CALLING ALL ITC FANS!!!!

Calling all itc listeners.........

Like the SHOW? Like a HOST? Like a member of the STAFF? Have lots of free time to aimlessly search STUFF? Now is the time to help us out. Phil and I have been talking over the months and have been piecing together ITC's past and need your help. I am not able to say why we need the following but if anyone out there has .....

EPISODE 36
EPISODE 37
EPISODES 39-48
EPISODE 97
EPISODE 106

PLEASE PLEASE LET PHIL KNOW!!!!!!

These are the only missing episodes that I have not been able to find and/or get for Phil.

Thanks for the help.

Jim Mommens
EFO of ITC

ps.... efo? here is your hint..... I am better than Evan R. Lawson. NO CHEATING. GUESSES ONLY. DO NOT ASK FOR HELP. ONLY PHIL AND I KNOW.
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Some Random Shit Happened at PAX

The good news is that I have not been stricken with the Swine Flu that reared its ugly head in Seattle over the weekend (my conscience is clear, Jeff Green!). The bad news is that I have a pretty bad cold and feel like almost, but not quite, complete shit. So rather than do a proper post where I talk about something and have, like, an opinion, here's a list of random crap I saw and did at the convention.

1.) I was standing outside of the hotel and Tim Schafer was coming down the sidewalk. Random nerds were coming the other way. When they passed, the random nerds went, in this really high-pitched and jokey voice, "Ohmigodit'sTimSchafer!" Without missing a beat, and in the same voice, Schafer went, "Ohmigodit'syouguys!" and everyone just kept walking.

2.) We were crossing the street in a big group, with me on the outside edge, and someone was crossing the other way. My first thought was, "I am probably going to shoulder-check that guy." Then we got a little closer and my second thought was, "That guy is Wil Wheaton." So my third thought, following very closely after my second thought, was, "I am probably going to shoulder-check Wil Wheaton." But luckily I missed.

3.) I spent maybe twenty minutes at the MySims Agents kiosk talking to Jeff Green about adventure games and Beatles Rock Band. This was unspeakably awesome, although I'm pretty sure he was ready for me to leave after a while.

4.) The woman dressed as The Prince at the Katamari Forever demo posed for a picture in which she pretended to kick a guy in the balls. Sadly, we did not get that picture.

5.) Saturday night, I was trying to find someone to give my concert wristband (guaranteeing access) to, and I saw a guy coming towards me (it was not Wil Wheaton this time). I was about to ask if he wanted the wristband, but then I saw that it was MC Frontalot. And I'm pretty sure he could get into the concert if he wanted to.

There was more, but I think I'm going to go sleep now. My head feels like it's full of pudding.

-Evan
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A Letter From Tim

A Guest Post from Tim Sundberg - In Response to Episode #142

First off, a few clarifications, I assume you were thinking of Rogue Squadron II when you reacted surprised to me saying that NP didn't like it; Rogue Squadron III came out a few years after the Gamecube and was not solely a space fighter (part of the reason why NP was disappointed in it). RSII was a very good game and was a launch title; RSIII lost its focus and was a worse game as a result. I do like that you refute my points, makes me think more about what I have to say so keep it up. Oblivion looks like a great game but I just don't think I have the time for it right now if you guys are any example.

I got a blue DSi and really, what I like the most about it is the DSi Ware you can get for it. The reason I got it was that I dropped my boom box on my DS Lite and screwed up the top screen and I though “why not” and more or less got it for my birthday. It is in general nicer than the DS Lite (bigger screens, more responsive buttons) but not as large of an upgrade as the Lite was from the "Phat" so unless you really want more internet connectivity and downloadable games it really isn't a must buy. It really is comparable to a portable Wii, the system menu is much the same. The two games I downloaded, Art Style: PiCTOBiTS and Art Style: precipice (that's how they're written) are very fun though and are perfect portable diversions; cheap, quick to pick up, and easy to play; PiCTOBiTS has some great remixed NES tracks in it too.

I now want to talk a little bit about Team Fortress 2 (I am near obsessed with it so it's hard not to) I understand that maybe you shouldn't trust just what I have to say about it (I can't not have bias at this point) and would recommend you look to reviews and whatnot but there is one thing I have to have to say, If you are looking at the PC version (the vastly superior one) most reviews you read will be out of date. It makes sense that a game would be reviewed when it came out but we're talking about Valve here and they are trying something different with TF2. The game as it is right now is very different from what was released with the Orange Box back in 2007 and that version is what most of the reviews are based on. So if you are seriously looking into trying it, either wait for a free weekend (probably not for a while but you never know) or look for scuttlebutt on various community websites such as ubercharged.net or various videos on Youtube and such. I can direct you to good resources if you wish to investigate it further.

So yeah, one of the reasons I like TF2 so much is that it is constantly updated with (free!) new content not only by the company itself but by the very active community. Most other companies would lump everything together in a big expansion pack that you would pay for but at least with TF2, they keep actively supporting the game and iteratively improve it via constant feedback form the community. I'm not sure that development from Valve will stop before the next (at least) year or two and all of this is for a game that was released two years ago at essentially $20, for example, they still update Counter-Strike from time to time, and that game was released in 2004.

What I'm saying here isn't totally pointless and does apply to the podcast somewhat because Valve has become very interested in Xbox 360 development; for example, Left 4 Dead on the 360 has gotten much the same attention as the PC version and I think that bodes well for the console's future, whereas in the past if a Valve game went to a console, another company handled the port. On this subject, maybe an idea for a future episode could either be DLC (free or otherwise) or the relationship between PC games and consoles.

My new dog's name is Kennedy and she is a mix but has a healthy dose of Cairn terrier in her and seeing how she's eight moths old, she's really still a puppy. We picked the name because we have a cat name Reagan (female also) and felt a presidential theme would be cool; if you're really curious, I have three cats and two dogs, so there's plenty of animals in my house.

As far as I know no one got kicked out of Disney World but the threat was there, I don't think everyone would have to be sent home, I think the deal was that the parents would have to pay for airfare to come get their kid, ergo putting the kid in deep shit with their parents and everyone else could still enjoy themselves. I think the group that I was a part of gets treated well by Disney because we have a large group come ~400 people and we've been doing the trip every four years for almost twenty.

