Tag Archives: video games

Review: Super Mario Maker (Wii U)

Super_Mario_Maker_ArtworkSuper Mario is to video games as David Bowie is to, well, everything. They’re both icons in their respective fields, they, they’re both timeless, and they’ve both had movies that have done terribly in the box office. Sure Labyrinth is a considered a cult classic while people try really hard to forget the Mario movie, but needless to say, both Bowie and Mario have inspired several to follow in their footsteps.

Nintendo helped shape how video games are commonly made today, be it a 2D platformer, to expanding into the Third Dimension with our Italian-Japanese hybrid plumber. Sure the general consensus now is that Mario titles are geared more towards a younger audience, but at the core, Nintendo has achieved more with Mario that any other video game company has with their respective titles (no offense, other video game companies).

So you can imagine my sadness to see that Nintendo has fallen short in the console wars ever since the debut of their Gamecube console. Now hold on just a sec, Nintendo fans. I’m in no way stating that the Gamecube is a terrible console or that there aren’t great titles on there, but that was the point where Nintendo began prioritizing creating their own original games rather than allowing others to help them like they did with their previous consoles. Sony (the only other competitor at the time) was fine with allowing their console to be handled by whatever designer had a good idea, while Nintendo seemed to have more integrity saying: “Hey, I can do this myself. Just watch.” And it somewhat backfired.

Sure the Wii’s sales were off the charts, but once the appeal died down, people began to realize that Sony and Microsoft had all the games people really wanted to play, because there were simply more titles. I have a lot of respect for Nintendo, as they’ve produced some of my favorite series, but I can definitely see where they’ve made some mistakes. I’m desperately hoping things improve for them, as I would love to use my Wii U more often.

Sidetrack aside, Mario has been one of my favorite video game series for a long time now. Super Mario World was my first game, and continues to remain on my top ten list of games (Mind you, Super Mario World, is quite old now and the levels are a bit predictable after playing the game a thousand times, but I still love it!).

As a child, my biggest wish was that I could one day work for Nintendo to help design a Mario game for others to play. Since I don’t speak Japanese, have any real programming skills, or possess that special creativity they’re looking for, Nintendo decided to do me a favor and spare my feelings over a rejection letter, and gave me and everyone else the opportunity to be a part of the team with their latest title Super Mario Maker, and it’s amazing.

The title pretty much says it all. You have the ability to create your own levels that can contain whatever you want them to in your favorite 2D Mario platform titles. The styles vary between the original NES version of Mario, Super Mario 3, The New Super Mario Bros, and Super Mario World. The tool list has essentially every single obstacle you can get in those titles to allow creativity to flow through you as you make revisions to the classic levels you’ve always enjoyed, but want more from. Or you can devote yourself to designing levels of pure rage and despair. You can even submit your levels online for others to play, and try out levels others have created! Nintendo smartly implemented a system that forces you to beat your own level before submitting them for others to play, so nobody can be the ultimate troll. Needless to say, that doesn’t stop people from trying though.

While the game doesn’t start out with all of the tools or styles right away, through the use of the level creation, or simply waiting, one can eventually unlock all the tools to help expand their arsenal. One of the big things I wish Nintendo had added to the game however, was the ability to create more than just levels for others to play. Creating your own version of a world map with several levels to go through would have been another exciting way for Nintendo to help players get their creative juices flowing. Hopefully this is something they can eventually add to the game later, as I think it would only help expand the game’s awesomeness even further.

Since this is a title that focuses solely on the user’s inspiration, the lack of a story is perfectly fine, as you’re mainly purchasing this title to create an endless amount of levels, or play them. One can just imagine they’re trying to save the Princess from Bowser, rather than actually needing to see it. This also makes side-quests nonexistent too, as you’re tasked with creating secrets within your own level to help others get through them.

The fact that you can make as many levels as you want, or play as many levels as people have submitted, gives this title a high re-playability factor, as it’s essentially a Mario title with an unlimited amount of levels.

While I don’t own any Amiibos, because I think the market for them is ridiculous, I have seen that players have the option to utilize those to play as other characters. Allowing people to play as different characters is fantastic addition to the game. Sometimes you need a break from being a plumber!

