Monday, December 6, 2010

Baby Games | WOW Toys!! Review

To me, that was a huge plus in itself- both of my girls could play together with them without worrying that they youngest would choke on smaller pieces.  We received for our review the adorable Katie’s Camper Holiday Friends Wow Toy for our girls!  I love that they are battery free!  I don’t know how many times my girls have come up and told me their toys batteries are dead- it really adds up after awhile and can be really unsafe.  My youngest has learned how to open most battery covers and just the other day I caught her with a battery- she tried to eat it!!!  So yeah- no batteries a definite PLUS!!  So how does it work- on kid power! 

The friction powered camper van is loaded with goodies for hours of pretend play! Both of my girls love pushing around Katie the camper van! What I love even more is all the accessories that come with it! Inside Katie is a nice little home for Pete and Ruth- the two people included, an adorable dog named Sammy, complete with dog basket, luggage, a tent picnic table, detachable trailer- everything you need for a great vacation! There are so many great things that Katie’s Camper can do- the engine makes real motor sounds, wheels move for easy push play, tons of removable items, shape sorting roof rack, and the WOW magic button that opens up a table set and ready for dinner! WOW toys are colorful and super fun!

Baby GoGo- Review

Baby GoGo- The super adorable, gender neutral 13 inch doll- the perfect friend for any little girl or boy! Since I have 2 little girls in the house, you can probably imagine there are many, many dolls around the house! I absolutely adore Baby GoGo, and only wish I could have known about it when I was expecting my youngest daughter- it would have been a perfect “training” baby for a big sister! I love dolls because they teach children to nurture and adjust to changes like a new baby sister and since Baby GoGo is gender and ethnicity neutral, it is a perfect addition for any little boy or girl. 
We received the Baby GoGo Goes Home set for our girls and it is a perfect gift for any new sibling to be. The book- Baby GoGo Goes Home, tells a story of Baby GoGo leaving the hospital and meeting his new siblings for the first time. The Baby GoGo doll is dressed in a bright orange- super soft cozy sleeper, hat and a soft blankie. When our Baby GoGo arrived, I could barely get it out of the box before my girls began fighting over it. My youngest isn’t quite old enough for the 3 and over age, but she loved playing with it as much as my 4 year old does. They haven’t decided yet if it is a boy or girl, but enjoy playing with it just as much! Baby GoGo also has many accessories that can be purchased to allow children to really get into the pretend play experience- a diaper bag, moses basket, and playtime clothing! Your child will love Baby GoGo!!
Baby GoGo™ meets toy safety requirements and is packaged in recycled materials- another great feature of Baby GoGo!! Right now, Baby GoGo is having a 25% off sell- so you can get all the great accessories for Baby GoGo at a great price- but hurry, sell sends the 18th!!  Go check out all the great accessories and the adorable Baby GoGo

Bella Saras New Baby Bella Series

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Bella Sara’s New Baby Bella Series
Who knew the hardest review for me would be trading cards?  Since my daughter is only two, she really doesn’t have a concept of trading cards, and since I must have been under a rock forever, I never heard of Bella Sara.  It seems Bella Sara is a huge trading card series for little girls- the most successful one at that.  Each horse themed card has positive, inspirational messages for young girls.  Since most girls love horses, even my little one loves them, Bella Sara allows them to take care of their own virtual horses in their online stables.  It has stories, games, puzzles, and wallpapers you can download.  They also have pictures you can print off and color.  Tomorrow, November 6 is a very special day for the Bella Sara team.

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The gender has been kept a secret, so you have to visit the site to see what they had.  Hidden City Games is kicking off a huge celebration tomorrow with a 10-day promotion, introducing Bella Sara’s new baby, with daily giveaways, downloads, and the ability to read Bella’s journal and other parents stories and have access to special pass along codes that change every day.  On top of all of that, there will be a contest to win party packages with decorations, special guest goodie bags, and full sets of Bella Sara merchandise and accessories.  The cards are so cute, and the wallpapers and coloring book pages are great as well.  You can get the cards at many stores nation wide, Target, Toys R Us, Walmart, and Barnes & Noble.  Go visit the Bella Sara site today and check out all the great cards and activities HERE.


