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The Hooksexup Insider
A daily pick of what's new and hot at Hooksexup.
Scanner
Your daily cup of WTF?
Hooksexup@SXSW 2006.
Blogging the Roman Orgy of Indie-music Festivals.
Coming Soon!
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The Daily Siege
An intimate and provocative look at Siege's life, work and loves.
Kate & Camilla
two best friends pursue business and pleasure in NYC.
Naughty James
The lustful, frantic diary of a young London photographer.
The Hooksexup Blog-a-log: kid_play
The Hooksexup Blog-a-log: Super_C
The Hooksexup Blog-a-log: ILoveYourMom
A bundle of sass who's trying to stop the same mistakes.
The Hooksexup Blog-a-log: The_Sentimental
Our newest Blog-a-logger.
The Hooksexup Blog-a-log: Marking_Up
Gay man in the Big Apple, full of apt metaphors and dry wit.
The Hooksexup Blog-a-log: SJ1000
Naughty and philosophical dispatches from the life of a writer-comedian who loves bathtubs and hates wearing underpants.
The Hooksexup Video Blog
Deep, deep inside the world of online video.
The Hooksexup Blog-a-log: charlotte_web
A Demi in search of her Ashton.
The Prowl, with Ryan Pfluger
Hooksexup @ Cannes Film Festival
May 16 - May 25
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The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
The Hooksexup Blog-a-log: that_darn_cat
A sassy Canadian who will school you at Tetris.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
The Hooksexup Blog-a-log: funkybrownchick
The name says it all.
merkley???
A former Mormon goes wild, and shoots nudes, in San Francisco.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
The Hooksexup Blog-a-log: Charlotte_Web
A Demi in search of her Ashton.
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A Manhattan pip in search of his pipette.
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Putting your baggage to good use.

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  • For Love of the Game: The Legend of Zelda – The Shadowgazer

    We could run a daily For Love of the Game feature on Zelda remakes alone. Zelda 1 with 16-bit graphics, Zelda 1 made out of Lego, two-dimensional Ocarina of Time, side-scrolling Ocarina of Time, Link’s Awakening running on Minish Cap’s engine, Twilight Princess dating sims, and on and on and on. People love Zelda, they always want more Zelda. But, and it’s a truth that’s taken a serious toll on the series, people tend to want Zelda exactly the way they’ve had it before, only slightly different. Fans aren’t the only ones who keep remaking Zelda; Eiji Aonuma’s been doing a bang-up job of it for almost a decade.

    More interesting than homebrewers adding a special blend of basement hops to the same old quest-lager are those adventuresome folks making all new Zeldas. The re-appropriation of yesterday’s art can yield both inspired results, as with Zelda: Outlands, and well-meaning but forgettable outings like Parallel Worlds. It’s especially rare to see a homebrew Zelda filled with original sprites and scenarios. King Mob’s The Legend of Zelda: The Shadowgazer, from the looks of this trailer, is especially becoming.

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  • For Love of the Game: Sonic 2 HD

     

    As I've said a number of annoying times, I've never cared much for ol' Sonic the Hedgehog, even in his beloved classic form. It's a design thing — I can tell you about any number of specific places in Mario, Zelda, Metroid and Mega Man levels, but Sonic levels seem to blur into a procession of the same compositional elements over and over. If you've seen one loop-the-loop, you've seen 'em all, especially when all it takes to get through them is holding right on the d-pad.

    One column in which Sonic cannot be faulted, however, is presentation. Graphics and music have always been the little blue shinbiter's strong suit.

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  • For Love of the Game: Quest for Glory II

    Lori and Corey Cole's Quest for Glory was always one of my favorite franchises. It set unusually logical puzzle-solving (by adventure-game standards — no “THROW BRIDLE AT SNAKE” here) in culturally distinct worlds that went beyond the usual D&D boilerplate. Even in Quest for Glory I, which eased players into the series with a traditional medieval setting, the sense of place was richer than usual. (My favorite detail: a frost giant from north of the Germanic game-world speaks in the alliterative verse of Beowulf.)