A little background first: where I live, Sylvania, Ohio, is weird because it has two high schools, which is very odd for a city of our size, the only district that has more than one near us is the City of Toledo, which has roughly 18 times the population. I attend Northview, the other school is Southview and they are, predictably, on the north and south side of town. The two schools are rivals in almost everything and share many of the same facilities (they have the track; we have the football stadium and pool). The two marching bands are quite close however, and we do even do a drill with them for the big Northview Southview football game (a very big event). The Sylvania Northview Wildcat Marching Band (official title) is one the largest (usually around 200 members) and best bands in the region and we go to a lot of public benefit concerts and that sort of thing and generally impress the community. To sum it up, the Sylvania marching bands are big and important and since both schools go as a unit to Disney, in a convoy of six full size travel coaches we're top priority when we get to Disney, we marched very near the front of the parade with I think close to 100,000 people watching us. So no, we got great treatment and no one got kicked out. Incidentally, I had a blast as well.

I'm kind of tired and rambling here but that was what you guys were like on your show so I guess we're even. Again, if you have anything to say to me, feel free to e-mail me, do something on the blog, or talk to me on Steam; e-mail is preferable. I still enjoy the show.

-Timothy Sundberg
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Too Little, Too Late

I am at PAX.

PAX is fucking awesome.

See you next week.
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BYU Study: Gaming Will Make You A Loser

I was listening to the radio in the car on the way home and all of a sudden, John Tesh was talking about this study from Brigham Young University that links video games to poor relationships with friends and family. According to John Tesh, the study says that a group of 813 students from six different universities answered questions about their gaming habits and the qualities of their relationships with friends and family. The study goes on to say that--

What? Why was I listening to John Tesh? We're not talking about me, okay? We need to focus.

The study (if you want to read the whole thing, it's available online) makes the following connections, among others:

1.) Playing video games, especially violent ones, is "negatively related" to relationships with parents and friends.

2.) The more young women play video games, the lower their self-esteem gets.

3.) People who play games are more likely to be involved in "risky behaviors" like binge drinking, drug abuse, and sexual promiscuity.

If you read that article I linked to above, you'll see that the researchers themselves say that the connection is "modest."

So what's the big deal?

I think it's a bit more telling that they were surveying 20-year-old students; you could just as easily make a connection between preference in ice cream flavors and "risky behaviors" because at the end of the day, they are twenty-year-old college students.

Do you know what I think causes people to have low self-esteem, fights with their parents, and a need to drink vast quantities of alcohol? Being in college. According to the study, 90% of the students surveyed lived away from their parents, which means that it is a hell of a lot easier for them to go out drinking or bring somebody home or, heaven forbid, stay up all night playing video games.

Why do they do this? Because they can.

Laura Walker, the co-author of the study, concludes, "It may be that young adults remove themselves from important social settings to play video games, or that people who already struggle with relationships are trying to find other ways to spend their time...[m]y guess is that it’s some of both and becomes circular." This makes sense at first, maybe, but it completely ignores the element of responsibility.

Let's say, for example, that you stayed up all night playing video games, so you slept during the day and missed class. You do this a number of times throughout the semester. When you receive your grades, you find that you have not performed particularly well.

Congratulations, says the study. Your video game habit has affected your academic performance, just like I said it would.

Now let's say that you stay up all night watching MacGyver. You miss class, you come home, you spend the next night watching Star Trek, and so on. You get your grades and they're terrible. Why are the grades bad? Because of TV Land? Or because you failed to get your shit together?

I'm thinking it's the latter, and it should be no different for video games. The fact is that people who neglect one part of their lives to indulge another will see a decrease in quality in the neglected area. And a big part of what people learn in college is how to prioritize, how to set goals, and how to balance work and fun. In other words, college is where many people learn to be adults. But it is also where many people drink and have a lot of sex, because that's pretty much what young people will do, if given half a chance.

-Evan

*Bonus Strangeness: The article refers to "Project READY", and the study contains a link to www.projectready.net. But if you click on that link, it's an ad portal. I'm not shouting conspiracy or anything; that's just kind of weird. Oh, and there's only one mention of Project READY on the Internet, and its goal is not to examine the transition of young people to adulthood, but rather to help non-traditional Iowa students earn a high-school diploma. Make of this information what you will.

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A Long Time Coming

So I had this great post ready to go and sitting at work. Now I understand why I can't access Blogger from my work. (Stupid Privacy laws...) Now the problem becomes when you spend good work time working on something and it up and disappears leaving you to have to make something else up. Such is the case with this post.

Due to the hectic schedules of you wonderful hosts we pushed back our topic to this coming weekend. As such we will be talking about game developer shortcuts and cliches. I'm sure many of you have already read Evan's post, that we are not worthy of, about the subject and have a great head start. Now for some input from me.

I don't want to go into too much detail on my thoughts (That is why we record by the way...) but I do want to leave you with some questions:

1) What are some of the first things that come to mind when you think of cliches and shortcuts in gaming? Some examples include: Giant hit me signs on a boss, "random" encounters, etc.

2) Has a cliche ever ruined a game or possibly an entire genre for you?

3) Are these shortcuts necessary in order to push out the games at today's break neck pace or would the entire industry be better off without them?

4) And a new one thanks to Gamescon: Peter "I'm frickin insane!" Moyleneux (Yeah I probably misspelled it, but I really don't care. The guy is creepy.) unveiled Fable 3. He SWEARS he will be ripping the foundation from RPG's for this game. The question: What the hell is he talking about and is he removing the "cliched" Dungeon's and Dragon's style RPG foundation?

So yeah just a few things to think about.

And you know what, the PSP rocks. Rock Band for the PSP ROCKS! I really wish I didn't have to say that. I picked it up for my birthday as a bundle and I just love it. I also now remember how much I loved Lumines originally. Now if Memory Sticks weren't so damned expensive.

And just so you know if you use Axe products and live near a Target try and pick up their special gamer packs. $5 for the products and 300 Microsoft Points. Stocking up on cleaning product AND free points. You can't lose. I almost have enough to pick up all the Fallout 3 expansions. Now if I just had time to play between Madden and NCAA...

