<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:content="http://purl.org/rss/1.0/modules/content/" version="2.0">
  <channel>
    <title><![CDATA[[GameRatty] tag: occasional]]></title>
    <link>http://gameratty.com/tag/occasional</link>
    <description></description>
    <pubDate>Thu, 13 Nov 2008 16:12:00 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[If Youre Playing Fallout 3, Dont Miss Vault 106]]></title>
      <link>http://gameratty.com/article/671e20c815cb8217cbae60de80fe5d07</link>
      <guid>http://gameratty.com/article/671e20c815cb8217cbae60de80fe5d07</guid>
      <description><![CDATA[I have invested more than 20 hours in Fallout 3 so far, and I have no intention of stopping my adventure through the wasteland anytime soon
Last night, I had my favorite Fallout 3 moment so far. It...]]></description>
      <content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-14165" title="Fallout 3" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/11/f3.jpg" alt="" width="500" height="231" /></p>
<p>I have invested more than 20 hours in <strong>&#8220;Fallout 3&#8243;</strong> so far, and I have no intention of stopping my adventure through the wasteland anytime soon.</p>
<p>Last night, I had my favorite &#8220;Fallout 3&#8243; moment so far. It was completely unexpected, had nothing to do with the main storyline and made my heart race. &#8220;Fallout 3&#8243; is depressing, but it&#8217;s not scary. <em>This</em> freaked the hell out of me.</p>
<p>On the way Vault 112, which is party of the main storyline, I happened across Vault 106. It&#8217;s completely optional. You might never find it. If you don&#8217;t, though, you&#8217;ll be missing out on a part of &#8220;Fallout 3&#8243; so exceptionally wild.</p>
<p>I recommend finding Vault 106 on your own, <em><strong>but if not…SPOILER WARNING!</strong></em></p>
<p>There were a group of raiders just outside of Vault 106, so I&#8217;d pumped up my character with combat-ability drug boosters for battle. As I entered Vault 106, the character was coming down from them and suffering from withdrawal. Moments into Vault 106, my character started experiencing wild hallucinations and the screen began changing colors. Is there something wrong with my TV, I wondered? No, it must be a side effect of the withdrawal symptoms I haven&#8217;t experienced before.</p>
<p>It wasn&#8217;t, though. The hallucinations kept coming.</p>
<p>I kept seeing dead inhabitants of Vault 106…alive. Or&#8230;was this my own past? This &#8220;safe haven&#8221; was in shambles. Something happened here, but I didn&#8217;t know what. There were no diaries, no computers to explain what went wrong. All I could do was delve deeper into the madness of Vault 106 &#8212; hallucinations included &#8212; and fend of the occasional &#8220;insane survivor.&#8221;</p>
<blockquote style="margin: 10px; padding: 10px; background: transparent none repeat scroll 0% 50%; width: 176px; float: right; font-size: 20px; font-weight: bold;"><p>At the end of my journey into the pit of Vault 106, &#8216;Fallout 3&#8242; had become &#8216;Silent Hill.&#8217;</p></blockquote>
<p>What caused them to go insane? I had no idea. But Vault 106 went deeper into the ground and the hallucinations continued. Scientists stalked the halls as the screen went a dark purple, before I was warped back to reality. &#8220;Fallout 3&#8243; seldom messes with your visual perception, aside from splashing blood on the screen or warping your eyesight after you use a drug.  This was a completely new way of messing with me.</p>
<p>By the end of my journey into the pit of Vault 106, &#8220;Fallout 3&#8243; had become <strong>&#8220;Silent Hill.&#8221;</strong> I was nervous around every corner, dropping my controller when accidentally tipping a garbage can. In Vault 106&#8217;s darkest corner, there was a scientist. She wasn&#8217;t insane; she was simply holed out at the bottom in hopes of avoiding the others, who had clearly lost it.</p>
<p>She fought me, though, and I had to kill her. There was nothing in her possessions to explain what had happened. I had reached the end of Vault 106 without answers.</p>
<p>A chance encounter with a computer while on my way back up, however, explained everything. Vault 106&#8217;s overseer had decided to secretly test on the residents with toxic gas &#8212; and the plan backfired badly. The residents went insane, killed one another and the survivors simply stalked the halls of Vault 106 in a mental rage. It was all a botched experiment.</p>
<p>How screwed up is that? If these are the kinds of experiences I can look forward to happening on by continuing to explore the entirety of &#8220;Fallout 3,&#8221; I will not put down this game <em>anytime</em> soon.</p>
<p><strong>Related Posts<br />
<a href="http://multiplayerblog.mtv.com/2008/11/07/360-dpad-hindering-fallout/">Xbox 360 D-Pad Hindering My ‘Fallout 3′ Experience</a><br />
<a href="http://multiplayerblog.mtv.com/2008/11/03/up-past-3am-fallout-3/">Up Past 3:00 A.M. — ‘Fallout 3′ Wouldn’t Let Me Sleep</a><br />
<a href="http://multiplayerblog.mtv.com/2008/10/30/fallout-3-map-vs-reality/">‘Fallout 3′’s Washington Metrorail Map vs. Reality</a><br />
<a href="http://multiplayerblog.mtv.com/2008/10/28/bethesda-why-fallout-3/">Bethesda: Why It’s Called ‘Fallout 3′ And Not Just ‘Fallout’</a></strong></p>

]]></content:encoded>
      <pubDate>Fri, 21 Nov 2008 13:00:46 +0000</pubDate>
      <category domain="http://gameratty.com/tag/vault">vault</category>
      <category domain="http://gameratty.com/tag/vault 106s overseer">vault 106s overseer</category>
      <category domain="http://gameratty.com/tag/vault 106s">vault 106s</category>
      <category domain="http://gameratty.com/tag/fallout">fallout</category>
      <category domain="http://gameratty.com/tag/vault 106alive">vault 106alive</category>
      <category domain="http://gameratty.com/tag/favorite fallout">favorite fallout</category>
      <category domain="http://gameratty.com/tag/wild hallucinations">wild hallucinations</category>
      <category domain="http://gameratty.com/tag/insane">insane</category>
      <category domain="http://gameratty.com/tag/hallucinations">hallucinations</category>
      <source url="http://multiplayerblog.mtv.com/2008/11/21/fallout-do-not-miss-vault-106/">If Youre Playing Fallout 3, Dont Miss Vault 106</source>
    </item>
    <item>
      <title><![CDATA[Call of Duty: World at War - review]]></title>
      <link>http://gameratty.com/article/833b274012666239caa0c56df06b9c56</link>
      <guid>http://gameratty.com/article/833b274012666239caa0c56df06b9c56</guid>
      <description><![CDATA[A portion of an ONM review
Arguably the best WWII game ever. Simply put, if you like first-person shooters this is absolutely essential
Outstanding single-player mode
Looks and sounds fantastic
Online...]]></description>
      <content:encoded><![CDATA[<p>A portion of an ONM review&#8230;</p>
<p><strong>Arguably the best WWII game ever. Simply put, if you like first-person shooters this is absolutely essential.</p>
<p>+  Outstanding single-player mode<br />
+  Looks and sounds fantastic<br />
+  Online multiplayer works well<br />
+  Wii Zapper controls are great<br />
-  The occasional online lag</p>
<p align="center"><a href="http://www.officialnintendomagazine.co.uk/article.php?id=6501">Full review here</a></p>
<p></strong></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 18:16:49 +0000</pubDate>
      <category domain="http://gameratty.com/tag/review">review</category>
      <category domain="http://gameratty.com/tag/onm review">onm review</category>
      <category domain="http://gameratty.com/tag/wii zapper controls">wii zapper controls</category>
      <category domain="http://gameratty.com/tag/occasional online lag">occasional online lag</category>
      <category domain="http://gameratty.com/tag/online multiplayer">online multiplayer</category>
      <category domain="http://gameratty.com/tag/first-person shooters">first-person shooters</category>
      <category domain="http://gameratty.com/tag/wwii game">wwii game</category>
      <category domain="http://gameratty.com/tag/absolutely essential">absolutely essential</category>
      <category domain="http://gameratty.com/tag/single-player mode">single-player mode</category>
      <source url="http://gonintendo.com/?p=63759">Call of Duty: World at War - review</source>
    </item>
    <item>
      <title><![CDATA[control standards?]]></title>
      <link>http://gameratty.com/article/e4578e65a27e4d0a6c8446ea74e8854a</link>
      <guid>http://gameratty.com/article/e4578e65a27e4d0a6c8446ea74e8854a</guid>
      <description><![CDATA[Should consoles have standards, hard or soft, for which buttons on their controllers do what? You don't have to play many games or play often to be annoyed by disparity in controls. One game uses Left...]]></description>
      <content:encoded><![CDATA[Should consoles have standards, hard or soft, for which buttons on their controllers do what?

