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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>Mario Kart Wii, GTA IV Among 2008's Top Sellers (Editorial)</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/mario_kart_wii_gta_iv_among_2008s_top_sellers_editorial</link>
<guid>http://www.gamebump.com/go/mario_kart_wii_gta_iv_among_2008s_top_sellers_editorial</guid>
<comments>http://www.gamebump.com/go/mario_kart_wii_gta_iv_among_2008s_top_sellers_editorial#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/4pfjchm112d0mn2inxstfruf.jpg" alt="" alignment="" border="0"></p>Over at <a href="http://www.joystiq.com/2009/02/02/top-5-selling-games-in-2008-across-global-markets/">Joystiq</a>
they're reporting that the NPD, Enterbrain, and GfK Chart-Track numbers
for software sales from the past year have been compiled, revealing the
industry's top-selling titles for 2008 in the U.S., U.K. and Japan:<em><br></em><ul><li>Mario Kart Wii - 8.94 million</li><li>Wii Fit - 8.31 million</li><li>Grand Theft Auto IV - 7.29 million</li><li>Super Smash Bros. Brawl- 6.32 million</li><li>Call of Duty: World at War- 5.89 million</li></ul><br>
Also, according to the report, the U.S. and U.K. markets both saw significant
gains in sales at 15 and 26 percent, respectively, and the Japanese
market took a big dip, dropping 13 percent.<br>&nbsp;<br>It's not surprising that the best-selling games were either first-party
Wii titles or established core games that appeal to a broader audience, seeing how creativity hasn't lent itself well to high sales figures over the past few years. <br><br>Overall, though, the industry is doing better than ever from a sales standpoint, but whether it's in good condition or not is a highly debatable topic depending on how you feel about the impact of the casual player upon gaming. <br><p></p>Many of these gamers aren't the kind of people that are willing to take risks on innovative new titles that aren't from an established franchise or developer, opting instead to stick with name recognition. However, there's a growing number of core gamers who are doing the same thing, and this is stifling innovation and creativity in the gaming community.<br><br>Of course, part of that is the fault of the gaming media, because we don't always give enough time and space to games that don't have that name recognition that demands attention from gamers. We have to do a better job of letting everyone know about fresh and exciting games coming down the pipe, but it's also fair to expect gamers to be willing to take the chance on a new game that may not get much press coverage but seems like it's doing something innovative. <br><br>If these kinds of games don't sell, then their developers either have to shift focus to something more bland and played-out or shut down, and that's not good for the industry, for us as gamers, or for anyone else. So please, take a chance. Be willing to support creativity in gaming, because this great cornerstone of design is quickly being lost. <br>]]></description>
<pubDate>Mon, 02 Feb 2009 17:20:56 -0600</pubDate>
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<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>
<guid>http://www.gamebump.com/go/spore_and_cod4_macbound_is_mac_gaming_going_to_improve</guid>
<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>
<comments>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited#</comments>
<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>
		  	
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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>
</item><item>
<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>
<guid>http://www.gamebump.com/go/gh_editorial_politicians_fiddle_while_the_us_burns</guid>
<comments>http://www.gamebump.com/go/gh_editorial_politicians_fiddle_while_the_us_burns#</comments>
<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>
<comments>http://www.gamebump.com/go/gh_editorial_late_adopters#</comments>
<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>
</item><item>
<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>
<guid>http://www.gamebump.com/go/gh_editorial_digital_protest_artist_uses_us_army’s_video_game_to_make_a_statement</guid>
<comments>http://www.gamebump.com/go/gh_editorial_digital_protest_artist_uses_us_army’s_video_game_to_make_a_statement#</comments>
<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>
<guid>http://www.gamebump.com/go/gh_editorial_hackgu_vol_1rebirth</guid>
<comments>http://www.gamebump.com/go/gh_editorial_hackgu_vol_1rebirth#</comments>
<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>
<guid>http://www.gamebump.com/go/gh_editorial_violent_games_laws_uninformed_and_on_the_rise</guid>
<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> Sim City?</em><p>Jon Law: Sim City is more about city planning and creating logistic links, underlying structure and maintenance. TC: NY is about running businesses and getting involved in city wide parades and events. Sim City is about zoning. TC lets you build each shop and club, then upgrade it. You see real people using your businesses and responding to them.<br /><br />What type of design decisions can players make when constructing new buildings?<p>Jon Law: When placing a business, the architectural style is defined by the district it's placed in - a coffee bar in Greenwich is small and narrow, whereas in Midtown it's far taller and wider. The decor reflects the district too. Once it's in place, you can start to upgrade. Upgrades can be placed on the pavement outside a business, on the walls and in some cases on the roof as well. Each upgrade boosts stats for the business, such as Sphere of Influence, Beauty, Appeal and Happiness.<br /><br />What were some obstacles you encountered in developing TC: NY?<p>Will Jordan: From a technical point of view, the toughest part was creating a system that would allow us to have 60,000+ individuals in a dynamic city environment.<br /><br />James Brodie: From a QA point of view there are simply so many different connotations in the game that you have to create test plans to try and cover all of the eventualities. It helps that I like this sort of game anyway, but it is not until you have been through everything you realize how big the game really is.<br /><br />Jon Law: Design-wise, it's always hard to know when to draw the line. Some of those cool ideas just don't fit into the game when it comes into focus. We had garbage trucks, planning out routes to ensure a cleaner city, but focus changed to more glamorous activities, so garbage was out!<br /><br />Did you license a pre-existing engine to create the game on, or create one from scratch?<p>Will Jordan: We created our own engine, the Actuality Engine, for this project. This enabled us to have the flexibility required to render vast city areas populated with hundreds of people.<br /><br />Will players be able to import their own objects?<p>Will Jordan: Managing the sheer number of objects that are already in the game is a complex enough task without introducing player imported objects, unfortunately.<br /><br />Will the game include the Twin Towers?<p>Jon Law: The biggest consideration with regards to 9-11 was to not offend or upset anyone who was affected by that dreadful day. We had many suggestions as to how to tackle it, including most of those aired on [our] forums, We even built our own version of a Freedom Tower. Finally, it was decided that the most acceptable response was to have a pre-built memorial park, with a monument displaying the words, Â“We Will Never Forget.Â”<br /><br />Much of the emphasis in TC: NY lies in giving players the feeling that their actions are affecting an entire city. How do you balance making a player feel immersed in an expansive environment without overwhelming them or forcing them to micromanage?<p>Jon Law: Each district has a varied set of businesses and citizens within. Although they do cross those boundaries, it does allow the player to concentrate on the most appropriate aspects for that district. Also, as the game is more about expansion than micro management, the need to revisit businesses is minimal. If you had to constantly tweak values to ensure a businesses success, you'd have no time to progress.<br /><br />How much control do players have over how their city operates and appears?<p>Jon Law: Each district has a set of businesses that are valid, and that makes sense for the location. Within that you can build wherever you want, as long as the AI hasn't taken the slot you want! The only things that are fixed are the landmarks. In sandbox mode you can turn the AI off completely and have free reign to build New York as you want it to be. The AI does try to emulate the real layout of New York, so it biases taller office buildings in the Financial District and Midtown, and the skyline drops as you pass over Greenwich.<br /><br />What's your favorite function in Tycoon City?<p>Jon Law: [Â…] [I]t has to be the parades - seeing a parade against the backdrop of the city you have built is pretty cool.<br /><br />Will Jordan: My favorite thing to do is to build up chains and HQs. I like to try and get the biggest HQ I can, and the best businesses, and completely wipe the AI off all the boards.<br /><br />James Brodie: I think mine has to be the zoom function because once you have a city fully built up you can zoom right out and look at all your hard work, but then you can zoom in and look around at all of your shops, and I think it looks really impressive.<br /><br />What other cities would fit well in the Tycoon City franchise?<p>Jon Law: Tokyo, Miami, Hong Kong, San Francisco and Rio de Janeiro.<br /><br />James Brodie: I would like to do Tokyo as I think that architecturally itÂ’s a very interesting and vibrant city, and I think we could have fun with the transport system, and also all the advertising, plus I hope I would get to visit there!<br /><br />Will Jordan: Personally I think a Tycoon City set on Mars would be cool. Having habitats that rupture, an influx of immigrants from Earth; there could be a lot of scenarios. I'm not too sure about visiting Mars for research purposes though.<p class="MsoNormal" /><p class="MsoNormal"> <p class="MsoNormal"> <p class="MsoNormal" />]]></description>
<pubDate>Sat, 04 Feb 2006 11:14:00 -0600</pubDate>
</item><item>
<title>GH Editorial: TimeShift Character Profiles</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_timeshift_character_profiles</link>
<guid>http://www.gamebump.com/go/gh_editorial_timeshift_character_profiles</guid>
<comments>http://www.gamebump.com/go/gh_editorial_timeshift_character_profiles#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><p><p>Atari recently sent over an in-depth character feature and we couldn't resist posting it up for you all to check it out. TimeShift is first-person shooter title that is scheduled to be released on the PC, Xbox 360, and Xbox. Check out the feature below.<p align="baseline"><p align="center"><p>Colonel Michael Swift<p>Colonel Michael Swift (recently retired) has a unique combination of brains and brawn that have helped him to rapidly rise to the top ranks of the Air Force.&nbsp;An all-state running back in high school, Swift passed up on athletic scholarships from some of the countryÂ’s best universities to join the Air Force Academy where he majored in military strategic studies.&nbsp;After graduating from the Academy at age 21, Swift spent ten years as a combat and recon pilot, flying thousands of sorties.&nbsp;In the year 2004 during a secret mission he was shot down over hostile territory.&nbsp;He spent three months navigating the treacherous terrain of the enemyÂ’s land, avoiding capture and battling the elements before successfully reaching the border of an ally.&nbsp;His resurfacing became the stuff of legend and the Air Force soon promoted him to the rank Colonel.&nbsp;He soon became a specialist in the research and development of advanced weaponry for future combat.&nbsp;Upon the death of his wife he retired from active duty and became a full-time father.<br /><br />When a government agency initiated the testing of the Quantum Suit and the Chronomicon - a highly publicized event - they chose Swift to perform the experiment as he was the only candidate with the proper mix of DNA, brains and strength to perform he job.&nbsp;After initially declining the offer, the tragic death of his daughter Emma causes him to reconsider.<br /><p align="baseline">Professor Ivan Krone<br /><br />Professor Ivan Krone was born in 1947. KroneÂ’s father, Nicholas, was a scientist who worked in the US Patent Office in Washington DC.<br /><br />In 1955 KroneÂ’s parents were killed in an accident.&nbsp;With no known relatives Krone was transferred to an orphanage where he spent the rest of his youth.&nbsp;He became highly anti-social and isolated himself from the other children in the home.&nbsp;Krone escaped reality by embracing the study of science.&nbsp;For the next decade he devoted all of his time poring over the works of the worldÂ’s great physicists, from Newton to Einstein to Feynman to Hawking.&nbsp;Krone soon began to see himself as the next in line among the kings of physics. <br /><br />By the age of 17 Krone was accepted into the Technology Institute where he studied for the next 10 years before receiving his doctorate in Applied Physics at the age of 27.&nbsp;Upon graduation he took a position in the Institute as an associate professor.&nbsp;He began to delve seriously into the study of time travel and time control.&nbsp;By the turn of the century, Krone had developed a device that he was convinced would allow for limited time control functionality.&nbsp;He sought out students interested in participating in an experiment to test the device.&nbsp;One student volunteered.&nbsp;The test proved disastrous Â– the device exploded during the experiment and the student was killed. <br /><br />An investigation followed the tragedy and Krone was found guilty of criminally negligent homicide.&nbsp;He was sentenced to an unusually harsh prison sentence.&nbsp;For the next decade-and-a-half KroneÂ’s obsession with time control grew even stronger. He feverishly devoted himself to its study during his long tenure in prison.&nbsp;Upon his release he had a host of ideas ripe for testing, but he couldnÂ’t find a way to get them funded.&nbsp;He was rejected and shunned by the academic community and mocked for his obsession with the study of time.&nbsp;Krone was left to find a way to fund his studies on his own. <br /><br />For the next decade Krone worked zealously.&nbsp;He spent days working as a janitor in a local college and nights secretly working in the schoolÂ’s labs.&nbsp;By the turn of the century Krone had made a startling breakthrough.&nbsp;While he had not yet discovered a way to travel in time, he created a device that allowed for limited control of time.&nbsp;Word leaked to the public of this invention and the government quickly assumed control of the device in the name of the national interest.&nbsp;Krone was devastated.&nbsp;He had worked his entire life to come to this moment and now the government had usurped control over his project.&nbsp;The government promised him compensation and guaranteed him the right to continue to develop the project.&nbsp;He reluctantly agreed, all the while resentful of the government for scorning him and then assuming control over his lifeÂ’s work.&nbsp;It was in this environment that Swift was chosen to test the Quantum Suit in November of 2007.<br /><p>Jasmine Lin<br /><br />Jasmine Lin is Ivan KroneÂ’s assistant on Project TimeShift.&nbsp;She has a passion for what she does, and it has taken complete priority in her life Â– above family, a vacation, or a relationship. She is especially optimistic about KroneÂ’s projectÂ…but she has a chip on her shoulder due to having been passed over multiple times within her career progression because of both the male-dominated nature of the military and the innate bureaucracy of the government itself. Additionally, she has been given the awkward and stressful task of gaining the commitment of the notoriously obstinate Colonel Swift, who is ironically the ONLY man found within the military (past or present) to be able to take part in the project due to his unique DNA.<br /><br />General Bruce Mitchell<br /><br />General Mitchell is Project TimeShiftÂ’s military overseer. While Professor Krone is the directorÂ—and the brainsÂ—behind the project, Mitchell unquestionably holds the purse strings.&nbsp;It is Mitchell who suggests SwiftÂ’s involvement in the Project, as his ex-superior.&nbsp;Enormously competent and meticulous to a fault, Mitchell cares only for the men under his command and his duty to his country.<p><br />Emma Swift<br /><br />Emma is SwiftÂ’s 5 year-old daughter.&nbsp;She is the only family he has, and is the reason he initially turned down the chance to be involved in Project TimeShift in the first place.&nbsp;Her death in an accident that destroyed her school bus haunts Swift even as he agrees to take part in the Project.
	<p />]]></description>
<pubDate>Thu, 19 Jan 2006 19:12:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Disc-Go-Pod Plus</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_editorial_discgopod_plus</link>
<guid>http://www.gamebump.com/go/gh_editorial_discgopod_plus</guid>
<comments>http://www.gamebump.com/go/gh_editorial_discgopod_plus#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>



<p class="MsoNormal"><p class="MsoNormal">Disc repair has become a major business as DVDs and CDs have
become more prevalent in entertainment. For a long time, retailers have carried
the cheap crank disc repair units that hardly work. Those days are over as Disc-Go-TechÂ’s
new repair unit Disc-Go-Pod Plus is small enough to be used at home, but is
intended for small businesses. 



<p class="MsoNormal">The <a href="http://www.discgotech.com/products/podplus/discgopodplus.htm" target="_blank">Disc-Go-Pod Plus</a> is fairly easy to use. All you have to
do is take it out of the box, put the cleaning liquid in the back basin, add water,
plug the unit in and set your disc on the clasp. Then you just have to decide
how damaged your disc is. They suggest if itÂ’s lightly damage that you put it
on for a 5 minute cycle, while medium damage should get a 10 minute cycle and
heavy damage a 15 minute cycle. 



<p class="MsoNormal">As you can see, there is one button on the right, which you
push once for a 5 minute cycle and twice for 10 minutes. If you want to stop a
cycle then just push it again. The LED indicators on the left indicate which
cycle you chose. The red blinks if itÂ’s for 5 minutes and the yellow blinks when
itÂ’s 10 minutes. Overall the setup and daily use of the Disc-Go-Pod Plus is
very easy. 



<p class="MsoNormal">The real question, though, is does it work? 



<p class="MsoNormal">The first disc to the left is one with light scratches and
dirt spots across the disc. This CD really doesnÂ’t have any problems running,
but obviously doesnÂ’t look ideal and if left these scratches and spots could
result in real problems in the future.&nbsp;&nbsp;



<p class="MsoNormal">On the right youÂ’ll see that same disc cleaned through the
Disc-Go-Pod Plus. As you can see, after a five minute cycle through the unit
this CD looks brand new and now only features one or two very light scratches. 



<p class="MsoNormal">Our second disc features medium to even some heavy damage
around the whole disc including a few deep cuts. Surprisingly this disc
actually still works pretty well and only has a slight jump here or there. 



<p class="MsoNormal">After a couple runs through the Disc-Go-Pod, our disc looks
great, as you can see. Now the disc has just a few minor scratches remaining
and more important than that is the fact that the jumps that were present
previously are now gone. 



<p class="MsoNormal">Finally, we come to our worst disc which is a CD that I took
a sharp knife to and cut across the data side. This disc only had a couple
music tracks that worked after the cuts and those even had a skip or two when
we tried to play it. 



<p class="MsoNormal">After running it through the unit a few times by no means is
the disc perfect, but already many of the deep cuts on the outside edge to the middle
of the disc are gone and the closer cuts into the center are filled and look
more like regular scratches. Beyond that, previously the disc could only play a
couple music tracks and now all but three can be heard like brand new. 



<p class="MsoNormal">Despite the obvious benefits of the Disc-Go-Pod we noticed a
few major problems, the biggest of which obviously is the price. The
Disc-Go-Pod Plus retails at $495 which includes the basic supplies youÂ’ll need
for the immediate future. One other issue we came across while using the device
was the fact that the system is pretty loud when itÂ’s running. Because of this retailers
will definitely want to consider putting the unit in the backroom. 



<p class="MsoNormal">Two other issues that seemed to be a problem were
overheating and clean up. The good thing about this unit is that the
Disc-Go-Pod Plus will shut off when it starts to overheat, but the problem I
noticed related to this feature is that you have to unplug it a lot or else
youÂ’ll have the machine overheating all the time and when it does it takes at
least a good 30 minutes before you can come back and work again. 



<p class="MsoNormal">The other problem is that you really need to have a lot of
discs when you plan to use the unit because clean up is a little irritating.
The problem with clean up is that you have to pick up the 10-pound unit and
pour the liquid into a container. You cannot leave the liquid in the machine or
else itÂ’ll cake into the tubes. After that you also have to run hot water
through the machine for 30 seconds in order to get out all the cleaning
solution.<br />



<p class="MsoNormal">Overall, the Disc-Go-Pod Plus is a solid product that does
what it guarantees. The $500 price tag certainly is steep for any in-home user,
but if you run a business that utilizes a lot of DVDs and CDs like a rental
store, library or office or if you just want to start your own entrepreneurial
enterprise the unit will definitely pay for itself down the line. I can say
with confidence that I would definitely suggest this product as it works great
and is fast and easy to use.<br />

<p class="MsoNormal">Unit Includes:













Disc-Go-Pod Plus Repair MachineTwo Bottles of Cleaning PolishTwo Replacement Polishing PadsA bottle of Finishing SprayA Cleaning ClothAn Instructional VideoAn OwnerÂ’s Manual&nbsp;]]></description>
<pubDate>Mon, 16 Jan 2006 21:50:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Piano Wizard With 49E Keystation</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_piano_wizard_with_49e_keystation</link>
<guid>http://www.gamebump.com/go/gh_editorial_piano_wizard_with_49e_keystation</guid>
<comments>http://www.gamebump.com/go/gh_editorial_piano_wizard_with_49e_keystation#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>

<p class="MsoNormal">IÂ’ll be honest Â– the
most experience IÂ’ve ever had with a piano was with a keyboard I received for
my birthday one year back in elementary school, and I couldnÂ’t play it. Now, at
22, I still canÂ’t play it, and the keyboard rests in a closet in a house I
donÂ’t even reside in anymore. So, for obvious reasons, when Gaming Horizon
received Allegro RainbowÂ’s Piano Wizard PC game including the 49E Keystation,
it was decided that the best way to test its piano-teaching skills was to send
the assignment to the most musically uninspired member on the staff: me. What
follows is a summary of my experiences with the Piano Wizard. And no, I canÂ’t
play like Beethoven. 



<p class="MsoNormal">The Piano Wizard
essentially comes with six pieces: the 49E Keystation, which is a full,
adult-length keyboard that connects to your computer to play music via a USB
cable (which is included depending on the bundle version you buy); the Piano
Wizard CD game for Windows PC; the setup disc; an instruction booklet detailing
all of the KeystationÂ’s advanced features; several colored sticker sheets; and
an easy-to-follow fold-out setup instruction sheet. The Piano Wizard CD also
features a setup video that shows consumers exactly how to prepare the
keyboard, install the software, and play the game, though the fold-out
instruction sheet is more than detailed enough to get you through the process
quickly.



<p class="MsoNormal">Preparing the
keyboard is incredibly easy; utilizing the available stickers (youÂ’re actually
given more sheets than you need), you simply place a sticker of a particular color
over the appropriate key according to the provided color chart. If youÂ’re a
perfectionist and happen to attach a color slightly askew, you can quickly
remove it and reattach it with minimal hassle. The 49E Keystation features 49
keys (or Â“notesÂ” for the more musical among us), and while you donÂ’t have to
sticker each one (eight keys remain white/black), expect to spend a few moments
coloring all your keys just right and learning the keyboard layout. The
Keystation also includes a pitch blend and modulation wheel along with octave
buttons and volume controls.



<p class="MsoNormal">With the Â“pianoÂ”
prepared, the next step is to install the drivers provided on the setup disc.
ThereÂ’s a slight catch for XP users, unfortunately, as the system proclaims
that the drivers available on the CD arenÂ’t needed; however, the instructions
clearly say to install them anyway, so of course I didnÂ’t. I instead opted to
test the software first, and IÂ’m content to say that I havenÂ’t experienced a
single problem yet, so how you handle the driver issue is up to you. 



<p class="MsoNormal">Following driver
installation comes hardware installation, which is as easy as running a USB
cable from the PC to the type 2 port on the Keystation. Once Â“installedÂ”, the
PC recognizes the device and completes the installation. As the instructions
warn, donÂ’t install the actual game until the setup installation is finished,
which can take roughly three-four minutes. With hardware installation complete,
itÂ’s time to install the game, which is as easy as running the setup file and
hitting Â“launchÂ” to start the Piano WizardÂ’s Â“previewÂ” version (the full
version you unlock with a provided code). Finally, you and the part of creation
that resides in your room are ready to get down to piano-learninÂ’ business.



<p class="MsoNormal">And as usual, this
is where things get messy. I donÂ’t know how many of you own a full-length
computer desk thatÂ’ll hold a 32-inch long keyboard thatÂ’s almost 9 inches deep,
but I donÂ’t; I was forced to position the keyboard on my lap, so if youÂ’ve got
a small desk (IÂ’m lucky mine holds a standard PC keyboard and a mouse-pad)
and/or a laptop, you may want to consider copying the kids in the installation
video and opt to hook up the Keystation to a notebook and position it all
either on a table or the floor. 



<p class="MsoNormal">As for the Piano Wizard
itself, the game works by enabling you to select a colorful, childlike
background (dinosaurs, ocean floor, etc.,), a note icon (I preferred dinosaur
eggs or insect larvae), and a song from the available list. When youÂ’ve made
your selections and hopped into the actual game, you get to observe little
larvae (or eggs, or fish, or cars...) approaching the colored keyboard at the
top; thereÂ’s a bar overlay on the keys that consists of two colored lines, the
bottom yellow and the top red, and when the icon is sliding just past the
yellow is the Â“idealÂ” time to hit the appropriate colored key. To produce a
Â“realÂ” song, simply hit the right key at the right time and viola, youÂ’re
mimicking music. If the little eggs are sliding up to the on-screen keyboard
too fast, you can slow the tempo, and if youÂ’d like to go faster and improve
your mimicry, you can speed it up. 



<p class="MsoNormal">The keyword
throughout all of this is, of course, Â“mimicryÂ”. The game is supposed to
function as a teaching tool and make even the smallest child Mozart Jr., but
its biggest flaw is that it doesnÂ’t actually teach. You donÂ’t know where to
position your hands, and even though you can Â“gentlyÂ” change the on-screen
display to present musical notes instead of dinosaur eggs, the game doesnÂ’t
teach you how to read them or even show you what youÂ’re doing. Instead, you get
points for tapping the right key as an alien eyeball approaches a yellow bar. Perhaps
IÂ’m just old-fashioned, but considering the price you pay to skip out on an
instructor and the gameÂ’s lack of real teaching, youÂ’re better off just
enrolling your kid in band or finding a cheap tutor, because this thing isnÂ’t
even going to keep their attention with just a handful of backgrounds and songs.
I spent hours with this Â“gameÂ” and IÂ’m nowhere near my dream of advancing past
Â“Mary had a Little LambÂ” than I was 10 years ago, and for $149.99-$179.99, the
backsliding doesnÂ’t come cheap.