-John
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Alarming Findings

Report: Game Reviews Create Bias

LOS ANGELES -- The act of playing a video game, and then writing down one's opinions to be read by others, creates unfair biases against games the reviewer did not like, according to a report released today by independent advocacy group People Looking at Games Under Extreme Scrutiny (PLaGUES).

The report -- Game Played: How Unfavorable Press Coverage Affects Sales -- documents the connection between game reviewers who speak poorly about certain games and public reluctance to pay money for them, concluding that negative reviews create a bias which results in poor sales for games that do not review well.

"It's about time these game reviewers got taken to task for their unfair swaying of public opinion," said Randy Dibswillow, President of developer Crackup Games. Crackup's latest release, Let's Wank for the Nintendo Wii, currently has a 5% review average on Metacritic and has sold fewer than 300 copies.

"We spent weeks, if not months, on that game, and that's not including the days of testing," Dibswillow said. "We really wanted to nail the controls. But reviewers don't care about all that work; they just want to be funny. A few people worked several hours on Let's Wank, and that game deserves to be played."

"It's a game about wanking," said Jack "Bucky" McIntosh, Reviews Editor at popular game site Insert Coin. "Like, that's all you do. You make wanking motions with the Wii Remote and it gives you a score...somehow. How can you charge money for that?"

Dibswillow has gained support in the game industry, including an endorsement from That Giant Video Game Company President Maximillian Kaust. That Giant Video Game Company's Space Marine 5 also drew the ire of game journalists when it shipped with only half of the game on the disc.

"First of all, the claims that we shipped half a game are just wrong," Kaust said. "We at That Giant Video Game Company believe, first and foremost, in quality, and those three levels are the best you're going to find anywhere. We were looking forward to extending the experience of Space Marine 5 through three brand-new levels available as for-pay downloadable content, but I don't know that that's going to happen now. Thanks a lot, game reviewers. I hope you're happy."

PLaGUES spokesperson Janet Hobson-Dibswillow expanded on the group's findings, saying, "It's really shocking what the media is doing to these companies. These are good people who work hard for their creative visions. Back before the Internet, we didn't have all these smartass kids bending the public to their wills, and companies like Crackup and That Giant Video Game Company could release shitty games and they sold great. Wait...did I say 'shitty games'? I meant 'games.'"

When asked if PLaGUES would be running a study to examine the effects of positive reviews on public opinion, Hobson-Dibswillow responded, "I don't really see the value in that."
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Excited about Playstation

Growing up I never thought I'd say this, but right now I am very excited about the Playstation brand and the Playstation 3.

We all knew it was coming, but the PS3 Slim has me stoked. I've never really *wanted* a PS3 before, mostly because they're so expensive. If I somehow happened to have four or five hundred dollars not doing anything in particular (which, as a married homeowner expecting a baby, ain't ever gonna happen) I've always said that I could use it for a PS3, but we all know things like that just don't happen.

Historically speaking, I expected Sony to debut a PS3 Slim soon, but not for $300. They dropped the current models by $100 in order to move inventory, and as far as I can tell, there will now be strictly one model of the PS3, which includes a 160GB hard drive, and everything else you could want (except for that pesky PS2 emulation... *tsk tsk*). $300 is totally acceptable for real, honest-to-goodness competition at this point, and I expect the new system to do well.

Heck, I want one. As in, I would seriously would consider getting one when I can afford to replace my 360 if I didn't already have a lot of 360 games. Or maybe a "we finished paying for our car so let's celebrate" PS3 Slim. Who knows, but I definitely, honestly want a PS3 Slim. It's attractive, it's desirable, it's affordable, and there are used games a'plenty at this point in its life.

The *other* thing about me being excited about Playstation is that I've started working on my stack of PS2 games from last Christmas. I began to play God of War last week, and it's a ton of fun. I really like it, and I can see myself staying up later than I need to be, down in the basement slashing baddies.

Playing the PS2 has got me excited about gaming again, and that's a good thing. I've been in a gaming drought ever since I lost my 360, and I'm glad that I have the PS2 to fall back on. It's nice.

At this point in the game (har) I could see myself eventually (but not *too* eventually...) having all three current-gen systems. I'd even genuinely consider selling the Wii to get a PS3 Slim if it weren't for a few games on the horizon that I'm going to buy, such as Metroid Prime Trilogy and Mario Galaxy 2.

So we'll see what happens.

-Phil
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Thoughts on the 360 Summer Update

The 360 Dashboard Update on Tuesday added several new features to the interface. After a few days with it, here are my initial impressions, in convenient bulleted-list form.

The Good

* Party Watch: My friend and I watched some Classic Doctor Who on what translates proportionally to an approximately 378-inch television. There is no universe in which that is not badass. And all the while we were chatting over our headsets, making jokes, and offering comments. The opportunities for MST3K-style antics are inspiring.

* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard.

The Bad

* Avatar Marketplace: To be fair, I don't think I'm the target audience for this, as I'm either too old or too cheap. My avatar hasn't changed since I made it; it looks and dresses like me. I am that boring. Still, I can kind of see the appeal of giving him a lightsaber to further prove to the world what a giant fucking nerd I am. But I can't see the appeal of paying 5 bucks for it. These Geek Taxes gotta end.

* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard. My Queue runneth over as it is, and I just added entire seasons of "Californication" and "Man vs. Food". Heaven help me when they add the ability to browse everything on Netflix.


The Ambivalent

* When a person is about to get booted from XBox Live while in a Party Watch session, their avatar will actually get up and leave the room. This is actually pretty cool, as far as visual representations of tech problems go, but it also led to me screaming, "No! Sit down! Please don't leave me!" at my television. It was like watching the last episode of "Cheers" all over again.

* I don't have a lot of friends on XBox Live, so I don't know how useful the extra sort options are. I can see the benefits of alphabetizing, though, if someone has a hundred people on that list; it's just never occurred to me that the Friends List view needed any updating.

* Still waiting to see how Avatar Awards works out, since I have yet to earn any. Of course, given my history with achievements, this could go into the "Bad" category real fast.


The "Whuh?"