I’m in love with the title and really hope Nintendo finds a way to expand this through DLC, as they wouldn’t need to make any additional versions of this. One of the other things I really wished for was the ability to dive into Mario 2 or even Yoshi’s Island. While both of those titles are completely separate from the traditional Mario platforms, and rely on a whole different kind of architecture in terms of programming, it’s still something that could definitely benefit Nintendo. If at all possible, I think Nintendo could also benefit from adding a handheld version of this game as well. Whether it simply allowed players to go online and download levels, or maybe a limited version of the home console version, it could give players the desire to take their creativity on the go, rather than just keep it at home.

So all in all, I would definitely recommend this game to others, and it’s a great game to play when you’ve got company over too. Any thoughts on the title? Please leave a comment and thanks for reading!

Gameplay: 10 Story: 0 Re-playability: 10 Side-quests: 0 Overall Score: 9

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We’re rocking New York Comic Con and have tons of interviews already in the can, and also going strong on Twitter (trust us, you should follow). While you await day two to start, here’s some news and reviews from around the web in our morning roundup.

Around the Tubes

GamePolitics – SAG-AFTRA Receives Majority Vote To Authorize A Strike – Trouble brewing in video game land.

GamePolitics – Bobby Jindal takes aim at ‘violent media’ – Don’t worry, he’ll be dropping out before the primary.

 

Around the Tubes Reviews

CBR – Amazing Spider-Man #1

Talking Comics – Doctor Strange #1

Disabled Gamers Among Us: A Look At Gaming Accessibility

AbleGamers Logo

AbleGamers Helps Those In Need.

Twenty percent of the video gaming market is alienated by most AAA titles out there. Twenty percent of the market is unable to play certain games; Not because of money, not because of lack of a console, but because of their accessibility. Twenty percent of gamers out there are disabled in some way.

Disability is anything that could prevent you from being accessible to doing something else. Inability to use a body part is fairly common, whether it’s use of a hand, legs, eyes, but even color blindness and Parkinson’s disease are other fairly common problems. Someone that wears glasses can even be considered disabled. A lot of these make several games out there very difficult for this twenty percent.

Everyone is susceptible to it, even later on in life, as aging can cause problems and disabilities. This is referred to as Temporarily Able Bodied, or TABs, as nearly everyone will eventually have a disability in life. Even minor inconveniences can occur earlier in life. For instance, I suffer from minor “tremors” in my hands that prevent me from playing most First Person Shooter Games on a normal keyboard and mouse. I have to use a controller to sustain my grip, as I have a problem double and triple clicking on a mouse.

I attended a panel on Disability in Gaming at DragonCon (in Atlanta, GA) a few weeks back with a great discussion on this issue. Mark Barlet, President of AbleGamers Foundation, was on the panel to discuss what they have been doing to help disabled gamers from a developer angle. Liz Prasad and Ben Jacobs from Tools For Life (at Georgia Tech) discussed the accommodations of proper tools and devices to help disabled gamers enjoy more games, where Laura Levy of Georgia Tech’s Psychology Department discussed the economics of need for this to be a pushed issue. Also in attendance, Chris Larson (Executive Producer at Hi-Rez Studios) and Daniel Fishman (Game Designer at Hi-Rez Studios) discussed their game SMITE and all of the accessibility features they bring to the table.

Mark (of AbleGamers) spends a lot of his time pairing up with developers of video games, discussing how the developers and publishers can maximize their market share among that percentage, as accessibility starts with software and development. Laura Levy agreed that there has to be a market need and necessity for disabled gamers to enjoy games the same way able-bodied gamers can, but it has to be cost effective. The problem with catering to disability is whether it’s profitable or not. If the developer loses money in the process, they would be less inclined to do it.

On the opposite end of the discussion, Chris and Daniel (of Hi-Rez Studios) discussed their newest game, SMITE. SMITE is a MOBA-style game, similar to League of Legends and DOTA 2, that utilizes deities and gods from all different religions and faiths; So, a match featuring Zeus, Odin, and Ra would be fairly common in this game. SMITE features several functions that would cater to disability and accessibility. Chris explained he is color blind, and this can prove to be disastrous in a game like SMITE. Allies’ tags are colored green, where enemies are colored red, which makes it very difficult to play for someone with this quirk. A special screen overlay is available for their game that caters to color blindness, boosting colors and hues, helping visibility.

Not all of their accessibility tools cater only to disability. Many gamers want the option to re-map their controls or change the heads-up display or mini-map. SMITE allows for these functions, and many games out there are following suit. Customization is key among all gamers, not just those with special needs. Closed Captioning is really for the hard of hearing and language barriers, but many gamers utilize it as subtitles for everyday use. SMITE, among many others, allow for a mini-map to become larger, or move to a different part of the HUD.