You don't have to play many games or play often to be annoyed by disparity in controls. One game uses Left Trigger to aim and the next uses it to direct squad mates. One game uses the Y button to jump, another B, another Left Bumper. It would sure make life easier for gamers, especially occasional ]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 11:53:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/direct squad">direct squad</category>
      <category domain="http://gameratty.com/tag/life easier">life easier</category>
      <category domain="http://gameratty.com/tag/play">play</category>
      <category domain="http://gameratty.com/tag/standards">standards</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/trigger">trigger</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/gamers">gamers</category>
      <category domain="http://gameratty.com/tag/soft">soft</category>
      <source url="http://hallower1980.blogspot.com/2008/11/control-standards.html">control standards?</source>
    </item>
    <item>
      <title><![CDATA[Third Opinion: The Fundamental Dilemma of Mirror's Edge]]></title>
      <link>http://gameratty.com/article/9ca158eb097e1d664ebc85ef62e5874c</link>
      <guid>http://gameratty.com/article/9ca158eb097e1d664ebc85ef62e5874c</guid>
      <description><![CDATA[Yes, yes: Not one but two Wired.com contributors have already weighed in on the first-person parkour game Mirror's Edge . There's still more to be said
One of the biggest sticking points with Mirror's...]]></description>
      <content:encoded><![CDATA[
				<p>
					<a href="http://blog.wired.com/photos/uncategorized/2008/11/18/falling_web.jpg">
						<img width="660" height="371" border="0" alt="Falling_web" title="Falling_web" src="http://blog.wired.com/games/images/2008/11/18/falling_web.jpg"></img>
					</a>
				</p>
				<p>Yes, yes: Not one but two Wired.com contributors have already weighed in on the first-person parkour game 
					<em>Mirror's Edge</em>. There's still more to be said.</p>
				<p>One of the biggest sticking points with
					<em>Mirror's Edge</em>is that it is faced with a dilemma not unfamiliar to designers of action games. How do you make the player feel as if he is on a non-stop thrill ride, but also challenge him? 
					<em>Mirror's Edge</em>is a game about parkour. How do you replicate that sense of running, jumping, and climbing in a non-stop flow -- but also penalize the player for screwing up?</p>
				<p>It's a tricky problem, and I don't envy anyone who has to try to solve it. 
					<em>Mirror's Edge</em>makes a valiant effort, but falls just on the wrong side of the line: There's just a touch more frustration than flow.</p>
				<p>This isn't to say that I am not having a (mostly) good time. I'm constantly on the lookout for brand-new experiences, and Mirror's Edge certainly is one. It doesn't 
					<a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/11/gamesfrontiers_1117">make me want to vomit</a>, as Clive Thompson found. I don't know if I'd go so far as to give it an 
					<a href="http://blog.wired.com/games/2008/11/mirrors-edge-fi.html">eight out of 10, as Baker did</a>. But neither would I slam it, as 
					<a href="http://weblogs.variety.com/the_cut_scene/2008/11/mirrors-edge-it.html">
						<em>Variety</em>reporter Ben Fritz did</a>-- I wouldn't have "given up out of sheer annoyance within an hour."</p>
				<p>However, I agree with much of the insight in both of these reviews, probably because I felt myself being pulled between both extremes as I played. My 
					<em>Mirror's Edge</em>experience went back and forth between exhilarating and frustrating.</p>
				<p>At absolutely no point does 
					<em>Mirror's Edge</em>coddle you. This is not a game for anyone who is not a lifelong gamer, because it immediately starts challenging you. One of the very first things you have to do in the game's prologue is make a pinpoint jump off a roof and grab a thin pipe that you can't see until you're already in the air. Unless you're unbelievably lucky or amazingly skilled, it'll take you many tries. This becomes a running theme.</p>
				<p>This is not necessarily a bad thing, if you like challenge. It's fun to run up against something that you know you can do, and try it until you master it. It's especially fun when the game rewards you for nailing it -- with things like getting to watch your character make death-defying leaps across buildings. When you're playing a well-designed stretch of a 
					<em>Mirror's Edge</em>level, this can be a great fun.</p>
				<p>But not all of its levels are created equal. All too often, it feels like the correct path through the level isn't obvious enough, and the only way to figure out what exactly you're supposed to do is to die, a lot. This is even more true when the cops start chasing you and firing guns at you while you're running. If you're at a loss as to what to do, they'll shoot you while you're trying to look for the escape route.</p>
				<p>So due to a combination of the game's exacting challenge (reasonable) and unclear level design mixed with die-and-retry gameplay (unreasonable), you die a lot. Dying a lot does not 
					<em>per se</em>make for an unfun game. But in 
					<em>Mirror's Edge</em>, getting bumped out to a loading screen and having to wait to respawn at the nearest checkpoint is just annoying. It seems, at best, an inelegant solution.</p>
				<p>How should they have handled it? Beats me; I'm not a game designer. But I do know that 
					<em>Mirror's Edge</em>is hardly the first game to grapple with this issue. In fact, while it might be dressed up with a new first-person coat of paint, the gameplay in 
					<em>Mirror's Edge</em>is quite similar to 2003's 
					<em>Prince of Persia: The Sands of Time</em>-- acrobatic trickery combined with occasional bits of combat. And the designers at Ubisoft faced the exact same problem: How do we make a game about putting a character into perilous situations where he could fall to his death at any moment, but not make the player want to stab themselves in the eye every ten seconds?</p>
				<p>The answer turned out to be so clever that Ubisoft worked it into the plot of the game: The eponymous Sands let the player rewind time, so that gruesome deaths could be reversed instantly. You could still die for good, but you had a few chances to fix things before that happened. It rewarded you for trying new and outlandish things, not punished you.</p>
				<p>I'm not saying that 
					<em>Mirror's Edge</em>should have ripped off 
					<em>Prince of Persia</em>, even though it would have helped. I'm saying that if DICE's game was going to be built around the idea of dying a lot, which I think it was, it should have made dying more fun.</p>
				<p>
					<em>Image courtesy Electronic Arts</em>
				</p>
				<p>
					<strong>See Also:</strong>
				</p>
				<ul>
					<li>
						<a href="http://blog.wired.com/games/2008/11/mirrors-edge-fi.html#previouspost">Review: 
							<em>Mirror's Edge</em>, the First-Person Parkour Game You Must Play ...</a>
					</li>
					<li>
						<a href="http://blog.wired.com/games/2008/07/first-person-ju.html#previouspost">First-Person Jumper: 
							<em>Mirror's Edge</em>Revolutionizes Platforming ...</a>
					</li>
					<li>
						<a href="http://blog.wired.com/games/2008/10/mirrors-edge-tr.html#previouspost">
							<em>Mirror's Edge</em>Trilogy Planned</a>
					</li>
					<li>
						<a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/11/gamesfrontiers_1117#previouspost">Games Without Frontiers: Victory in Vomit</a>
					</li>
					<li>
						<a href="http://blog.wired.com/games/2008/11/i-would-totally.html#previouspost">I Would Totally Live in 
							<em>Mirror's Edge</em>'s Repressive Nightmare City ...</a>
					</li>
					<li>
						<a href="http://blog.wired.com/games/2008/07/mirrors-edge-ma.html#previouspost">
							<em>Mirror's Edge</em>Makes the Jump to Comics</a>
					</li>
				</ul>
				<br style="clear: both;">
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:e87fdfeb34c9da19b143e0a96a695788:S3jg%2BJBz2nLySviizbWaTR8ly1Zcm%2FM67acyiI9wK7SlzOv5B5UAy3Jw%2BbxFiACJlufuc2fWWLYA">
					<img border="0" title="Add to Reddit" alt="Add to Reddit" src="http://www.pheedo.com/images/mm/reddit.png"></img>
				</a>
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:fadd02bf90f2fb9f5d1c9924d5aabced:uMVKJRbiKENiSXFHt5GNY8tpiCpKIrKdKA%2BLA5Rm1GjDZQPg7dLdQU%2FUqnDAV0jPLbXOVRtQ9WGVLw%3D%3D">
					<img border="0" title="Add to Facebook" alt="Add to Facebook" src="http://www.pheedo.com/images/mm/facebook.gif"></img>
				</a>
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:a0b196f46779dec822956dd121f6ed9c:NvrLnYCYRX6EPBZzA43t9hJ7S7OgJSPdK9hK4m3gfP5kW46Ki2IIw3OLpzvASA65GKiVlAuW8RVs">
					<img border="0" title="Add to digg" alt="Add to digg" src="http://www.pheedo.com/images/mm/digg.gif"></img>
				</a>
				<br style="clear: both;">
				<img alt="" style="border: 0; height:1px; width:1px;" border="0" src="http://www.pheedo.com/img.phdo?i=c13718abca6c40cd7a8addd57d4f4f44" height="1" width="1"></img>
				<img src="http://www.pheedo.com/feeds/tracker.php?i=c13718abca6c40cd7a8addd57d4f4f44" style="display: none;" border="0" height="1" width="1" alt=""></img>
			