* Richard Linklater's Slacker appears under the "Classics" heading of Netflix browsing, right between Hitchcock's Dial 'M' For Murder and Peter Medak's The Ruling Class. I have no comments here; that just struck me as odd.
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Three Shortcuts Game Designers Should Stop Taking

Everyone who creates something wants to make it the best they can. But sometimes, whether due to limitations in time or resources or plain laziness, shortcuts must be taken. In the case of video games, most shortcuts go unnoticed, and sometimes they even work out for the best, as in the case of Silent Hill’s iconic, draw-distance-concealing fog. But for every over-wise teenager trying to get home before his parents, there is an unscrupulous electrical engineer creating a recipe for disaster.

Here are three shortcuts game designers take that they really shouldn’t, and what they might try instead.


1. Bosses So Nice You Fight ‘Em Twice

I haven’t actually seen this one in a while, but it still bears repeating, and anyone who went through the uncompromising gauntlet at the end of Viewtiful Joe knows what I mean. Not satisfied with your ability to defeat these bosses once, the creators of that game made you fight them all again. Right in a row. Without letting you save between them. It’s enough to make a person rage-quit. Which I did, after my seventeenth failure, and now that’s the only thing I remember about the game.

It’s not just Viewtiful Joe, of course. Hell, even The Wind Waker fell victim to the Siren Song of Do-It-Again. I suppose the point might be to build up some tension leading up to the final boss fight, but isn’t that kind of what the rest of the game is supposed to be about? Then again, it might also be about artificially adding length and difficulty to a game considered to be too short, but that’s like putting extra potatoes in a breakfast burrito: it is bland, tasteless filler that only causes one to get fed up more quickly.

What they might try instead: Make the final boss harder. Or add one more boss before the final boss. Or hey, just cut out the rehash. It’s simpler, cheaper, faster, and nobody will miss it.


2. George Lucas Morality

Obi-Wan Kenobi once said that “Only a Sith deals in absolutes.” Well, not really; one of the cornerstones of the Star Wars series is that the Jedi are totally good and the Sith are pure dag-nasty evil. Light Side, Dark Side. There is no Gray Side.

And so it is in games, as well. This has actually been discussed a lot lately, with the release of games like Infamous and the upcoming release of Mass Effect 2, and people seem to be in agreement: there are more nuanced ways to handle morality than making gamers choose between taking a box full of kittens to an orphanage for blind children, and eating the kittens, then burning down the orphanage and salting the earth so that nothing will grow there again.

What they might try instead: The consensus seems to be to make morality more fluid, and less stark. Give players choices with actual consequences, both good and bad, that may not be immediately apparent. But also, let’s not forget about the object that has single-handedly kept realistic moral choices at bay: the Morality Meter.

Every game that employs morality as a play mechanic, at least in recent years, has had some kind of Morality Meter that reduces player choices to numbers on a scale. Did you give some money to a homeless person? The Morality Meter goes up three points. Did you explode a busload of nuns? The Morality Meter goes down two points. Not only does a Morality Meter oversimplify complex actions, it also ensures that each choice a player makes occurs in a vacuum, in which one’s decision to stab an old lady can be “cancelled out” if followed immediately by a trip to the park to feed the ducks. At the park, nobody is saying, “Isn’t that the guy who just stabbed your grandma? What does he want with those ducks?” They’re saying, “Aww…he loves those ducks so much.” Kill a hundred innocent people in Fable 2, then give a million gold to a beggar and you’ll see what I mean.

So please…get rid of the Morality Meter. Give us something real.


3. Hobbit Game Design

Also known as "There-and-Back-Again" Design, in Hobbit games it is not enough to go from Point A to Point B to Point C and then done; instead, the game takes players from A to C, then back to B to pick up anything they might have missed, and then returns them to C to deal with the trouble there, and then, seemingly for the hell of it, sends them all the way back to A to open that Mysterious Door they walked by during the tutorial. But only after a quick stop at the hitherto unmentioned Point D to pick up the key.

This is not much of a problem in open-world games, which are all about exploring and becoming familiar with a persistent and well-trod environment, but some of the most beloved games in recent memory have succumbed to Running Out of Levels Syndrome.

Halo has a lot going for it, but there is no denying that at a certain point in the game, it forces players to turn around and go back from whence they came until they end up pretty much exactly where they started. Sure, there was some stuff on fire on the way back that was not on fire on the way out, but they were the same areas, leading to the same places. For all their innovation, the makers of Halo only made half a map.

Metroid Prime 3 almost get a pass here because it is a fairly open experience, but it is a bit much near the end when the proceedings grind to a halt while the player revisits every planet to collect hidden fuel cells. This is, in fact, not much different from having to fight all of the bosses again, except that it takes quite a bit longer and is, in several important ways, less fun.

What they might try instead: Trim the fat. There is nothing wrong with making a short, linear game if what is in there is worth playing. If the world is small, fill the space between Points A and B with fun things to do, but keep it moving forward. Likewise, if a game is more open, let it feel that way. Don’t make gamers return to places because they have to; let them return because they want to.

Thoughts? Additions? I’d love to hear them.

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Ripped From Tomorrow's Headlines

First a note:

In addition to my regular Friday posts on this blog, I will also start contributing to Bitmob in the future. Those posts will probably be less regular (or maybe just less predictable) than these, and I may engage in reposting if I write something here that I am particularly proud of, or if I run out of ideas. But basically I'll still be here, but you can check me out there too. And if I haven't posted anything, there's plenty of other good stuff to read.

And now, on with the show.

* * * * * * * * * * * * * *

Nintendo Announces Next Console
Company promises "First gaming experience for absolutely everyone"

KYOTO, Japan - Videogame giant Nintendo, manufacturers of the immensely popular Wii console, shocked the industry this week by announcing that it was nearing completion of an entirely new platform. Known internally as "Excalibur," the new hardware was unveiled Thursday morning amidst fanfare, hooplah, and stunned silence.

"I am pleased to announce the next revolution in videogames," said Nintendo president Satoru Iwata, once the dozens of white doves released at his entrance were rounded up. "With this console, we have finally realized our goal of creating a game experience with no obstacles, no barriers to entry. This is truly the first gaming experience for absolutely everyone."

To demonstrate his point, Iwata then lifted a white sheet covering the table beside him to reveal the hardware itself, which looks like a large single-slot toaster with an enormous red button on it.

