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July 2008 - Posts

  • Yahtzee On E3: Are We Gaming in an Age of Uncreativity?

    Posted by Nadia Oxford

    Like clockwork, the latest Zero Punctuation showed up on Wednesday afternoon. I think the gaming world shall go mad if Yahtzee misses a week. How are we ever to know that it's Wednesday?

    Australia's grumpiest gamer weighed in on this year's E3 with a pretty hilarious ejaculation(!) of mild outrage: seeing as E3 2008 was as exciting as discount hamburger, Yahtzee had the right to punch the event in the solar plexus. He did bring up one point I've been thinking about: with the surge of sequels we've been seeing for established franchises, it almost seems as if no one's had an original game idea for a long time. Yahtzee makes mention of crazy old NES games that starred French chefs "riding on stickbugs and armed with guns that shot velociraptors."

    It's a common complaint and it seems as if we're hearing it more than ever these days. It's not like there's reason to dismiss it as hyperbole, either. When the most unusual title at a big name trade show is a Mega Man title, it's time to descend into Hell and thaw out poor Satan.

    I haven't decided if I'm totally in agreement with Yahtzee. I remember the NES very well, especially my family's weekend trips to rent games. My two brothers and I took turns with the weekly rentals. Pity the fool who picked up a second-rate platformer game because s/he wasn't renting anything else for three weeks. I quickly learned how not to become a victim. It was a painful journey full of disappointment, floaty controls and terrible tinny music because boy howdy, there was a lot of crap on the shelves of those Mom n Pop video stores.

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  • Shawn "Napster" Fanning: Wow Nerd Success Story

    Posted by Cole Stryker

     

     

    Remember this smug little prick? The original tech wunderkind (years before Rose and Zuckerberg took it to the top) Shawn Fanning built Napster from the ground up, earning a few million before he could legally drink. He sold Napster and dove headfirst into WoW, where he was inspired to create a social networking site for Wow players called Rupture. He recently sold it to EA Games for 30 million.

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  • Yeah, But Is It Art?: It Will Never Be the Same

    Posted by John Constantine



    Perhaps before trying to answer whether or not It Will Never Be the Same is art or not, we should figure out if it’s a game. Wait, yes it is. You press one button and you move your mouse left and right to turn, driving into the night forever. It may be simple, but it lends itself to all sorts of marvelous projection.

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  • Indie Dev Moment: Eegra Shindig Ends, No One Got Laid, Awesome Games Got Made

    Posted by John Constantine



    Way back in April of aught-eight, our favorite internet savages at Eegra got it in their heads to host an indie games competition. Known worldwide as the First Annual Game Makin’ Shindig, they called for strapping minds to create games based around the central theme of “colour” (the u comes from some kind of Australian brain disease I’m not familiar with.) Now, as July comes to a close, the Shindig has come to a close and, while no one involved apparently got laid, nine games have been created, all of them damn interesting.

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  • Far Out, Man

    Posted by John Constantine



    When the demo for PixelJunk’s latest play on genre convention, Eden, went live on the Playstation Network late last week, I was still knee deep in a country spanning jaunt, my only real gaming time devoted to quick sessions of Shiren the Wanderer and Phoenix Wright: Justice For All. I’ve been following Eden closely since Dylan Cuthber and Q Games started showing it off earlier this year, intrigued by its subdued yet dense pop-art visuals, deep house soundtrack, and its peculiar momentum-based play. Now that I’ve spent some time with the free appetizer hosted on PSN, I am, like Derrick, entranced by Eden.

    Beyond the basic satisfaction of moving through Eden’s gardens, its central theme of growth – your actions bring life to the environment resulting with subtle shifts in each garden’s music – is emblematic of the shift in the way games broadly can be classified.

