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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Spore and COD4 Mac-bound. Is Mac Gaming Going To Improve?</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/spore_and_cod4_macbound_is_mac_gaming_going_to_improve</link>
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<comments>http://www.gamebump.com/go/spore_and_cod4_macbound_is_mac_gaming_going_to_improve#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/vgg49qc1fyod84a0ka5ngm5n.jpg" alt="" alignment="" border="0"></p>We in the gaming world typically don't need to pay attention to the Macworld Expo for news, since it's been pretty well-known that gaming on the Mac sucks. One of the "hottest" games on the Mac right now is Age of Empires III, which came out something like 400 years ago.<br><br>Macs use Intel chips now, and the market share is expanding day by day. There's no reason for the gaming market to be so bleak on the Mac, and it looks like perhaps things are starting to make a turn.<br><br>Today, Activision announced that uber-hit <span style="font-weight: bold;">Call of Duty 4: Modern Warfare</span> will be coming to the Mac via game-porting specialists Aspyr. Yesterday it was revealed via EA that <span style="font-weight: bold;">Spore</span> is being developed for the Mac, and is even available on display at Macworld.<br><br>I do most of my work on a MacBook Pro but I have to hang onto a Windows box for the sake of the few PC games worth playing that come out every year or so. If the PC and Mac gaming markets were a little more symmetrical, I'd be ecstatic for one, but I think it would be good for gaming and great for Apple.<br><br>Go into an Apple store and the only games you'll see on those machines are such fare as Finding Nemo and some new age analog of Reader Rabbit. Aren't Macs supposed to be for the young, hipster, media-savvy crowd? Shoddy ports coming out months late doesn't strike me as very hip or savvy.<br><br>This could be a product of Microsoft's buddy-buddy status with the publishers. They've dumped millions on this "Games for Windows" concept, and pushed DirectX on the developers like smack on a pre-teen. It could also be a product of legacy. Games started out on computers, and although this tricked-out "gaming rig" trend is a recent phenom, PCs have always been seen as gaming vehicles.<br><br>They're also beginning to be seen as antiquated, and Apple is moving in as the younger alternative. If they'd like one hell of a boost in that direction, a decent library of video games would do that.&nbsp; <br>]]></description>
<pubDate>Wed, 16 Jan 2008 12:45:52 -0600</pubDate>
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<title>GameBump's Most Wanted List for 2008: It's time for change</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gamebumps_most_wanted_list_for_2008_its_time_for_change</link>
<guid>http://www.gamebump.com/go/gamebumps_most_wanted_list_for_2008_its_time_for_change</guid>
<comments>http://www.gamebump.com/go/gamebumps_most_wanted_list_for_2008_its_time_for_change#</comments>
<description><![CDATA[<img src="http://www.gamebump.com/images/upload/writer/0412c29576c708cf0155e8de242169b1.jpg" alt="" alignment=""><br><br>If 2007 taught gaming journalists anything it was that much has changed since the days of yore - <span style="font-weight: bold;">no longer are we paying $30-50 for quality titles that challenge, engage, and entertain us as gamers</span>. Instead we are forking out boatloads of cash for matching accessories, <a href="http://gamebump.com/tag/Wii">consoles</a> we can't locate without ebay, games that require patches to actually operate, and new, <a href="http://gamebump.com/go/gb_review_assassins_creed_360">disappointing sagas</a> without endings. <br><br>In the hopes of promoting change for 2008, then, here is GameBump's "most wanted" list written by avid gamers and directed toward the gaming industry. If you've been playing through 2007's offerings and wondering if you're the only one who's been confused about the latest industry trends - don't worry; you're not.<br><p></p><p></p><br><span style="font-weight: bold;">Xbox Live. It's broken. Fix it. And give gold members some additional boons.</span><br><div style="margin-left: 40px;">We are not paying $50 bucks a year to beta test your product, Microsoft, and the more than <a href="http://gamebump.com/go/experiencing_call_of_duty_4_halo_3_connection_issues_since_christmas">lackluster service</a> provided during and immediately following the Christmas holiday is not something gamers expect from the company behind the industry's current #1 console. Thankfully Microsoft is offering both its gold and silver members a free Xbox Live Arcade game as compensation for the screw-up, which is nice, but we'd rather have the stable, reliable service we paid for. For 2008 we'd like to see zero hiccups from Live as well as bonus material implemented for gold subscribers to further differentiate between gold and silver membership.<br></div><br><br><div class="image"><img src="http://www.gamebump.com/images/upload/6lfpcac41oeps6ccx23wb34s.jpg" alt="" alignment="" border="0"><div><center>Buy me.</center></div></div><br><span style="font-weight: bold;">Only ship complete, functional games to retailers that do not require patches or the <a href="http://gamebump.com/go/konami_admits_ps3_pes2008_problems_now_buy_an_hdtv">purchase of an HDTV</a> to play.</span><br><div style="margin-left: 40px;">Gamers are wondering why they are spending $60+ on incomplete games, essentially spending more money for less game with pretty graphics. Developers, we beg of you, please do not release a title that is damn near unplayable and then expect for us to be happy when you release patches to fix what should have been functioning properly to begin with. If that means your game isn't on store shelves for a holiday, so be it; if it means delay after delay in order to get it right, go for it - we'd rather have a full, complete game upon release instead of playing through beta versions for the six months it takes you to launch a patch. Remember that the very first gamer in line to purchase your product the day of release is your target audience and your strongest support: do not forsake him/her by selling an incomplete product.<br></div><br><div class="image"><img src="http://www.gamebump.com/images/upload/30r9krje9xrd226phznb0coi.jpg" alt="" alignment="" border="0"><div style="text-align: center;">Now what the hell does <span style="font-style: italic;">this</span> shit mean?</div></div><br><span style="font-weight: bold;">While we're at it, stop it with the "buy the sequel" endings.</span><br><div style="margin-left: 40px;">We also don't enjoy games that <a href="http://gamebump.com/go/assassins_creed_ending_explained_be_confused_no_more">require guides</a> to decipher their ends; we at GameBump are especially tired of titles that end just as the plot is really getting good. An ending should tie together all the previous plot elements into a complete, cohesive picture that leaves the player with the feeling that he just spent 20+ hours of his life solving a mystery that was "worth it." <br></div><br><br><span style="font-weight: bold;">Hire more writers, or at the very least acknowledge that the average gamer is no longer a 14 year-old brat screaming "fuck the world" every time he's asked to clean his room.</span><br><div style="margin-left: 40px;">Dialogue has joined plot design on the back-burner of game development as of late, with developers seizing the opportunity to portray content to an adult market by "faking" adult; "fuck this" and "shit that" every single line does not offer quality entertainment, and in fact does nothing but enable Nancy Grace, <a href="http://gamebump.com/index.php?tag=hillary+clinton&amp;x=0&amp;y=0">Hillary Clinton</a>, and <a href="http://gamebump.com/tag/mystery%20florida%20attorney">attorneys that shall not be named</a> to insult the industry by pointing out our nonsensical violence and trashy dialogue. While we're on the topic...<br></div><br><br><span style="font-weight: bold;">Rockstar, you can totally stop with the production of incredibly, unbelievably violent, <a href="http://gamebump.com/tag/Manhunt+2">crap-games</a>.</span> <br><div style="margin-left: 40px;">Especially those that provide no entertainment value whatsoever and actually sicken the player with their pointless, extreme gory action that depicts the industry as excessively violent for no other reason than gamers are just murderers in the making. If we never type the word "Manhunt" again it'll be too soon.<br></div><br><br><span style="font-weight: bold;">Companies other than Nintendo providing quality games for the Wii that are more than just gimmicks or kid-friendly bundles of playable joy.</span><br><div style="margin-left: 40px;">We love Mario. Everyone loves Mario. Mario is quite possibly the most recognizable icon on the planet, and we just about swooned over <a href="http://gamebump.com/go/goty_best_adventure_game_of_07_super_mario_galaxy">Super Mario Galaxy</a> and its stupendous release on the Wii. The problem as we see it is that every Wii game not made by Nintendo does not reach the level of quality that Nintendo itself strives for, and in essence, reduces the console to a gimmicky, expensive paper weight. The Wii is an interesting device that has the ability to differentiate itself from its competition thanks to the popular Wii remote, but Wii Sports and Mario's offerings from the 90's aren't cutting it.<br></div><br><br><span style="font-weight: bold;">It's been over a year since the Wii released - where's my Wii?</span><br><div style="margin-left: 40px;">For that matter, where are the Wiis being offered at base price ($250) to customers who can not afford the <a href="http://gamebump.com/go/nintendo_facing_planning_problems_due_to_wii_shortage">$500+ idiotic bundles</a> that retailers keep forcing down our throats? We'd like to see Nintendo take great steps toward increasing the Wii's availability at retail and forcing retailers to offer the console at base price. I'd buy a Wii and I might even play more than Super Mario Galaxy on it - assuming I could find one.<br></div><br><br><span style="font-weight: bold;">Where are the game rental services besides Gamefly and Blockbuster?</span><br><div style="margin-left: 40px;">I've spent most of 2007 shuffling between Blockbuster and Gamefly for rentals and have been nothing but disappointed by the high prices of both. I would love to see some increased competition in this area, especially from a company that actually has games in stock to rent out as opposed to some of these other, more affordable "options" (affordable apparently means "out of stock").<br></div><br><br><span style="font-weight: bold;">What about implementing release limits?</span><br><div style="margin-left: 40px;">Some of us are of the notion that publishers should go back to yearly release limits like those previously imposed by Nintendo of America. Now that a company can release dozens of games a year there is zero incentive for anyone to produce a quality title - the industry just wants something, anything on the shelf, which is usually a something not worth buying.<br></div><br><br><span style="font-weight: bold;">How about some original protagonists? </span><br><div style="margin-left: 40px;">Maybe instead of a grizzly, 30-something, short-brown-haired dude starring in every game, how about a kid or a black dude or a female who doesn't belong on a Maxim cover? We'd love to see some games that actually reflected a realistic demographic, one in which all Muslims weren't terrorists and all women weren't damsels in distress or prostitutes meant to be run over by a Grand Theft Auto character in a nice car.<br></div><br><div class="image"><img src="http://www.gamebump.com/images/upload/sitksb7ttbuk1unknitifuy8.jpg" alt="" alignment="" border="0"><div style="text-align: center;">I'll have no more of this, thanks.</div></div><br><span style="font-weight: bold;">A return to integrity for the industry.</span><br><div style="margin-left: 40px;">We encourage our gaming journalist friends to adhere to their own strict integrity policies before <a href="http://gamebump.com/tag/jeff%20gerstmann">selling content to the highest bidder</a>; we'd also love to see publishers spending less money on marketing pieces of crap in <a href="http://gamebump.com/go/official_kane_and_lynch_website_lies_about_its_scores">deceitful, gimmicky ways</a> and more money on releasing quality titles. Remember Metal Gear Solid? The original Tomb Raider? Mario Kart? That first Final Fantasy you picked up pre-VII? These are games that managed to sell due to their own quality and innovation - they did not require nor rely upon multi-million (or billion) dollar advertising campaigns to get the word out.<span style="font-weight: bold;"> Gamers, who are the people spending money on games, will do your advertising for you</span>; all the industry has to do is create and release a quality product. The consumer's purchasing power and the gaming counter-culture will handle the rest.<br></div><br>]]></description>
<pubDate>Fri, 04 Jan 2008 23:56:27 -0600</pubDate>
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<title>Editorial: So, Like, The COD4 Chernobyl Level Is Based On a Real Place and Junk?</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/so_like_the_cod4_chernobyl_level_is_based_on_a_real_place_and_junk</link>
<guid>http://www.gamebump.com/go/so_like_the_cod4_chernobyl_level_is_based_on_a_real_place_and_junk</guid>
<comments>http://www.gamebump.com/go/so_like_the_cod4_chernobyl_level_is_based_on_a_real_place_and_junk#</comments>
<description><![CDATA[<p><span style="margin: 0pt; padding: 8px 0pt 8px 8px; z-index: 777; float: right; clear: right;"><img style="width: 178px; height: 237px;" src="http://www.gamebump.com/images/upload/trn74ma90v4dp0fbdmowf91q.jpg" alt="" alignment="right" border="0"></span></p>Is our children learning? I think the answer is no.<br><br>Like most people with even a fraction of an education, I enjoyed the level in Call of Duty 4 taking place in post-meltdown Chernobyl because of the accurate and realistic portrayal of the barren, radioactive landscape.<br><br>Chernobyl is a city in Russia where a nuclear power plant exploded in 1986. It was one of the largest disasters of the modern era. Hundreds of square miles are still radioactive over 20 years later, thousands of people died from the radioactivity from the waste seeping from the nuclear reactor. It's estimated that over 500,000 people have been seriously affected. Mutations, radiation poisoning, deformed offspring. <br><br>I didn't know that anybody didn't know that. Even if you don't know about it because of its significance in human tragedy or engineering failure, you know about it because everybody else knows about it. Almost everybody.<br><br>Recently, someone posted some photos from Chernobyl to compare them to Call of Duty 4 screenshots. Then, as is the most proper thing to do, someone put the photos on YouTube with a Linkin Park song over it to post it in <a href="http://www.nextgenboards.com/vb/call-duty-4-discussion/8215-map-real-life.html">this nextgenboards thread</a>. The reactions, and the replies, have destroyed a special part of the inside of my brain.<br><br><span style="text-decoration: underline;">People have no idea what Chernobyl is.</span><br><br>Here's one early reply:<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">OMFG what scary yet brilliant story those pics as well the game or at least some off the levels must be set here</span><br></div><br>Alright, that doesn't count as a logical sentiment or thought, so maybe it's just "first post" syndrome. Lets keep reading...<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">wow walking thru there must be cool, after you played the game. Might
make you think your really in the game lol, but thats cool they used
real places</span><br></div><br>Awesome. The only connection to one of man's greatest disasters is that it would remind you of a video game level.<br><br><div style="margin-left: 40px; font-style: italic;">Yeah worst part its radioactive. So u can die. But i would go there to be like Dam.<br></div><br>Yes. I too would go there to be like Dam. Though, I don't think the worst part is that it's radioactive; I think that's the <span style="font-style: italic;">only</span> part. <br><br>The next reply:<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">creppy, is it really radioactive? if so, why?</span><br></div><br>Don't let your heads explode just yet, he is quickly educated:<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">The reactor melted down. and spilled it in the air. so everyone had to leve.</span><br></div><br>*boom*<br><br>I love to think that video games are helping to educate our youngsters, (everything I know about guns I learned from gaming...) but this is taking it a little far. It's <span style="font-style: italic;">Chernobyl</span> for crying out loud. What are our public schools doing? Do people know that the events surrounding previous Call of Duty games (World War II) actually happened, too? Perhaps <span style="font-style: italic;">The Daily Show</span> would have to do a bit about Chernobyl before today's youth would become aware of it.<br><br>Granted, this might not represent an accurate sample of our population, but not a single person in that forum seemed to have any idea that Chernobyl is a real place with a real meltdown. I think perhaps a few hours every day browsing Wikipedia articles should be mandatory.<br><br><br>]]></description>
<pubDate>Wed, 19 Dec 2007 11:47:04 -0600</pubDate>
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<title>Eidos Reduces K&amp;L Fake Rating Complaints to 'Eidos Bashing'</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/eidos_reduces_kl_fake_rating_complaints_to_eidos_bashing</link>
<guid>http://www.gamebump.com/go/eidos_reduces_kl_fake_rating_complaints_to_eidos_bashing</guid>
<comments>http://www.gamebump.com/go/eidos_reduces_kl_fake_rating_complaints_to_eidos_bashing#</comments>
<description><![CDATA[<div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ze8kxogk97zn4hdxai3cmfaz.gif" alt="" alignment="" border="0"></div><div><br><center style="font-style: italic;">Hey, at least our star is real.</center></div></div><br>While gamers and gaming journalists everywhere are currently in an uproar regarding GameSpot's firing of <a href="http://www.gamebump.com/tag/Jeff+Gerstmann">Jeff Gerstmann</a> over a poor review score for Eidos Interactive's Kane &amp; Lynch: Dead Men (you can check out our own review <a href="http://gamebump.com/go/gb_review_kane__lynch_dead_men_360">here</a>), what's interesting is that Eidos itself has refrained from commenting on the K&amp;L fiasco. <br><br>In particular, the company's <a href="http://gamebump.com/go/official_kane_and_lynch_website_lies_about_its_scores">blatant graphical lie</a> about the game's review scores, which we noticed were preview quotes paired with star rankings that didn't exist (GameSpy was recorded as having given the title a five star rating when the actual review issued three stars; similarily, Game Informer was recorded as issuing a five star rating when it scored the title a 7/10, which is funny because Game Informer <span style="font-style: italic;">doesn't even use a star system</span>).<br><br>While Eidos Interactive has remained quiet on the issue, the company's PR trolls have been hard at work handling the damage control on various Kane &amp; Lynch "fan" sites, including <a href="http://www.kanelynchinside.com/">this one</a>, which contains a post in which an "Eidos Official" comments that, indeed, those cheeky five stars weren't meant to be viewed as scores because <span style="font-weight: bold;">obviously it's common practice to issue star ratings for game previews</span>. Here's the full quote:<br><br><div style="margin-left: 40px;">One of the sites quoted gave us a score of 7, however it still showed 5 stars. Reason why? they were not actually supposed to be seen as a score. Yes i know you are all gonna say `pull the other one`. However look at the facts (which people seem to ignore), those quotes and stars have been there since the page launched, before ANY review code or scores were received. So the only reason they are being picked on now is cos its fashionable right now to hate us and bash us and everyone is scaling the wall trying to find something new to bash us for. <br><br>FYI this is my personal thoughts and opinions and should not be seen as an official comment in any way shape or form.<br></div><br>In the words of our own Aaron Dunlap, who broke the <a href="http://gamebump.com/go/official_kane_and_lynch_website_lies_about_its_scores">original story</a>, "Silly us for thinking that a star near a review had something to do with reviews giving stars."<br><br>What's infuriating about this "graphical misrepresentation" of game scores that don't exist is that Eidos would "forget" to remove the intentionally misleading star graphics and then explain away the fans' negative reaction to being outright lied to as simple Eidos bashing - "bashing" Eidos apparently being the hip thing to do.<br><br>What's even more hilarious is that while the stars have since been removed from the <a href="http://kaneandlynch.com/">official site's</a> splash introduction, the site still parades preview quotes around as though they were the official "review" word on the title.<br><br>In other Eidos news, the game's official Eidos forum has been unlocked and is now available for posting. At one point an Eidos admin actually responds to a <a href="http://forums.eidosgames.com/showthread.php?t=73881">fan's statement</a> that "they [the stars] are MEANT to be misinterpreted so that people will be misled into thinking K&amp;L is a better game than it is and [buy] it" with:<br><br><div style="margin-left: 40px;">You mean this is an [advertisement] that is not quite scientifically based? Wow, I never thought I would see the day an advertisement tried to sell me something.<br></div><br>Read: it is peachy to outright <span style="font-weight: bold;">lie</span> about your game's review scores if you can get away with labeling them as "design decisions". Thanks for the heads up, Eidos.<br><br>]]></description>