"The Wii allowed us to create game experiences that brought people together like never before," Iwata continued. "But it wasn't perfect. Some people were still turned off by complicated motion controls and difficult objectives. This new system has neither. In fact, it has no controller at all. The days of having to hold something in your hand to have a meaningful entertainment experience are over. All you have to do is place the software into the console, press the button, and watch the game play itself. No pressure. No need to think. Just you."

Iwata then concluded, saying, "Please allow me to introduce you to the Nintendo Yoo."

In the Q&A that followed, Iwata explained the console's unconventional name (which, in a step up from the name of the current Nintendo console, is pronounced exactly as it is spelled): "Yoo is the next step in entertainment for everyone. Yoo will provide experiences that anyone, regardless of age, gender, physical ability, or vitality, can enjoy. Wii accomplished a lot, but now it's all about Yoo."

Nintendo also announced several dozen titles for the Yoo, all of which will be available at launch. Among them were Thimble Adventures, Book of Poko: The Movie: The Game, and Ninjabread Man 2: The Breadening. However, the biggest shock of the day came when Iwata announced that Nintendo had just signed a deal with Kojima Productions to bring a new version of last year's blockbuster Metal Gear Solid 4: Guns of the Patriots exclusively to the Yoo.

Metal Gear Solid 4: Superfluous will feature dozens of hours of increasingly ridiculous cutscenes and absolutely no gameplay. Hideo Kojima joined Iwata onstage to present the game.

"The future has become the present, and will soon be the past," Kojima said. "It is time for all of us to create a new future, before the old future becomes the new present. This game will do that. Also, it will grant wishes to the pure of heart."

Kojima concluded, "Yoo who? Yoo. That's who," before leaping twenty feet into the air and disappearing behind a roof beam.

We contacted top names in the gaming industry for their thoughts on Nintendo's announcement.

Justin McElroy, Joystiq: "First Demo Play, now this. Nintendo's an effing joke. Why didn't they just make a DVD player? Oh, wait. They did."

Mark Rein, Epic Games: "Fuck this casual shit. Epic is never making games for that system...what do you mean, nobody asked us to?"

Tim Schafer, Double Fine: "Who gave you this number?"

John Davison, What They Play: "My kids think this is the stupidest thing they've ever seen. And they've played Wii Music."

Nintendo of America president Reggie Fils-Aime could not be reached for comment, possibly because he could not hear us asking for his thoughts from atop his enormous pile of money.

Representatives from industry rivals Microsoft and Sony held a joint press conference Thursday afternoon, at which they said that they "Wish Nintendo luck in their new venture." They then stood silently on stage for several seconds before bursting into laughter and enthusiastically high-fiving each other.
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In the Beginning...

...I purchased a subscription to the Official US Playstation Magazine. And it was good. But then there came a time when OPM was no more, and so my subscription was transferred to Electronic Gaming Monthly.

And it was also good.

But lo, time passed, and I found my subscription was about to lapse, so I went online and filled out a renewal. And I thought it was good.

And then the magazine shut down.

Then came much wailing and gnashing of teeth, and questions about what exactly was going to happen to my twenty dollars, which EGM had already charged to my credit card though there were but few days between my renewal and the announcement of the UGO buyout. But those questions went unanswered, and the twenty dollars were feared to be lost forever.

And there came a time when I went unto my mailbox, to discover what it had for me, and behold! it had a copy of Maxim. And I asked my mailbox Why do you give me this? And the mailbox was silent, because silence is its wisdom.

So I looked at the cover of Maxim, which featured boobies, and it was revealed unto me that my magazine subscription had been transferred once more, and I thought briefly that there must certainly be some very pissed-off female gamers standing at their mailboxes just that moment. And I felt a great sadness.

And so I knew that I had been visited by a great Evil, and that I must cast it hence, and so I went inside and attempted to locate a toll-free number inside the magazine, which featured even more boobies. And hark! the number was found, and so I took up my phone and I dialed the one, and the eight, and the zero, and the second zero, and all the numbers that followed, and spoke with a representative in Subscription Services.

And I explained unto her that I had subscribed to EGM, and had then been subscribed to Maxim, and that I did not want to be subscribed to Maxim, and she said We will mail you a refund, and I said Thank you, and then I cast the unwanted magazine down to live amongst the rest of the recycling, until such time as I would take it up and go down the street and place it in the appropriate bin for collection.

More time passed, and one day I went unto my mailbox again to discover what it had for me, and behold! it had a check for twenty-four dollars.

And there was much rejoicing.
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Gaming Maladies, Part Three: Save-itis


Save-itis (n.) - Mental inflammation caused by exposure to games with faulty save systems. Carriers of Save-itis are usually identified by the following symptoms:
1.) Excessive distance between save points.
2.) Long levels with no checkpoints.
3.) Lack of autosave.
4.) Refusal to let the player save whenever he or she damn well wants to.

Provided Save-itis is diagnosed quickly and all blunt/sharp objects are removed from the patient's vicinity, the disease is quite treatable, and has a nearly 95% survival rate. Effective treatments include meditation, software transfusions, and going outside.

Modern science has identified three types of Save-itis:

Type A: Software-Driven Save-itis (aka "Effing Bullcrap!" Save-itis)

Type-A Save-itis occurs after a gamer is exposed to software exhibiting any combination of the characteristics listed above. These are games that, through incompetence of design or overconfidence in the abilities of their players, either fill the spaces between save points with tasks of varying degrees of impossibility, or make these spaces so wide that a player cannot successfully navigate them without a good night's sleep, a case of energy drinks, and a colostomy.

Other carriers of Type-A Save-itis force players to go so far out of their way to save their progress that the act of saving becomes inconvenient, and players are forced to either play the same portion of the game over and over, or yo-yo back and forth between missions and save points. When made to pick between these two options, many players choose to play a different game.

Side effects include paranoia, swearing, fidgeting, and keeping multiple save files "just in case".

Known carriers of Type-A Save-itis include: Dark Cloud 2, the Final Fantasy series, Gears of War.

Type B: Peripheral-Driven Save-itis (aka "I Just Cleared Space a Month Ago" Save-itis)

The advent of the removable memory unit created an altogether new strain of Save-itis which rose up due to the variable requirements of software upon these cards. Perhaps the most tragic type of Save-itis due to its ease of prevention, Type-B Save-itis rears its ugly head when a gamer realizes, whether though ignorance or temporary stupidity, that there is not enough space on his or her memory card.

