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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Gamebeast23456 Blog</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/default.aspx</link><description>Gamebeast23456 Blog</description><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Hey GIO! Let's Play Neptune's Pride 2! </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2013/05/20/hey-gio-let-39-s-play-neptune-39-s-pride-2.aspx</link><pubDate>Mon, 20 May 2013 20:37:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2870985</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2870985</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2013/05/20/hey-gio-let-39-s-play-neptune-39-s-pride-2.aspx#comments</comments><description>&lt;p&gt;A few weeks ago I was listening to the Idle Thumbs podcast and they talked about this interesting browser-based strategy game&amp;nbsp;&lt;i&gt;Neptune&amp;#39;s Pride 2&lt;/i&gt;. I have been looking for a fun, accessible game for the community here to play (I haven&amp;#39;t been on the site for awhile, and I would like to play a game with y&amp;#39;all.)You can read about the game here:&amp;nbsp;&lt;a href="http://triton.ironhelmet.com/#landing" target="_blank"&gt;http://triton.ironhelmet.com/#landing&lt;/a&gt;&amp;nbsp;I want to do this game because you can literally play it anywhere with an Internet browser (it&amp;#39;s all HTML5) and I think it would be fun.If you are interested in playing, here&amp;#39;s what you do:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Make an Account&amp;nbsp;&lt;/strong&gt;Making an account is easy and free, you just have to have a Google account. Don&amp;#39;t make your username the same as it is on GI or anywhere else. From what I&amp;#39;ve read (I actually haven&amp;#39;t played a game myself) part of the fun comes from anonymity and being very selective about releasing information.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Leave A Comment&amp;nbsp;&lt;/strong&gt;Once you&amp;#39;ve made an account, leave a comment at this blog saying you are interested in playing (we can have a maximum of eight players, so it&amp;#39;s first come first serve.)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Wait Until Wednesday&lt;/strong&gt;This Wednesday at 7:10 AM Central Time I&amp;#39;ll be launching a game. Before I mentioned you really need to comment if you are interested, the reason for this is simple: I need to know how big of a game to set up. There is a limit of eight players, but I need to know so we can move quickly.&amp;nbsp;Like I said before, I haven&amp;#39;t played the game before. It&amp;#39;ll be a learning experience for all of us; I also think it will be a lot of fun.&lt;/p&gt;
&lt;p&gt; Based off the little I know of the game, I just need to lay out the ground rules. These rules are more appropriately titled suggestions, though&lt;/p&gt;
&lt;p&gt;.&lt;strong&gt;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Keep Your Name Close To Your Chest&lt;/strong&gt;There is a messaging system in the game, and from what I have read diplomacy is part of the game. However, just for fun I&amp;#39;m going to request you not divulge your name willy-nilly. Use your own discretion&lt;/p&gt;
&lt;p&gt;.&lt;strong&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Try To Keep It PG-13&lt;/strong&gt;While this game&amp;#39;s demographic isn&amp;#39;t really people not used to salty language, I still would prefer no one get offended or anything.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Be Ready To Keep Playing&lt;/strong&gt;This game could take a number of weeks, it&amp;#39;s unpredictable. If you want to play, make sure you are committed.&amp;nbsp;&lt;i&gt;Luckily for us&amp;nbsp;&lt;/i&gt;this game is made for convenience. If you have an internet connection and a competent browser, you should probably be able to keep up (from what I know the game is lengthy but not time-intensive).I hope to see everyone playing!
&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/4478.download.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=2870985" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/neptune_26002300_39_3B00_s+pride/default.aspx">neptune&amp;#39;s pride</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/gio+community/default.aspx">gio community</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/play/default.aspx">play</category></item><item><title>Armchair Gamer Podcast Season Three Episode One "Team Ico Show" </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2013/02/08/armchair-gamer-podcast-season-three-episode-one-quot-team-ico-show-quot.aspx</link><pubDate>Sat, 09 Feb 2013 00:02:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2569018</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2569018</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2013/02/08/armchair-gamer-podcast-season-three-episode-one-quot-team-ico-show-quot.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/1307.shadowcol.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Happy
late New Year listeners! Welcome to a new season of the Armchair Gamer Podcast.
The first episode of season three is mainly a discussion of Team Ico&amp;#39;s&amp;nbsp;&lt;i&gt;Ico&amp;nbsp;&lt;/i&gt;and&amp;nbsp;&lt;i&gt;Shadow of The Colossus&lt;/i&gt;. I&amp;#39;m joined in
this discussion by Cody Bauman. We talk about both games and how they relate to
each other. Also, I briefly eulogize THQ.&amp;nbsp;&lt;strong&gt;Warning:
We will rather nonchalantly spoil both games!&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Listen
To The Show: &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This link is better for streaming: &lt;a href="http://theamrchairgamer.podomatic.com/"&gt;http://theamrchairgamer.podomatic.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;d recommend downloading it here: http://archive.org/details/ArmchairGamerPodcastSeasonThreeEpisodeOneteamIcoShow_757&lt;/p&gt;
&lt;p&gt;You can download/listen to old episodes here: http://archive.org/details/TheArmchairGamerPodcast&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The
Stars:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Braden
Fox (the host) follow me on Twitter:&amp;nbsp;&lt;a rel="nofollow" target="_blank" href="https://twitter.com/Gamebeast23456"&gt;https://twitter.com/Gamebeast23456&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Cody
Bauman (the guest) is on Twitter here:&amp;nbsp;&lt;a rel="nofollow" target="_blank" href="https://twitter.com/THEcodybauman"&gt;https://twitter.com/THEcodybauman&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The
Music:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;At the top of the show I played a track
from&amp;nbsp;&lt;i&gt;Fox&amp;#39;s Peter Pan and the
Pirates.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The
second track in the introduction is &amp;quot;The Makers Theme&amp;quot; from&amp;nbsp;&lt;i&gt;Darksiders 2&amp;nbsp;&lt;/i&gt;(the soundtrack is composed by
Jesper Kyd) the soundtrack is available on Amazon here:&lt;strong&gt;&lt;a target="_blank" href="http://tinyurl.com/aoowu3g"&gt;http://tinyurl.com/aoowu3g&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The Theme
Song (as always) is The Advantages cover of &amp;quot;The Moon&amp;quot; from&amp;nbsp;&lt;i&gt;Ducktales.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Two
tracks from the&amp;nbsp;&lt;i&gt;ICO- Melody in
the Mist&amp;nbsp;&lt;/i&gt;soundtrack are used
(&amp;quot;You Were There&amp;quot; and &amp;quot;Heal&amp;quot;) this soundtrack comes from Michiru Oshina. It is
available on Amazon:&lt;a rel="nofollow" target="_blank" href="http://www.amazon.com/Ico-Melody-Mist-Michiru-Oshima/dp/B00005V4GL/ref=sr_1_1?s=music&amp;amp;ie=UTF8&amp;amp;qid=1360364049&amp;amp;sr=1-1&amp;amp;keywords=ico+soundtrack"&gt;http://www.amazon.com/Ico-Melody-Mist-Michiru-Oshima/dp/B00005V4GL/ref=sr_1_1?s=music&amp;amp;ie=UTF8&amp;amp;qid=1360364049&amp;amp;sr=1-1&amp;amp;keywords=ico+soundtrack&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Two
tracks from the&amp;nbsp;&lt;i&gt;Shadow of The
Colossus Official Soundtrack&amp;nbsp;&lt;/i&gt;are
used (&amp;quot;Prologue-To The Ancient Land&amp;quot; and &amp;quot;The Opened Way- Battle with the
Colossus&amp;quot;) The composer is Kow Otani.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Helpful
Links:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;If you own a PS3 and have not played&amp;nbsp;&lt;i&gt;ICO&amp;nbsp;&lt;/i&gt;or&amp;nbsp;&lt;i id="yui_3_7_2_1_1360368106029_2049"&gt;Shadow
of The Colossus&amp;nbsp;&lt;/i&gt;you should
drop a little cash for the HD collection (available on Amazon here:&amp;nbsp;&lt;a id="yui_3_7_2_1_1360368106029_2052" rel="nofollow" target="_blank" href="http://www.amazon.com/ICO-Shadow-Colossus-Collection-Playstation-3/dp/B002I0J5FG/ref=sr_1_1?s=videogames&amp;amp;ie=UTF8&amp;amp;qid=1360364552&amp;amp;sr=1-1&amp;amp;keywords=ico+and+the+shadow+of+the+colossus+ps3"&gt;http://www.amazon.com/ICO-Shadow-Colossus-Collection-Playstation-3/dp/B002I0J5FG/ref=sr_1_1?s=videogames&amp;amp;ie=UTF8&amp;amp;qid=1360364552&amp;amp;sr=1-1&amp;amp;keywords=ico+and+the+shadow+of+the+colossus+ps3&lt;/a&gt;)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Finally, the
interview with Fumito Ueda I mentioned in the show is on Youtube here:&amp;nbsp;&lt;a id="yui_3_7_2_1_1360368106029_2053" rel="nofollow" target="_blank" href="http://www.youtube.com/watch?v=4LPLF0sMRjg"&gt;http://www.youtube.com/watch?v=4LPLF0sMRjg&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2569018" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/Armchair+gamer+podcast/default.aspx">Armchair gamer podcast</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/shadow+of+the+colossus/default.aspx">shadow of the colossus</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/ico/default.aspx">ico</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/THQ/default.aspx">THQ</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/team+ico/default.aspx">team ico</category></item><item><title>Curiosity: Where idiocy, genius, and opacity converge (and why it's bewildering)</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/11/11/curiosity-where-idiocy-genius-and-opacity-converge-and-why-it-39-s-bewildering.aspx</link><pubDate>Sun, 11 Nov 2012 23:04:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2371043</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2371043</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/11/11/curiosity-where-idiocy-genius-and-opacity-converge-and-why-it-39-s-bewildering.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/3652.curiosity.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Originally posted on Thearmchairnerd.blogspot.com&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;If I had to describe&amp;nbsp;&lt;i&gt;Curiosity&lt;/i&gt;,
I would say it is a deconstruction of why we play games that has no real point
and may or may not be intentional.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;Curiosity- What&amp;#39;s Inside The Cube&lt;/i&gt;? tasks players with tapping a gigantic cube.