<p class="MsoNormal">Another
disappointment with the Piano Wizard (besides the fact that the game doesnÂ’t
instruct, doesnÂ’t offer easily understood lessons, and looks horrible on any
resolution bigger than 800X600) concerns the gameÂ’s music count. The advanced (Â“premierÂ”)
version touts an Â“infiniteÂ” number of songs, but the disc holds more than 100,
and the majority of these songs are a mix of Chopin (IÂ’m proud to say that I
now know who he is), nursery school rhymes, and Christian hymns Â– not exactly
Â“funÂ” material. So to acquire that infinite number, youÂ’ve got to locate and
download midi files from the Internet, but the limited song choice is going to
be the least of your concerns, as if youÂ’ve never played the piano/keyboard
before, youÂ’re not going to learn how in this game. 



<p class="MsoNormal">Another obvious
pitfall is that Mac users are destined to remain uncultured piano newbies
forever, as Allegro Rainbow completely neglected the Mac. However, whatÂ’s
really interesting is that the Keystation itself is in fact Mac friendly and
functions with OS 9 or X, so if you just wanted to play around with the
keyboard and not Â“learnÂ” anything (which is what youÂ’ll be doing anyway), you
certainly could and would, perhaps, be better off for it. <p class="MsoNormal">



Although I was somewhat
interested in trying out the Piano Wizard and expressing my boatloads of
musical prowess and passion, IÂ’m afraid the game has only served as yet another
reminder of why IÂ’ll never play the piano Â– I apparently donÂ’t have the
attention span, and as a college student, I know IÂ’ve got a much longer
attention span than a small child (the gameÂ’s target audience), so the notion
that any kid is going to enjoy tapping keys for more than a few minutes seems
ludicrous. Unless heÂ’s already Beethoven, in which case the Piano Wizard isnÂ’t
for him. HereÂ’s my advice: take the money youÂ’d spend on the Piano
Wizard and invest it in a teacher and/or a real piano. This game is completely
inadequate for the job, not to mention dull and bereft of any teaching value
whatsoever.&nbsp;
]]></description>
<pubDate>Sat, 07 Jan 2006 11:48:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Logitech PlayGear Amp</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_logitech_playgear_amp</link>
<guid>http://www.gamebump.com/go/gh_editorial_logitech_playgear_amp</guid>
<comments>http://www.gamebump.com/go/gh_editorial_logitech_playgear_amp#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Eric Dayday.</i></p>

<p class="MsoNormal">Gamers have had their hands on their PSPs for a little under
a year now and IÂ’m sure thereÂ’s one question all owners have asked themselves Â–
is there any way to get a better sound other than using these tinny speakers?
The most obvious answer is yes and that comes from the use of an excellent set
of headphones, especially since this portable is meant to be play on the go
while respecting the people around you and not blaring all your bloops, bleeps,
and profanity laced music. But what about people that want a richer sound that
a set of headphones canÂ’t offer and can blare whatever it is their playing when
no one is around? This is where Logitech steps in by offering the PlayGear Amp.



<p class="MsoNormal">The PlayGear Amp is a set of external speakers for the PSP.
It comes with an adjustable metal stand and a cradle with which to set the PSP
on while you watch movies or listen to music. The styling of the entire unit is
fantastic as it matches the portable. If I didnÂ’t know any better, I could swear
that the whole unit was one instead of the handheld and a set of speakers.



<p class="MsoNormal">You can power the small set of speakers two ways Â– either
using a wall outlet with the supplied AC adapter or 4 AAA batteries. If youÂ’re
using the set in the comfort of your own home, I suggest you use the AC adapter
to save batteries. The unfortunate downside to that, however, is that it will
seem like you have a bunch of cords to deal with. The way the PSP connects to
the speakers is through the use of a wire with a 2.5mm standard audio jack on
each end (though one end is shaped specifically to fit on the PlayGear Amp) and
thereÂ’s really no out-of-the-way place to put it when itÂ’s in use. And with the
AC input near the unitÂ’s audio jack, there are times when crossing cords will
occur. Now imagine using the speakers with the AC adapter while playing your
PSP thatÂ’s also plugged into a wall and an even greater mess can happen. ThatÂ’s
not something you want happening with a portable unit.



<p class="MsoNormal">The speakers are miles ahead of the ones found on the actual
PSP, but donÂ’t expect surround or home theater-like sound. The PlayGear Amp has
a hard time handling low-range notes resulting in a somewhat thin sound. If
youÂ’re listening to something bass-heavy, then it wonÂ’t sound all that great.
However, if whatever youÂ’re watching or listening to stays in the middle to
high-range tones, the playback will sound fantastic when compared to the
piddling PSP speakers.



<p class="MsoNormal">The use of these speakers also isnÂ’t limited to just the PSP
sitting in a cradle. The PlayGear Amp also comes with a longer audio cable so
that you can set the speakers a greater distance away from you while you hold
the PSP. Earlier, I mentioned that the speakers connect to the PSP using a
standard 2.5mm audio jack which means you can hook up other handheld gadgets
that can drive sound. In fact, I was playing my DS on it at one point and let
me tell you that Castlevania: Dawn of Sorrow never sounded better. And
Daigasso! Band Brothers (an import music rhythm game we have here at the
office) sounds fantastic even though the songs are in midi format. And it
doesnÂ’t stop with just handheld gaming systems. You can hook up mp3 players as
well, including iPods.





<p class="MsoNormal">One thing I didnÂ’t like is the fact that the sound cones are
exposed. That leaves them very susceptible to damage. In fact, I think the unit
that I tested had some damage already because when I set the unit to a high
volume setting, there was this incessant high-pitched buzzing coming from the
left speaker. I really couldnÂ’t tell if it was a damaged sound driver or the
plastic rattling due to the high volume. In any case, playing the PSP and the
PlayGear Amp at high volume is not recommended, but for the sake of testing,
this is worth noting. But, donÂ’t let exposed cones bother you too much because
it comes with a carrying case to protect it when not in use.



<p class="MsoNormal">The last thing of note is the size of the entire thing. ItÂ’s
small, but not pocket-sized. So, if your PSP sees most of its action on the go,
you may still want to settle for headphones as it would be a pain in the butt
to take these everywhere with you. And when you consider that itÂ’s twice as
long as the PSP when folded, thereÂ’s no way youÂ’re fitting it in your pocket - a
backpack maybe, but definitely not your pocket.



<p class="MsoNormal">Though the majority of this review picks at the negatives of
the PlayGear Amp, it really is a great set of speakers. However, it all depends
on how you plan to use it. I use my PSP more as a video/mp3 player because of
the lack of good games on the system (but thatÂ’s another story for another
day), so I was very satisfied with the product, but others may not feel the same. If
youÂ’re constantly on the go with it, then I donÂ’t recommend dropping the $59.99
MSRP for it. If, however, you watch a lot of movies or listen to music on it and
donÂ’t need to be carrying it around, then you may want to seriously think about
buying it because these things will fill a room with sound Â– this you can bet
on.

	]]></description>
<pubDate>Thu, 05 Jan 2006 11:23:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Get Your Nintendo DS Fixed For Free</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_get_your_nintendo_ds_fixed_for_free</link>
<guid>http://www.gamebump.com/go/gh_editorial_get_your_nintendo_ds_fixed_for_free</guid>
<comments>http://www.gamebump.com/go/gh_editorial_get_your_nintendo_ds_fixed_for_free#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><p><em>Note: This article was originally published 12/03/2004. It has been reposted here for archival.</em>
<p>
    When I first got my Nintendo DS, I was rather disappointed to see a single pixel 
on the top screen was Â“dead,Â” it was fixed at a single color and would not 
display what the system told it to. This is a well-known problem with all types 
of LCD screens; the tiny connections between the individual pixels and the 
control circuitry get misaligned during manufacturing and cause the single pixel 
to display a solid color continuously.<p>
<p>Because of the large number of pixels on laptop computer or LCD monitor, dead 
pixels arenÂ’t that big of a problem; in fact, many laptop manufacturers wonÂ’t 
cover a screen replacement on the warranty unless there are more than three 
separate pixel corpses. But on a small screen like on the Nintendo DS, a single 
broken pixel is highly noticeable. I took these pictures of the screen on my 
unit, and circled the dead pixel on each. The screens look so fuzzy because of 
the differences between a camera lens and a human eye.
<p align="center"> 
&nbsp;
<p>As I <a href="http://web.archive.org/web/20050307121545/http://news.gaminghorizon.com/media/1101377155.html">reported</a> 
earlier, Nintendo was aware that a small number of DS units slipped by product 
inspection (perhaps because of the rush to produce as many last-minute systems 
as possible) and had dead pixels. Despite the complete inventory sell-out in the 
US, Nintendo vowed to replace all affected units (though they did encourage 
owners to see if they could live with the problematic screens).
<p>I decided to test Nintendo on their claim, and began the process of sending my 
DS in for repair.
<p style="text-align: justify;">


Using 
the <a href="http://www.nintendo.com/consumer/repair/repair_form_us.jsp">Nintendo 
Repair Form</a>, I just had to fill in my name, address, the month I purchased the 
unit, and the serial number from the bottom of the system (pictured at right). It asks you to 
describe the problem with the system, I just typed, Â“Dead pixel; top screen.Â”
<p style="text-align: justify;">In a few minutes, I got an email from Nintendo with my Repair Order number and 
an RMA number to use with a FedEx shipment. That means that Nintendo actually 
pays for the shipping. All you need to do is put the Repair Order number, 
your name, and your address in an envelope and throw it in a box with the DS and 
take it to a FedEx location, a FedEx Kinkos, or you can even set up the shipment 
from the FedEx website (use the RMA number and they wont charge you). I went to 
a FedEx Kinkos and paid $8 to have a professional package up the unit safely in 
bubble wrap, but the shipping itself was free of charge. 
<p>I shipped the unit on Monday, November 29th. I used the tracking number to watch 
the package travel up to Syracuse, New York. 
<p>When the screen on my old laptop broke, I sent it in under warranty and waited a 
brisk four weeks to get the thing back, so I didnÂ’t have any high hopes for my 
DS. I knew they were out of them in the States, but I thought maybe they would 
still have a few screens on hand to swap into my Nintendo DS. I hoped I would 
get it back by the end of December, I wanted to have it for a plane ride.
<p style="text-align: justify;">


Imagine my surprise, 
four days later, when a box showed up from Nintendo. I sent the thing 
out on Monday and got it back on Friday.
<p style="text-align: justify;">When I opened the box, I was slightly confused by an envelope that said Â“Thank 
you for choosing United Radio Service as your service provider.Â” Oh great, I 
sent in a Nintendo DS and they send be back a HAM Radio!
<p style="text-align: justify;">Things cleared up once I opened the envelope and saw the receipt. It appears 
United Radio Service is a warranty fulfillment service that operates warranty 
returns for companies like Sony, Canon, Panasonic, and Nintendo who have more 
customers than employees to handle them. Lower on the receipt it said Â“Exchanged 
Nintendo DS,Â” Wow! I was expecting to get back my old unit with a cracked-open 
chassis and a fresh new screen, but instead I got a brand new DS in only five 
days. The screens on the replacement unit are full of healthy pixels.<br /> 

<p>So everyone out there suffering with a dead-pixel-infested Nintendo DS, I urge 
you to use NintendoÂ’s excellent replacement plan. If you have your own box to 
stick it in, the entire process will be absolutely free. The Nintendo DS comes 
with a one year warranty, so thereÂ’s no rush to take advantage of this service Â– 
but the warranty service might be pretty busy after Christmas, so IÂ’d get right 
on it ASAP. If you bought a Nintendo DS as a gift for someone, you might want to 
open it up to make sure both screens work alright, thereÂ’s still time to send it 
in.]]></description>
<pubDate>Sun, 01 Jan 2006 16:14:00 -0600</pubDate>
</item><item>
<title>GH Editorial: LG Flatron L1981Q Monitor</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_lg_flatron_l1981q_monitor</link>
<guid>http://www.gamebump.com/go/gh_editorial_lg_flatron_l1981q_monitor</guid>
<comments>http://www.gamebump.com/go/gh_editorial_lg_flatron_l1981q_monitor#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p align="center"><p>There have been many LCD monitors we have tested over the years that were pretty good for that day and age. But nowadays, gamers complain about the refresh rate and other various features built into LCD monitors that donÂ’t do them justice. LG Electronics recently released a new line of monitors that feature no problems in refresh rate, kick-ass design, and affordable pricing.
<p>
The LG Flatron L1981Q is a 19inch flat panel, TFT active matrix monitor that features F-ENGINE technology which enhances picture quality. The &quot;f&quot; in FLATRON f-Engine represents &quot;fine&quot;, as well as fine color, fine image, and fine view. The width of the unit is set at 16.6in, the height 16.1in, and the depth at 10.3in. The monitor itself isnÂ’t that heavy when you pick it up. It weighs about 12.3lb, which is significantly lighter than other LCD monitors on the market. 
<p>
A feature that I found to be incredibly useful was the fact that this monitor can be tilted in any direction you see fit. You can tilt the monitor back flat and look down on it or even turn it 180 degrees. It makes it very useful for different scenarios if you worked in a company that you needed to show off work to a team or client. Auto-Pivot / Auto-Mirror functions are built into the monitor so whenever you adjust it, the technology will automatically adjust the monitor for you. If you flip the monitor a different way, the items on the screen will automatically adjust itself. ItÂ’s a very neat concept and very convenient.
<p align="baseline">
There are several controls on the outer rim of the unit. The controls are linked into the on-board menu which enables the user to adjust the monitorÂ’s brightness, contrast, gamma, RGB color settings, horizontal and vertical positioning, clock/phase tracking, and language. To access the menu, there is a touch sensitive button that enters the menu then two other buttons to adjust all the settings. Next to the menu area is the on/off switch which is also touch sensitive but this time flush with the monitor. So basically all you have to do is rub your finger around the area of the button and it senses the heat and will automatically take effect. I found it to be quite too sensitive especially if you tend to leave items underneath the monitor. I had the tendency to hit the on/off switch with my wrist while reaching for items near the monitor. But then again, not many people will come across this situation.<p align="center"><p>
The monitor is very limited to how high you want to push it up. It can go all the way down to the base stand of the unit, but then can only be adjusted about three inches off the stand. In the end, it does suit some people who have desks that have monitor stands, but the ones that do not, you will see that you will be limited to looking down or making the monitor sit at an angle.
<p>
Another huge feature that caught my attention was the fact of how bright this thing is. When in a dark room, it will literally make the room act like there is a light on. I personally love bright monitors because in the past I always had to adjust monitor brightness up very high because factory settings were set too low. Heck, I think itÂ’s better also because if someone thinks itÂ’s too bright, then the user can easily adjust his or her monitor in the settings area since the brightness is clocked in at 250 max.
<p>
On a gaming level, it can support up to 1280 x 1024 max resolution and features DVI support. Many video cards nowadays have DVI as a standard which is Digital Visual Interface. DonÂ’t worry; it also has another plug so you can plug in your analog video cards. One thing LG thought of that was quite sneaky was the fact that they made the power unit stand alone instead of integrating it into the monitor itself. ThatÂ’s one of the main reasons why the monitor is very thin and lightweight. The user will need to plug the unit into a 43 watt power brick and then the wire into the electrical outlet.
<p>
Overall, I fell in love with the LG Flatron L1981Q the moment I saw it at E3 2005 in Los Angeles. I immediately asked for a test unit to try it out. Although the price is steep, in the $500 range, it is very much worth the money and investment in the long run. IÂ’m a changed man and now will always purchase LG monitors whenever the need arises. To purchase this LG monitor, head over to the many stores linked below.<p>Features:<br />
      Includes analog and digital cables; 3-year warranty1,280 x 1,024 maximum resolution500:1 contrast ratio, 250 cd/m2 of brightnessAnalog and digital DVI-D inputs160-degree viewing angles, 8 ms response time <p align="center"> <br /><a href="http://www.amazon.com/gp/product/B0009PAT2A/104-4736782-3143110?v=glance&amp;n=172282">Amazon</a><br /><a href="http://www.mdlinks.net/eshop/ItemId/B0009PAT2A">eShop</a> ]]></description>
<pubDate>Wed, 21 Dec 2005 12:21:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Shadow the Hedgehog Controller Unveiling</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_shadow_the_hedgehog_controller_unveiling</link>
<guid>http://www.gamebump.com/go/gh_editorial_shadow_the_hedgehog_controller_unveiling</guid>
<comments>http://www.gamebump.com/go/gh_editorial_shadow_the_hedgehog_controller_unveiling#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Jarrett Conaway & Sean Kearney.</i></p>

<p class="MsoNormal">On Thursday night, Gaming Horizon attended an exclusive
launch party for NubyTechÂ’s new Shadow the Hedgehog controller. The event was
held at the Arena Interactive Lounge on Santa Monica Blvd. in Los Angeles, just a short distance from
NubyTechÂ’s headquarters. 



<p class="MsoNormal">When we arrived we found many people seated in front of
giant plasma televisions testing out the new NubyTech controller. We were
escorted upstairs to the VIP section where we were joined by other gaming journalists
as well as NubyTech employees.



<p class="MsoNormal">After dining on some rather delicious sandwich wraps and
sushi rolls, we finally got a chance to sit down in front of our own giant
television to try out the controller for ourselves. Playing SegaÂ’s new Shadow
the Hedgehog game, we were able to get a first-hand look at the controller,
which is about two thirds the size of the standard DualShock 2 and features a
slick portrait of Shadow on the front. 



<p class="MsoNormal">The controller is smaller and has a more curved appearance
than the standard DualShock 2. Noticeably different are the L2 and R2 buttons,
which are notched inward, creating a more trigger-like feel to them. 



<p class="MsoNormal">The controller also features a new placement for the start
and select buttons, positioning the select button to the left of the modified
D-pad, and placing the start button to the right of the X and O buttons. The
ever so familiar triangle, O, X, and square symbols from the DualShock 2 have
also been replaced with symbols from the world of Shadow the Hedgehog. 



<p class="MsoNormal">A sleek mode button has been added to the controller. Placed
in the center, this button lights up when the console is powered up, much like
the Xbox logo button on the Xbox 360 controller. 



<p class="MsoNormal">The attractive design of the controller extends to the
packaging as well, as the Shadow the Hedgehog controller comes packaged in a
transparent red orb with the words Shadow the Hedgehog printed on the front.



<p class="MsoNormal">While not as drastically stylized as NubyTechÂ’s famous <a href="http://news.gaminghorizon.com/media2/1119443340.1392.html" target="_blank">Resident
Evil 4 Chainsaw controller</a>, the Shadow the Hedgehog controller proved to be
incredibly functional as well as aesthetically pleasing, with its smaller size,
sleek design, and slick artwork. We had a blast playing SegaÂ’s new Shadow the
Hedgehog game with the controller, and look forward to seeing how it feels with
other titles.



<p class="MsoNormal">While at the event, there was talk about future NubyTech
products, including the new Mega Man X controller for the Nintendo GameCube, as
well as a controller for UbiSoftÂ’s upcoming <em>Splinter
Cell 4</em>.&nbsp;



<p class="MsoNormal">Overall the event was a blast, and the controller looks like
a nice peripheral for both Shadow the Hedgehog and PlayStation fans alike. Keep
posted to Gaming Horizon for more information about NubytechÂ’s products as they
are released.




	]]></description>
<pubDate>Mon, 12 Dec 2005 19:47:00 -0600</pubDate>
</item><item>
<title>GH Editorial: R.I.P. N-Gage</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_rip_ngage</link>
<guid>http://www.gamebump.com/go/gh_editorial_rip_ngage</guid>
<comments>http://www.gamebump.com/go/gh_editorial_rip_ngage#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>



<p class="MsoNormal">I don't know anybody with one, and you probably don't know
anybody with one, but the N-Gage is no more. 



</p><p class="MsoNormal">The idea is still valid, we're all still looking for the
next big device "that's also a phone!" to come along. Apple fans fill
up the MacWorld expo just hoping it'll be the year that Steve Jobs pulls an
iPod phone from his pocket, and when the PlayStation Portable was still in
development we were all expecting it to come out as a Sony Ericson cell phone
that played games. Everyone wants to consolidate their gadgets; they want
something else to be a phone.<br>



</p><p class="MsoNormal">And there is the key to Nokia's failure with the N-Gage.
People wanted a game system that was also a phone, and they got a phone that played
games. 



</p><p class="MsoNormal">As a game system, it was poor. As a phone, it was even
poorer. As an all-around device, it was a horror story. Rest in piece, N-Gage;
but don't even think about coming back to life.<br>

</p><p class="MsoNormal">Just before E3 2003, Nokia held a press conference in downtown
LA and all of the gaming media was invited. They played loud music and dancers
jumped around onstage while someone listed off bullet points about a fantastic
new gaming platform that was also a phone. It played games in 3D, it could play
MP3 music, and it even had a directional pad! "How much would you expect
to pay for something like this?" the announcer asked as the music hit a
crescendo.</p>



<p class="MsoNormal">"About $150, tops," someone in the audience chimed
in.



</p><p class="MsoNormal">The music silenced with a beat, and one of the dancers lifted
the bottom of her shirt to reveal the price painted on her stomach: $299.99.
Silence.



</p><p class="MsoNormal">That had to be a joke. $300 for a portable system with a
two-inch screen? It had better be one heck of a phone.



</p><p class="MsoNormal">It wasn't. The first N-Gage was a total mess. On the games
side of it, the MMC cards the games came on had to be installed while the unit
was powered off and with the battery removed; the screen was taller than it was
wide; and the graphics could best be described as pathetic. First generation
PlayStation games like Tomb Raider and Tony Hawk's Pro Skater had to be toned <em>down</em> to be ported onto the N-Gage. The
phone side wasn't much better; the classy menus standard to other Nokia phones
had been replaced with a buggy and confusing menu, and to actually talk on the
phone you had to hold it up to your face sideways so you looked like a giant
idiot rubbing the edge of a taco against his cheek. All that for only $300. Not
to mention how big of a hassle it is in most cases to get a new cell phone, as
you have to renew your wireless contract and worry about service plans and data
packages and text messages and overage coverage and rollover minutes and
Federal Cost Recovery Fees. 



</p><p class="MsoNormal">Initial response was predictable, as very few people wanted
to pay $300 for a new phone with no camera or PDA features that people willing
to spend $300 on a cell phone are looking for. A few gaming addicts with too
much money to throw around got theirs and realized that side-talking was not
very much fun at all.



</p><p class="MsoNormal">Then at E3 2004, Nokia held another press conference. We
wouldn't have gone, but we knew there would be free stuff given away so we cut
it into our schedule. The conference was held on the fifth floor of a building
with one tiny elevator in the heart of the section of LA you would wisely
avoid. The show room was flooded with this atrocious red light that made it
impossible to take pictures of the new upgraded N-Gage they were announcing.



</p><p class="MsoNormal">Spread around the room were demonstrations of the new N-Gage
that were affixed to kiosks at about waist height, so you had to sit on your
knees or bend over at a 45 degree angle just to see what you were looking at. Some actress/model/part-time-waitresses were there with N-Gages tethered to
their belts, and they were walking around and coming up to the journalists and
asking if they'd checked out this cool new game. One of them came up to me
while I was already playing another game. She called her game "Duty"
and let me know that it was "reaaally good". I quickly realized that
I was looking at a brief port of <em>Call of
Duty</em>, a defacement of a spectacular game, I might add; and boy did I feel
like the champion of awesomeville while standing there and playing a game on a
tiny screen attached by a leash to an attractive and underpaid spokeswoman in
the middle of a hellfire-red room. 



</p><p class="MsoNormal">Oh, and the sushi was terrible.



</p><p class="MsoNormal">Then the main presentation was made from a stage.
Representatives from Nokia went on about how they'd learned from their mistakes
and were putting out the N-Gage QD. It was smaller, cheaper, and you didn't
have to dissect the thing to swap games. All the while, the wireless microphones
the presenters were using were cutting out and filling the room with a fine
hiss intercut with ear-crunching static. 



</p><p class="MsoNormal">And now, a year and a half later Â– and three years after
first launching the N-Gage product Â– Nokia is pulling the plug on the N-Gage,
writing it off as a big fat mistake. They expected 6 million owners by this
time (laugh), and according to them there are only 2 million. Even the 2
million sounds like a stretch, but having sold only a third of your projected
number is just too darling.



</p><p class="MsoNormal">So the other Big N is out of the gaming racket again, and
hopefully everybody out there can learn from their blunder. It's already a huge
task to break into the gaming market from scratch, just look at the Gizmondo
(if you can find one), but to try to do so with a half-baked product that costs
four times what it should and can't even match current generation technology is
just madness.<span>  </span>

</p><p class="MsoNormal">Nokia has long been my favorite phone company, but they'll
always be my least favorite gaming company.