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Bella Sara’s New Baby Bella Series

Saturday, December 4, 2010

Girl Games Websites

Owning girl games websites has become a fashion these days as these website have hot market in the industry and are most visited by girls. Many girl games websites have games developed for girls and other groups of adults as well. Ours is a website that specially concentrates on development of girl games and have hundreds of very interesting games developed for girls of all age group.

Miley Cyrus Dressing Up

Dress Up My Baby
Games that girls generally prefer include dress up games most often and other games like babysitting games, romantic games, celebrity dress up games and other naughty games.
Girl games websites though are available in plenty nowadays; it is still hard to find websites that are good with good collection of girl games. The website, at first site, should be able to impress the players and should be make them very curious to visit the girl games website repeatedly. The games that are developed and displayed here are very colorful appealing to the sight to attract girls. All the girl games in our website in sorted in order and categorized according to the age group they are in. this would enable the players to search and find any game they want to play very easily.

Baby Blimp

Babies are delivered by storks! Help them prepare their precious cargo for delivery on the baby production line. Transport your bundles of joy across towns and cities, collecting bonuses along the way. Strengthen your storks and increase their speed. Twins will bring you a double dose of extra points, and the quadruplet bonus might even get you into the headlines of tomorrow's paper! Take on the baby boom in Baby Blimp.



Wednesday, October 13, 2010

Cathy

If you don't recognize SVGL's new banner, get up to date! I'm more excited about Catherine than I've been about any other "well, I don't know too much about it but this seems awesome" title in some time, so I'm very psyched at the Catherine banner made for me by Cristopher Boyer.

Nice work, eh? Cristopher is Detroit's IGDA coordinator, and is CEO and co-founder of media development company Variant. His work involves helping nurture and support new game development, web and tech businesses in Michigan -- "It's all about the new economies here right now," he tells me. Good lookin' out, Cristopher, and thanks so much for the banner.

As always, past banners by me and by wonderful generous gift artists can be seen at the official Sexy Videogameland banner gallery!

A little while back, fellow Atlus fan Colette Bennett wrote at Gamasutra about why she's looking forward to the game so much and the kinds of themes and interactions she thinks have the potential to emerge. Check it out.

What I've done regarding Catherine is, uh. Despite having an embarrassment of riches in my "to play" pile, I have been diligently aiming to finish Persona 3 Portable, and when I encountered Vincent's little cameo in the game...

Okay. I don't know what's lamer. That I made a YTMND, that I am showing everyone, or that I keep loading it up so that I can laugh at the thing. That I made. Yeah. Well, here you go.

Monday, October 11, 2010

Music For Nerds



Because I'm big into music and always yakking about bands, I get a lot of people asking me about "nerdcore" bands and, like The Protomen or whatever. I always say I don't like them -- totally willing to admit I'm biased because I make my entire living in the world of video games, but I really dislike the idea that gamer fandom is something that needs to seep into every single pore of a person's waking life. Also I think they're just bad, but that's subjective.

Why should I make it, like, a personal mandate to browbeat gamers into being interested in things other than games? If games are all you like and you want to eat (McFarmville?), sleep, breathe and listen them every minute of your day, that's totally your business, isn't it? More power to you. Do what you love.

It's just that personally I think we can have a richer experience relating to interactive worlds when we have well-rounded lives -- and more importantly, we as consumers will ask for more nuanced, more genuinely social and more diverse game experiences when we are broader and more curious media consumers.

And whether or not it applies to me (protip: it does) I've always flinched at the idea that 'nerd' is a label we should all brag about, like we deserve to be segregated for our interests, like we must embrace this stereotype of being single-minded and socially inept just because we like this or that. We want people to get with the idea that games aren't particularly weird, that they belong in people's lives, right?

Anyway. As much as I am sassy and opinionated about most stuff, at the end of the day it's mostly a big put-on. I'd never tell someone in seriousness that they shouldn't enjoy something that's important to them. But this article on SomethingAwful basically encapsulates, in more depth than I've ever gone into, why I mostly don't really dig "gamer music."