<pubDate>Tue, 04 Dec 2007 13:57:14 -0600</pubDate>
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<title>On a P-Wing and a Raccoon Tail: Super Mario Bros. 3 Revisited</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited</link>
<guid>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited</guid>
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<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/dfbnvzpjvitqwbjnujaff9o7.jpg" alt="" alignment="" border="0"></p>There's no doubt about it - Super Mario Galaxy is the finest Mario game in years. It's easily the best out of the current three 3D Mario platformers, evolving beyond the genre-defining nature of Super Mario 64 and the uh...water-spurting innovations of Super Mario Sunshine. However, the game pays tribute to more than just Mario's 3D outings.  <br><br>The first time a third Mario game was the best of its series happened way back in 1988, with the release of Super Mario Bros. 3. Yes, 1988 - it's not often known that the game was originally released that year in Japan. Americans likely had to wait due to Nintendo not wanting to cannabalize sales of the then newly-localized Super Mario Bros. 2, released the same year. After the seminal preview in 1989's abysmally cheesy cult film <a href="http://imdb.com/title/tt0098663/">The Wizard</a>, Mario 3 finally hit US stores in February 1990. It was worth the wait. Featuring huge stages and innovations, like the ability to fly, Super Mario Bros. 3 was all a pre-pubescent mind could hope for - and more. <br><br>My memories of Mario 3 fresh in my mind due to the Mario high I achieved from Galaxy, I decided to revisit this nearly two-decade old title to see just how well it held up. While the game has seen resuscitation on the Wii's Virtual Console, I already had my Super NES hooked up so I settled for my old Super Mario All-Stars cart - you know, the one with Super NES enhanced ports of Marios 1-3 and the suicide-inducing Lost Levels. Once I found the cart in a bin amidst the gutter trash of my Super NES collection (the <a href="http://imdb.com/title/tt0103786/">Beethoven</a> movie game? seriously?) I popped it in my 16-year-old console and flipped the switch. Nothing happened. I calmly removed the cartridge and gave its pin connectors the long and hard blow usually reserved for NES carts. Worked like magic. I selected SMB 3 with haste, my only lament being that I didn't have the original SMB 3 Nintendo Power Strategy Guide at my side like I would have if I were still that fat nine-year-old kid. <br><p></p><p></p><br>Once I breezed through the first of the eight worlds, its king once more grasping the magic wand serving as a thinly veiled plot device for his impotency, I realized the most simple and perhaps most important of Mario 3's traits: it's still fun. Fun in the good, "I can't wait to play more" kind of way. Yeah, I know, right? I can see you from here, you two distinct camps: the one that grew up with the game and who slapped their collective foreheads at how obvious this statement was; the other, well, that's anyone who hasn't played this game. It really is a game that can be enjoyed by anyone and that's due to how it controls its fun: by keeping a challenge level that's fairly high but rarely frustrating. <br><br>It's a well kept secret that these old 2D Mario games aren't actually cakewalks; one can easily assume that the 'kiddy' graphics equate simple gameplay. This isn't a challenge in the vein of Castlevania or Ninja Gaiden where simple mistakes punish you; Mario 3 is particularly lenient in its distribution of 1-ups and controls precisely enough such that any mistake you make you will feel is your fault and not because of an untimely placement of a floating Medusa head. And with the exception of one fortress level in world eight whose design is vague and aggravating, most of the hurdles in the game are easily conquered through an abundance of power-ups and other tools that allow you to take them head-on without fear of repercussion.<br><br>Somewhere around world three, something about Mario 3's design hit me again. There are these little bridges that, if you're lucky and they are accessible, allow you to skip ahead a stage. Huh. Is that even a big deal? I was intent on playing through the entire game, level by level, so I didn't take advantage of this shortcut. I was making the game a linear one by choice. But then I beat the world, in turn receiving a letter from Princess Toadstool/Peach, with some item attached to it. Great. Just some other useless item to fill up my inventory, along with the other stuff she's given me like that item that lets me skip a stage...huh? Bam. Those shortcuts on the map, the little cloud item that lets you skip an entire stage of your choice, P-Wings that allow you to fly infinitely over an entire level, those confounded warp whistles - all of these serve to give Super Mario Bros. 3 the most basic sense of open-endedness. Just like in more modern games like Grand Theft Auto where there are multiple ways to take on any mission, in SMB 3 there are often multiple ways to take on each stage, and that in turn keeps the game's replay value high and its appeal fresh. This is in the most basic sense of course - but it remains to be said that Mario 3 gave you the choice to use these items before a stage begins to give you the advantage you want. <br><br>As a whole, Mario 3's worlds cover all the bases of classic gaming stage cliches: the desert stage, the ice stage, the water stage, the lava apocalypse stage. In fact, these may be some of the lowest points of the game; the desert world in particular is somewhat of a drag. But the moment you start thinking that way, the game does things. It tweaks its design ever so slightly that you'd swear the game was channeling your own emotions. Take the desert world, as said. In the middle of the world, after being subjected to mostly the same challenges from the first world only with a different aesthetic, you're hit with a whammy of a stage: an escape from an angry and vengeful sun. But that's just one example. It's nothing to say of Giant Land, a world made up of super sized enemies, or the sheer variety of offensive options Mario has available, from the legendary Tanooki (Raccoon) Suit, the hardware-tossing Hammer Bros. Suit, and the ultra-pimp and ultra-rare Kuribo's Shoe. This variety present within Super Mario Bros. 3's stage design and gameplay twists complement the game's aforementioned open-endedness perfectly.  <br><br>For a game that's as easily gushable as Super Mario Bros. 3, it might be better to turn attention to the game that has as good a chance as any to be just as praise-worthy twenty years down the line: Super Mario Galaxy, of course. While the approach to its challenges is decidedly more linear than Mario 3's, Galaxy is no slouch when it comes to variety and fun. But a week, or even a year, is no accurate judge when predicting the real impact Galaxy will have on making a lasting impression. However, most of that generic "wonderment" that Disney likes to cash in on from week-long all-inclusive family packages to Disney World is present in a positive fashion in Galaxy. Make no mistake - now is the perfect time to join the Wii nostalgia wagon for that once in a lifetime chance to download Super Mario Bros. 3 and buy Super Mario Galaxy to see just how well one  complements the other. I say this not as paid PR for Nintendo (trust me, I'm not), but as a gamer who understands the decades of Mario history. You won't regret it. <br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Nintendo Wii&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
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<pubDate>Tue, 20 Nov 2007 00:20:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Personal Vendetta</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_personal_vendetta</link>
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<comments>http://www.gamebump.com/go/gh_editorial_personal_vendetta#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
On Monday, April 16th, the deadliest shooting in American history took
place at Virginia Tech. In the handful of days since this tragedy,
people across the nation and world are trying to make sense of it, to
rationalize it, to recover from it, or to forget it. A few people,
though, are missing no opportunity to exploit human suffering and death
to increase their exposure or legitimize their own self-satisfying
crusades.<br><br>Personally, since I heard about the shooting on Monday
I've had my head between my legs in hopes that if I ignored the bad
things in the world they'd go away. This was all going well enough,
until a few voices rose above the blur of blame-this-blame-that talking
heads and dragged me to the surface. <br><br>People have been blaming
video games for the world's problems for years now, so it's become hard
to care or even notice when the latest demagogue wiggles his way into
the spotlight long enough to do so. This situation, however, is
different. This shooting has affected almost everyone in the country in
some way, and people are actually looking for answers; so when Jack
Thompson and Phil McGraw spout off their ill-conceived garbage about
video games being at blame for a psychopath's murder of over 30
students and faculty members, people might just listen.<br><p></p><p></p><br>On
Monday night, just a few hours after the violence in Virginia had
ended, CNN's Larry King had syndicated TV shrink Phil "Dr. Phil" McGraw
as a guest on his show. When King asked Dr. Phil if a mentally
disconnected killer like Cho Seung-Hui could be treated, McGraw
answered:<br><br>You cannot tell me -- common sense tells you that if these kids are
playing video games, <span style="font-weight: bold;">where they're on a mass killing spree in a video
game, it's glamorized on the big screen, it's become part of the fiber
of our society</span>. You take that and mix it with a psychopath, a sociopath
or someone suffering from mental illness and add in a dose of rage, the
suggestibility is too high. And we're going to have to start dealing
with that. We're going to have to start addressing those issues and
recognizing that the mass murders of tomorrow are the children of today
that are being programmed with this massive violence overdose. <br><br>     KING:  Well said.
This, of course, without any evidence that Cho even played video games.
If it's alright to blame the entire concept of video games for
psychotic behavior without even knowing that the killer ever played
one, why not blame comic strips or sugar or moonbeams reflected off of
swamp gas? It would be unfair to say that the devil made him do it,
because we don't even know if Cho and the devil are even friends, but
somehow it's completely acceptable to place the blame on a whole
industry and a pastime of millions of children, teenagers, and adults
across the globe without even a bit of conjecture to suggest the killer
even plays them? On Monday night, I don't think anyone was even sure of
the identity of the killer yet, let alone anything about his hobbies.<br><br>On
Wednesday, the Washington Post reported in an article that a high
school classmate of Cho's claims that Cho spent some time playing
Valve's online PC shooter Counter-Strike. The Washington Post later
redacted this statement and removed it from the <a href="http://www.washingtonpost.com/wp-dyn/content/article/2007/04/18/AR2007041800162.html" title="online version">online version</a> of the article. The article's author, David Cho (don't get your Cho's crossed), tells <a href="http://www.joystiq.com/2007/04/18/wapo-writer-talks-vt-shooter-counter-strike-connection-removal/" title="Joystiq">Joystiq</a>
that he removed that detail because it was based on conjecture and the
memories of people who didn't even know Cho Seung-Hui and only claimed
to have seen him playing the game a few times.<br><br>One interesting
thing to keep in mind is that the article incorrectly states that
Counter-Strike is published by Microsoft. I'll come back to that in a
bit.<br><br>Everybody's favorite Jack Thompson had already managed to
get himself on TV before the Washington Post article. He was brought on
Fox News as a "school shooting expert" (this because he follows around
victims of school violence like ambulance chasers, convincing family
members to waste time and money pursuing the game publishers instead of
getting on with their lives), where he mostly prattled on about how
every school shooting he'd seen was because of either Vice City or
Counter-Strike. He was on TV for less than five minutes, thankfully,
and didn't get much further than his age-old stance that video games
dunnit.<br><br>After Thompson saw the Washington Post article, though, he went on the war path. <br><br>First, Jack sent a rousing "open letter" to Bill Gates. GameAlmighty.com has <a href="http://www.gamealmighty.com/story-individual/story/Thompson_Targets_Microsoft_in_Latest_Crusade/" title="the full letter here">the full letter here</a>, but here's the first paragraph:<br><br><p style="margin-left: 40px;" class="bodytext"><em>Dear Mr. Gates:
</em></p><p style="margin-left: 40px;" class="bodytext"><em> </em></p><p style="margin-left: 40px;" class="bodytext"><em>On
Monday, April 16, at 3:10 pm, I was a guest, as I often have been in
the past, on the Fox News Channel. News anchor Bill Hemmer asked me to
profile the Virginia Tech rampage killer. I did so, noting that until
that day the worst school massacre in world history was at the hands of
Robert Steinhaeuser, who literally trained on the Microsoft on-line,
hyper-violent shooter game, Counterstrike. <span style="font-weight: bold;">I mentioned your companyÂ’s
game by name.</span> I explained that the rehearsal for such a massacre is key
to being able to pull it off, as efficiently as Cho, whose name we
didnÂ’t even know at the time. Cho and Steinhaeuser were able to do what
they did the first time because it was not the first time. This is why
the military uses this same virtual reality simulation to train
soldiers to want to kill and how to kill calmly, as the witnesses of
Cho said he did.
</em>The letter ends thusly:<br><br><em>Mr. Gates, pull the plug on Counterstrike
today, or do we need more dead to convince you? "Virginia Tech" was the
9-11 of school shootings, and it appears Microsoft is in the middle of
it, in more ways than one.</em><br><em></em><br><em>Regards, Jack Thompson</em></p><p class="bodytext">
<br>First of all, notice how the first thing he mentions is how he
was on TV; if you think this guy gets off on attention, just wait. The
interesting thing about Jack's letter is that its entire point is to
blame Microsoft chairman Bill Gates for Counter-Strike and how much
death it's caused. This is interesting because, of course, <span style="font-weight: bold;">Microsoft has nothing to do with Counter-Strike</span>!
The game is developed by Valve and published by Vivendi. The Washington
Post writer forgot to fact check before publishing, and Jack Thompson
composed this entire ooh-look-at-me letter to Microsoft without first
making sure that Microsoft actually has any kind of connection to the
game in question.<br><br>Soon after this, Thompson sent another open letter to the Virginia Police Department Chief. You can read <a href="http://www.gamealmighty.com/story-individual/story/Jack_Thompson_Sends_Latest_Appeal_to_VA_Tech_PD/" title="the whole letter here">the whole letter here</a>, but here are the important bits:<br><br></p><p style="margin-left: 40px;" class="bodytext"><em>Dear Chief Flinchum:
</em></p><p style="margin-left: 40px;" class="bodytext"><em> </em></p><div style="margin-left: 40px;"><em>The
news story in yesterdayÂ’s Washington Post proves correct my prediction
to your Department Monday that Cho, whose identity was not even know to
me at the time, would be a video gamer trained to do what he calmly did
on a violent shooter video game.
</em></div><p style="margin-left: 40px;" class="bodytext"><em> </em></p><p style="margin-left: 40px;" class="bodytext"><em>I
went on the Fox News Channel Monday and even identified the game,
Counterstrike, obsessively played by Cho, which was also used by Robert
Steinhaeuser to author what is now the second worst school shooting in
world history in Erfurt, Germany, which he also concluded by killing
himself. These are not coincidences; these are patterns. <br></em></p><p class="bodytext"><em></em>Once again, he starts off by mentioning that he
was on Fox News. He also says that Cho "obsessively played"
Counter-Strike, which is completely unfounded.<br><br>Thompson also implores the Virginia Police Chief, "<em>If your Department really wants to get to the bottom of this, you need to talk to me now." <span style="font-style: italic;"><span style="font-style: italic;"></span></span></em><br>While
the Virginia Police Department tries to pick up the pieces of this
tragedy, deal with potential copy-cat killers, and try to investigate
Cho's threat and motives, <em>Jack Thompson wants to waste their time with
his God-like delusions of authority</em>. He wants to show them the truth,
that it all boils down to "murder simulators." Jack Thompson should be
ashamed of himself. <br><br>Never mind that, according to a <a href="http://i.a.cnn.net/cnn/2007/images/04/17/warrant.pdf" title="search warrant">search warrant</a> (pdf) filed by the Virginia State Police, Cho Seung-Hui had <span style="font-weight: bold;">no </span>video
games in his school dorm. Never mind also that when MSNBC's Chris
Matthews interviewed one of Cho's suite-mates, he said that he never
once saw Cho playing any video games.<br><br>Jack Thompson doesn't
mind, because he still maintains that Cho trained on Counter-Strike. He
even went on Hardball with Chris Matthews and tried to spout his
theories again. Matthews wasn't having any of it, as you can see in <a href="http://kotaku.com/gaming/hardball/clip-jack-thompson-gets-hardballed-253501.php?autoplay=true" title="this video from Kotaku">this video from Kotaku</a>. <br><br></p><p>MATTHEWS: How does the game prepare or drill him in the execution of 32 people? </p><p>THOMPSON:  It drills you and gives you scenarios on how to  kill them.  It gets you to kill with your heart rate lowerÂ… </p><p>MATTHEWS:  I know it is a theory.  And it is a
theory in this case. When was the most recent testimony, and when is it
applied to, that he was involved with Â“Counter-Strike,Â” the video game,
that Cho was? </p><p>THOMPSON:  Cho?  His high school friends.  And, typically, whenÂ…</p><p>MATTHEWS: OK.  Well, he is a <span style="font-style: italic;">fourth-year </span>student at Virginia Tech...</p><p>