<p><a href="http://feeds.feedburner.com/~a/Gamelife?a=MXdWSm"><img src="http://feeds.feedburner.com/~a/Gamelife?i=MXdWSm" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/Gamelife?a=4nQ8N"><img src="http://feeds.feedburner.com/~f/Gamelife?i=4nQ8N" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=7SRmn"><img src="http://feeds.feedburner.com/~f/Gamelife?i=7SRmn" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=cruUn"><img src="http://feeds.feedburner.com/~f/Gamelife?i=cruUn" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=joGpN"><img src="http://feeds.feedburner.com/~f/Gamelife?i=joGpN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/Gamelife/~4/458107725" height="1" width="1"/>]]></content:encoded>
      <pubDate>Tue, 18 Nov 2008 20:23:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/edge">edge</category>
      <category domain="http://gameratty.com/tag/mirror">mirror</category>
      <category domain="http://gameratty.com/tag/edge coddle">edge coddle</category>
      <category domain="http://gameratty.com/tag/edge trilogy">edge trilogy</category>
      <category domain="http://gameratty.com/tag/parkour">parkour</category>
      <category domain="http://gameratty.com/tag/edge level">edge level</category>
      <category domain="http://gameratty.com/tag/first-person parkour game">first-person parkour game</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/edge experience">edge experience</category>
      <source url="http://feeds.feedburner.com/~r/Gamelife/~3/458107725/third-opinion-t.html">Third Opinion: The Fundamental Dilemma of Mirror's Edge</source>
    </item>
    <item>
      <title><![CDATA[4 Things to Keep in Mind While Killing Zombies in Left 4 Dead]]></title>
      <link>http://gameratty.com/article/bb5c558140df5f89e3a7595d6a7310ed</link>
      <guid>http://gameratty.com/article/bb5c558140df5f89e3a7595d6a7310ed</guid>
      <description><![CDATA[The end is near again: Valve has unleashed Left 4 Dead for PC and Xbox 360, summoning yet another zombie apocalypse for beleaguered first-person shooter fans
Tons of zombies and a creepy atmosphere?...]]></description>
      <content:encoded><![CDATA[
				<p>
					<a href="http://blog.wired.com/photos/uncategorized/2008/11/18/l4d1.jpg">
						<img width="660" height="346" border="0" alt="L4d1" title="L4d1" src="http://blog.wired.com/games/images/2008/11/18/l4d1.jpg"></img>
					</a>
				</p>
				<p>The end is near again: Valve has unleashed 
					<cite>Left 4 Dead</cite>for PC and Xbox 360, summoning yet another zombie apocalypse for beleaguered first-person shooter fans.
</p>
				<p>Tons of zombies and a creepy atmosphere? Check. Limited supplies and ammunition? Check. But things are quite a bit different here. Blurring the line between survival horror and cinema -- right down to the kitschy movie posters and dynamically generated banter between characters -- 
					<cite>Left 4 Dead</cite>offers a decidedly new style of team-based zombie hunting.</p>
				<p>Over the course of four campaigns with five maps each, four survivors must battle seemingly insurmountable odds -- with the biggest barrier to success being how well everyone works together. My 
					<a href="http://blog.wired.com/games/2008/10/hands-on-left-4.html">first hands-on with the game</a>left me with bitter feelings toward my fellow man -- perhaps we deserved this cruel fate after all, if we couldn't even move down a hallway without panicking and being ripped to shreds. But with the game's Tuesday release, I've had a change of heart.

</p>
				<p>While there is an offline, single-player option, chances are you'll want to take on zombies -- or humans, if you're so inclined -- online with friends and strangers. 
					<cite>Left 4 Dead</cite>isn't your typical zombie frag-fest, so here are four rather important things to remember while you're prepping for battle.
</p>
				<p>
					<strong>1. 4 Heads Are Better Than None</strong>
				</p>
				<p>You've never played a co-op game quite like this one. Whether you're a Survivor or one of the Infected, you're pretty much worthless without your teammates -- their skill, and the entire team's ability to work together, will make the difference between standing tall in the face of adversity, and limping toward the finish line. 
</p>
				<p>As a Survivor, your partners will be there to pick you up when you've been trampled, heal you if you've squandered your own supplies, and generally provide cover fire and support. There are few things worse than being pounced upon or helplessly dragged away, with your friends having gone on without you.
</p>
				<p>As the Boss Infected in Versus mode, your only chance at victory lies with getting the humans to split up -- there's a hefty re-spawn time after each death, so working as a team is pivotal. Send your Boomer in first -- the bile he vomits works as zombie bait, sending the NPC horde en masse to attack whatever is covered in his puke. Once those spineless humans are blinded and panicking, Hunters and Smokers will need to swarm in to divide and conquer. 
</p>
				<p>
					<a href="http://blog.wired.com/photos/uncategorized/2008/11/18/l4d2.jpg">
						<img width="660" height="338" border="0" alt="L4d2" title="L4d2" src="http://blog.wired.com/games/images/2008/11/18/l4d2.jpg"></img>
					</a>
				</p>
				<p>
					<strong>2. Something Really Is Out to Get You</strong>
				</p>
				<p>You'll study the maps, hone your aim, and your team will move like a well-oiled, monster-killing machine. At which point, the AI Director opens up that magical zombie faucet in the sky, overwhelming you until you escape, or break.
</p>
				<p>Dynamic, cinematic campaigns means that as you're wading through corpses, struggling to save ammo and stay alive, every shot you fire and every kill you make is being judged. Skilled players will be rewarded (or punished) with more encounters and greater challenges, while those struggling to survive will find their opposition a little tamer. This keeps the pace lively, without punishing players. 
</p>
				<p>Each of 
					<cite>Left 4 Dead</cite>'s 20 maps will provide a different experience every time you play -- there is no scripting, and there are no spawn points, just a perpetual torrent of zombies, tailored to your own skill and progress. 
</p>
				<p>
					<strong>3. Keep Your Ears Peeled, or Something Will Do It for You </strong>
				</p>
				<p>True to that cinematic vibe it hopes to establish, 
					<cite>Left 4 Dead</cite>offers up quite a few audio cues to help give players a fighting chance. Characters issue alerts, letting each other know when ammo or weapons are nearby, or reminding friends to heal. There'll also be the occasional reminder to drop whatever it is you're fiddling around with and get moving, as zombies attack those who linger. The announcements can get kind of annoying -- particularly after the hundredth time someone has announced they're reloading -- but you'll usually be glad to know exactly what your team is up to while you're in full panic mode. 
</p>
				<p>The music also plays a very important role in setting up that cinematic experience. The trill of a horn, a haunting choir or a sudden shift in the melody followed by an ominous quaking each signal that something very unfortunate is about to happen, so listen closely. And if you're not averse to voice chatting, get a mike -- it can get kind of hard to type when you're trapped on the ground, firing stray rounds into a disorienting mass of necrotic flesh.
</p>
				<p>
					<strong>4. When in Doubt, Stay Calm and Run Like Hell </strong>
				</p>
				<p>With the exception of sequences where you're specifically told to activate an object and then brace for impact, there is no "planning" in 
					<cite>Left 4 Dead</cite>, and there are no climactic, scripted battles: The stronger Boss Infected arrive fairly regularly, at the Director's whim in Campaign mode or perpetually lurking as other players in Versus mode. 