Yes, that&amp;#39;s the game. Players all around the world are tapping away at tiny
tiles on a gigantic cube. The idea is that slowly but surely players will
whittle away at the cube until they have shed all the layers, a process that
may take an ungodly amount of time-especially with the servers being such a bad
state. One person will then receive a link to a video that shows them what&amp;#39;s
inside the cube.&amp;nbsp; There are very few gameplay &amp;quot;hooks&amp;quot; in&amp;nbsp;&lt;i&gt;Curiosity&lt;/i&gt;;
vaguely satisfying sound effects are tied to the shattering. I can&amp;#39;t think of a
way that the game could be described as interesting on its own merit without
the help of curiosity and collectivist altruism.&amp;nbsp;&amp;nbsp;In some ways,&amp;nbsp;&lt;i&gt;Curiosity&lt;/i&gt;&amp;nbsp;is
the most pure game I&amp;#39;ve played. All unnecessary personality and gameplay hooks
are stripped out and as a result the game oozes sterility. The color palette is
bland, the background is white and empty, and the sound design is maddeningly
boring and monotonous. The entire game revolves around tapping at cubes for
what we can only assume will be an incredibly long time.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;In some ways, it may be a bit of a comment on the
fallacies present in an interactive medium, and an explanation of how video
games as a specific artistic medium are just as pointless as any other from a
non-human perspective.&amp;nbsp;&amp;nbsp;Some might call the game a parody of games;
Ian Bogost has an interesting&amp;nbsp;&lt;a href="http://www.bogost.com/blog/digging_for_gold_in_a_turd.shtml"&gt;quote&lt;/a&gt;&amp;nbsp;that
is relevant here:&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="background-color:#ffffff;"&gt;&lt;span style="color:#0000ff;"&gt;&lt;i&gt;&amp;quot;Satire and earnestness are very close cousins. Maybe they are
identical, or even weirder, maybe satire is even more earnest than genuineness.
A philosopher friend of mine named Graham Harman has suggested that things
never really encounter the true, real versions of other things. Instead they
translate, distort, or caricature one another. And if every interaction between
anything whatsoever really amounts to a caricature, then maybe it&amp;#39;s best to own
up to that fact and stop pretending that anything is more than a travesty of its
intended subject.&amp;quot;&lt;/i&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;/span&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;Curiosity&lt;/i&gt;&amp;nbsp;agitates me because I can&amp;#39;t understand the intentions of
the creators. There is no authorial preference when it comes to interpretation;
Molyneux has been maddeningly cagey about what the &amp;quot;experiment&amp;quot;
really is. It&amp;#39;s almost like I&amp;#39;m reading into the game as a sort of
justification for the hour or so I spent in the game and the amount of time I
spent thinking about it. It almost reminds me of old NES games that we would
play constantly regardless of quality because it was all we had and how we
would make the most of it- often ascribing quality to games that didn&amp;#39;t deserve
it.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2371043" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/peter+molyneux/default.aspx">peter molyneux</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/curiosity/default.aspx">curiosity</category></item><item><title>Announcing To GIO: VGM Hit-A-Day</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/27/announcing-to-gio-vgm-hit-a-day.aspx</link><pubDate>Sat, 27 Oct 2012 23:09:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2330957</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2330957</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/27/announcing-to-gio-vgm-hit-a-day.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/2275.hitaday.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;I&amp;#39;m not one to use my status to promote something unless I have the utmost faith in what I&amp;#39;m promoting. I have the utmost faith in what I&amp;#39;m promoting.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;I have a great love of video game music. I&amp;#39;ve slogged through many-a-game simply to hear a good soundtrack, oblivious to something called the internet. I find myself digging through video game music databases almost daily, and I almost always have Audio Overload open on my computer. I love chip tunes and modern gaming music.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;In the past, I&amp;#39;ve tried my hand at broadcasting my love of this music. I did a short-lived livestream called &amp;quot;The Video Game Music Hour&amp;quot;; I discontinued the show when I realized there were too many technical problems I couldn&amp;#39;t address. After I gave up this show idea, I thought a lot about how I could share great music with the world continually.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Eventually, I came up with my newest blog: &lt;a href="http://vgmhitaday.blogspot.com/"&gt;VGM Hit-A-Day&lt;/a&gt;. In this blog, I post a link to a great piece of video game music every day (usually through Youtube Videos or MP3&amp;#39;s I harvested myself and posted online). Right now, the blog is just wrapping up it&amp;#39;s second week (the topic is Unreleased Games).&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;If you like video game music and know others that also do, please share the blog. I want to get the word out there.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks for your time.&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2330957" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/blog/default.aspx">blog</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/video+game+music/default.aspx">video game music</category></item><item><title>Arguing some semantics </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/03/arguing-some-semantics.aspx</link><pubDate>Wed, 03 Oct 2012 14:59:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2263476</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2263476</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/03/arguing-some-semantics.aspx#comments</comments><description>&lt;p&gt;&lt;em&gt;fun&lt;/em&gt;/fən/&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Adjective:&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Amusing, entertaining, or enjoyable:
&amp;quot;it was a fun evening&amp;quot;.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/2816.halo4.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Halo 4&amp;#39;s &lt;/i&gt;Gamestop.com
Product Description &lt;/p&gt;
&lt;p&gt;&lt;i&gt;The Master Chief returns to battle an ancient
evil bent on vengeance and annihilation. Shipwrecked on a mysterious world,
faced with new enemies and deadly technology, the universe will never be the
same. Enlist aboard the UNSC Infinity to experience Halo&amp;#39;s original multiplayer
and Spartan Ops - episodic fiction-based co-op missions.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Key Features&lt;/i&gt;&lt;/strong&gt;&lt;i&gt;&lt;/i&gt;&lt;/p&gt;
&lt;ul class="unIndentedList"&gt;
&lt;li&gt;
&lt;i&gt;The Reclaimer Saga Begins: Experience the dawn of an epic
new Halo adventure, solo or split screen with up to three friends&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;
&lt;i&gt;Go Beyond the Story: Halo 4&amp;#39;s Infinity Multiplayer
features a vastly expanded suite of multiplayer modes, weapons, vehicles, armor
abilities, a new loadout and Spartan IV player progression system.&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;
&lt;i&gt;Spartan Ops: Extend your campaign experience in a
massive-scale adventure that builds upon the &amp;quot;Halo 4&amp;quot; Campaign.