As I said before, in the wake of a tragedy like this we are all looking
for answers. We want to know how a person could do something so
horrendous, we want to have some kind of rationalization for an
irrational act. This is a natural reaction and is part of coping. I
doubt we'll ever know what exactly was going on inside Cho's mind in
the time before the shootings, and honestly I don't think we ever
should. <br><br>But
what Jack Thompson is doing isn't helping anybody. He doesn't want to
explain Cho's motivations, he just wants to rationalize his own
personal vendetta against the gaming industry. Thirty-two people have
died senselessly, and instead of helping the afflicted or promoting
counseling for depressed teenagers, Thompson just wants to spew his
hatred. <br><br>Any time anybody under the age of thirty does anything
violent, Thompson is on TV ready to blame the games. What has he ever
accomplished, though? In my tenure as a games journalist I've seen
Thompson call all gamers pot-heads, threaten to sue Wikipedia, sue the
Florida bar, prey upon the families of countless family members of
violence victims to increase his exposure, offer $10,000 to charity and
then refuse to pay, and claim that the Beltway Sniper trained on Halo
just for starters, but this is by far the worst.<br><br>If there was any evidence to support the fact that the Virginia Tech shooter played Counter-Strike, or even played <span style="font-style: italic;">any </span>video
game, I could accept Thompson's crusading as a mis-interpretation of
facts. But, for the lack of such evidence, Thompson just pretends that
there is evidence. Just to clarify, there is <span style="font-style: italic;">absolutely nothing</span>
to suggest that Cho Seung-Hai has played any video games in the last 5
years, but Jack Thompson maintains that that Counter-Strike is the
cause.<br><br>Jack Thompson is delusional. He is an immature, hallow,
self-centered little man who will leave no corpse unexploited to
further his cause. America has experienced the worst shooting in
history. This is a time for encouragement, for empowerment, and for
reflection. This is definitely not a time for hatred, but hatred is all
Thompson is capable of. He has an unrelenting, unmitigated hatred for
video games and all people who play them and he is willing to exploit
even a national tragedy to spread his hateful message. <br><br>There
is no way to argue that video games had anything to do with this
shooting. But, just for the sake of prosperity, could they?<br><br>To
be perfectly honest, in my lifetime of playing video games I have
probably killed over a billion imaginary people, robots, monsters,
vampires, and zombies. I can recognize most widely-produced pistols,
rifles, assault rifles, and machine guns by sight now, thanks primarily
to their use in video games. I know military and counter-terrorism
movement strategies, techniques, and equipment; again, mostly because
of video games. As far as I know, however, I haven't killed any real
people. I've never committed a felony, I've never threatened anybody
with violence, and in the few situations when I've been around real
weapons I've behaved as responsibly as I could imagine would be
possible. Most of my friends are in the same situation.<br><br>The connecting fibers between school shooters is not that they play video games, it's that they play video games <span style="font-style: italic;">and</span>
shoot people. A person who plays video games and then goes on a
shooting rampage can no more blame the games for the rampage than he
could the brand of toothpaste he used that morning.<br><br>If video
games did not exist, those who crave violence would simply find it
elsewhere. It's important to remember that violence is not a recent
phenomenon, while video games are. People have been killing each other
since the dawn of man, not because they learned how to in books or cave
paintings, but because there is something wrong with them.<br><br>I too
would love to find a single thing to blame the violence at Virginia
Tech on. If there was a single thing we could point out as the cause
and lock up, ban, or outlaw, I'd love it. If somebody could suitably
convince me that banning video games on a global scale would prevent
any more violence of the scale of what we saw on Monday, I would gladly
throw all my games into the trash. Anybody can see that it would be
impossible to come to such a conclusion, however. There will always be
crazy people in this world. There will also always be old people who
don't understand the media of the young. Cho Seung-Hui was no more
driven to murder by video games than he was by rap music, rock and
roll, or baggy pants.
	</p>]]></description>
<pubDate>Fri, 20 Apr 2007 10:28:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Point Counter-Counterpoint: PS3</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_point_countercounterpoint_ps3</link>
<guid>http://www.gamebump.com/go/gh_editorial_point_countercounterpoint_ps3</guid>
<comments>http://www.gamebump.com/go/gh_editorial_point_countercounterpoint_ps3#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ps3.jpg" align="right" style="margin: 10px; border: 1px solid black;" /><p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>You probably know that the PlayStation 3 will be releasing in just a few months now, and you've probably been hearing some pretty nasty things being said about the future platform. Spin, hype, hate, and fanboy adoration are quite typical in this business, especially right around the time a big new system is set to release. In this consumer world, we like to break down simple things like colas and videogame machines into lifestyles and factions. Pepsi people hate Coke people, PC people hate Mac people, Nintendo people hate Sony people. People never seem to realize that they're putting way too much energy into drinks, computers, and game systems. So, with a clean  mental palate we're going to examine some of the predictions of doom cast toward the PlayStation 3. Folks, this is Point-Counter-Counterpoint.<br><br>Point-Counter-Counterpoint works like this: we've scanned some forums and picked out 10 of the most common arguments people have made against the PS3. The anti-PS3 arguments will appear in bold, and below them will be an observation by some of our writing staff or other gaming experts.<br><br>Today we have contributing: Gaming Horizon's Editor-in-Chief Shiva Stella, Senior Writer Aaron Dunlap, and Staff Writer Evan Lahti, and a special guest contributor, Ryan Kincaid, administrator of <a target="_blank" href="http://www.metalgearsolid.org">Metal Gear Solid: The Unofficial Site (TUS).</a></p><br><br><br>The PlayStation 3 costs too much!!!<br><br>Shiva: Take a peek at all the games scattered about your desk, tumbling off your shelves, and lying on the floor in front of that great beacon of hope known as the TV. At more than fifty bucks a pop, you're looking at 10-12 mediocre titles that cost as much as the PS3. Which would you rather have Â– a system that'll supposedly last you 10 years or a handful of games you'll never pick up again? I spent $431 for an Xbox 360 that is less intriguing and boasts fewer titles of interest (how many damn rounds of Halo can you people stand?), but I've no regrets, and I won't regret a PS3 purchase.<br><br>Aaron D: The Xbox 360 is $400, right, so it's cheaper than the PS3, right? Well, if you don't want to run Cat-5 cable all over your house to connect your 360 to the internet you'll need the $100 wireless adapter (or a 3rd party wireless bridge, they all cost between $70-$100). If you want to use any of the useful Xbox Live features you'll be paying over $50 a year for it, and if you want to play your games in true HD with HDMI on your Xbox 360 you're out of luck until they figure that one out over at Microsoft. The PS3 may cost more upfront, but you get all the features that other consoles "get you" with. Don't forget, the cheapest Blu-Ray movie player right now costs over $1,000. The PS3 does that and so much more.<br><br>Ryan (TUS): Consumer electronics today have begun to cost more and more, and considering what comes included with the $599 PS3 super-package, I'm honestly surprised that it isn't more expensive. Most people have few qualms against shelling out several hundred dollars to upwards of over a grand to extend their entertainment system or video camera to record their family reunions in needlessly high definition. So I ask, when considering the proposed longevity of the PS3 hardware, why is the price-tag such a problem?<br><br>The specs for the PS3 keep changing, no HDMI support for the $499 version.<p></p><p>Evan: I can't understand why Sony wants to put out a basic version of the PS3 at all. Yes, it's excellent that they both have a hard drive (unlike the Xbox 360 Â‘Core' system), but with the recent announcement of the European launch being delayed and the units available at launch being less-than high, it's curious that Sony didn't simply decide to focus its attention on putting out one model, and making that model perfect. It simply makes things more complicated for retailers and consumers alike to have to think about different features separating the two variants.<br><br>Shiva: A gamer who picks up the $499 "core" version isn't a gamer. I'll rephrase: he isn't a gamer in Sony's target audience, otherwise he would pick up the "full" version. The cheaper version is put out for the people who don't care about hard drive storage or Blu-ray or console bundles or even what games the thing plays; these people only care about price, because over little Jane's cries for Crash Bandicoot and little Billy's wailings for Madden, green is the only thing someone over the age of 25 can understand. As such, no HDMI support for people who don't care about HDMI features (or own a compatible TV) makes a lot more sense rather than charging them for crap they won't use. <br><br>Aaron D: Bingo. The cheaper version is really only for people who would pick a version based on price, the sort of person who doesn't know what HDMI is. In fact, most people who know and care what HDMI are the early-adopter, cutting-edge type people who will want the best and can afford to pay the difference. That's probably why Sony decided not to include an HDMI cord, because people who use HDMI are quality freaks and they'll NEVER use stock out-of-box cables and they probably have a bunch laying around anyway. As for the changing specs, I think Sony did bite off a bit more than they could chew with their initial specifications, but once reality struck they still ended up with a lot of power. I'm pretty shocked that all those memory card formats are still accepted (SD, Compact Flash, et al). They've barely said what those are even for; is it just for watching slideshows of your digital photos? Can you save your game status on them?<br><br>Conversely, not many people have High Definition televisions yet. Isn't it a bit early to start pushing so hard for a technology most can't afford?</p><p> Evan: As Sony is a company that manufactures HD-TVs, it's in their interest to add that compatibility to give consumers another reason to upgrade. There's various numbers about how long it'll take for HD to Â‘replace' standard-feed televisions (just as broadband has all but eliminated dial-up), but it's conceivable that HD televisions will become affordable during the PS3's lifecycle, and for those of us that have been blessed by the high-def gods, it's another reason to take advantage of the highest-quality visual equipment available.<br><br>Shiva: So long as you hook it up to a TV that doesn't support HD and can still play the games, Sony is hardly "pushing" HD. The company that develops a console that is only compatible with an HD TV, however, is. And while companies continue to phase out the old junk and bring in the new, it's more than feasible that the average consumer will spend the next decade moving toward HD.<br><br>Aaron D: The reason nobody has HD sets right now is because there's so little content for it and what content there is remains so underrepresented. Has anyone ever seen the show LOST in HD? It's unbelievable, but nobody ever thinks, "I should buy this crazy new technology so I can see LOST in better picture." As movies and videogames are now moving toward HD, the people should start moving with it. Personally, I hope the developers for the PS3 do a better job of making sure their games look alright in standard definition as well; there have been a few games that are literally unplayable in SD (King Kong, Dead Rising among them). Besides, people tend to buy a new television every 5-7 years; so if they don't have an HDTV now, their next one should be Â– and their PS3 will be waiting for them.<br><br>No "shock" in my Dual Shock. Is cheesy tilt-sensing worth the loss of force-feedback?</p><p> Evan: The vibration function is an often-overlooked feature by gamers, or at least one we've grown to take for granted since the days of the 64's "Rumble Pak." It's unfortunate that Sony's legal situation means developers won't have another way of immersing us within the experience, but adding a simple axis-tilt input does allow them another avenue for adding unique gameplay experiences (I've no doubt Kojima has a long list of ways he'll implement this in MGS4).<br><br>Aaron D: Indeed, it is sad that Sony's patent issues somehow forced them to drop the vibration feature. It's also sad that, in attempt to replace it with something else, they had to emulate Nintendo's Wii controller so shamelessly. One nice thing is that, without the rumble motors, the controller feels really light in your hands. I think once people get over the loss, however, losing rumble won't be too big of a deal. I'm looking forward to some games that make good use of the tilt sensing.<br><br>Shiva: I'd rather have a game respond to my direct actions than a controller that spends most of its "vibrating" responding to cutscene explosions anyway. The tilt-sensing feature could make control schemes much more intuitive; do you really enjoy a controller that gives you a little motion when Bob falls out of an airplane and lands on his head?<br><br>Sony says they won't have enough consoles to ship for launch. Only 500,000, they say.</p><p>Evan: The launch is important, but what's more vital to the console's success is how many units Sony can put out by the end of the year. If Sony can produce close to another 500,000 by year's end (a spokesperson has said that 1 million to 1.2 million units will be on shelves in North America by December 31), it will be positioned well.<br><br>Shiva: Show me a console in gaming history that has launched with "enough" units to meet demand created by advertising. The affront from Microsoft came from a company still touting a system that nobody but Aunt May, who worked at Best Buy, could get a hold of. So long as Sony lets the system speak for itself and doesn't launch a blow-out campaign that makes the rest of the population want to commit suicide because Walmart's out of stock, the company should be fine. <br><br>Aaron D: Exactly, Shiva. I can't remember any console launch that wasn't preceeded by some cheesy "Oh No We Didn't Make Enough of Them!" drama. It's just a ploy to raise hype and demand. If people think they're hard to get, they'll want them more. The downside is that when the console launches and people have to buy them on eBay for Christmas presents, they'll have to pay even more money for them.<br><br>Sony is putting way too many figurative eggs in their metaphorical Blu-Ray basket. End users don't really care about formats so long as they work.</p><p>Evan: Much as the inclusion of the DVD format may have pushed many gamers over the edge to purchase the PS2 ("Hey mom, it can play movies too!"), if Blu-Ray ends up edging-out the HD-DVD format, it's another quality that'll make the system more versatile, which is never a bad thing.<br><br>Shiva: I've spotted several Blu-ray format new movie (DVD) releases in the past few months, but I haven't heard a peep from the HD-DVD camp. People like to compare the VCR format war of the 80's to the Blu-ray/HD-DVD "war" we've got now by claiming that what happened before will happen again Â– cheap people will win the day, and Blu-ray will go the way of Sony's special tape format. But gamers aren't traditionally cheap people, or they'd be watching The Simpsons or playing board games for entertainment instead of wasting away with EA's Sims Something or Other. <br><br>Ryan (TUS): In contrast to Evan's comment, the growth surge of the DVD format could in part be attributed to the success of the PS2. As more and more people gained access to playing DVD movies on their consoles, they found more of a reason to invest in movies. I'm sure Sony is betting on this as well with Blu-Ray, as the format isn't exactly booming at the moment. On the topic of whether or not gamers care about the format, I have to disagree. When the Nintendo 64 was released as using only cartridges, the response wasn't exactly positive. And moreso than with gamers, game makers expressed their disdain quite clearly. A better format means more developer adoption, and with the massive storage capacity of Blu-Ray, developers have already begun to voice their approval.<br><br>Developers say that the PlayStation 3 is difficult to work with or that the Cell processor is a pain to program for.</p><p>Evan: We heard similar qualms at the advent of the PS2's "Emotion Engine." As game makers start to develop an understanding of how to get the most out of the Cell processor over time, I'd expect a considerable visual gap between PS3 launch titles and games down the road.<br><br>Shiva: A PC can be "hard" to program for unless you understand its workings and know what you're doing. Given time, developers will start to tame the beast. It's sort of like Newton's Law of Gravity Â– all launch games suck; it's universal. The visuals and physics will improve as devs devote the time to master the hardware. Also, email me the name of a programmer who is not a whiny bastard.<br><br>Aaron D: I've talked to a few developers who say they've been having problems indeed (they'll only say that off-the-record, of course), but who knows for sure. What a hard-to-program-for platform means is this: really good exclusives, really bad ports. The people designing games  just for the system will have to become very familiar with how the platform works (they can't just "bang out some code"), and companies designing multiconsole games won't be able to spend enough time focusing on each individual system's version so you'll end up with some buggy ports.<br><br>Ryan (TUS): In the same vein, the 360's development tools could be considered too easy, or point-and-click. Or, if I was feeling snarky, "amateuristic". "Difficult" is a subjective term and many developers, such as those working on Full Auto 2, have voiced their approval of the PS3's development kit, stating that the kit seemed to be extremely adaptive and easy to program for. Supporting this view is the fact that the PS3 is based on open (or publicly available) programming standards such as PSGL, COLLADA, and OpenMAX. This opens the door for would-be game designers to more realistically start work on PS3 homebrew games and applications. Microsoft has only recently adopted this concept with their XNA Game Studio kits for Windows and 360.<br><br>The PS3 launch library is pretty slim, only 13 titles or so. <br>Evan: This could be bad news. There's been some talk that Sony didn't make development kits for the PS3 available as early (or in a completed form) as it could have, but at the same time, developers understand that they've got a guaranteed group of purchases, and they have to take advantage of that early opportunity to make bank and create a reputation for the system. Either way, with a dozen-plus titles, the PS3 could still cover the necessary bases for a successful software launch: a fighting game, a racing game, a AAA first-party release, major sports titles, more than one shooter, a party game, and something with a lot of replay value. Games with solid multiplayer modes are also vital. We'll see.<br><br>Shiva: It doesn't matter how many launch titles will be available, because they will all be nothing more than a graphical introduction to the might that is the PS3. And they will all suck. It would be slightly pleasanter to have a larger variety of titles to choose from, but almost anything would be better than Kameo (no offense to the Kameo crowd).<br><br>Aaron D: Kameo wasn't THAT bad. The water boss did suck though. But yeah, launch titles are practically destined to suck, so I don't usually bother with them. I usually buy one or two games that I know I'll be able to get a few months out of, and once developers have had time to complete some decent games, I haven't wasted a bunch of money on crappy launch titles. The Xbox 360 is nearly a year old now and there are less than 5 titles that are really worth the effort. Lets not forget that the PS3 will have COMPLETE backwards compatibility, so you can still play all your PS2 games while you wait for some good PS3 ones.<br><br>Ryan (TUS): Actually, the last I checked, the roster was at around twenty or so titles for launch. Moreso than the 360, if memory serves correctly. But honestly, when have launch games ever been a clear indication of hardware potential? It took games like Metal Gear Solid 2 and Final Fantasy X to show developers and players alike just what exactly the PS2 hardware was capable of before we started to see a majority of the more impressive titles.<br><br>Where's the innovation? Xbox and Nintendo are trying new things and the PS3 seems like "Just another PlayStation." <br>Evan: "Just another PlayStation" is not necessarily a bad thing. Sony has hung its hat for more than a decade on bringing a diverse line of quality third-party content to gamers. Sony's online infrastructure is still completely unproven, and that's something that Microsoft seems to have locked down, but innovating on the software level is something Sony should be able to continue to provide.<br><br>Shiva: It's not just about hardware Â– 99% of it comes down to games. I bought an Xbox for KOTR, and I'd do it again (I'd probably have to, thank you semi-backwards compatibility). Nearly all of Sony's recent success came from repeatedly releasing good quality and diverse titles. <br><br>Aaron D: At their E3 conference, Sony said the PS3 is "not about gimmicks." Cut to footage of that EyeToy card battle game. Anyway, I think the Wii has people in a daze about gimmicks, as Nintendo may have finally found one that will work. In the end, though, sometimes you just have to realize what you're good at and focus on it. <br><br><br>Why is Sony staying so quiet about the PS3 if this huge new system is going to be launching in 2 months? Where are the ads and the hands-on reports? Are they hiding something? I've fallen and I can't get up! <br>Evan: Instead of simply banking on being able to carry over its userbase from previous hardware, Sony does need to take initiative and convince gamers that its console is worthwhile and represents a genuine contrast to the Xbox 360. I've been pretty disappointed with how Sony's PR has pitched the system thus far, but I think the company does seem more concerned with just getting the launch off the ground rather than aggressively marketing the PS3 and committing funds to that cause.<br><br>Shiva: If they're expecting a shortage then they're playing it safe and keeping the gaming community from getting as pissed off as it would be if Sony touted a system it didn't have to sell. Who said multi-billionaires never screw up? <br><br>Aaron D: I am a bit surprised how little we're hearing about the PS3. Though, in the months preceeding the Xbox 360 launch I was so utterly sick of hearing about it I couldn't wait for the thing to release just so everybody would stop talking about it. I would love to see those God-awful PSP commercials get replaced with some cocky PS3 commercials, as long as they aren't as racist and insulting as the PSP's. It's just kind of spooky that Sony hasn't made a peep in the mainstream about their supposed end-all console.</p>]]></description>
<pubDate>Mon, 11 Sep 2006 22:02:00 -0500</pubDate>
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<title>GH Editorial: Politicians Fiddle While the US Burns</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_politicians_fiddle_while_the_us_burns</link>
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<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Nate Francis.</i></p>
Politics in the United States has always had its sordid little moments. Even leaving behind the historical missteps among earlier generations of politicos, we need look back no further than the 1990's to begin assembling an impressive catalog of silliness, incompetence and downright malfeasance from state legislatures all the way to Pennsylvania Avenue. In this age of 24/7 wall-to-wall news coverage, our national political edifices have captured our imagination, scorn and contempt like no other.<br><br>Remember me? I'm guilty.


