Cassi

Sep 262014
 

When news first broke of the massive amounts of celebrity nude photos leaked, a friend made an interesting point to me:

If this had happened even just a few years ago, all that would have happened is everyone would have brushed it off. Some would have snached up tabloids in line at the grocery store and really no one would have thought twice about it. Now we’re discussing violation of privacy and women’s rights.

What’s changed?

Recently, video games had a really, really tough week. Anita Sarkeesian – creator of the blog Feminist Frequency and a video series called Tropes vs. Women in Video Games, released a video discussing the use of of woman–and violence against women–as backgrounds or plot drivers in video games. For this she was was abused online, threatened and forced out of her home by said threats. Along the same lines, many video game developers, writers and various people in the industry were and are facing similar treatment.

But why are we talking about this now?

Haven’t video games have always been like this? Isn’t this what makes media what it is? Why should we change something that has worked for years?

The short answer, of course, is because I think we can do better than that.

There has been a lot of talk about whether Sarkeesian and others were right or wrong in their arguments, whether sexsism in video games or media exists, whether this abuse is a real issue, is being overblown, or worse – threats against these women are being faked. (update, in this case I don’t mean threats like releasing nude photos are faked, because apparently in that case they were, but people expletive twitter attacks were faked or photoshopped.)

Yet the positive side to all this and what’s important and what’s different from those few years ago is that we’re talking about this. People are standing up and saying we can do better than this.

Not only do I feel this is important for the progression of woman in the field of video games or the media, but for the actual mediums as well. It’s easy to make the argument that we get video games that uses classic tropes that are just fine using classic video game tropes. But by thinking outside the box and challenging the status quo, maybe we can get a better video game.

But change is difficult, and to make this change, we’re going to have to go through a lot more push back and a lot more trolls. In an article regarding this topic, in an opinion article by polygon, writer Chris Plante points out:

“One side [of this argument] has folded its arms, slumped its shoulders while pouting like an obstinate child that has learned they are getting a little brother or sister but wants to remain the singular focus of their parents’ affection.”

There will probably always be the argument that this isn’t really an issue. That without these women tropes in video games the storylines wouldn’t be the same (who will the hero save if not the damsel in distress?). That women should just deal with it, because that’s life.

But why not do better? We can say forget that and make a better story line. We can find a better way to promote our case than through the the promise of naked women.

All of this will be better if nothing else because it challenges us to not be lazy. To think outside the box instead of falling back on these tropes because they’ve been done before, because they’re easy.

Whether or not you agree with Anita, Emma Watson or others trying to change things and their opinions, you should be supporting the idea of trying to raise the bar.

In the case of Sarkeesian, it should be important to note that her video isn’t asking much of video games. She’s not saying video games shouldn’t touch these themes or they should stay away from them. She simply asks them to just take a step back and try to look at things a little more critically.

“Now–to be clear–I’m certainly not saying stories seriously examining the issues surrounding domestic or sexual violence are off limits for interactive media. However, if game makers do attempt to address these themes, they need to approach the topic with the subtly, gravity and respect that the subject deserves.”

So join us, let’s give this subject the respect it deserves.

Let’s raise the bar.

Let’s change the conversation.

Sep 242014
 
Road Not Taken

Who knew that throwing trees could save children?

But it can, in Spry Fox’s newest game The Road Not Taken.

Road Not Taken

The Road Not Taken is a game by the previously mentioned Seattle, WA game company – the same one that made Triple Town. Although it has more of a story line, this game is very similar to Triple Town at it’s core in it’s match-3 style combination-based gameplay.

The story follows a mysterious traveller who comes through a town. The town’s livelihood is through berry picking and they do so with their children. However, their children are getting lost out in the woods, and it is my job as the mysterious traveler to venture into the woods and reunite them with their parents.

The story is given to you in little bits. A small cut scene here, a lost child’s soul there, a quote from a ghost or a villager. It’s pieced together in a way that doesn’t overwhelm the simplistic puzzle gameplay – but it leaves you wanting more each time.