Liz and Ben (of Tools For Life) discussed devices and options that can be used to help aid against the problems disabled gamers face. Several manufacturers cater to this market, such as Evil Controllers and the Quad Stick. Sony’s own Playstation 4 now even gives accessibility options, such as remapping buttons. Left-handed mice are available from Razer and Corsair, for those that need it. They discussed other thoughts on virtual reality, such as the Oculus VR and even Google Cardboard. Haptics and feedback can be paired with touch screens and tablets, or even the virtual reality, to immerse both able-bodied and disabled gamers alike.

Mark Barlet, President of AbleGamers

Mark Barlet, President of AbleGamers

Mark’s non-profit company, AbleGamers Foundation, helps find other ways for disability and inconvenience. When asked what impact the AbleGamers has really had, Mark responded, “Before we came along, no one was really putting any real world work into these challenges. It was all academic and rarely made it out of the classroom.” He explained that he helps to make sure the structure and groundwork within games allows for more players with disabilities to enjoy these games just as much as an able-bodied person can. Mark also pointed out there is a 48-page document, written by AbleGamers, readily available for free, called Includification.com, that game developers can use to make their games more accessible (or as he puts it, “a total guide for how to include more people.”). “It is easy to include basic accessibility,” he added. “Just do good game design.”

Those with disability can request a grant to help them obtain tools to make their lives better from AbleGamers’ website, ablegamers.com, or if you are not approved for the grant, they can get you in contact with the manufacturers and vendors that sell the peripherals to help better your life. The AbleGamers Fellowship, on the other hand, is a new cause that awards two $10K scholarships to disabled gamers in need. The resources are there.

Twenty percent of the gaming market can’t play many of new games out there. That twenty percent would really like to, though. Accessibility is a need and necessity in this day and age that developers need to stop avoiding.

Miyamoto Pushing Back Star Fox Zero To Give Fans the Best Game Possible

star_fox_zero_box_artIf there’s one thing I love, it’s a new game. That moment you tear open that evil plastic shrink wrap of death, blow into your cartridge and console to clear out all of that nasty dust, pop your game in and turn on that beautiful machine, and have the game be complete. Nothing like it, right? Alright, well maybe that reference is slightly dated, but still a new game is always a special treat! What’s even better than a new game is a new game that’s amazing.

I read a post on Nintendo’s Facebook page that explained how Shigeru Miyamoto (you know, video game <insert respective diety here>), is pushing Star Fox Zero’s release date back, due to the fact that he feels the game isn’t quite up to snuff yet. He made the decision with the intention of delivering fans a game that could truly be amazing. To this, I say: “Take as much time as you need!”

I come from a time where video games didn’t have DLC, there wasn’t an online source you could rely on for video game dates, and games needed to be complete before they could be distributed. Now I’m not going to say those were better times (yes I am, so deal with it), but the standards for video games were different back then. The online market wasn’t established, as most of us were using dial-up Internet (if we even had computers…). Games needed to be completely done because developers didn’t have a second chance. There weren’t any patches they could later release that could fix a game breaking bug. If your game had an issue, it was stuck there on that tiny cartridge forever. So naturally, developers had to be extra careful not to have super big issues. A lot of time and care was put into titles in order to prevent players from raging.

One of my biggest concerns for video game developers is rushing a title to meet the masses’ demands simply because they said they’d release it when they promised. While I’m sure plenty of fans are quite upset over the delay of this title, I can’t help but feel happy knowing that it means that much to Miyamoto that the game turns out well.

For me, it’s been 18 years since I got to play a strong Star Fox title, and I only say that because the other titles, while fantastic in their own right, don’t quite feel like true successors to the series. Now I know there are some of you out there who will disagree with what I’ve just said, and for that I sincerely apologize, but I’ve always known the Star Fox series to be a healthy dose of Arwingy goodness (The other vehicles are awesome too!).

Growing up with the N64, I played the living circuits out of Star Fox 64. To this day, it’s still on of my top ten titles, so when I heard Nintendo was rebooting the series, you can imagine me jumping around like an elementary school girl when the cutest boy in school asks you to the dance. Ok ok, maybe that analogy wasn’t incredibly accurate, I was a lot more excited.