    But Quest for Glory II must've blindsided fans of the first game. Expanding the small-scale campaign of QfGI into a world-saving epic, it also transported the hero from a sleepy European valley to the full-sized Arabian city of Shapeir. In all the hype about GTAIV earlier this year, I couldn't help thinking that QfGII had done the same thing decades before — not at the same scale, but with as much attention to detail.

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

    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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  • For Love of the Game: Rockman 7 FC

    Most people agree that the Mega Man series went downhill around Mega Man IV. I'm with 'em. But Mega Man IV, V, and VI are pretty great all the same, which is more than you can say for Mega Man 7. Boy, do I hate Mega Man 7. Some people say Mega Man 7 is good, but they are charlatans with no taste. Everything got cutesy all of a sudden, the music sucks, and the feel is completely off, probably because the character sprites are so big that there's no room to maneuver.

    Luckily, some enterprising soul in Japan put his programming (and art and music) skills to the test, and came up with Rockman 7 FC, the greatest thing I've seen all week.

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  • For Love of the Game: Outcast 2 (Sorta)

     

    Back in '99, Inogrames released Outcast, an excellent adventure game that presaged the sandbox gameplay of GTA III by two years. As a Navy Seal, your mission is to escort three scientists to a parallel dimension in order to close a black hole threatening earth. Sounds like typical action fare, but things get interesting when you begin interacting with the dimension's people. The Talans, as they are called, hail you as their messiah. Theirs is a world of servitude and social strife. As you interact with the townsfolk, the story unfolds in non-linear series of quests and chance meetings. Common today, revoutionary for the time. Perhaps a little too revolutionary, as the game received universal accolades but flopped commercially.

    It was the first game with an open-ended 3D world that the player was free to explore at his leisure. Additionally, it achieved a perfect, seamless balance between intense firefights and casual exploration, perhaps even better than that found in GTA III. The game seemed to live and breathe on its own, regardless of player action. The world of Adelpha would keep on turning, whether you wanted to further the overarching plot or not. The excellent artificial intelligence rivals even today's games. All this was soundtracked by the Trans-Siberian Orchestra. This too was progressive.

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  • For Love of the Game: Street Fighter One



    In the hallowed halls of the Street Fighter series, there's really only one stinker — one game that's just not fun to play — and that's the original Street Fighter. It's a damn shame, cause the character designs are pretty cool (outside of a couple of generic muscle-men like Joe), and the graphics are really quite attractive for the time (Lee and Eagle's backgrounds are pretty spectacular actually.) But the actual gameplay... well, it's disastrous. You can only choose Ryu or Ken, they both control like your commands are mere suggestions, special moves are near-impossible to pull off, and enemy attacks seem to do vast amounts of damage randomly determined on a per-occasion basis. It's a pretty startling swing and miss for the normally infallible late-'80s Capcom, and though it was a decent-sized hit at the time (big enough, anyway, to warrant a markedly improved sequel) it's pretty much a historical curiosity at this point. But because the graphics are cool and the characters are classic (and because it's the first game in a truly legendary series), I've always wanted someone to make a revamped version that was actually playable.

    Well, someone has.

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  • For Love of the Game: Metroid II Remakes

    The original Metroid is one of my all-time favorite games, so my feelings about Metroid: Zero Mission, Nintendo's 2004 remake, are predictably mixed. Zero Mission repairs some of the archaic aspects of the original, like wonky controls, an annoying password system and the obligation to refill your energy every time you return to the game. On the other hand, it diffuses the sprawling, almost Lovecraftian eeriness of the original with its aggressive handholding — a trademark fault of late-period Nintendo games. It also unforgivably bungles one of the greatest climaxes in videogame history — the slaughter, by the player, of a shrieking brain in a jar, followed by a slippery-thumbed ascent up an exploding escape shaft — by tacking on a painfully out-of-place stealth section.

    In any case, Nintendo's obvious follow-up was a remake of Metroid II: Return of Samus, a game that arguably needed revamping more than the original.

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about the blogger

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's prized possession is a 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.

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.


CONTRIBUTORS

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.

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