Which makes the YouTube I've posted at the head of this post a little bit of a guilty pleasure, right? (The author of the SA piece told me on Twitter, though I can't find the Tweet now, that this tune is more forgivable because it is self-aware and not taking itself seriously).

In related news, you might all like (or become angry at) this Hosta song, 'No More Video Games', which I stumbled across today on Indie Rock Cafe's decent Summer 2010 mixtape. I came there looking for tracks by Sleep Good, a band from Austin, which is where I spent my entire past week (more on GDC Online later! I'm still catching up on sleep!)

Thursday, September 30, 2010

Salute

Sometimes people are ugly when they're being honest, but let me be honest.

When I decided I was going to try to enter games journalism I also decided I was going to reach the top of my field, you know, be "the best" at the kind of writing I intended to do. I think if people told me how hard it was to break in I wouldn't have started. But once I broke in, and I wanted to keep succeeding, when everyone said to me, "well, it's hard", I'd silently append maybe for you.

And people would say stuff like all games journalism sucks and it'll never be a serious profession and you'll never make your career this way and things like that, and I'd nod sincerely, but privately I felt that I had the capacity to change those rules, even if those who were warning me had become cynical. I suppose I'd set a goal not just to succeed, but to succeed in areas where others had failed. I had a special pride.

So with that in mind -- whenever a publication shut its doors, or a prominent voice left journalism for development, or someone migrated into another field or fell out of the public conversation because they couldn't keep sustainable work, I confess, I felt a little satisfied. You don't feel there's anything more to be done here; I do.

Like they'd failed for a good reason. Or if they left for a better opportunity, it's because they missed the chance to make better opportunities in game writing, which meant there were more for me to discover. Even when it was people I liked very much and whose work I would miss. Even when it was good people losing jobs and I felt for them -- it's not like I'm glad to see people out of work -- there was always that subtle satisfaction in the fact that no matter what the reason, I was hanging in where others weren't.

And for every writer that retired, was fired, gave up, was promoted out of editorial, I felt I automatically advanced, like when someone stepped out of the line, I could step forward. Some of the time, I even felt like a reduction in the noise everyone was producing was a good thing for game journalism, like pruning branches from a tree so that it doesn't choke itself.

Mostly I'm happy with my career. There are only a few people who could make me second-guess that, who make me think that if they don't feel there's anything more to do here, maybe there isn't. And, I mean, could is theoretical. Since I started, no one has left that has made me feel loss instead of that self-serving sense of opportunity until today.

Writers of my particular breed have the opportunities we do because of people like Kieron -- really, him and a handful of others -- being the really-really-first. I remember after a few weeks of Aberrant Gamer columns, largely the first pieces of writing with which I distinguished myself in any way, I saw that he had posted some kind of neutral comment, I don't even remember what it said. And I remember becoming really overwhelmed and excited and thinking that if Kieron was noticing my work, well, then, I was pretty much going to be okay.

Since we began talking a few years ago he was one of those few people that I held up, on various fronts, to say I want to be like you. That he was "here" in this space and had done it forever for so long and in his way always made me feel like I had more growing to do, like there was more room here for that. It wasn't just his writing, it was his attitude about writing, about audiences, about games, everything, that made me feel like this is an arena for sophisticated people and I wasn't wasting my time.

I knew about his plans but I got choked up today nonetheless because I'm a big sap and he'll probably be embarrassed but I'm always a little embarrassing like that when I actually admire someone instead of paying lip service to the concept of admiration, the latter being something Kieron would probably never do.

Not like I'm going anywhere right now. And it's not like he's dead or something, geez, Leigh! But the transition of Kieron Gillen makes me consider for the first time that a battle won in a war of attrition isn't much of a victory. I suppose I still have to keep getting better and more useful to this space, then.

So. Thanks for everything, man.

Friday, September 24, 2010

Out With The Old


Are you tired of it by now, how I have big gaps in blogging and then open my newest post with a statement about how busy I've been? Yes? Okay, then I'll skip that part.

Who's playing Halo: Reach? I must say, I've never been much of a Halo, player, which is to say I dabbled in Halo 2 (by "dabbling" I mean 'held the controller for approx 5 mins, watched someone else play for approx 15 mins, and wandered off') and never played the others at all.