</p>
				<p>No, you're getting a genuine survival-horror experience: nursing wounds, scrounging for ammo and acknowledging that strategically making a break for it is usually better than getting slaughtered, especially when the enemy seems focused on a player that isn't you. 
</p>
				<p>Yes, sometimes sacrifices must be made. After all, a team can still be victorious if at least one person survives -- whether that means making it to the safe room, or reviving the wounded before they've died. So remember that Golden Horror-Flick Rule: You only have to outrun the slowest person you're with. 
</p>
				<p>With keen senses, a steady hand and a little luck, you'll do yourself (and more importantly, your teammates) proud.
</p>
				<p>
					<cite>Images courtesy Valve</cite>
				</p>
				<p>
					<strong>See Also:</strong>
				</p>
				<ul>
					<li>
						<a href="http://blog.wired.com/games/2008/10/hands-on-left-4.html">Hands-On: 
							<cite>Left 4 Dead</cite>Multiplayer Demands Brains</a>
					</li>
					<li>
						<a href="http://blog.wired.com/games/2008/11/no-left-4-dead.html">No
							<cite>Left 4 Dead</cite>on PS3 (Really)</a>
					</li>
					<li>
						<a>
							<cite>Left 4 Dead</cite>System Requirements Revised</a>
					</li>
				</ul>
				<br style="clear: both;">
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:7ab6e557af504b08d460ae8b98e19550:L%2FaxgdNtbJSaaevfFRxnr7LIE%2FUgZgsuuUuoY6puXhg6FIXSFzXmd6nNeXLiDQ2zsBlTydIcrXrA">
					<img border="0" title="Add to Reddit" alt="Add to Reddit" src="http://www.pheedo.com/images/mm/reddit.png"></img>
				</a>
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:82657c18cb3055c02f53caf6e3337e44:6%2F5UxPjegJ5J4wjTA%2BZHg5NEY0wcQcrSSBj0aFlUohiWzqkZpXZ2xXxe%2BsezgT9anan2V%2Bk3K705rw%3D%3D">
					<img border="0" title="Add to Facebook" alt="Add to Facebook" src="http://www.pheedo.com/images/mm/facebook.gif"></img>
				</a>
				<a style="font-size: 10px; color: maroon;" href="http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:b8f3148a8368d93ebe712beae68bfa92:RsfO3%2B1dXG1ZIXMnnHHQYLpZdvIavmxb60h3wHOON39cvRG%2B8ldVFQJ3%2FsLqbinK0k68QNO%2FHm2i">
					<img border="0" title="Add to digg" alt="Add to digg" src="http://www.pheedo.com/images/mm/digg.gif"></img>
				</a>
				<br style="clear: both;">
				<img alt="" style="border: 0; height:1px; width:1px;" border="0" src="http://www.pheedo.com/img.phdo?i=897cb88878083768dd1d5712bf9cf530" height="1" width="1"></img>
				<img src="http://www.pheedo.com/feeds/tracker.php?i=897cb88878083768dd1d5712bf9cf530" style="display: none;" border="0" height="1" width="1" alt=""></img>
			
<p><a href="http://feeds.feedburner.com/~a/Gamelife?a=jcqu6M"><img src="http://feeds.feedburner.com/~a/Gamelife?i=jcqu6M" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/Gamelife?a=xOeLN"><img src="http://feeds.feedburner.com/~f/Gamelife?i=xOeLN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=JyYon"><img src="http://feeds.feedburner.com/~f/Gamelife?i=JyYon" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=usavn"><img src="http://feeds.feedburner.com/~f/Gamelife?i=usavn" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=DkikN"><img src="http://feeds.feedburner.com/~f/Gamelife?i=DkikN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/Gamelife/~4/457792447" height="1" width="1"/>]]></content:encoded>
      <pubDate>Tue, 18 Nov 2008 13:13:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/dead">dead</category>
      <category domain="http://gameratty.com/tag/zombies">zombies</category>
      <category domain="http://gameratty.com/tag/dead offers">dead offers</category>
      <category domain="http://gameratty.com/tag/zombie">zombie</category>
      <category domain="http://gameratty.com/tag/zombie apocalypse">zombie apocalypse</category>
      <category domain="http://gameratty.com/tag/dead system requirements">dead system requirements</category>
      <category domain="http://gameratty.com/tag/magical zombie faucet">magical zombie faucet</category>
      <category domain="http://gameratty.com/tag/entire team">entire team</category>
      <category domain="http://gameratty.com/tag/zombies attack">zombies attack</category>
      <source url="http://feeds.feedburner.com/~r/Gamelife/~3/457792447/4-things-to-kee.html">4 Things to Keep in Mind While Killing Zombies in Left 4 Dead</source>
    </item>
    <item>
      <title><![CDATA[Hands On: Halo Wars, for Couch-Based Commanders]]></title>
      <link>http://gameratty.com/article/8654a8f60cb9b20893cd5c0005e4314e</link>
      <guid>http://gameratty.com/article/8654a8f60cb9b20893cd5c0005e4314e</guid>
      <description><![CDATA[SAN FRANCISCO -- Real-time strategy videogames have long been confined almost exclusively to the PC, mostly because of the fact that they control best with a mouse and keyboard. Since the genre...]]></description>
      <content:encoded><![CDATA[<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://blog.wired.com/photos/uncategorized/2008/11/17/halo_wars1.jpg"><img width="660" height="309" border="0" src="http://blog.wired.com/games/images/2008/11/17/halo_wars1.jpg" title="Halo_wars1" alt="Halo_wars1" /></a>
</p>

<p>
SAN FRANCISCO -- Real-time strategy videogames have long been confined almost exclusively to the PC, mostly because of the fact that they control best with a mouse and keyboard. Since the genre combines the micromanagement of a squad full of individual units with fast-paced gameplay, attempts at controlling games like <em>Red Alert</em> or <em>Age of Empires</em> with delicate precision usually fail with a console's game controller.</p>

<p>With <cite>Halo Wars</cite>, Microsoft makes a valiant attempt to bring the genre to Xbox 360, in a familiar wrapper. The end result, which Microsoft says will ship to stores in February, won't have real-time strategy fans ditching their preferred control implements. But playing the game at a recent event here, I came away pleasantly surprised.</p> 

<p>
<em>Halo Wars</em> isn't designed by Bungie. It's the product of Ensemble Studios, the creators of <a href="http://www.wired.com/gaming/gamingreviews/news/2001/11/48046">Microsoft's popular <em>Age of Empires</em> strategy games</a>. But the battles still look quite a bit like the <em>Halo</em> world you know and love. Everything from the strafing fire of Covenant aircraft to the exact crunching sound of a Warthog plowing into a pack of Grunts has been replicated faithfully.
</p>