Game Play
Those who have played Triple Town will recognize The Road Not Taken’s match-3 like quality. The gameplay board is made up of squares that you can travel on. Each square is a path to travel on or contains an item you can move or interact with in some way. To get through each board, the player has to combine items into groups of 3 or more to move them, open doors and get to children to return them to their parents.

Much like Triple Town, players can combine various objects to make new ones by picking them up, throwing them and lumping them together on the gameboard. Throughout the game, as you discover new combos or, “secrets”, they go into your logbook for later reference.

Challenges
I have to admit, I was initially fooled by this games cutesy exterior and seemingly simple goal of finding children lost in the woods. Not only does the game have a little bit of a darker element with ominous music and the ghost of lost children, the gameplay is surprisingly more punishing than I expected.

To begin, at the beginning of every year (you go through several “years” searching for all the children which serve as each level), you start out with a certain amount of energy. Every time you pick up and carry an object, you lose energy. This means you can’t just go through carrying a tree to where you need to. Instead, you have to strategically throw it across the board as much as possible to avoid expending your energy meter.

Not all items are static objects either. There are living creatures that get in your way (including some familiar looking bears). In addition to that there are several forms of “ghosts”. These ghosts are different from the lost children souls you encounter on occasion. These ghost can be picked up and thrown as well as combined to make objects that are better or worse. At best you make a log out of one of them. At worst you get “doom” ghosts, who follow you around the board, attempting to trap you into a corner.

Walking into a ghost will make the character insecure about his past, whispering mean things to him as they drain all his energy. And if you lose all your energy – you start back at the beginning of the year, having to play the level all over again.

This combined with various animals that will “bite” you if you stand in the square next to them, I found the game very difficult to get through each level without having to start over several times, even with the most careful of planning.

Interactions
You can help yourself a bit before venturing out into the forest to find the children. You can interact with the villagers by bumping into them (seems rude, but effective). If you chat with them, sometimes you can trade items to try and make a friend. If you’ve made a friend, they often times will give you something to help you on your journey.

You can also teleport back to the first game board to get back into the city at anytime during gameplay to get out of a jam. However if you go into the village, you will have to start the level over again.

Music/Atmosphere
As you well know, dear reader, I’m a sucker for a good game soundtrack and this game did a great job. It’s atmospheric and ominous, playing well into this idea of lost souls and troubled past they allude to in the gameplay. The audio producer of the game, Daniel Simmons, posted a blog post on the Playstation blog about how many of the sounds were made, showing how much care was taken.

The artwork in this game was a real shining point here. It was whimsical, having a very hand drawn feel.

Overall
In the end this was a fun little game to play. I played on the PS4, although it is also available on the Vita, which I think I would have prefered to play it on. Even better, I think this game would make a great candidate for a iPad/mobile.

Because of it’s simplistic gameplay, I think I would have prefered it on a more casual format, more than sitting front and center by playing it on my console.

That being said, if you’re looking for a challenging puzzle game with great artwork and music, make sure to pick up The Road Not Taken, available now.

Sep 182014
 

What’s up with Pinny Arcade Pins?

Not much – or at least I thought so, at first.

the newest members of the family

the newest members of the family

Let’s start at the beginning. Penny Arcade Pins are a collectable, tradable item concocted by the creators of PAX itself after Gabe (Mike Krahulik)  discovered the joy of Disney Pin Trading. They’re mostly all done in a similar style-a small metallic pin with a border, sporting the artwork of a video game, person (Penny arcade staff members, developers), random charactertures or the Gabe and Tycho themselves in some sort of weird fashion (this year, 80’s Gabe and Tycho).

So what’s the big deal?

That’s the very question I asked myself the day i picked up my first Pinny. I could never forget the day. I obtained it for free at the Sony booth after trying Infamous: Second Son. I held the piece of metal in my hand, glimmering in the low lights of the Expo hall. I stuck it on my lanyard and thought that was that.