But it's easy to see why, regardless of personal taste, the launch of the title has been a big deal from every angle.

Hello, Halo

There's the business aspect: Bungie's last game before it's officially independent, and the information it can offer about trends in packaged software sales. Those are declining, of course, but a launch of Reach's scale promises to offer some answers on whether the core gamer will still show up at retail for the right kind of game.

There's the scope of the tech and design, too; I'm told they rebuilt the engine from scratch and used a mocap studio because having a lifelike world was so important to the game's aim. There's the design angle -- how do you iterate on such a huge property and still please your core audience? And then, of course, there are numerous critical angles to explore, as Reach is arguably the most narrative-focused iteration in a franchise that no one would have ever called contemplative or narrative-driven in the past.

For someone like me, there were tons of brand-new angles to consider. So I attended the game's launch in Times Square and covered it for Gamasutra. I interviewed senior staff from Bungie and also from 343 Industries, Microsoft's internal division that will take the reins from here on out.

Are you worried about the future of the franchise now that it's effectively changing hands? Concerned by Microsoft's suggesting that it could decrease the time between installments and annualize the franchise more? You may or may not have noticed that the talented Chris Morris writes on current events for us at Gamasutra now -- he sees cause for concern about Halo's future.

Doesn't Anybody Stay In One Place Anymore?

Change is always hard, though -- particularly for gamers. Innovation and evolution seem especially difficult to achieve successfully in this space. If you change what fans are used to, they react poorly. But if you give them more of the same -- if, for example, a sequel doesn't change much over its predecessor -- they also react poorly.

This has been hard for game developers to keep pace with as it is, but now we're in a long console cycle where there's no new hardware on the horizon whereby tech advancements can refresh a property all by themselves. Notice an increasing number of franchise tangents, reimaginings, reboots under discussion? That's because it's so hard to sequelize in the current environment.

I'm impressed with the industry's approach to combating staleness. Lots of designers have told me later that a long console cycle means that development on the hardware itself -- you know, the basics -- are pretty well down pat, so they can increasingly focus on refining less tangible elements like story, gameplay, and the interplay between the two.

In order to make things evolve and keep gamers engaged, devs are going to have to try some things they've never done before, and while they won't always hit the mark, ultimately an environment of experimentation and learning is an excellent thing for games. It's pretty exciting, actually -- at this point in a long lifecycle you'd expect us all to be getting a little restless and bored, but the future's full of possibilities that I, for one, can't wait to check out.

But again, we're talking about gamers, here, and many of them freak and pre-judge when they see something different. Easy for me to say -- even I had a teeny episode of nerd rage when I saw the trailer for the new Devil May Cry reboot. If my reaction had been any more knee-jerk, my cat would have gone flying across the room.

So I decided to examine the deceptively complex situation in an in-depth analysis at Gamasutra. What a double-edged sword for Ninja Theory, appointed as the new steward of a beloved Japanese franchise. I don't really envy them at all. I admit, I don't like it much more than some of you guys do, but let's be optimistic, because one trailer is not at all enough information on which to create a judgment.

Part of my hesitation comes from the ways I don't like to see Japanese art and design trends so quickly sloughed away in the eagerness to "globalize." Certainly, something's gotta change over there, but I don't know if the reason Japanese games don't sell in the West as well as they used to can be fixed by exporting properties to European studios. We'll see, I suppose.

All Together Now!

All of the major interviews and coverage I've done in the past few weeks, in fact, seem to point to the theme I'm discussing here: Innovation, freshness, evolution and change. In case you have missed:

Interview: Atari GO Goes For Online, Social, Mobile Publishing Strategy -- The head of Atari's newest and largest online publishing initiative explains why being a true online publisher is a key survival strategy in the changing climate.

In-Depth: THQ's Farrell Thinks Outside The Old Hardware Lifecycle -- speaking to investors, THQ's CEO talks about our new climate and where publishers would be served to reallocate their attentions.