<p>
Fans of the first-person shooter games will appreciate these touches. But will they play a radically different kind of game, one that relies on strategy and unit management over fast trigger fingers? I don't know. But <em>Halo Wars</em>' great interface, intelligent troops and well-balanced gameplay seem to be coming together well -- in spite of the fact that you have to use a control pad.</p><p>
<cite>Halo Wars</cite>, set 20 years before the events in the original <cite>Halo</cite>, tells the story of the Spirit of Fire, a massive United Nations Space Command warship tasked with finding out what the dastardly Covenant aliens are up to. Turns out, those zealots are looking for something -- giant space rings, maybe -- and the marines of the Spirit of Fire must stop them at all costs.&nbsp; 
</p>

<p>
The depth of Bungie's carefully created <cite>Halo</cite> universe means that <em>Halo Wars</em> will feel intimately familiar to fans, even though it's a real-time strategy game and not a shooter. While there are a few new units, most are recycled from the series and play the roles you'd expect: Warthogs are fast scouting units, with a knack for running over enemies. The massive Hunters are ideal for plowing through enemy vehicles, while diminutive Grunts are pretty handy with plasma grenades -- and as an added bonus, their inane banter is absolutely hilarious as they march off to die. 
</p>

<p>
The pace of combat is strikingly similar as well. Covenant forces crumple once their shields are vaporized, a well-placed grenade can turn the tide of a skirmish, and Spartans can even hijack enemy vehicles. This means that players who aren't fans of traditional RTS games can still hold their own, tactically, provided they were paying close attention when they were slaughtering things as Master Chief. 
</p>



<p><a href="http://blog.wired.com/photos/uncategorized/2008/11/17/halo_wars2.jpg"><img width="660" height="351" border="0" src="http://blog.wired.com/games/images/2008/11/17/halo_wars2.jpg" title="Halo_wars2" alt="Halo_wars2" /></a>
</p>

<p><em>Halo Wars</em> is going to float or sink based on its interface. Fortunately, Ensemble Studios has put a
phenomenal amount of attention into a number of crucial elements.

</p>

<p>Since the game was developed from the ground up with the Xbox 360 in mind, the controls are well-suited for the console. The directional pad cycles through your bases, groups of units and recent alerts (units being produced, recent attacks, etc), while the L and R buttons will automatically select all your forces, or just the ones on screen. Units are automatically grouped by type, and hitting the right trigger will select individual groups for a bit of micromanagement. Holding the left trigger increases the speed at which you scroll, handy for darting around a particular battle and ordering troops.

</p>

<p>
 While still not up to par with a mouse and keyboard, the controls are perfectly suited for <cite>Halo Wars</cite>, thanks to the careful attention that has been paid to the size and pacing of combat.
</p>

<p>
Under the right conditions, your units will hold their own in battle even if you're not paying close attention to each one of them. No, a swarm of grunts won't last long versus a tank, but the game gives you ample time to move your cursor around and direct the action without worrying that your forces will crumple at the slightest opposition.</p>

<p>
 The drawback is that there aren't as many units on the field. While you can increase the number of units you can place on the map, I hit the limit at about 60. Every large vehicle, like a tank or a gunship, counts as three or four units. Since raising an insurmountable horde of troops is no longer an option, you'll instead need to find the right balance of different units for any situation.</p>

<p>
Expansion and base construction is also different in <cite>Halo Wars</cite>. You can't just plop down armaments wherever you please. Instead, potential base locations are scattered about the map, and you must first capture them -- sort of like the <a href="http://en.wikipedia.org/wiki/Herzog_Zwei">seminal Genesis strategy game <em>Herzog Zwei</em></a>. Once you've torn down enemy or neutral bases and built a command center, you're offered five pads to erect five buildings, and four spots for turrets. Upgrade your HQ, and you'll be granted a few more pads, which means that the bulk of base construction will involve properly managing which buildings you build, and upgrading quickly. 
</p>

<p>
There also isn't much in the way of resource management. The UNSC build supply pads, and the Covenant build warehouses, but both serve the same function of providing you with a steady stream of supplies. You'll find the occasional revenue source hidden on a map, guarded by mysterious Rebels, but establishing an economy mostly boils down to managing how many supply pads you construct.
</p>

<p>
The system works great for the single-player campaign, and complements the console's control scheme, but many strategic elements are lost along the way, particularly with the game's multiplayer skirmish modes.
</p>

<p>
 During my hands-on time, we only played on one multiplayer map. Once I learned where all the base locations were, there wasn't much opportunity to be surprised. Both the UNSC and Covenant races had a unit that mitigated this drawback, allowing you to deploy units anywhere on the map, but it still doesn't quite have the punch of constructing forward bases, or starving opponents by cutting them off from crucial resources.
</p>

<p>
Despite these issues, <cite>Halo Wars</cite> seems to be shaping up quite nicely. I still wish there were a PC version in the works, but the way things are looking, this may actually be one of the few console RTS games worth playing. 
</p>



<p>
<cite>Images courtesy Microsoft</cite>
</p>
<p>
<strong>See also:</strong>
</p>


<ul>

<li>
<a href="http://blog.wired.com/games/2008/11/halo-wars-devs.html"> <cite>Halo Wars</cite> Devs Form iPhone Game Studio</a>
</li>
<li>
<a href="http://blog.wired.com/games/2008/11/halo-wars-relea.html"><cite>Halo Wars</cite> Coming in February</a>
</li>

<li>
<a href="http://blog.wired.com/games/2008/09/halo-wars-dev-s.html"> <cite>Halo Wars</cite> Dev 'Shocked' at Studio Closing</a>
</li>

</ul></div><br style="clear: both;"/>
    <a style='font-size: 10px; color: maroon;' href='http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:0e024acff8c50d54e667eeefef1fe72a:iosnvZCyvCDHVEWS1UFGzAnHqZLEHDKiljGPf%2BgNaZVfIL0r2nVLl9dHwsKZwZCPSW5ZlG87tkXw'><img border='0' title='Add to Reddit' alt='Add to Reddit' src='http://www.pheedo.com/images/mm/reddit.png'/></a>
    <a style='font-size: 10px; color: maroon;' href='http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:553149ea466d96291eb122dfede77c9c:dFWr4lk7f%2B0BVTkMLimcLczgwlZzpjBNeXx8vHVeVws4Ad58kl9kxSyWixZ9%2F9voxeuLVBk0a60hMA%3D%3D'><img border='0' title='Add to Facebook' alt='Add to Facebook' src='http://www.pheedo.com/images/mm/facebook.gif'/></a>
    <a style='font-size: 10px; color: maroon;' href='http://www.pheedo.com/hostedMorselClick.php?hfmm=v3:f8c695f6d7cbcea894fdbb831bf96e9b:5%2BOlKA%2Bb6nJX0vdgzD6FKmHsY3sWgjWm0ZEJxHsT10Se9cJjCEy09LLIT2GYIefiFbYBXSzEHg8Y'><img border='0' title='Add to digg' alt='Add to digg' src='http://www.pheedo.com/images/mm/digg.gif'/></a>
<br style="clear: both;"/>      <a href="http://www.pheedo.com/click.phdo?s=3abf34763cfd5da020b0f7f6f1416538"><img alt="" style="border: 0;" border="0" src="http://www.pheedo.com/img.phdo?s=3abf34763cfd5da020b0f7f6f1416538"/></a>
  <img src="http://www.pheedo.com/feeds/tracker.php?i=3abf34763cfd5da020b0f7f6f1416538" style="display: none;" border="0" height="1" width="1" alt=""/>