That’s when it began. Every now and again I’d look down at my lanyard, see my prize glimmering so brightly. I liked the looked of it, I really liked the look of it. I tried to put it out of my mind once more.

the INFAMOUS first set ehh

the INFAMOUS first set ehh

When I stopped at the merch booth to grab a tee-shirt I saw another pack of Pinnys. Ones that kind of caught my eye – Behemoth ones, a developer I’m quite fond of. Specifically, the pins are done in the style of BattleBlock Theatre. I can’t get enough of it’s cutesy devilish art, the small beady eyes of the characters who, during the game, bop you on the head and throw you into a pit of spikes for glory. They were, respectively, Hatty Hattington, a viking and Davy Crockett . I bought them, added to my collection.

Something in me changed the moment that happened. Our hands exchanged money and I felt something spark. A need, a drive to find more. I found myself checking out other friends lanyards, looking up what Pinnies would be offered at what Penny Arcades, waiting in the ever long line to trade with Gabe and Tycho’s infinite loot pile.

Now there’s a place for people like me, with forums, trading events, pin quests, a list of pins and more.

I’ve never been much into collectibles. Once you start collecting, things pile up, you start having to make room for it, it seems never ending. At the same time, I can understand the appeal-the satisfaction of finding a really hard to find item. But at the same time, I never found an item I cared enough about to have a ton of it lying around my house.

But it’s different with the Pinnys. I enjoy having a piece of PAX to take home with me every year. Often that comes in the form of a T-Shirt or a Poster. But my wall space runs low and my t-shirt collection grows outside of what I can realistically wear on a day-to-day basis, Pinnys make a great alternative. Pinnys are different. Pins give me the chance to not only take home a piece of PAX, but take home a piece of that art, the love for a game, developer, interest, in a compact and easy to put place.

Sure, I might get pins I don’t care as much about, and they – like any other item, will start piling up. But that has been solved by trading events. People gathering together to exchange items, helping each other find their “unicorn” …pin.

the collection grows...

the collection grows…

No, Pins are different…and judging by the amount of people on the forums, I’m not the only person who feels this way.

So if you see me on the street or bump into me at PAX (see you all next year!), feel free to ask what I’ve got. Check out the full list here.

Happy Hunting!

Aug 302014
 

Russ Frushtick, one of my favorite writers at Polygon, a gaming website, has recently announced he’s leaving. In honor of that, here is what you should be listening to today: The Besties.

The Besties is a podcast put on by the Polygon network – it stars Polygon editors Justin Mcelroy and Chris Plante, and writers Griffin Mcelroy and Russ Frushtick. They are, as they put it in every show, 4 best friends who pit their favorite games against each other in a battle royale for the best game of the week, month, or year (although the format has changed somewhat in the later episodes).

To really get into what this show is and what it’s like, it’s best to first establish what it’s not:

Who this podcast is not for:

People looking for hard-hitting game news

They don’t really talk about news in this podcast. If it’s near a expo or a con they’re attending, you might get more – however it’s mostly about the games. Even then, when they’re picking new games of the week to play – that can be a very liberal description.

People who hate banter. And Fun.

These are four guys shooting the shit. They talk about games, but very casually. They’re not getting super in-depth in most of these games, for the most part, with some exceptions, especially for the ones they’re really excited about. Some weeks they even pick games they hate. That being said, they’re here to talk about games and banter – and have you join in on the fun.

People who hate mobile games.

Listen, a lot of the new games these guys are playing are games they can’t talk about. And by trying to stick to a new game every week rule, a lot of mobile games come up.

With that out of the way, you can now be less shocked if you load up this podcast and they’re screaming at each other or talking in vampire voices. Also, we can go over…

Who this podcast IS for:

People who love banter. And Fun.

As I’ve mentioned before, these are four guys talking about video games, bantering and generally making entertaining jokes and commentary.

