gt;out of an abundance of caution&lt;/span&gt; &lt;span style="color:#3366ff;"&gt;we are advising you that&lt;/span&gt; &lt;span style="color:#3366ff;"&gt;your credit card number (excluding security code) and expiration date may have been obtained.&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
For your security,&lt;b&gt; &lt;span style="color:#3366ff;"&gt;we encourage you&lt;/span&gt; &lt;span style="color:#3366ff;"&gt;to be especially&lt;/span&gt; &lt;span style="color:#3366ff;"&gt;aware&lt;/span&gt; &lt;/b&gt;of email, telephone and postal mail scams that ask for personal or sensitive information&lt;b&gt;. &lt;span style="color:#3366ff;"&gt;Sony will not contact you in any way&lt;/span&gt;, &lt;/b&gt;including by email&lt;b&gt;, &lt;span style="color:#3366ff;"&gt;asking for your credit card number, social security number or other personally identifiable information.&lt;/span&gt;&lt;/b&gt; If you are asked for this information, you can be confident Sony is not the entity asking. &lt;span style="color:#3366ff;"&gt;&lt;b&gt;When the PlayStation Network and Qriocity services are fully restored, we strongly recommend that you log on and change your password.&lt;/b&gt;&lt;/span&gt;&amp;nbsp; Additionally, &lt;span style="color:#3366ff;"&gt;&lt;span style="background-color:#ffffff;"&gt;&lt;b&gt;if you use your PlayStation Network or Qriocity user name or password for other unrelated services or accounts, we strongly recommend that you change them as well. &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
&lt;span style="color:#3366ff;"&gt;&lt;b&gt;To protect against possible identity theft or other financial loss, we encourage you to remain vigilant, to review your account statements and to monitor your credit reports. We are providing the following information for those who wish to consider it&lt;/b&gt;&lt;/span&gt;:&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
- U.S. residents are entitled under U.S. law to one free credit report annually from each of the three major credit bureaus. To order your free credit report, visit &lt;a href="http://www.annualcreditreport.com/" target="_blank"&gt;www.annualcreditreport.com&lt;/a&gt; or call toll-free &lt;a&gt;(877) 322-8228&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
- We have also provided names and contact information for the three major U.S. credit bureaus below. &amp;nbsp;&lt;span style="color:#3366ff;"&gt;&lt;b&gt;At no charge, U.S. residents can have these credit bureaus place a &amp;quot;fraud alert&amp;quot; on your file that alerts creditors to take additional steps to verify your identity prior to granting credit in your name.&lt;/b&gt;&lt;/span&gt; This service can make it more difficult for someone to get credit in your name. &lt;span style="color:#3366ff;"&gt;&lt;b&gt;Note, however, that because it tells creditors to follow certain procedures to protect you, it also may delay your ability to obtain credit while the agency verifies your identity.&lt;/b&gt;&lt;/span&gt; &amp;nbsp;As soon as one credit bureau confirms your fraud alert, the others are notified to place fraud alerts on your file. Should you wish to place a fraud alert, or should you have any questions regarding your credit report, please contact any one of the agencies listed below:&lt;br /&gt;
&lt;br /&gt;
Experian: &lt;a&gt;888-397-3742&lt;/a&gt;; &lt;a href="http://www.experian.com/" target="_blank"&gt;www.experian.com&lt;/a&gt;; P.O. Box 9532, Allen, TX 75013&lt;br /&gt;
Equifax: &lt;a&gt;800-525-6285&lt;/a&gt;; &lt;a href="http://www.equifax.com/" target="_blank"&gt;www.equifax.com&lt;/a&gt;; P.O. Box 740241, Atlanta, GA 30374-0241&lt;br /&gt;
TransUnion: &lt;a&gt;800-680-7289&lt;/a&gt;; &lt;a href="http://www.transunion.com/" target="_blank"&gt;www.transunion.com&lt;/a&gt;; Fraud Victim Assistance Division,&lt;br /&gt;
P.O. Box 6790, Fullerton, CA 92834-6790&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/blockquote&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=888624" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/shawn+gordon/default.aspx">shawn gordon</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/PSN/default.aspx">PSN</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/GeoHots/default.aspx">GeoHots</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/Hackers/default.aspx">Hackers</category></item><item><title>An Open Letter to the Game Informer Staff and Editors.</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/31/i-see-what-you-did-there-an-open-letter-to-the-game-informer-staff-and-editors.aspx</link><pubDate>Sun, 31 Oct 2010 17:50:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:563679</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>69</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=563679</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=563679</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/31/i-see-what-you-did-there-an-open-letter-to-the-game-informer-staff-and-editors.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/600x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/8561.gio.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Dear Game Informer Editors,&lt;/p&gt;
&lt;p&gt;I can live with some of the flaws within Game Informer the website and the magazine. However, the
one thing I cannot live with is the poor quality of information and slow abandonment
of integrity noticed within the written articles of Game Informer magazine and
website, specifically within the &amp;#39;news&amp;#39; articles promoted to &amp;#39;feature.&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;Erudite&lt;/i&gt;&lt;/b&gt;, &lt;b&gt;&lt;i&gt;concise&lt;/i&gt;&lt;/b&gt;, and &lt;b&gt;&lt;i&gt;responsible&lt;/i&gt;&lt;/b&gt;
are all terms closely associated with quality. By a degree, they are also
associated with the term &lt;b&gt;&lt;i&gt;integrity&lt;/i&gt;&lt;/b&gt;. As trusted journalists, you
are aware that your audience relies upon your methods to glean worthwhile information
from your output. Solid fact is the basis for solid opinion and unfortunately, recent
behaviors and thus written material, has fallen alarmingly short of containing true
integrity, edging dangerously close to the type of &amp;quot;honesty&amp;quot; seen in a
supermarket tabloid. Neither
publications (supermarket tabloid or Game Informer) tell &amp;nbsp;an &amp;quot;outright lie&amp;quot;, but the
material omits easily resourced counter-facts, fail to provide a means to
obtain balanced information, asserts itself as &amp;quot;the&amp;quot; place to seek information, suggests first-hand knowledge, or refuses to
acknowledge alternative viewpoints fairly; it misleads,&amp;nbsp; I
believe with intention to do so, or at very least, the result of repeated negligence.&lt;/p&gt;
&lt;p&gt;The general context of behaviors demonstrated within the staff and editors, I believe, speaks volumes with regard to the level of respect they have for the community. The erroneous, misleading, and sometimes baseless assertions insult the intelligence by implying that readers should not search for verification of asserted facts by spoon feeding the information and providing the resources for a half of a full story that best fits the means of Game Informer or Game Stop. If this is not a problem and considered ethically acceptable for the staff and editors, then I feel as though they owe their readers enough to at least openly state their reasons for justification.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The catalyst of this letter to this letter is Matt Miller&amp;#39;s
&amp;quot;&lt;a href="http://www.gameinformer.com/b/features/archive/2010/10/20/enemy-of-the-state.aspx"&gt;Enemy of the State&lt;/a&gt;,&amp;quot; an article I took a considerable amount of time to &lt;a href="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/29/opinion-and-justice-for-whom.aspx"&gt;research and refute&lt;/a&gt;, but other recent instances include Bryan Vore&amp;#39;s &amp;quot;&lt;a href="http://www.gameinformer.com/b/news/archive/2010/10/06/game-prices-are-cheaper-than-probably-ever.aspx"&gt;Gaming Cheaper than
Ever&lt;/a&gt;,&amp;quot; which cites an Ars Technica article that fails to properly use the right
economic formulas and eschews the distinction between inflation as buying power
and dollar worth. It &amp;quot;forgot&amp;quot; GDP and CPI in the formulas  and then overestimates by about $20 per
game. Did Game Informer make the initial claim? No, but they did parrot false
and skewed facts as though it was truthful and expects readers to assume Game Informer checked facts.&lt;/p&gt;
&lt;p&gt;Then, with Meagan Marie&amp;#39;s ( formerly VanBurkleo) &amp;quot;&lt;a href="http://www.gameinformer.com/b/news/archive/2010/10/30/rush-limbaugh-defends-games-as-art.aspx"&gt;Rush Limbaugh Defends
Games As Art&lt;/a&gt;,&amp;quot; pundit Rush Limbaugh allegedly &amp;quot;defends video-games as art,&amp;quot; when in
fact the quote she used from Limbaugh states the contrary: &lt;/p&gt;
&lt;blockquote&gt;&amp;quot;Join me any time the government tries to impinge on anybody&amp;#39;s speech,&amp;quot; 
he said. &amp;quot;Join me when the government tries to tell you can&amp;#39;t eat trans 