<p><a href="http://feeds.feedburner.com/~a/Gamelife?a=Q7D3Wh"><img src="http://feeds.feedburner.com/~a/Gamelife?i=Q7D3Wh" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/Gamelife?a=3cZzN"><img src="http://feeds.feedburner.com/~f/Gamelife?i=3cZzN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=yvWAn"><img src="http://feeds.feedburner.com/~f/Gamelife?i=yvWAn" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=VF5Rn"><img src="http://feeds.feedburner.com/~f/Gamelife?i=VF5Rn" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=rzonN"><img src="http://feeds.feedburner.com/~f/Gamelife?i=rzonN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/Gamelife/~4/457543516" height="1" width="1"/>]]></content:encoded>
      <pubDate>Tue, 18 Nov 2008 08:32:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/halo wars">halo wars</category>
      <category domain="http://gameratty.com/tag/empires strategy games">empires strategy games</category>
      <category domain="http://gameratty.com/tag/strategy">strategy</category>
      <category domain="http://gameratty.com/tag/halo wars dev">halo wars dev</category>
      <category domain="http://gameratty.com/tag/real-time strategy game">real-time strategy game</category>
      <category domain="http://gameratty.com/tag/units">units</category>
      <category domain="http://gameratty.com/tag/deploy units">deploy units</category>
      <category domain="http://gameratty.com/tag/covenant races">covenant races</category>
      <category domain="http://gameratty.com/tag/covenant">covenant</category>
      <source url="http://feeds.feedburner.com/~r/Gamelife/~3/457543516/hands-on-halo-w.html">Hands On: Halo Wars, for Couch-Based Commanders</source>
    </item>
    <item>
      <title><![CDATA[Review / Shaun the Sheep (DS)]]></title>
      <link>http://gameratty.com/article/5794f4257942f538dcb1cdc43e5ed2bc</link>
      <guid>http://gameratty.com/article/5794f4257942f538dcb1cdc43e5ed2bc</guid>
      <description><![CDATA[Lets go ahead and get the sheep-related jibes out of the way
This is a baaaaaaaad game
Play it too long, and itll put you to sleep
Keep sailing, Argonauts. No golden fleece here
I wouldve worked these...]]></description>
      <content:encoded><![CDATA[<p><div style="margin-top:10px;padding:5px;background:#EAEAE3"><embed type="application/x-shockwave-flash" width="626" height="382" src="http://blip.tv/play/gctb2skbjt1s%3Fsource%3D3"></embed></div></p>
<p>Let&#8217;s go ahead and get the sheep-related jibes out of the way:</p>
<p><em>This is a baaaaaaaad game.</em><br />
<em>Play it too long, and it&#8217;ll put you to sleep.</em><br />
<em>Keep sailing, Argonauts. No golden fleece here.</em></p>
<p>I would&#8217;ve worked these gems into the review, but <em>Shaun the Sheep</em>, an adventure title developed by Art Co. and based on the popular British children&#8217;s show of the same name, isn&#8217;t that bad. A simple and underwhelming game, yes, as most children&#8217;s titles are, but there is some entertainment to be had.</p>
<p>The show is produced by Aardman Animations, the studio responsible for the lovable, Plasticine adventures of Wallace &amp; Gromit. It focuses on the intelligent, creative, human-like sheep Shaun and his slapstick escapades in a barnyard. The whistle-blowing sheepdog Bitzer, the plain, unassuming Farmer and the clumsy, daft sheep that make up the rest of the Flock provide plenty of comic situations, while the Naughty Pigs&#8217; mockery, cruelty and scheming make for a good foil. The episodes are very reminiscent of the silent films of the early twentieth century, as there is no spoken dialogue whatsoever (there are sheep bleets, human grumbles and other sound effects, of course) and the comedy is often physical in nature.</p>
<p><span id="more-7940"></span></p>
<p>The game does a great job in terms of atmosphere. The characters and environments look a lot like their television counterparts, and the animations retain some of that distinctive stop-motion charm, while the music and effects are cutesy in an appropriate way and recognizable to any series fans.</p>
<p>Plotwise, the game isn&#8217;t nearly as intriguing as the show. In fact, it can be fairly called &#8220;barebones.&#8221; The television episodes, one featuring a round of football with a head of cabbage and another a barnyard rave, are mindblowing adventures compared to the game&#8217;s rather boring task of finding fifteen sheep before the Farmer returns. Also, sadly, the humor and personality of the show are mostly lost. There are bits here and there, especially in the last, sheep-launching minigame, but not enough to keep the average person playing.</p>
<p>The controls are sharp enough, a non-issue. Moving Shaun around is merely a matter of steering with the stylus, and interacting with the world&#8217;s objects is just a tap or two away. The whole game runs smoothly on all fronts, with no technical distractions whatsoever. But, as with the Wii, the unique features of the DS aren&#8217;t often capitalized on, and <em>Shaun the Sheep</em> is a firm example of this. The top screen is typically either a static map of Shaun&#8217;s location or an image of Shaun and the like mugging to the player, and the microphone and stylus interactions are particularly shallow.</p>
<p>The gameplay, following this shallowness, is patently uninspired. The story mode is essentially a stringing together of gather and fetch quests: finding a certain number of sheep, using Item A on slot B, et cetera. The occasional minigames break up the monotony with plenty of <em>WarioWare</em>-esque microphone-blowing, rapid-tapping and so on, but they&#8217;re quite unsophisticated and far too easy to pass. Again, this is primarily a children&#8217;s game, but there&#8217;s still far too much handholding and dumbing down going on. Or perhaps I give today&#8217;s youth too much credit&#8230; As for the minigame and collection modes, they are exactly what you think they are: simply components of the story mode set off for quick access and playability.</p>
<p>There isn&#8217;t a lot here for older gamers, even older viewers of the television program, as the game isn&#8217;t particularly compelling or addictive. I can certainly imagine that the kids who enjoy <em>Shaun the Sheep</em> on the CBBC or Disney Channel will enjoy this for a short while, but the rest of us will find more fun and excitement out of watching the program or - better yet - seeing a few Wallace &amp; Gromit shorts.</p>
<p>And, to answer your burning question, no, the game will not sync up with a similarly titled Pink Floyd song, although that certainly would&#8217;ve been an excellent selling point!</p>
<p>+</p>
<ul>
<li>Good atmosphere (graphics, animation, music and sound effects)</li>
<li>Tight, responsive controls</li>
<li>Appealing to children and family-friendly</li>
</ul>
<p>-</p>
<ul>
<li>Unremarkable implementation of DS features (touchscreen, top screen, microphone, et cetera)</li>
<li>Uninspired gameplay (fetch quests, been-there-done-that minigames, et cetera)</li>
<li>Humor and personality of the show are mostly lost</li>
</ul>
]]></content:encoded>
      <pubDate>Mon, 17 Nov 2008 09:39:45 +0000</pubDate>
      <category domain="http://gameratty.com/tag/sheep">sheep</category>
      <category domain="http://gameratty.com/tag/shaun">shaun</category>
      <category domain="http://gameratty.com/tag/sheep bleets">sheep bleets</category>
      <category domain="http://gameratty.com/tag/daft sheep">daft sheep</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/human-like sheep shaun">human-like sheep shaun</category>
      <category domain="http://gameratty.com/tag/game runs smoothly">game runs smoothly</category>
      <category domain="http://gameratty.com/tag/enjoy">enjoy</category>
      <category domain="http://gameratty.com/tag/enjoy shaun">enjoy shaun</category>
      <source url="http://www.thatvideogameblog.com/2008/11/17/review-shaun-the-sheep-ds/">Review / Shaun the Sheep (DS)</source>
    </item>
    <item>
      <title><![CDATA[It's-a Mario World: Super Educational]]></title>
      <link>http://gameratty.com/article/ffd0a1c96e05ce25a4aeb28732e332e3</link>
      <guid>http://gameratty.com/article/ffd0a1c96e05ce25a4aeb28732e332e3</guid>
      <description><![CDATA[Filed under: It's-a Mario World