Occurrences of this kind of Save-itis may strike at any time, and are often terrifying. Fortunately, this type has been mostly eradicated by the introduction of external disk drives.

Type C: User-Driven Save-itis ("What Time is It?" Save-itis)

Simultaneously the most irritating and educational form of Save-itis, Type-C Save-itis occurs when a gamer, through no fault of either the game or its memory requirements, simply neglects to save for hours at a time, and then gets their character killed. Completely preventable, Type-C Save-itis says to reckless gamers that life is as fleeting and insubstantial as the wind; that every moment is precious; and that one's triumphs and failures should be commemorated and celebrated for they combine, like Voltron, to constitute the entire substance of their beings.

It also says, "Save your game, dipshit."
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Gaming Maladies, Part Two: Plot Apathy


In this installment of Gaming Maladies, I'm going to examine a phenomenon that has resulted in me putting down far too many games, never to return: simply not giving a shit.

And by "not giving a shit," I don't mean that I don't care if I win or lose, or that I don't care enough to put the time into the game to get better if I get stuck on a difficult part. I mean, more specifically, that I find the characters or plot (or both) so boring, annoying, or completely average that I literally don't care what happens. If every major character suddenly burst into flames, and the in-game world was revealed to be made entirely of cheese curdled from the fetid milk of Yog-Sothoth (is Yog-Sothoth milkable? Does it matter?), I would be no more interested than I was before I put down the controller. Mainly because I totally saw that coming.

So what I'm saying is that I have stopped playing games for the same reason other people stop reading books. Obviously this does not enter in when I'm playing something like Tetris or Peggle (what is the unicorn's motivation, anyway?!), but if a game wants me to "inhabit" a "character", while he or she does "stuff", then either the character or the stuff needs to be interesting. I prefer both, but I am realistic. I have forgiven shoddy gameplay in the interests of plot (Call of Cthulhu: Dark Corners of the Earth), and I have sat through mind-leakingly bad plots because the game was fun (just about everything Capcom releases). But I have occasionally encountered plots so bad or boring that it didn't matter how fun the game was, I just had to walk away. These include, but are not limited to:

1.) The Darkness - I knew there was going to be trouble the first time I saw and heard the main character at the same time. If you've never played this game, the guy looks like Bradford Tatum in The Stoned Age, but sounds like Michael Madsen doing an impression of Joe Mantegna. These two things do not go together. Now the gameplay in The Darkness is not bad, by any means (although I have a bit of a soft spot for games in which your character has tentacles, and I think this will be reflected in the game I am currently developing, Cosmic Squid vs. The Octopods), but the plot did not grab me. I'd try to describe it, but the only thing I remember is that Hell is World War I. It's a pretty bad sign for a game when I realize that I'd rather just go back and watch the rest of To Kill a Mockingbird.

2.) Metal Gear Solid 4: Guns of the Patriots - I did finish MGS4, but this is one of the few games I actually regret finishing because the payoff was so small (hi, Jak and Daxter). By the second or third ending I was wishing everyone would die, and I'm pretty sure that's not what Hideo Kojima was going for (or was he?! Actually, no, it isn't; he only wants you to think he's a postmodern genius. It turns out he's just a Butt Guy). Honestly, I was hoping that everyone would die in the first ending, both because that would have kept the next five endings from happening and because that would have been a pretty effective way to end the series. But sadly, Kojima loves his characters too much to let them die. So much, in fact, that he renders Meryl and Akiba essentially bulletproof. Seriously, they get shot like forty times each and live. That's bullshit.

3.) Jade Empire - I only remember two things about Jade Empire: there were demons that looked like horses but walked like men, and there were no lightsabers. Other than that, I'm going to go way out on a limb and guess that you were trying to save the world.

What I'm getting at with all of this is that plot is becoming a more important component of videogames, and it's gotten so that we can discuss games like we used to discuss books or movies, but with more dead hookers. Or fewer, depending on what you read. But I think that we've reached a point at which plot is at least as crucial for certain genres as controls and handling, and I think developers would be stupid not to devote equal attention to both. For every Uncharted, there are five Gears of Wars (Gearses of War? That's tricky), and I hope one day it becomes the rule that gameplay and graphics are nothing without a meaningful context.

But I am realistic.

Next week: Save-itis.
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Gaming Maladies, Part One: Open-World Paralysis

My Pile of Shame these days is not as bad as it has been in the past, but that might be because I have arbitrarily removed all last-gen games from it and moved them into a new pile, which I will call my Pile of Let Us Never Speak of This Again.

Recently I've been playing Far Cry 2, and because part of me really hates the other part I've been trying to do as much as humanly possible with it. That means finding all of the suitcases with diamonds, completing all cell tower missions, destroying all weapon convoys, rescuing all buddies, unlocking all safe houses, scouting all guard posts, and, when I have time for it, completing all story missions. But really, who has time for that? You know, doing the part of the game that is necessary to completion.

What has curbed my progress in Far Cry 2 more than anything is the knowledge that once I wring all content out of the nine square kilometers of beautiful hi-def Africa in which I am currently operating, there is another nine square kilometers of beautiful hi-def Africa yet to come. And then this whole sick dance starts all over.

It's not that I don't enjoy the game; it's just that there's so much of it. And for some reason when I have too much I can do, I end up not doing anything at all. This is one way that open-world games result in paralysis. The other way is through the fear that despite all of my hours of toil, no matter how many maps I print out and mark with elaborate runes, no matter how painstaking my notes and methods and reading of FAQs gets, I will miss something. Something small. And then I will have to start all over again. I will become Sisyphus, except without all the exercise.

I could move on to one of the other games in my Pile, but guess what they are? GTA4 and Mass Effect. And they come with exactly the same problems. And hey, guess what? I'm planning on getting the Game of the Year Edition of Fallout 3. Why do I do this?

Because I enjoy it, that's why. I don't know if I have OCD or just straight-up hate myself, but I actually like games that demand so much of my attention and require me to do the same thing over and over for 100% completion. If you look at my Gamercard (MUEvan), this point is proven again and again:

1.) All achievements in Bully, even after I spent three days riding around on my go-kart trying to activate errands before I realized that I needed to go and spend fifteen minutes doing boxing matches.