	</p>]]></description>
<pubDate>Fri, 02 Dec 2005 11:30:00 -0600</pubDate>
</item><item>
<title>GH Editorial: HoopWorld</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_hoopworld</link>
<guid>http://www.gamebump.com/go/gh_editorial_hoopworld</guid>
<comments>http://www.gamebump.com/go/gh_editorial_hoopworld#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p align="center"><p>


	Streamline Studios, the company behind many outsourcing projects such as Unreal Tournament 2004, 007: Nightfire, Ghost Recon 2, and Dead Man's Hand has announced a brand new game for the Xbox 360 Live Arcade entitled, HoopWorld. We had a chance to speak to the <em>Chief Creative Officer, Hector Fernandez</em> about this new game and discussed the different modes, envrioments, and animations. The game is set to unlock on Live Arcade this year.<p align="center"><a href="http://www.hoopworldgame.com/">HoopWorld Website</a>
<p><span class="style2">Gaming Horizon: To begin with, what is your role on HoopWorld and how long have you been working on the title?</span>
<p>Hector Fernandez: My name is Hector Fernandez, and IÂ’m the Chief Creative Officer at Streamline Studios.  The initial idea for what became HoopWorld first came about in the summer of 2000.  I had become addicted to an NBA Showtime Arcade machine while working at EA -- I felt that the world deserved a different kind of arcade basketball game that inspired shit-talking and skill denial (Â“ItÂ’s not me! My controllerÂ’s broken!Â”), while still being fun when drunk.  -- Oh, and to answer your question, IÂ’ve been working on HoopWorld on and off for about four years. ;-P
<p><span class="style2">GH: Streamline Studios has worked on several games in the past including 007: Nightfire, Unreal Tournament 2004, and Ghost Recon 2. Are you excited to be working on your first Xbox 360 title? How does it feel to among the first companies to utilize the Xbox Live Arcade service?</span>
<p>Hector: To be honest, weÂ’re ALL really excited!  Over the past few years we have been fortunate to work and learn from a lot of developers that we admire.  All our experience has gone into HoopWorld, and we really appreciate the opportunity for innovation that the 360 Live Arcade service is creating for us and the gaming community.<br />
  <span class="style2"><br />
</span><a target="_blank" href="http://www.gaminghorizon.com/games/screenshots/3359/3359-0-1132808295.jpg"></a><span class="style2">GH: What is HoopWorld all about? </span>
<p>Hector: HoopWorld is a three-on-three multiplayer trick game that rewards gamers for playing competitively, cooperatively, and creatively.  What that basically means is that the more show-boating, ass kicking, and tactics you perform as a team, the more points you earn.  HoopWorldÂ’s game mechanics emphasize team based tricking. Gamers are rewarded for both their individual and joined skills.  Essentially, the more you play with others, and the better the tricks you make, the higher your team scores, regardless of whether or not you have the ball.  In HoopWorld, gamers have the ability to battle-it-out Â“old-school arcade styleÂ” while simultaneously earning points for victory.  Movement, tricks, and attacks are all one and the same.  For instance, the other day, I ran across a wall, flipped off it, threw a Red Hot Shot at an enemy, went into a dunk, and caught the ball off the rebound and took it to the hole with an Alley-Oop.  This isnÂ’t scripted. ItÂ’s something the control system naturally allows.  We call this BASKETBRAWLING! 
<p>WeÂ’ve evolved the locations from typical indoor / outdoor basketball courts to over-the-top interactive locations that complement the gamerÂ’s tricking arsenal. The court shapes reflect parts of platform gamming, taking inspiration from Mario 64Â’s controls and le ParkourÂ’s flowing movement.  Â“Move Enhancing ItemsÂ” (MEIs) are thrown into the mix, so that players can customize their teamÂ’s abilities and give their own unique flavor to the game play.  MEIs range from fire-gauntlets, (imagine throwing fire-balls from your fists!) to DevilÂ’s wings, (150 foot Ally-Oops!).  We leave it open for gamers to decide how to best combine the MEIs together to fit their own personal playing styles. 
<p class="style2">GH: For those unfamiliar with the Xbox Live Arcade offerings, can you explain what the Arcade service is all about and why you chose to develop HoopWorld for it?
<p>Hector: We chose to develop HoopWorld on the 360 Live Arcade service for a variety of reasons, but none is as important as the freedom of innovation!  ItÂ’s been our experience that most developers want to push innovative content, and itÂ’s not often they have the opportunity to do so in the current risk-adverse retail market.  The 360 Live Arcade service enables indie-developers to showcase new ideas and innovations in a mainstream accessible environment.  We feel there a lot of so called Â“hardcore gamersÂ” that are casual gamers - they just donÂ’t know where to find indie-games yet!
<p>The beauty of 360 Live Arcade is that it creates a marketplace for all developers to create and distribute cutting-edge experiences.  Unique features like downloadable content, player achievements, and scoreboards create an integrated online experience that brings back the feeling of the arcade and takes the concept of gaming to an all new level.  HoopWorld is a Â“game snackÂ” that provides gamers a quick-bite-of-fun that is easily accessible and doesnÂ’t require too much thinking!  In some sense, HoopWorld is like a mini-arcade MMO that provides players with dynamic and continuous content that is used to enhance their playing skills.<p>
<p class="style2">GH: What do you believe strongly differentiates HoopWorld from all the other sports games?
<p>Hector: What a great question!  First and foremost, HoopWorld looks nothing like any sports game ever created.  The fluidity of animation and responsiveness of our player control puts gamers in a competitive environment in which their skill is an actual testament to their playing ability. WeÂ’ve drawn inspiration from such arcade classics as NBA Jam, Techmo Bowl, Killer Instinct, Speedball 2, Street Fighter 2, Tony Hawk Pro Skater, and SSX Tricky to create a unique tricking and combo extravaganza that is amplified in a team-sport environment. But the combination is nothing like the sum of its parts. ItÂ’s a really different experience.
<p>Unlike other sports games, HoopWorld is an ever-evolving arcade game that reflects a gamerÂ’s actual skill.  By mentoring and doing crazy tricks you not only improve your teamÂ’s score, but you also get better yourself.  There are always new tricks and comboÂ’s to learn, new characters, levels, and MEIs to try out, and your own personal score to improve. 
<p>Simply put, HoopWorld is the old-school arcade brought back to life in a multiplayer trick game.  ItÂ’s the sports game for everyone who hates sports games but enjoys skill-based competition and button-mashing!
<p class="style2">GH: How many characters will the gamer be able to choose from? Are there any customization options available?<a href="http://www.gaminghorizon.com/games/screenshots/3359/3359-2-1132808295.jpg"></a>
<p>Hector: The first release of HoopWorld has nine characters to choose from.  Each character is different in appearance and skill, and gamers can choose from a variety of MEIs to customize their characterÂ’s abilities.  Customization is a big deal in HoopWorld.  We plan on enabling gamers to trade new MEIs, clothes, courts, and characters as they become available.  For us, customization is not about making the Â“most powerfulÂ” characters: itÂ’s about creating a team configuration which best compliments your fighting style.
<p class="style2">GH: With it being an Xbox Live Arcade title, is this an online-only game or can gamers play it offline? 
<p>Hector: HoopWorld is playable at all times.  You can play with friends on or offline at your house, or play with people you have never met before on the other side of the world.  In HoopWorld, you decide when, where and how you play.  No restrictions, just plain entertainment! 
<p class="style2">GH: How many different modes are available, and what sorts of games will players enjoy (horse, 21, around the world)?
<p>Hector: The three main game modes are Career Mode, Arcade and Show Boat. 
<p>Career Mode is a set of single player/co-op Challenges. You aim to improve your high scores offline in each Challenge to improve your online ranking.
<p>Arcade is simple team vs. team. You can even choose to have uneven numbered teams, if you think you can take on three Â“noobsÂ” with one character. 
<p>Show Boat is a 1 team tricking extravaganza. You get a four man team and just go for a score attack, trying to get your team higher up the online leader board. We have plans to showcase the most extreme choreographies in the future, to show other players how expressive BasketBrawling can be. 
<p>On top of all these are the Â“Live AchievementsÂ”. These are passive goals which you can achieve at any time, online or offline. TheyÂ’re things like Â“The Cunning FoxÂ” which you get for chaining a ridiculous amount of Volleys together in one string, or Â“The Flying MonkeyÂ” which you get for staying off the ground for a large proportion of the game.
<p>Each of the maps has their own style of play to mix it up Â– youÂ’ll be looking for all the tricks which the particular geometry lets you get away with.  The gameÂ’s just as much about mastering levels as it is about mastering BasketBrawling.
<p>Couple all this with the MEIs, and you get a huge amount of replay value. It doesnÂ’t stop there, either: As HoopWorld evolves, youÂ’re not going to just get raw content drops. WeÂ’ll also be adding new ball types which imply new game play. The idea with the ball types and MEIs is to give players lots of Â“toysÂ” which you combine together so that you can roll your own game types, on top of the basic modes.  Our background is Â“moddingÂ”, so weÂ’re used to making seemingly small game play changes for a big effect!
<p class="style2">GH: What kind of environments did you target? Is the game set in the usual street court scenario or will it have unique areas?
<p>Hector: In the first release of HoopWorld, matches are exclusively played in the great outdoors.  Gamers battle it out on sandy plateaus, forests, and a river dam.  One of our core foundations since the very beginning has been to break away from typical indoor/outdoor courts for unique interactive locations that inspire tricking.  The only rule we have for future locations is that everything and anything is possible, as long as it is enjoyable to play on!
<p class="style2">GH: Will there be CG animations that show off the characters, kind of what you would see in a wrestling title?
<p><a href="http://www.gaminghorizon.com/games/screenshots/3359/3359-1-1132808295.jpg"></a>Hector: Not in the first release, but expect the mythos behind our core characters to be developed out as the game evolves.  WeÂ’re doing this because we love how CapcomÂ’s characters seem to bounce off their fans and find their natural place that way. EveryoneÂ’s got their favorite characters or imagined back stories. WeÂ’re in the business of interactive entertainment, and this is one of the many ways that direct interaction with players will steer the direction of the game.
<p class="style2">GH: What do you believe are the most addicting features of HoopWorld? WhatÂ’s your personal favorite aspect of the game?
<p>Hector: I feel the most addicting aspect of HoopWorld is the game play itself.  Since the beginning, our goal has been to create a game that is fun and entertaining, regardless of the gamerÂ’s skill set.  I feel we have achieved this by incorporating game mechanics that reflect, enhance, and propagate individual and team based game play. 
<p>Actually, Â“addictionÂ” is a bit of a dirty word around here. A game can be addictive without being fun.  We aim for Â“compellingÂ” Â– when you re-play a game because you enjoy it at its core level. Even if you feel like youÂ’ve finished everything, at least you wonÂ’t feel like your time was wasted on boring game play. 
<p>We know this isnÂ’t everyoneÂ’s drive, and thatÂ’s why an unlockable system is built into the Career Mode. However, everythingÂ’s unlocked from the start in Arcade, so your choice isnÂ’t constrained when a friend comes around to play a few matches.
<p>It also doesnÂ’t hurt that gamers have the ability to kick the shit out of each other with dragon punches and dive tackles, which makes for a lot of real-world shoulder punching and friendly banter!  Games are social magnets, after all.  People tend to forget that. Personally, I love the fact that I can always improve and evolve into the king of the arcade while simultaneously beating the hell out of my friends.]]></description>
<pubDate>Wed, 23 Nov 2005 22:58:00 -0600</pubDate>
</item><item>
<title>GH Editorial: My Experience In Line At Walmart</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_my_experience_in_line_at_walmart</link>
<guid>http://www.gamebump.com/go/gh_editorial_my_experience_in_line_at_walmart</guid>
<comments>http://www.gamebump.com/go/gh_editorial_my_experience_in_line_at_walmart#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
 
	So
within my eight years of working within the videogame industry, I never
once stood in line for a console or a game, simply because with the
nature of my work, I tend to get things early and need time to prepare
stories before it actually hits the public. Well, Microsoft neglected
to send us an Xbox 360 despite all of the launch coverage we provided
them with, so as the result, I had to stand in line eleven hours at a
local Wal-Mart where over sixty people showed and only thirty-two units
were sold.
<p align="baseline">It was quite an experience, IÂ’ll tell you that. I
figured, I would start heading to my local Wal-Mart around 6pm and IÂ’d
get a spot in line. That didnÂ’t quite work out too well when a friend
of mine called at noon to tell me that he heard lines were already
forming at his local Wal-Mart. So I picked up the phone and called
three Wal-Marts, and the closest one to me said there were eight people
in line and they had fourteen premium units, the second one about five
miles away said they had sixteen units while twelve people were in
line, and finally the third place said they had twelve units with six
people in line.<p align="center">  <p>
I immediately kicked it into gear around 12:30pm and drove to the
closest Wal-Mart to find out that the line was filled within fifteen
minutes of my call. At that point I was getting quite nervous that I
wouldnÂ’t get one. I got back into my car and drove to the other two
stores to find out that once again, I was too late. So IÂ’m sitting
there thinking that IÂ’m pretty much screwed, so in desperation I called
my friend back up and discovered, by some minor miracle, that he was
first in line at another nearby Wal-Mart and that this particular
Wal-Mart had 42 units in stock.
<p>I arrived at the Military Circle Wal-Mart in Norfolk,
Virginia and took my place in line at #6. By this time, it was about
1:45pm and the manager came out and said they would start handing out
tickets at 10pm for people who plan on purchasing the premium or core
console. At this point we were wondering how the hell we were going to
occupy ourselves for the next nine hours, and sat around until 3pm when
a slew of other 360 fanatics showed up. The manager comes back out and
says, Â“This will not work with all of you sitting in the aisle of the
Electronics Department. We will need to move you to the shoes
department right next to layaway where we will be selling the Xbox
360Â’s at midnight.Â” So we all got up and moved over to the shoes
department around 4:00pm. By that time, we all knew each other and had
a cool chat about videogames on the market and what we were all looking
forward to.
<p align="baseline">Around 7:00pm I jumped out of line and went to grab something
to eat at Subway inside the store and came back to my spot. We all had
each otherÂ’s spots saved if you left for a few minutes, primarily
because it would be really painful if you couldnÂ’t use the restroom
within eleven hours. Around 8:00pm someone comes back with a pack of
cards and chips to play Blackjack and Poker. For a good two hours, we
were gambling in the middle of the aisle of the shoe department. The
time flew and we had a lot of fun. It was about 10:05pm when we
realized that the manager hadnÂ’t passed out the tickets yet. So at
10:30pm he finally comes to us and gives us each a ticket. By this time
there were over sixty people in line. One guy even sold his #16 spot in
line for $400. ItÂ’s crazy how people would go to great lengths to
purchase this console. IÂ’m quite amazed. <p align="center"><p>About thirty minutes till midnight, the manager and employees
started having us clean up our mess we made over the eleven hours we
were there and to make a straight line. IÂ’m so tired by this point. My
muscles were hurting due to the uncomfortable metal chair I was sitting
in, and the lack of pretty much not doing anything that whole day
besides sitting in a Wal-Mart. Midnight rolls around and they open the
registers. Â“XBOX 360!!!Â” people hailed. As I was #6 in line, I was
pretty much through the registers within ten minutes. I got home around
12:30 and immediately set up the console, so if you need me within the
next two days, you can find me online via my gamertag, Â“TimGrubeÂ”.
<p align="baseline">We will have full reviews of launch titles and a console review
in due time. Happy gaming, and donÂ’t hesitate to send in your own
launch stories.<p align="center"> ]]></description>
<pubDate>Tue, 22 Nov 2005 13:25:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Spike TV Videogame Awards 2005</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_spike_tv_videogame_awards_2005</link>
<guid>http://www.gamebump.com/go/gh_editorial_spike_tv_videogame_awards_2005</guid>
<comments>http://www.gamebump.com/go/gh_editorial_spike_tv_videogame_awards_2005#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Jarrett Conaway & Sean Kearney.</i></p>

<p align="center"><span style="font-weight: normal;"></span><p align="center"> <p><span style="font-weight: normal;">Gaming
Horizon attended the taping of the third annual Spike TV videogame awards last
night. The event was hosted by the ever-so-charismatic Samuel L. Jackson, who
opened the show with the iconic Â“can you dig it!Â” line from <em>The Warriors</em> movie and game. Throughout
the night Sam entertained the crowd by cracking jokes about Gov. Schwarzenegger,
the representation of African Americans in videogames, and even performed his
classic monologue from <em>Pulp Fiction</em>. </span>

<p><span style="font-weight: normal;">Several
world premiere trailers were shown for upcoming games at the event, including: <em>24: The Game</em>, <em>Scarface; The World is Yours</em>, <em>Star
Wars: Empire at War</em>, and <em>Spy Hunter:
Nowhere to Run </em>starring Dwayne Â“The RockÂ” Johnson.</span>

<p><span style="font-weight: normal;">Stand-up
comic Dane Cook starred in a pre-filmed skit saluting 25 years of Pac-Man in
which Dane played the arcade game with his ass and confessed his love for Ms.
Pac-Man. Jack Black appeared via pre-taped video as well, in nearly the buff to
accept each of the three awards for the yet to be released Â“Peter JacksonÂ’s King
Kong: The Official Game of The MovieÂ”.</span>

<p><span style="font-weight: normal;">The show
featured musical performances by 50 Cent, who performed Â“Window ShopperÂ”, and classic
rockers Def Leppard, who played their hit Â“Rock of AgesÂ”. By far the most
electrifying performance of the evening was when Missy Elliot Â– despite a leg
injury Â– took to the stage in an electric scooter to join the numerous
performing dancers.</span>

<p><span style="font-weight: normal;">God of
War won in both the Â“Best Action GameÂ” and Â“Designer of the YearÂ” categories,
but was upset by Resident Evil 4 in the category for Â“Game of the YearÂ”. View
the full results below. </span>The awards will air on TV Saturday, December 10 (9:00-11:00 PM, ET/PT).

<p> 

<p>GAME OF THE YEAR

Resident Evil 4 (Capcom)

<p>BEST ACTION GAME

God of War (Sony Computer
     Entertainment America)

<p>BEST INDIVIDUAL SPORTS GAME

Tony HawkÂ’s American
     Wasteland (Activision, Inc.) 

<p>BEST TEAM SPORTS GAME 

Madden NFL 06 (Electronic
     Arts)

<p>CYBER VIXEN OF THE YEAR 

Maria Menounos as Eva in James Bond 007: From Russia With Love <a href="http://news.gaminghorizon.com/media2/1130273700.2660.html" target="_blank"></a>
     (Electronic Arts) 

<p>BEST GAME BASED ON A MOVIE

Peter JacksonÂ’s King Kong:
     The Official Game of the Movie (Ubisoft)

<p>BEST PERFORMANCE BY A HUMAN - MALE

Jack Black in Peter JacksonÂ’s
     King Kong: The Official Game of the Movie (Ubisoft)

<p>BEST SUPPORTING MALE PERFORMANCE

Christopher Walken in True
     CrimeÂ™: New York City
     (Activision, Inc.)

<p>BEST PERFORMANCE BY A HUMAN - FEMALE

Charlize Theron in Aeon Flux
     (Majesco Entertainment)

<p>BEST SUPPORTING FEMALE PERFORMANCE 

Traci Lords in True CrimeÂ™: New York City
     (Activision, Inc.)

<p>BEST CAST

Peter JacksonÂ’s King Kong:
     The Official Game of the Movie (Electronic Arts)

<p>BEST ORIGINAL SONG

Â“Maybe We CrazyÂ” by 50 Cent
     in 50 Cent: Bulletproof (Vivendi Universal Games)

<p>BEST SOUNDTRACK

Guitar Hero (RedOctane)

<p>BEST ORIGINAL SCORE

We &#9829; KatamariÂ™ (Namco
     Hometek Inc.)

<p>DESIGNER OF THE YEAR

David Jaffe for God of War
     (Sony Computer Entertainment America)

<p>PONTIAC
BEST DRIVING GAME AWARD (ViewerÂ’s Choice)

Burnout Revenge (Electronic
     Arts)

<p>MOST ADDICTIVE GAME FUELED BY MOUNTAIN DEW (ViewerÂ’s Choice)

World of Warcraft (Blizzard
     Entertainment)

<p>BEST FIGHTING GAME

EA Sports Fight Night Round
     2 (Electronic Arts)

<p>BEST FIRST PERSON ACTION

F.E.A.R. (Vivendi Universal
     Games)

<p>BEST MILITARY GAME

Call of Duty 2 (Activision,
     Inc.)

<p>BEST GRAPHICS

Resident Evil 4 (Capcom)

<p>BEST HANDHELD GAME

Lumines (Ubisoft)

<p>BEST MULTI-PLAYER GAME

World of Warcraft (Blizzard
     Entertainment)

<p>BEST BREAKTHROUGH TECHNOLOGY

Sony PSP (Sony Computer
     Entertainment America)

<p>BEST PC GAME

World of Warcraft (Blizzard
     Entertainment)

<p>BEST RPG

World of Warcraft (Blizzard
     Entertainment)

<p>BEST WIRELESS GAME

Marc EckoÂ’s Getting Up:
     Contents Under Pressure (Atari, Inc. &amp; Glu)

	]]></description>
<pubDate>Sat, 19 Nov 2005 10:56:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Kidz Gear Headphones</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_kidz_gear_headphones</link>
<guid>http://www.gamebump.com/go/gh_editorial_kidz_gear_headphones</guid>
<comments>http://www.gamebump.com/go/gh_editorial_kidz_gear_headphones#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>





<p align="left" class="MsoNormal">Many a parent is aware of the expensive drudgery of
purchasing high-quality, adult gear for children; kids want to emulate their
parents, and this includes everything from how mommy eats her toast to what
mouse daddy uses to surf the Internet. The problem here is two-fold: youÂ’re
spending a lot of extra money on adult items so little Susie can be just like
you, only to observe little Susie drop, stomp, lose, or otherwise destroy said
items the instant you turn your back. The economical thing to do is to pick up
childlike, inexpensive versions of your adult gear, but these objects are
created to be little more than a childÂ’s toy, and theyÂ’re built for the part,
either malfunctioning after the slightest drop or looking like they're intended
for use by a two-year old alien from Mars. Kidz Gear, however, is a company
aiming to change all that, and to this end it has released headphones built
especially for kids, called (aptly enough) Â“headphones for kidsÂ”.<br /><br />Unlike the majority of childrenÂ’s headphones on the market,
Kidz GearÂ’s headphones are designed to emulate the high-end audio equipment purchased
by adults, so there are no frills, bright colors, or decorative, distracting
objects adorning them. Kidz Gear opted for a neutral color scheme, adopting
gray for the adjustable headband, silver for the outside of the ear cups, and
black for the soft ear padding and cord. For a touch of color, a deep turquoise
is used to house the logo on the center of the silver cups, which is the only
distinguishing mark that separates the product from its adult inspiration. 



<p align="left" class="MsoNormal">The ear cups themselves are just as adjustable as the
headband, and you can easily maneuver them to acquire the perfect fit. They
are, however, significantly smaller than those found in adult headphones so
they can snugly cover a kidÂ’s ears, which makes for a much tighter fit on
adults. The soft padding of course doesnÂ’t feature leather, but provides some
comfortable, adequate support. The audio emitted is very clear and
reliable, never cutting out on me or seeming too embellished. 



<p align="left" class="MsoNormal">To further copy a parentÂ’s headphones, Kidz Gear included
individual, clip-on volume controls on the 1.2 meter length cord, which leaves
children with the freedom to manage their own volume. This is an extremely
important feature in that if youÂ’ve got more than one child, each one can
adjust the volume levels without affecting the others, preventing fights. 



<p align="left" class="MsoNormal">The headphones are in the 20-20,000Hz frequency range with
108db sensitivity and a 3.5mm jack, so theyÂ’re compatible with most any device
that has a headphones feature. You can plop your child down in front of a DVD
player or a laptop during car-trips or have them listening to the <em>Finding Nemo</em>
soundtrack while youÂ’re focused on dinner or watching TV, all without being
distracted by your childÂ’s audio. And if theyÂ’re into handheld games (as most
children are), you can now escape the annoying beeps and buzzes by slipping
some affordable gear onto their heads. Just keep in mind that the headphones
donÂ’t feature a mic, so videogame usage is limited. 



<p align="left" class="MsoNormal">The Kidz Gear headphonesare for ages two and up and retail for $19.99, so on the
off-chance that little Jimmy does trash them or they do go out, you can always
afford a replacement. ]]></description>
<pubDate>Sun, 13 Nov 2005 20:02:00 -0600</pubDate>
</item><item>
<title>GH Editorial: Spartan: Total Warrior</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_spartan_total_warrior</link>
<guid>http://www.gamebump.com/go/gh_editorial_spartan_total_warrior</guid>
<comments>http://www.gamebump.com/go/gh_editorial_spartan_total_warrior#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p align="center"> <p>We recently had the opportunity to join in an interview of Martin Caplin, Sega of America's Internal (Localization) Producer, about Creative Assembly's newly released Spartan: Total Warrior for the Xbox, PlayStation 2, and GameCube. <p>The game features glorious battles between ancient Greek and Roman forces waged for the conquering of the whole world, and includes such epic locations as Troy - rumored to be the final resting place of the Greek's best and most fearsome warrior, Achilles. Join us for a discussion of the game's mythological beasts, intense difficulty, and where the <em>Total Warrior/Total War</em> franchise could soon be headed.