Any gamer can kick back on his beanbag, toss down a few shots of warm Coca-Cola, and immediately bring to mind any of dozens of congressional, judicial and presidential scandals. I mean, just riffing off the top of my head, we have:<br><br><ul><li>Bill Clinton perjures himself in grand jury testimony</li><li>Oklahoma judge Don Thompson loses his job after being caught using a penis pump under his robes while court was in session</li><li>House Speaker Tom Delay retires from the House in the midst of grand jury probes into the legality his various political activities</li><li>Representative William Jefferson is videotaped accepting tens of thousands of dollars in bribe money; the cash is later recovered from his freezer<p></p></li><li>President Bush launches a war on Saddam Hussein's Iraq based on faulty and/or contrived intelligence</li><li>Vice President Dick Cheney shoots his hunting partner in the face</li><li>Representative Cynthia McKinney assaults a capitol police officer</li><li>Representative Patrick Kennedy wrecks his car at 2am in Washington D.C. while under the influence (of something); escapes a sobriety examination by claiming he was "on his way to a vote"The entirety of Congress allows comprehensive illegal immigration legislation to die</li><li>And now, word that both Dennis Hastert and John Murtha could be in ethical trouble for extremely shady earmarks</li></ul><br>Clinton, Thompson and Delay, of course, have since left public service. The rest of those miscreants? Still currently "governing" you and I.<br><br>Seriously. With politicians of this caliber, who really needs enemies like Iran and North Korea?<br><br>