Interview: DeLoura On The Rapidly-Evolving Tools Space, New Divergence -- longtime tech strategist, most recently of Google (briefly), talks about changes in the development tools space that both respond to and influence changing business models and design paradigms. Similarly, they're both creating and reacting to a major gap between the AAA and the new mobile/social/indie space.

Interview: IGN Provides Free Office Space To Indies With New 'Open House' Program -- speaking of indies, IGN has a cool new no-strings-attached program to support and network with indie developers.
D
Interview: Building On BioShock 2 With Minerva's Den -- And pursuant to what I said on the narrative-building side, our friend Steve Gaynor talks challenges, opportunities and process in creating a compelling tangent to BioShock 2 and the world of Rapture with the new Minerva's Den DLC.

I Ain't Done, This Ain't The Chorus

I have written a satire of the Gizmodo-browsing, startup-starting, latte-drinking social media entrepreneur over at Thought Catalog. It is all intended in good fun, so please read How I Became A Social Media Millionaire In One Week.

Going to GDC Austin? Are you a student, aspiring student or recent grad? If not, does the sound of me standing behind a podium asking questions of teachers who are sitting at a table sound awesome to you? Did you answer 'yes' to any of the preceding questions? If so, have I got the panel for you.

My article on first-person shooters is in GamePro's October issue, which I think might still be on newsstands. I don't know! I forgot that I even wrote it! I'm sure I'm forgetting some other things here, but hey, this is enough for you guys, right?

So lastly, I want to thank everyone who has checked out Babycastles and made a donation to help their fundraising efforts. Since I pleaded for the support of the SVGL Army, fundraising has really ramped up, and we owe so much of that to you guys, and those of you who passed the word along. Thank you so much for believing in the ideas that are important to me and my friends. I can't say it enough.

Monday, September 20, 2010

Indie Games Take Manhattan (With Your Help)



I've talked to you a bit before about Babycastles, the arcade some friends of mine are founding in a local community space here in New York City. It's meant to be a tangible showcase and play space for independent games, the kind a wider audience wouldn't necessarily encounter on their own. How great for indies, how great for games!

What's more is the founders want to take what they've begun with indie spirit out here in the DIY scene and build a bigger fancier indie arcade IN TIMES SQUARE. Imagine! A mecca for hands-on indie gaming in the culture capital of America! This is something I think all who love games might be interested in supporting.

Babycastles needs funds, though. You guys were so supportive of Kill Screen when I told you about it, and SVGLers helped very much in the fundraising effort -- this is the same kind of idea, a spiritual alternative to what already exists that will be good for the gaming space on the whole.

Every little dollar helps, but the Babycastles team has put together a ton of awesome incentive packages, too (apparently they have added a pixelblock rendering of me to the available bonuses?!). Please check it out and consider making even a small donation in support of a great cause -- we've only got a couple of weeks left!

(Wanna know what it's like? Check the article I wrote -- in the process of researching it, I learned I wanted to do everything I could to help).

Saturday, September 11, 2010

The Official SVGL Banner Gallery Is Here!

I swap SVGL's design and banner header a lot. It's, like, a 'thing' I do. Over the years, I've accrued a massive gallery of SVGL banners, most made by me, but with plenty of gifts from readers and friends. Unfortunately my hard drives have been fickle things, and I've been unable to hang onto all of them (I lost a big zip file last year full of gift banners).

Lots of you enjoy the little visual bonuses, and I've been asked many times over the years to create a gallery of the site's banners. I finally went ahead and did it, and here it is! I made 'em unless otherwise noted in the image title.

I have tried to credit creators where I knew them. There are a couple there that were given to me and I, embarrassingly, cannot remember who the artist was. If you gave me a banner and yours is not credited or is miscredited, please please email me. If you gave me a banner I've used and you don't see it there, please re-send for inclusion in the gallery. If you are credited and do NOT want your name used, that's totally fine too, just shoot me a mail.

I love these pictures. I may at any time re-use any of the ones that are in there, too, because as much as I love to change up the design here regularly, some of those are just way too fun never to be seen again!