fat. Join me when the government gets involved in all these other 
behavioral and speech things that they try to tell you and control us we
 can&amp;#39;t do: What kind of car we have to drive, whether or not we&amp;#39;re 
responsible for global warming, the kind of lightbulb we have to have, 
where our thermostats are. Get on board, my buddy. &lt;span style="background-color:#ffff00;"&gt;If it&amp;#39;s taken a video
 game to get you interested and have the light go off, to have you see 
what liberalism is all about, I&amp;#39;m glad to have you on our side&lt;/span&gt;, &amp;#39;cause I
 agree with you. Leave your game alone. &lt;span style="background-color:#00ffff;"&gt;The people that put together 
these video games are artists in their own right&lt;/span&gt;. If you&amp;#39;re gonna start 
saying that video games are raunchy, then how the hell do you leave 
cable television alone?&amp;quot;&lt;/blockquote&gt;
&lt;p&gt;The blue highlight is the &lt;i&gt;only&lt;/i&gt; instance &amp;quot;art&amp;quot; may come from and it isn&amp;#39;t used as a literal defense of &amp;quot;games as art.&amp;quot;&amp;nbsp; I&amp;#39;m not going to make assertions toward Ms. Marie&amp;#39;s ability but I&amp;#39;d like to think that in middle school she figured out how to identify a topic sentence just as everyone else; the blue highlighted sentence &lt;b&gt;isn&amp;#39;t&lt;/b&gt; a &lt;i&gt;topic sentence&lt;/i&gt;,&amp;nbsp; the&lt;i&gt; subject&lt;/i&gt; of the paragraph, or even an &lt;i&gt;underlying&lt;/i&gt; &lt;i&gt;point&lt;/i&gt; made. Tsk tsk, someone didn&amp;#39;t do their research before parroting corporate agenda...shameful. Even if there could be any claim to &amp;quot;deadline,&amp;quot; there&amp;#39;s little excuse for taking something out of context when the majority of the piece is cut and paste from a secondary source; if it is worth the time to read to the author, then it&amp;#39;s worth the time to research properly.&lt;/p&gt;
&lt;p&gt;The yellow highlight is Limbaugh&amp;#39;s main talking point and topic sentence; as evidenced in the transcript, Limbaugh is more concerned about defending Conservatism and defaming Liberalism than anything the GIO article headline asserts. The sourced Kotaku article titled &amp;quot;&lt;a href="http://kotaku.com/5677274/rush-limbaugh-defends-video-games-free-speech-says-this-is-where-the-battle-is"&gt;Rush Limbaugh Defends Video Game Free Speech, &amp;#39;This is Where the Battle Is&amp;#39;&lt;/a&gt; states &lt;b&gt;nothing&lt;/b&gt; about art, and denotes the importance of the Fairness Doctrine, the underlying point Limbaugh has been campaigning about. I fail to see how this can be considered any standard of honest journalism and the editorial staff of GI should feel shamed.&lt;/p&gt;
&lt;p&gt; Ms. Marie doesn&amp;#39;t alter the headline to reflect the content, cites a secondary source and the primary - which means she has access to the original material yet posted clearly misleading content and inaccurate headline, irresponsibly. She closes with an original entry pointing readers back to Matt Miller&amp;#39;s &amp;quot;feature&amp;quot; for a &amp;#39;refresher&amp;#39; on the importance of the case - but&amp;nbsp; there&amp;#39;s no &amp;#39;refresher&amp;#39; because Miller&amp;#39;s &amp;quot;feature&amp;quot; doesn&amp;#39;t clearly state what is at stake. In all, This is an example of content taken out of context, a misleading headline, and another citation of a second-hand source. Why do the staff attach their name to sourced material? Why not just &amp;quot;sourced news&amp;quot; persona for this and be done with it?&lt;/p&gt;
&lt;p&gt;To expand that list, other articles that made me raise my eyebrow classified as &amp;quot;news,&amp;quot; were:
&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/b/news/archive/2010/09/12/federal-court-hates-on-used-software-sales.aspx"&gt;Federal Court Hates on Used Software Sales&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;
The court wasn&amp;#39;t &amp;quot;hating&amp;quot; on anything - judges are ideally impartial. The author did not disclose without
 pressure GameStop / GameInformer stock in the case and did not represent the counter argument. If a user hadn&amp;#39;t pointed it
 out - there is no reason to believe that the article would have been corrected.&amp;nbsp; It&amp;#39;s good the concern was addressed, but a glaring mistake resolved with some backpedaling nonetheless. Currently the article fails to make distinction between the EULA in productivity software and game software. There is a huge difference between the EULA in&amp;nbsp; Adobe CS5 Master Suite or Native Instruments KONTAKT and EA&amp;#39;s SPORE or Activision&amp;#39;s DJ Hero.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The Associated Press (AP) source used the title &amp;quot;&lt;b&gt;&lt;span id="intelliTXT"&gt;&lt;span style="font-family:Verdana,Sans-serif;color:#000000;font-size:x-small;"&gt;Appeals court ruling threatens used software sales&lt;/span&gt;&lt;/span&gt;&lt;span id="article"&gt;&lt;/span&gt;&lt;/b&gt;.&amp;quot;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/b/news/archive/2010/07/14/ea-s-jeff-green-calls-schwarzenegger-a-hypocrite.aspx%20"&gt;EA&amp;#39;s Jeff Green calls Schwarzenegger &amp;quot;A Hypocrite.&amp;quot;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;
This piece is a tough call, but what pushed it to raise my eyebrow was the statement that claims, &amp;quot;Jeff Green does an excellent job of explaining what is at stake in the impending case&amp;quot; (there were a few minor things, but they are too debatable for strict mention).&amp;nbsp; Jeff Green does &lt;b&gt;not&lt;/b&gt; explain what is at stake in a factual manner, only an opinion using naturalistic fallacies and an appeal to fear. In fact, it didn&amp;#39;t explain or quote any portion of the proposed Bill with exception of a single word: &lt;i&gt;excessive&lt;/i&gt;. What Green did well, was project a very good straw-man argument. Subsequently, it was parroted by GIO as an enlightened view from the inside without mentioning the heavy bias and faulty logic; it promoted a hive mind approach in assuming that position of the author validates a claim - not at all true and a dangerous method of operation.&lt;/p&gt;
&lt;p&gt;GIO ends up appearing to support fallacious arguments or can&amp;#39;t see a flawed argument and blindly leads the blind and these kinds of article that crop up just as often as reprinted PR feeds are not very encouraging toward the claim by GIO as source of &amp;quot;information.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&amp;quot;SACRED COW&amp;quot;&lt;br /&gt;In Issue 211, vol XX of Game Informer magazine, The &amp;quot;Sacred Cow&amp;quot; piece in print seemed to fly in the face of
 the reviews GI gave them for the very reasons high scores were given. 
Strange in nature and if it was a joke, thicken it with obvious sarcasm or save it 
for an installment of &amp;quot;game-infarcer.&amp;quot; There is not a problem with 
changing opinions when the facts change - the facts in the game did not 
change, yet opinion did. It doesn&amp;#39;t generally work that way, and it 
erodes &amp;quot;trust&amp;quot; when there&amp;#39;s reason indicated for a change of opinion - it seems fickle or &amp;#39;bought&amp;#39;.&amp;nbsp; I am left to think, &amp;quot;how am I supposed to look at these review 
scores and put stock into them at GameStop during a purchase when upon release they&amp;#39;ll say how great this game is and then a month or two later express the contrary?&amp;quot;
&lt;/p&gt;
&lt;p&gt;Look at the glowing review of Medal of Honor one month and the condemnation the next...&lt;/p&gt;
&lt;p&gt;Moreover, many might recall the whole cheating in Fallout 3 
incident. Granted the staff ousted their colleague and lambasted him for
 it, but I still think it speaks to the character of individuals 
regardless of how finite the infraction. Lies are lies, cheats are 
cheats - there are no degrees of either. Fair? 
&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.gameinformer.com/b/news/archive/2010/09/27/mock-trial-rules-in-favor-of-anti-video-game-law.aspx"&gt;Mock Trial Rules in Favor of Anti-Video Game Law&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
The presence of this is premature, and some degree of 
irresponsibility&amp;nbsp;in the lack of verifiable source ensues. That aside, the law is not &amp;#39;anti-video game&amp;#39; because no one opposes all video games nor was the bill about opposing video games. The bill, AB1179, is &lt;b&gt;restricts sale of violent content in games to minors&lt;/b&gt;. 
Perhaps &amp;quot;Mock Trail favors California Assembly Bill 1179,&amp;quot;&amp;nbsp; or &amp;quot;Mock Trial favors content limitation to minors&amp;quot; is a more accurate relay of information and wouldn&amp;#39;t make the author look as though they can&amp;#39;t read properly.&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;Phil Kollar&lt;/b&gt; chimes in through comments and defends the &amp;#39;credibility&amp;#39;
 by stating that the unnamed source is... second hand? wait - what? 