Now, these paragons of virtue are once again turning their vigilant eyes to electronic gaming. Why?<br>




<br>The creamy filling of evil.


In the pantheon of societal ills, we can make a reasonable argument that game-related violence falls far down near the bottom of the list. Now, I'm not blatantly dismissing the results of innumerable studies done on the subject of gaming-related violence; while many studies are obviously flawed or biased, the data does seem to indicate that exposure to violent game content, realistic or not, heightens aggression in the people who are exposed to it for at least a short period of time. What has never been established, of course, was whether this aggression led directly to the committing of violent crimes. Sure, some people have gone to court with the claim "Well, I saw it in Grand Theft Auto, so I did it." However, other people have claimed every motivation known to man - "The Devil made me do it", or "My blood sugar made me do it". <em>Have we legislated against the Devil? Twinkies?</em> No.<br><br>Further, anecdotal evidence would seem to take some of the air out of the anti-gaming lobby's sails.<br><br>Consulting the FBI's compiled Ten-Year arrest records for 1995 to 2004, we see that felonious violent crime among offenders 18 and under dropped by a whopping 31.1 percent. This includes crimes such as murder, forcible rape and aggravated assault. In other words, the crimes depicted in highly-scrutinized games like Grand Theft Auto and Postal dropped by significant margins in a time where the most violent of videogames were in their heyday. While the "other assaults" category noticed a small up-tick of 7.6 percent (which is easily as attributable to the movie "Fight Club" or the Break.com website as it is to gaming), overall crime by juvenile offenders was down by a significant figure of 22.2 percent for all categories of crime.<br><br>This, of course, happens to coincide with the release and popularity of some of the most violent, sadistic, sexualized titles known in the industry. We passed from the cartoony slaughter of "Wolfenstein 3D" to the ultra-realistic gore of "Soldier of Fortune 2". The car chases of "Spy Hunter" gave way to the car chases of "Grand Theft Auto: San Andreas". Graphics acceleration brought us from the "Karate Champ" dark ages to the beat-down enlightenment that was "Tekken 4".<br><br>So, inexplicably, as our gaming technology allowed us to cut closer to a cinematic level of violence, crimes that Congress believes are exacerbated by this trend are, in fact, dropping at a rate which even Rudy Giuliani would be proud of.<br><br>

So why the attention?<br><br>But who will save the children?


Simple. Look at the list of governmental misdeeds outlined above. It is by no means exhaustive. This is a government that, on both sides of the aisle, needs distractions to keep the votersÂ’ eyes as far away from the shortcomings of our elected representatives as possible. Violent games such as the aforementioned GTA series are a low-hanging fruit; a trough that our fattened, embattled politicos can waddle up to and sate themselves from, in stomach-turning displays of faux-bipartisanship. They get their photo op; they get to look tough for some older constituents by bullying game industry-types from their unassailable bully pulpit. While the business of the country remains an undignified mess - no immigration legislation, the war in Iraq, and ethics violations running rampant - for a moment, politicians can play at 'doing their jobs'.<br><br>Who pays the price for that type of governance? We all do.<br><br>It's been said that in America, "you get the government you deserve". I'm not sure what type of calamity I was responsible for in another life, but I don't recall anything I've done in this one to deserve this incompetence masquerading as governance.
	]]></description>
<pubDate>Mon, 26 Jun 2006 17:19:00 -0500</pubDate>
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<title>GH Editorial: Hearing Impaired</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_hearing_impaired</link>
<guid>http://www.gamebump.com/go/gh_editorial_hearing_impaired</guid>
<comments>http://www.gamebump.com/go/gh_editorial_hearing_impaired#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>On Wednesday, June 14, 2006, the Committee on Energy and Commerce, a subcommittee of the US House or Representatives, held a hearing titled (why do these things need titles?), "Violent and Explicit Video Games: Informing Parents and Protecting Children." 

</p><p>As you may have heard, the outcome of this event was not entirely in the best interest of gaming as a whole. The gist of their conclusion, after questioning the head of the ESA, the President of the ESRB, the Director of the FTC's Consumer Protection bureau, Wal-Mart's VP of merchandising, and three game/health experts, was that violent videogames are akin to pornography in their harm for children and that the ESRB is at fault for letting something like Hot Coffee (which was a terribly isolated incident that would be nearly impossible to reproduce) defile our children.

</p><p>I watched most of the hearing live, before the video feed suddenly cut out once things started getting good, and throughout the whole hour and a half of viewing I was consistently flabbergasted by the ignorance and misinformation that the Senators conducting the hearing were dealing with.

</p><p>It is extremely apparent that these people, the ones wielding the power of the entire Legislative branch of our government, have little to no experience in the actual "world" of game playing. Every bit of evidence or material they used in their favor was misrepresentative, illogical, or flat-out wrong. 




<br>Congressman Stearns
</p><p>Take, for example, the video clips that the Senators showed after each of the attending introduced themselves. Congressman Cliff Stearns (R. Florida) prefaced the video with something to the tune of, "this should give you an example of the type of material found videogames today." A series of clips then played, mostly from various Grand Theft Auto games, one from San Andreas where the player flew a plane into a building, another from the same game where the player stood on a street corner and shot civilians from a distance with a sniper rifle (even, gasp, <em>police officers</em>), and then a cutscene from Vice City where the main characters complete a drug transaction in a comically farcical way.</p>

<p>What they failed to mention was that all the footage of "acts of violence" they showed were all completely player-choice. The game does not require or even reward you for crashing planes into buildings or sniping police officers; it means that whoever recorded that clip decided on his own volition to see how violent he could be. A player could go through any Grant Theft Auto game and never harm any person who did not attack him first; any violent acts taken out upon strangers or non-combatants is entirely the player's choice.

</p><p>And the clip of the drug deal, come on... you can watch <em>real</em> drug deals on The Discovery Channel, and there is fictional drug trading in many movies and television shows. 

</p><p>Much more misinformation was bartered in regard to the "Hot Coffee" element of GTA: San Andreas that most people don't even understand.

</p><p style="margin-left: 40px;">What People Believe About "Hot Coffee"
</p><p style="margin-left: 40px;">In the game Grand Theft Auto: San Andreas, you can enter in a secret code (most people believe that code to be "hot coffee") and you enter a secret level where you engage in scenes of sex and rape. Any person can buy a copy of San Andreas and enter this code to unlock the illicit material. Because this fully explicit material exists in a game rated M (Mature; 17+), the ESRB made a grave mistake by not discovering this material and giving the game an AO rating.



</p><p style="margin-left: 40px;">What REALLY Happened With "Hot Coffee" 
</p><p style="margin-left: 40px;">When Rockstar was creating San Andreas, they planned to include in the actual course of the game this scene where CJ (the player's character) and a woman engage in consensual sexual intercourse at the woman's request, even. Rockstar (wisely) decided late into the development cycle that this material would be offensive and cause too much trouble. This sceneÂ’s programming was already integrated into the game's architecture and would therefore be very time-costly to actually remove, so they <em>unlinked</em> all triggers in the game that would cue the scene. In the game as it shipped, there was absolutely <em>no way</em> that this scene could ever be triggered. You could play the game ten thousand times and the sex scene would <em>never</em> show.

</p><p style="margin-left: 40px;">Later, some software crackers discovered this content in the PC version of San Andreas and created a software patch that would hack the game files and make it so this scene could be viewed in-game. 

</p><p>To unlock this scene, a player would have to go onto the Internet and find this very complicated unlock patch and apply it himself. This is the only way the "hot coffee" scene could ever be viewed in the game.

</p><p>While the player was online looking for this patch he could also have downloaded all the illegal child pornography he wanted, but this is not what concerns these Senators. They are concerned for our children's safety because someone could buy a $50 piece of software, play it for at least six hours to get to the part of the game where the sexual content takes place, and manually install an (illegal, according to the DMCA) patch to play a humorous sex minigame. 

</p><p>Nevertheless, almost immediately after "hot coffee" was discovered, the ESRB changed the game's rating to AO (Adults Only) and every single copy of the game on store shelves was recalled and sent back to the manufacturer until a version could be authored where it would be completely impossible to unlock the scene. That part, nobody seems to know about.

</p><p>Senator Stearns, addressing the representative from Wal-Mart, said, "All a child would have to do to buy this game on your website would be to click this, 'I agree that I am over 18' button and he could buy the game and then enter the 'hot coffee' code to view sexual materials." One of Stearns' assistants leaned in and whispered something in his ear then, most likely something to the tune of, "they fixed the game so you can't view that scene anymore," but Stearns continued, "Ok.. but a child <em>could</em> have just clicked that button to get the game!"

</p><p>Right, and he'd also need a <em>credit card</em>. Not to mention, even the most law-abiding and child-protecting pornography websites on the Internet can only verify that a customer is over 18 by requiring a credit card and asking that he click a button to confirm that he's over 18. If it's good enough for porno, it should be good enough to make sure nobody buys a videogame who isn't supposed to be. 

</p><p>And if children are using their parentsÂ’ credit cards to make online purchases at Wal-Mart willy-nilly, should we blame Wal-Mart or maybe the parents not paying attention? Obviously the Senators want to protect the parents from having to become responsible for their own children.