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  • The Art of Metroid Prime, Echoes, and Corruption

    Posted by Amber Ahlborn



    While the debate over whether video games are an art form or not continues to rage, there can be no denying that fantastic visual art assets are used in many game titles. The Metroid Prime trilogy is a series particularly noted for its visual style and intense detail. To the artists at Retro Studios I tip my hat and dedicate this post to your fantastic work.

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  • Final Fantasy IV DS: Love, Hope and Betrayal For the Busy Commuter

    Posted by Nadia Oxford

    Lo, and Nadia purchased Final Fantasy IV and brought the digital tome unto her home. And the Lord sayeth, "DUDE! You got your ass kicked by a sandworm!"

    Everything the fangeeks have been saying rings true: Square-Enix mixed up Final Fantasy IV. Up is down, the sky is green and for God's sake, don't assume that magic attacks will save you from the wrath of the Antlion's counterattack.

    The change-up was sorely needed, though, especially if you're a geek like me who knows the game better than priests know the Bible. Be warned: Final Fantasy IV DS is quite difficult. Kain and Cecil still begin the game as medieval brick shithouses, but they can die. For one thing, enemies are not afraid to use their special attacks and they counter if you so much as sneeze in their direction. I know more than one player who fell victim to the gradual petrification of the helldiver quartet that roams the path to the Mist Cave. As for me, I met a sandworm on our morning constitutional. It cast Whirlwind without hesitation and that was the end of the Dark Knight of Baron and that jumpy friend of his who wants to follow in his father's footsteps or something.

    The good news is that for every instance of enemy tweaking, there is an instance of character tweaking to match it. The most talked-about helper in the new battle against Golbez is the augment system, which allows characters to gain the abilities of other party members--typically the members who croak for story purposes. If you give augments to characters who are destined to depart, you usually get something better in return. Of course, if it's your first playthrough and you have no idea who's staying and who's going, it sucks to be you.

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  • It's My Tetris Party And I Can Waggle If I Want To

    Posted by Derrick Sanskrit

    Named by Entertainment Weekly as the number 1 "new classic" video game of the past twenty-five years (almost all of video game history), it was never a question of if Tetris would grace Nintendo's wildly popular WiiWare digital distribution service, but when. While we still don't have a precise date, Official Nintendo Magazine has confirmed that the Hudson Soft developed Tetris Party will be released this autumn with a slew of Wii-specific features.

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  • Richard Garriot Wants to Fly You to Space

    Posted by Cole Stryker

     

    The ever-eccentric Richard Garriott is up to his old tricks, this time promising Tabula Rosa players the chance to virtually join him (via DNA code and virtual avatar) on his trip to the International Space Station later this fall.

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  • Fun Fact: Metroid Meets Metronome

    Posted by Derrick Sanskrit

    Did you know that Nintendo's Rhythm Heaven was designed by the same guy who directed Metroid, Super Metroid, Metroid Fusion and Metroid: Zero Mission? It's true!

    Though prolific Japanese musician Tsunku conceived the rhythm game and composed all of its ridiculously catchy music, it was prominent Nintendo designer Yoshio Sakamoto who directed the gameplay and design elements.

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  • Metroid Prime Trilogy Retrospective: Part Three

    Posted by Amber Ahlborn



    A few months ago, I wrote an extensively in-depth retrospective of the Metroid Prime trilogy and posted it at a couple message boards. I've decided to touch it up a bit and repost it here along with a new article that will focus on the fantastic art of the series and finally I'll wrap the week up with my own purely speculative vision of the Metroid series' future. Yesterday I posted about Metroid Prime: Echoes. Today I take a detailed look at Metroid Prime: Corruption.

    Corruption - White Chocolate. Lite and mild, easy on the tongue but lacks the robust flavor of the other two.