second hand sources are not credible sources. Then he states that 
there&amp;#39;s a more in-depth article on the matter in the magazine (Enemy of 
the State). Enemy of the State was already vague, ambiguous, and misleading - to use it as a spinal column for any string of equally misleading &amp;quot;news&amp;quot; is like building a model blob - no structure, no fact, but lots of confusing and misleading.&lt;/p&gt;
&lt;p&gt;&lt;a target="_blank" href="http://www.gameinformer.com/b/news/archive/2010/10/29/grand-theft-childhood-author-weighs-in-on-supreme-court-case.aspx"&gt;Grand Theft Childhood author weighs in on Supreme Court Case&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Cheryl Olsen is a &lt;b&gt;co-author&lt;/b&gt;, not author of the book. Her husband, Lawrence Kutner, is 
the other author.&amp;nbsp;In the link provided in the article (upon request), the source cites themselves a majority of the time. When avoiding self-plagiarism this would be fine, but as a viable source to support a claim, it isn&amp;#39;t very solid. However, the source also argued counter 
intuitively in their book, specifically page 99.&lt;/p&gt;
&lt;p&gt;How could that title look to be more accurate? &amp;quot;Grand Theft 
Childhood Co-Author Gives Professional Opinion on Impending California 
Game Law.&amp;quot;&lt;/p&gt;
&lt;p&gt;Maybe the suggestion is boring - but it&amp;#39;s honest and allows the audience to draw their own conclusion via the content rather than instill a bias.&lt;/p&gt;
&lt;p&gt;To go with all of this, none of the staff have felt much need to place links to anything that may get a reader to have an opposing viewpoint. There are links to a place where one may sign up to take action against the bill, asserted variations of what the bill allegedly means written by those who are anti-AB 1179, what is allegedly at stake in opinion form from people who oppose the bill, provision of all sorts of anti-Bill &amp;#39;testimony&amp;#39; but few names sources - and &lt;b&gt;no&lt;/b&gt; link to the bill itself. I would hope that this would seem strange to a professional journalist, because it seems strange to an average everyday person such as myself.&lt;/p&gt;
&lt;p&gt;Perhaps readers are part to blame - it is partially their responsibility to investigate and seek answers However, the authors are making the claims and it is their responsibility to bear the burden of proof and not the responsibility of the reader to have to ask for the facts an opinion was based.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;Please
fix this, if not for the sake of your &lt;i&gt;readers&lt;/i&gt; and the &lt;i&gt;culture&lt;/i&gt; supporting the magazine and retail chain,&amp;nbsp; then perhaps for the sake of the right to the title of &amp;quot;journalists&amp;quot; and your personal pride.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Sincerely,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Shawn K. Gordon&lt;/p&gt;
&lt;p&gt;P.S. I cannot help but wonder if the staff is of such a poor quality, or at least the editors with such low a standard, that bait is required to manipulate interest. I&amp;#39;ve noticed that &amp;#39;dry&amp;#39; pieces, that relay fact get low ratings (used as approval or agreement rather than something qualitative) but really opinionated and misleading pieces that play on the hopes and fears of the audience have higher ratings. I don&amp;#39;t dislike the staff or editors as people - honestly, I have no vested interest in their well-being; I&amp;#39;m indifferent and impartial - but it is disappointing to see a self-proclaimed &amp;quot;most influential, most subscribed to&amp;quot; publication dive deep into the journalistic practices of a grocery store gossip rag.&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=563679" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/matt+miller/default.aspx">matt miller</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/game+informer/default.aspx">game informer</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/media+irresponsibility/default.aspx">media irresponsibility</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/honesty/default.aspx">honesty</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/integrity/default.aspx">integrity</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/joe+juba/default.aspx">joe juba</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/meagan+marie/default.aspx">meagan marie</category></item><item><title>OPINION: And Justice For Whom?</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/29/opinion-and-justice-for-whom.aspx</link><pubDate>Fri, 29 Oct 2010 05:20:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:560492</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>16</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=560492</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=560492</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/29/opinion-and-justice-for-whom.aspx#comments</comments><description>&lt;div class="paginated-post" rel="6"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p style="text-align:center;"&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/620x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/3010.FC6headertwo.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Enemy of the State&lt;/i&gt; by Game Informer Associate Editor, Matt 
Miller, was a piece of great interest to me. Legal issues in the gaming 
sub-culture are important and opportunity to honestly discuss how or why
 these laws will affect jobs, hobbies, or passion abound. Sadly, what 
articles tend to lack in proper focus and scope, is made up for in shock
 and hyperbole. The latter is the reason I found &lt;i&gt;Enemy of the State&lt;/i&gt; disappointing. I believe that perhaps, the article treated the topic irresponsibly and presented facts poorly, when at all.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Many articles have surfaced concerning California Assembly Bill 1179 (&lt;a href="http://www.leginfo.ca.gov/pub/05-06/bill/asm/ab_1151-1200/ab_1179_bill_20051007_chaptered.pdf" target="_blank"&gt;AB 1179&lt;/a&gt;).
 I am not compelled to &amp;ldquo;explain&amp;rdquo; what the Bill says or what it means 
because I believe readers are intelligent enough to glean from it, true 
meaning; a link is sufficient. Proposed by Senator Leland Yee, Endorsed 
by Governor Arnold Schwarzenegger, stricken by twelve judges and opposed
 by seemingly everyone in society, AB 1179 is perceived as a modern evil
 determined to undermine core Constitutional values by enslaving the 
gaming community, industry, and culture. Few articles however, explore 
the depth of the situation or provide accurate purview as to the 
potential effects to whom. As the situation develops, the journalistic 
opinions shroud facts to a point of inseparability and the public outcry
 in opposition to the proposed bill grows louder. Regardless of stance, 
gamers have voiced their concerns about what they think and feel, based 
on what they are told. Are their feelings based on good information, or 
is there more to consider prior to solidifying an opinion? What is 
really going on? What does the Bill truly say? How did it get to the 
Supreme Court? Why send broken controllers to Yee and is that even a 
great idea?&lt;/p&gt;
&lt;p&gt;Many questions remain unanswered despite alleged attempts to answer 
them. Based on other articles on the topic, there is much information 
yet to uncover &amp;ndash; and to get a clearer, less restrictive answer to 
certain questions, a &lt;i&gt;long&lt;/i&gt; road lies ahead.&lt;/p&gt;
&lt;p&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=560492" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/matt+miller/default.aspx">matt miller</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/AB1179/default.aspx">AB1179</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/enemy+of+the+state/default.aspx">enemy of the state</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/leland+yee/default.aspx">leland yee</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/justice/default.aspx">justice</category><category domain="http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/tags/game+informer/default.aspx">game informer</category></item><item><title>Review: Medal of Honor 2010</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/21/review-medal-of-honor-2010.aspx</link><pubDate>Fri, 22 Oct 2010 03:10:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:549806</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>8</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=549806</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=549806</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/21/review-medal-of-honor-2010.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/620x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/0245.MoHreview_2D00_head.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The total package of Medal of Honor (MoH) is judged on the single 
player aspects alone because multi-player aspects of any game are 
subject to many variables and optional. Single player is the game itself
 and the portion of the game universally consistent with any other video
 game on the market (e.g., not all games have multi-player, but all 
games have a single player facet). &lt;/p&gt;
&lt;p&gt;&lt;img style="float:right;" src="http://gameinformer.com/resized-image.ashx/__size/550x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/4456.MoHreviewchart.png" border="0" alt="" /&gt;Some have claimed comparison 
between MoH and Call of Duty: Modern Warfare 2 (MW2) is not possible. 
The fact is that the two are direct competitors on more levels than fans
 MW2 of would like to account for, however they are different classes of
 games. Conceptually both games take place in the era of modern warfare 
maneuvers, invoke current technology, and are set in places familiar to 
the public as areas of recent conflict against a Middle Eastern enemy. 