</p><p>The real loser in this subcommittee hearing was the ESRB. Patricia Vance, the President of the ESRB, was there for questioning but was obviously unprepared for this last-minute hearing and was too-easily flustered by the Senator's too-easy questions. 

</p><p>The ESRB, for the uninitiated, is an independent foundation started by the ESA that assigns age ratings to every videogame sold at any retail store. They do so by asking game developers to provide a thorough list of all mechanics of the gameplay and any material (in context) that would be offensive, and to include gameplay videos of certain scenes. It's in the publishers' best interest that they be honest, as the rating of their game defines what stores will sell it and how many parents will allow their children to play it. 

</p><p>Senator Stearns got hung up on the notion that it's called the Entertainment Software Rating <em>Board</em> and it's not an actual Board of people who sit around a conference table and discuss all 1,100 games that are released each year. The games themselves are reviewed by volunteers who have no ties to any game publisher, developer, or company. 



<br>Dr. Kim Thompson; kook.

</p><p>Dr. Kimberly Thompson, a shrill-voiced professor of "Risk Analysis and Decision Science" at Harvard's School of Public Health, has a definite grudge against the ESRB. She and her researchers do their own ratings of certain games and chides the ESRB for how "inaccurate they are." For an example of how this woman's mind works, she has stated before that the gameplay of Pac-Man is "64% violent" and at this very hearing tried to denounce the ESRB's ratings by saying that "60% of games rated E (age six and up) by the ESRB reward players for 'injuring other characters." Yes, this includes Mario, for he jumps on turtles which apparently incites youngsters into fits of carnal rage.

</p><p>The conclusion of the whole hearing, which was decided before it started, was that the ESRB is doing a poor job and should change the way it reviews games Â– including a serious suggestion that they <em>play</em> every game they review, instead of relying on publisher-provided details.

</p><p>The fact that anybody could say this with a straight face demonstrates how little these people even consider gaming. One senator who agreed with this idea stated earlier that he liked to play Civilization IV and after many hours still hadn't mastered it. By a generous estimate, it would take over 100 hours to see everything the game Civilization has to offer. A game that you can beat in under five hours is considered to be "too short" by us reviewers, and even a game that you could beat in five hours would take another five hours just to see every corner of the game; and consider then that some games unlock new content only after you've beaten the game a certain number of times. Consider also a game like Grand Theft Auto: San Andreas where the gameplay is, aside from the scripted missions, entirely open ended Â– so it would take an infinite amount of time to see "everything" in the game because what happens is up to you. Consider still that as the ESRB would be reviewing the games for content and not speeding through like the average player, the ESRB reviewers would be forced to play very slowly and deliberately and to take notes for each event.

</p><p>If the ESRB spent a generous 10 hours on each of the 1,100 games that release in a year, it would take over a year to review a year's worth of games. Also, the ESRB would have to receive completed copies of the games in order to review them, so if they received a too-high score they would have to spend months and months just removing one scene/weapon/character and bug-testing for any errors that removal might have caused. In short, forcing the ESRB to play every game through to completion, if not entirely impossible, would cripple the game development process and would (like the government loves to do) stifle creativity. 

</p><p>The ESA's Doug Lowenstein said two very powerful things that were completely ignored. "<em>Defining this industry based on its most controversial titles would be like defining the film industry based on Kill Bill, The Texas Chainsaw Massacre and Natural Born Killers,</em>" and "<em>Our research shows that the average gamer now is 33 years old. These are not kids.</em>"

</p><p>That doesnÂ’t matter when Congress is on a vendetta and will allow no facts, logic, or sense of decency to stop them from protecting these imaginary children who will go completely bonkers if they see a woman's breast. 

</p><p>The ESRB is not the culprit here. Wal-Mart, or any retailer, is not the culprit here. The developers making violent or sexual content aren't the culprit here. The culprits are these old cronies who refuse to understand the basic principles of the matter. 


  Trying to condemn videogames based on a few acts of player-motivated violence is akin to condemning books based on the fact that if you rearrange letters and words, you get satanic rituals and descriptions of rape. 
  Chiding a store for allowing a child to circumvent their safety policies is akin to blaming Borders if a child buys a mystery novel that includes scenes of murder or sex.
  Blaming the gaming industry for Hot Coffee is akin to blaming a book publisher if someone draws a penis on a page from a book with a magic marker.


 
</p><p>I'm using books for that metaphor because books are something people understand. You can learn to make bombs from books, you can read about how to burn down a house for the insurance money, you can learn what was going through Charles Manson's head in the 1960s, and you can read the hate-filled words of zealots, dictators, racists, bigots, murders, rapists, and extremists, but nobody cares because they're books. We hope that parents would keep children from reading harmful books, but we don't chide everybody <em>but</em> the parents if they donÂ’t.
</p>]]></description>
<pubDate>Fri, 16 Jun 2006 15:14:00 -0500</pubDate>
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<title>GH Editorial: Late Adopters</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_late_adopters</link>
<guid>http://www.gamebump.com/go/gh_editorial_late_adopters</guid>
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<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>Sony released some surprising data recently. In a statement sent directly to industry media titled, "<span style="font-style: italic;">PS2 and PSP Continue to Outsell Current and New Generation,</span>" Sony gloats that the PlayStation 2 has sold more units in May than the Xbox 360 and more PSPs in May than the Nintendo DS and GameBoy Advance.<br><br>First of all, since when is Sony allowed to do this? That is, release unprovoked to the world that their systems are selling more than everybody else, neener neener neener. Granted, most of the "news" in this industry is generated by the subjects of the news anyway, but this kind of pushes it. This kind of self-congratulation really stinks of poor sportsmanship, and makes you wonder what the company is so afraid of that they'd need to come from left field with a response to some imaginary arguer.<br><br>It's like if some stranger standing behind you in a checkout line randomly proclaims, "I'm not crazy!" which both raises and confirms the notion that he probably is.<br><p></p><br><br>The second thing that this press release comes to mind is some kind of social bewilderment. From the press release:<br><br><div style="margin-left: 40px;"><em>Six years after its initial release, consumer demand for the PlayStation 2 remains strong and it continues to be the most popular console on the market, outselling new generation hardware.  May NPD data showed that PlayStation 2 sold close to 232K units compared to Microsoft's Xbox 360 which sold 221K units<br><br></em></div>Maybe I'm equipped with too simple a mind, but I refuse to believe that over 200,000 PlayStation 2s sold last month in the US. Who are these people that after six years of the system being released, just now say to themselves "Hmm.. maybe I should get one of them PlayStations"? Are they just now hearing about it? If so, we must not be doing our jobs.<br><br>I guess some people in 2000 saw the news reports for the PS2 and decided to wait five or six years until the price was right. About 230 thousand people or 7 in every 10,000 Americans decided May of 06 was the time to buy a PS2. The wait must make it all that more satisfying. <br><br>The article also purports that 152,000 GameBoy Advances sold last month, which is even more confounding, considering the DS plays GBA games and more. To a lifetime gamer the idea just seems foreign, but these numbers suggest that there's a market of gamers beyond what most people would consider: some kind of ultra casual gamer, who doesn't care whether there's newer consoles on the way or better versions of the same thing, they just care about price and packaging. These people obviously do not read sites like this or follow the industry at all, they just treat game purchases how I might treat the purchase of a hairbrush: whatever's cheapest and does the job. These people at the tip of the "long tail" of consumers obviously comprise a significant share of game companies market, which suggests why so many people are quick to accept the notion that videogames are simply products, and would have no problem with government legislation controlling the sale of such to minors.<br><br>It also means that first-sight appeal, name recognition, and price have a lot to do with long-term sales. The PS2 probably sold more units to the unfamiliar ultra casual gamers because everybody's heard of the PlayStation 2 and it has a pretty reliable image for mainstream gaming (versus the still-cheaper GameCube's unshakable childhish image). <br><br>You've got to wonder if in 7 years, people will be choosing the PlayStation 3 or something called Wii.<br><br>But seriously, who are these people only now buying a PS2? Get with it, people! <br><br>Oh, and welcome to videogaming. <br><br>
	]]></description>
<pubDate>Mon, 12 Jun 2006 23:05:00 -0500</pubDate>
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<title>GH Editorial: Digital Protest: Artist Uses U.S. Army’s Video Game to Make a Statement</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_digital_protest_artist_uses_us_army’s_video_game_to_make_a_statement</link>
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<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Evan Lahti.</i></p>
If the need ever arose for a full-scale digital war, weÂ’d
certainly be prepared. AmericaÂ’s
Army, the free, downloadable, state-sponsored shooter, has registered more than
7 million recruits since its release in 2002. Produced and developed by the
U.S. Army, the game puts players in the boots of the modern American warrior; and
more so than most run-of-the-mill military titles, AA is centered around
representing the actual training, methods, and tactics of a soldier in the U.S.
Army. As the gameÂ’s <a href="http://americasarmy.com/">official website</a>
bills, itÂ’s an Â“entertaining way for young adults to explore the Army and its
adventures and opportunities as a virtual soldier.Â” But alongside the gameÂ’s
popularity, AmericaÂ’s
Army has been flanked by debate. Educators, game-makers, politicians, and
citizens alike have raised concern over why their tax dollars were used to
produce a video game, never mind a Â“propagameÂ” designed to reach youngsters.



<p class="MsoNormal">Despite the backlash regarding its nature as a marketing
device, AA has continued to be well-liked among gamers - more than 120,000 new players
enlisted in the month of May alone. Compare this to the actual enlistment of
the U.S. Army at 700,000, and you get an idea of the immense draw that a free, violence-driven
game carries among young adults.



<p class="MsoNormal">But amongst these millions of digital conscripts, lost between
binary bullets, simulated grenade fire, and online campaigns is an individual
seeking not to take down terrorists or secure imaginary objectives, but to
subvert Â– to add his voice against the backdrop of virtual war. An artistÂ’s
voice. A voice of memorial and reality.



<p class="MsoNormal">Since March, Joseph DeLappe, art professor at the University
 of Nevada in Reno,
has been using the AmericaÂ’s
Army game as an online gaming performance and protest of the war in Iraq.
Under the callsign Â“dead-in-iraq,Â” DeLappe logs into the gameÂ’s servers and proceeds
to list the names of the killed American personnel via the chat interface, one
by one. Much like a real protester or non-combatant, he doesnÂ’t fight or
involve himself in the game whatsoever.



<p class="MsoNormal">Â“I pondered this idea for well over a year,Â” recalls the
43-year-old artist. Â“I was really uncomfortable with it. ItÂ’s so realÂ…those are
real people,Â” DeLappe says of the names he lists. 



<p class="MsoNormal">In speaking with DeLappe, he emphasized the difficult nature
of his work. Â“ItÂ’s a depressing project,Â” he notes, Â“you get a sense of the
insanity of war.Â” Between typing the names out one at a time, which DeLappe
describes as a Â“very physical act,Â” and watching players willingly simulate war
before him, one would think that the juxtaposition would take a toll before too
long. But DeLappe recognizes that he has a long road ahead of him. 



<p class="MsoNormal">Â“As an artist, when youÂ’re uncomfortable with something, it
usually means youÂ’re on to something,Â” he says. DeLappe intends to continue inputting
names on a regular basis until the Iraq
war comes to a close. At time of publishing, heÂ’s entered 505 of the total
2,460 recorded American servicepersons killed in action in Iraq.




<p class="MsoNormal">The memorials for 9/11 in New York City
was one of the things that inspired DeLappeÂ’s project initially, but the online
performance doesnÂ’t represent his first foray into the digital domain. DeLappe,
who holds a Masters degrees in Fine Arts and another in Computers in Art and Design
from San Jose State University, has been exploring less-conventional visual,
digital, and interactive forms through his work for more than 20 years.



<p class="MsoNormal">Â“I would consider myself a critical gamer,Â” he explains.
Â“IÂ’m really curious about where this stuff is going and how itÂ’s utilized [Â…]
you have this really high-tech gamespace, but I really am attracted to the
combination of analog text input in that context.Â”



<p class="MsoNormal">An example of DeLappeÂ’s fascination with this dichotomy came
in 2003, when he made use of a different game for his online stage, the World
War II-based <em>Medal of Honor: Allied
Assault</em>. Here, he recited the stanzas of Siegfried Sassoon, a WWI poet.
Â“What I discovered was the way poetryÂ’s designed, it fits really well in the
text messaging system,Â” DeLappe recalls. Â“I started thinking about the environments
as being very theatrical.Â”<p class="MsoNormal">

<p class="MsoNormal">This realization, among others, fueled DeLappe into additional
game-situated projects, including the more lighthearted Â“Quake/FriendsÂ”: an
online recital of an episode of the popular sitcom, <em>Friends</em>, within <em>Quake</em>.
His website, http://delappe.net, says that the group performance was Â“intended
as a parodic mixing of popular entertainment to create a temporal occurrence of
clashing inanities.Â” Another project performed a text-reenactment of the 2004
debates between George W. Bush and John Kerry across three different online
games (<em>The Sims</em>, <em>Battlefield Vietnam</em>, and <em>Star
Wars Jedi Knight II: Jedi Outcast</em>) Â– with more than 50,000 characters of
text and roughly eight hours needed for each recital, the artist estimates.