There are plenty of titles out there that have been rushed simply to meet a deadline (*cough* Sonic Boom *cough*), and in those kinds of situations everyone is a loser. Why bother releasing a title if you know it’s going to be complete garbage? Sure it was one thing in the early 90’s to see a video game or action figure line release to promote the release of a movie, but this is 2015. We’ve got standards now! Plus developing games is expensive! Why waste all that money on a crap title, right?

Miyamoto definitely has a strong passion to deliver titles that fans can really enjoy, and hearing him commit to us fans is honestly the reason why Nintendo will always be my favorite gaming company. It always pleases me to hear developers have dignity and integrity, so thank you Miyamoto, and I very much look forward to this release whenever this title feels ready!

Adventure Time: Magic Man’s Head Games Launched by Cartoon Network

Cartoon Network has launched of the first-ever virtual reality game based on a television franchise, Adventure Time: Magic Man’s Head Games. Based on the Emmy and Peabody Award-winning, global hit series Adventure Time, this first-of-its-kind game builds on Cartoon Network’s dominance in the mobile games space, and furthers the network’s mission to deliver innovative content and experiences to its fans in unique and immersive ways.

The stellar visual quality of the game allows fans to experience Adventure Time in a whole new way by becoming part of the narrative. The original story is fully voiced by the cast of the television series. The gameplay is inspired by classic 3D platformers, while having unique combat and movement mechanics that take advantage of the very best VR technology.

Nintendo’s New President Might Be Just The Man to Save The Mushroom Kingdom

Congratulations Kimishima-san!

Congratulations Kimishima-san!

So the Internet has been buzzing lately about the new President of Nintendo replacing the late Satoru Iwata (I’m sure plenty of you have already read this online somewhere, so I don’t think I need to add any links). I know there were people expecting Shigeru Miyamoto to take over seeing as how he’s a major face of the company, but he’s a busy man! Running a company might be too much!

So now that Tatsumi Kimishima is taking on the position as Nintendo’s President, naturally information about the guy is surfacing on the Internet (I’m sure his address will be available soon too… Please stay tuned.). There was an article I read earlier that stated how in an interview Kimishima was apparently against the creation of the Wii U, claiming that it would be a failure, and it got me thinking that this guy might be the best person for the job.

Let's leave Miyamoto to do what he does best. Be a badass for Nintendo.

Let’s leave Miyamoto to do what he does best. Being a badass for Nintendo.

Don’t get me wrong, I love the Wii U and everything about it (aside from the fact that it never had a built in internet port…). I’ve even playing Super Mario Maker (and crushing it!) and am practically unable to put it down.

Let’s not forget Star Fox Zero! Needless to say, I’ll be in my hermit cave of a game room for a while stewing in my own filth. With how life can be essentially lived from behind a computer screen, I can just order food from my laptop or phone, so who needs to leave?

Between Final Fantasy XIV, Metal Gear, Mario Maker, Fallout 4/Battlfront(coming this Novermber), and writing my blog, this picture pretty much defines my current physical state.

Between Final Fantasy XIV, Metal Gear, Mario Maker, Fallout 4 and Star Wars Battlefront (coming this Novermber), and writing my blog, this picture pretty much defines my current physical state for the next 10 years or so. Good bye world…

Anyways, rant aside, it’s really nice to hear someone with a strong common sense about Nintendo’s business development is going to be at the helm of Nintendo. While I’m biased towards everything Nintendo, I do understand that the Wii U was a huge commercial failure. It has plenty of hardware and software limitations, the library is only now starting to get good despite the new system slowly approaching, and overall it’s not a worthwhile investment compared to the competition, or even Nintendo’s handheld product. Kimishima definitely hit the nail on the head, and that’s important to see. While video games are definitely about providing people with entertainment (and the Wii U has definitely done that for me) it’s also a business that needs to function properly in order to succeed.

When I was growing up (because let’s face it, I’m 26 and I’m only growing downwards now), Nintendo was one of the biggest competitors going up against Sony and Sega! (Alright, Sega is dead now, so that might not be a good analogy…) But even so, Nintendo used to make big waves before the Gamecube came into existence, and it was a force to be reckoned with. Nowadays, Nintendo isn’t necessarily known for their strong games so much as party-style fun kid titles and maybe it’s time to change that.