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  • For Love of the Game: Zelda Jams Re-appropriated

    Posted by John Constantine

    I’m not even sure what you classify this as: are they just fan remixes? Fan-fiction remixes? I just don’t know! NeoGAFfer cicerone posted up this bizarre nugget of internet detritus yesterday and, for the nostalgically inclined and Nintendo fanatic alike, it’s quite a treat. These are Koji Kondo’s songs from The Legend of Zelda: Ocarina of Time re-orchestrated using the instrumentation from Kirby, Mario Kart, Donkey Kong Country, Momotaro Dentetsu, and Mario Galaxy. Not only that, but they’re also re-imagined to suit the tone of those games as well.

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  • Easy Access

    Posted by John Constantine

    It’s easy to forget how unique games are as art. To enjoy the vast majority of games, from complex strategy role-playing to Tetris, you have to be able to see, to hear, and to touch. This doesn’t elevate games over film or sculpture, but it does isolate them as a medium, a peculiar crossroads between physical, visual, and performance arts. The demands videogames place on their audience, however, make them uniquely inaccessible.

    Dark Room Sex Game is one of only two games, discounting text adventures, I’ve encountered that don’t rely on a visual presentation. The other is Soundvoyager for the Game Boy Advance. Both forego graphics for play based purely around sound, and both are ultimately short experiences with simple inputs. But how do you design a deeper game experience for someone who can’t see? The Nintendo Wii has introduced gaming to a broad, new audience through simpler control schemes, but Wii games are, in many ways, even more stimulus heavy than games played with a keyboard or two-handed controller. The remote emits sound and many games require broad physical motions. But how can a designer utilize that interface so that a player with a spinal injury can play?

    There are many design lessons waiting to be found in making games as accessible as possible.

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  • Emergency Rescue!! Super Joe!!

    Posted by Nadia Oxford

    If you're ever looking for a very poor lunch idea, might I suggest two Red Bulls and a package of dehydrated mango slices?

    One thing Americans need to be less shy about is singing along to superhero ballads. The Japanese, on the other hand, are really fantastic about belting out anthems for their heroes. Bear witness to any opening for any shonen anime or programme. Very few clock in at less than a minute and most of them go on for a minute and a half. All of them are enthusiastic: the singer is always a super-energetic Japanese guy who bellows as if this rubber monster-throttling knight sprang from his own loins.

    It pleases me to say that Capcom has captured the spirit of Bionic Commando perfectly with its sentai-flavoured trailer for Bionic Commando Rearmed. Are you ready to blow up Hitler's head, kids? Please pray for the success of Radd Spencer for best luck!

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  • Earthbound and Back Again

    Posted by Nadia Oxford

    If you've never played Earthbound, known to the pure as Mother 2, I sincerely hope you'll give it a try someday, somehow. Most of America overlooked the title when it was released towards the end of the Super Nintendo's lifespan: the world was awash with Playstation-Saturn-N64 hype and nobody had any time for a (deceptively) primitive-looking Crayola adventure. Having only just recently experienced Earthbound myself, I know that the love and care put into the game's characters, atmosphere and story won't leave me for a long, long time.

    Seriously, I'll be rocking on the porch of Pine Box Acres and rasping for my grandson, Ness, to bring granny her cigarettes. I'll slowly draw one out and take a large drag after three shaky attempts with the lighter, producing nothing but sparks until I finally put flint to steel. And Ness will watch me patiently with his hands behind his back while I talk about the time his namesake took down three Krakens in the Sea of Eden. And then I'll die and Ness will steal my wallet and never look back.

    If you're insane like myself, you'll want to check out Earthbound and Back Again. It's a list of the Japanese enemy names used in Mother 2 compared side-by-side with their english translations from Earthbound. The list is compiled by Tomato, the gentleman in charge of the Mother 3 fan translation project. Write to your local Pope and elect him for Sainthood.

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  • Trailer Review: Idolm@ster PSP

    Posted by John Constantine



    Japan. We have been over this. Many times. Stop being so damn weird or we are going to stop liking your stuff.