<p class="MsoNormal">While his online, usually politically-tinted performances
are certainly unique, Â“dead-in-iraqÂ” represents DeLappeÂ’s first direct,
protest-style stage. Trying to use the ArmyÂ’s own recruitment tool against them
is no small task, but how does the military respond to DeLappeÂ’s online demonstration?
Paul Boyce, U.S.
Army Public Affairs Specialist stated this reply to my inquiry: Â“AmericaÂ’s
Army is open to virtual participation in an authentic U.S. Army experience to
players throughout the United States.
The Army does not limit participation unless there is negative impact on
other players' experiences. As such, unless an individual uses foul or
insensitive language, or is otherwise ruining gameplay for others, the
management of America's
Army takes no action.Â”<span class="postbody"></span><span class="postbody"></span><span class="postbody"></span>



<p class="MsoNormal">While the response indicates that the Army isnÂ’t too worried
about losing potential recruits through DeLappeÂ’s actions, Â“ruiningÂ” is an<span class="postbody"></span><span class="postbody"></span>
interesting word in this context, and begs the question - do players of AmericaÂ’s
Army have a right to a Â“pureÂ” playing experience free of outside interests like
DeLappeÂ’s? Though his recital of names is arguably less disruptive than the
hackers and team-killers often present in online games, according to DeLappe, many
gamers respond negatively to his performance. Â“TheyÂ’re upset that IÂ’m
interrupting their game Â– maybe I didnÂ’t understand the level that people were
absorbed,Â” he noted, emphasizing that most players within AmericaÂ’s
Army are more concerned with the disruption of the gameplay than anything else.
Understandably, gamers want to protect their own immersion within the
experience, and some feel passionately that DeLappe shouldnÂ’t be allowed to intrude
upon their play.<span class="postbody"></span>



<p class="MsoBodyText"><span class="postbody">In a May 24 <a href="http://forum.americasarmy.com/viewtopic.php?t=216894">post</a> on the </span><span class="postbody">America</span><span class="postbody">Â’s Army official forums, the user Â“WestudiÂ” had this to say regarding
DeLappeÂ’s interventions: Â“This isn't </span>freedom of speech. If I were a server admin I would ban
him. He can write an editorial, or do a plethora of other things that are protected
under the notion of freedom of speech. Going into a server paid for by someone
else, and doing this against their wishes is not protected under freedom of
speech.Â”

<p class="MsoNormal"> <span class="postbody"></span>



<p class="MsoNormal"><span class="postbody">Another forum-goer on the Game Politics
forums, Â“diehardskeptic,Â” agreed. </span>Â“Personally, I'd kick him out of a
game I was hosting because he wasn't participating in the game. The idea that I
should be subjected to someone else's ego trip just because we happen to be inhabiting
the same virtual real estate is foolish. He's welcome to do his thing (for
which I give him credit for using an unusual method for his
&quot;protest&quot;) and people are welcome to ignore or ridicule him,Â” a May
18 post read.<span class="postbody"></span>



<p class="MsoNormal">Other gamers, like 21-year-old Antonio Barrientes, seem a
little more understanding of DeLappeÂ’s methods. In our interview, Barrientes
talked about how he felt that while DeLappe isnÂ’t doing anything wrong through
his protests, he wondered if it was the best setting to get his message out. Â“Particularly,
I think he has a right to do this. The only thing I doubt is whether it's the
right form of communication,Â” the California
native noted. Â“America's Army may well be a tool for recruitment or even propaganda,
[Â…] but I don't know if his message and list of deceased soldiers should be
reserved only for those who boot up their desktop for an hour or so of
recreation Â– I think it would be a lot better-served if it were posted in
places that more people could have access to.Â”



<p class="MsoNormal">Barrientes continued, Â“It kindÂ’ve [sic] took me a bit to
come to terms with his method, and while it's true that I still believe more
people need to see the list and posted names than just gamers, it would
probably be an effective way of trying to send a message. Again, I still doubt
he's reaching enough people, as you'll never know if one is engaged in the
program to the point where they can't reflect on it as much as if they heard it
in another forum. That's not to say that gamers don't care by any means, but
unless one could give an exact number as to how many people are getting and
understanding the message, I still worry about the message being lost on the
ground of people not providing enough attention to it.Â”



<p class="MsoNormal">DeLappe himself recognizes that his work is a relatively limited
act. With a server holding somewhere around a dozen players at a time, DeLappe understands
that he isnÂ’t affecting a large group of minds directly. Â“It is truly fleeting,
itÂ’s very brief Â– in some ways itÂ’s a very timid gesture,Â” DeLappe admits. Â“But
why wait until [the war] is over? We need to be thinking about them now,Â” DeLappe
underlines.<span style="color: black;"> </span>Â“I donÂ’t assume this is going to prevent anyone from signing
up, thatÂ’s not the point of it,Â” he clarifies. Â“It just gets people thinking
beyond the narrow confines of the Internet. If you think about the context
where IÂ’m doing this Â– itÂ’s an environment that condones a level of simulated
violence thatÂ’s extreme, and if thatÂ’s okay and accepted because itÂ’s pretend,
on some level you could say that this is also a pretend protest. This isnÂ’t
real, and thatÂ’s part of the point: trying to bring some real into this
escapist context.Â”

<p class="MsoNormal">

<p class="MsoNormal">



<p class="MsoNormal">As DeLappe continues to list the U.S. fatalities from the
war in Iraq within AmericaÂ’s Army, weÂ’re driven to examine what kind of country
and culture we really live in Â– one where millions of young adults engage in a
playful emulation of war while our own soldiers endure countless hardships overseas
each day. Putting himself on the frontlines within the uncharted medium of a
video game, the artistÂ’s online performance adds memorial to the escapist, government-sanctioned
experience that millions of gamers enjoy through AmericaÂ’s
Army. And though the performanceÂ’s scope can be questioned, as well as whether
or not one has a right to intrude upon an online space, more importantly,
DeLappe wants us to recognize the bizarre discrepancy in our actions - <em>real war
isnÂ’t recreational</em>. 

]]></description>
<pubDate>Tue, 30 May 2006 19:03:00 -0500</pubDate>
</item><item>
<title>GH Editorial: .hack//G.U. vol. 1//Rebirth</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_hackgu_vol_1rebirth</link>
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<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Eric Dayday.</i></p>
Last week, Gaming Horizon, along with a handful of other
sites, was able to partake in a conference call with a Namco Bandai
representative to discuss the latest game in the .hack// series - .hack//G.U.



<p class="MsoNormal">After introductions and pleasantries were exchanged, the
representative went on to give us a basic outline about G.U. It takes place
several years after the original .hack games. G.U. features a rebuilt version
of the World known as World 2.0. ItÂ’s not the same world that players once knew,
having been built from scratch. ThatÂ’s not to say that it will be completely
different. Many of the environments will seem familiar to .hack veterans, just
not carbon copies of the ones found in the previous four games. It also sports
a darker, grittier, edgier feel than its predecessors. One look at the
character designs is enough to see that.



<p class="MsoNormal">That brings us to our main character, Haseo. He is a new
player to the game and already starts things off on the wrong foot. On his
first adventure, he befriends two other players who end up betraying him and
attempt to PK, or Player Kill, Haseo before he is finally saved by a mysterious
man. The man saves him for his own reasons, wanting to recruit him to his
cause, but saying anything else would spoil some of the story. The rep wraps up
the introduction by mentioning that Haseo seeks a legendary PKer known to bend
the rules of the World. He also leaves us with the ominous message that not all
of the problems from the World 1.0 have been fixed.



<p class="MsoNormal">Moving on, the rep then talks about some of the new things
weÂ’ll find in G.U. The darker theme is once again mentioned, but what perked my
ears is what came next. The newest .hack title will be more action-oriented
meaning that players will be able to combo with button presses instead of relying
on menu commands to do so. This seems to be the trend in RPGs these days;
however, here it looks like a logical decision. The system in the previous
games seemed geared to a more interactive fighting engine and now we finally
get it. Fans can also expect to see new skills and super moves that theyÂ’ll
earn as they progress in level.



<p class="MsoNormal">Fans have already noted that Haseo is a multi-blade Â– a new
class to the .hack universe. As a multi-blade, Haseo will be able to change
amongst the different weapon types as he pleases. To gain access to those
weapons, youÂ’ll need to level him up. However, just because he learns a new
type at a higher level doesnÂ’t necessarily mean it is better. Some weapon types
will be more effective against a certain enemy than others, which is the
advantage to being a multi-blade. The catch to keep this class from being
overpowered is the fact that heÂ’ll never truly master one weapon type. 



<p class="MsoNormal">Guilds are another big addition. Joining a guild not only
gives you a network of other players to talk to, but it will also give you
access to better equipment Â– that is if there are a lot of members in the
guild. And guilds will gain larger headquarters as their numbers increase.







<p align="left" class="MsoNormal">After all of that, we moved on to the pre-approved questions
that were submitted by each of the participating sites followed by an open Q
and A session.<p align="absmiddle" class="MsoNormal">(Note: The following is not a transcript of the call. The
questions and answers are paraphrased and/or summarized.) 





<p class="MsoNormal"><em>Q: </em><span class="postbody"><em>Will there be a Pre-Order Bonus? If
so, what will we see?</em><br />A: They want to do something special
for those that pre-order, but nothing definite at this point.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will we see a playable demo before
its release?</em><br />A: For the masses, this seems unlikely.
However, it will most likely be playable in some form at E3.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will there be a dual-audio (English
and Japanese voices) option in the new games?</em><br />A: The simple answer is no, but this
led to a lengthy discussion of why, and its good news despite the Â“noÂ”. The
biggest reason why .hack//G.U. will not have a dual option is that there simply
isnÂ’t enough space on the DVD to hold that much information. The game content
itself fills up so much of the disc that they just canÂ’t fit in a dual audio
option. To put this in perspective, the text file containing all of the dialogue
is about 35 megs Â– zipped. If having no dual audio means weÂ’ll have this much
game to play, I am all for it. There was also a brief mention of legal issues
as well.</span><p align="center" class="MsoNormal">





<p class="MsoNormal"><em><span class="postbody">Q: Will there be a Parody mode this
time around and if so will the</span></em><span class="postbody"></span><em><span class="postbody"> </span><span class="postbody">US</span></em><span class="postbody"><em> get it too?</em></span><span class="postbody"></span><span class="postbody"></span><span class="postbody"></span><span class="postbody"><br />A: Maybe Â– but thatÂ’s because the game
isnÂ’t quite finished yet and the developers havenÂ’t determined what kind of
completion</span><span class="postbody"></span><span class="postbody"> bonuses they want to include.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: How many parts will this series be
and will it come with a packed-in DVD?</em><br />A: G.U. will be a three-part series and
no DVD will be packed in. </span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will G.U. be able to carry over data
from the previous .hack// titles?</em><br />A: The option to carry over old data
will more than likely be an option, but what exactly it will do is still
undecided.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will keywords still be used?</em><br />A: </span>The use of keywords to travel
to different fields is still intact, though the rep promised that the system
would be more streamlined and easier to use than in previous editions.





<p class="MsoNormal"><span class="postbody"><em>Q: Will there be any gameplay outside
of the World?</em><br />A: No, all Â“outside interactionÂ” will
still be done through e-mail and text messages.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Is G.U. being developed by the same
team that created the older .hack// games?</em><br />A: Yes, the same exact dev team is
working on G.U. This not only includes programmers and artists, but composers
and collaborations as well.</span>











<p class="MsoNormal"><span class="postbody"><em>Q: Will we see any sort of true online
.hack// game in the future?</em><br />A: No, not one of G.U. (<em>Ed. Note:
Though it should be noted that .hack//fragment is a true online .hack title
released in </em></span><em><span class="postbody">Japan</span></em><span class="postbody"><em> late last year.</em>)</span><p class="MsoNormal"><em><span class="postbody">Q: How does .hack//roots (the animated
show currently airing in </span><span class="postbody">Japan</span></em><span class="postbody"><em>) tie in with G.U.?</em><br />A: TheyÂ’re related in the way that
Liminality/Sign and the old .hack// series were. Roots will run parallel with G.U.
and also cross into it at times. However, G.U. will not contain any footage
from Roots.</span><p align="center" class="MsoNormal"><span class="postbody"> </span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will we see any old characters
return?</em><br />A: All the rep would say is that some
would seem similar and familiar. Saying anything more would be spoilers.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: How much of G.U. is dependent on the
old .hack// series?</em><br />A: G.U. is completely original so
having played the previous four games is not a requirement to jump into G.U.Â’s
world. There will be plenty of references that older fans will appreciate, but
those new to the series will be able to enjoy the game just as much.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Has the target audience changed?</em><br />A: The rep said he felt that the target
audience has not changed noting that while G.U. is a different game, parts of
it will feel similar.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: How long will G.U. be?</em><br />A: The rep again mentioned the sheer
amount of information that fills the disk. He also said that the development
team was aiming to create a lengthy adventure, not some short 10-12 hour game. There
is no exact time estimate, but given how large the game is, we can expect to
have plenty to sink our teeth into.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: What does G.U. stand for?</em><br />A: The rep confirmed that Grow(ing) Up
is one meaning, but not necessarily the only one. With many reports coming out
of </span><span class="postbody">Japan</span><span class="postbody"> of other possible meanings, we can only tell that saying more
would contain spoilers.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: How will PK-ing work?</em><br />A: You as Haseo cannot PK others.
However, you will come across others being PKÂ’d and can choose to help them or
not.</span>