<p> 
<p align="center"><a href="http://www.sega.com/gamesite/spartan/index.php">Spartan: Total Warrior Official Site </a>

<p align="center"> Interview<br />
<em>Martin Caplin, Localization Producer</em>
 
<p>To begin with, what do you do as a localization producer?
<p align="left">Martin Caplin: The responsibility [of a localization producer] is to make sure that a game comes out on time in territories different from the one it's been developed in. My job is to make sure that all of the elements - language, standards for the US, etc - get done correctly and to give creative feedback in terms of what's going to work in the US. <p>What was it like working with Creative Assembly?<p>Martin: They're very competent. Typically we give them as much freedom to create as possible. They had great ideas, and accepted ideas readily. And of course they killed themselves at the end to make sure [the game] came out on time. <p>How historically accurate is the game? <p> Martin: The console versions are action-oriented with a high level of fantasy, basically putting myth and history into a blender and coming up with something cool, fun, and not reflecting reality at all. <p>Did you have any fear of the high difficulty level considering this is a console game? <p>Martin: Well, as for the difficulty with gameplay, we wanted to make the game hard - it's a game first, a game that is challenging. We made a game that we wanted to be challenging and actually toned down the difficulty in the end. Judging by feedback, maybe it could have been easier, but if you finish this game [then] you'll know you've accomplished something. <p>How can players take advantage of the environments? What other environmental weapons can players make use of? <p>Martin: We have a few different ones set up, with some levels set up to use ballista. You can not only create areas of fire, but there are explosive barrels that you can shoot with an arrow. There's a lot of tricky things you can do. You can use the flamethrower (Roman) guys against their allies by hitting them until they explode - just lure them into a midst of foes and run the hell away. <p>What are some of the mythological creatures that players encounter?<p>Martin: You've heard of <em>Jason and the Argonauts</em>, <em>Clash of the Titans</em>, etc - there are big mythological monsters like the hydra - there's a big battle between the Spartan and the hydra. Talos, a giant iron golem, has been reinvented [for the game] as a Roman war machine. Medusa shows up in a unique way - as a weapon of mass destruction. The Romans have captured her and use her [stone] beam. Creative Assembly integrated the Medusa beam into a huge battle where you not only have to stay alive and rescue [characters], but you've got avoid a crazy beam that turns everything to stone, which Creative Assembly did a great job of implementing.<br /><p>Have you given any consideration to extending multiplayer for the franchise? <p>Martin: Short answer: yes. There are really interesting things that AI will let us do in multiplayer, and we're thinking about it. With next-generation systems so much stuff is going to become possible.<p>There's been a lot of talk comparing Spartan: Total Warrior to <em>Dynasty Warriors</em> and even <em>God of War</em>. Are the comparisons appropriate? <p>Martin: Well for Dynasty Warriors, we mostly looked at that to consider what <em>not</em> to do. As for ]]></description>
<pubDate>Thu, 27 Oct 2005 19:37:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Battlefield 2: Modern Combat</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_battlefield_2_modern_combat</link>
<guid>http://www.gamebump.com/go/gh_editorial_battlefield_2_modern_combat</guid>
<comments>http://www.gamebump.com/go/gh_editorial_battlefield_2_modern_combat#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Gaming Horizon Staff.</i></p><p align="center">


<p>At E3 earlier this year, we had a chance to go hands-on for the first time of
Battlefield 2: Modern Combat and we were very impressed with the result. 
Now that game is shipping today, we decided to post up our exclusive interview 
that we recently conducted with the Executive Producer, Chris Gibbs. We chat 
with him about both the PlayStation 2 and Xbox versions of the game. Have a look 
below and don't forget to read our hands-on coverage by clicking the link below.

<p>&nbsp;
<p align="center">
<a href="http://previews.gaminghorizon.com/media2/1118627758.117.html">
Hands-On Preview </a>

<p align="center">Exclusive Interview<br />
<em>Chris Gibbs, Executive Producer</em><br />
&nbsp;
<p>GH: For console gamers unfamiliar with the 
series, what's the basic storyline/setting in Battlefield 2: Modern Combat?

<p>Chris Gibbs: With respect to the Single Player campaign, we have an 
original and engaging storyline: There is a growing conflict in Kazakhstan, as 
rebel groups in the country create civil unrest. Their neighbour, China, and 
forces from the NATO/US alliance, move in to &quot;keep the peace&quot;. However both 
sides are suspicious of each others intentions -- fearing that the REAL reason 
for involvement is to take control of the huge oil reserves in the region. And 
inevitably conflicts escalate into a fully fledged war. 
<p>GH: It's reported that the game enables players 
to fight for one of four sides - the US, European Union, Chinese, or Middle East 
Coalition. How does the experience change according to which side the player 
chooses? Are there pros/cons according to which side? 
<br />
<br />
Chris: The MP game features these 4 sides -- there is no strategic 
difference between the sides - they all have the same ranges of troops / kits / 
etc -- but we have authentically created the weapons and vehicles specific to 
the different factions so your experience changes slightly. The sides are nicely 
balanced though so no one has an advantage over another.
<p>The SP campaign combines the EU/US into one side, pitted against the Chinese. 
Interestingly, the player gets to play BOTH sides through the course of the 
campaign, seeing the conflict from both perspectives. Again there are no pro's 
or con's as such -- just a richer experience with a larger variety of weapons 
and vehicles
<p>GH: It's a popular belief that an online game 
typically abandons a well-built single player campaign and forces you to play 
online. How is the one-player mode in Modern Combat?
<p>Chris: In a departure from the normal way of development, EA has 
invested in 2 separate teams for BF2MC -- to ensure that the game has excellence 
and depth in both areas. Both games play out in the same universe, with the same 
range of weapons, vehicles, and use the same controls. But importantly there is 
a full story AND full metagame for the SP which gives the single user 
replayability and a genuine challenge. Infact, the SP game is deep enough to 
stand on its own as a unique game. 
<p>There are 20 missions, an upgrade path for weaponry, over 100 medals to 
collect, and a system of Ranks through which you have to climb based on your 
mission performance. There are also 18 challenges to unlock which test your 
vehicle skills and weapons skills, as well as showcasing the unique new feature 
of SP: Hot-swapping.
<p>Hot-swapping is an innovation unique to SP, which allows the player to swap 
between all of their troops in realtime. It creates a whole new level of 
tactical gameplay which gives depth to the SP experience. Its also great fun to 
do with a cool audio-visual effect.
<p>GH: What sort of soldier customization is there, 
and what &quot;classes&quot; are available for play?
<p>Chris: There are 5 classes or &quot;kits&quot; as we call them: Assault / 
Engineer / Sniper / Support / Spec Ops. Each kit supports 5 weapons/gadgets, 
designed to deliver their core role. The kits are pretty well balanced so you 
end up using them all through the game rather than sticking with just one or 
two.
<p>In the SP game, the player gets to upgrade the weapons and gadgets, based on 
their performance. Clip sizes / Zooms / damage levels and various other 
attributes are enhanced as the player earns more Stars.
<p>GH: A problem with transferring a series from PC 
to console often rests with the differing control scheme. How are the controls 
for this console version, and will players find them intuitive?
<p>Chris: Best practice from many shooters on console has informed the 
design on BF2MC -- with additional input from many early focus groups. One of 
the closest cousins is the Halo system of controls which uses both sticks for 
movement and camera, and adapts this well for vehicles as well as troops. The 
shoulder buttons do the firing and weapon selection. We've ended up with a 
pretty neat control setup that is tweaked well for the fast and furious pace of 
this game. Its so much more action than stealth, and the controls are set up 
well for this with easy weapon-changing / firing / reloading and strafing.
<p>
GH:
What led you to the decision to build the game from the ground up and not 
just port the PC version?
<p>Chris: We figure that PC gamers look for something different in their 
games than those players on console. You might sit at your PC for an evening 
getting heavily into an online game, but console gamers might just want a 15 
minute blast. Also the audiences are quite distinct with many younger gamers on 
console, with a bigger focus on action rather than strategy. Plus we knew the 
online community for consoles is pretty small and we needed to give a full SP 
experience. So overall it made absolute sense to start out designing a BF game 
for the console audience, that was firmly seated in the BF universe -- rather 
than port and teak something that was designed differently.<br />
<br />
GH: In what ways have you had to alter content 
(both positively and negatively) between the PS2 and Xbox? 
<p>Chris: In building the xbox version we have only added to the content 
over and above the PS2 version. The graphical effects such as shadows, texture 
quality, water, are superior, as well as the overall framerate. Notably, the 
online experience is more feature-rich by virtue of Xbox Live. From a gameplay 
point of view, both games are identical
<p>GH: Many fans of the series may be turned away 
by the fact that the game was completely rebuilt, do you think fans will receive 
the game well?
<p>&nbsp;
<p>Chris: I certainly hope so, and recent focus groups have been very 
encouraging. I think the key to this has been in preserving some of the core 
franchise values that have defined what's so special about BF on PC. In 
particular, the ideas that the game is really a giant sandbox, where you can do 
anything with your military toys -- and win the war YOUR way -- is an essential 
part of BF. It leads to creative gameplay and much touted &quot;BF moments&quot;: emergent 
moments of action where surprisingly entertaining results come out of a certain 
combination of events no-on actually predicted.<br />
<br />
The Console game reproduces this time and again, both in the MP game and also in 
the open-ended missions of the SP.<br />
<br />
<em>Keep reading on Page 2.</em>
<p><br />
<br />
GH: Were you concerned about the consoles' limited 
graphical capabilities as compared to a gaming PC's? How have you managed to 
bring the graphical intensity the series is known for to consoles?
<p>Chris: It is important to compare like for like. Someone buying a 
console FPS wants great visuals with respect to other console games in the 
genre. So we weren't overly worried by PC comparisons
<p>The console teams were expert and experienced in PS2 and Xbox hardware, and 
leveraged all their knowledge to get the most out of the machines. Looking at 
the final result I think they have delivered one of the best looking PS2 games 
in this genre. The SP game used some great weather effects to raise the 
graphical bar, and the MP game has some terrific lighting across its many 
levels.
<p>
GH:
Can you explain the game's &quot;full clan&quot; support? How will gamers manage their 
clans?
<p>Chris: We have an extensive support system in place to make it easy to 
set up and maintain clans, have personal web pages, schedule matches, use 
intelligence tools to evaluate performance, track stats, and match analysis 
tools that have never been done in the online space before.
<p>GH: What do you think will persuade console 
gamers who have never touched the Battlefield series to give it a try? 

<p>Chris: Three things:
Playing WAR with so many military vehicles. Choppers, Tanks, Hummers are 
	all so cool! Hotswapping is the most exciting new gameplay feature for a long time. 
	This is the only game where you can try it for yourselfTrying online play - this is best-in-class multiplayer fun, the perfect 
	opportunity to try this experience
<p>GH: What, thus far, has been your greatest 
challenge in creating these console renditions? Is each version built 
specifically for its console's capabilities?
<p>Chris: The greatest challenge has been to get so much content into the 
console memory. Both versions have needed a lot of individual tweaking in this 
area. The game is big -- with tons of units on screen, large environments with 
lots of visual detail, and memory hungry audio with radio chatter, effects, 
ambience and music
<p>GH: Any unlockables, neat extras, or cool 
completion rewards?
<p>Chris: The SP game has a bunch of things for the &quot;completionist&quot; 
player who wants to nail everything in the game.<br />
There are 178 medals for a start -- earned by feats of prowess in the 
battlefield. There are field tasks -- whereby you have to search out and destroy 
specific strategic objects that are hidden within the missions.
<p>Most interestingly, if you get to the end of all the missions, you encounter 
a twist in the story with an unexpected result! But I don't want to say any more 
and spoil the fun.
<p>GH: And finally, how pleased are you with the 
game's overall content so far? Do you think series veterans will applaud a 
console version?
<p>Chris: I have to say that we are very pleased with the resulting game 
on console. I know I'm biased, but when you hear that the guys in QA are playing 
the game over and over for fun, you know you've done something right as they are 
the first group to get tired of a game that isn't too hot!
<p>This is definitely new ground for the BF franchise - more action-oriented, 
higher tempo, with an SP campaign and a new game mechanic -- but the spirit of 
freedom and creativity that Battlefield has always stood for is maintained and I 
think sets up an exciting new franchise for the console]]></description>
<pubDate>Mon, 24 Oct 2005 18:01:00 -0500</pubDate>
</item><item>
<title>GH Editorial: PSP Wallpapers</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_psp_wallpapers</link>
<guid>http://www.gamebump.com/go/gh_editorial_psp_wallpapers</guid>
<comments>http://www.gamebump.com/go/gh_editorial_psp_wallpapers#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Gaming Horizon Staff.</i></p>
<p align="center">PSP Wallpapers
<p>So you've updated your PSP to the newest firmware and want some cool
wallpapers to place on your beloved handheld? Then we have some good
news for you - we have compiled graphics from some of the industry's
hottest games and turned them into wallpapers to decorate your PSP. We
will update this page often, so keep it bookmarked. Take a look below
and click on the links to view the wallpapers. If you have any
suggestions for wallpapers, please email us at: <a href="feedback@gaminghorizon.com">feedback@gaminghorizon.com</a>
<p align="center"><a href="#directions">Directions</a>
<p><p>Chicken Little
<a href="http://www.gaminghorizon.com/psp/wallpapers/chickenlittlewallpaper.jpg">Wallpaper 1</a> <p>Genji: Dawn of the Samurai 

  <a href="http://www.gaminghorizon.com/psp/wallpapers/genjiwallpaper.jpg">Wallpaper 1</a>

<p>Grand Theft Auto: Liberty City Stories

  <a href="http://www.gaminghorizon.com/psp/wallpapers/grandtheftautopspwallpaper.jpg">Wallpaper 1</a>
  <a href="http://www.gaminghorizon.com/psp/wallpapers/grandtheftautopspwallpaper2.jpg">Wallpaper 2</a>&nbsp;
<p>Project Gotham Racing 3 
<a href="http://www.gaminghorizon.com/psp/wallpapers/pgr3wallpaper.jpg">Wallpaper 1 </a>&nbsp;<a href="http://www.gaminghorizon.com/psp/wallpapers/grandtheftautopspwallpaper2.jpg"></a> <p>S.L.A.I: Steel Lancer Arena International

  <a href="http://www.gaminghorizon.com/psp/wallpapers/slaiwallpaper.jpg">Wallpaper 1</a>
  <a href="http://www.gaminghorizon.com/psp/wallpapers/slaiwallpaper2.jpg">Wallpaper 2 </a>

<p>Soul Calibur 3

  <a href="http://www.gaminghorizon.com/psp/wallpapers/soulcalibur3wallpaper.jpg">Wallpaper 1</a>

<p>SSX On Tour

  <a href="http://www.gaminghorizon.com/psp/wallpapers/ssxontourwallpaper.jpg">Wallpaper 1</a> 
<a href="http://www.gaminghorizon.com/psp/wallpapers/ssxontourwallpaper.jpg"></a> <p>Suikoden V 
<a href="http://www.gaminghorizon.com/psp/wallpapers/suikodenvwallpaper.jpg">Wallpaper 1 </a>
<p>Ultimate Spiderman

  <a href="http://www.gaminghorizon.com/psp/wallpapers/ultimatespidermanwallpaper.jpg">Wallpaper 1</a>
  <a href="http://www.gaminghorizon.com/psp/wallpapers/ultimatespidermanwallpaper2.jpg">Wallpaper 2</a>
  <a href="http://www.gaminghorizon.com/psp/wallpapers/ultimatespidermanwallpaper3.jpg">Wallpaper 3</a>

<p>World of Warcraft

  <a href="http://www.gaminghorizon.com/psp/wallpapers/worldofwarcraftwallpaper.jpg">Wallpaper 1 </a>
  <a href="http://www.gaminghorizon.com/psp/wallpapers/worldofwarcraftwallpaper2.jpg">Wallpaper 2</a>


<p>Offline Directions: <a id="directions" name="directions"></a>
<p> <span id="leftcol">Mount your Memory Stick Pro Duo to you your
computer by plugging it in with the USB cable or if your computer has a
Memory Stick slot you can slide it into that. Once it is in the
computer, copy the photos you just saved to the /PSP/PHOTO/
directory. You can create a Wallpaper directory if you want. Once the
images are created, put the Memory Stick back into the PSP and go to
the Photo section. Find the wallpaper you want to use and press </span>
the Triangle button. Then scroll to the right and select, &quot;Set As
Wallpaper&quot;. Follow the on-screen directions and you're good to go.
<p>Online Directions:
<p>If you have Wi-Fi access, jump into the browser and point the
address bar to a site where the wallpaper is located. Once the image is
on screen, click file and save as. The directory will be set to /PSP/PHOTO/, so go into the <span id="leftcol">go to the Photo section. Find the wallpaper you want to use and press </span> the Triangle button. Then scroll to the right and select, &quot;Set As Wallpaper&quot;.]]></description>
<pubDate>Tue, 11 Oct 2005 23:21:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Stuff We're Sick Of: E3 Edition</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_e3_edition</link>
<guid>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_e3_edition</guid>
<comments>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_e3_edition#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/e3.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 align="justify">Growing up as a young lad in the world of video gaming, the 
Electronic Entertainment Expo was always a kind of Mecca to me. Every May, all 
the magazines would have their huge spreads chock full of screenshots and 
stories of the writer's wacky E3 adventures. "One day that'll be me," I told 
myself and my invisible friends who sometimes fight crime. And so, I made it a 
life goal to set my feet on the hallowed grounds of E3 before I die. Each year I 
checked the official E3 website to see if the age limit happened to have 
mysteriously dropped from 18 to my exact age that year. I stopped doing that, 
however, when I was 18 as I happened to write for an itty bitty website named 
Gaming Horizon.
</p><p align="left">It was unbelievable. Not only was I finally old enough to 
attend E3, but I had the credentials for a free all-access press pass; I think I 
may have jumped up and down for a bit. 

</p><p>One year later and I've been to two E3s, and am practically 
sick of the experience already. E3 has been a big letdown for me. As one of the 
largest trade shows on earth, there is a lot of possibility in E3. 
Unfortunately, there are a lot of things about it that make it a real pain in 
the butt. Everyone here at Gaming Horizon has put together this list of the 
things that make E3 suck.

</p><p>Swagbaggers

</p><p style="margin-left: 0.5in;" align="justify">The "swagbagger" is a particular 
type of human who attends a show like E3 almost solely to collect the free bags 
that companies hand out, and fill them with the free "swag" other companies hand 
out. The overwhelming supply of swag created a need for bags. Now, the 
overwhelming supply of bags calls for a separate type of container to hold all 
the bags they give out. </p>

<p style="margin-left: 0.5in;" align="justify">The swagbagger is an example of 
the type of person who isn't taking E3 seriously at all. He is there only to 
play games and get free stuff. Cup holders, bumper stickers, neon-flashing 
necklaces, bookmarks, tiny figurines, promotional booklets, pens, bouncy balls, 
and the occasional promotional t-shirt are the lifeblood of the swagbagger. His 
goal is to collect every piece of free crap available; often he'll get two of 
each --  one to keep, one for eBay. If a swagbagger sees another swagbagger with a 
piece of swag he has not collected, they will use a rudimentary and instinctive 
language of partial phrases, grunts, and hand gestures to indicate where that 
swag can be acquired. Often, the swagbagger will misdirect another so as to be 
the only person with that particular object.

</p><p style="margin-left: 0.5in;" align="justify">More recently, a startling 
percentage of E3 attendees are members of this odd breed. 


</p><p align="justify">Overpopulation

</p><p style="margin-left: 0.5in;" align="justify">It seems like everybody has 
forgotten what E3 is for, exactly. Without droning on about the vibrant history 
of the expo, it's more than fair to say that E3 is supposed to be a place for 
people to do their jobs and it's turned into a carnival for looky-loos and 
swagbaggers.

</p><p style="margin-left: 0.5in;" align="justify">There were 70,000 attendees at 
this year's expo. I don't know what mathematical theories you subscribe to, but 
seventy thousand people is a lot of people. I suppose there would be no argument 
if all the people at E3 deserved to be there, but an overwhelming majority of 
attendees are just everyday folks who got in on some technicality because they 
work part time at a retail store that sells videogames or because their mom's 
cousin's uncle knows a guy who served in the War with someone who washes the 
windows at Tecmo. These people all run from booth to booth, hogging up all the 
game kiosks, and snatching free and worthless crap from booth counters and from 
the arms of booth attendants. 

</p><p style="margin-left: 0.5in;" align="justify">And what do they provide for the 
companies in return? The purpose of a trade show is for vendors and press to 
interface with the manufacturers; the manufacturer puts on a nice show so the 
vendor will put the manufacturer's goods in their stores and so the press will 
say nice things about them in their little publications. But when you let the 
customers come to the show, you're paying money to impress people who will 
either buy one copy of your product or wont. The vendors and members of the 
press are getting drowned in a sea of unqualified attendees. 

</p><p style="margin-left: 0.5in;" align="justify">I say the ESA needs to take a 
butcher's knife to the attendance requirements. Unless somebody's occupation 
deals directly with the videogaming industry (assistant manager at a local 
GameStop deals indirectly with the industry), you shouldn't get through the 
doors. 

</p><p align="justify">No love for the small Press

</p><p style="margin-left: 0.5in;" align="justify">"Would you like some cheese with 
your whine?" No, seriously, we media types are getting seriously gypped these 
days. Imagine that your job required you to interview elementary school teachers 
while all the school-children were running around like maniacs and trying to get 
the teachers' attention; turn up the volume about 80 decibels and that's not 
even a fraction of how stressful E3 is.

</p><p style="margin-left: 0.5in;" align="justify">The overpopulation at E3 forces 
the people working there to look at every attendee the same way, so those of us 
with our lovely and distinctly-colored "MEDIA" badges get dumped in the same 
kiddie pool as everyone else. That is, of course, unless you work for one of the 
GIGANTIC news outlets that keep buying each other and buying TV networks. The 
guys at IGN and GameSpot are all sent demos and beta copies of all the games at 
E3 weeks before the show starts, so they can dominate the show coverage with 
information they've known for days while those of us who haven't made deals with 
the devil try to scramble around gathering intelligence and clamoring up to the 
overcrowded media room to tell the public what they've already read.

</p><p style="margin-left: 0.5in;" align="justify">That media room, by the way, needs 
some attention. It's in a pretty inconvenient location; there never seems to be 
enough plugs or sitting room no matter how much they add; this year the power 
kept going out, and there are only about 100 lockers for people to store their 
laptops in and about 5,000 members of the press lumbering around with heavy 
backpacks. 

</p><p style="margin-left: 0.5in;" align="justify">More emphasis should be placed on 
letting us do our jobs and less should be placed on making your games seem 
appealing to swagbaggers who will only buy your games if we tell them it's worth 
their money.

</p><p align="justify">Sexploitation 

</p><p style="margin-left: 0.5in;" align="justify">I think it's time that we as 
adults stand up and stop acting like we give a crap about "booth babes." 
Seriously, if you need to hire an actress to dress up like your game's 
characters to sell your game, <em>your game sucks</em>. The whole thing is 
transparent and, honestly, embarrassing to everyone involved --  perhaps mostly to 
the chumps who wait in line to have their picture taken with a girl whose most 
recent accomplishment has been putting on a costume. 

</p><p style="margin-left: 0.5in;" align="justify">Unless your little hottie dressed 
up as your game's offensively designed heroine is prepared to answer my specific 
questions about the game's graphics engine or controller configuration, there is 
no legitimate excuse for her to be there. Not that I or the majority of my peers 
have any problem with attractive women, it's just that it makes us feel even 
more silly for trying to act like professionals when the companies we're 
covering are positioning strippers at all corners of their booths.</p><p align="justify">Demo Campers

</p><p style="margin-left: 0.5in;" align="justify">The most obvious appeal to the 
Electronic Entertainment Expo is the chance to play videogames that haven't been 
released yet. This dream certainly does become a reality, for the first handful 
of people who rush through the doors as soon as they open. Once they get their 
hands on an open demo kiosk, they carry out the rest of their day from that one 
spot. They stand there, eyes blurry, staring at a TV screen and controlling the 
next Sly Cooper or other obvious sequel while people line up behind him, realize 
they aren't going to quit playing, and shuffle off to try hopelessly to find an 
open kiosk.

</p><p style="margin-left: 0.5in;" align="justify">I say that all demos should have a 
timer built in that kindly informs patrons that they've been playing for five 
minutes and should consider letting someone else have a try. If that's too much 
to ask, they should instruct the booth attendants mindlessly wandering around to 
try to maintain some sort of turn-around for demo users.

</p><p style="margin-left: 0.5in;" align="justify">Better yet, have some demos 
behind-closed-doors for the media to use, or give us some demo builds we can 
take home and play ourselves, since we need to play the games in order to tell 
the rest of the world about them. Everyone else just wants to play the games for 
their own benefit. It's not an arcade, dear camper.

</p><p align="justify">Shuttle Delays

</p><p style="margin-left: 0.5in;" align="justify">In the days immediately preceding 
E3, Nintendo, Sony, Microsoft, Konami, Square Enix, Nokia, and everybody else 
who wants to seem impressive has a press conference somewhere in the greater LA 
area. These press conferences are supposedly for the press, and are where the 
actual "E3 announcements" are made. Sony announced the PS3 at their conference, 
Microsoft re-announced the Xbox 360 at theirs, and Nintendo put on a nice light 
show. 

</p><p style="margin-left: 0.5in;" align="justify">There's a lot of political weight 
to these conferences. Originally, Microsoft's conference was scheduled on Monday 
and was to take place before Sony's. Sony undercut that and moved their 
conference earlier on Monday, the idea being that if the press saw the PS3 <em>
before</em> the 360, we would like it more... or something. This peeved off 
Microsoft, who wanted to be the first out the gate, so they pulled their little 
MTV unveiling trick sort of last-minute, so most of the world would see the Xbox 
360 weeks before E3 even started (making sure to act like that never happened at 
their real press conference and treating the press like idiots). The whole thing 
is taken way too seriously for such a silly affair, but that's not the main 
problem.