Receive a weekly series of cinematic episodes on Xbox LIVE followed by new game
play missions, played solo or cooperatively with up to three friends -
effectively delivering two campaign experiences in one game!***&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;
&lt;i&gt;War Games: &lt;/i&gt;&lt;i&gt;Battle&lt;/i&gt;&lt;i&gt; the competition
in fresh, immersive new game modes and strategies.&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;
&lt;i&gt;Track your groups, stats and scores on HaloWaypoint.com&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;
&lt;i&gt;Edge-of-your-seat Entertainment: Immerse yourself in Halo
4&amp;#39;s graphics, sound and epic game play including a mysterious and deadly new
class of enemies**&lt;/i&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Occasionally, I have
to wonder if our game writer&amp;#39;s lexicon is gleamed from product descriptions online.
I can&amp;#39;t help but cringe every time I hear a critic un-ironically say the word &amp;quot;immersive&amp;quot;
or &amp;quot;epic&amp;quot; (luckily these terms have finally left our collective vocabulary as
writers, apparently content at their place on the back of a box). This is an
industry built upon press releases, of course, but I still feel like people
like to box in games and their potential to very simple words and meaningless
descriptions. For example, I hate it when people say &amp;quot;video games need to be
fun&amp;quot;. (Warning: The following blog is going to essentially be me nit-picking
about things you might find unimportant.) &lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/8664.re2.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;What is fun, exactly?
Well, &amp;quot;fun&amp;quot; is a word that means different things to different people, and it
means nothing at all. When we are talking about games, we seem to be fans of
calling &lt;i&gt;everything &lt;/i&gt;fun; &lt;i&gt;Resident Evil 2- &lt;/i&gt;it&amp;#39;s fun, &lt;i&gt;Call of Duty- &lt;/i&gt;it&amp;#39;s fun, &lt;i&gt;Super Mario Galaxy- &lt;/i&gt;it&amp;#39;s fun. In
reality, though, the reasons we play these games aren&amp;#39;t to experience some nebulous
thing called &amp;quot;fun&amp;quot;. &lt;i&gt;Resident Evil 2 &lt;/i&gt;is
a game you play to be afraid and helpless, or to experience an interesting
world through a unique scope. &lt;i&gt;Call of
Duty &lt;/i&gt;is a game you play to A) experience a single-player experience (as I
do) or B) play with others, or a combination thereof. Perhaps the only
comparison between both games is that you shoot things. You might play &lt;i&gt;Super Mario Galaxy &lt;/i&gt;to explore a world,
be challenged with platforming, listen to music- a variety of reasons. But do
you really play all three of these games simply &amp;quot;to have fun&amp;quot;? Do these games
really live or die by their ability to be &amp;quot;fun&amp;quot;? &lt;/p&gt;
&lt;p&gt;&amp;nbsp;I am not one of those
weird pseudo-intellectual people who say &amp;quot;all language is ultimately
meaningless, man&amp;quot;. Language does most certainly have a meaning; all of society
is built upon the essentials of language and interpersonal communication. This
belief, that language is extremely important- and precise language is doubly
so, informs how I discuss art and products. Our reasons for being drawn to
pieces of art or products are not simple enough to be described in one word.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/3365.bastion.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Currently, I&amp;#39;m
playing &lt;i&gt;Bastion &lt;/i&gt;on a borrowed iPad. &lt;i&gt;Bastion &lt;/i&gt;is an enjoyable game; I find
myself enamored with it and I kind of want to play it right now. But is it &amp;quot;fun&amp;quot;?
Maybe I could describe it that way. But if I wanted to make you interested in
the game, the only way I could would be by explaining what interests or
entertains me. Here&amp;#39;s an example: &amp;quot;&lt;i&gt;Bastion
&lt;/i&gt;has a large amount of interesting ideas that I enjoy exploring. First of
all, the combat in the game is very rewarding, the sound effects associated
with using the weapons (especially the dueling pistols) and the sound effects
associated with fighting enemies train a part of your brain to want to keep
playing- and by extension- fighting. I also think the art style of &lt;i&gt;Bastion &lt;/i&gt;is clever; I am a big fan of the
concept of a beautiful post-apocalypse, that&amp;#39;s why I&amp;#39;m drawn to shows like &lt;i&gt;Adventure Time. &lt;/i&gt;The game is extremely
eye-catching, all the colors are vibrant and even the littlest details like the
color and texture of tiles you walk across is always different and unique.&amp;quot;
Could I say &amp;quot;&lt;i&gt;Bastion &lt;/i&gt;is fun&amp;quot;? Yes.
But it&amp;#39;s more than fun. &lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/4846.journey.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Finally, I dislike
the notion some people have that games &amp;quot;need to be fun&amp;quot; for a similar reason.
Saying that a game needs to have a component as nebulous as fun A) devalues
different artistic visions and B) gives off the impression that games are
essentially toys, made for the enjoyment of kids and weird adults stuck in
childhood. I&amp;#39;m tired of games like &lt;i&gt;Journey
&lt;/i&gt;for being slammed- not because of anything meaningful about what the game
is- but because it isn&amp;#39;t &amp;quot;fun&amp;quot;, like action games, stealth games, or sports
games. And, as I said earlier, the buzzword &amp;quot;fun&amp;quot; is about as concise and meaningful
as &amp;quot;epic&amp;quot; or &amp;quot;engrossing&amp;quot; or &amp;quot;visceral&amp;quot;; it gives the impression of depth with
no further explanation.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(&lt;i&gt;Originally posted on Thearmchairnerd.blogspot.com)&amp;nbsp;&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2263476" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/art/default.aspx">art</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/journey/default.aspx">journey</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/fun/default.aspx">fun</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/semantics/default.aspx">semantics</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/halo+4/default.aspx">halo 4</category></item><item><title>The nomadic games journalist interview </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/02/the-nomadic-games-journalist-interview.aspx</link><pubDate>Tue, 02 Oct 2012 12:25:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2260935</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2260935</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/10/02/the-nomadic-games-journalist-interview.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/0601.justin.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;This article was originally posted on &lt;/i&gt;&lt;a href="http://thearmchairnerd.blogspot.com/"&gt;http://thearmchairnerd.blogspot.com/&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;There is
a certain mystique to the role of the nomad. Many of us, at one time or
another, consider the possibilities of a life free of the baggage that comes
from living in one place. Sometimes, we would like nothing more than to cast
aside bills, work, or school and live a life of constant motion. This romantic
idea is only perpetuated in Western society further by the influences of Bob
Dylan, Jack Kerouac, and others of their ilk.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;Justin
Amirkhani is not your average video game journalist. He has contributed to
quite a few publications including&amp;nbsp;&lt;i&gt;Kill
Screen&lt;/i&gt;,&amp;nbsp;&lt;i&gt;PC Gamer&lt;/i&gt;,&amp;nbsp;&lt;i&gt;Official Xbox Magazine,&amp;nbsp;&lt;/i&gt;and&amp;nbsp;&lt;i&gt;EDGE.&amp;nbsp;&lt;/i&gt;More importantly, Justin is a sort
of nomad. He has no home of his own, and little in the way of money. Justin
has, since early 2012, been making a trek from&amp;nbsp;Los Angeles,&amp;nbsp;California&amp;nbsp;to&amp;nbsp;Toronto,&amp;nbsp;Canada; he has lived for the last five months off the kindness
and donations of strangers.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;The
following is an interview I had over email with Justin.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;Why did you decide to go on this cross-country trip- what did
you think you might be able to gain from visiting various developers before you
started?&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;Despite having plenty of opportunities to talk to
developers during the course of my career as a freelance games journalist, I&amp;#39;ve
always been disappointed by the fact most conversations with them are squarely
focused on the product they are releasing at the time. I&amp;#39;m far more curious to
find out what sort of person makes a game like&amp;nbsp;&lt;i&gt;Gears of War&lt;/i&gt;&amp;nbsp;than
learning what sorts of weapons are in the new version. Visiting developers in
their natural environments is a way of getting closer to their personal lives,
finding out what drives them, and better understanding why they got into this
business in the first place.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;That&amp;#39;s very interesting, actually. I&amp;#39;m assuming that we both
view games in a similar way (as a commercial art form). I feel with a lot of
art you don&amp;#39;t truly appreciate it until you acquire a better understanding of
the artists. Does meeting the developers often change how you view their games?