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  • Fifty-Two Wrongs Don’t Make a Right

    Posted by John Constantine

    It’s hard to overstate our love for Kurt Kalata’s Hardcore Gaming 101. Every time HG101 runs a new series retrospective, it makes me punch myself directly in the forehead while wondering either a) why didn’t I think of this or b) why have I never heard of this game before? Option b was the dominant thought while I was checking out the most recent update. HG101 contributor Jave has a look at the unlicensed Genesis and NES monstrosities known as Action 52. I’ve never heard of Active Enterprises’ Frankenstein Monsters before reading the piece, but now it’s a moral imperative I seek them out. Unlike the myriad bootleg NES and Genny game cartridges that jammed variable numbers of existing games into a single package, Action 52 is a collection of fifty-two originals, all of them apparently awful.

    The retrospective is a great read on its own but particularly interesting is the theory Jave floats in his introduction: terrible games lead to good games.

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  • Unsolved Crimes and the New Setting

    Posted by John Constantine

    The press release Empire Interactive sent around yesterday — announcing their new DS game, Unsolved Crimes — raised a couple of questions. First, who in the hell are Empire Interactive? Second, would it have narration by Robert Stack? The answers came swiftly. Empire Interactive made the Jackass videogame. Ugh. I also realized these are unsolved crimes and not mysteries. Also, Robert Stack is dead.

    Humor and pedigree aside, Unsolved Crimes has an ace up its sleeve with an eminently cool setting: New York in the 1970s. The dank, crime-ridden NYC of thirty years ago is prime real estate for a game with both action and point-and-click adventure play. More importantly, 1970s New York is just downright uncommon for a videogame setting.

    Excepting classic PC gaming’s diverse palette, videogame designers typically stick to the staples of swords-and-sorcery fantasy, science fiction, and real-or-specualtive militarism for its narrative and aesthetic trappings (when they don’t, they lean towards cartoonish abstraction.) But Unsolved Crimes is one more recently announced title that’s plumbing 20th Century America for new ideas.

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  • Behold: The Internet's Effect on Erotica

    Posted by Cole Stryker

     

    Like an Abu Ghraib detainee, she stands weakly atop a tangled mess of wires. Tears wet her and wrinkling her mask. While input devices replace electrodes, the victim clearly shows signs of abuse. Behold, the filthy, overflowing trash can, the litter-strewn carpet, the mocking parade of action figures looking down. Thief I and II? Her captor is clearly a man of taste. Perhaps a would be Hannibal Lecter?

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  • No Alternate Soundtrack: Chibi-Robo

    Posted by Derrick Sanskrit

    There's no denying that music is an important part of games. There are some fan-favorite scores that initiate warm feelings outside of the games that bore them (Super Mario Bros., The Legend of Zelda, Mega Man). There are some games where the music IS the gameplay (Rock Band, PaRappa the Rapper, Elite Beat Agents). And then there are a distinct few in which the sound is so irrevocably tethered to the gameplay that removing those sounds would render the game dull and lifeless. It is these games that I hope to spotlight in this new irregular feature – NO Alternate Soundtrack.

    Today, a personal favorite of mine, skip's quirky Gamecube platformer Chibi-Robo.

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  • Metroid Prime Trilogy Retrospective: Part Two

    Posted by Amber Ahlborn



    A few months ago, I wrote an extensively in-depth retrospective of the Metroid Prime trilogy and posted it at a couple message boards. I've decided to touch it up a bit and repost it here along with a new article that will focus on the fantastic art of the series and finally I'll wrap the week up with my own purely speculative vision of the Metroid series' future. Yesterday I posted about Metroid Prime. Today I take a detailed look at Metroid Prime: Echoes.

    Echoes - Like Dark Chocolate. Very rich, but bitter...