</p><p style="margin-left: 0.5in;" align="justify">As I said, the press conferences 
are held all over the greater LA area. Problem is, the greater LA area is 
humongous, and taxis are expensive. Most of the companies are civil enough to 
provide shuttle busses to take people straight to the shows then back again. 
Nintendo, alas, usually provides no shuttles to their conferences which are 
always held in Hollywood --  about $35 away from Downtown Los Angeles.

</p><p style="margin-left: 0.5in;" align="justify">Most of us here at Gaming Horizon 
agree that these companies are spending way too much money on their press 
conferences and not enough on making them worth-while. Microsoft, Sony, and 
Nintendo should all have their conference on the same day, at the same theater, 
one after another. That way, they can stop worrying about who outdoes whom and 
focus more on getting their point across. They can all split the cost of shuttle 
busses.

</p><p align="justify">Sound Off

</p><p style="margin-left: 0.5in;" align="justify">Every booth at the show takes 
every step it can to blast unnecessarily loud music in all directions. It's like 
a contest or something, where there is no winner and everyone's eardrums lose.

</p><p style="margin-left: 0.5in;" align="justify">I'm only 19 years old, so don't 
think that I just don't understand these kids today and their music --  when the 
PR people standing in the booths who are supposed to be answering game questions 
have to wear earplugs and when their voices have gone raw before the end of day 
one from trying to yell over the noise, something is wrong.

</p><p style="margin-left: 0.5in;" align="justify">The stupid thing is that since 
there's so <em>much</em> noise, it's impossible to distinguish any particular 
family of noise. There's just this deafening amalgam of thumping and screeching 
that does nothing more than create an uncomfortable environment. 

</p><p align="justify">You must be this tall

</p><p style="margin-left: 0.5in;" align="justify">It's a pretty well-known piece of 
psychological trivia that the longer a queue line is, the more people will be 
attracted to it without knowing what the line is for. 

</p><p style="margin-left: 0.5in;" align="justify">This year, there was a gigantic 
line forming in the Nintendo booth that lead into a closed-doors showroom. The 
line was growing so long that it was breaking from its ropes and spilling 
serpentine all through the booth. When I first saw the line, someone had placed 
a sign at the end of it saying the wait from that point was three hours. 
Considering the location of the line and how mysteriously Nintendo had handled 
the Revolution announcement, and rumors that the anticipated controller design 
would be unveiled during the expo rather than before it, one would surely assume 
that a line worth spending three hours in <em>must</em> be for something 
phenomenal.

</p><p style="margin-left: 0.5in;" align="justify">Next door at Sony, a line was 
wrapping up three flights of stairs and into a closed-door room at the top of 
the multi-storied booth. There were no demos of PlayStation 3 games on the show 
floor, so a line worth balancing on a single step with people packed above and 
below you <em>must</em> be for something phenomenal.

</p><p style="margin-left: 0.5in;" align="justify">The line at Nintendo was to play a small demo of <em>Legend of Zelda: Twilight Princess</em> for the GameCube, but when I asked the people in the 3+ hour line if they knew what they were waiting for, most of them didn't know -- some assumed it was a Zelda trailer. They had 
just shown that trailer at the press conference the day before, and everybody 
there was given a copy of the trailer they could watch on their Nintendo DS, and people were standing in line for what they <em>thought</em> was a trailer? Just goes to show that people will line up for anything. Rather than creating that fire-hazardous gauntlet, couldn't Nintendo have used a scheduling system like at Space Mountain, where you pick up a card with a specific time on it and you show up at that time? Whatever, I didn't have to wait in that line -- Press life isn't all that bad.

</p><p style="margin-left: 0.5in;" align="justify">The line at Sony was to walk 
through a room where they had hallow models of the (still conceptual) 
PlayStation 3 design, behind glass. Two days before then, Sony had released 
high-res images of the system from every angle. If I had waited in any of those 
lines, I would have been thoroughly peeved afterwards. There's just no point to 
that kind of stuff.

</p><p style="margin-left: 0.5in;" align="justify">Oh well, I guess they keep the 
people who don't know what they're doing occupied and away from the demos.

</p><p>You may be wondering why this is the first time you've 
heard anybody complaining about E3, and for that it may seem like we're just 
stuck up or spoiled. The reason you never hear any E3 complaints is because the 
people who do most of the E3 reporting are all cruising down easy street. Media 
center woes don't affect the gigantic websites or G4 because they've all shelled 
out hundreds of thousands of dollars for their own booths at E3 where they can 
do their own uploading and reporting from. They're all given top-secret game 
demos and information weeks or months before the show starts so they'll be the 
first to report it. These fellas don't have to deal with the massive crowds 
because they're all let through the closed doors and given the fluffy 
interviews. They provide their own transportation to the press conferences, 
front row seats, and they probably have a transcript of what will be said 
beforehand so they'll know when to zoom their cameras in. Their jobs are already 
done for them. They even have their own food brought in so they don't have to 
troll the game publishers' meeting rooms for free sandwiches like a <em>real</em> 
journalist. 

</p><p>Meanwhile, we're facing the crowds, gasping in 
unairconditioned convention halls, throttling our own ears, and sitting on hard 
floors with laptops so long that our legs fall asleep, just to try to bring some 
independent and hype-free coverage to the Internet. We hope it's getting us 
somewhere.</p><p>

</p><p>The thing is, though, these problems are compounding yearly 
and pretty soon people are going to just stop taking it. It'd be a shame to see 
E3 fall victim to its own hypemonster, but the way it's going, the show will 
have completely lost its purpose in a few years. All is not lost, though; E3 
could be fixed and returned to its former greatness with only a few simple 
changes:

</p><p style="margin-left: 0.5in;" align="justify">1. Tighten the entrance 
requirements

</p><p style="margin-left: 0.5in;" align="justify">It's just this easy: If your job 
requires you to communicate directly with the gaming industry, come on in. If 
you work at a Hollywood Video store, you don't need to communicate directly with 
the gaming industry. If you draw an online comic strip, you don't need to 
communicate directly with the gaming industry. If you have a Blogger.com account 
and occasionally complain about how much time you spent playing World of 
Warcraft, you don't need to communicate directly with the gaming industry. If 
you just really want to get into E3 because you want to play upcoming games, 
you're the problem.

</p><p style="margin-left: 0.5in;" align="justify">2. Media-only day

</p><p style="margin-left: 0.5in;" align="justify">I'll buy a lobster dinner for 
anybody who can provide a reason why it'd be a <em>bad</em> idea for the first day 
of the E3 show floor to be open only to people with Media badges. If the 
non-media folks don't like being only left with 2 days, then have the media-only 
day be on Tuesday and open up to everyone else on Wednesday. It makes sense; 
media has a job to do, everyone else is just looking for fun. Fun is fine, but 
you can't get work done in a funhouse.

</p><p style="margin-left: 0.5in;" align="justify">3. Less "babes," more "games"

</p><p style="margin-left: 0.5in;" align="justify">This one is optional, I guess, and 
I realize that E3 is more or less famous for the "booth babes," so if that's the 
type of image this industry wants to maintain --  bimbos in costumes --  I guess it 
has every right to it. Consider, alternatively, hiring marginally-attractive 
representatives who actually know more about the game than its title.

</p><p style="margin-left: 0.5in;" align="justify">4. Streamline the press 
conferences

</p><p style="margin-left: 0.5in;" align="justify">Spreading out the obligatory Sony, 
Nintendo, and Microsoft press conferences over two days and 100 miles is 
pointless. Either have them all done at the same location, or make sure 
there are enough busses to get people to and from each of them. Also, don't 
bloat the guest lists with execs from the company so you have to start squeezing 
out legitimate members of the press.

</p><p style="margin-left: 0.5in;" align="justify">5. No "behind closed 
doors"-only content

</p><p style="margin-left: 0.5in;" align="justify">For some wacky reason, really 
high-profile games (Doom 3, Halo 2) are often demonstrated only 
behind-closed-doors, usually by invitation only, and often with an added 
disclaimer that we aren't allowed to take pictures of this or that and we can't 
tell anybody about this weapon or this new character until August 18. If you're 
going to demonstrate a game at E3, demonstrate the game at E3.

</p><p style="margin-left: 0.5in;" align="justify">6. Fix the demo camper problem

</p><p style="margin-left: 0.5in;" align="justify">A few possible solutions: build in 
a small timer into the demo software to notify users that they've been playing 
for __ minutes, have the booth attendants try to make sure everybody gets a 
chance to play, stop putting totally in-depth games that take hours to get a 
hang of in an environment where you want to start playing ASAP, or <em>give 
members of the media copies of the demos they can use themselves</em>.

</p><p style="margin-left: 0.5in;" align="justify">7. Watch the freaking volume

</p><p style="margin-left: 0.5in;" align="justify">You aren't impressing anybody. For 
the love of sweet, sweet Princess Peach, <em>let us hear what the person next to 
us is saying</em>.

</p><p style="margin-left: 0.5in;" align="justify">8. Figure out what's secret and 
what's public

</p><p style="margin-left: 0.5in;" align="justify">If you just showed a trailer or 
console design to the entire media without them asking for it, don't act like 
people should wait in a three hour line to see it again. We'd be happy to put 
your trailers up on our websites --  we love the traffic.

</p><p style="margin-left: 0.5in;" align="justify">9. Have operational press sites 
running alongside the show

</p><p style="margin-left: 0.5in;" align="justify">It's a well-known fact that 
certain companies --  Sony, Microsoft, and Nintendo --  have press sites functioning 
during the event so that every journalist not employed by IGN/GameSpot can hop 
online and get the material needed to produce/accent content. As it happens, 
that's currently a <em>lot</em> of us, which means that we all hit our hotels and 
flood the press sites to closing. All companies should expect this and be 
prepared for the show, and all companies --  even third-party ones --  should have a 
functioning press site available during E3.

</p><p style="margin-left: 0.5in;" align="justify">10. Have an east coast show

</p><p style="margin-left: 0.5in;" align="justify">Los Angeles, if you're unaware, is 
at the very far edge of the country. We're tired of having to fly out to LA 
every time something big happens. Why not have a second E3, or similar show, 
take place on the east coast or perhaps in the Midwest? Stick it in January or 
August. That way, companies won't have to shove a year's worth of progress into 
a show in May. The movie industry has Show West (Vegas) and they also have Show 
East (Orlando). Doing the same thing for E3 would give us a chance to see some 
games twice, and it would also give us a chance to play stuff that wasn't ready 
at E3. Tokyo Games Show doesn't count, because that's even more expensive to get 
to than LA, even if you live in LA.</p>]]></description>
<pubDate>Mon, 03 Oct 2005 20:36:00 -0500</pubDate>
</item><item>
<title>GH Editorial: What am I doing here?</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_what_am_i_doing_here</link>
<guid>http://www.gamebump.com/go/gh_editorial_what_am_i_doing_here</guid>
<comments>http://www.gamebump.com/go/gh_editorial_what_am_i_doing_here#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><p>This month has become a solemn one. At the beginning of the 
month, a natural disaster unlike anything this country has seen was unleashed 
upon one of our largest cities, causing an unheard-of amount of suffering and 
emotional, physical, and human loss. Beyond that, September is now a time to 
remember the most heinous attack on American civilians of all time. Times like 
these, we have to reflect upon the parts of our lives that are important to us 
and the things that make our lives what they are. We're forced, for just a 
moment, to step back and look at the things we do from the outside in.

</p><p>I can't help but look at what we're doing here and wonder 
what kind of a service we provide. As a nation built upon the free press, there 
is a certain pride in being a member of the independent media; however, this is 
an entirely separate league of "press" from the conventional. Gaming journalism 
is an interesting little game itself, guising as mainstream journalism as Madden 
NFL 2006 guises itself as a real game of football.

</p><p>At first glance, it appears that we members of the gaming 
media primarily serve the public. We play the bad games so you don't have to, 
and we bring you the gaming industry coverage so you don't need to dig for it 
yourself. In that respect, we are a sort of middleman between the game consumers 
and the game companies. On the same hand, we are also a middleman between the 
game companies and the consumers. The average day here at Gaming Horizon 
consists of swimming through the dozens of press releases sent straight from the 
PR departments of game publishers, looking for those interesting enough to post 
as news. The games we review are sent from the same PR departments, and we 
aren't allowed to review a game we aren't told to. If we get stuck in the game, 
we can call those PR people and have someone who actually made the game walk us 
through step by step. In most everything we do, we're just funneling information 
down from the people who stand to make millions to the people who stand to spend 
millions.

</p><p><p></p>Is this really necessary? Some game publishers are starting 
to side-step this media proxy and are distributing their own information. Most 
game publisher websites look more like news sites than the face of a 
corporation. Some publishers are slowly drawing away from smaller news outlets 
and only giving information to sites and publications that will publish anything 
they're told to -- most of which have intricate business relations with game 
publishers through the many tiers of larger and larger corporations that all own 
each other and all own the journalists. For this, it gets harder and harder to 
do our job when the people whose jobs we've been doing for them are starting to 
do it for themselves. 

</p><p>That doesn't have to be a bad thing, however. Since we and 
our peers haven't been hand-fed press releases and the PR departments are too 
busy updating their own websites to answer our calls, we have to break out of 
the press release hokey-pokey and start doing some work for ourselves. As the 
giant sites keep getting more gigantic, the smaller sites have to strive to 
maintain independence and accuracy in reporting. Some of the most popular gaming 
sites right now are independent blogs that do the filtering for you and link to 
the best stories from everywhere else. Suddenly, as the news behemoths grow, 
independence becomes an asset. </p>There's a nice feeling when you find a lead, make a phone 
call, take a few pictures, and bring something to the people that they never 
would have gotten anywhere else -- all without needing an exclusive set of 
screenshots from a game publisher in exchange for primary ad rotation and a 
promise to mention the game's title at least 400 times in the next month. It's a 
feeling of legitimacy, of not being a tool of the publishers but an asset to the 
public. 

<p>It's still difficult to seem like a grownup to the 
mainstream media, when videogames are still taken so lightly and as a 
distraction for teenagers or some kind of how-to guide for stealing cars or 
shooting police officers. I don't think we'll ever get there if we keep trying 
to put ourselves across as some immature, "extreeem" outlet of nearly-nude, 
computer rendered females or by carrying this superficial love of violence. That 
is a goal we may never reach, but then again -- the grownups will never 
understand us.

</p><p>For my own conclusion: yes, there is a point to all this 
now. In the beginning there was the thrill of ushering in a new industry to a 
new audience, but things started to level out and money started calling the 
shots, but now things are picking up again. I'm glad I do what I do, and I think 
my coworkers would agree. There are, I'm sure, many parts of our lives that we 
could all get along fine without; but if there were no more independent gaming 
press, you all would only be buying the games with the biggest marketing budget.

</p><p>Because nobody does that right now, do they?
	</p>]]></description>
<pubDate>Tue, 13 Sep 2005 16:25:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Holiday Rush</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_holiday_rush</link>
<guid>http://www.gamebump.com/go/gh_editorial_holiday_rush</guid>
<comments>http://www.gamebump.com/go/gh_editorial_holiday_rush#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>Every videogame that will be worth anybody's time will come 
out in November. 

</p><p>There are a few variances from that rule, but it's widely 
accepted as the truth. Game publishers know that the bulk of the annual gaming 
purchases are made for Christmas and Holiday gifts, so they all bank on 
releasing their big-deal games right before December so everyone will want to 
buy the game and wrap a bow around it when it's fresh. They all hope it'll be at 
the top of everybody's wishlist and every mommy and daddy will run out to 
Toys-R-Us and buy the first copy they see without looking at price tags. It 
makes sense, doesn't it?

</p><p>No, stupid, it doesn't. Let's pretend you're a manufacturer 
of fine economics-class-quality Widgets. The average consumer can only afford to 
buy and use one, <em>maybe</em> two widgets at one time. You're working on your 
new widget that you are certain that everybody will love if they choose to buy 
it. The thing is, every other widget company on earth is going to start selling 
their widgets at the same time. When do you start offering your widget for sale? 
Do you dump it into a highly congested market of 5 or 6 other must-have widgets 
when people can only get 1 or 2 and hope yours is the one they'll all choose? 
Why not release your widget in a month when nobody else is selling widgets so 
you can own the market with your awesome widget? People want to use widgets all 
year long, so why not get the customer when nobody else has them?

</p><p><p></p>Doesn't that seem obvious? We can't all afford to buy the 
6-or-so must-have games this November if they all cost $40-$60, so why does 
every publisher dump out the ultra-hyped game at the same time and wedge 
themselves out of the market? 

</p><p>Think about this: the average videogame player is in high 
school or college, so the obvious time to sell them videogames is in the summer 
when they're all out of school and earning easy money at the Burger Fling. 
Summer is just about over now, and what good games have come out in the past 4 
months? Madden 06 just came out, but that's getting pretty mediocre reviews. 
Four long, hot months of free time for us gaming students and no good games to 
buy but some lame movie tie-ins and a dumb monopolized football game? Where is 
the logic there?</p>The Holiday-release rush is poor planning that hurts the 
consumer and hurts sales. If you release your game at the same time as Halo 2, 
you are welcoming your game to second-place at least. If you'd just release your 
game in July when nobody is competing with you, you guarantee yourself 
first-place in sales. 

<p>Many people who are buying the big November games aren't 
buying them for gifts, they're buying them for themselves. Those people waiting 
in line all night for Halo 2 weren't doing it for their kids, they were doing it 
so they could go right home and play it. So all those people who bought Halo 2 
just spent $50 that would otherwise be in their holiday shopping budget are 
wasted on the November release schedule. All that was accomplished was that 
someone has less pocket cash to buy ties for dad and candles for mom. The kids 
who have to wait for Christmas morning to get the game aren't the ones who <em>
really REALLY</em> want the game; otherwise they'd return Coke bottles for a 
month and buy it themselves. So what was accomplished here? The games competing 
with Halo 2 all lost sales and the people who bought Halo 2 had less money that 
week and had to go to school the next day. If they'd released Halo 2 on the 
first day of summer, everyone would have more time to play it and nobody else 
out there would be forced to compete with them. Then for the Holiday sales 
season, drop the price of Halo 2 to $40 or $30 so that anybody who doesn't have 
the game yet can put it on the wishlist.