2.) All achievements in LEGO Indiana Jones; LEGO games are the epitome of lather, rinse, repeat.

3.) 100% completion in LEGO Star Wars; see above.

4.) Found all 300 flags in Assassin's Creed.

5.) Found all 1001 Light Seeds in Prince of Persia, AND fought the same guy five times in a row to unlock all of the combos.

6.) Unlocked all combat-based achievements in The Force Unleashed; this involved, among other things, Force-Choking Wookiee after Wookiee for upwards of thirty-five minutes, and then switching to Saber Throws. And then Force Pushes. And so on.

7.) Completed the "Little Rocket Man" achievement in The Orange Box, which involves playing through almost all of Half-Life 2: Episode 2 carrying around a garden gnome without losing it. And, like the One Ring, the little bastard wants to be lost.

I share these things not to impress anyone (because they won't), but because they illustrate half of my problem: the half in which I feel compelled to do these things. The other half is that I don't want to, and I think this is where the Paralysis sets in; it is a mechanism through which I attempt to keep myself from spending my life hunting down Agility Orbs.

And of course, it doesn't work all the time. Now if you'll excuse me, I have to go play Far Cry 2.
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An inspired addition

Ahh, my young gamer friend

The times are changing with no foreseeable end

Fanboys unite to gripe and moan

But they forget how the real world goes

The unwillingness to change in all the progress

Leaves them alone operating in Linux

But I digress

 

So unite one and all

For the games are changing

Technology is making gaming as easy as bouncing a ball

But keep them true all mighty makers

Or an uprising of young and old gamers will be called

We want games of challenge and intellect

With utopian graphics and no white Pong ball

In depth story lines which entrance all that play

Make the games rain like the autumn leaves in the fall

We want the best any man and machine can produce

Then we gamers will continue in the never-ending brawl

 

But let us not forget the true classic gamer

Some are too young to know life with 2-d games

We embrace the games of old with all our hearts

Where we came from is true art

As we push forward into the new and rising sun

Look back and remember our fading sons

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Sing Along If You Know It.


Come gather 'round gamers, whatever you own
Because pretty soon Nintendo will not be alone
This motion-control thing's a bit overblown
And your arms are gonna be wavin'.
So you better start flailin' or you're gonna get pwned
For the games, they are a-changin'.

Come fanboys on forums who bitch, moan, and blame
Get up off your sofas; it won't be the same.
But don't post too soon, we've not seen many games
And you've got to know who you are flamin'.
So get out your thesauri and flip 'em to "lame"
For the games, they are a-changin'.

Draw a picture for Milo who lives in your tube
Then make awkward gestures and feel like a rube
Or a loser, a jackass, a spazz, or a boob
Your dignity, it ain't worth savin'
And teh l33tz0r now will be later the n00b
For the games, they are a-changin'.

Come Alpha Moms and grandmas who didn't use to play
And pay no attention to what those kids say
For the future is wagglin' and casual's okay
And controllers can be so restrainin'.
But Molyneux says that the pad's in the way
So the games, they are a-changin'.

The demos are shown, the pods they are cast
The quarterly goals will soon be surpassed
And the current-gen will later be last-
While the hardcore will just go on ragin'
'Cause soon you'll have minigames coming out your ass
For the games, they are a-changin'.
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Repeating Myself.


Unfortunately, it has been one of those weeks, so the following is a touched-up reprint of something from my long-neglected Live Journal. Hopefully next week will be better.

As a giant nerd, I can't help but notice how often Pandora's Box has appeared in videogames recently. I also can't help but notice how much the myth has to be changed, if not wholesale ignored, in order to cram the thing into a game. So to start out, here's the original story.

After Prometheus created mankind and taught them long division, Hephaestus created Pandora as part of Zeus' overly-elaborate scheme to punish mankind. A less passive-aggressive god might have sent an earthquake or a plague or a tidal wave, but Zeus realized that jacking up our species now and forever "take-a panache". He therefore set the following events into motion:

1.) Hephaestus creates Pandora.

2.) Gods shower Pandora with extravagant gifts, spoiling her stupid. Included in these is a box (okay, Wikipedia douche, it was a jar. But the important bit is that it was a thing that holds stuff) into which each of them has placed something horrible; it was kind of like in movies when a kitchen crew spits on a steak before sending it back out to the customer who complained about it. Anyway, Zeus tells her never to open it.

3.) Prometheus warns his brother Epimetheus not to accept any gifts from Zeus.

4.) Zeus sends Pandora and her Cursed Thing of Holding to Epimetheus, kind of like a gift.

5.) Epimetheus goes, "Oh, hell yeah!" and marries Pandora.

6.) Pandora gets curious about the Cursed Thing of Holding and opens it, releasing Greed, Vanity, Slander, Lying, Envy, and Pining into the world. Luckily she manages to get the lid back on before Hope gets out. Whew! That was close.

7.) Hilarity ensues.

With plans like that, Zeus may have been the first Bond villain, as well as the only successful one. Pandora's Box, like my high school yearbooks, is best left unopened. However, it has already been opened. Logically, it can cause no more harm to us, other than possibly getting Hope all over the place.

"Not so," say the makers of videogames. "We can milk that bitch out."

So we have this:


According to God of War, opening Pandora's Box turns you into a giant. And then you fight Ares, who has inexplicably grown back-spinies which shoot fireballs. But the important thing is that it makes you bigger. Why does the Ark of Misery do this? Who the hell knows? But we must remember that this is a game in which there are waaaaaaay more than three Gorgons and Satyrs are masters of the bo staff.

What's next? Madness!


Devil May Cry 4 contains a weapon called "Pandora" which features 666 different shit-stomping configurations of increasingly implausible bad-assitude. The game also settles that whole box-vs.-jar debate once and for all by making Pandora a suitcase. And, simultaneously, a can.

Granted, this is not the literal Cursed Thing of Holding; it's more of a tribute. Surely, if in the myth Pandora had taken the lid off and been blasted in the face by a Neon Death Ray, the story would lose all meaning but become about a thousand times more awesome.

This brings me to my final, most recent example of what happens when videogame developers can't leave Pandora's Box alone (funny how many levels that works on): Legendary.