Greetings, Mario fanatics young and old! Finally, after innumerable requests and a handful of death threats, we are responding to high demand for a gallery wholly...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.nintendowiifanboy.com/category/its-a-mario-world/" rel="tag">It's-a Mario World</a></p><div align="center"><a href="http://www.nintendowiifanboy.com/photos/its-a-mario-world-super-educational/1159840/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/11/marioworld_banner_krc_111408.jpg" alt="" /></a><br />
<div align="left">Greetings, Mario fanatics young and old! Finally, after innumerable requests and a handful of death threats, we are responding to high demand for a gallery wholly dedicated to educational Mario games. Awesome, <a href="http://www.youtube.com/watch?v=c6j8EiWIVZs">let's learn</a>! So, what is it Mario is going to be teaching us anyway?<br /><br />As it turns out, quite a lot. His heroic deeds over the years have promoted such abstract virtues as bravery, selflessness and chivalric duty, but at the end of the day, hands-on skills and craftiness are to be rewarded. Rarely has Mario demonstrated his alleged ability to install and repair plumbing (aside from setting flame to the occasional pipe-dwelling piranha plant), and one must wonder whether he ever spends time away from his eccentric and widely-varied hobbies, like <a href="http://www.nintendowiifanboy.com/photos/marios-many-professions/896122/">being an athlete</a> in virtually any sport and <a href="http://www.nintendowiifanboy.com/photos/marios-many-more-professions/908281/">solving picture logic puzzles</a>. Does Mario know anything worth teaching? Ride a hyperlink over to <a href="http://www.nintendowiifanboy.com/photos/its-a-mario-world-super-educational/1159840/">our new gallery</a> stuffed with pedagogy and find out! Oh, and <a href="http://www.dsfanboy.com/photos/club-nintendo-awesomeness/1075051/">bring a notepad</a>.<br /><br />
<div align="right"><a href="http://www.nintendowiifanboy.com/photos/its-a-mario-world-super-educational/1159840/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/11/dk_gallery_link_1.jpg" alt="" /></a></div>
</div>
</div>
<div align="left" style="border-top: 1px solid; padding-top: 5px;"><em><a href="http://www.nintendowiifanboy.com/category/its-a-mario-world/"><img hspace="4" border="1" align="left" vspace="4" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/06/jump_thumbnail.jpg" alt="" /></a><a href="http://www.nintendowiifanboy.com/category/its-a-mario-world/">It's-a Mario World</a> is a weekly feature in which the ubiquity of Nintendo's flagship character is celebrated: We'll incessantly ruminate about mustache wax, debate the curious whereabouts of the princess and covet the luminous power stars strewn about the galaxy. <a href="http://www.nintendowiifanboy.com/category/its-a-mario-world/">Check back here</a> every Friday to find out what strange and wonderful thing has got us tipping our caps.</em></div><p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/">It's-a Mario World: Super Educational</a> originally appeared on <a href="http://www.nintendowiifanboy.com">Nintendo Wii Fanboy</a> on Fri, 14 Nov 2008 23:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><table cellpadding="0" cellspacing="0" border="0"><tr><td style="text-align: left; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"></td><td style="text-align: right; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"><a href="http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/forward/1371866/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/#comments" title="View reader comments on this entry">Comments</a></td></tr></table><br /><br /><table border="0" cellspacing="0" cellpadding="0"><tr><td><span style="font-size: 11px;"> <br/></span></td></tr><tr><td><a href="http://imageads.googleadservices.com/pagead/imgclick/98:1371866?pos=0"><img width="480" height="46" border="0" src="http://imageads.googleadservices.com/pagead/ads?output=png&amp;url=http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/&amp;cuid=98:1371866&amp;format=480x46_aff&amp;client=ca-pub-3546992251556849&amp;hl=en&amp;adsafe=high&amp;color_bg=FFFFFF&amp;color_border=FFFFFF&amp;color_link=66666&amp;color_text=333333&amp;color_url=337788&amp;color_line=337788" / ></a></td></tr><tr><td><div align="right"><a href="http://www.google.com/ads_by_google.html" style="font-size: 9px; color: #999999;">Ads by Google</a></div></td></tr></table>]]></content:encoded>
      <pubDate>Fri, 14 Nov 2008 20:45:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/mario">mario</category>
      <category domain="http://gameratty.com/tag/s-a mario world">s-a mario world</category>
      <category domain="http://gameratty.com/tag/educational mario games">educational mario games</category>
      <category domain="http://gameratty.com/tag/mario fanatics">mario fanatics</category>
      <category domain="http://gameratty.com/tag/super educational">super educational</category>
      <category domain="http://gameratty.com/tag/nintendo wii fanboy">nintendo wii fanboy</category>
      <category domain="http://gameratty.com/tag/nintendo">nintendo</category>
      <category domain="http://gameratty.com/tag/gallery wholly">gallery wholly</category>
      <category domain="http://gameratty.com/tag/picture logic puzzles">picture logic puzzles</category>
      <source url="http://www.nintendowiifanboy.com/2008/11/14/its-a-mario-world-super-educational/">It's-a Mario World: Super Educational</source>
    </item>
    <item>
      <title><![CDATA[I could have been a contender]]></title>
      <link>http://gameratty.com/article/6bf809d2949e51f37b1affdbda8365bb</link>
      <guid>http://gameratty.com/article/6bf809d2949e51f37b1affdbda8365bb</guid>
      <description><![CDATA[You don't understand. I coulda had class. I coulda been a contender I coulda been somebody, instead of a bum, which is what I am, let's face it. It was you, Charley.&quot; - Marlon Brando as Terry Malloy...]]></description>
      <content:encoded><![CDATA[<blockquote><i>"You don't understand. I coulda had class. I coulda been a contender I coulda been somebody, instead of a bum, which is what I am, let's face it. It was you, Charley."</i> - Marlon Brando as Terry Malloy in "On the Waterfront"</blockquote><br />
This last week Richard Garriott announced his departure from NCsoft citing his pursuit of  "other interests."  Now it should be noted that Richard Garriott, as one of the founders of the MMO industry is FAR from being a "bum". But where Tabula Rasa is concerned the words "I could have been a contender" ring true, but not because of the game itself "" instead of because of what Richard Garriott said last year about this time. <br />
<br />
In fact it was just about a year ago I wrote an article entitled "Richard Garriott and the Harbingers of Failure."   In that article I discussed how Richard Garriott described World of Warcraft as a "system of inventory management" calling it a "harbinger of failure." It was about the same time that Mr. Garriott was busy telling us all how Tabula Rasa would begin to change the way MMOs were made.  In the mean time, while Rich Garriott was busy predicting the downfall of World of Warcraft they gained more than a million new customers and recently banned more accounts (350,000) than most mmos have customers.  If there is a moral of the story anywhere it is most likely this:  be careful about predicting the demise of anyone else's product - like a nasty Pit Bull it has a way of turning around and biting the owner in the butt when they aren't looking. <br />
<br />
Meanwhile back at the ranch... <br />
<br />
Meanwhile a year later the "War of Wars" (Warcraft vs. Warhammer) continues - Truly a battle of the titans: Electronic Arts and Mythic Entertainment vs. Activision/Blizzard facing off "mano et mano". In a fierce battle of "what came first the chicken or the egg" columnists and gamers alike wage a virtual war over which company originated which IP or game mechanic first with even the developers themselves firing the occasional shot across the other developer's bow.  With the release this week of the Wrath of the Lich King, the battle wages on, as podcasters and columnists are bidden never to speak ill of the other persons game again under pain of who knows what (which is why I intend on coming out with a "war vs. war" in this next podcast with a special guest: Saylah from Mystic Worlds).  <br />
<br />
Now I am a big fan of both Warcraft and Warhammer and as I maintained in an earlier podcast Rob Pardo is in league with the devil because Warcraft keeps pulling players back: myself included.  Now mind you I have no intention of giving up either game but it has given me pause to notice that Warhammer has not even come close to stealing Warcraft's thunder or feeling the Lich King's Wrath.  Over at Warhammer the lower tiers are empty and the much touted public quests are impossible to complete for lack of players.  I am at a loss to explain the whereabouts of Mythic's recently announced 800,000 accounts; but one thing is for sure "" they aren't in the first 20 levels of the game. <br />