I felt a little nostalgic assembling this gallery, so I hope it's not too cheesy if I deliver you all a sincere thanks for being part of Sexy Videogameland. Game journalism is my full-time career, and sometimes floods my life even more than I want it to. But I started this blog with the hope of making that happen, and it happened for me in great part because of you guys. Because you thought it was worth reading, because you gave me your feedback and you liked "being here" with each other and because you supported my work. Most of you probably weren't "here" in the beginning, but I know some of you were, so thanks. A million.

The New Immersion


As social networking has surged, I've found myself blogging less. When I began SVGL, I used to post sometimes multiple times per day, if my time permitted; I was full of ideas and I loved having the opportunity to regularly connect and engage with the community that was building itself here.

So I've observed the slowdown in my blogging habits with some concern. Has it meant I have fewer ideas now? Am I just too busy with my pro work to keep up my dear little blog anymore? Am I less interested in video game conversation than I used to be, now that the majority of my waking hours are spent in that space? Am I burning out, or something?

Then I realized I still produce just as much community content as I did before; it's simply taking a different shape. Many of you have transitioned with me from SVGL to the venues I use with far more regularity: Twitter and Formspring. I imagine that if one accumulated the sum total of text related to the video game community that I place on Twitter and Formspring on a regular basis, the result would be pretty parallel to the amount of content that I used to produce blogging. I'm still sharing my ideas with the community; it's just taken on a different shape.

I remember when N'Gai Croal, one of the most venerated writers doing the work that I hoped to join, began to post less on his Level Up blog. Alongside that, he was becoming a real power Twitter user. I didn't see the point of Twitter at the time; "why would anyone be interested in what I am doing all day, and what do I care what all these strangers had for breakfast," I wondered. When I heard trendy folk saying that Twitter was anything close to "journalism", I was scornful. It seemed preposterous.

I teased N'Gai a lot about his early-adopter Twitter evangelism. But he is well-reputed among us all for his prescience and his big-picture thinking, and I now realize that at the time, he had immediately realized something that took me a lot longer to grasp: Twitter is a brilliant communication platform, and it does, in fact, serve the same function for many that a lot of blogs do.

The first time I attended events like GDC or E3, people came up to me and said, "oh, I read your blog." The most recent time I attended these events, people came up to me and said, "oh, I read your Twitter." I found it bizarre, but it makes sense.

Twitter and Formspring are quick-hit, instant-access experiences. 140 characters are more effective than 1400, sometimes. Rather than cull my RSS feeds and read sprawling forum threads to discover what the community is interested in and speak to it, you use these social networking venues to bring your interests to me directly (that plenty of Formspring questions are about my sex life and shoe size or whatever is an unfortunate side-effect).

And I realized recently that these new media are having a similar transformative effect on the video game industry. We're being trained in this socially-networked era of bite-size communications, and all media are evolving alongside it. I used to read music blogs to discover new songs, but now I simply follow those bloggers on Twitter and when they post a new track, I just pick and choose what links to click from their feeds. My favorite book right now is a reflection of these new fashions of interaction.

When it comes to video games, sales of traditional 60-hour packaged software video games are declining, but sales of smaller, easy-access digitally-distributed titles are on the rise. Even someone who was a "light" gamer before has new options: instead of downloading and installing some kind of PC executable, they're playing iPhone apps while they wait for the subway.

Much conversation takes place in the social gaming space about how they will cannibalize the console industry, as if the two platforms were mutually exclusive. This message is often reduced to its barest bones, and translated as "Facebook games are the new 'video game', and console video games will cease to exist."

Certainly that message is worth scoffing at; gamers still want depth. But the way they want it delivered is definitely evolving; social media is gaining steam, and we, the primary 'gamer generation', are growing older. Maybe the adolescents of the coming era are begging not for a gaming console, but for a Steam account. We want our content available in an accessible, jump-in-jump-out way. We want it always on, always there, living intangible and persistent on invisible digital strings.

But these rising trends are having massive impacts on the economic models of the businesses they're enabling. To use the music example again, I can listen to 20 new songs a day if I want to, just by following artists and music bloggers on Twitter. Do I spend money, though? Not too often. I buy records often when I'm in love with a band, but I listen to free digital music much more. Most of the music I own, I found or someone gave it to me. How are bands supposed to make any money?