I love it because I feel like I’m sitting in a room of my own four friends. This is how we banter about games. The friendship rings through in some awesome chemistry. They rag on each other the way my friends and I rag on each other. And when one of them makes a semi-dumb yet charming joke you find yourself laughing along with them because, well it’s just four friends.

But there is some meat there too. In addition to all the banter, these guys have some very insightful things to say about the games they’re playing along with some fair critiques.

People who want to hear weird voices.

I mean it get’s weird in there. Who knows why they appear, who knows where they come from, who knows if they might be mildly offensive, but they’re charming and a fun element to the show. Notable mentions are world-renowned indie developer Jean Baptiste and New York Giraffe.

People looking for a new side game to pick up.

If you’re keeping up with most game news, my guess is you’re already playing the newest of the new or are keeping up with the hottest game out there.

This podcast is great go-to for me for games outside of that. Through it I hear about games I may not have heard of that have come out.

Also, If I’m just looking for a mobile game to play on the side, or want to pick up a new game for my vita – this is a great resource for it as well. I’ve discovered a lot of games I wouldn’t have picked up previously with the massive amount of work and articles keeping up with the newest games releases.

So, in short, this is a great little podcast to listen on your morning commute or during work. It’s fun, it’s light, it’s got a lot of great banter and weird characters as I’ve mentioned. It’s only 30 minutes long so it’s pretty bite sized and who knows – you might find a new game to play and a new bestie to hang out with.

Apr 242014
 

Every now and again, you come across a game so pretty you forget you’re playing it for a moment. Thankfully Ustwo, the company and maker of Monument Valley – a mobile iOS game/ M.C. Escher painting in the form of a game, thought of that in advance by creating a game with an option to take screenshots.

MV5

Like a cross between Fez and Journey, Monument Valley is the simple tale of a girl in white on a quest. For what and why is relatively unimportant as you click through the puzzle levels. In this game you twist and turn platforms using the Escher-esk optical illusions to find unexpected bridges and pathways to reach your destination. The only real obstacle you face are the “Crows” (sorry, not a Game of Thrones reference) who insist on standing in your way and sometimes cawing at you.

MV6

Monument Valley is designed to be virtually stress-free. As you play, a soothing soundtrack and playful audio created by Stafford Bawler floats through the gameplay. It’s a perfect game to pick up and put down again as needed – though be warned. It’s a rather short game so you may find yourself at the end wishing for more.

MV1

Having such a beautifully designed and simple game makes sense however, for a company that is actually a graphic design and digital product studio, focusing on non-game mobile apps. According to an article by Buzzfeed:

Ustwogames started in 2011 as team without much direct experience in the gaming world — the staffers were app developers and graphic designers — and its first game, Whale Trail, was a minor success. Buoyed, Matt Miller, one of Ustwo’s founders, decided to hire directly from the gaming industry to add to the Whale Trail team.

MV2

Although games were not its primary focus starting out, Ustwo has built a gaming team which has created an amazing visual experience with interesting puzzles with great visuals and audio. Although only available through iOS at the moment, there are talks of additional levels – as well as the possibility of other platforms, including Android and PS Vita, according to an article on game review site Polygon.

If you have an iOS device I definitely suggest picking this one up. It is a little on the pricier side for an app ($3.99) – but there are no in game purchases, and although I don’t normally feel this way about puzzle games, there is a replayability in its zen-ness. Pick it up here and check the website out here.

MV3

Mar 172014
 

When you’re an adult and a nerd, sometimes you find your nerdiness leaking out into things adults care about – like house design. So if you have a house, and in some cases maybe an incredible amount of wealth lying around, consider these epic home upgrades:

1. A Lego Basement and Bar. When you need to enjoy a good beer and build some shit!

 

2. An Arcade Basement. Because, obviously.

 

3. A Star Wars Themed theatre, when you’re feeling like chilling with Boba Fett and C-3PO

Modern Media Room by Beverly Hills

Home Media Design & InstallationModern Home Theatre

 

4. Or if the Final Frontier is more your style, try this on for size.

 

5. If you happen to have a cave that came with your home (it really helps regulate the electricity
bill) consider a bat cave.