The stories are vastly different and though MW2 has some Hollywood 
flair, MoH relies less on stuff blowing up and a &amp;lsquo;balls out&amp;rsquo; action 
classic vantage point. What MoH lacks in flashy visuals, masks, and 
&amp;ldquo;muttonstaches,&amp;rdquo; they make up for in gilded beards, sunglasses, and an 
FDNY hat that cries, &amp;ldquo;Payback is a b*tch, ***.&amp;rdquo; MoH also has 
more focus on tight spaces, sudden white-knuckle intensity, and a 
reverent method of conveying the hardships and sacrifices during 
Operation Anaconda.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#339966;"&gt;Exceeding&lt;/span&gt;&lt;/i&gt; MW2, MoH:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tells a cohesive story and backed by recent historical reference.&lt;/li&gt;
&lt;li&gt;Does not use &amp;ldquo;shock&amp;rdquo; for shallow impact via non-points and useless optional missions,&lt;/li&gt;
&lt;li&gt;Does not present numerous filler conversations leading nowhere for no reason.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Similar to MW2, MoH:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The silent protagonists are at times hollow and shallow; empty.&lt;/li&gt;
&lt;li&gt;Multi-player has contrasting issues that devalue the title (see complaints section). &lt;/li&gt;
&lt;li&gt;Thought a bit longer (and at times tougher) than MW2, the campaign feels a bit brief. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#ff0000;"&gt;Worse&lt;/span&gt;&lt;/i&gt; than MW2, MoH:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Shows
 texture loading. Minor, but considering the already tedious load times 
and contrived Online Pass and&amp;rdquo; unlock&amp;rdquo; heckling EA implements to their 
games recently, it adds to the daunting process of booting up the game, 
especially if players are in the mood for quick action.&lt;/li&gt;
&lt;li&gt;Single-player campaign objective markers are often innocuous and sometimes misleading.&lt;/li&gt;
&lt;li&gt;Scripted
 events do not happen &amp;lsquo;on time&amp;rsquo; during some missions and players who get
 ahead of teammates are stuck waiting on teammates to catch up (exposed)
 or teammates leave players behind causing the mission progress to 
happen without them. This creates the feeling of being lost at times. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;CONCEPT:&lt;/h2&gt;
&lt;p&gt;A
 modern period First Person Shooter, Medal of Honor is an FPS&amp;nbsp; franchise
 reboot that tells relays various aspects of Operation Anaconda.&amp;nbsp; 
Primarily highlighting that, although the operation was successful MoH 
successfully proposes several after action questions such as, &amp;ldquo;What is 
the metric of success and to the standard of whom?&amp;rdquo; In addition, MoH 
does this without detracting from the honorable sacrifices and selfless 
actions of American military. Finally, at the end of the campaign, a 
well worded and seemingly heart-felt &amp;ldquo;thank you&amp;rdquo; displays on-screen&amp;nbsp; 
claiming dedication to the proud service members of this great nation, 
the United States of America.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;STORY:&lt;/h2&gt;
&lt;p&gt;One
 of the better military campaign stories told in a modern FPS, players 
take on the role of SEAL Team Six member &amp;ldquo;Rabbit,&amp;rdquo; Delta Force Operative
 &amp;ldquo;Deuce,&amp;rdquo; U.S. Army Ranger &amp;ldquo;Dante,&amp;rdquo; and briefly, AH-64 Apache gunner 
&amp;ldquo;Hawk.&amp;rdquo; Transition between each character is generally seamless, and the
 presentation of CG segments adds flair to compacted intensity. One of 
the aspects of the story I quickly picked up on was the stark contrast 
between bureaucratic assholes who make decisions based on old 
information and the soldiers knee deep in *** living the real-time 
scenario, and allows players to get a small taste of how stuffed suits 
protect their own interests at the expense of lives. On the downside, 
numerous cut scenes may cause players to perceive the game as having 
more cutscene than play time (not true, but it can feel that way).&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;GRAPHICS:&lt;/h2&gt;
&lt;p&gt;Interestingly,
 the graphics for MoH are impressive with an appeasing frame rate 
compared to games of similar caliber and class. However, this visual 
standard may have come with a price: destructible environments within 
the multiplayer environment. Players have verbalized their desire to 
have a BFBC2 style environment where buildings can be completely 
destroyed thereby reducing hiding places for those ultra-annoying 
quick-scoping snipers. Address of player complains overheard online are 
at the end of the article under &amp;ldquo;COMPLAINTS&amp;rdquo; followed by personal 
suggestions.&lt;/p&gt;
&lt;p&gt;In the campaign, the increased graphics add to the 
feel of desperation (number of combatants on the screen, volumetric 
smoke and lighting, etc.). One particular mission where players will 
find themselves playing as a U.S. Ranger features a washed out 
landscape, with the retina searing setting sun adding difficulty to&amp;nbsp; 
distinguishing who or what targets lay before the player. Additionally, 
the higher resolution textures add much needed depth and provide good 
reason to check bush and rock formations while traversing the very 
linear landscape.&lt;/p&gt;
&lt;h2&gt;&lt;br /&gt;&lt;/h2&gt;
&lt;h2&gt;MECHANICS:&lt;/h2&gt;
&lt;p&gt;Medal of 
Honor does what few FPS franchises pull off: inverts expected 
progression by taking a huge step forward for the campaign mode of play 
and a huge step backwards on multi-player.&lt;/p&gt;
&lt;p&gt;The campaign adds a 
few features that only a handful of FPS games have ever used, such as 
the slide to cover. Players can also lean incrementally instead of the 
toggle methods employed by other FPS titles previously. A nice feature 
added is the ability to as for ammo resupply from comrades if both are 
using the same weapon. If the player has a different weapon or is not 
truly in need of ammo, teammates do not give the player ammo.&lt;/p&gt;
&lt;p&gt;Not
 everything in this franchise reboot is glittery gold however; the 
multiplayer has some serious flaws and the campaign mode will eventually
 display more mechanical faults via design than triumphs. Multi-player 
mode feels more like a watered down Battlefield: Bad Company 2 than 
anything associated with the single player MoH campaign.&amp;nbsp;&amp;nbsp; Players 
cannot obliterate buildings, often snag themselves on smallish ground 
obstacles, and strangely &amp;ndash; cannot shoot through mesh, but can see and 
fall through it. Conversely, players can shoot through wood, sheet metal
 and at times, apparently concrete. Players were shown a handful of nice
 but common features with BFBC2, and in MoH some of the features were 
withheld. Players naturally expect that a newer title have more, if not 
the same features available - especially if it uses the same engine from
 the same developers. MoH lets players down on this front.&lt;/p&gt;
&lt;p&gt;In
 one-and-a-half weeks of online play, I have adjusted to the inability 
to slide or go prone. Additionally I have adjusted to the inability of 
other players to pull themselves above the &amp;ldquo;run-n-gun&amp;rdquo; tactics so 
commonly associated with Call of Duty: Modern Warfare 2. A bit of 
forewarning:&lt;/p&gt;
&lt;p&gt;From a tactical perspective MoH&amp;nbsp; should be 
approached more like MAG lite; communicate, use navigational directions 
(North, East, South, and West) rather than &amp;ldquo;left&amp;rdquo; or &amp;ldquo;right,&amp;rdquo; and never 
forget to fully clear an objective of hostiles before running ahead 
(unless you like giving out free kill points to the enemy).&lt;/p&gt;
&lt;p&gt;From a
 strategic perspective, &amp;ldquo;run-n-gun&amp;rdquo; makes great sniper bait; everyone 
wants to get their medals and ribbons or rack up a high score to rank up
 &amp;ndash; great &amp;ndash; but &amp;ldquo;what is good for the goose is good for the gander&amp;rdquo; here.
 Attackers have limited reserves and rouge soloists contribute to losing
 a match because they do not provide good cover.&lt;/p&gt;
&lt;h2&gt;&lt;br /&gt;&lt;/h2&gt;
&lt;h2&gt;COMPLAINTS:&lt;/h2&gt;
&lt;p&gt;No
 game is perfect, and Medal of Honor is far from an exception. The 
single-player campaign resupply feature found logical implementation. 
Who better to get ammo from than a teammate, especially in a surgical 
operation where happening across an ammo depot or conveniently placed 
ammo boxes that fit carried weapons is chintzy? However, it makes no 
sense to provide that player with a modest level of ammo but teammates 
with &amp;lsquo;pack mule&amp;rsquo; proportions of it. Granted the missions are not time 
consuming nor do they place players on a long trek but regardless of how
 many rounds players expend or the limited number of times teammates can
 hand ammo off, the teammates seem to have unlimited ammo for 
themselves.&lt;/p&gt;
&lt;p&gt;On one hand, it was interesting to see a game 
implement the need to act conservatively with regard to ammo, but on the
 other hand, it was ridiculous because teammates hand off 3-4 clips at a
 time for four resupplies. This means that teammates are carrying 
upwards of 16 clips &amp;ndash; yet the player stars with 4.&lt;/p&gt;
&lt;p&gt;Multi-player 
gets the majority of complaints but not all complaints heard from 
players are truly valid , and there is little to no congruency between 
campaign and multi-player aside from maps and weapons. Medal of Honor 
multi-player clearly has faults, but some of the faults are with the 
player and not the game &amp;ndash; for example, MoH requires a degree of teamwork
 and noticeably many people espouse the ironic &amp;ldquo;every person for 
themself&amp;rdquo; actions that often result in crushing defeats. The modes are 
less about points scored, number of support actions obtained, and more 
about successfully taking the objective, forcing the enemy to weakened 
positions, or protecting assets. What works for MW2 does not work for 
every FPS, nor should it. If players want the MW2 style of play &amp;ndash; stick 
with the contrived style of MW2.&lt;/p&gt;
&lt;p&gt;Valid complaints are in green, 
invalid are in red. It should be noted that the general feel of the 
Medal of Honor multi-player is strikingly similar to the beta and 
perceptively little if anything other than available maps and retaining 
screen settings were altered.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;WTF? 5GB HDD SPACE &lt;i&gt;AND&lt;/i&gt; DISK REQUIRED FOR FRONTLINE?&lt;/span&gt;&lt;br /&gt;&lt;/h3&gt;
&lt;p&gt;Yes.
 This is ridiculous. Requiring the disk for MoH: Frontline is 
understandable from a &amp;quot;rental&amp;quot; perspective and EA may not like the idea 
of people loaning their copy to a friend to pass the game around. 
However, pushing 5GB of HDD eating game files in addition to requiring 
the disk is contrived. This is a PC style anti-piracy tactic, that in 
most cases PC games install completely to the HDD and only require the 
disk to check that the player owns a physical copy. Often times, PC 
gamers simply patch the game with a NO-DVD fix and go about their day. 