Are there any examples where you came away with a whole new respect for a game
after meeting the people who made it?&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;This may seem to go against what I just said, but I
don&amp;#39;t think meeting the developers changes my appreciation for the final
product. One of the most important things I&amp;#39;ve learned during my journey was
that motivation is often irrelevant when evaluating the end result. It doesn&amp;#39;t
matter if an indie developer pours their heart and soul into a game if it still
sucks, and it doesn&amp;#39;t matter if&amp;nbsp;&lt;i&gt;Sequel Shooter 2012&amp;nbsp;&lt;/i&gt;is
produced by automatons under the rule of a mega corporation if it&amp;#39;s lots of
fun.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;If
I&amp;#39;ve gained appreciation for anything, it&amp;#39;s how developers balance and live
their lives. The most incredible talent I&amp;#39;ve had the fortune to meet on this
trek have also been some of the most incredible people. I have an intense
interest in individuals who can devote themselves wholeheartedly to a project
and still maintain an active and fulfilled lifestyle outside of their work.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;I&amp;#39;m curious about what a cross country trip to video game
developers entails from a &amp;quot;living&amp;quot; perspective. On your blog there&amp;#39;s
a sidebar with ways to donate and ways people can help out. I&amp;#39;m curious in what
way (if any) the help of others has played into making your trek possible?&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;This trip would be impossible without the donations
from my readers, hospitality from strangers, and people just generally being
amazing. I&amp;#39;m a writer by trade, that&amp;#39;s about as close to perma-broke as you can
get. The donations from my readers have funded everything from my bus pass, to
basic foods, to medicine when I got sick. People have offered me free places to
stay, given me a meal or two, and helped me carry on. Without all of this, I
would have had to stop a long time ago.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;The other thing is, these donations really give me
a confidence that people are enjoying my work and have similar goals to me. It
shows that people are interested in the sorts of stories I want to write, and
that makes me feel a whole lot less alone when I think there&amp;#39;s no real place
for my weird mix of content.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;The
fact that writers like you and me are almost pre-destined for perma-broke
status is one I try to keep in the back of my mind.&amp;nbsp;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;Where
are you now, how far have you gone, and where are you going next?&amp;nbsp;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;I
just returned to&amp;nbsp;Toronto&amp;nbsp;for a quick pit stop. My original journey was set to be
two months, but I&amp;#39;ve been living on the road for nearly five now. I&amp;#39;m not
entirely sure what&amp;#39;s going to happen next - I&amp;#39;m spending some time with family,
at least until Thanksgiving - but I&amp;#39;ve officially got no home of my own and I
expect to keep myself that way for at least a little while longer.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;(Justin has traveled from Toronto to Los Angeles, Los
Angeles to San Diego, San Diego to Raleigh, Raleigh to New York City, New York
City to Cleveland and back into Toronto. A distance of roughly &lt;/i&gt;&lt;i&gt;6,500 miles&lt;/i&gt;&lt;i&gt;.)&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;If
you had to name one person or place that has affected you the most on your
journey, where would it be? How has this single experience changed you?&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;That&amp;#39;s
an incredibly hard question to answer because there have been so many events,
places, and people that have shaped my current mindset. One of the most pivotal
experiences though came near the end of my current leg. I met a man named Sam
in a hostel in&amp;nbsp;Seattle. He&amp;#39;s from&amp;nbsp;Wales&amp;nbsp;and also a writer - not about video games though - and we
got along. One day he fell in love with this girl who was cycling from&amp;nbsp;Vancouver&amp;nbsp;to&amp;nbsp;Panama&amp;nbsp;and came home all upset he wasn&amp;#39;t going to see her again as
his flight left from&amp;nbsp;San Francisco&amp;nbsp;in a few days.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;Rather
than let him sulk about the situation, I demanded we go chasing after her.
Together we hitched down the&amp;nbsp;Oregon&amp;nbsp;coast to nowhere towns and met some fantastic people on
the way. We had an entire small town looking for his dream girl and had the
time of our lives doing it. We finally did find her, on a beach at sunset in
the middle of nowhere and it was magical. It proved to me that sometimes,
injecting life with a little foolishness and romanticism can make it so much
better. Reality&amp;#39;s what you make of it, chasing lofty ideas should be part of
it.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;strong&gt;Your
project is attracting more than just gamers, obviously. Do you think people
might be interested in it because of ideals embedded in Western culture, or is
the appeal simpler&lt;/strong&gt;?&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;It&amp;#39;s
true, my audience is now very split. I have the usual video game playing crowd,
but now I&amp;#39;ve also got this group of people who know nothing about games and
just like hearing about the travel. My favourite thing though is that these two
groups are starting to cross-pollinate, with the gamers learning a little about
travel life and the&amp;nbsp;travelers&amp;nbsp;learning a little about gaming.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;Do
you think that people are attracted to this nomadic, Bob Dylan-y idea of
someone that drifts throughout the country taking in the world?&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;Absolutely.
I know I am. There&amp;#39;s no doubt in my mind the likes of Dylan, Kerouac, Thompson,
and others have played a role in my decision to give up my stuff and go live on
the road, but by no means does it make it any less attractive to me.&amp;nbsp;I
can&amp;#39;t speak for everyone, but the idea of being absolutely free from all the
machinations of life is what draws me in. There&amp;#39;s an intense liberation that
comes with an open path before you, realizing you can do anything you want,
anywhere. It&amp;#39;s an incredibly romantic idea, so much so that it&amp;#39;s consumed my
life. In that way it&amp;#39;s easy for me to understand why people like reading about
it.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;Have
you thought about writing a book about your experiences, or something like
that? I have never heard of something like this in the industry before, and I
imagine a book on it would be a smash-hit among gamers.&amp;nbsp;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;There
is a book in the works. I&amp;#39;ve written part of it on the road, and now that I&amp;#39;m
back in&amp;nbsp;Toronto&amp;nbsp;- at least for a little while - I&amp;#39;ll be putting most of
my energy into finishing it. There are a lot of stories that I&amp;#39;ve been itching
to tell that just don&amp;#39;t work well in blog form and based on the reaction I&amp;#39;ve
received so far from the project, I&amp;#39;m inclined to agree that a lot of gamers
would find it interesting.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;The
problem for me is finding that sweet balance between my experiences as a gamer
and my experience as a nomad. It&amp;#39;s harder to find than you&amp;#39;d think, but
hopefully there&amp;#39;s an audience for it. That, and finding money. Haha. I&amp;#39;m
literally down to whatever&amp;#39;s in my wallet and nothing more these days.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:small;"&gt;Just
to wrap this up on a game note, have you discovered what you wanted to about
game developers?&amp;nbsp;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&amp;nbsp;If
there&amp;#39;s one thing I&amp;#39;ve learned about game developers, it&amp;#39;s that they are the
most talented and hard working individuals in the entertainment world. The ones
that impress me most though are those that manage to lead unique and
interesting lives outside of their work despite game development taking up so
much of their time. I&amp;#39;ve always been a fan of developers because they followed
a passion of theirs to its logical conclusion, but truly admire those who don&amp;#39;t
let that idea stop with their work. It&amp;#39;s the ones who pull crazy hours in the
office and then still have time for families, hobbies, and adventures of their
own when they step away from the keyboard that I wish I could be more like.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:small;"&gt;&lt;strong&gt;&lt;i&gt;(If
you want to learn more about Justin&amp;#39;s journey, visit his blog:&amp;nbsp;&lt;/i&gt;&lt;/strong&gt;&lt;a href="http://gamerunplugged.com/"&gt;http://gamerunplugged.com/&lt;/a&gt;)&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2260935" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/video+games/default.aspx">video games</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/nomad/default.aspx">nomad</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/edge+magazine/default.aspx">edge magazine</category></item><item><title>You've Got Friends In Them... </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/09/11/you-39-ve-got-friends-in-them.aspx</link><pubDate>Tue, 11 Sep 2012 13:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2201525</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2201525</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/09/11/you-39-ve-got-friends-in-them.aspx#comments</comments><description>&lt;p&gt;&amp;nbsp;&lt;i&gt;I have to
admit, sometimes I feel like a hack. No, it&amp;#39;s not because I will compare Beyond
Good &amp;amp; Evil to the wars in the&amp;nbsp;&lt;/i&gt;&lt;i&gt;Middle East&lt;/i&gt;&lt;i&gt;. I love talking about&amp;nbsp;&lt;a title="Search Link by Surf Canyon" target="scSearchLink" href="http://www.surfcanyon.com/search?f=sl&amp;amp;q=video%20games&amp;amp;partner=wtigca"&gt;video games&lt;/a&gt;, and if it
goes into territory of interpretation of political messages- I&amp;#39;m game. I feel
like a hack sometimes because of the huge amount of important games I&amp;#39;ve never
played. I simply haven&amp;#39;t been around the block enough times to play all the
games I should. Slowly, through the miracles of the Internet, I&amp;#39;m cutting down
on my backlog. This feeling of ineptitude and self-doubt prompted me to finally
play Hideo Kojima&amp;#39;s Playstation One classic&amp;nbsp;Metal Gear Solid.&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;******************************************************************************************************&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/3681.metalgearsolid.jpg" border="0" alt="" /&gt;&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Otacon:
Have you ever... loved someone?&lt;br /&gt;
Solid Snake: That&amp;#39;s what you came to ask?&lt;br /&gt;
Otacon: No, I was wondering if even soldiers fall in love.&lt;br /&gt;
Solid Snake: What are you trying to say?&lt;br /&gt;
Otacon: I want to ask you. Do you think love can bloom even on a battlefield?&lt;br /&gt;
Solid Snake: Yeah. I do. I think at any time, any place, people can fall in
love with each other. But if you love someone, you have to be able to protect them.&amp;quot;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Metal Gear