One of the big things Nintendo did right, that other companies haven’t really accomplished, was creating strong icons that they specifically own. Sure Microsoft has Halo and Master Chief and Sony has Sackboy/anything Naughty Dog produces, but none of these icons are as well known as Nintendo’s. And I’m pretty sure unless you’ve been living in a cave without any human contact for the last 30 years or so, you know who Super Mario and Link are. So with powerful icons at their disposal, Nintendo has an advantage they’ve only begun to tap into.

I might not be a fan of Domino's but ordering with an emoji also saves me time having to speak to anyone on the phone. Yes please...

I might not be a fan of Domino’s Pizza but ordering with an emoji also saves me time having to speak to anyone on the phone. Yes please.

Let’s not forget that Nintendo paved the way for video games! Mario 64 was one of the first titles that dived into 3D world on the Nintendo 64! While there are certainly other titles that have a place in the video game hall of fame, nothing has truly come close to what Nintendo has accomplished with our favorite Italian-Japanese hybrid plumber and several other legendary titles.

So I’m hoping that Kimishima will be a strong force that can help Nintendo hop back to the top where it belongs! While fans and players don’t necessarily see the business aspect, it does reflect the overall stability of the company, so I have a feeling Kimishima will be just the person Nintendo needs right now. No offense to the lovely Iwata-san! Please know you’ll always have a special place in our hearts. Only time will tell where Nintendo will go in the future, but I think things look promising!

Besides, my character on Final Fantasy XI was also named Kimishima. So I can’t help but be happy about that!

Any thoughts on Tatsumi Kimishima’s new role? Still think Miyamoto should be at the helm? Maybe neither? Feel free to leave a comment and thanks for reading!

Review: Metal Gear Solid V: The Phantom Pain (PS4)

MGSV_The_Phantom_Pain_boxartGuns, ninjas, giant robots, weird goth themed psychic characters, and lots of military soldiers. I don’t know who in Japan ever thought it was a good idea to combine all of these elements together, but someone at Konami gave this the go ahead and it led to a franchise that blew people’s minds. Since then, The Metal Gear Solid series has stood up there with the very best of games to deliver fans a title that could bring home the bacon. From the hidden genius of Hideo Kojima comes a masterpiece that has revolutionized the gaming industry as we know it.

Since it’s critical success on the Playstation 1 with Kojima’s first project (because let’s be honest, how many of you have actually played the previous titles?), the franchise has become such a huge hit that even people who don’t play games seem to reference these titles in some form or another. Be it the iconic alert sound that’s used in almost everything, or the large exclamation mark over someone’s head, the Metal Gear series is definitely a title that is known by plenty across the planet.

With titles spanning over several consoles, Hideo Kojima and Konami teamed up once again to deliver one last game to quell the hunger fans have had since the last installment that came out, which was nearly a decade ago (Who feels old now? I know I do…). While we’ve had a spin-off series that proved to be somewhat of a decent title, fans weren’t given a real Metal Gear game for quite some time, and it pained plenty of people (myself included) to wait this long for a new game that could satisfy us. I preordered the game the moment I heard it was available over the PSN, and have been patiently waiting for the countdown timer to finally hit zero, so I could tear this bad boy apart. Needless to say, I was left pretty speechless…

Metal Gear Solid V: The Phantom Pain continues where MGSV: Ground Zeroes left off. For those of you unaware, Kojima released a prologue back in early 2014 that set up the story of The Phantom Pain. One of the biggest things I was against was the fact that Konami and Kojima had essentially broke off the intro to this game and charged $40 for it. With this being nothing more than a glorified demo, I was hesitant about even playing Ground Zeroes altogether. In fact, one of the only reasons I actually did play it was because Sony allowed Playstation Plus members to download the game for free back in July. While I enjoyed Ground Zeroes, I definitely would have regretted purchasing the game as it wasn’t worth the money, despite all the extra side missions.

I’ve never been one to care too much for the story of Metal Gear so much as the gameplay, as Kojima tends to go a bit overboard on writing the overall story. Most of the Metal Gear titles tend to be convoluted, feature way too many references to government, military, and historical figures that more often than not make me hover over the skip button during cutscenes. Some of the cutscenes are just so brutally long that I’ve actually fallen asleep through them. All this usually keeps my expectations pretty low for the plot simply because I just don’t care about the content very much. Metal Gear Solid 5 has a better grasp on the overall story. With a heavy emphasis on foreshadowing, this title serving as a prequel, fans of the series tend to have a general idea what’s going to happen to our lovable Snake (voiced by the lovely Jack Bauer Keifer Sutherland) simply because we know the fate of Big Boss already. Sort of… Wait, do we?