But, with Sony fighting user freedom with firmware updates laced with 
anti-hack code and EA requiring the disc to play Frontline, it gives 
pause to EA&amp;#39;s dedication toward download only as little more than 
control freak issues in high contrast. Seriously, Frontline wasn&amp;#39;t a 
dealbreaker and with a 5GB HDD placeholder, I&amp;#39;m inclined to pass. &lt;/p&gt;
&lt;p&gt;As
 an aside, it also makes me wonder why, with the methodology clearly 
designed to thwart rentals, EA or any publisher distribute a &amp;quot;rental&amp;quot; 
version of the game in the manner that movie publishers do? Something to
 consider EA... you&amp;#39;re behind the curve (again).&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;LACK OF PHYSICAL MOVEMENT:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Players
 cannot lean or slide to cover as they can with the campaign, and 
neither feature is heavily used in the campaign which constitutes 
questioning their implementation at all. If there is any place these 
features would be helpful to players, multi-player is the prime facet 
for them. Another context of this complaint is a noted reduction in map 
size. Personally, the maps did not feel small for the type of game 
played. Something to keep in mind is that this game isn&amp;#39;t about large 
open fields and a plethora of hills and valleys. Some maps are designed 
for close quarters with numerous exposed points of entry while other are
 designed to be an uphill battle with distinct advantages and 
disadvantages for players of either faction. People looking to simply 
get into sniper battles and creep around multiple floors of a single 
building should go back to&lt;i&gt; Halo&lt;/i&gt; and &lt;i&gt;Unreal&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;The
 lack of physical movements may be the result of increased textures and a
 method of keeping frame rates acceptable. Regardless, people may have 
forgiven a reduction in graphics for an increase of ability.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;CAMPERS:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Campers
 cramp style and generally contribute much less to the success of a team
 effort. They have trouble watching out for other players and often have
 trouble protecting themselves without help from others. In short, their
 tactics are for &amp;lsquo;bitches,&amp;rsquo; or are they?&lt;/p&gt;
&lt;p&gt;Specific classes of 
soldier such as sniper, lie in wait for someone dumb enough to expose 
themselves, or flank and attack from an undisclosed location from afar. 
Anger toward a sniper for camping is akin to anger at a fish for getting
 wet; it is what they do by design. Do not stop a sniper from sniping &amp;ndash; 
they might stop that humiliating &amp;lsquo;knife&amp;rsquo; kill from ruining your kill 
streak. &amp;nbsp;However, other classes such as the Special Force and Rifleman 
are not designed to camp (and many do). They are the force movement and 
roving security. One or two of them may have to keep the snipers safe, 
but that is a small price to pay in retrospect.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;SPAWNING:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Spawning
 is a major issue within the game. Countless players express frustration
 with spawning. The spawning issues pose three major problems:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;When
 spawning, at times, players will spawn in the midst of an attack 
(support or direct fire). This grants an opposing player points, 
possibly additional support actions, and detracts from reserves an 
attacking force has available. Though opposing players cannot directly 
manipulate this flaw, it makes for a very frustrating experience all the
 same. &lt;/li&gt;
&lt;li&gt;The game has intermittent issues differentiating between
 &amp;ldquo;deploy at front&amp;rdquo; and &amp;ldquo;deploy at base&amp;rdquo; and respawn is a crapshoot; 
players cannot dictate where they spawn at the front and will respawn at
 the back of a random player, thus contributing to the aforementioned. 
Also, this often acts as a detriment to the archetype players choose 
prior to respawning (e.g., a sniper spawning in the middle of a close 
quarters fire fight and a SpecOps spawning on a mountain ridge half a 
mile away from action). &lt;/li&gt;
&lt;li&gt;In certain situations, deploying 
directly to the front allows players to populate an objective control 
point almost immediately. This allows players to &amp;lsquo;win&amp;rsquo; an objective by 
instantly overpowering defenders irrespective of how hard a defender or 
defenders are working to stave off attackers. &lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;SPAWN KILLING:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Few
 things create an imbalance like spawn killing / camping. During the 
spawning process, players will sneak close enough to the base spawn 
point and noobtoob with support attacks. Successive kills create 
killchains, which in turn create bigger attack support instances. Spawn 
killing may not have been a huge issue had it not been for the system 
using a clustered spawn mechanism. Players will spawn practically on top
 of one another on the front or in the base. Spreading people out (as 
per military doctrine) would significantly reduce casualties and make 
individuals harder to target en masse.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;MASS KILLING:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Mass
 killing is when support actions kill of a huge portion of players. Only
 a handful of players have voiced frustration at mass kills. It is true 
that spawns will cluster people together, and this is bad &amp;ndash; remaining 
clustered up is not the fault of the game. Spread out, increase the 
number of attack points the enemy must visually engage and distract 
them. Concentrated fire does best TO a point not FROM a point. Also, do 
not be &amp;lsquo;that guy&amp;rsquo; &amp;ndash; you know, the person who decided launching an RPG is
 a great idea whilst standing next to a sniper. It tends to give away 
the position of everyone around you.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;&amp;ldquo;WHY CAN&amp;rsquo;T I [INSERT ACTION BASED COMPLAINT]?&amp;quot;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;The
 short answer is, &amp;ldquo;because you can&amp;rsquo;t.&amp;rdquo; Many of the complaints such as 
&amp;ldquo;why can&amp;rsquo;t I drive the M3 over this box?&amp;rdquo; are stupid questions. The M3 
can&amp;rsquo;t drive over the box because it is not programmed to. If players 
could jump into an M3 and roll over any and everything then what 
challenge would the defenders provide the attackers?&amp;nbsp; The same is true 
for &amp;ldquo;Why can&amp;rsquo;t I blow that building up?&amp;rdquo; the fact is, that despite the 
minute visual failures of MoH, wanting it to be BFBC2 does not mean that 
the game is &amp;ldquo;stupid.&amp;rdquo; Conversely, the number of players that say and do 
stupid things that ruin the multi-player experience for others (which is
 another reason why the multi-player aspect is not graded in the 
review) is exponential. If I could record a session of multi-player and broadcast it in a scoreboard style it would appear as:&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/550x0/__key/CommunityServer-Components-UserFiles/00-00-43-58-47-Attached+Files/2055.score.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;NERFING:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;When
 a shotgun with a red dot sight can snipe from halfway across a map, 
tweaking is in order. Admittedly, I enjoy the over-powered shotgun at 
long range as much as the next guy but it&amp;rsquo;s also a demoralizing aspect 
of the game that saps the fun from an otherwise well played match 
between players. What makes the shotgun issue in MoH doubly frustrating 
is that DICE has had the same issue in Battlefield: Bad Company 2 
multiplayer, and MW2 has dealt with the issue&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#339966;"&gt;HIT REGISTRY:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Open
 mic multi-player action reveals many of the player complaints; hit 
registry is a common issue &amp;ldquo;discussed&amp;rdquo; online. The game features various
 attachments with which players can enhance their weapons; none of them 
would create an imbalance such as ones witnessed in multi-player (or 
should, anyway). Watching as a player unloads a full P90 clip into the 
back of an enemy as they turn to fire two bullets from a pistol into the
 chest of the attacker, killing them &amp;ndash; is ridiculous.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;LACK OF WEAPONRY:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Some
 players have remarked that the lack of available weapons. Frankly, this
 is a ridiculous complaint. Realistically, soldiers don&amp;rsquo;t&amp;rsquo; carry a wide 
range of weapons, as they do not make them safer. Additionally, the 
weapons within the game are adequate to do the job. Whether a player&amp;nbsp; 
can carry a MP7 or an MP5 doesn&amp;rsquo;t matter in the end.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;TURKEY SHOOT / LINEAR:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Players
 have complained that both single and multiplayer modes of play may 
reduce to little more than a &amp;ldquo;turkey shoot&amp;rdquo; and have a lack of open 
range to maneuver. Although true, all FPS games typically equate to a 
shooting gallery and MoH is no exception. However, MoH does not funnel 
players into a single route, only a single direction; players cannot 
choose to take a wide detour, but they may opt to dogleg and weave 
through obstacles instead of shoot straight in openly.&lt;/p&gt;
&lt;h3&gt;&lt;span style="color:#ff0000;"&gt;NO KILL CAM:&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Lack
 of a &amp;ldquo;kill cam,&amp;rdquo; or after action camera that details the location a 
player scoring a kill, is not a bad thing. Some players have adjusted to
 hunting down and seeking revenge on snipers or players hiding in 
ambush. The only thing a kill cam does is remove the realistic challenge
 for players to cautiously seek out the sniper positions or check and 
clear an area prior to blindly advancing on a map. One of my favorite 
tactics in objective modes of play is to allow a handful of players to 
pass so that I can knife them in the back. It is the price of stupidity &amp;ndash;
 and I get massive points and a ribbon for it. On the rare occasion this
 happens to me, I cannot help but become disappointed in myself because I
 should have checked and cleared the areas prior to advancing. Kill cam 
would not teach anyone to be a better player, but only expose smart and 
resourceful ones thereby forcing him or her to move from a good 
position. If a player cannot survive without a kill cam - they should 
unlearn the term &amp;ldquo;hardcore,&amp;rdquo; never use the term in a sentence in which 
they are also a subject, and consider migrating to a title that would 
best display their skills; &amp;ldquo;Fantavision,&amp;rdquo; perhaps.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;CONCLUSION:&lt;/h2&gt;
&lt;p&gt;