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  • What Is a Man? More Than a 4Chan Meme

    Posted by Nadia Oxford

    Konami will never live down the original translation afflicted upon Castlevania: Symphony of the Night. It tried to atone for past sins by re-doing the voicework for SOTN in Dracula X Chronicles for the PSP. It was a fine attempt, but a worthless gesture overall; you can't erase the past. I can't deny the fact I'm descended from sheep thieves and Konami can't deny Dracula's infamous riddle to Richter Belmont. "What is a man?" (I don't know Dracula, what is a man?) "A miserable little pile of secrets!"

    I hang out and make trouble at Gamespite because sometimes I learn something new. Today, for example, I learned through a fellow forum comrade named eirikr that Dracula's riddle is not his own. It was, in fact, lifted from a French author named Andre Malraux. Interestingly, Malraux was born in 1901, meaning he picked up the quote from Dracula during a time jaunt through the Carpathian Mountains. Damn, I need to manipulate some kids into writing this down for a history project. These are TRUFAX being doled out here, people. Remember them, and pass them onto your children.

    If you're interested in the source material, check out The Big Curmudgeon: 2,500 Outrageously Irreverent Quotations from World-Class Grumps and Cantankerous Commentators. If you can recite the book's title to the store clerk before running out of breath and dying, that is.

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  • Games to Film to Games to Film: Resident Evil Degeneration

    Posted by John Constantine



    Capcom, come on buddy, you know I love you. You been so good to me, you treat me right, you take me dancing and bring me flowers everyday. But we need to talk about the new CGI Resident Evil movie you’ve got going. It’s not that I don’t want to see the continuing adventures of Claire Redfield and Leon Kennedy, you know I do. But you are terrible at writing dialogue, Capcom. You have always been terrible at writing dialogue. Why, just look at all the Resident Evil games! People are still making “master of unlocking” and “Jill pancake” jokes twelve years after the game came out! If you insist on making this Resident Evil movie, please hire another writer. Not Paul W.S. Anderson.

    On a serious note, Resident Evil Degeneration looks alright. See for yourself after the jump.

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  • Dark Room Sex Game: Big Ideas, Creepy as Hell

    Posted by John Constantine



    I’m not one-hundred percent sure what the curriculum looks like over at the IT University of Copenhagen, but I’ve got to say that it’s yielding interesting results. I was casually browsing 1UP’s Best of E3 list when I noticed a little game in their Best PC game runners-up list called Dark Room Sex Game. There was no preview, no image, just the title. Naturally, I Googled the living hell out of it immediately. Turns out I shouldn’t have been surprised by the lack of screenshot accompanying Dark Room; the “erotic rhythm game” is graphic free, relying only on sound for play. Unless, of course, you’re playing with a Wii remote.

    Yeah, bet you think I’m making a joke there. Guess again.

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  • Ender’s Games: Where Are the Fictional Games?

    Posted by John Constantine

    After the past two weeks, it’s a wonder that the entire internet didn’t up and die from media poisoning. The combined onslaught of E3 and the San Diego Comic Con have flooded the digital world with write-ups, trailers, screenshots, tie-ins, celebrity voice actors, and a billion other pieces of useless but tantalizing information. Both events were admittedly short on surprises but they both demonstrated that the future is a veritable smorgasbord of interactive entertainment. Strange then that a comic book adaptation of a novel was what got me thinking about the possibilities for videogames more than actual games.

    Orson Scott Card was at Comic Con to discuss the graphic adaptation of his novel Ender’s Game. If you’re curious about the plot, I recommend reading the book. Why Ender’s Game got me thinking about videogames as a medium is that it’s one of a number of fictional works that prominently feature imaginary videogames as a central part of their narrative. There are actually two, a spaceship battle simulator – it’s ultimately revealed that the game isn’t a simulator at all, but a digital interface for war – and a second that is more amorphous, a sort of digital storybook that reflects the user’s subconscious. The characters in Ender’s Game play another game, though this one is a physical sport called the Battle Room. Chair Entertainment is currently working on a videogame adaptation of the Battle Room for Xbox Live Arcade. But no one is making real life videogames of the fictional videogames from Ender’s Game.