 

6. If epic lighting is more your style, try this on for size

 

7. If you are super-adult and enjoy wine, but want to keep your nerd cred – try making it Indiana
Jones themed. It’s better than Disneyland.

 

8. If you’re concerned that there are no options about where to sleep yet, maybe a Jedi Starfighter
is your style.

 

9. And if a big problem when gaming is that there isn’t enough TV space, well…

Industrial Media Room by Calgary Home Media Design &

InstallationK&W Audio

 

10. Bonus: If you’re not an eccentric millionaire and these options seem a little out of your price range, just try a circuit board table.

circuittable-sg

 Posted by at 8:56 pm
Mar 162014
 
poster_01

It’s an exciting story that you follow along with bated breath – a 60s’ mystery-spy-thriller-fiction novel with hints of mind control and someone following you. Oh, and very stylish design.

Throw in some puzzles and you’ve got yourself a game. And that’s just what the 2-man game developer Simogo made (four, in this case as they paired with Daniel Olsén & Jonathan Eng to make a soundtrack for the game)

“A surreal thriller in which the written word is your map

DEVICE 6 plays with the conventions of games and literature, entwines story with geography and blends puzzle and novella, to draw players into an intriguing mystery of technology and neuroscience.”

And surreal it is. The gameplay is very basic. Stripped down to what could best be described as an interactive novel. As you read, you learn that the protagonist – Anna – has been dropped onto a mysterious island with no recollection of how she got there. As the story unfolds she has to wade through a series of clues to discover what forces are at play here, keeping her there.
The game plays in 6 “chapters.” And although written like a short story or novel – Simogo hasn’t taken the design aspect out of play. In line with the 60s’ world and mystery that’s unfolding before Anna, the story moves with the player. You follow lines of text like they’re a road or a bridge to 60’s inspired color blocks containing black and white pictures. The pictures aren’t extensive but they do exist to set the mood and provide the player with added clues.

As you play a chapter, you follow the text, turning your iPad or iPhone along with the story, discovering hidden twists and turns. The game allows you to go back and forth – gathering clues to be able to crack the final puzzle that awaits you at the end of each chapter.

This game definitely drew me in. I’m a big fan of mystery novellas myself and this one had enough intrigue to keep me going. The puzzles were challenging. There wasn’t too much hand-holding as far as how to achieve the answers.

There are a few interactive elements in each chapter (buttons to push, pictures to slide) so you really had to scrutinize each picture, push each button, go back and forth across the text to really dig down and find the answer.

In addition to all this Simogo did a nice job of adding in pictures and text just to add to the story that has nothing to do with the puzzle. I spent a fair amount of time going over these pictures trying to extract clues out of them until I realized I might have been overthinking it.

As far as replayablity goes this game has two things going against it. It’s a puzzle game so once you play through you pretty much know what to do every time after that. And it’s a mystery novella with a big reveal at the end. So this one for most would be a play once and move on. However the storyline is interesting enough I say it’s well worth even just one play through of it. Also It’s storyline does also work in its advantage as I would want to play it again if only to “re-read” the story.

Now if this all this game had – a mystery novella, fun puzzles, a great design – it would be a pretty stellar game on its own. However, Simogo took it even a step further and…don’t worry, no spoilers…I will say the game takes things a wonderful step further with a very playful and interesting way of breaking the 4th wall during the gameplay.

This game is only available via iOS right now, so if you have one of those devices make sure to pick this one up. If you don’t have one of those devices, just tell your friend you need to borrow their iPhone for a couple of hours. IT’S IMPORTANT DUDE.

Check out the trailer here: https://www.youtube.com/watch?v=hdnjXQL6Muk

Feb 182014
 

The Lego Movie

 

Everything is awesome: when you see The Lego Movie.