MoH isn&amp;#39;t a resounding success, but it is far from a complete 
failure. There&amp;#39;s much to improve upon and at times I ponder if the 
failings were intentional - to incrementally release updates and bring 
the game to the expectation of players while slowly attracting new 
players over time (given the &amp;quot;taliban&amp;quot; issue and the AFEES ban, EA may 
have concerns about initial sales). Players looking for a solid story, a
 well done campaign, above average graphics and an addictive 
multi-player mode despite the problems, MoH is a worthy addition to the 
FPS collection. &lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=549806" width="1" height="1"&gt;</description></item><item><title>"Taliban"-ned</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/05/quot-taliban-quot-ned.aspx</link><pubDate>Wed, 06 Oct 2010 00:08:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:529366</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>35</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=529366</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=529366</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/05/quot-taliban-quot-ned.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://gameinformer.com/cfs-file.ashx/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/6014.taliban.png"&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/6014.taliban.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The news regarding the change from Taliban to Opposing Force brings 
mixed emotions. I reflect upon the classic tale of Shakespeare&amp;rsquo;s &lt;i&gt;Romeo and Juliet&lt;/i&gt; in contemplation on what is in the name &amp;ldquo;Taliban.&amp;rdquo;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;#39;Tis but thy name that is my enemy;&lt;br /&gt; Thou art thyself, though not a Montague.&lt;br /&gt; What&amp;#39;s Montague? it is nor hand, nor foot,&lt;br /&gt; Nor arm, nor face, nor any other part&lt;br /&gt; Belonging to a man. O, be some other name!&lt;br /&gt; What&amp;#39;s in a name? that which we call a rose&lt;br /&gt; By any other name would smell as sweet;&lt;br /&gt; So Romeo would, were he not Romeo call&amp;#39;d,&lt;br /&gt; Retain that dear perfection which he owes&lt;br /&gt; Without that title. Romeo, doff thy name,&lt;br /&gt; And for that name which is no part of thee&lt;br /&gt; Take all myself.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Some
 terms and names are intentionally hurtful; the poorly received &amp;ldquo;N&amp;rdquo; 
word, for example. Try running down the street shouting it, and see if 
you make it to the other end alive. However, racial slurs and 
pejoratives are not politically correct, incite, do hurt, and largely 
unaccepted in most social circles &amp;ndash; not to mention not protected by the 1&lt;sup&gt;st&lt;/sup&gt; Amendment under &amp;ldquo;hate speech.&amp;rdquo; Does &amp;ldquo;Taliban&amp;rdquo; fall into this category? No. The Taliban is a group
 of non-fictional radicals currently operating in Afghanistan, hated by 
many people. Changing a name does not alter the reality. Therefore, in 
this sense, a name change simply coddles a minority group &amp;ndash; but that 
minority group is valuable beyond any amount of money and is deserving 
of the utmost respect.&lt;/p&gt;
&lt;p&gt;I understand that to a majority of gaming 
community, &amp;ldquo;it&amp;rsquo;s just a game, get over it&amp;rdquo; will be a staple remark. We, 
the gaming sub-culture, are largely unaware of what really goes on in 
the rest of the world. Most of us know the top executives of several 
game studios by name and image, &amp;nbsp;yet cannot list by name the sitting 
Supreme Court Justices or The Cabinet. &amp;nbsp;So many of us fight over 
hardware dominance, b*tch at the price of DLC, and get aggravated at 
having to wait two extra weeks for a game. I have yet to hear a fellow 
gamer in a non-game forum ponder the price of oil, worry about China&amp;rsquo;s 
economic stranglehold on the US economy and Korea, and haven&amp;rsquo;t remarked 
about waiting months to years for the troops to come home . On second 
thought, I guess it&amp;rsquo;s just easier to sit and revolt over a subscription 
fee and go verbally ballistic over an opinion about a CPU encased in 
plastic.&lt;/p&gt;
&lt;p&gt;That said, my concern-o-meter toward the opinion of 
these people is dangerously in the red. &amp;nbsp;I have a very hard time taking 
into serious consideration the concept that &amp;ldquo;it&amp;rsquo;s just a game&amp;rdquo; when it 
leaves the lips of self-absorbed community members in relation to a 
small subset of dead self-less individuals and the people who remember 
them as living beings. &amp;nbsp;Someone who has never once stood and saluted 
during a 21-gun salute for someone they personally knew has little (if 
any), room to remark &amp;ldquo;it&amp;rsquo;s just a game.&amp;rdquo; I am sure that these people 
believe &amp;lsquo;that&amp;rsquo; it hurts, and understand &amp;lsquo;why&amp;rsquo; it hurts, but it is 
entirely different to know &amp;lsquo;how&amp;rsquo; it hurts and still respect the 
intellectual laziness directed at soldiers as a matter of principle.&lt;/p&gt;
&lt;p&gt;I
 understand EA&amp;rsquo;s move to change the name &amp;ndash; personally, I would rather 
piss off a large crowd of uninvolved people than risk the emotional 
displacement of the very people I seek to honor. Leaving the name as was
 originally intended may scratch the integrity of the game slightly and 
it indicates that monetary gain fell to the wayside of homage. 
Principally, I agree with EA for protecting their honorees, or at least 
having enough conviction to double back and risk angering the larger 
consumer group for the sake of the minority. That is a bold move in my 
opinion, but strangely one I feel was by degree, incorrect.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://fairchild6.com/wp-content/uploads/2010/10/burn.png" title="burn" class="aligncenter size-full wp-image-3577" width="620" height="250" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Perhaps looking at this from the perspective of flag burning may be 
of some help. I do not particularly fancy burning the American Flag, nor
 do I smile upon those who would choose to do so in my presence. 
However, flag burning is protected under the Constitution and considered
 an expression, thus 1&lt;sup&gt;st&lt;/sup&gt; Amendment issue.&amp;nbsp; Burning a symbol 
is in my opinion, a clear indication of intent to cause harm or incite. I
 stand in a legal minority on that issue; therefore, I must uphold and 
protect the right of a person to do so regardless of whether I agree 
(though, I may wrap them in the flag while it burns&amp;hellip;win / win).&lt;/p&gt;
&lt;p&gt;I
 begin to feel slightly uneasy toward the alteration however, not with 
EA, but with the angry mobs in either direction. Numerous sources point 
out that changing the name changes nothing. The&amp;rdquo; OpFor&amp;rdquo; is mechanically,
 objectively, and geographically unchanged. A seven-letter word reduced 
to a five- letter truncated conjunction is the only action taken &amp;ndash; that 
is all. Why then would I agree with the principle of changing the name 
but also feel it was incorrect to do so?&lt;/p&gt;
&lt;p&gt;Changing the enemy force
 in name alone, but not altering the set of actions performed sends the 
message that what we call something is more important than what it does.
 There is a serious ethical and moral disconnect in this disgustingly 
one-sided action. Apparently, it&amp;rsquo;s okay to shoot depictions of a US 
soldier (and I don&amp;rsquo;t condemn the game or the game creators for that), 
but it&amp;rsquo;s not okay to reveal who the shooter as a factual entity.&lt;/p&gt;
&lt;p&gt;I
 wonder if the grandchildren of Nazis feel that despite the 
participation in the most famous acts of genocide the world has known, 
feel it a bit strange that it is perfectly fine to kill depictions of 
their ancestors and combat their heritage (as jacked up as it was)? I 
wonder if Japanese Americans felt strange playing as an American in WWII
 shooting their ancestral images. Now that I think about it, I wonder if
 Native American Indians will condemn Civilization 5 for allowing 
Washington to utterly crush Hiawatha (not to mention included &amp;ldquo;Manifest 
Destiny&amp;rdquo;) or if people would find it unacceptable to play in them in 
contest to each other.&lt;/p&gt;
&lt;p&gt; The thing is, when creating something 
based on fact, honor hinges on accuracy and that&amp;rsquo;s why it was wrong, but
 understandable for EA to change &amp;quot;Taliban.&amp;quot; They&amp;#39;re caught between two 
important groups - one which impacts a nation and the other that sends a
 statement of ethics and morals used to govern that nation; truth or 
emotion? They chose emotion.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=529366" width="1" height="1"&gt;</description></item><item><title>Front Mission [d]Evolved</title><link>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/04/front-mission-d-evolved.aspx</link><pubDate>Mon, 04 Oct 2010 23:55:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:528139</guid><dc:creator>Shawn Gordon</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/rsscomments.aspx?WeblogPostID=528139</wfw:commentRss><wfw:comment xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/ejronin_blog1/commentapi.aspx?WeblogPostID=528139</wfw:comment><comments>http://www.gameinformer.com/blogs/members/b/ejronin_blog1/archive/2010/10/04/front-mission-d-evolved.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://gameinformer.com/cfs-file.ashx/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/6138.FME.png"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://gameinformer.com/resized-image.ashx/__size/620x0/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/6138.FME.png" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;They say imitation is the greatest form of flattery, but why in the hell would anyone want to imitate a series of games that already made their last stand and are noted for more faults than fruits? This is a question that will haunt me every time I stare at an image representing Front Mission Evolved. Why? It&amp;#39;s not a total ruination of the franchise though, only mostly.&lt;/p&gt;
&lt;h2&gt;&lt;a href="http://gameinformer.com/cfs-file.ashx/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/4807.FMEreview2.png"&gt;&lt;img style="float:right;" src="http://gameinformer.com/resized-image.ashx/__size/550x0/__key/CommunityServer.Components.UserFiles/00.00.43.58.47.Attached+Files/4807.FMEreview2.png" border="0" alt="" /&gt;&lt;/a&gt;CONCEPT&lt;/h2&gt;
&lt;p&gt;As strange as it sounds, the concept is unique but only to the  
franchise. Unfortunately the concept of Front Mission Evolved (FME) is 
not mutually  exclusive from the other titles it shares core concepts 
with.&amp;nbsp; Titles such as &lt;i&gt;Mechassault 2, Exa Skeleton, Armored Core, SHOGO: Mobile Armor Division&lt;/i&gt;, and &lt;i&gt;Virtual On&lt;/i&gt;,
 converge on FME and effectively accomplish  what few games ever hope to
 achieve: a total loss of original identity  and complete devolution in 
search of reinvigorating interest in a nearly  abandoned style of game. 