That the game industry is so high-risk has been my greatest lament regarding traditional games; when success is so hard and so much cash is required to even give it a shot, no one wants to lose millions because they tried something new and interesting that didn't work. If people are buying fewer console titles -- and they are -- then the game industry becomes even more hit-driven than it used to be.

We've always looked to indies to use their freedom and agility to create real innovation, but independents have long had challenges of their own -- low risk doesn't mean no risk, and lower cost doesn't mean "affordable." If indies can't reach their audiences, they're still disabled. And broke, probably. The upside of this online shift in the way we consume is that the indie scene becomes even more relevant. When the real good content is discovered by crowdsourcing on social networks and obtained by a one-click download, the playing field of AAA guns and indie developers looks a lot more even.

That doesn't mean I feel convinced we're not losing something in the transition. My least-favorite phrase in developer interviews used to be "bite-sized chunks." Not only is that aesthetically unappealing, but to me it spoke of a design philosophy that eschewed depth in favor of accessibility. I'm still not so sure it doesn't.

I hope I never stop blogging, and I hope game developers will still make hours-long walled gardens for me to escape into, just like I've done since I was a little girl. There's hope for console devotees in games like the rightfully-flourishing Red Dead Redemption, which seems to face an easy skate from here to Game of the Year for pretty much everyone. One can play that game for hours. One can also play it for five minutes.

The chronology of the gaming consoles I've owned is now finished over at Thought Catalog. I notice a marked decrease in sentimentality from the first installment to the last. Chalk it up to nostalgia, but my changing relationship with the landscape has a lot to do with it, too.

Wednesday, September 8, 2010

A Single Star In The Sky


"At E3 I saw people putting on speeches but I thought the future seemed a bit dark. The 3D games didn't spark my interest. I think motion control's a bit old now, I don't think those games are the future. It all seemed a bit dull."



[Today's Good Song: Katamari On The Rocks]

Sunday, August 29, 2010

How To Be A Stingy Scoundrel

[GameStop makes a zillion dollars by buying the game you paid $60 bucks for back from you for $8 and then reselling it for $40. Prove you're not gonna take it any more by... running a con? That's what my pal, film critic, Consumerist blogger and former game journo and SVGL-ally Phil Villarreal suggests you do in the following excerpt from his deadpan-sociopathic (and funny, of course) tome Secrets of a Stingy Scoundrel. SVGL does not condone, encourage or endorse criminal activities, so if you try this, don't tell me.

Experience with Internet People dictates that despite this preface, some of you are still going to read this and somehow end up thinking I wrote it because it is printed on my blog. SO LET ME YELL IN YR FACES THIS IS A BOOK EXCERPT, PHIL WROTE IT NOT ME, IT IS REPUBLISHED HERE WITH PERMISSION SO IF YOU LIKE IT GO BUY HIS BOOK AND IF YOU HATE IT GO YELL AT HIM.]


Video-game and DVD retailers stick it to you by refusing to accept opened disc packages for returns. Should you accidentally buy a copy of Pootie Tang, Kangaroo Jack, or Kung Pow! Enter the Fist and not realize the error of your ways until you’ve broken the seal, the policy leaves you with little recourse other than lugging it over to a used DVD shop, where you’ll quite possibly be put through the indignity of fingerprinting and a driver’s license check for a measly 50 cents in cash or a dollar in store credit. Sure, you could march the DVD back to the store and appeal to a manager, but ninety-nine times out of 100 you’ll only be wasting your breath. After all, it says right there on the receipt that the company doesn’t accept opened DVDs or software for returns. The manager can just tell you to read the receipt, making you look like an ass in front of everyone behind you in line.

Notice a few sentences ago, however, that I said “little recourse,” not “no recourse.” There’s a devious, deceptively obvious magic trick you can pull that will let you tiptoe around the policy and return your rancid DVD or game for the cash you so foolishly squandered, deflecting the supposedly hidebound policy back in the customer service desk’s defenses like a light saber would a laser gun blast. Employing this Force requires no browbeating, smooth talking, or voodoo sacrifices—just a little bit of moxie and a resolve to keep a straight face.