</p><p>It makes sense, doesn't it?</p>]]></description>
<pubDate>Tue, 30 Aug 2005 17:05:00 -0500</pubDate>
</item><item>
<title>GH Editorial: HiTec HDA Digital X-Mystique 7.1 Gold</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_hitec_hda_digital_xmystique_71_gold</link>
<guid>http://www.gamebump.com/go/gh_editorial_hitec_hda_digital_xmystique_71_gold</guid>
<comments>http://www.gamebump.com/go/gh_editorial_hitec_hda_digital_xmystique_71_gold#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Chuck Landry.</i></p>
<p align="center">
<p>Although there are certainly several soundcard manufacturers around offering up respectable options, I think CreativeÂ’s <em>Sound Blaster</em> line most readily springs to the minds of most gamers when the topic comes up. In fact, I have only purchased two soundcards in my life. The first time, I spent $20 dollars on a low-end card (the name of which I cannot recall) years ago when the card in my old machine crapped out on me. The only time I spent any real sum of money on a card was when I was building a serious gaming rig and figured that the on-board sound chip probably wouldnÂ’t perform as well with my new 4.1 speaker setup as a <em>Sound Blaster Live 5.1 Gamer</em> would.<br /><br />My SBL 5.1 Gamer served me well for several years (and through several machines), and I saw no need for an upgrade until it began its descent towards the hardware tomb which is the trashcan. It has recently been acting up Â– crackling loudly in the background of my music, constantly forgetting that I have not two, but four speakers, and sometimes simply refusing to utilize EAX support in games. It was, then, with arms wide open that I accepted the review of HiTecÂ’s new HDA Digital X-Mystique 7.1 Gold. Timing couldnÂ’t have been better. LetÂ’s look at the features.<br /><br />Sound Processor:C-Media CMI8768/PCI-8ch+ PCI Chipset8 channel codec embedded PCI audio single chipFull-duplex 8CH 24bit/96kHz DAC / 2CH 16bit/48kHz ADCIntegrated S/PDIF receiver/transmitter supports 44.1kHz/48kHz/96kHz samplerate and 16/24bits resolution<br />System Interface:<br />PCI Rev. 2.2 compliant with 32bit PCI bus mastering modesOnboard TOSLink transmitter for up to 24bit/96kHz Optical digital output, Gold Plated RCA connector for Coaxial digital output. Two SPDIF input for CD_SPDIF input (S/PDIF-IN #1), Digital I/O(SPDIF_EXT) input (S/PDIF-IN #2).Built-in earphone buffer at Front Output (32 Ohm Loading)External EEPROM Interface for Sub-Vendor/Sub-Device ID using custom driver16Pin MIDI_IO Header for supporting MPU-401 MIDI UART PortSwappable four high performance dual DIP type OPAMP for output channel, two high performance dual DIP OPAMP for MIC input Â– increase gain level and improve SNR<br />Package Includes:<br />HDA Digital X-Mystique 7.1 Gold audio cardMPC to MPC (2pin-2pin) CD S/PDIF audio cableEnglish OwnerÂ’s ManualTOSLINK fiber optic digital cableDrivers/Applications installation CD<br />I may be able to put all of the parts to a computer together and make it work, but IÂ’m not technically savvy enough to translate all of that stuff into anything decipherable. So sue me Â– I was never an audiophile. This review will focus on what the majority of people out there will want to know about this soundcard Â– how it performs.<br /><br />First things first, though. I performed the installation by the book Â– by first disabling and uninstalling the drivers for my older card, and then physically removing my dead SBLive card and replacing it with the X-Mystique (I even used the static armband to ensure no complications). With XP Professional SP2, the overall installation was a snap, requiring no more than the included installation CD.<br /><br />HiTecÂ’s card comes packaged with some useful sound applications that are worth mentioning. The best of which is the Xear 3D audio configuration. It allows you to switch between analog and digital sound output (SPDIF) and select how many speakers your system has. It also shows a graphic representing the connections on the back of the actual card, and highlights those that you ought to be using with the number of speakers indicated. It also sports a mixer, some effects you can add to the ambiance, and karaoke settings. The main feature of Xear 3D, however, is the 7.1 Virtual Speaker Shifter. This handy 2D picture shows a figure in a chair surrounded by a 7.1 speaker system. Simply clicking and dragging the speaker icons from their default position to where they actually are in your own setup customizes their output levels to ensure you get the best surround effect possible, even when not all of your surround speakers are actually behind you.<br /><br />The CD also comes with some diversionary programs that let you test your setup. You can move a helicopter around and hear the difference as it moves behind your view, or around to the front. ThereÂ’s also a terrible little game called Rockwar that asks you to shoot at meteors that are flying towards you. You can move the mouse to rotate your view 360 degrees, and you must figure out which direction the next meteor is coming from solely from the 3D sound. ItÂ’s a terrible game, but it proves its point well Â– this is a great card, and the 3D effect works. I was actually able to close my eyes and try to find the next meteor before I opened them Â– and I could do it pretty easily.<br /><br /><br />The sound quality in games is great in most cases. My main test was to be <em>Half-Life 2</em>. For one thing, Half-Life 2 has some incredible sound effects but letÂ’s also not forget that I could never get it to run with more than two speakers for some reason with my SBLive card. ValveÂ’s masterpiece was an audible treat, with the reverb and echoes of explosions low and dull, and audio cues of bullets hitting the environment crisp and believable. Results of other titles (<em>Doom 3</em>, <em>Thief 3</em>, and even <em>Worms Armageddon</em>) yielded similar results. I did experience an issue with <em>Dungeon Siege 2</em>, however. For some reason the sound effects faded out to almost inaudible levels sometimes based on where the camera was. DS2 is a mostly top-down view, but when the action was near the top of the screen, it was hard to hear. On the bottom of the screen, everything was fine. It was probably more of a positioning issue than anything else. The X-Mystique offers support for EAX 1.0 and 2.0, but there wonÂ’t be any for the upcoming EAX 3.0, unfortunately. How many gamers will ever notice, is to be seen.<br /><br />MP3 and DVD playback is also superb Â– an obvious upgrade from my previous card. Highs sound much cleaner than IÂ’m used to, and the lows thumping out of my subwoofer are perfectly matched, rather than being too rattly or muted. One big feature of the X-Mystique is its being the first PCI sound card to offer direct Dolby Digital Live Â– in other words, you can plug it into your home theatre system and use those monster speakers to hear true Dolby Digital processed through the sound card. I for one already have a monster setup in the living room, and while this feature did work well when I tried it, I donÂ’t recommend anyone buy this card to replace his or her existing home theatre equipment. ItÂ’s a good feature if you canÂ’t currently get DVDs to play on your home theatre surround sound, though. X-Mystique is the first card to do this, but rest assured it wonÂ’t be the last.<br /><br />Overall, this is a great card for readers out there in need of a new soundcard. If you really need the Dolby Digital support for some reason, itÂ’s an easy purchase at a reasonable $99 Â– or if you donÂ’t currently have a surround capable card. You wonÂ’t be disappointed by its performance.<br /><br />
	]]></description>
<pubDate>Mon, 29 Aug 2005 10:34:00 -0500</pubDate>
</item><item>
<title>GH Editorial: PSP 2.0 Firmware Review</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_psp_20_firmware_review</link>
<guid>http://www.gamebump.com/go/gh_editorial_psp_20_firmware_review</guid>
<comments>http://www.gamebump.com/go/gh_editorial_psp_20_firmware_review#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Eric Dayday.</i></p>Finally, after initially being promised it on August 12, then the week of August 15, Sony released PSP Firmware Version 2.0 to the North American masses early on the morning of August 24. Some of you may have downloaded the Japanese firmware update weeks ago despite SonyÂ’s warning that it hasnÂ’t been deemed safe for NA PSPs; some of you have the NA version already, but for those of you who havenÂ’t yet, hereÂ’s a small review of some of 2.0Â’s new features.<br /><br />The first and probably the biggest reason most have/will want to upgrade to 2.0 is the addition of a web browser. While itÂ’ll never replace a computer web browser, the one found on the PSP is competent. Entering web addresses is relatively simple. You can set a home page that the browser will automatically head to when it is opened up. Pages can be bookmarked and are easily accessed. L and R correspond to the back and forward buttons respectively, and the browserÂ’s history folder does its job well. The stop and refresh options are available too.<br /><br />Another nice feature of the browser is the ability to have up to three tabs open to view different pages, which Firefox, Opera, and users of other similar browsers should be familiar with. L and R in combination with the square button allows for easy navigation between the tabs. Square is also important in viewing a page. Using it in conjunction with the analog stick lets you smooth scroll throughout the page while using the D-pad will snap the scroll a predetermined set of lines. Without the square button, the analog lets you move the arrow icon smoothly while the D-pad snaps to the nearest link. And if a page doesnÂ’t look right on the PSP, you can adjust how itÂ’s displayed, choosing from three options Â– normal, just-fit, and smart-fit. Normal displays the page as it should be; just-fit adjusts the page width to match the screen width, and smart-fit adjusts not only the width but will reorder certain items and change text size as well as wrap text.<br /><br />Entering text isnÂ’t a problem if youÂ’ve been doing it a lot on the PSP or are used to text messaging on a cellphone. The new firmware does have shortcut buttons for http:// and Â“.comÂ” pre/suffixes so donÂ’t worry about having to re-enter those terms repeatedly.<br /><br />The browser is fine and dandy and a more than welcome addition, but it isnÂ’t without its problems. First, it doesnÂ’t offer support for Flash or Java, so sites that use those wonÂ’t be displayed well or even at all on the PSP. However, given the low security on the PSP and how vulnerable those two applications are, their absence is forgivable. I also frequently got the error Â“Not Enough MemoryÂ” especially when navigating our own Gaming Horizon site. The last and largest annoyance IÂ’ve found is that the browser locks up trying to access certain sites. When it does that, the system wonÂ’t respond to button presses; I couldnÂ’t even turn it off. The only thing that unfroze the PSP was taking the battery out. I thought it was only going to be a one time thing, but it happened to me two more times. Not good Sony, not good.<br /><br />Now that weÂ’ve got the biggest feature out of the way, letÂ’s take a look at the other minor stuff they added in 2.0.<br /><br />On the video front, new tools were added like the Â“Go ToÂ” and Â“A-B RepeatÂ” options as well as added support for MP4 (AVC) playback and additional audio fixes. They also added the option to play videos recorded at the 16:9 aspect ratio in 4:3. The first couple of additions I will gladly take, but I find changing the aspect ratio useless. Why waste the PSPÂ’s gloriously sized screen? Use it all, baby!<br /><br />For audio, Sony added support for three more formats - ATRAC3 plus, which SonyÂ’s mini-disc uses, MP4 audio, and WAV. Again, a minor addition and one that only a handful of people can take advantage of. Not many consumers latched on to the ATRAC3 format and WAVs are just so enormous compared to MP3Â’s that they arenÂ’t worth using anymore except for adding a voice recording or two onto your Memory Stick Duo.<br /><br />Under the image option, youÂ’ll find two very useful additions. The first allows you to set an image on the memory stick as the PSP menu wallpaper. And once you have it set, you no longer need to keep it on your stick. The other addition is the ability to transfer image files from one PSP to another using the wireless ad-hoc connection. Sony also finally added GIF, PNG, BMP, and TIFF as viewable file formats as well. In my opinion, however, all of these options (not necessarily image transfers) should have been available at launch.<br /><br />In the settings menu, Korean was added to the set of languages, as well as character set options, and theme settings. Another smart move was the addition of WPA-PSK (TKIP) to network security. That is the current encryption my household uses and now with it, I finally use my PSP on my home network.<br /><br />As you can see, this is one fine update by Sony. Though not perfect, the addition of the browser takes it one step closer to a Â“do-allÂ” machine. All the little additions donÂ’t hurt much either and this makes PSP firmware version 2.0 a definite download.<br /><br />That is, of course, unless youÂ’re still a fan of the homebrew scene. As most of you know, PSP owners with firmware versions 1.5 and lower have been able to run homebrew applications on their systems. I myself thoroughly thought about whether or not to upgrade and lose this ability. I came to the conclusion that I should get 2.0 since I use the PSP more as a video/mp3 layer than an SNES emulator (which ran slow in the first place even when overclocking the PSPs processor to 333mhz). So, those of you on the fence about it should think about how you use your PSP before getting the update, unless you buy a game that requires a firmware update (i.e. Namco Museum Battle not only requires v1.52 but contains the update on the UMD itself). For those of you not worried about the homebrew scene, head on over to <a href="http://www.us.playstation.com/psp.aspx" target="_blank">http://www.us.playstation.com/psp.aspx</a> and get it now.<br /><br />
	]]></description>
<pubDate>Wed, 24 Aug 2005 20:37:00 -0500</pubDate>
</item><item>
<title>GH Editorial: 24: The Game Dev Diary</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_24_the_game</link>
<guid>http://www.gamebump.com/go/gh_editorial_24_the_game</guid>
<comments>http://www.gamebump.com/go/gh_editorial_24_the_game#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p><em>Mark Green</em>, communications manager for Sony Computer Entertainment Europe's Cambridge Studio, has written up an entertaining developer diary for 24: The Game, based on Fox's hit television series, 24. Green describes what it's like working with hollywood actors to create voiceovers for a game, something the typical actor/actress hasn't had experience with and is absolutely shocked to see the quality that goes into the final product. Enjoy.
	</p><p>Developer Diary<br>Part 1 of 6<br>Working with Hollywood Stars <br><br>After whittling down 100s of actors to a shortlist of six; after holding auditions whilst patched-in by transatlantic phone call; after having MP3s of their voices sent over to Cambridge; after making our final decisions; after notifying the actors; after arranging the studio in LA; after arranging our own flights and hotels Â… after all of this, we STILL had one actress who was astonished by the whole set-up: Â“Oh my God! ItÂ’s a GAME! I thought it was the extras for the DVD,Â” she cried on day one. Games clearly still have some way to go before theyÂ’re accepted as part and parcel of the process. Either that, or sheÂ’s not been listening to her agent.<br><p></p><br>The A list the stars from 24, people like Kiefer Sutherland, Elisha Cuthbert and Carlos Bernard - tend not to have much experience of the interactive market either (and not too surprisingly theyÂ’re rarely videogames players), but their talent more than makes up for that. Kiefer in particular, is quite extraordinary. HeÂ’s a very intense man, and once he gets into the mode, heÂ’s there Â– bang, bang, bang. With most people, we tried to do at least three takes of all their speech, and to do each utterance three different ways. With Kiefer it was almost always right the first time. <br><br>ItÂ’s interesting to see how actors perceive voice-acting for videogames, as thereÂ’s already a hierarchy within the Hollywood community. For example, on GhostHunter, which starred Joe Morton, who is a big stage and screen actor, we also had Rob Paulsen, who has a vast number of voice-acting roles behind him. On day one, Joe Morton and Rob Paulsen were working together and Rob was noticeably deferential to this guy whoÂ’d been in theatre most of his working life. Then on day two, Rob was in doing takes with a group of ancillary actors who were all saying Â“Wow! I canÂ’t believe you got Rob Paulsen on this! HeÂ’s great. Have you heard him in Ninja Turtles/Animaniacs/Pinky and the Brain/etc?Â”<br><br>Aside from the stars, you expect voice actors to be able to double up in their roles and take on a number of parts Â– this happens a lot in animated movies as well, not just games. Sometimes getting an actor to play multiple characters can be problematic - you can ask the guys to do several different voices and they obviously have to modify their voice tones to make it notably different for each character. Sometimes however they can exaggerate these differences and start to sound too cartoonish. Sometimes itÂ’s easier for the actors to differentiate the characters they are tackling by producing very strong accents rather than more subtle variations; whilst you want a range of accents in something like 24, you donÂ’t want to go from Surfer Dude, to Texan to Brooklyn all in one scene!<br><br>One of the things we were most concerned about was getting the best from the actors, as quickly as possible Â– I mean, theyÂ’re rarely cheap! We decided that there were a couple of things that would help. First, we got Paul Gadd a Producer from the TV show to come and act as our Voice Director and secondly we also got in a Â‘line bouncerÂ’ that the actors were used to working with. The idea was that we would make everything seem as close to a normal working day on the show for them as possible Â– even down to hiring the same recording studio that they use for ADR. It worked.<br><br>The less game-experienced actors tended to be quite surprised when they saw the sheer size and quality of the script, and then more than surprised, in fact, IÂ’d go so far as to say shocked, when we showed them the game, especially how good the cut-scenes are. The game graphics themselves are excellent, of course, but because we can play with the camera more, the cut-scenes are Â– we hope Â– virtually indistinguishable from watching the show.<br><br>In some ways directing the 24 actors has been easier than with a game thatÂ’s an original property, in that they already know their characters, they know how they behave; they know how the show turns out. Having 24Â’s scriptwriter Duppy Demetrius as our story coordinator and writer has ensured absolute continuity from a character development point of view. <br><br>Given that we had one of the showÂ’s scriptwriters on board to write the cutscene script itÂ’s probably not surprising that the actors were very happy with it and recorded it pretty much word for word. Unfortunately we canÂ’t say the same for the in-game action dialogue (consisting of isolated utterances) which had to go through several revisions before it was good enough. It really is very tricky to write believable, easy to deliver lines that are solely designed to provide quick snippets of information to the player! In fact we did have one instance when Kiefer looked at an in-game line, then looked at us and said Â“ThereÂ’s no way those words are coming out of my mouth!Â” Â– needless to say we soon rewrote that particular line.<br><br>We have some dedicated motion capture days set aside but IÂ’m not sure if weÂ’ll use them, as the character animation is progressing very well at present. We do have motion capture actors that weÂ’re very happy with so weÂ’ve not yet used specific actors like Kiefer or Elisha Cuthbert. Perhaps having the showÂ’s actors motion capture their own moves will be the next big thing, but the skills required are subtly different from the acting theyÂ’re used to, and so time consuming, that perhaps this will remain a separate issue for some while yet.</p><p></p><p><em>-Mark Green</em></p><p></p>]]></description>
<pubDate>Thu, 18 Aug 2005 12:38:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Madden-ing</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_maddening</link>
<guid>http://www.gamebump.com/go/gh_editorial_maddening</guid>
<comments>http://www.gamebump.com/go/gh_editorial_maddening#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p align="baseline"><em></em></p><p align="center"></p><p><em>Consider</em>: It's August, 2005. You're at your local game 
store, standing in the sports game section. You see on the shelf, in shiny 
cellophane and surrounded by bright red banners, Madden NFL 2006 for $49.99. Two 
shelves below, down in discount land, is Madden NFL 2005 for $29.99. Being a 
savvy consumer, you opt to purchase Madden 06 because it's newer and anything 
new is good.

</p><p><em>Consider again: </em>It's May, 2005. You're at your local game 
store, in the sports section. Madden NFL 2005 is the newest football game, so 
you buy it for $49.99. </p>

<p>If you wanted Madden 05 in May, why do you suddenly not 
want it when it's cheaper just because there's a newer one out? How will you be 
able to understand the story of Madden 06 if you haven't played the prequels?

</p><p>There's a new Madden game every year, we all know that, but 
why do we buy them every year? There are new features every year, obviously, but 
most games' development cycles are longer than a year so you have to accept that 
the hot new features from Madden 06 were being developed while Madden 05 was 
still being made. Even assuming that EA is incapable of conspiring against you, 
you have to admit that the words "save those features for next year" are spoken 
once or more per game.

</p><p>Why not, instead of pushing out a new game every year with 
a handful of new features, hold out for a while and make a game with a lot of 
new features? The answer is obvious, starts with "because" and ends with 
"money", but if there's one thing people like me hate -- it's being exploited.


</p><p>I mean, what else is there to do? Is Madden 06 better than 
05 because it contains 44% more football? Besides pointless and fluffy extras, 
all there is left to do is to punch up the graphics, the AI, the controls, or 
the sound. If they didn't have that right in 04, who says 05 is going to be any 
better? 

</p><p>Since I love to throw around accusations, I submit that EA 
intentionally staggers feature updates into yearly releases rather than putting 
full-focus into making a solid game every time. There is a list on someone's 
desk mapped out all the way to Madden 2011, pictured at right, with a list of all the 
new features they want to make for each game. The existence of that list makes 
me angry. 

</p><p>Me? I had my fill of football in Madden NFL 1997 on the 
PlayStation, and don't need to be reminded what the game is like every year. 

</p><p>Yes, the yearly installations of Jak, Daxter, Ratchet, 
Clank, and Sly games may seem a tad systematic, but at least you could be able 
to play each version of each game series and be able to tell which version it 
was without needing to look at the front of the box. 

</p><p>Until somebody kicks the Madden-O-Matic off its production 
cycle to let the features pile up on the other side of the distribution model 
for at least one year, sports games are just a cashgrab to me.

</p>]]></description>
<pubDate>Wed, 10 Aug 2005 13:04:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Stuff We're Sick Of: Hardware Edition</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_hardware_edition</link>
<guid>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_hardware_edition</guid>
<comments>http://www.gamebump.com/go/gh_editorial_stuff_were_sick_of_hardware_edition#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>As we steadily approach the impending dive into the next 
generation of game consoles, it's time to reflect on the parts about gaming that 
we're sick of. Today we'll focus on the hardware features that we'd be happy to 
see go, all the little things that suck the pennies from our pocketbooks and 
drive our eyeballs into the backs of our brains.
<p>Memory Cards
<p>Alright, they're a lot better than passwords, but they are 
by far the most irritating part of consoles today. It makes no sense that most 
flash-based memory formats cost eight cents per megabyte while Sony's PS2 memory 
cards cost $3.75 per megabyte ($30 for 8MB). The Xbox's hard drive certainly 
showed us the light, but we could all live with portable storage for our game 
data so long as it used a nonproprietary format like Secure Digital, Compact 
Flash, or more likely in the case of Sony: Memory Stick. 

<p>In the past: The Nintendo 64 and PlayStation were 
the first to use memory cards, though they were rarely used on the N64 because 
game cartridges could have flash-memory built in. So, the PlayStation wins. The PSP is a step in the right direction, it uses tiny Memory Stick Duo cards.
<p>In the future: The Xbox 360 will have a hard drive, 
the PS3 won't right away (sound familiar?), and who knows about the Revolution? 
From the looks of it, the PS3 will be supporting almost all of the flash card 
formats for some reason or another; pictures probably, game saves hopefully.

<p>&quot;Optional&quot; Upgrades 

<p>&quot;Sure, this Xbox comes with everything you need to get 
started. Though, if you want to play with more than one player you'll need to 
buy some more controllers, and if you want to watch DVDs on the system you'll 
need to buy this remote kit, and if you want to play games online you'll have to 
buy this headset and subscription to Xbox Live, and if you have a wireless 
network in your home you'll need to buy this Wireless G adapter.&quot; Grand total 
for this $150 system? $350. Or $410 if you want to play a 4 player game.
<p>We're sick of the sentence, &quot;If you want to play ___, you 
need to buy ___&quot; when we already own the thing that ___ is supposed to plug 
into. If you want to play Perfect Dark, you need to buy the N64 memory upgrade. 
If you want to play Final Fantasy XI on the PS2, you need to buy the 
otherwise-useless hard drive. If you want to play any console game online, you 
need to buy an adapter or subscription.
<p>Improving a console while it's still in cycle is fine, but 
not when it's only going to be used for one game or when it's something that 
should have been included in the system already. 
<p>In the past: Early systems shipped with everything 
you could ever need. The NES, for example, came with two controllers, two free 
games, a robot, and a zapper.
<p>In the future: There are already plans to release a 
hard drive for the PS3 some time after the system's launch, and good luck 
finding more than one controller in those boxes.
<p>Proprietary Connectors
<p>Most of us here have all kinds of cables laying around, and 
those of us who care more about our home entertainment system than we do our 
&quot;loved ones&quot; will only accept one type of cable and don't need a bunch of  
crummy yellow, red, and yellow cords cluttering up our business with their silly 
analog and interference-hording antics. The problem isn't that consoles only 
come with composite cables, in fact these days it almost seems courteous, the 
problem is that the consoles all use custom proprietary connectors for a/v 
cables, so if you want to buy a different type you have to overpay for some 
cables by the system maker or seriously overpay for some Monster cables.
<p>This makes a/v connecting easier for people who don't know 
a lot about plugging things into other things, but if you can figure out how to 
find the right ports on the back of your TV you should be able to find them on 
the back of your GameCube.
<p>In the past: The single-jack a/v connection has been 
consistent since there have been more than one type of video cable. Earlier, 
Atari-era systems only used RF connections.
<p>In the future: While the next-gen consoles aren't 
set in stone, the PS2 and Xbox both elude to use the classic multipurpose a/v 
connectors for analog connections (composite, s-video, component) and separate 
connectors for digital HDMI connections (or in the case of the PS3, two HDMI 
connections)
<p>Re-releases

<p>
<p>How many GameBoys have you owned? Are you sure? There were 
three GameBoys, two GameBoy Colors, and three GameBoy Advances (so far); and 
this isn't new generational technology; they're all just touched-up and 
re-released versions of the same thing we already bought the first time.
<p>How many Nintendo DSes do you think you're going to have? 
<p>There's no problem with pushing technology forward for a 
better product, like in the case of the GameBoy Pocket and the shrunken PSone 
and PStwo, but when a re-release's &quot;upgrades&quot; are only to make up for the poor 
design of the original, you need to admit that the original sucked. The GBA SP 
was a great step forward, but why weren't any of its features included in the 
original GBA that came out only a year before? Because the GBA sucked, so stop 
trying to sell both at the same time.
<p>In the past: The NES, SNES, Game Boy, Game Boy 
Color, Game Boy Advance, PlayStation, and PlayStation 2 all had some kind of 
re-release toward the end of their cycle.
<p>In the future: Only time will tell. The Nintendo DS 
will almost invariably be re-released, and in about 7 years there will be a tiny 
little PlayStation 3 as the PS4's shadow looms o'er.
<p>Colors
<p>&quot;Hello, my name is common sense. I'd like you to know that 
even though a white PSP is coming out around 8 months after the black one, it 
does not mean that it's a new system. 
<p>&quot;Oh, and while I've got your attention, anybody who'd be 
impressed by you having a white PSP when everyone else has a black one is an 
idiot. Is that what you want to be trying to impress? Idiots?&quot;

<p>
<p>In the past: The Game Boy's 1995 <em>Play it Loud!</em> 
campaign of gnarly-colored Game Boys was a fantastic boost to sales (mostly 
because people had started to forget about the 6 year old system), and every 
Game Boy version since then has started off with a few select colors and then 
systematically released a &quot;limited edition&quot; set of colors. Same with the 
GameCube and it's silv<span style="font-style: italic;">... </span><em>platinum</em> release around the time of the $99 price 
drop.
<p>In the future: Well, the PSP is already on deck for 
a white release and we've seen pictures of blue and black Nintendo DSes. 