However, there&amp;rsquo;s no way to tell if Double  Helix and Square would have 
been successful with the title if they had  maintained the turn based 
tactical RPG archetype on which the Front Mission franchise was founded .&lt;/p&gt;
&lt;p&gt;The idea of the game is to pilot a walking tank, called &amp;ldquo;wanzers&amp;rdquo;, 
and fight other wanzers who are part of a larger unknown terrorist force
 determined to wipe the planet clean of warmongering entities (the irony
 is thick in this). The game is presented in mission based, point to 
point, linear battles and maps reliant upon piloting a wanzer the player
 can alter all aspects of (body, arms, legs, weapons, and color of 
individual core body parts). Some missions require leaving the wanzer 
and navigating a map on foot, mostly in an urban style indoor situation.&lt;/p&gt;
&lt;p&gt;Front Mission began as a turn based tactical RPG using sprite based  
images and employed a 3/4 view released on the SNES console. It was not 
 the most popular mainstream title, but it gained a decent enough  
following that a franchise was warranted. On the PS2, the franchise  
retained many of the core elements: 3/4 view, tactical RPG, but moved  
away from sprite based images and used modeled &amp;lsquo;wanzers,&amp;rsquo; voice acting, 
 and some impressive CG cut-scenes to tell portions of the game story.  
Now that the PS3 and XBOX360 are household standards, it makes little  
sense to develop games that do not use the capabilities of the modern  
systems. Turn based Tactical RPGs&amp;nbsp; use very little resources and have a 
 small footprint, but take a long time to finish and appeal to a  
shrinking audience. The highly influential and short attention span of  
Western audiences may have killed the traditional style and setting of  
the Front Mission franchise. That said, FME  seems to be built upon a 
test bed of old ideas designed to provide feedback about direction more 
than a substantive addition to the franchise.  Unfortunately, I don&amp;rsquo;t 
predict that the R&amp;amp;D teams nor marketing analysts will have anything
  positive to report.&lt;/p&gt;
&lt;div&gt;
&lt;/div&gt;
&lt;h2 style="text-align:center;"&gt;&lt;span class="fancybox"&gt;&lt;img class="aligncenter size-full wp-image-3557" title="216433-1" src="http://fairchild6.com/wp-content/uploads/2010/10/216433-1.jpg" width="590" height="332" alt="" /&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;h2&gt;STORY&lt;/h2&gt;
&lt;blockquote&gt;
&lt;p&gt;In the future, the world is a changed place. Technology 
has advanced. Countries have merged into massive geopolitical blocks. 
But one thing, sadly, remains the same &amp;ndash; humanity&amp;rsquo;s appetite for war. 
When a terrorist attack destroys one of the U.S.C.&amp;rsquo;s prized orbital 
elevators, the military is mobilised [sic] to eliminate the threat.&lt;/p&gt;
&lt;p&gt;Dylan Ramsey, a young engineer, finds himself quickly caught in a swirl of destruction, conspiracies and crumbling alliances.&lt;/p&gt;
&lt;i&gt;(Square Enix Holdings Co., Ltd., 2010)&lt;/i&gt;&lt;/blockquote&gt;
&lt;p&gt;At least, that&amp;rsquo;s what the publisher gives as the game synopsis. In 
actuality, most of that is poorly covered, leaving players to draw 
assumptions based on implications in story FME presents in cut-scenes 
and dialogue.&amp;nbsp;  Then again, the game is a huge divergence from previous 
installations of  the franchise so the days of pedantic multiple boxes 
of text are a thing of the past.&lt;/p&gt;
&lt;p&gt;Playing as Dylan Ramsey, a civilian Wanzer test pilot / engineer 
(more the former, less the latter) didn&amp;rsquo;t really excite me as a player. 
The characters come off as having distinct personalities, but The voice 
acting was well enough, but the story itself was too centric for what 
was going on. The idea is that the characters are playing out a series 
of events that may lead to a large scale war. However, as a player, I 
was uncertain whether the characters were driven to stop a war or if 
Dylan was motivated to save the girl and get revenge for his father. The
 story did a poor job of keeping proper focus and as a result, the 
two-faceted story remained very weak in both areas. Things were 
presented without much emotion, and perhaps the character modeling and 
animation had a larger role than the lackluster dialog in the way the 
story was absorbed.&lt;/p&gt;
&lt;p&gt;In general the story is formulaic, not unlike the previous Front 
Mission titles, but it does introduce an entirely new cast of characters
 to match an entirely new style of play. If the developers at any point 
henceforth switch game archetypes, it may lead to an incontiguous 
franchise (or force the franchise to multiple platforms thereby further 
frustrating fans in the same way Final Fantasy VII spin-offs aggravated 
many people).&lt;/p&gt;
&lt;h2&gt;&lt;span class="fancybox"&gt;&lt;img style="float:left;" class="size-full wp-image-3568 alignleft" title="similar" src="http://fairchild6.com/wp-content/uploads/2010/10/similar.png" width="250" height="500" alt="" /&gt;&lt;/span&gt;MECHANIC&lt;/h2&gt;
&lt;p&gt;Dovetailing a number of popular concepts, FME dovetails their 
mechanical feats and failures as well. The mechanics are a bit 
disappointing in terms of what the environment consists of and the 
abilities granted to players. A pre-summary; &lt;i&gt;FME &amp;lsquo;curb stomps&amp;rsquo; the franchise mechanically&lt;/i&gt; &amp;ndash; read on as I cry about it.&lt;/p&gt;
&lt;p&gt;In-wanzer the levels are fairly dull. There&amp;rsquo;s a complete lack of 
living environment &amp;ndash; where are all the terrified people who are 
allegedly being terrorized? Players will note abandoned buildings, cars,
 and roads, but even during the beginning of the game there is nothing 
signifying the life found in cities the size the story takes place &amp;ndash; it 
all feels artificial and I want my burning cities full of burning 
bodies. I want to see why I should care about incoming missiles beyond 
the selfish, poorly hashed out subplot of avenging Dylan&amp;rsquo;s father. I&amp;rsquo;d 
like to be able to look beyond the agenda of corporate run military 
industrial complex and &amp;lsquo;feel&amp;rsquo; the antagonist antagonize. I&amp;rsquo;d also sort 
of like that a XXX ton walking tank have an impact on the environment 
beyond minimal prop destruction.&amp;nbsp; I&amp;rsquo;d like that the developers have 
enough faith in either the ability of the player or the adjustments to 
attacking targets, that there be no need for a health or ammo 
replenishment every few seconds. (how about slightly less ammo drops, 
and the ability to pick up weapons from other wanzers provided they 
don&amp;rsquo;t cause overweight warnings?) Apparently, I ask too much.&lt;/p&gt;
&lt;p&gt;On-foot, the game took a sharp decline. The idea is not at all a bad 
one, but when players reflect upon other third person shooters like Mass
 Effect 2 and Gears of War or slightly dated ones like Metal Gear Solid 
and Resident Evil, a void manifests within the game. Levels are plain 
and static, attempting to encourage exploration with menial monetary 
bonuses by destroying &amp;lsquo;scramblers&amp;rsquo; and &amp;lsquo;scanners&amp;rsquo; attached to obscure 
places and corners (also done in wanzer mode) or by hunting down decal 
emblems (rarely seen when applied anyway), briefcases with gold bars 
(they add up, but it&amp;rsquo;s a grind to maximize profits), and &amp;lsquo;data keys&amp;rsquo; 
(that do nothing). Regardless, there&amp;rsquo;s room for some major improvement 
in the on-foot game &amp;ndash; a cover system, multiple avenues to a location, 
more than 3 weapons available total, levels spanning more than one 
building, the ability to leave the wanzer at will and collect research 
on parts from other wanzers &amp;ndash; something beyond ideas from 1995. By the 
end of the game, I felt as though the on-foot missions could be scrubbed
 completely from the game without detracting from the already weak 
story. As a method of prolonging the active play time, the idea is solid
 &amp;ndash; it just needs vast improvements on execution and implementation.&lt;/p&gt;
&lt;p&gt;The light at the end of the tunnel manifests in the slick player 
controls. Basic and generic, the controls are relatively smooth and 
despite the occasional odd  camera angle, players won&amp;rsquo;t have problems 
transitioning between on-foot  and in-mech. A la Armored Core, different
 missions are going to require  players use different loadouts. To add 
challenge, some missions require  parts and weapons that force players 
into uncomfortable situations. One  mission specifically required I use a
 four-legged Wanzer (slow as hell  and not very agile, but adds power 
output and increased weight limits).  Typically, a four-legged&amp;nbsp; wanzer 
will have a weapons load-out that  compliments the concept of long 
range, strong attacks such as shoulder  fired weapons (grenades, Gatling