[DON'T WORRY - NO SPOILERS]

I was surprised when I first heard about the Lego Movie. My initial reaction was: “Wait, how it has taken this long for a movie like this to come out?” Not only has this been a beloved toy for decades, the pure merchandising opportunity alone made me think this is something that would have existed long ago – or at least in 2 or 3 different forms by now.

But here we are, and it is a move doing just as well as anyone probably suspected. Actually better, considering it grossed $69.1 million on its first weekend.

The question then becomes how. On the surface this movie has all the components of a pretty good children’s movie that adults will enjoy too:

1.       For the kids it has funny Legos running around in cool and awesome action sequences

2.       For the adults it has a killer cast and crew of people. Elizabeth Banks, Will Ferrell, Will Arnett, Morgan Freeman, Chris Pratt, Nick Offerman…just to name a few.

3.       For the kids it has a great message in believing in yourself to do something great

4.       For adults it has plenty of nostalgia appreciative humor (Old Lego sets, Star Wars references).

5.       For kids it has fun, catchy songs.

6.       …For adults it has fun, catchy songs.

It has a plot that on the surface seems pretty cookie cutter. The hero of this tale is Emmet played by Chris Pratt. He is an ordinary construction worker who lives a pretty average life. Until he meets the girl “Wyldstyle” (Elizabeth Banks), discovers something called the “Piece of Resistance” and finds out that he is in fact – “The Special” – the most interesting, most awesome, coolest guy in the whole universe. He then has to figure out how to use the Piece of Resistance to stop the villain, Lord Business (Will Ferrel) who is trying to destroy their universe.

So on the one hand you have your pretty standard ordinary guy becomes extraordinary to save the world and get the girl. On the other hand you have a tale of believing in the power that you can do something great.

Pair that with a killer soundtrack, cool animation sequences and more nerdy inside jokes that you can count.

Again – all of this has the opportunity to make a pretty good movie. Yet the movie does exactly what Emmet himself set out to do – they somehow made pretty decent extraordinary. I think they successfully pulled this off because of the idea of imagination. If you strip away the plot and the animation and the music, at the core of all this you have exactly what the toy they’re portraying is about: The story of imagination. When you make your story about a core value that everyone can relate to, you have the power to strike a chord in everyone’s hearts. Kids feel inspired to create; adults feel the power of not forgetting their child-like selves, yearning for creativity.

As Willy Wonka said: If you want to view paradise / Simply look around and view it / Anything you want to, do it/ Want to change the world? / There’s nothing / To it

Of course, the nerdy references don’t hurt either. Do yourself a favor and check this one out.

If you’ve already seen the movie, make sure to check out the blooper reel: http://www.youtube.com/watch?v=29DwAc-8_oQ

———————

Feb 072014
 
dontstarve

The Art Of Survival and why I now have a love/hate relationship with Klei Entertainment.

It’s day 3 of your survival. I’ve died two times and now I’m angry playing the game. I’m ANGRY playing a game because I refuse to give up until I find something cool or unlock the story. I have never angry played a game and I’m sitting here playing out of spite, hatred, and pure loathful determination.

This is one of my new favorite games.

I’m talking about Don’t Starve by Klei Entertainment. If you’ve played this game you probably know what I’m talking about.

If you haven’t then you’ll come to find: Don’t Starve is a survival/sandbox/resource building game. Your first character Max is plopped into the middle of the woods with a mysterious man telling you need to survive.

All you know is that you have a stomach meter gauging how hungry you are, a brain meter telling you how sane you are, and a clock showing you how much time you have until night. Then you play.

Through trial, error and perhaps the occasional internet forum check you begin to figure how to play the game and what the goals are.

This is where my love/hate relationship begins.

Oh Klei Entertainment, where do I begin…

I love this world you’ve created where you can start building resources and slowly build your way to making tools which can lead to more advanced tools and gadgets. You can find a portal into a challenge world where you can use your skills to fight and survive against unique and interesting challenges. There you can find a rich and interesting store line.

