Literally frightening
I, er, think I can stand to pass this one up.
(Spotted on the social-gaming website of Chris Bishop. For more literal abuse, see Literally, A Web Log.)
Labels: random
good choice is hard to find
Labels: random
Labels: adventure, minireview
Labels: adventure, ags, minireview
Labels: webcomics
Labels: adventure, ags, casual, minireview
Labels: Flash
Labels: Nintendo, Zero Punctuation
the noble art of feminine conflict, i.e. extensive bitch-slapping.
Labels: lolthreepwood
Labels: lolthreepwood
Then, we discovered that there were actually sites dedicated to providing you with the information you needed to make cheating instantaneous and easy. We'd go in, edit a file or two, and then we'd play in the altered game. I know, I know ... cheating takes away all the challenges of the game. But we weren't playing for challenges -- we were playing for fun. Cheats made the game perform so that we didn't have to be gamers to be good at a game, and being good made the game fun.
[...]and having money to build rides, food courts and other attractions made the game much more fun to play.
Labels: roguelikes
hu-mang interestabout people's procreation and linguistics and hogwashings. Who the hell sees Transformers for the hu-mang interest? NO ONE, that's who. NOW SHOW ME GIANT ROBOTS FIGHTING ALREADY.
I am Optimus Primewithout giggling uncontrollably.
Labels: cinema
Labels: ping
Considering the fact that "On Killing," which was published years before this, is perhaps one of the strongest opposing arguments against the author's thesis I expected a lengthy response. The author wrote less than a half page.(!) The author contends that Grossman is wrong because the military is a controlled environment whereas video games are not. [...] The idea that one needs a controlled environment to create violence in humans is just nonsensical. [...]
I grew up on Nintendo - Legend of Zelda, Super Mario Brothers, etc. Some violence, yes, but nothing compared to what we have today. Modern video games show with absolute detail the death and distruction of human beings in completey gorey detail. Spurting blood, screams, mayhem. There is no comparison between these games and _anything_ in previous human history. When we were kids out in the woods and "shot" each other no one's guts spilled open and our heads didn't explode. But that is what we have with many modern games. What we have is nothing less than a mass experiment in human behavior with our young children (mostly boys) as the test subjects.
a*b=b
, then a=b/b
, which means that a=1
. Two elements match to cancel each other out, leaving you with nothing, or 1.Fashion is a form of ugliness so intolerable that we have to alter it every six months.Correlate this with the four-month shelf-life, the hype, the magazines with the hot reports from the E3 catwalks: the PS3 will have a silver finish and a curved surface, while the matching boomerang-themed controller may sacrifice comfort for looks... the people bickering over whether it's Doom 3 or Far Cry that's haute couture, only to discard them for the next big fad before soon.
if a better adventure comes out this year I'll eat my rubber trousers.(Pretty spot-on, though; the game was Day of the Tentacle.) Their winner recipe was having a woman for an editor whose favorite games were SimCity and Lemmings. She oversaw a stable of writers which included several strategy and chess players; Simon Shaw, Ciaran Brennan, Steve Cooke... In 93, the already thoroughly-solid writers were joined by Cal Jones, who was able to top it off with a sense for jokes like
he's afraid of women (silly man); or, when presented with a party-based RPG, naming the characters after office staff— you get the idea. It was unprecedented.
where are they now?