 guns, rockets and missiles), and for  good measure I generally carry a 
melee weapon for when things get up  close and personal. The mission 
requiring four-legged loadouts also threw  an almost overwhelming number
 of attacking wanzers with melee weapons in both  hands with ballistic 
wanzers for support. My support? a light assault  wanzer with AI that 
would struggle against comatose opponents; pot shots, getting in the way
 of fire, attacking enemies with weaker, slower attacks, etc. It&amp;rsquo;s 
shameful.&amp;nbsp; Victory is little more than a numbers game &amp;ndash; number of rounds
 fired should be exponentially greater then the number of attackers in a
 swarm situation; given there&amp;rsquo;s no fine tuned method to monitor quality,
 it&amp;rsquo;s best to control quantity. Despite the range of combat styles FME 
confronts players  with, the point of changing a solid set-up never 
presents itself, or  rather, players aren&amp;rsquo;t given much reason to 
willingly alter their load-out  because there&amp;rsquo;s an overt lack of 
strategic need programmed into the  game.&lt;/p&gt;
&lt;p&gt;Unfortunately, the lack of depth ultimately ruins the apparent 
potential of what may have been a decent title. Fortunately for some 
players, ease of use makes up a majority of the average user experience 
in this title so the game itself isn&amp;rsquo;t hampered nearly as much as it 
could be by control snags.&lt;/p&gt;
&lt;p&gt;The multi-player portion of the game is fairly standard and uses a 
rank structure similar to other popular FPS titles. I don&amp;rsquo;t expect 
people to buy the game for the multi-player experience and based on the 
single player experience, general interest shouldn&amp;rsquo;t be high enough to 
discover a plethora of players chomping at the bit to have a generic 
experience with other potentially disappointed players. At least, I 
didn&amp;rsquo;t find much to convey other than, &amp;lsquo;meh.&amp;rsquo;&lt;/p&gt;
&lt;h2&gt;GRAPHICS&lt;/h2&gt;
&lt;p&gt;FME has some impressive looking wanzers, but beyond that there&amp;rsquo;s 
nothing that sets it apart. It&amp;rsquo;s not a visual marvel, and there are no 
&amp;lsquo;eye popping visuals.&amp;rsquo; FME didn&amp;rsquo;t make a full transition from one genre 
to another, and the graphics point this out; motion blur and HDR carry 
visual only so far. The scenery is blocky and as previously mentioned, 
static. The focus is on the battles and avoiding waves of jittery enemy 
wanzers so many players probably won&amp;rsquo;t spend too much time trying to 
figure out how and why the landscape looks similar to painted Styrofoam 
and the charactes move and act like play-doh. Additionally, the 
environments aren&amp;rsquo;t necessarily large or expansive, but they&amp;rsquo;re large 
enough that most of the time there&amp;rsquo;s no feeling of being caged in or as 
though players have limited range.&lt;/p&gt;
&lt;h2&gt;CONCLUSION&lt;/h2&gt;
&lt;p&gt;I can&amp;rsquo;t in all honesty write about how wonderfully thought out or 
well  put together the title is, nor can I lambaste the sharp 
directional  change when the entire video game industry is desperate for
 original IP, but I can write that Square is showing signs of 
desperation. &lt;i&gt;NIER&lt;/i&gt;, &lt;i&gt;Kane &amp;amp; Lynch 2&lt;/i&gt;, and &lt;i&gt;Order of War&lt;/i&gt;
 are just recent examples of lackluster moves beyond the typical world 
renowned RPG blockbusters that Square Enix publishes (though, some there
 are some RPG titles that haven&amp;rsquo;t been worth the fanfare of announcement
 also *cough* &lt;i&gt;The Last Remnant&lt;/i&gt; *cough*).&lt;/p&gt;
&lt;p&gt;Just as a prediction, the general interest level thus far seems low  
and will likely remain low primarily because FME lacks any originality  
and does not offer unexplored substance to the audience, nor does the  
story make a provision for the future of the series in this area. In 
this, FME comes off as an adjusted safe bet, relying on the popularity 
of past titles with hopes of uniting a scattered fanbase. The  Front 
Mission franchise may offer an additional title ore two, but if Front 
Mission  remains action oriented in the manner presented in FME, I 
believe it is  doomed to obscurity and will likely leave a generally 
sour taste in fans  of the classic titles. This is sad because it was 
one of the few  remaining untouched franchises dating back to the SNES 
that had a strong  niche, yet global fan base.&lt;/p&gt;
&lt;p&gt;Can the franchise recover? I do not believe  that the franchise yet 
crossed a threshold it cannot make a retreat,  but given the current 
market trends and hardware capabilities I fear  Square and Double Helix 
will see no point in reverting back to class  styles for the sake of fan
 service, but hope that the current curb stomping of Front Mission was 
truly done as a way to test the audience and that the audience reacts 
negatively in return.&amp;nbsp; On the bright side, players can still enjoy 
plotting instances  of the rock, paper, scissors formula found in 
previous installments of  the franchise and swapping pieces / parts on 
their wanzer to custom  build the walking tank of their choice (and as 
an added bonus, Metal  Gear Solid decals can adorn them &amp;ndash; like that&amp;rsquo;s a 
compelling reason to do anything, right?).&lt;/p&gt;
&lt;p&gt;To quiet some of the fears gamers have expressed over the directional change, WIRED.com&amp;rsquo;s &lt;i&gt;Gus Mastrapa&lt;/i&gt; writes:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Jeremy Lee is the development director at Double Helix 
Games &amp;mdash; the U.S. company developing the game for Square Enix. He 
reminded me in an e-mail that the &lt;cite&gt;Front Mission&lt;/cite&gt; series has made detours into different genres over the years, such as the action-oriented &lt;cite&gt;Front Mission: Gun Hazard&lt;/cite&gt; for the SNES.&lt;/p&gt;
&lt;p&gt;&amp;ldquo;The world of &lt;cite&gt;Front Mission&lt;/cite&gt; is rich enough to support  
multiple genres,&amp;rdquo; he said. &amp;ldquo;We worked very  closely with Square Enix to 
 ensure a lot of strategic elements made the  transition into the  
third-person-shooter style.&amp;rdquo; On top of rich wanzer  customization, &lt;cite&gt;Front Mission: Evolved&lt;/cite&gt; players will still be able to strategically disable different parts of their enemy&amp;rsquo;s vehicles during combat.&lt;/p&gt;
&lt;p&gt;Square Enix producer Shinji Hashimoto, also interviewed by e-mail, echoed Lee&amp;rsquo;s assurances. Just because &lt;cite&gt;Front Mission: Evolvled&lt;/cite&gt; doesn&amp;rsquo;t happen to be a strategy game this go around, he said, &amp;ldquo;It doesn&amp;rsquo;t mean that the SRPG is completely over.&amp;rdquo;&lt;/p&gt;
&lt;i&gt;(Mastrapa, G., 2010)&lt;/i&gt;&lt;/blockquote&gt;
&lt;p&gt;Some hope may exist for fans who are dissatisfied with the 
directional  changes, and in all honesty, I prefer the classic style but
 don&amp;rsquo;t deny  that FME contains a bit of merit in concept for players 
looking to  interact on a more active scale with giant walking combat 
robots. Still,  &lt;i&gt;Double Helix&lt;/i&gt; seems to have rerouted the talent of &lt;i&gt;Shiny Entertainment&lt;/i&gt;, developers of&amp;nbsp; &lt;i&gt;Earth Worm Jim&lt;/i&gt;, &lt;i&gt;Messiah&lt;/i&gt;, &lt;i&gt;Wild 9&lt;/i&gt; and &lt;i&gt;MDK&lt;/i&gt; since the 2007 merger.&lt;/p&gt;
&lt;p&gt;Hopefully, future installments will lean more toward going back to 
the tactical side of the series and add some strategic elements found in
 titles like &lt;i&gt;R.U.S.E&lt;/i&gt; or &lt;i&gt;Valkyria Chronicles&lt;/i&gt; (a 
severely under appreciated title that had a wealth of well done concepts
 executed perfectly, if I may say so), and further expand the &amp;lsquo;battle 
front&amp;rsquo; experience by allowing players to allot groups of customized 
units to a front, but still allow for play from the cockpit to have a 
greater role in the direct outcome.&lt;/p&gt;
&lt;p&gt;If players are looking for something fresh and new, this isn&amp;rsquo;t it. 
However, for those who are just compelled to spend money, spend the 
least possible and rent it; there no reason to buy one more mediocre 
title.&lt;/p&gt;
&lt;div class="biblio"&gt;
&lt;h1&gt;References&lt;/h1&gt;
&lt;div style="text-indent:-25px;padding-left:25px;line-height:200%;"&gt;Mastrapa, G. (2010, Mar 24). &lt;i&gt;Front Mission: Evolved Creators Assuage  Fan Fears&lt;/i&gt;. Wired.com. Retrieved October 4, 2010 from Wired.com: http://www.wired.com/gamelife/2010/03/front-mission-evolved-2/.&lt;/div&gt;
&lt;div style="text-indent:-25px;padding-left:25px;line-height:200%;"&gt;Square Enix Holdings Co., Ltd. (2010, Jan 22). &lt;i&gt;Front Mission Evolved to arrive in North America Spring of 2010&lt;/i&gt; Retrieved October 4, 2010 from http://na.frontmissionevolved.com/.&lt;/div&gt;
&lt;/div&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=528139" width="1" height="1"&gt;</description></item></channel></rss>