<br />
But the wind is whistling through the ghost towns that have become the early levels of Warcraft as well, so neither Warhammer nor Warcraft has causes to take any pot shots at one another in that regard "" but as well all know, anytime a new world with unexplored vistas lays before us it will draw people like free beer and a frat party.  The proof of this particular pudding will be when the dew is no longer on the roses and both Warhammer and Wrath of the Lich King have both been fully explored. Until next time... <br />
<br />
See you online, <br />
<br />
<i> - Julie Whitefeather</i>]]></content:encoded>
      <pubDate>Fri, 14 Nov 2008 15:42:08 +0000</pubDate>
      <category domain="http://gameratty.com/tag/week">week</category>
      <category domain="http://gameratty.com/tag/week richard garriott">week richard garriott</category>
      <category domain="http://gameratty.com/tag/garriott">garriott</category>
      <category domain="http://gameratty.com/tag/richard garriott">richard garriott</category>
      <category domain="http://gameratty.com/tag/warcraft">warcraft</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/persons game">persons game</category>
      <category domain="http://gameratty.com/tag/warhammer">warhammer</category>
      <category domain="http://gameratty.com/tag/battle wages">battle wages</category>
      <source url="http://www.virginworlds.com/pg.php?n=10121">I could have been a contender</source>
    </item>
    <item>
      <title><![CDATA[Virtually Overlooked: Popeye]]></title>
      <link>http://gameratty.com/article/e6ba5cfadc2c819c41a9f972840abab5</link>
      <guid>http://gameratty.com/article/e6ba5cfadc2c819c41a9f972840abab5</guid>
      <description><![CDATA[Filed under: Virtually Overlooked Nintendo's Donkey Kong features an everyday tradesman saving a helpless, reedy girlfriend from a giant brute, using only his agility and the occasional pickup of a...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.nintendowiifanboy.com/category/virtually-overlooked/" rel="tag">Virtually Overlooked</a></p><img hspace="4" border="0" align="right" vspace="4" alt="" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/11/popeye1113.jpg" />Nintendo's <em>Donkey Kong</em> features an everyday tradesman saving a helpless, reedy girlfriend from a giant brute, using only his agility and the occasional pickup of a trademark item that makes him super-strong for a short time, marked by a fanfare. Replace the carpenter with a sailor and make the ape a bit less hirsute, and you've pretty much got the theme of every <em>Popeye </em>cartoon.<br /><br />It's not that surprising, then, that <em>Donkey Kong</em> was conceived as a <em>Popeye</em> game. And it's even less surprising, considering the runaway success of <em>Donkey Kong</em>, that Nintendo was able to secure the rights to the property for a subsequent game.<br /><br /><em></em><br /><center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/_-aQ4xM-3ck&amp;hl=en&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_-aQ4xM-3ck&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center><br /><em>Popeye </em>the arcade game (and NES game, to maintain the pretense of Virtual Console eligibility) is strikingly similar to <em>Donkey Kong</em>, in that a character flails around, avoiding his nemesis, in order to rescue the girl. But if it's <em>possible</em> for a licensed arcade game to be weirder than <em>Donkey Kong</em>, <em>Popeye </em>is. While Jumpman/Mario saved Pauline by actually <em>contacting her</em> or incapacitating Donkey Kong, Popeye's objective is to catch falling hearts, musical notes, or the letters H-E-L-P as they waft downward from Olive Oyl.<br /> <br /> All I can think of is that by performing actions that directly react to her feelings and calls for help, making sure to address every one (you can't let them fall to the ground or into the ocean), what Popeye is doing isn't so much <em>rescuing</em> Olive as <em>reassuring </em>her -- except that catching the letters causes a ladder to spontaneously grow. How uncharacteristically sensitive for a guy who spends most of his time trying to impress Olive with feats of brute strength. Meanwhile, Bluto (or <a href="http://en.wikipedia.org/wiki/Bluto#The_Bluto.2FBrutus_issue">Brutus</a>, as he was known at this time) walks around the stages menacing Popeye, and the Sea Hag, a generally forgotten Popeye character, throws bottles at Popeye. <br /> <br /> Popeye, though unusually passive in response to Olive's despair, is still capable of exploding into a spinach-fueled berzerker rage. When he's on spinach, Popeye can send Brutus flying around the stage, incapacitating him temporarily. Even without spinach, Popeye can punch, but this is more useful for picking up spinach than anything else.<br /> <br /> It seems unlikely that Nintendo would even try to reacquire the rights to <em>Popeye</em> for the Virtual Console, but the game is historically important enough in my mind to be worth the effort. <em>Popeye</em> was one of only three launch games for the Famicom, along with <em>Donkey Kong </em>and <em>Donkey Kong Jr.</em> And, somehow, Namco got the rights to both the <em>Popeye</em> license and Nintendo's original design for a <a href="http://www.namcogames.com/mobile/popeye_33.html">mobile remake</a>. If <em>they</em> can do that, than certainly Nintendo can convince King Features to let them use the character. It's not like it's a sought-after franchise or anything. When was the last time you even thought about <em>Popeye?</em> He may be nearing the <em>finich</em> until which he is strong because he eats his spinach.<br /><br /><br />
<div style="border-top: 1px solid; padding-top: 5px;"><em><a href="http://www.nintendowiifanboy.com/category/virtually-overlooked/"><img hspace="4" border="0" align="left" vspace="4" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/11/oylswipe.png" alt="" /></a></em><em><a href="http://www.nintendowiifanboy.com/category/virtually-overlooked/">Virtually Overlooked</a></em><em> is a weekly feature that spotlights games that aren't yet on the Virtual Console, but should be. Want more Virtually Overlooked? Check out the <a href="http://www.nintendowiifanboy.com/photos/vo-year-one/">first year</a>!</em></div><p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/">Virtually Overlooked: Popeye</a> originally appeared on <a href="http://www.nintendowiifanboy.com">Nintendo Wii Fanboy</a> on Thu, 13 Nov 2008 19:12:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><table cellpadding="0" cellspacing="0" border="0"><tr><td style="text-align: left; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"></td><td style="text-align: right; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"><a href="http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/forward/1370554/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/#comments" title="View reader comments on this entry">Comments</a></td></tr></table><br /><br /><table border="0" cellspacing="0" cellpadding="0"><tr><td><span style="font-size: 11px;"> <br/></span></td></tr><tr><td><a href="http://imageads.googleadservices.com/pagead/imgclick/98:1370554?pos=0"><img width="480" height="46" border="0" src="http://imageads.googleadservices.com/pagead/ads?output=png&amp;url=http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/&amp;cuid=98:1370554&amp;format=480x46_aff&amp;client=ca-pub-3546992251556849&amp;hl=en&amp;adsafe=high&amp;color_bg=FFFFFF&amp;color_border=FFFFFF&amp;color_link=66666&amp;color_text=333333&amp;color_url=337788&amp;color_line=337788" / ></a></td></tr><tr><td><div align="right"><a href="http://www.google.com/ads_by_google.html" style="font-size: 9px; color: #999999;">Ads by Google</a></div></td></tr></table>]]></content:encoded>
      <pubDate>Thu, 13 Nov 2008 16:12:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/popeye">popeye</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/popeye game">popeye game</category>
      <category domain="http://gameratty.com/tag/character">character</category>
      <category domain="http://gameratty.com/tag/popeye character">popeye character</category>
      <category domain="http://gameratty.com/tag/donkey kong features">donkey kong features</category>
      <category domain="http://gameratty.com/tag/features">features</category>
      <category domain="http://gameratty.com/tag/donkey kong">donkey kong</category>
      <category domain="http://gameratty.com/tag/popeye license">popeye license</category>
      <source url="http://www.nintendowiifanboy.com/2008/11/13/virtually-overlooked-popeye/">Virtually Overlooked: Popeye</source>
    </item>
  </channel>
</rss>