<p>
<p>Gimmick Peripherals
<p>Eye Toy, GameBoy Printer, PowerGlove, Power Pad, Laser 
Scope, Power Scope, Laser Printer, Donkey Konga Drums. All of these things look 
great in an advertisement from Nintendo Power where a kid in purple shorts uses 
them and has laserbeams and fireworks coming at him from his television, but 
when you get your mom to buy you one you realize that they're only good for one 
game and the foundations of your young life fall through the cracks. 
<p>All these gimmicky add-ons end up being a waste of money 
when game developers ignore them. They're all mostly aimed at younger children 
who are more attracted to the idea of wearing a sweaty plastic glove or jumping 
around in front of their TV than they are to a game being any good. Enough, 
already.
<p>In the past: The NES and SNES had a laughable array 
of gimmick peripherals, as have the multitudes of GameBoys. Some people even 
call the DS a gimmick in itself. Other companies aren't immune from the gimmick 
bug. The Eye Toy and various microphones are all pretty much gimmicks.
<p>In the future: Next-gen consoles' next-gen 
technologies (Bluetooth, USB) make it easier to develop accessories, opening the 
floodgates for a whole new era of gimmicks!]]></description>
<pubDate>Tue, 09 Aug 2005 12:04:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Conflict: Global Terror Dev Diary</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_conflict_global_terror</link>
<guid>http://www.gamebump.com/go/gh_editorial_conflict_global_terror</guid>
<comments>http://www.gamebump.com/go/gh_editorial_conflict_global_terror#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p><em>Jim Bambra</em>, Managing Director of developing house Pivotal Games, has written the first developer diary for Conflict: Global Terror. The article includes a run-down on the storyline, brief character biographies, and how the team decided to personify their characters further. You can expect Global Terror to release this fall for the PC, Xbox, and PlayStation 2.
	</p><p>Conflict: Global Terror Developer Diary 1<br>By Jim Bambra, Managing Director Pivotal Games</p><p align="left"></p><p> When we started to design Conflict: Global Terror we decided that it would be great to use the same Special Forces team as had been featured in Conflict: Desert Storm I &amp; II. After doing two games with these guys we knew them very well and were keen to develop them further. Many Conflict players were also great fans of the characters and were demanding their return. <br></p><p><p></p><br>This time we wanted to do something a bit different. While everyone knew that Bradley was the leader, Connors was the heavy weapons expert, Jones took care of demolitions, and Foley was the sniper, little was known of their personalities. While everyone at Pivotal plays Conflict games slightly differently, many people thought of the characters in similar ways. Bradley emerged as Â“the mission must come firstÂ” leader; Connors as the brash and aggressive action hero; Jones as the worrier; and Foley as patient and cautious, as befits his role.<br><br>Having sketched out the characters, we then explored how they would work in a team dynamic. We wanted to show the characters discussing what was going on, offering their opinions on events, and generally having a good-natured go at each other. Then to spice things up, we got rid of Foley part way through the game and introduced a new female sniper. Now the team had to deal with the loss of a longstanding member, but also integrate a new member at a time when it becomes apparent that someone was setting them up. All this has enabled us to grow the characters and show them as real people.<br><br>The Story<br><br>Conflict: Global Terror is set in the fall of 2006. Its near-future storyline is based on real events as well as recognized terrorist threats. Early on, the decision was made to focus on terrorist groups other than al-Qaeda.  A look at known terrorist groups showed them spread across the world; each interested in their own goals, but also loosely linked to one another. At the same time we spoke to our expert consultants who confirmed that terrorist groups often traded weapons and drugs with each other, and were even known to carry out terrorist attacks for one another.<br><br>After two games set in the deserts of the Gulf and one in the jungles of Vietnam, weÂ’d pretty much had enough of those environments. It was time to do something more varied and on a global scale. Rather than go for a loosely linked series of defeating terrorists wherever they appeared, we needed to link them together in an overall story arc which would end in a major world-shaking event. To do this we needed a back story that would link the terrorist groups together but also personally involve the team. From this the characters of a double-agent, and terrorist organizer Karl Mandel, were born.<br><br>In the early phases of the game, Mandel appears as a target to be captured. He is to be brought in for interrogation. As the game starts, heÂ’s known to be in Colombia dealing with a narco-terrorist group. A high-profile member of the team's organization is on MandelÂ’s payroll and tips him off about the team. The team is captured by the narco-terrorists, but manages to escape and finally capture Mandel. Unfortunately, this isnÂ’t achieved without a price to pay. Foley goes M.I.A. and is left behind by the team. At this stage the team is unaware who betrayed them, but they link FoleyÂ’s disappearance directly to the traitor.<br><br>A series of events unfold that takes the team to South Korea, the Ukraine, Chechnya, North Africa, the Philippines, and finally to the mountains of Kashmir. Along the way the team gets to fight terrorists in the streets of Seoul, at a chemical plant, in a nuclear reactor at the time of meltdown, a jungle base, and at a Korean village and bunker complex. As they do so they discover more about Mandel and find out who has betrayed them. The organization that Mandel and the traitor work for also becomes apparent, and their plans for global destabilization are revealed. The story builds towards its climax with Mandel inciting a major war. At the end itÂ’s a race against time to stop Mandel and avert a major terrorist threat. <br><br>The back story was designed to fulfill many different but related goals. It had to present an exciting and plausible series of events involving terrorist activities as diverse as holding hostages and planting dirty bombs. It also had to depict terrorism on a global scale, and build towards a dramatic conclusion. And it also had to provide a narrative that would involve the team personally and give them reasons to be out risking their lives. It had to provide stunning game environments and greatly varied mission objectives. Most importantly, it had to be fun!<br><br>Character Biographies<br><br><u>Sergeant John Bradley</u> <br>Role: Team Leader, Rifleman<br>Height: 6Â’0<br>Build: Muscular, Slim<br>Ethnicity: Caucasian<br>Age: 39<br>DOB: May 15, 1967<br>POB: Chicago, Illinois </p><p> </p><p><em></em></p><p> </p><p><em></em></p><p> </p><p><em>Military Record</em><br>101st Airborne Division<br>U.S. Army Rangers<br>1st Special Forces Operational Detachment - Delta Force<br>CODEX Red Team<br><br>P<em>rofile</em><br>Natural leader and all-round action hero, Bradley is one of the most respected Special Forces operatives in current active service. Implicitly familiar with any form of assault rifle or pistol, BradleyÂ’s cool composure under fire inspires confidence in all who serve with him. <br><br><em>Preferred weapons</em><br>M4A1 assault rifle with M203 grenade launcher attachment<br>Mk23 silenced pistol<br>Claymore mines</p><p><br><u>Corporal David Jones</u><br>Role: Demolitions<br>Height: 5Â’11Â”<br>Build: Muscular, Slim<br>Ethnicity: African American<br>Age: 35<br>DOB: March 2, 1970<br>POB: Detroit, Michigan</p><p> <br><br><em>Military Record</em><br>U.S. Army 3rd Infantry Division<br>U.S. Army Rangers <br>1st Special Forces Operational Detachment - Delta Force<br>CODEX Red Team<br><br><em>Profile</em><br>Ignoring his parentsÂ’ advice to not play with fireworks, Jones has grown up to become the Special ForcesÂ’ explosives expert. A demolition genius Â– be it destroying fuel and ammo dumps or clearing barriers Â– Jones also doubles as a dependable SMG MC1shotgun-toting combat operative. <br><br><em>Preferred weapons</em><br>MP5SD silenced machine gun<br>Striker automatic shotgun<br>C4 charges</p><p><br><br><u>Corporal Mick Connors</u><br>Role: Support Gunner, Anti Tank Specialist<br>Height: 6Â’2Â”<br>Build: Heavy, Muscular<br>Ethnicity: Caucasian<br>Age: 35<br>DOB: January 28, 1971<br>POB: HellÂ’s Kitchen, New York City</p><p> </p><p><em></em></p><p> </p><p><em></em></p><p> </p><p><em>Military Record</em><br>U.S. Army 1st Infantry Division<br>U.S. Army Special Forces Command (Green Berets)<br>1st Special Forces Operational Detachment - Delta Force<br>CODEX Red Team<br><br><em>Profile</em><br>Connors is a one-man army and heavy weapons fetishist. His superior build allows him to carry the largest arsenal and heÂ’s happiest when laying down cover fire for the rest of the squad. Predictably, Connors is also the man best equipped to dispose of tanks or to take over gun turret duties.<br><em><br>Preferred weapons</em><br>M60E3 light machine gun<br>0.50 cal Desert Eagle pistol<br>LAW 66 anti-tank rocket</p><p><br><u>Corporal Paul Foley</u><br>Role: Sniper<br>Height: 5Â’9Â”<br>Build: Athletic, Slim<br>Ethnicity: Caucasian<br>Age: 36<br>DOB: April 18, 1970<br>POB: Jacksonville, Alabama<br><em><br>Military Record</em><br>U.S. Army 3rd Infantry Division<br>U.S. Army Rangers<br>1st Special Forces Operational Detachment - Delta Force<br>CODEX Red Team<br><br><em>Profile</em><br>A sharp shooting sniper extraordinaire, Foley still holds the record for the longest distance single-shot kill having taken down an enemy positioned nearly two miles away. Exceptionally cool and calm under pressure, you can rely on Foley to cover your back.<br><br>Preferred weapons<br>WA2000 sniper rifle<br>Beretta 93R pistol</p><p><br><u>Corporal Carrie Sherman</u><br> <br>Role: Sniper<br>Height: 5Â’8Â”<br>Build: Athletic, Slim<br>Ethnicity: Caucasian<br>Age: 27<br>DOB: June 8, 1979<br>POB: Seattle, Washington</p><p><em></em></p><p> </p><p><em></em></p><p> </p><p><em>Police/Military Record</em><br>Seattle SWAT<br>CODEX Red Team<br><br><em>Profile</em><br>One of the first women to be assigned to an active Special Forces unit, newcomer Sherman is an accomplished counter-terrorist sniper instructor with considerable field experience. Her excellent tactical knowledge and rock-steady aim make her the perfect addition to the team. <br><br><em>Preferred weapons</em><br>DSR-1 sniper rifle<br>MAC10 silenced sub machine gun</p>]]></description>
<pubDate>Fri, 05 Aug 2005 15:08:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Trading In Your Childhood: How I Learned to Stop Worrying and Love My Consoles</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_trading_in_your_childhood_how_i_learned_to_stop_worrying_and_love_my_consoles</link>
<guid>http://www.gamebump.com/go/gh_editorial_trading_in_your_childhood_how_i_learned_to_stop_worrying_and_love_my_consoles</guid>
<comments>http://www.gamebump.com/go/gh_editorial_trading_in_your_childhood_how_i_learned_to_stop_worrying_and_love_my_consoles#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>
Two 
days ago one of my friends sent me an IM to inform me that he'd just purchased 
an original copy of the MSX version of Snatcher, one of Hideo Kojima's first 
games, for some exorbitant amount of money from eBay. 
<p>&quot;Great,&quot; I said. &quot;Now go stick it in the MSX you don't have.&quot;
<p>He replied, &quot;Ordering one right now.&quot;
<p>I sat back and thought for a while, reflecting that some day when my children 
are independent-thinking college students they will pay exorbitant amounts of 
money for a first-run Super Nintendo Entertainment System so that they can play 
the copy of Earthworm Jim 2 they just got from eBay in its original state. At 
that, I wept for nine solid minutes and wished I hadn't traded my SNES in at 
Funcoland those many years ago for an extra $30 towards my bright and shiny 
PlayStation. 
<p>I think everybody gets a little too hotheaded when next-generation consoles 

come around and they forget how much fun they had with the last generation. Even 
in this world of emulators and ROMs, there's just no way to replace the feeling 
of blowing into a NES cartridge and slamming it into that plastic little box of 
wonders. For those people like me who grew up with a controller in their hands, 
so much of our childhoods are vested in sprites and pixels and crazy worlds 
where you get hurt just by touching a bad guy and any type of food will restore 
health. Sure, we all need to move on and grow up but you have to remember that 
at some point in your life you will break down and wish you could have every 
moment of your childhood back.
<p>I used to be annoyed by the gaming-fogies who would brag about how they still 
had their Atari 2600s and their crappy copies of Pac-Man; I'd shrug them off as 
pretentious elitists but I now realize that they're just as wistful and 
nostalgic as I've come to be. 
<p>As the certain line of work I'm in seems to escort a boatload of games into 
my possession, I often trade in games I'm done with at the local mega-conglomo-games-retailer 
so that some young chap can bring his two pence into the store and reap the 
benefits of the meticulous care I take of my games, but there are some games I 
refuse to cash in (sometimes even games that I don't really like) just because I 
know there will be a point in my life where I'll want to play it again. From now 
on, I'm never going to sell or trade in a game system just so I can afford the 
bright and shiniest one that comes my way. Right now it seems like useless 
clutter that could be buying you some Big Macs, but there <em>will</em> come a 
time when you'll be glad you saved it. 
<p>The alternative isn't that appealing if you think about it, anyway. Sure, 
game retailers <em>love</em> it when you trade in your used consoles because they 
know they can make so much more money off of it than a new system. Console 
prices are regulated by the manufacturers to keep the price as low as possible, 
and stores typically only make $1 or $2 net profit when you pick up a new 
console from them, but when they give you $70 for your used PlayStation 2 and 
sell it for $95, they just made themselves an easy $25 by using you as their 
supplier. They'll usually offer to add on an extended warranty plan for $15 or 
$25 extra so that if the used system turns out to be junk, they can pull another 
one from the back room and only be out a few bucks.

<p>If you really want to get rid of an old system (like, say, if your mom makes 
you), your best bet would be to sell it on eBay. Throw in a couple of your old 
games and say they are &quot;free with system&quot; and you'll make a few more dollars 
than if you just dropped it off at the local game store. 
<p>Or better yet, if you need to get rid of some systems you should consider 
donating them to some people who could really put them to use. Call your local 
children's charity or the children's wing of any hospital and ask if they could 
use some good-quality game systems. You could also look up some foster care 
facilities or children's daycare locations.
<a href="http://www.get-well-gamers.org/">Get-well-gamers.org</a> is a 
foundation that works with several children's hospitals to accept used systems 
and games in several states. Spend a few minutes in the phone book and on the 
phone and you could make some kids' lives a lot better (and it may be a tax 
write-off, if that's your kind of thing). Your dentist, orthodontist, or 
doctor's office may even accept your used systems for use in the waiting room.

<p>Your game systems may seem tired and old to you now, especially with the 
hype-fireballs Xbox 360 and PS3 coming out sooner than later, but take my 
wizened advice and don't cheap out and try to pawn them off for a quick buck. 
Either you'll wish you had your games in a few years, or you'll wish you could 
show your kids what games were like in the &quot;good ol' days&quot; (note: &quot;the good ol' 
days&quot; are whichever days coincided with your being 12-years-old). If you 
absolutely must get rid of your old gear, don't become a tool for some 
mega-chain Ã¢Â€Â“ consider donating it to some kids who need a little sunshine in 
their days.
<p>Your past is the anchor of your future, if you lose it, you're adrift.]]></description>
<pubDate>Tue, 02 Aug 2005 16:59:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Serious Sam II</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_serious_sam_ii</link>
<guid>http://www.gamebump.com/go/gh_editorial_serious_sam_ii</guid>
<comments>http://www.gamebump.com/go/gh_editorial_serious_sam_ii#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p><em>Roman Ribaric</em>, CEO of developing house Croteam, has written the first developer diary for Serious Sam II. The article offers commentary on developing game content and a unique editor to bring this anticipated title to your Xbox and PC. Don't forget to view our own ]]></description>
<pubDate>Mon, 18 Jul 2005 18:14:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Sid Meier's Pirates!</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_editorial_sid_meiers_pirates</link>
<guid>http://www.gamebump.com/go/gh_editorial_sid_meiers_pirates</guid>
<comments>http://www.gamebump.com/go/gh_editorial_sid_meiers_pirates#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><p>For those of you yearning for your swashbuckling days, Firaxis Games' very own <em>Sid Meier</em> has personally written up some important tips for Sid Meier's Pirates! for the Xbox and PC. Enjoy, and don't forget to check out our ]]></description>
<pubDate>Mon, 18 Jul 2005 17:40:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Far Cry Instincts</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_far_cry_instincts</link>
<guid>http://www.gamebump.com/go/gh_editorial_far_cry_instincts</guid>
<comments>http://www.gamebump.com/go/gh_editorial_far_cry_instincts#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>
With Far Cry Instincts just around the corner, Ubisoft sent 
  over an internal interview that was conducted with Technical Creative Director, 
  Laruent Mascherpa. The interview talks about the games engine, enemies, and 
  weapons. Far Cry Insticts is being developed exclusively for the Xbox console 
  and will feature 1-16 players. It will be on store shelves this September. So 
  to hold you over, read the full interview below!
<p>
<p align="center"><em>Laurent Mascherpa</em><em><br />
  Technical Creative Director</em>
<p> What makes Far Cry Instincts F.A.R. AI good?
<p>Laurent Mascherpa: Far Cry Instincts AI is based on the Far 
  Cry PC version, and has been adapted for the console version. Having enemies 
  tracking you is a major point. We kept the wide open environments we had for 
  the PC, allowing the AI to go anywhere the player goes. This is very important 
  because in the first part of the game, the player will be a prey. 
<p>The game has a procedural AI allowing the player to play either stealth/tactic 
  or aggressive. The AI will react differently depending on how you choose to 
  play. It offers more replay value and satisfaction than a scripted AI. <br />

<p>For FCI, we made some optimization for console needs and some game enhancements; 
  in the AI system we added a tool to integrate the story into the experience, 
  because in FCI all story events are interactive.
<p>What feature of Engine ensures an intelligent response to the players 
  actions?  
<p>Laurent: In FCI any AI has its own understanding of the environment 
  - they see, they hear, and they have knowledge of what it is: an ally, an enemy, 
  a vehicle, a grenade, a gunshot, a dead body 
<p>Based on this information, the AI makes decisions and takes action; it allows 
  us to have credible human behavior.
<p>For stealth situations, the player is encouraged to use environment to his 
  advantage. The AI detection system takes into account the vegetation (grass 
  and bushes), the water, the ambient noise and the visibility. Since the AI hears 
  things and see things, we can try to trick them. For example: throwing a rock 
  will emit some sound that distracts them in order to backstab them silently, 
  or also to attract them into a branch whip.
<p>In firefight situations, knowing the environment permits them to have a dynamic 
  use of covers to hide, to lean and shoot from behind and to flank the player.
<p>In the first part of the game, the player is a prey so when he quits a combat 
  the AI will track him down.<br />
  In the second part, as the player shifts more and more to becoming a predator, 
  the reaction of the enemies will be different and their strategy will change.
<p>What will the AI in Far Cry Instincts allow the enemies to do in the 
  game?
<p>Laurent: Enemies are acting as a group. Theyll use covers 
  in the environments to protect themselves and will adopt complementary strategies. 
  For example, when you arrive in a fight, one will try to flank you while one 
  will stay away throwing grenades and shooting at you from behind his cover. Enemies are also able to trigger alarms to alert the camp or call reinforcements 
  if they see you before you kill them.
<p>Will the enemies be aware of changes in environments, like birds that 
  fly away or foliage movements, making them spot the player? 
<p>Laurent: The player is encouraged to use the wilderness of 
  the environment to be protected from the enemies, but anything that makes noise 
  (for example: getting out of water too fast) can raise their interest in your 
  direction.
<p>Can they use weapons of their fallen teammates, or replace them behind 
  a mounted weapon? Can they use any vehicles? 
<p>Laurent: All enemies are already well equipped so they will 
  not use fallen weapons. If some enemies are asked to protect a point, and if you kill the guy that is 
  using the mounted weapon, another will take his position unless this is not 
  the best choice for him (for example: A grenade has been thrown in direction 
  of the mounted weapon). In these huge islands enemies are able to use vehicles to chase you, to block 
  your way, or to bring reinforcements. In FCI you will see mercenaries in Humvees, 
  on ATVs, in helicopters, on water scooters and on a variety of boats. 
<p>Finally, is there anything else you'd like to add?
<p>Laurent: In FCI, we introduced new gameplay elements affecting the AI, like the backstab, 
  the branch whip and the feral abilities, so you can expect answers from the 
  AIs and a lot of fun !!!]]></description>
<pubDate>Thu, 07 Jul 2005 08:29:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Electronic Entertainment Expo, I Knew Thee Well</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_electronic_entertainment_expo_i_knew_thee_well</link>
<guid>http://www.gamebump.com/go/gh_editorial_electronic_entertainment_expo_i_knew_thee_well</guid>
<comments>http://www.gamebump.com/go/gh_editorial_electronic_entertainment_expo_i_knew_thee_well#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p>Eleven years ago, the first E3 took place in LA and an 8-year-old version of 
myself picked up his brother's latest Nintendo Power magazine and read about 
this heavenly gathering of gamer and game company.  It was unbelievable, 
like a carnival of video games and gaming hardware, and at that moment I made it 
a life goal to someday attend this Mecca of electronic entertainment.
</p><p>Ten years later, E3 2004 celebrated the tenth anniversary 
of the expo and the first year of my attendance. A simple minded 18-year-old, I 
wandered the crowded floor in a dazed stupor at the power around me. Metal Gear 
Solid 3 was there; the PSP and the Nintendo DS were being debuted for the first 
time; Resident Evil 4 was playable, and I was right in the middle of it all. 
Now, having attended my second E3 this year, I'm already jaded by the whole 
idea.
</p><p>The Expo itself was created so that people who made games 
could meet each other and learn from each other and so the fledgling gaming 
media could see what they were going to be covering all at once and make 
contacts at the game publishers and try to get on their good side. Now, E3 is a 
very transparent medium for a salvo of hype, false promises, and petty 
pandering. 
</p><p></p><p></p><p></p>The problem is population. There was a time when the show 
floors of the LA Convention Center were filled with people who made games and 
people who wrote about them. The people who made the games paid upwards of $200 
for their admission and the media got their free badges, which turned them into 
t-shirted VIPs to anyone close enough to see them. Now, pretty much anyone who's 
ever played a videogame is eligible for entry. People from EBGames, Circuit 
City, Sam's Club, and Lou's Electronic Madness Superstore Warehouse flood the 
halls with their Exhibits Only passes, sucking the savor from the show and 
turning it into the big fat infomercial it is now. 
<p></p><p>Seventy thousand people attended this year's E3. 
Considering that every one of those people went to the larger booths like Sony, 
Nintendo, and Electronic Arts, the people running the booths were hammered with 
people from every country and every nook and cranny of this industry. In effect, 
nobody was able to pay any attention to who-worked-for-whom, so the enchanting 
power of the Media badge was diluted by all the people who were just there for 
the free stuff. Because of that, any member of the press who didn't work for IGN 
or Gamespot was discarded as common attendees. <em>Hey publishers, it's hard for 
us to hype your crappy games when we can't even play them because some kid who 
stocks shelves at a video game store has been playing the kiosk demo for an hour 
and a half</em>. Meanwhile, someone from G4 is being demonstrated a prototype of 
the PlayStation Nine behind closed doors.</p>The lack of respect for legitimate Press and the insurgence 
of corporate-schmoozing has hit an apex this year, and it's becoming quite a 
bother. At Nintendo's Press Conference, the entire front section of 
seating was reserved for "Nintendo VIPs" -- people who worked for Nintendo and 
already knew what they were doing -- so members of the Press were left to sit in 
the back or stand in the aisles while G4's Tina Wood explains why it's cool for 
television journalists to get paid by Nintendo to hype their games on stage.
<p>It didn't really bother me that IGN and Gamespot had booths 
at E3 this year and last, because they were primarily used for their journalists 
to posts news and videos straight from the show floor -- for that, I was more 
jealous than anything else, as I had to walk up a flight of stairs to get to the 
Media Center (which is these days full of writers for <em>lesser</em> sites like 
this one). But now IGN and Gamespot are actually exhibit from their booths, 
blurring the definition of what the show is really about anyway. 
</p><p>On Friday, the last day of the show this year, I was 
enjoying some pizza and toying with a set of portable speakers someone from Mad 
Catz had kindly given me after allowing me to preview their upcoming products 
(one of the few media-only activities I was afforded this year, besides the free 
sandwiches in the Media Center) when a stranger walked by and saw the speakers. 
I saw his eyes widen as tiny little dollar signs etched across his pupils, he 
stopped, backed up (revealing his Exhibits Only badge), and asked me where I'd 
gotten the speakers, how he could get them, and how far he'd have to walk to get 
them. I was about to tell them they were for media only, but just pointed him in 
the direction of Mad Catz to quickly get rid of him. I watched a beautiful 
example of the average E3 attendee prance away, a fully-loaded "swag bag" in 
each hand, hoping to get some more free stuff he didn't deserve. 
</p><p>I am not alone in my belief that the whole point of E3 is 
being lost. Sites like this one across the Internet are lamenting the flood of 
swag-baggers and overpowering dominance of the larger outlets who have preview 
copies of games sent straight to their offices weeks before E3, negating the 
entire purpose of their attendance. It's impossible to get any work done 
anymore. If you want to play a game you have to stand around in a mosh pit and 
wait for a free demo kiosk, or find a media-relations representative and pray 
that your fancy business card and purple Media badge are enough to earn a chance 
to do your freaking job.
</p><p>If the ESA (the organizers of the event) wish to restore 
the dignity that E3 once had, they're going to have to take a hatchet to their 
entry guidelines. Ideally, only members of the gaming media and employees of 
game developers and publishers should be allowed entry; but I can understand 
that representatives from retailers would want to go, but I think only 
purchasers and executives of the retailers' corporate offices should be allowed 
in. <em>Individual store managers who have nothing to do with what they sell have 
no business there</em>.
</p><p>Years back, the first few hours of the first day of E3 were 
open to Media badges only; but that rule was dropped because rich people 
(executives) don't like to be told they can't go places that poor people (me) 
can. The entire first day of the show should be Media only. They could 
even start the show a day early (Tuesday) to accommodate that change. The 
convention center is rented for the whole week and all the booths are set up by 
Monday anyway, so why not let the press get in a day early so they can see and 
play the games (relatively) unabated?  Nobody seems to realize that while the 
attendees are mostly there to have fun, we merry few -- we band of reporters -- 
are going through a living hell to bring the news to the public and the people 
who should be most interested in our coverage (the exhibitors) are not making it 
any easier. 
Viva la 
Revolution! <em>(Not you, Nintendo)</em></p>]]></description>
<pubDate>Fri, 03 Jun 2005 15:01:00 -0500</pubDate>
</item><item>
<title>GH Editorial: First-Look: Gizmondo</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_firstlook_gizmondo</link>
<guid>http://www.gamebump.com/go/gh_editorial_firstlook_gizmondo</guid>
<comments>http://www.gamebump.com/go/gh_editorial_firstlook_gizmondo#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Jarrett Conaway & Sean Kearney.</i></p>
<p>In an E3 year where we had expected to spend most of our time drooling over next-generation consoles, we were quite surprised to see just how exciting the handheld market has become. From the PSP to the DS, to the newly announced GameBoy Micro and the plethora of NGage and mobile phone gaming titles, now more than ever publishers want to have their games played anywhere gamers go Â– from the classroom to the bathroom. Amidst so many different mobile games and gaming devices it appears as though a newcomer may be plotting to take the place of your current mobile gaming device, as well as your mp3 player and your digital camera, too. Its name is Gizmondo.<br /><br />The Gizmondo, a self-proclaimed Â“multi-entertainment deviceÂ”, has already been released in Europe; the device, which runs on a Windows CE operating system, does much more than just play games. Although you may not have heard of it, top developers definitely have. According to Tiger Telematics Inc, 89 games will be available for the Gizmondo by yearÂ’s end.<br /><br />As of E3, Ubisoft has signed on to develop titles for the system, including a Rayman game. A Tron 2.0 port has been announced by Buena Vista Games, and even Microsoft Studios has signed on to bring titles to the system, including Mech Assault and Age of Empires. Electronic Arts is the most recent company to jump on the Gizmondo bandwagon, as a press release announced that they will be bringing two of their sports titles to the handheld system: FIFA 2005 and the snowboarding game, SSX 3. Along with all of these third-party titles, Gizmondo Studios is busy creating first-party software for the device, including Colors, the first GPS-enabled game.<br /><br />From the short hands-on demos we were able to play at the show the games looked impressive. They were running on a 400MHz Samsung Processor with a NVIDIA GoForce 3D 4500 graphics 129-bit accelerator. The three demos looked slick and ran very smoothly, and when a pair of headphones were plugged into the system sounded great, too. For multiplayer gaming Gizmondo featured both Bluetooth and GPRS connectivity, which means that you can link up with your friends wherever they may be to play some games on-the-go together.<br /><br />To keep in touch with your friends, the Gizmondo can be used to send text messages and pictures to cell phones or other Gizmondos. It was also mentioned that the company is planning to release an email application that will allow users to connect to their POP3 or IMAP email accounts.<br /><br />Want to watch your favorite movies on-the-go but lack a portable DVD player? The Gizmondo features a built-in Windows Media Player that plays video at near DVD- quality, so you can watch any MPEG-4 compressed movie you want as long as it fits on a standard secure digital (SD) card, the deviceÂ’s storage medium. Along with this feature you can use the Windows Media Player in conjunction with your MP3s and WMA files to turn the device into a full-functioning MP3 player.<br /><br />Partying at a club but donÂ’t have a camera phone? No worries, your Gizmondo has that covered as well. The Gizmondo features a built-in digital camera that can take 640 x 480 photos. These photos can be sent to any other Gizmondo or MMS-enabled device. As well as picture storage and messaging, the Gizmondo will have games that take advantage of the camera. Colors, for example, lets you spray-paint photos taken with Gizmondo onto environments in the game. YouÂ’ll even be able to customize characters with your beautiful mug shot textured onto their faces.<br /><br />The Gizmondo features GPS technology that can be used to help you navigate your way through your city, and also can be integrated with other features of the Gizmondo, including games, to create a truly unique experience. Another feature that can be used in conjunction with the GPS technology is Smart Ads, which works by asking Gizmondo users their interests, and then sending them no more than three dynamic ads per day that would be custom fitted to their interests. An example would be a short movie trailer sent directly to your Gizmondo in a genre that you have specified as one of your favorites. If you happen to like the ad you see on the Gizmondo, the GPS feature could tell you where your closest theatre is playing the film and even offer a discount by presenting the Gizmondo with the digital ad at the theatre Â– impressive for a handheld videogame system.<br /><br />The success of the Gizmondo may have little to do with its package and more to do with the competition. The Nintendo handhelds offer first-party software with established licenses plus an appeal to a youth market that neither the Gizmondo nor PSP are gunning for. The PSP is just damn sexy, even if it doesnÂ’t have as many features as the Gizmondo. Not to mention the PSP is the popular kid in school at the moment with the hot brand name of Sony. <p>The other major hurdle Gizmondo will face is its less-than-competitive price range, somewhere in the neighborhood of $400. By all means Gizmondo may have more multimedia capabilities than all handhelds combined, but are you really ready to shell out that much cash? Only time will tell, but one thingÂ’s for sure, weÂ’ll have the latest updates on the system as it nears release this August. In the meantime, keep playing your PSP.<br />
	<p> <p align="center">| ]]></description>
<pubDate>Thu, 02 Jun 2005 14:47:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Waterfield PSP Gear Pouch</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_editorial_waterfield_psp_gear_pouch</link>
<guid>http://www.gamebump.com/go/gh_editorial_waterfield_psp_gear_pouch</guid>
<comments>http://www.gamebump.com/go/gh_editorial_waterfield_psp_gear_pouch#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>The Waterfield Designs PSP Gear Pouch by SFBags is an impressively built case for the PlayStation Portable. The outside of the bag is made up of nylon, while the inside includes room for the PSP, two pockets for UMDs, one for a replacement battery and an open area that fits both parts of your power unit. The outside of the bag has a separate zipper with two more pockets that can fit both parts of the head phones along with four mini pockets for replacement memory sticks.<br /><br />Overall the bag is nice with the stiff nylon outer coding and a soft padded area to surround your PSP. I really like how all the pockets are made specifically for the PlayStation Portable to fit the UMDs, an extra battery, multiple memory sticks and extra room to fit necessary accessories like the power unit and head phones. Conveniently, the bag can fit between three and four UMDs, if you have one in the PSP. If you donÂ’t have an extra battery you can fit at least a couple more in that pocket, although I for one am not a fan of putting UMDs up against each other.<br /><br />One real problem with the bag is that it is too large; the bagÂ’s dimensions stretch nearly 10Â” across and 5Â” high. The other problem with the case is that there are two holders that come off it at different areas. This doesnÂ’t really work with a carrying strap and sadly the bag doesnÂ’t include a strap with it. I still donÂ’t understand why most of the PSP bag makers havenÂ’t included a carrying strap. I, for one, think thatÂ’s a major fault in the release of the bags as I suppose the case makers expect us to put our case in another bag or hold onto it. Finally, the price is a little too expensive at $39.<br /><br />The PSP Gear Pouch is an impressively made bag that fits a good number of UMDs. The designed pockets and soft padded area for the system are very well made and the case comes in multiple colors, including blue, green, red, black and yellow. The drawbacks for the case include the high price, size and the lack of a carrying strap which definitely takes away from the gear. With all that in mind, I would consider the bag a little above average.<br />
	]]></description>
<pubDate>Thu, 26 May 2005 10:39:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Life As A Soul Calibur Model</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_life_as_a_soul_calibur_model</link>
<guid>http://www.gamebump.com/go/gh_editorial_life_as_a_soul_calibur_model</guid>
<comments>http://www.gamebump.com/go/gh_editorial_life_as_a_soul_calibur_model#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p align="baseline">Professional stuntman and actor Ilram Choi has been in multiple commercials for Nike and Mountain Dew. He also has an extensive film and television resume including work on the WBÂ’s Â“CharmedÂ” and HBOÂ’s Â“EntourageÂ”. At this yearÂ’s E3 Ilram was cast as Soul Calibur IIIÂ’s Mitsurugi and was kind enough to write Gaming Horizon a candid journal about his experiences. You can check out more about Ilram and watch his badass stunt and flip reels at <a href="http://www.ilram.com">www.ilram.com</a>.
<p align="center"><p>
<p><em>Diary By: Ilram Choi </em>
<p>
First audition (3-2-05):