Solid&amp;#39;s&amp;nbsp;&lt;/i&gt;story is a Westernized, military-spy-thriller romp fit for
popcorn consumption and emphatic bro-high-fives. It&amp;#39;s the sort of affair that,
in any other medium, would be best enjoyed with friends and drinks (alcoholic
and otherwise.) The game is both a campy adventure with a roster of characters
that are referred to only by ***-sounding code names (Solid Snake, Psycho
Mantis, Revolver Ocelot) and a somewhat long-winded indictment of&amp;nbsp;America&amp;#39;s military actions and
worldwide politics.&amp;nbsp;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#0000ff;"&gt;&lt;i&gt;&amp;quot;Revolver
Ocelot: We live in a sad age. Imperialism, totalitarianism, perestroika... 20th
century&amp;nbsp;&lt;/i&gt;&lt;i&gt;Russia&lt;/i&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;i&gt;had its share of
problems, but at least they had an ideology.&amp;nbsp;&lt;/i&gt;&lt;i&gt;Russia&lt;/i&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;i&gt;today has
nothing.&amp;quot;&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Humans are social creatures. Generally
speaking, we don&amp;#39;t do well without each other.&amp;nbsp;&lt;i&gt;Metal Gear Solid &lt;/i&gt;&amp;nbsp;recognizes this fact and plays on it to
emotionally attach you in ways that you wouldn&amp;#39;t expect- if you let it.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/2642.codec.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;The main method of communication you have with the outside
world on your one-man-Alaskan mission is a device called a Codec. This Codec
(tuned to the frequency of your eardrum) is a source of communication between
yourself and your allies.&amp;nbsp; From a mechanical standpoint, the Codec is
handy in that it opens up windows that otherwise wouldn&amp;#39;t be open (for example,
you can get information you might not know about your mission). However, it is
not a purely mechanical part of the game.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;You see, the people on the other end of
the Codec aren&amp;#39;t cold and heartless military bastards with crewcuts and cigars
constantly being crunched.. They aren&amp;#39;t as shallow as you might expect from&amp;nbsp;talking heads&amp;nbsp;in a video game. For example the tech
girl,&amp;nbsp;Mei Ling, makes a habit of
inundating you with information ranging from Chinese proverbs to Shakespearean
quotations when you call her. She explains to you in one scene her dreams of
being a pilot; dreams that were crushed by a hesitance to kill and poor
eyesight. Your commander, Campbell, provides necessary information and support
when things get hairy.&amp;nbsp;In a game defined by long-windedness, the brief
characterizations of your accomplices are refreshingly concise.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;i&gt;Metal
Gear Solid&lt;/i&gt;&amp;nbsp;makes you
want to care about fulfilling your mission. Your compadres on the other end of the Codec constantly
remind you of your importance, your indispensability. You are able to learn
more about your allies, if you want to. They aren&amp;#39;t just talking heads- they
are people, people who care about what happens to you.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/2630.mgs1.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Metal Gear Solid &lt;/i&gt;&amp;nbsp;was a revolutionary game both from a
gameplay and storytelling perspective. However, I have the unique (and not
entirely pristine) perspective of playing &lt;i&gt;MGS&amp;nbsp;&lt;/i&gt;after it revolutionized
storytelling in polygonal games. What really stands out to me is the focus the
game puts on interpersonal relationships with coadjutors, and the fact that
unlike every other focus the game seems to have, it&amp;nbsp;doesn&amp;#39;t&amp;nbsp;beat you
over the head with it&amp;#39;s existence. I wish more games focused on side
character&amp;#39;s actual character, not just their gameplay functions.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(This article was originally posted on&amp;nbsp;&lt;a href="http://thearmchairnerd.blogspot.com/"&gt;http://thearmchairnerd.blogspot.com/&lt;/a&gt;
You can follow the blog there, and I&amp;#39;d be really happy if you did.)&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2201525" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/metal+gear+solid/default.aspx">metal gear solid</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/armchair+nerd/default.aspx">armchair nerd</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/codec/default.aspx">codec</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/ps1/default.aspx">ps1</category></item><item><title>The Armchair Gamer Podcast Season Two Episode Four: There Are No "Right" Choices</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/08/25/the-armchair-gamer-podcast-season-two-episode-four-there-are-no-quot-right-quot-choices.aspx</link><pubDate>Sat, 25 Aug 2012 17:02:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2158140</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2158140</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/08/25/the-armchair-gamer-podcast-season-two-episode-four-there-are-no-quot-right-quot-choices.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/5123.thewalkingdead.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;On this installment of The Armchair Gamer Podcast I
memorialize the recently-deceased Paul Steed. I briefly lament the fact that
publishers aren&amp;#39;t marketing hard enough, because I can&amp;#39;t remember when anything
is slated to release. Also, I talk with friend of the show Nick Schneider about
Telltale&amp;#39;s &lt;i&gt;The Walking Dead. &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Listen To The Show At: &lt;a href="http://theamrchairgamer.podomatic.com/"&gt;http://theamrchairgamer.podomatic.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Read The Blog At: &lt;a href="http://thearmchairnerd.blogspot.com/"&gt;http://thearmchairnerd.blogspot.com/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;(Especially my &lt;i&gt;The
Walking Dead &lt;/i&gt;post): &lt;a href="http://thearmchairnerd.blogspot.com/2012/08/the-walking-deads-abysmal-morality.html"&gt;http://thearmchairnerd.blogspot.com/2012/08/the-walking-deads-abysmal-morality.html&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Follow The Show On Twitter At: &lt;a href="http://twitter.com/AGPShow"&gt;http://twitter.com/AGPShow&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Follow Nick On Twitter At : &lt;a href="http://twitter.com/TOGNick"&gt;http://twitter.com/TOGNick&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Also The Episode of &amp;quot;Games **BRAAAHHHH**&amp;quot; referenced is here: &lt;a href="http://www.1up.com/do/minisite?cId=3182486"&gt;http://www.1up.com/do/minisite?cId=3182486&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Listen To Old Episodes: &lt;a href="http://archive.org/details/TheArmchairGamerPodcast"&gt;http://archive.org/details/TheArmchairGamerPodcast&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Music &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The Walking Dead &lt;/i&gt;OST
&amp;quot;Alive Inside&amp;quot;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2158140" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/The+Armchair+Gamer/default.aspx">The Armchair Gamer</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/walking+dead/default.aspx">walking dead</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/paul+steed/default.aspx">paul steed</category></item><item><title>The Walking Dead's Abysmal Morality </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/08/19/the-walking-dead-39-s-abysmal-morality.aspx</link><pubDate>Sun, 19 Aug 2012 15:26:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2144536</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2144536</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/08/19/the-walking-dead-39-s-abysmal-morality.aspx#comments</comments><description>&lt;p&gt;&lt;i&gt;&lt;span style="color:#ff0000;"&gt;This post contains spoilers pertaining to Telltale Game&amp;#39;s The Walking Dead; I try to withhold any spoilers I find unnecessary to share, but at the same time I have come to the conclusion that proper discussion of this game requires me to reveal some plot points and scenarios. Read at your own discretion. Originally posted on &lt;span style="color:#000000;"&gt;http://thearmchairnerd.blogspot.com/ &lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#ff0000;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/5635.walkingdead.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Morality is an elusive subject. Everyone has something to say about it: religion points to dogmatic books as an ultimate moral guide, politicians point to ideals between individualism and societal cohesion as a way to do what&amp;#39;s right. Horrific crimes in America, like killing your wife or slicing off a thief&amp;rsquo;s hand, are hardly out of place in many Middle-Eastern countries. Normal social activity a century or a half-century ago (like lynching people of different ethnicities or beating a non-submissive spouse) is now widely regarded as disgusting and immoral. We debate about gay marriage today, and tomorrow politician&amp;#39;s careers might be ruined by merely mentioning a disagreement with marriage equality. Our culture has sanctioned genocide and condemned it in the same era. No one can agree on what&amp;#39;s moral.&lt;/p&gt;
&lt;p&gt;Yet so many video games (ex: &lt;i&gt;Mass Effect&lt;/i&gt; or &lt;i&gt;inFAMOUS&lt;/i&gt;) address issues of morality in extremely childish ways: a moral decision in a standard role-playing-game could have been picked out of a &amp;quot;Choose Your Own Adventure&amp;quot; novel. Somehow, video game designers have managed to take one of humanities most basic questions-how should we treat each other-and bastardized it to the point of silliness and triviality. This is not to say that said designers are childish, of course, many of them have the best intentions. The simple fact of the matter is that the way most games operate isn&amp;#39;t conducive to giving players real dilemmas to chew on and real consequences for their actions. To borrow a rather telling quote from a 2009 Gamespot article (http://www.gamespot.com/features/black-or-white-making-moral-choices-in-video-games-6240211/)&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Morality is not a black-and-white concept. Reality is very seldom as simple as a choice between good and evil; the spectrum of moral behaviours is as complicated and consequential as our emotions. Instead of mirroring this complexity and including moral choices that lead to genuine in-game consequences, video games often do the opposite--they present a watered-down version of moral choice that ultimately results in players having to choose between good or evil: to harvest or not to harvest (BioShock), to be &amp;ldquo;paragon&amp;rdquo; or &amp;ldquo;renegade&amp;rdquo; (Mass Effect), to kill innocents or to save them (inFamous), to have a halo or devil horns (Fable II).&amp;quot;&amp;nbsp;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="color:#0000ff;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/7750.walkingdead2.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#0000ff;"&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#0000ff;"&gt;&lt;i&gt;&lt;/i&gt;&lt;/span&gt;&amp;nbsp;There are no &amp;quot;right choices&amp;quot; in &lt;i&gt;The Walking Dead&lt;/i&gt;; within half an hour of starting the first episode (of five) your character (Lee) is forced to choose between saving the life of a young man you have just met the night before,or the son of a man you hardly know from an onslaught of &amp;quot;walkers&amp;quot;. I saved the son (Ducky) and was forced to leave the farm I had been sheltered in . I would&amp;#39;ve left the farm anyway, but having the father of the man I let die kick me out under such circumstances really socked me in the gut. And it just gets harder from there.