…a world where if you die you start the whole damn thing over. Whole. Damn. Thing. And that can happen within minutes or hours of playing a game.

I love how much that raises the stakes.

I love your Tim Burton-eske artwork. I love its bleakness and how it fits into this world of monsters and survival…

… a bleakness that is also a constant visual reminder of the fact that no matter how many days I survive there may be no point to this in the end.

I love that you’ve created a wonderful search and discover game. There is no hand holding. There is only trial and error. The goals are simplistic at first enough to get you started then progress to more complex goals to make things interesting. It’s a wonderful formula…

…that is addicting as hell.

I love that you’ve created the perfect game for patient gamers. If you are patient you are rewarded with a bounty of cool new gadgets which you’ve carefully and painstakingly gathered and learned for. You will unlock cool new characters with unique tools, skill sets, and quirks. You will have found a portal filled with unique resources monsters and challenges to keep things fresh…

…but if you are not patient, you will give up on the game all together. Or you will become like me and find yourself angry playing the game, even after dying for the 5th time and going through all the same entry level tasks because-even though you are sick and tired of chopping down trees-you just know there is so much more to see.

There is supposedly a really interesting and poignant ending to see. And you will do all you can to see it, god damn it. Even if it kills you.

And it will kill you.

And Klei Entertainment, you know all this you sick bastards. On your website you even say the game offers Uncompromising Survival: No instructions. No help. No hand holding. Start with nothing and craft, hunt, research, farm and fight to survive.

And if you don’t believe me, just take a look:

Don’t Starve drives me mad like few games ever do
http://www.ign.com/articles/2014/01/14/dont-starve-ps4-review-2

Don’t Starve is a survival sim that gets under your skin.
http://www.polygon.com/2013/6/26/4439118/dont-starve-review-eat-to-live

Don’t Starve is a brutish, complex affair
http://thechronicleherald.ca/artslife/1184380-the-player-don-t-starve-is-a-brutish-complex-affair

Don’t Starve: No hand-holding and no hints
http://www.independent.co.uk/life-style/gadgets-and-tech/dont-starve-ps4-review-no-handholding-and-no-hints-this-is-a-proper-survival-game-9061442.html

But with relentless punishing comes reward. Don’t starve is a game I can pick up at any time. It’s timeless in its simplicity. But in addition to that developers are committed to creating new maps, new challenges and new characters for the game making it an ever-evolving experience. The game is amazing in its complexity and I’m excited to keep playing it.

Either way, it was just reported that this game has passed the one million player mark so they must be doing something right.

My final verdict: Check it out. Love it or hate it it’s worth a play through. Now I have to go. Night is coming and I both have to wait for this game to come out on vita and collect more logs to make a fire.

Jan 272014
 

Video game music, costumes and artful cinematography? Count me in. If you haven’t heard of Lindsey Stirling, now would be a good time to learn. I only discovered her recently and have been watching everything I can on her YouTube Channel.

LindseyStirling

Stirling is a violinist, dancer and all around performance artist. Stirling started to get attention when she was a quarter finalist on season five of America’s Got Talent. Although she didn’t win she began putting videos up on her YouTube channel and is now doing musical tours.

She does do other music besides video game music (she played “hip hop violin” during America’s Got Talent and one of her top videos is Crystallize which is a Dub Step Violin Solo: http://www.youtube.com/watch?v=aHjpOzsQ9YI) the video game music is of course some of my favorite.

Speaking of my favorites feel free to start with these:

Zelda Medley: http://www.youtube.com/watch?v=b3KUyPKbR7Q
Assassin’s Creed 3: http://www.youtube.com/watch?v=MOg8Cz9yfWg
Skyrim: http://www.youtube.com/watch?v=BSLPH9d-jsI

Check out her youtube channel here: http://www.youtube.com/user/lindseystomp