<p class="MsoNormal"><em><span class="postbody">Q: Will there be any </span><span class="postbody">US</span></em><span class="postbody"><em> exclusive content?</em><br />A: Unfortunately no as the rep once
again cited the amount of information on the disc.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: The first .hack launched a massive
media craze. Will G.U. continue this?</em><br />A: G.U. will indeed continue this as
already seen with the Roots animated series. Fans can expect to see DVDs of
those along with other G.U. products outside of the games.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: How important are guilds?</em><br />A: This was a difficult question for
the rep to answer without giving anything away. All he could mention was that
tension between guilds will play a role.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will we see people outside of the
World die?</em></span><span class="postbody"></span><span class="postbody"><br />A: Not likely. While they are going
with a darker theme, donÂ’t expect any kind of permanent deaths.</span><span class="postbody"> </span><p class="MsoNormal" /><p class="MsoNormal">





<p class="MsoNormal"><span class="postbody"><em>Q: With the darker grittier feel of
G.U., are you looking to add blood and gore?</em><br />A: This .hack title will still have a T
(Teen) rating. While theyÂ’re changing the overall theme and feel of the game,
adding blood and gore is not something they see that will help accomplish that. </span>





<p align="left" class="MsoNormal"><span class="postbody"><em>Q: Along those same lines, will we see
more mature dialogue?</em><br />A: The rep responded by saying if the
question is regarding the introduction of swearing, then no. It will be mature
in the sense that it stays true to the T rating, nothing like a G-rated
Saturday morning cartoon.</span><p align="center" class="MsoNormal"><span class="postbody"> </span>





<p class="MsoNormal"><span class="postbody"><em>Q: What is the appeal of .hack//?</em><br />A: The rep succinctly answered with -
Â“ItÂ’s all the fun of an MMORPG without paying a fee or dealing with Â‘those
kinds of peopleÂ’Â”.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Will there be a level cap?</em><br />A: That is still being determined, but
mentioned that for Haseo, there will be a class change cap.</span>





<p class="MsoNormal"><span class="postbody"><em>Q: Any information about the voice
cast?</em><br />A: They are in the middle of casting
right now, so thereÂ’s nothing final or definite at the moment.</span>



<p class="MsoNormal"><span class="postbody">That brought us to the end of our
.hack// G.U. conference call, though not without someone sneaking in a comment
about the new name of NintendoÂ’s next-gen system. IÂ’d like to thank the Namco
Bandai representatives for taking the time out to talk with us as well as the
other participating sites for their wonderful questions.</span>



<p class="MsoNormal"><span class="postbody">.hack//G.U. is scheduled for a May
release in </span><span class="postbody">Japan</span><span class="postbody"> and a fall release here in the </span><span class="postbody">US</span><span class="postbody">. With E3 right around the corner, you can be sure more details
will be released and we will be there for the scoop. So, stay tuned to Gaming
Horizon as more information about G.U. is revealed.</span>]]></description>
<pubDate>Tue, 02 May 2006 09:49:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Violent Games Laws: Uninformed, And On The Rise</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_violent_games_laws_uninformed_and_on_the_rise</link>
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<comments>http://www.gamebump.com/go/gh_editorial_violent_games_laws_uninformed_and_on_the_rise#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Evan Lahti.</i></p>
	



<p class="MsoNormal">Late last month, Texas
politician and gubernatorial candidate Star Locke proposed a $10,000
per-abortion tax on medical clinics and a 50 percent tax on soda that
"contains added glucose, fructose, and sucrose." Likewise, Locke
suggested a 50 percent "grease tax" on "all food prepared by
deep-frying or cooking in any form of oil or grease for human
consumption." Locke justified his radical tariffs, stating to the <em>Amarillo Globe</em>: "I take the position
that the founding fathers took: that the power to tax is the power to
destroy." <br>
<br>One can only imagine the ensuing riots at speculation of a
$9 quarter-pounder, but though Locke's levies are illogical (if not
unconstitutional), one final suggestion topped the cake: to pass a 100 percent
sales tax on violent videogames into law.<br>
<br>
While gamers shouldn't fret about paying $100 for the next Halo or Grand Theft
Auto update, they should worry that Locke's "solution" is indicative
of a growing trend in American politics - more than ever, legislators are
pushing for laws that illegalize the sale of violent and mature videogames to
minors. <br>
<p></p><br>
However, thereÂ’s a key question these bills can't seem to answer: "Is it
really Congress' job to determine what video games are appropriate for minors,
and which are not?"<br>
<br>
The Florida State of Representatives thought they had an answer in HR 647,
another member of the game-violence judicial bandwagon, which was recently
submitted to the state congress. The bill states that "minors who are
exposed to depictions of violence in videogames are more likely to experience
feelings of aggression, to experience a reduction of activity in the frontal
lobes of the brain, and to exhibit violent, antisocial or aggressive
behavior." <br>
<br>
The bill goes on to claim that "even minors who do not commit acts of
violence suffer psychological harm from prolonged exposure to violent video
games." <br>
<br>
"Prolonged exposure?" This sort of rhetoric begs the question - are
lawmakers taking a candid look at how video games affect children, or are they
just staring at the sun? Using the same language we use to describe the physical
effects of hard alcohol and narcotics to talk about video games is a frightening
sign of what may be in store for free speech.



</p><p class="MsoNormal">Pro-regulation figureheads like Jack Thompson would have us
believe that games are mental intoxications Â– that each time I pop Killzone or
Resident Evil into my console, IÂ’m subjecting myself to content that will
ultimately brainwash me into a volatile, aggressive sociopath. In a January 8
article published this year on <a href="http://www.thenewstribune.com/opinion/columnists/story/5446063p-4916552c.html">The
News Tribune</a>, Thompson claims: "Teens [Â…] have a neurobiological
developmental deficit that can, in the worst case, turn them into "Manchurian
Candidate" killing machines."



</p><p class="MsoNormal">ThompsonÂ’s pseudo-scientific indictment of the gaming
industry is remindful of the language used in prescription medication ads: "Â…side
effects of playing Counter-Strike may include nausea, dizziness, or assaulting your
friends and family against your will." Â…Perhaps we should consult the
Surgeon General as well.



</p><p class="MsoNormal">Are there games that are inappropriate for minors?
Absolutely. Does it mean that <em>every</em> 17-year-old
should be prohibited from buying games because they havenÂ’t sufficiently Â“maturedÂ”
enough to handle certain content? Is a generalized, age-based ban an
appropriate and effective way to protect our children from violent games?<br>
<br>
Unfortunately, one reason these questions remain is the fact that our
legislators are largely ignorant of video games as a medium, and are instead
informed by a few highly-specified and over-dramatized examples. Titles like Manhunt
and Mortal Kombat, while clearly members of the "mature" category,
have redeeming artistic qualities, but are construed as typifying an
industry-wide epidemic.<br>
<br>
Of course, it hasn't helped that the gaming industry has grown so quickly. Not
20 years ago, having consoles and personal computers in the household was a
radically new idea; in 2004, the gaming industry posted revenues of $10 billion
Â– more than Hollywood. Culturally
and otherwise, gaming's footprint hasn't quite been measured by society, and
itÂ’s part of the reason weÂ’re seeing unrealistic regulations.



</p><p class="MsoNormal">But if we reflect, the recipe seems familiar: new technologies,
new forms of expression, and new ways of perceiving reality have a predictable
way of muddling anyone we elect into office. Film, television, and radio
represent some of our most highly-regulated businesses; and politicians would
rather attack industries that subjectively Â“polluteÂ” our minds than the ones
that pollute the very air we breathe.</p>But though our industry may have expanded rapidly, legislators
need to realize that the gaming generation has grown up. Far from being an
activity reserved for children, todayÂ’s average gamer is 30 years old, and only
35 percent of game players are under 18 years of age. According to a study by
the Entertainment Software Association, even Â“women over the age of 18 represent
a greater portion of the game-playing population (28 percent) than boys from
ages six to 17 (21 percent). As games have become less of a "childrenÂ’s
toy," lawmakers have stayed stuck in the past. In short, if gaming continues
to be confined to contexts of immaturity and adolescence, video games and their
creators will continue to be scapegoats; scapegoats for killers like Dylan
Klebold and Eric Harris of Columbine, Colo., whose actions the media quickly correlated
with "Doom," labeling the game as training for their horrific crimes.



<p class="MsoNormal">If the term "scapegoat" seems too harsh, examine an
excerpt from the <em><a href="http://www.baxterbulletin.com/apps/pbcs.dll/article?AID=/20060208/NEWS01/602080339/1002">Baxter
Bulletin</a></em>, an Arkansas
newspaper. In an article about Jacob Robida, the recently-accused offender in
an attack at a gay bar in Massachusetts
that killed a police officer, the paper published this quote from <span class="bodytext">Massachusetts Prosecuting Attorney Paul </span>Walsh: "My
look at the search warrant (for Robida's home) was that the investigators
turned up no video games. [Â…] From the information we have here, there is no
proof video games were involved." 



</p><p class="MsoNormal">Thank goodness that RobidaÂ’s PlayStation or Xbox werenÂ’t
accomplices to his hateful act. But who suggested a game-crime connection to
police? None other than Jack Thompson, the Miami
attorney that seems to involve himself in national investigations when it suits
his interests.



</p><p class="MsoNormal">Inexplicably, videogames have become societyÂ’s insanity plea
for murder, violence, and other crimes. Will increased game-regulation really attenuate
these problems? Likely not, but it begs a more important question - how do we
strike a balance between allowing freedom of expression and understanding a medium
for what it is, but also aiding parents in choosing what their child should or
shouldnÂ’t be exposed to?



</p><p class="MsoNormal">Ultimately, parentsÂ’ and law-makersÂ’ understanding of video
games has to mature. Politicians seem under the impression that each time Joe
twelve-year-old blows away some poor virtual soul in Halo, theyÂ’re going to
take it into the streets. But the way people interact and are affected by video
games isnÂ’t that simple. 



</p><p class="MsoNormal">Individuals that commit crimes "inspired" by video
games have more deeply rooted problems - an inability to distinguish reality
from fantasy. While games with violent content could serve as an impetus for
troubled youths, they ignore the "bigger picture;" the fact that ultimately,
people are responsible for their own actions.



</p><p class="MsoNormal">More generally, society needs to take the initiative to hold
a view that recognizes videogames as a legitimate form of communication and
entertainment, not a system designed to drill teenagers on the intricacies of
executing a drive-by shooting. People seem unwilling to accept the idea that <em>society's ills are rooted in more
significant problems than computer-rendered characters engaging in a virtual firefight.</em>


	</p>]]></description>
<pubDate>Thu, 16 Feb 2006 16:06:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Tycoon City: New York</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_tycoon_city_new_york</link>
<guid>http://www.gamebump.com/go/gh_editorial_tycoon_city_new_york</guid>
<comments>http://www.gamebump.com/go/gh_editorial_tycoon_city_new_york#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Evan Lahti.</i></p>

<p align="center" class="MsoNormal"> <p class="MsoNormal">On Friday, Gaming Horizon was invited to participate in a
question and answer session with developers of Deep RedÂ’s upcoming PC city-simulation
game, Tycoon City:
New York.
The panel included:Will Jordan <span style="font-style: italic;">Â– Tycoon City Coder</span>Bill Carroll <span style="font-style: italic;">Â– Atari Producer</span>James Brodie<span style="font-style: italic;"> Â– Quality Assurance Manager</span>Jon Law<span style="font-style: italic;"> Â– Lead Designer</span> 

<p class="MsoNormal">In <em>Tycoon</em><em> City: New York</em>,
players make the rags-to-riches journey as an upstart entrepreneur looking to
establish himself in the Big Apple. Players can build an array of businesses to
draw the attention of New York
natives, including coffee shops, clubs, and historic landmarks. <em>TC: NY</em> also boasts an expansive, free-roaming
3D environment, letting players oversee their empire from above, or get
hands-on with customers at street level. Published by Atari, the game is only
weeks away from hitting stores on February 24; check out what developers revealed
in advance of the release in this interview.<a href="http://www.atari.com/tycooncity/">Tycoon City: New York Official Site</a> <p />Interview <p class="MsoNormal">What's the premise of Tycoon City?<p class="MsoNormal">James Brodie: TC is a rag to riches game where [players] get the opportunity to build up New York city the way they want to. The city is split up into 12 districts, each with its own unique style and different architecture. There are a number of opportunities players can take that direct them to meet certain requirements, however you can choose to concentrate on this or play in TCÂ’s sandbox mode. You can upgrade the buildings you place and make New York your city!<p class="MsoNormal">

<p>How did the idea for TC: NY originate?<p>Jon Law: We really wanted to create a massive city building game with extreme detail, and there's no other city that is more impressive than New York. We took two trips over to New York (I'd never been before), and that really sealed it.<br /><br />What do you think are the defining aspects of Tycoon City's gameplay?<p>Jon Law: The sheer scale and detail of the environment that you build still excites me. There's nothing else out there that allows you to create such a bustling cityscape. As you build, more and more businesses become available, more people types move in, and as you place landmarks, the city really comes to life. It's enormous. When you get up to Harlem and the whole city stretches out before you it's quite a sight. Then you dive down to street level and the people are all active, going about their daily lives. Add to that the various events that kick off throughout the year and our New York feels like a great place to be!<br /><br />How would you compare Tycoon City to<em> Si