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;There is something very organic about the way that players can affect the narrative with their choices. Each choice you make has an impact, whether it be catastrophic or almost minute. One of the gameplay options &lt;i&gt;The Walking Dead&lt;/i&gt; has are little text notifiers that outline how people mentally react to your dialogue options. Please, turn this off; playing the game solely from Lee&amp;#39;s perspective and seeing how people respond to you through the story itself is much more satisfying and is a better test of Telltale&amp;#39;s narrative chops.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Another example from Episode One is a scene where you encounter a survivor of the zombie outbreak who is holed up in a motel. One of your group members finds this woman and enlists your help to get her out of her room. When you do eventually lure the woman out of her sanctuary, it is revealed that the woman is mentally unstable and believes she is infected with whatever makes the &amp;ldquo;walkers&amp;rdquo; (read: zombies) what they are. Eventually, it comes down to two choices: one: you voluntarily give her a gun- a means of death on her own terms, or two: you try to keep the gun out of her hands. Regardless of what you do, the woman does kill herself; your decisions don&amp;#39;t always matter. What does matter is the fact that how you handle the situation determines what people think of you. I didn&amp;#39;t give her the gun, and was properly scrutinized for withholding a chance to let her be free, like she wanted. Not only that, the means she used to get the gun put our group in jeopardy- jeopardy that could have been avoided had I just let her do what she wanted.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/4807.wd.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&amp;nbsp;The Walking Dead&lt;/i&gt; lets you own your decisions. A central element of the source material is the idea that characters being pushed to their extremes never make the &amp;quot;right&amp;quot; choice. Your actions in the game aren&amp;#39;t rewarded by Karma points or some other arbitrary tallying system instituted to constantly remind you that you are the good guy- the branching paths aren&amp;#39;t sectioned into &amp;quot;good&amp;quot; and &amp;quot;evil&amp;quot;; you play the game the way that best appeases your conscience.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;In the aforementioned suicidal-woman scenario there was no clearly good or clearly evil choice to be made. If another human being is in pain and wants an escape- than it is fundamentally hard for me to deny it to them. Trying to stop a suicide may feel morally superior in the moment, but at the same time it&amp;#39;s a hard pill to swallow, especially under the specific circumstances in the game. And since the game gives no absolutely positive or absolutely negative feedback, the jury is still out. The Walking Dead toyed with me enough that I&amp;#39;m still mulling over whether or not I make the right decision every time I play the game.&lt;/p&gt;
&lt;p&gt;**************************************************************************************************&lt;/p&gt;
&lt;p&gt;&lt;i&gt;This post was originally made on Thearmchairnerd.blogspot.com; check out the site for more articles and stuff.&amp;nbsp;&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2144536" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/morality/default.aspx">morality</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/walking+dead/default.aspx">walking dead</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/choices/default.aspx">choices</category></item><item><title>Ouya! (A Co-blog Feat. DarkeonWarlord) </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/11/ouya-a-co-blog-feat-darkeonwarlord.aspx</link><pubDate>Wed, 11 Jul 2012 21:04:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2052371</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>8</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2052371</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/11/ouya-a-co-blog-feat-darkeonwarlord.aspx#comments</comments><description>&lt;p&gt;Yesterday, Ouya set the Kickstarter world on fire. The Android-based video game console poised to take on Microsoft, Nintendo, and Sony has raised over three million dollars; the goal of the find was to raise nine-hundred fifty thousand dollars. (http://tinyurl.com/6wj5bxo) The intent of the Ouya console is to breach the gap between the mobile and console gaming space, and that idea is very exciting. Here to join me to discuss the Ouya is GIO&amp;#39;s own DarkeonWarlord.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/400x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/8877.ouya.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;Gamebeast23456: &amp;quot;So, as I write this Ouya has already raised over three million dollars, much more than their 950,000 goal. And they still have almost a month to go. The weird thing about Ouya and Kickstarter projects in general, is how little people actually know about the product. Sure, they released technical specs and whatnot, but the draw of the system still seems kinda unclear. Whaf type of games are we going to see on the console? Have any developers tried to play with the system? With the big three (Microsoft, Sony, Nintendo) it would be obvious who has used the system, but not so with Ouya.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;
DarkeonWarlord: &amp;quot;Based on what they&amp;#39;ve told us so far, we know that the console will run on a modified version of the Andriod operating system, popularized in mobile phones and tablets. From the screens they have showed, we can see that games such as Minecraft and Shadowgun (a recent popular mobile game) run on it (or appear to). So you can expect to play all sorts of games on it, everything from Angry Birds to Mass Effect: Infiltrator. But what does this mean for the big three? What kind of efffect will the $99 dollar console have on the $300 titans we play on today?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/400x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/4466.consoles.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;Microsoft, Sony, and Nintendo are gate-keepers for their consoles. They have the right (and the responsibility) to regulate what games are released on their console. Ouya is trying to throw out that model of gatekeeping and instead only require that games have some free-to-play component (which is a rather vague specificity.) One has to wonder how content control will work for Ouya, or if it will at all? Will we just see a flood of junk that you have to sift through?&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;
DarkeonWarlord: &amp;quot;No matter what happens, Ouya will still have to help regulate the content that appears on their console. Without control, the marketplace would be a mess to navigate. What they are doing instead is creating a console that allows independent developers to create games with lower cost and no publishing deals with major companies like EA and Activision. And because of the open nature of the Android OS, games would be much easier to make.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/400x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/6201.security.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#000080;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;Also, you have to worry about security. If you are using an OS as open and hackable as Ouya is, security seems like an important issue. They are trying to settle the Wild West with this console, bridging the gap between mobile and console (which I&amp;#39;ve been waiting for forever) and it won&amp;#39;t be easy. I&amp;#39;m almost sure that Ouya will be very faulty for the first couple of years, just from a software/security standpoint. In fact, I can almost guarantee that Ouya&amp;#39;s launch will be very problematic.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;
DarkeonWarlord: &amp;quot;Precisely. In their Kickstarter video, they distinctly mention that they&amp;#39;re keeping the console open so the hacker-types can have their fun as well. This would make it easy for them to disrupt play in online games, or potentially steal user data. This can become a major problem, and I see them having to incorporate high- level security to protect these. Security like that does NOT come cheap. &amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/400x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/7701.appletv.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;Another trend in the console market is the idea that game consoles need to be home entertainment hubs. In the Kickstarter description,  they hinted at a similar idea: &amp;quot;Because OUYA is based on Android, any app developer could publish their Android app to OUYA. The possibilities are limitless, and conversations with potential partners are already underway.&amp;quot; 
This almost seems like an Android TV box, in a way.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;
DarkeonWarlord: &amp;quot;People would be able to tweet, check Facebook, surf the internet and watch Netflix without paying gobs of money for devices that can. I mean, come on, who wouldn&amp;#39;t want to watch Nyan Cat in glorious 50 inch HD glory. This would allow the OUYA to compete with not only game consoles, but smart TV services as well, like Apple TV, using apps like DirecTV. And its low price point would help it sell more to the masses than nearly any other product.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;The low price point actually interests me. I&amp;#39;m curious as to how they are going to make money on the system. The hardware and the licensing fees for using Android must make up a significant portion of the &amp;quot;low&amp;quot; price point. Will the money be made out the backend, or will the gains be narrow?&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;
DarkeonWarlord: &amp;quot;It&amp;#39;s too early to tell at this point. Based on the specs, it seems that they will be able to make a small amount of money with each console. To me, it seems the game sales will be the main source of income. Their new system, where each game must have a demo of some sort, is actually quite ingenious. Being able to play any game like that will convince them to buy these games, since I&amp;#39;m assuming most will be in the $10-$20 range.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/6175.alienware.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;Ouya almost sounds like it intends not only to breach the mobile/console gap, but the console/PC gap. The sort of free, open market PC gamers are used to seems to be migrating to consoles through Ouya. This console seems like it will finally give non-PC gamers a taste of PC freedom.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;DarkeonWarlord: &amp;quot;Its low price point and accesibility will make this one of the sleeper hits of the generation. With its simple to use Android operating system and easy-development interface, I see the OUYA changing the gaming landscape. This could very well be the future.&amp;quot;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#333399;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#ff6600;"&gt;
Gamebeast23456: &amp;quot;Not only that, but being able to mod the console makes me think we might be able to build the consoles how we want them. Maybe we could even design Ouya&amp;#39;s that are higher-powered than other consoles. 