<p>
	Well it was about a month and a half ago that I got a call for an audition to do some sword work for the upcoming event Â“E3Â” for Namco.  I hadnÂ’t really prepared a form to show.  I was just going to freestyle it with some cool flips and twirls.  It was held in Burbank in a dance studio.  Hard wood floors and mirrors all over.  The space was the size of a full basketball court.  The audition went well without out any embarrassments or injuries. Oh, and right before the performance they asked if I could take off my shirt.
<p>
Call Back (3-17-05):

<p>
	They asked me to come back to perform a more traditional sword form in the way of the Samurai.  My freestyle with the flips and twirls were impressive, but not in likeness of the character I was supposed to portray.  Of course they tell me now, I had no idea who or what I had to portray at the audition.  So I practice up on some traditional moves and put together a quick little sword form.  I go back to the same dance studio space in Burbank.  Again it went well without any embarrassments or injuries.  This time I got to leave my shirt on.
<p>
First Fitting (4-19-05):

<p>
	I go to a costume design house and park at a meter only to realize afterwards that they had a parking lot.  It was a two story brick building with a balcony over the front double doors.  They balcony doors were wide open.  It was a beautiful day.  I go upstairs and meet with the costume designers. They proceed to get my measurements as I snacked on their chocolates and candy.  
<p>
Second Fitting (4-29-05):

<p align="left" /><p align="left">IÂ’m back at the costume design house.  This time I park in the lot.  The balcony doors are wide open once again.  It is another beautiful day.  I now find out the character IÂ’ll be portraying is Â“MitsurugiÂ” in the game Soul Calibur 3.  ItÂ’s a game that isnÂ’t released until fall 2005. I was asked to check out a sword they had gotten for my character.  It was a long black katana.  The blade was sharpened steel.  I recommended a blacksmith that could replace the blade with a dull aluminum one.  This would make it tons lighter and less deadly for the performance.  The wardrobe wasnÂ’t an easy task.  It took about 2 hours to complete the measurements and map out my costume.  That resulted in extra snacking.  

<p>Third Fitting (5-10-05):

<p>
	The costume design house again.  I donÂ’t think they ever close those balcony doors.  The designers did an amazing job.  I tried on what pieces where finished and made some adjustments.  We still have to do a test on movement, which will be after the rehearsals.<p><p>
First Rehearsal (5-12-05):

<p /><p>
	It was late morning when I made my way to Gymnastics Olympica in Van Nuys, CA. The gym was your typical gymnastics facility.  It had a tumble floor, trampoline, balance beams, etc.  There I met the choreographers Matt and Jackson and Dollar Tan, the guy IÂ’ll be fighting who will be playing the character Kilik. We are supposed to do individual forms in the beginning then follow with a fight.  The total running length for our part was about 5 minutes.  The choreographers wasted no time in getting the show on.  We busted our asses to get the choreography down.  My feet and knees started to blister along with my hands from all the sword work.  It was four hours of non-stop choreography.  I should have eaten breakfast.<p /><p>
Second Rehearsal (5-13-05):
<p>
	IÂ’m back at the same place sore as heck.  Again, repetitive choreography non-stop.  We get some injuries from the fatigue that was setting in.  I smack DollarÂ’s fingers, he smacks my toes, I poke his hand, and I get jabbed in the ribs, etc.  We get frustrated and ask for more break time.  WeÂ’re both sweating like pigs.  As soon as we think weÂ’re done we are ask to do it again full out on camera so they can send it to the Japanese clients.  Uh, are you kidding me!  I have to say, it was not the best performance. <p>Third Rehearsal (5-15-05):

<p>
	We meet at a park this time.  Matt, the choreographer, brought a portable Ipod radio.  We were trying to perfect our timing with the music.  It got better, but no cigar.  Just when I thought I was clear of anymore injury, I get smacked across the jaw.  This was getting annoying.
<p>
Fourth Fitting and Tech Rehearsal (5-16-05):

<p> Back at the costume design house.  The outfit looked fantastic!  We made a few finally adjustments and I did some of my movements in it.  It was two thumbs up.  Now to put it through the choreography test.   
	<p>I get to the Los Angeles Convention Center and forget to bring cash for the parking structures.  Luckily, the lady was kind enough to let me through.  I get to the South Hall as instructed and meet up with Raj Kapoor.  HeÂ’s the head creative director of the show.  I get my pass then enter thru to the center stage of Namco.  The place was huge.  There was so much eye candy including the Namco girls that were already on stage rehearsing their parts.  We all run through our own parts with music and stage lights.  Yet again, another intense rehearsal.  I was getting sick of this.  Enough is enough.  Finally, we get to put on our uniforms and try the show full out.  An added bonus is a wig.  My character Â“MitsurugiÂ” has long hair.  I do not.  So we do the tech rehearsal with the wig.   During the rehearsal my wig flies off my head.  The second time my sword gets knocked out of my hand.  What a complete success.<p align="center">  <p><p>
Second Tech Rehearsal (5-17-05):

<p /><p>
	IÂ’m back for more fun.  At this point I ask myself, why am I doing this? Oh yeah, the Namco girls.   Again rehearsal.  My hand is now blistered up and I get knocked in my ear with DollarÂ’s staff; in turn I smack Dollar on top of his head with my sword.  We keep missing our ending cue with the music.  More rehearsal.  We finally get it. The hot Namco girls are definitely keeping me motivated.  We then eat lunch and go back to rehearsal.<p>
Showtime (5-18-05):

<p> My call time was at 9:30 A.M. I get there at 7:30 A.M. to help a friend of mine register in.  It was fortunate that I got there early, because the special effects make-up took longer than expected.  They had to add a scar on my right shoulder where it meets the chest.  Then they added a beard and mustache.  The fake facial hair restricted the movement of my mouth.  It wasnÂ’t comfortable.  Later, it complicated eating my lunch.  
	<p> We had four shows lined up today.  The first one started at 11:00 A.M.  Everything went well until my sword got knocked out of my hand.  Luckily, it stayed on stage and didnÂ’t impale anyone.  However, after the first performance I noticed my lower back was in pain.  Yup, I pulled a muscle in my lower back.  What to do?  I toughed it out and continued on.  In the second show my wooden sword snapped in two, so I had to run off stage and grab my aluminum sword.  The fight was slower, but we continued to the end.  In the third show my shoe fell off.  Finally, we made it through the fourth show without any mess ups, but our timing was a little off and we missed the cue at the end.  Tomorrow IÂ’ll be better if my back holds out.
<p>
Showtime (5-19-05)

<p>
	TodayÂ’s call time was 8:30 A.M.  Luckily IÂ’m getting to the event fairly early so I didnÂ’t have to worry about parking spaces.  Apparently that seems to be a problem.  Well, I iced my back the previous night and took four Advils this morning.  The show must go on.  There were going to be four performances today as well.  I was dreading it.  To my surprise, all four shows were a complete success.  The Advil did the trick.  Wow.  This time I stepped out onto the floor for photographs.  I figured IÂ’d take advantage of the time it took to make this character.  Share Mitsurugi with the world.
<p>
Showtime (5-20-05)
<p>
	ItÂ’s the final day.  We will be doing only three shows today since the event will be closing early.  The call time was 8:30 A.M. once again.  This time I took the Metro subway system.  I figured it would be better than dealing with all the traffic and parking issues.  I didnÂ’t know what train to take nor what stop to make.  I figured IÂ’d just wing it.  The subway system was fantastic.  I made it there in under 20 minutes and it spit me out two blocks away from the event.  Why didnÂ’t I do this from the start?  Oh yeah, I had a car.  
	<p>The first and second show went on smoothly.  The third and finally show not so smoothly. During my solo performance I had trouble putting the sword back into the scabbard.  Why are there such things as mistakes?  I canÂ’t seem to get away from mistakes.  Well, canÂ’t do anything about it now.  ItÂ’s over, back to normal life.
]]></description>
<pubDate>Wed, 25 May 2005 18:06:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Behind The Xbox 360</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_editorial_behind_the_xbox_360</link>
<guid>http://www.gamebump.com/go/gh_editorial_behind_the_xbox_360</guid>
<comments>http://www.gamebump.com/go/gh_editorial_behind_the_xbox_360#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<br>The inside story on designing the next-gen console from design guru<br>Jonathan Hayes.<br>
<br>
   After three years of the Big Black Box dominating your entertainment
center, we know your jaw dropped when you caught sight of the light,
sexy, iconic Xbox 360Â™. We wanted to know how XboxÂ® went from a dark,
aggressive behemoth to the hot little number it is today. So we
cornered Jonathan Hayes, the industrial design guru on the case.
Jonathan's not a technical guyÂ—definitely not a gadget nut like most
people at XboxÂ—he's an artist. His mother is an abstract artist, and,
growing up in Boston and the coast of Maine, he's been sculpting and
painting his whole life. As a graduate of the Rhode Island School of
Design, where he earned a Masters in Industrial Design, Jonathan is
uniquely qualified to make a powerful, kick-ass monster of a machine
into a work of art. <p><p></p>What were the overall goals going into this project? "Our goal was
to take Xbox design to the next level, to achieve deep
hardware/software/services integration, and to drive cohesiveness
across all expressions of the brand." Yeah, he really talks like that.
"That's a big part of what appealed to me about this project: the
prospect of developing a choreographed hardware/software/services
experience. We're one of the few groups in the world building hardware,
software, and services from scratch. Apple does it. Nokia does. And we
do."<br><br>So say you've been tasked with creating the look of the
next-generation Xbox. Where do you even start? You start with design
values, which for the Xbox 360 were laid out as the acronym OCCAM,
after Occam's Razor. The principle being, basically, that the best idea
is the simplest one. The design values are:OpenThe gamer is at the center of the experience. The design enables partners to succeed and allows for customization. ClearNothing is more difficult than it has to be. This should be true for hardware, software, services, and the spaces in between.ConsistentA consistent experience integrated across design, branding, hardware, software, and services.AthleticThe
efficient use of power. Jonathan used this example: "Michael Jordan
doesn't have any more muscle mass in his legs than the other guys on
the basketball court. How does he jump like that? It's efficiency, not
raw power."MiraiThe Japanese word for
"future," mirai (pronounced meer-EYE) expresses the goal of
forward-looking, exhilarating, innovative design.</p><p><br>With the design values as a guide, Hayes and his team, working with two design firmsÂ—<a target="_blank" href="http://www.astrostudios.com/">Astro Studios</a> in San Francisco and <a target="_blank" href="http://www.hers.co.jp/">Hers Experimental Design Laboratory</a> in
Osaka, JapanÂ—created the slim design of the Xbox 360. Other goals were
that the console needed to make a statement, whether it was
horizontally or vertically placed in your entertainment center. "It
needed to pass the rear-view mirror test," Hayes said. "When you see
certain cars coming up behind you in your mirror, they make a strong
impression. A Hummer, or a Porshe 911, for example. This immediacy or
impact also needed to be reconciled with the goal of creating a
timeless designÂ—because the console will be on the shelf for a number
of years and can't look dated."<br><br>So what about the shape, we
asked. "The console has five lines. As industrial designers we wanted a
shape that was simple enough that it could come to represent gaming in
the coming generation.  In contrast to the current consoleÂ—which is
about energy exploding outwardÂ—Xbox 360's concave shape is about the
inhale. It's about the moment before the explosion, when energy is
gathered. Think of a runner in the blocks before a sprint, or a martial
artist taking in a breath of air before a kick."
</p><p>More about Jonathan Hayes
Favorite film? The Fisher King 
Favorite album? Neil Young: <em>Rust Never Sleeps</em>  
Favorite artwork of all time? Pablo Picasso: <em>Guernica</em> 
Band he'd like to tour with: The Doors, European "Waiting for the Sun" Tour  
Person he'd like to switch places with for a day: Phillipe Starck. "He has 12 sets of everything, so travels without luggage."  
</p>]]></description>
<pubDate>Thu, 12 May 2005 21:25:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Xbox 360</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_xbox_360</link>
<guid>http://www.gamebump.com/go/gh_editorial_xbox_360</guid>
<comments>http://www.gamebump.com/go/gh_editorial_xbox_360#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/xb360.jpg" align="right" style="margin: 10px; border: 1px solid black;" /><p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Gaming Horizon Staff.</i></p>
<p align="center">
</p><p>So the wait is over. For quite awhile now, gamers out there have
been speculating over MicrosoftÂ’s next console. At first we all thought
it would be called Xbox 2 or Xbox Next. Weeks later, a few reports
leaked that it would be Xbox 360. The exact release date is
unknown, but it will release in the US in November followed by a
European/PAL release seven days later and a Japanese release in
December. The price range, of course, is still undetermined.

</p><p>On May 5th, Microsoft and MTV held its taping in Los Angeles for the
special unveiling that was aired tonight on MTV. The public got its
first glimpse of the next console from the gates of Microsoft. As for
those specifications that were <a href="http://news.gaminghorizon.com/media2/1115660580.926.html">leaked</a> over the weekend Â– <em>theyÂ’re true</em>.
A whopping 512 GDDR3 RAM, Wi-Fi, ATI custom graphic cards, and every
single game is High-Defnition ready. The Â“officialÂ” listing of the
specs is shown below.
</p><p align="center"><a href="http://www.gaminghorizon.com/games/screenshots/463/463-0-1115949579.jpg"></a>
</p><p>The launch list includes 10-16 titles, among those confirmed are
Kameo, Project Gotham Racing 3, and Perfect Dark Zero. Other titles
being developed include
</p>
  Gears of War
  Dimitri
  NBA 2K6Tony Hawk's American Wasteland
  Halo 3
  Elder Scrolls IV: Oblivion
  The Godfather
  The DarknessGhost Recon 3QUAKE 4Tiger Woods PGA Tour 06
  Call of Duty 2
  Rallisport Challenge 3
  Test Drive: Unlimited

<p> Obviously this isnÂ’t the full list, but it gives you an idea of
what direction the console is going. Microsoft is already grabbing a
lot of exclusive titles, making this console a unit to keep an eye on. 
</p><p>Again, Remember the <a href="http://news.gaminghorizon.com/media2/1115658600.925.html">Xbox Live leak</a>
specifications that we posted days ago? It turned out to be true. Xbox
Silver will be Â“freeÂ”, while the gold version will have a subscription
fee. YouÂ’ll be able to watch TV through your XBOX along with the
ability to stream media from Windows XP. Digital Camera hookup through
the 3 USB ports will also be integrated so you can view your photos.
All gamer profiles come with an avatar that you can either opt for from
a pre-selected list or upload your own. Every single game that is
released will be Xbox Live enabled. </p><p>The Xbox 360 controller shown also below will have many new
things added. The button we told you about that is positioned in the
top center of the controller will take you to the system UI (user
interface). This will be Xbox Live, system options, etc..The 360Â’s controller will be powered with triple-A
batteries. Rechargeable batteries will come later. </p><p>
The Microsoft Xbox Conference will be held in Los Angeles this Monday,
right before the annual E3 Expo, and expectations run high at Gaming
Horizon. View the information and media below, and donÂ’t forget to keep
checking back for additional announcements at your Xbox 360 source.</p><p>View the Specifications on the second page!</p><p>

</p><p align="center">SPECIFICATIONS 



<br></p><ul><li>Custom IBM 
PowerPC-based CPU 

3 symmetrical cores running at 3.2 GHz each 
2 hardware threads per core; 6 hardware threads total 

1 VMX-128 vector unit per core; 3 total 
128 VMX-128 registers per hardware thread 
1 MB L2 cache&nbsp;</li><li>CPU Game Math 
Performance 

9 billion dot product operations per second 




Custom <br></li><li>ATI Graphics 
Processor 

500 MHz 
10 MB embedded DRAM 
48-way parallel floating-point dynamically-scheduled 
shader pipelines 
Unified shader architecture</li><li>&nbsp;Polygon Performance 


500 million triangles per second&nbsp;</li><li>Pixel Fill Rate 


16 gigasamples per second fillrate using 4X MSAA&nbsp;</li><li>Shader Performance 


48 billion shader operations per second&nbsp;</li><li>Memory 

512 MB GDDR3 RAM 
700 MHz DDR 
Unified memory architecture&nbsp;</li><li>Memory Bandwidth 


22.4 MB/s memory interface bus bandwidth 
256 GB/s memory bandwidth to EDRAM 
21.6 GB/s front-side bus&nbsp;</li><li>Overall System 
Floating-Point Performance 

1 TFLOP&nbsp;</li><li>Storage 

Detachable and upgradeable 20 GB hard drive 
12X dual-layer DVD-ROM 
Memory unit support starting at 64 MB 




I/O 

Support for up to 4 wireless game controllers 
3 USB 2.0 ports 
2 memory unit slots&nbsp;</li><li>Optimized for 
Online 

Instant, out-of-the-box access to Xbox Live features, 
including Xbox Live Marketplace for downloadable content, Gamer Profile for 
digital identity and voice chat to talk to friends while playing games, watching 
movies or listening to music 
Built in Ethernet Port 
Wi-Fi Ready: 802.11 A, B and G 
Video Camera Ready&nbsp;</li><li>Digital Media 
Support 

Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, 
CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD 
Stream media from portable music devices, digital 
cameras, Windows XP PCs 
Rip music to Xbox 360 hard drive 
Custom playlists in every game 
Windows Media Center Extender built in 
Interactive, full screen 3D visualizers&nbsp;</li><li>HD Game Support 


All games supported at 16:9, 720p and 1080i, 
anti-aliasing 
Standard definition and high definition video output 
supported&nbsp;</li><li>Audio 

Multichannel surround sound output 
Supports 48 KHz 16-bit audio 
320 independent decompression channels 
32-bit audio processing 
Over 256 audio channels&nbsp;</li><li>System Orientation 


Stands vertically or horizontally&nbsp;</li><li>Customizable Face 
Plates 

Interchangeable to personalize the console 







</li></ul><p align="baseline"></p><p align="center"></p>]]></description>
<pubDate>Thu, 12 May 2005 20:35:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Call of Duty 2</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_call_of_duty_2</link>
<guid>http://www.gamebump.com/go/gh_editorial_call_of_duty_2</guid>
<comments>http://www.gamebump.com/go/gh_editorial_call_of_duty_2#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Gaming Horizon Staff.</i></p>
<p><p align="baseline">E3 is just around the corner and
Activision has sent over a mini interview that was conducted with the
game's military advisors.<br /><br /> <p>Please introduce yourself and tell us a little bit about your background? 

 
<p>Hank: IÂ’m Hank Keirsey, retired Lieutenant Colonel, US
Army -- twenty-four years of service with the Army, three years with
Activision. I have a bachelorÂ’s degree from West Point and a masterÂ’s
in history from Duke. I taught military history at the Military
Academy. I am a combat veteran of the first Gulf War and returned from
Iraq last May working with a contractor. I served three years at the
ArmyÂ’s premier training center- - I have seen and trained over 1000
infantry platoons. I trained West Point cadets in tactics and
leadership for five years. With the Call of Duty franchise, John and I
are here to help pass on our experiences and further help the team make
the most intense and authentic game possible. <p>John: IÂ’m John Hillen, retired US Army Captain Â– twelve
years of service with the Army and three years with Activision as a
military advisor to all the games in the Call of Duty franchise. I
served in combat in the first Gulf War as a cavalry officer and have
also served with airborne and special operations units the world over.
I have a MasterÂ’s Degree in War Studies from KingÂ’s College London and
a PhD from Oxford. IÂ’ve written several books and hundreds of articles
in military affairs and military history. I review books for the New
York Post and am an on-air commentator for ABC News. <p> One of the missions in the game depicts the desert battle
that took place in Toujane, between General MontgomeryÂ’s 8th Army and
General RommelÂ’s Afrikakorps, what was the importance and significance
of this battle? 

 <p>Hank: The
desert war between Rommel and Montgomery has held a fascination for
historians and military buffs for a long time. Vast expanses of desert
and formations of tanks maneuvered like so many ships in a huge ocean
of sand -- each side always searching for that key flank or weak point
in the other sideÂ’s disposition. Armored platforms accelerated the
speeds at which battles developed -- in a blink, if you dropped your
guard, you could have tanks thundering through your rear areas. And,
that spells trouble. <p>
We tend to think of the desert war as pure tank combat, but champion
Armored formations were those that understood the coordination needed
between tanks and infantry: too many antitank guns ahead -- root Â‘em
out with grunts; enemy tanks ahead Â– then lead with armor. The battle
in Toujane showcases a fight where, because of the tight quarters of
houses and narrow valleys, the tanks and infantry really need to work
closely together. A heads up from a grunt to a tanker about whatÂ’s in a
window or around a corner can make all of the difference for success. <p>John: This battle was the culmination of a titanic
campaign that had swept back and forth across North Africa for over two
years already. And it involved some of the most well-known military
personalities of the war in Rommel and Montgomery. The action in
Toujane was part of a larger attack on the Mareth Line, a heavily
fortified set of German defensive positions known as the Maginot Line
of Africa. Nonetheless, in heavy fighting in 1943 Montgomery managed to
break through RommelÂ’s line and flank him, marking the beginning of the
end for the Afrikakorps. The challenges of fighting in Toujane and the
close coordination of tanks, infantry, and even air support seen in
this mission make this an excellent and intensive battle that was
historically decisive.
]]></description>
<pubDate>Tue, 10 May 2005 12:07:00 -0500</pubDate>
</item>
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