Either way, as I’ve said, I don’t play these games so much for the story as I do the gameplay and graphics, and boy oh boy (or girl, depending on the reader…) do these games truly know how to entertain. While the Metal Gear games have been known to be pretty linear, in terms of plot and content, the amount of possibilities to go through the game are pretty varied. While there is always the standard murder-everything-in-sight-because-nobody-will-see-you-if-they’re-dead method (Which I’ve been known to dabble in this style during moments of pure rage and frustration…) the player can also go through the game like a silent ninja, avoiding all confrontation and relying solely on stealth and tranquilizers to subdue your enemy rather than kill them, you know, hard mode. Mmmmm nothing beats that final moment when you’ve reached the end of the game and have that clean record (Well, I wouldn’t know. I’m still working on it…).

Metal Gear Solid 5‘s core gameplay is truly amazing. Kojima boasted about his the Fox Engine back at E3 of 2013, and it doesn’t disappoint. The game is as smooth as a baby’s bottom, as beautiful as that fake model girlfriend you lied to your friends about, and as efficient as the Borg from Star Trek. The powerhouse combination of those 3 elements aims to give players a fantastic experience in being either the ultimate assassin or a silent fart in the wind. Needless to say, I’m very pleased with it.

While I’ve always known the Metal Gear series to be riddled with fun Easter Eggs, I’ve never been one to play the series again immediately after beating as it’s a lot to take in. With how linear the game is, I usually need a break before diving back into the game. Metal Gear Solid 5, on the other hand, changes the dynamic of the game altogether by allowing you to free roam your maps to do plenty of side quests. There are so many side quests in this game, that I’m pretty sure you’ll be spending more time doing those than the actual story campaign. The side quests, while a bit repetitive at times, are both unlocked through main scenario campaigns or through interrogating enemy officers who will disclose extra locations on your map. This gives players a near endless amount of content to go through as they’re forced to interrogate every enemy soldier if they want that sweet 100% completion achievement.

I don’t know who decided adding a Sims-like system into this game was a good idea, but it’s been one of my absolute favorite features so far. Players are given a Mother Base they can upgrade over the course of the game. This allows the development of new and more powerful weapons that can really give you an edge on the field. Be it simply upgrading your tranq gun like I’m using it for, or giving yourself a bazooka to blow up bases and tanks, the list of weapons is also pretty enormous.

While I’ve yet to dive into it, MGS5 also has two online modes (one getting released in October) that allows players to combat one another. The current one that’s up now, involves you sneaking into another player’s mother base in order to steal their supplies, or simply wreak havoc and be the worst person in the world, ever.

Seeing as how I’ve only given decent to negative reviews for the previous titles I’ve posted on here, it pleases me very much to finally review a title seriously worth recommending to other gamers out there. While I’m sure the sales for this title are already off the charts and many of you probably already own this game, I highly recommend Metal Gear Solid 5 to add to your arsenal, if you haven’t yet. It’s the very definition of what a gaming experience can be. While it breaks my heart to see that Kojima will no longer be working on future titles, I wish him the best of luck in his future endeavors and know he’s got a bright future ahead of him. You know, so long as he doesn’t use vagina bombs again…

Story: 8 Gameplay: 10 Side Quests: 9 Re-Playability: 9 Overall Score: 9

Around the Tubes

It was a bit quiet yesterday due to Labor Day, but there’s some interesting stories below you might find interesting.

It’s new comic book day tomorrow, and we’ll have our picks for the week in a few hours. Check out the news below while you await that.

Around the Tubes

The Outhousers – Guest Op/Ed: What’s Wrong With Comic Book Journalism? – A very good read.

iO9 – The Alternative Universe Of Soviet Arcade Games – Very cool to see.

 

Around the Tubes

We’re getting our gaming on at NOVA Open this weekend! If you’ll be there, try to find us and say “hi.” We’ll of course have coverage, and some live coverage on Twitter.

While you await that, here’s some news from around the web.

Around the Tubes

CBR – Robert Kirkman’s Skybound Adds Two Entertainment Execs – Congrats!

Kotaku – Arkham Knight PC Patch Briefly Appears, And Early Reports Are Promising – Good news?

Koatku – Batman Arkham Knight DLC Still At A Drip-Feed, Still Needs Something Great – Guess the above doesn’t matter…

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