I think this console, if it succeeds, will be a jumping off point for the future of consoles.&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=2052371" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/Sony/default.aspx">Sony</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/ouya/default.aspx">ouya</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/mass+effect/default.aspx">mass effect</category></item><item><title>Casting Call! </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/03/casting-call.aspx</link><pubDate>Tue, 03 Jul 2012 19:16:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2033930</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2033930</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/03/casting-call.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/8037.agpimage.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;As you may or may not know, the Armchair Gamer Podcast has been undergoing some changes in the last calendar year. What began as an irreverent, off-topic show with low sound quality and little effort has turned into a focused, calm(er) look at the world of video games. Basically, my idea for the show going forward is:&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;What if NPR made a video game show?&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/3858.npr.jpg" border="0" alt="" /&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;You see, though the video game podcast space is very crowded, I feel that AGP does (or is in the process of doing) something more unique. Rather than featuring a loud, crowded roundtable chatting about games and the news of the week, I am trying to offer a one-man show that uses the voices of others (through interviews and such) coupled with my own to seriously discuss not only the biggest game news, but the art of games itself.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Today, as I was arguing (rather heatedly) about some serious sexist issues in the industry on Twitter, I realized how little I knew about these issues. I realized how much I didn&amp;#39;t know, but I knew others did.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I want to bring that wealth of knowledge to the podcast space as well. I want to be able to talk to people who know about the issues rather than just try to pretend to know myself.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;That&amp;#39;s where anyone whose interested comes in.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I am looking currently for a woman who has some knowledge about feminism and such issues to talk on the show about the some of the issues that plague females in the industry. I&amp;#39;d like to have someone who has some experience in the realm of games journalism to talk to over controversies regarding that. If you are a programmer, perhaps you might like to spend a little time on the show now and again?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;If anyone with a unique message about games, or who is interested in coming on, wants to join me- feel free to say so. You can write a comment if you want, send a Direct Message, Tweet me (@Gamebeast23456) or email me armchairnerd@gmail.com.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;With the help of gamers, I hope to make a more dynamic show that people can enjoy.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks in advance from Braden Fox&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2033930" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/agp/default.aspx">agp</category></item><item><title>GaMe Week #10: The Flames of Apathy </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/02/game-week-10-the-flames-of-apathy.aspx</link><pubDate>Mon, 02 Jul 2012 23:24:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2032376</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2032376</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/07/02/game-week-10-the-flames-of-apathy.aspx#comments</comments><description>&lt;p&gt;I got off probation today. I can&amp;#39;t believe I was so scared to leave my house for a year; when I look back at it, it seems so silly. I sat alone for days on end, thinking about all the ways I could kill myself, end the misery. I watched Liberty City, and the world, go up in smoke; everything around me was consumed by flames of stupidity and apathy. &lt;/p&gt;
&lt;p&gt;
 I celebrated the occasion, of course. I picked up a hooker down by the docks, first one in a year and a half. She was young, brunette, a crushed soul in an empty body; she was practically begging me for release. We went in an alleyway made by two office buildings; she got so wrapped up in her job, she never even noticed when the cold silencer of my pistol pushed into her ribs. She never knew what hit her, and her last expression was one of businesslike disinterest, even whores don&amp;rsquo;t care these days.  I felt I should kill a prostitute to celebrate my life no longer being run by one.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;After that, I cleaned out my car and drove it into the river, for good measure. I bailed at the last second, right before the car slid off the bridge (tearing through the rails like paper) and plunged into the hungry, cold water. As the tail lights slowly sank into the dark water, I thought about the whole world sinking, and how everyone was oblivious to it.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;As I was walking home, I thought somebody was following me. I tried to shake him off by going through alleys that hadn&amp;#39;t even been used by the bums in ages. I ran through shops, through bars. But this guy, or at least I think it was the same guy every time I looked backward, kept on following me. Like some pesky fly that spotted a picnic in progress and wasn&amp;rsquo;t phased by waving arms and rolled up newspapers.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Finally, I confronted the man. He was sitting in his car in a restaurant parking lot, smoking a cigarette. For a minute, I considered the dozen ways I could break in, incapacitate the man, and ignite his car with the cigarette or its lighter. I decided it wasn&amp;rsquo;t worth the wait and the effort. 
 I didn&amp;#39;t wait for him to even acknowledge the fact that he was watching me as I got closer, I just drew my pistol and looked straight into the man&amp;rsquo;s eyes as he finally looked up from his cigarette. I broke the windshield with three bullets, and two more taps on the trigger left his scheming little head a meaty ruin. I don&amp;rsquo;t try to push my luck, but I hoped that maybe the cigarette would fall to the floor of his car and burn it all around him. I didn&amp;rsquo;t wait to see if fate would smile on me, I made a run for my home in the shadows.&lt;/p&gt;
&lt;p&gt; 
 No one messes with the Stranger.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;The cops tried to chase me, but you could tell they weren&amp;#39;t that enthused. I evaded them, and they lost me in less than a block. Prostitutes follow the money, and those specific hookers were smart enough to know I had none for them. Besides, they wouldn&amp;rsquo;t want to acknowledge they were following me. 
 As I walked home, I thought of the girl I had killed earlier... It&amp;#39;s funny, in a way, seeing death; suddenly everything that matters so much to a person is reduced to an inconsequential breeze, a grain of sand. When they see the gun, the life in their eyes seem to drain out and what&amp;rsquo;s left in there is something strange, alien, and yet so familiar. It&amp;rsquo;s the look of rage that any predator has in it&amp;rsquo;s eyes before pouncing upon prey.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;The world is so used to the death and the pain of others; the people who are glorified in the movies are those who can inflict the most pain possible, those who deal the most death. The only people that really understand what it feels like to take a life are the ones who do it. 