According to this game, Pandora's Box contains legions of werewolves, gryphons, and minotaurs, all of which are begging for a shotgun blast to the face. I don't know what else to say about that, other than "Whaaaaaaaaaaaaaaaaaaaat?!" It also bears mentioning that at the beginning of the game, Pandora's Box is in a museum.

My point with all of this is not that these are bad games, or that the ideas are stupid (except for the whole Pandora's-Box-in-a-museum-thing; that's downright criminal). I'm just wondering why Pandora's Box is showing up so often and doing so many different things, especially considering that the original myth is about as boring as they get. It would be like if they decided to start making games about Thor's codpiece (but not Thor), in which the codpiece can fire lasers, grant wishes, and be removed to open doors by reflecting light into crystals. Or if the Sword of Damocles was a lightsaber.

Game developers don't read this blog, do they? I may have just unleashed great evils upon the world. Kind of fitting, in a way.

-Evan

**EDIT: I have replaced the non-working videos with working ones.
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For Reals This Time

Listeners of the Joystiq Podcast may have heard them read my e-mail congratulating JC Fletcher for receiving an E3 Award.  So thanks be to Joystiq for rewarding shameless pluggery with a quick site mention.  I guess I'm actually going to have to buy someone a beer now.

The title of my post this week is "What Hollywood Doesn't Know About Videogames Could Fill the Grand Effing Canyon," and all evidence to this point is contained within a single movie trailer.



 Since it's not entirely fair to judge a film based solely on its trailer (although that did keep me from seeing the Silent Hill movie), I will not be making any guesses as to the quality of Gamer.  However, having watched that trailer, I feel confident in declaring that the following two points constitute what Hollywood thinks it knows about videogames:

1.)  Videogames are exclusively about shootin' and killin', and gamers will eventually become the New Gladiators.

2.)  Videogames blur the lines between fantasy and reality, until eventually we will not know what is real and what is not, and it will be like totally crazy, man.

In fact, the plot of Gamer sounds like it came from the head of someone who faded in and out of consciousness while drinking cough syrup and watching a movie marathon on the SciFi Channel.  It is equal parts eXistenZ, The Running Man,, and this Onion article.

Granted, a film based on, say, Noby Noby Boy, would be very difficult to make, and may even qualify as a hate crime.  But who says that actiony, shooty games are the only ones that make sense for TV and movies?

And sometimes they don't even make sense.  Remember that episode of "The X-Files" where the kid who played Donkeylips on "Salute Your Shorts" and his testosterone-laden buddies go into the virtual-reality first-person shooter game and get killed by the cyber-dominatrix who was programmed by the shy nerd woman to exact revenge upon her male coworkers for appreciating neither her talent nor her mousy not-hot hotness?

Seriously.  That's what happened.

There has to be a middle ground between Tetris:  The Movie and Let's Go Kill Some Dudes, right?  Because there are games that exist between those two extremes.  Hollywood's treatment of videogames as a plot element seems limited to either "Videogames will ruin everything," or "Videogames are for lazy boy-men."  And the only thing that determines which of these will be used is whether or not the movie is a comedy.

In fact, I can only think of one film that has handled videogames in a fair, non-violent, and realistic way, and features gameplay that accurately represents what we see in our own homes, and not some pixelated, blocky-gon crap cooked up by an underpaid, overworked special effects team.  Only one film has captured both the positive and negative effects of gaming on people of all ages.  This film is smart enough, sure enough, and brave enough to declare that people from all walks of life, all genders and backgrounds, can come together under this hobby we love so much.  It puts its foot down and says, "No!  Videogames are not just for boys and men with no necks!  Videogames are fun!  Videogames are for everyone!  And yes...videogames can capture your heart and mind while crippling your hands.  And you know what else?  They may just save your damn family, too."

Here's the bad news:  that film was a hundred-minute-long commercial for Nintendo.

All I'm saying is that I think we can do better than The Wizard.  I don't think that's too much to ask.

-Evan
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Pardon My Mess...

I'm sure that all of you just leapt from your beds and bounded over to your respective computers, anxious to see what kind of random bullshit I'd come up with this week, but I have some bad news:

Nothing I've started writing tonight has been any good.

So you get this.  Later on today I'll try to have something more substantial, but in the meantime here's my favorite trailer from E3.  Enjoy.

-Evan

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Buttons and Controllers

So it will be a little while before we actually get to our show on this, but it's been on my mind more and more lately. Anyone who listens to the show on a regular basis knows that none of us are really fans of the idea that something like the iPhone can be a "legitimate" portable gaming device, something that can rival the PSP or the DS. While the iPhone and other phones like it certainly have their place in mobile gaming, there is something to be said for having physical buttons on a device - buttons that you can actually *feel* when you push them.

The same concept applies to this new fad of motion-controlled gaming. Microsoft, with their Project Natal, has even gone so far as to infer that the controller is a hindrance to gaming. This page uses the phrase "No Controller Required", as if the controller is something that we shouldn't have to use - or even buy.

While I'll be the first to admit that the idea of gaming in a holodeck would be the "ultimate" videogame, I'll also be the first to say that I believe there will always be a place in the market for "traditional" games. I use that word with quotes because I'm a little worried that in the next five or ten years, gaming as we know it could take a drastic change away from controllers and buttons, and turn towards direct interaction gaming where we touch everything, or control everything simply by our own, natural movements.

Is the technology cool? Absolutely. Do we necessarily want to have it? Probably. But do we really need to have the attitude that we've been playing games *wrong* for the past 30 years, and that we shouldn't be limited by buttons and controllers? Absolutely not. I'll gladly replace my GameBoy Micro and my Nintendo DS once I can get two things from my cell phone: deep, interactive, engaging gaming experiences, and tactile feedback. Games that put a pseudo D-pad on a touchphone's screen simply won't cut it - ever.

As far as console gaming goes, I think we all have a dream of being able to actually *experience* our games holodeck-style. Both Sony's Magic Wand and Microsoft's Project Natal are undoubtedly baby steps towards this future of gaming, and it's going to be awesome, but I think there will always be a time where you'll just want to plop down in a chair in front of Frank's 2000" TV with a controller in your hands and just play a game the way we've all been playing as long as we've been alive.

Bring on the future, absolutely, but at the same time: Long Live the Controller!

-Phil
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