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  • The iPhone As Your "Dark Passenger"

    Posted by Derrick Sanskrit

    This past weekend's San Diego Comic-Con brought more than a few bits of game news, both anticipated and completely unexpected, but arguably one of the biggest surprises was the announcement of an episodic game based on Showtime's original series Dexter coming exclusively to Apple's iPhone and iPod Touch. Yeah, that Dexter. Finally, you'll be able to kill people on the subway and get away with it!

    Not much is known about the game beyond this announcement, only that it will incorporate text messages and phone calls for a more immersive experience and – of course – gesture controls... you know, for... um... slicing people up after you've brutally murdered them. Since that's all we know about the game right now, I've gone to the liberty of coming up with a few more ideas of how the iPhone's features could make Dexter a truly immersive gaming experience:

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  • Karateka Remake in the Works

    Posted by Cole Stryker

    File this one under "unexpected". Gamasutra reports that Prince of Persia creator Jordan Mechner is planning to bring back the lesser known 1984 proto-brawler Karateka, though "not in the way we'd expect." During the interview, Mechner related this amazing easter egg from the original Apple II version of the game:

    The programmer doing copy protection for the game figured out that by messing with the bit table, the whole game could be played upside down, which is really hard to do. We thought it would be hilarious if we burned the flipped version of the game to the other side of the disk.

    We figured of all the people who buy the game, a couple of them would accidentally put the floppy in upside down. That way, when that person calls tech support, that tech support rep would once in blue moon have the sublime joy of saying, 'Well sir, you put the disk in upside down,' and that person would think for the rest of their life that's how software works.

     

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  • Metroid Prime Trilogy Retrospective: Part One

    Posted by Amber Ahlborn



    A few months ago, I wrote an extensively in-depth retrospective of the Metroid Prime trilogy and posted it at a couple message boards. I've decided to touch it up a bit and repost it here along with a new article that will focus on the fantastic art of the series and finally I'll wrap the week up with my own purely speculative vision of the Metroid series' future. If you love Metroid, step inside. If you're simply curious about all the fuss and care not one wit about spoilers, come along for the ride. Let us begin with Metroid Prime.

    Prime - Like milk chocolate. Smooth and sweet...


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  • Gamer Caskets Rob Your Grave (of Dignity!)

    Posted by Cole Stryker

    You thought guys getting Master Chief tattoos were weird, how about a Halo or GTA IV coffin? Perhaps the ultimate expression of brand loyalty, a themed coffin is an excellent way to remind your surviving loved ones that what little identity you had on this earth was wrapped up in a piece of plastic and metal. 

    In an effort to reach out to gamers, Creative Coffins has mocked up a few designs that will appeal to tech enthusiasts, including Microsoft Vista and iPhone themes. Environmentally friendly! Quirky! Embarrassing! 

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  • Whatcha' (Wish You Were) Playing: How Does Your Garden Grow?

    Posted by Derrick Sanskrit

    Last night, PS3 owners got a special treat in the weekly Playstation Store update, and no, I'm not talking about the Street Fighter IV system theme – a downloadable demo of the newest game in the PixelJunk series, Eden. While I am enthused by the PixelJunk concept of innovative idea-based reasonably priced games, Racers and Monsters just didn't grab my attention. With my first playthrough of Eden last night, however, I was instantly smitten.

    In this garden-building action-puzzler, the player controls a small "Grimp" character, swinging on silk threads and jumping from calligraphic leaf to calligraphic leaf of thoroughly modern stylized garden. Crashing into pods releases clouds of pollen, which is gathered in seeds which can then be activated to sprout new plants, which allow you to travel farther, to even more seeds, pollen, and techno-organic bliss. It sounds complicated, and at first it feels like it too. I'm not ashamed to admit that I failed the first garden miserably (twice!), but the environment and surprisingly compelling physics were just so captivating that I couldn't stop.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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