I&amp;#39;m going to change that. I&amp;#39;m going to shock the world out of apathy, I&amp;#39;m going to force them to be remorseful and pitiful and feel every emotion other than happiness and loneliness and emptiness. I will kill innocent children, or mothers, or cops- I will destroy everything I can until the b*stards finally &lt;i&gt;feel&lt;/i&gt; something.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;Tomorrow, I&amp;#39;m going to visit Raymond Johnson. He was my probation officer. I can tell that dealing with murders is just a cushy desk job for him; he is the most calloused of us all, he is madder than me- more of a psychopath than I could ever be. Johnson doesn&amp;#39;t value lives, he doesn&amp;#39;t even pretend to. The world to him, and all the horror in it, is nothing more than a series of possible paychecks and people to exploit. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;When he stares down the barrel of my gun, I hope the thing I see is a scared man who finally understands why I shouldn&amp;rsquo;t be free, and why the world isn&amp;#39;t a paycheck.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Author&amp;#39;s Note: To be honest, I imagine I was channeling a bit of &lt;i&gt;Brave New World &lt;/i&gt;and a bit of &lt;i&gt;Watchmen &lt;/i&gt;into this story, a combination that I enjoyed brewing up. I hope it interested you, and fan-fic on!&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2032376" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/gta+4/default.aspx">gta 4</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/GaMe/default.aspx">GaMe</category></item><item><title> Armchair Gamer Podcast Season Two Ep. 3: Saving Lara Croft</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/06/22/armchair-gamer-podcast-season-two-ep-3-saving-lara-croft.aspx</link><pubDate>Fri, 22 Jun 2012 13:45:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2012039</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=2012039</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/06/22/armchair-gamer-podcast-season-two-ep-3-saving-lara-croft.aspx#comments</comments><description>&lt;p&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-64-80/7752.laracroft.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Ladies and gentlemen, the Armchair Gamer Podcast is back after a three-month long hiatus! On this episode, I talk about E3&amp;#39;s disappointments, SNES games and the intellectual language of games, I Am Alive and Tomb Raider! I hope you enjoy the show! Listen to the show at http://theamrchairgamer.podomatic.com/&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
Music: &lt;/p&gt;
&lt;p&gt;
The Advantage: &amp;quot;Moon&amp;quot; from Duck Tales&lt;/p&gt;
&lt;p&gt; 
&amp;quot;Tomb Raider Theme&amp;quot; By Martin Iveson&lt;/p&gt;
&lt;p&gt; 
&amp;quot;I Am Alive Theme&amp;quot; by Jeff Broadbent&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
Follow me on Twitter: http://twitter.com/gamebeast23456&lt;/p&gt;
&lt;p&gt;
Listen to old episodes at: http://archive.org/details/TheArmchairGamerPodcast&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2012039" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/SNES/default.aspx">SNES</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/Armchair+gamer+podcast/default.aspx">Armchair gamer podcast</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/tomb+raider/default.aspx">tomb raider</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/hardcore+games/default.aspx">hardcore games</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/lara+croft/default.aspx">lara croft</category></item><item><title>A Short Story called "Blood Hounds" </title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/06/09/a-short-story-called-quot-blood-hounds-quot.aspx</link><pubDate>Sat, 09 Jun 2012 16:56:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1986211</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=1986211</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/06/09/a-short-story-called-quot-blood-hounds-quot.aspx#comments</comments><description>&lt;p&gt;&lt;i&gt;A few people have been posting some short stories on GI, and since I have a few of my own I thought I&amp;#39;d post one of them. It&amp;#39;s called &amp;quot;Blood Hounds&amp;quot;, I&amp;#39;ve had the idea for a while and I just wrote it up. It&amp;#39;s not even a Word Document page long, but a lot of what I write isn&amp;#39;t. I hope you enjoy it.&amp;nbsp;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;
&amp;ldquo;Blood Hounds&amp;rdquo;&lt;/p&gt;
&lt;p&gt;
 You can hear them howling in the distance. They make a low, hurt sound, halfway between a growl and a moan. I can picture them even now; they prowl in a deadly pack, sniffing my blood off the solid snow. Their breath is probably frosty, their gazes mad. I have to admire them, even now. Who would&amp;rsquo;ve thought mad dogs let off their leash would be so organized, so ruthless, so efficient. A pack of hungry black monsters howl; the sound of their wails is carried by the frigid wind.&lt;/p&gt;
&lt;p&gt; 
 I glance at my leg, only for a moment. The last pack of hounds did a real good job on it. They cut through the thick material of my pants all the way to the bone. The bone is obscured by blood. The fresh blood flows over the staler blood, staining my leg and the frost beneath me. It doesn&amp;rsquo;t even hurt-it never did. I&amp;rsquo;d like to imagine that&amp;rsquo;s a blessing, it probably isn&amp;rsquo;t. My other leg is showing the first stages of frostbite; I covered the leg with everything I could find, and a small fire blazes beside me- but it&amp;rsquo;s still being rendered useless. &lt;/p&gt;
&lt;p&gt;
 Running here was an ordeal. It wasn&amp;rsquo;t painful, at least not on my leg, but by the time I find a small cave to hide in my entire body was bruised and cold, my clothes were wet and my body temperature was dropping faster than I could hope to bring it up. The cave isn&amp;rsquo;t deep enough to keep me entirely out of the cold; icy wind still assaults my face every couple of minutes. Heavy frost flakes slash at me, millions of cold pinpricks that I long sense stopped feeling any pain from. &lt;/p&gt;
&lt;p&gt;
 
Time passes, and I&amp;rsquo;m still bleeding. What feels like hours couldn&amp;rsquo;t be more than minutes, or else the amount of blood I lost would&amp;rsquo;ve killed me. The howling is closer still. It&amp;rsquo;s slightly obscured by the wind, but I know they can&amp;rsquo;t be far off. My life plays in my head in slow motion; I watch silently as my life runs out of a gash in my leg. I think tears are pouring from my eyes, but that may just be melted frost before it freezes again.&lt;/p&gt;
&lt;p&gt; 
 The wolves are close now, and with them comes a painful end at the hands of the men who stole everything I&amp;rsquo;ve ever had from me, except my life. I am going to finish writing in this journal now, the pages are getting too wet and what little strength I have is fading in the haze of snow all around me. 
 I take my revolver in my left hand. It has one bullet. If there&amp;rsquo;s a god out there, please let this bullet be enough. I stare down the barrel, thinking of everything I&amp;rsquo;ve lost. They won&amp;rsquo;t take my life from me. 
 I hold my finger over the trigger&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1986211" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/blood+hounds/default.aspx">blood hounds</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/short+story/default.aspx">short story</category></item><item><title>Announcing My Newest Project: The Video Game Music Hour!</title><link>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/04/19/announcing-my-newest-project-the-video-game-music-hour.aspx</link><pubDate>Thu, 19 Apr 2012 23:35:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1864603</guid><dc:creator>Light Gamebeast23456</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/rsscomments.aspx?WeblogPostID=1864603</wfw:commentRss><comments>http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/2012/04/19/announcing-my-newest-project-the-video-game-music-hour.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-46-12-72-Attached+Files/2502.NES.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;For my entire video game career, I&amp;#39;ve had an affinity for game music. As a kid, I was entranced by the melodic Nintendo music with it&amp;#39;s catchy tunes and unrelenting charm. I would find myself humming along all the time to game music, often in uncomfortable social situations. As I&amp;#39;ve matured, I&amp;#39;ve begun to realize how video game music actively influences how I enjoy games.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I have another affinity, online broadcasting. I am a lover (and maker) of podcasts, and I want to be a more active part of the online media revolution, in whatever way I can. Tomorrow, I&amp;#39;m going to combine these two love-affairs into one, with my new online radio show: The Video Game Music Hour. Each week (hopefully) I&amp;#39;m going to dig up a selection of game tracks I love from the 1980&amp;#39;s and 90&amp;#39;s, and play some of those.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;However, that&amp;#39;s not all I am planning.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;If you know of a great video game track that you want me to play, I plan for you to be able to call in on Skype. You can make a request of any track from the &amp;#39;80&amp;#39;s-90&amp;#39;s you want to hear- and I&amp;#39;ll try to dig it up and play it. I hope to introduce people to interesting older music- and classics.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;If you are interested the show will be on at 7 PM (Central Time) at: &lt;a href="http://www.gameinformer.com/members/gamebeast23456/writeblogpost.aspx/ustream.tv/channel/the-video-game-hour&amp;nbsp;"&gt;ustream.tv/channel/the-video-game-hour&amp;nbsp;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You can call in, my Skype name is: Gamebeastiscool&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Also, I plan to put the recorded show on Youtube.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;All support is appreciated.&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=1864603" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/video+game/default.aspx">video game</category><category domain="http://www.gameinformer.com/blogs/members/b/gamebeast23456_blog/archive/tags/music/default.aspx">music</category></item></channel></rss>