Now that I’ve backed into the juicy stuff for a couple hundred words, here are the goods: Tell the man behind your desk that your disc is “defective” and “doesn’t work,” which is the whole truth in the metaphorical sense in the case of, say, Kung Pow! because it’s a defectively conceived film and the humor just doesn’t work. Any reputable business will swap out your opened DVD for a fresh, unopened number directly off the rack.

At this point you may be shaking my book and screaming “So what? Now I’ve bought another copy of the same awful DVD. How does this help me in any way?”

Patience, my sinister-minded son. You’re only halfway home. True, you may have a copy of an awful DVD in one hand, but in your back pocket you’ll still have the receipt from the original purchase. This document combined with your new DVD equals cash. If you want to be sneaky and prudent about it, you can just come back the next day and make the return, or you can be a hard-ass and just go for it in the same transaction. There’s a decent chance you’ll have to do some arguing to get your way, but relax—so long as you retain your composure and refuse to give in, you’ll win because you’re standing not only on the moral high ground but the legally firm position. All you need to do is have the manager read the part on the receipt that likely says, “Unopened discs may be returned within seven days” and you make him look like an ass in front of everyone in line.

You’ll be an instant intergalactic hero. Once your opponent gingerly hands you the receipt that says the purchase price has been credited back to your account, feel free to shout the “ZEEEOOOW!” sound of the light saber in an act of glorious domination. The geeks in line behind you will understand where you’re coming from.

Friday, August 27, 2010

Squeaky Clean


Dear 'gamers' -- I'm surprised at you. You have been showing up here at Sexy Videogameland to swoon over Catherine trailers; you pile on my Formspring to ask me about my nerdy Metal Gear Solid theories (when you are not asking me creepy questions about my sex life and/or shoe size). If you are really cool, you've tossed a couple bucks the way of Babycastles, because you believe that the work of indie designers should have a home in New York City. To be a part of something special! For the future! For your children! Or because you want a copy of We Love Katamari autographed by Keita Takahashi, whatever.

You don't just enjoy video games; you love them and you live them. Maybe you grew up with them, like I did, as described in my current series at Thought Catalog (now up to Part Two! Part One is here.) But when I told you about how developers tell me some game publishers overuse focus testing to rationalize developing only formula-driven, risk-averse status quo video games, (thus stifling creativity and making innovation scarce) so many of you shrugged breezily and told me, "it's just a business."

It's naive and idealistic to think that games are more than simple consumer products and that there's more potential in the medium than its ability to make tons of money. So lemme be naive and idealistic -- I'm the one that has to get up in front of everyone and yak about it, so you guys can nod along or not.

So, uh... why aren't you all nodding along? Are games just consumer products to you, like soap or something? At Kotaku this month, I examine the schism between our experiential, artistic and emotional fondness for games and the biz-driven "product" identity games have carried since the 1980's when they were sold as novelties beside VCRs and music players. Check it out!

Fun 'insider info'-- while editing my column Stephen Totilo and I took bets on how long it would take someone to post a picture of Soap McTavish. Guess how long it took.

Wii remote soap in the image was found here, along with some other pictures of crazy/awesome video game soap. The new banner was a present from Matthew Carstensen, who has a pretty interesting blog.

Today's good song is the chip-ish and flipping excellent cover of Japandroids' Wet Hair done by Teen Daze. I'm posting it here rather than tucking it away in brackets because it has a game-like sound you guys might like. This looks like a fan-made video done, appropriately, to animations from the Scott Pilgrim video game.



And while I am slamming amazing things into your faces, let me remind you that you pretty much have to get the soundtrack to that game. Duh, Anamanaguchi.

Remember when I did an interview article on them circa 2k9? Think I said they 'might break through'. Think I was 'totally right'.

Sunday, August 22, 2010

Maladaption

"Games help me understand serial killers better: I want to interact with people I meet, but I don't have the tools, so I shoot them."

-- Tim Schafer



[today's good song: sunday girl, 'self control' (young empires remix) ...no, i did not choose a cover of an iconic gta vice city track by coincidence!]

Saturday, August 21, 2010

Catherine

If you follow me on Twitter or are the sort to read my work, you probably already heard about this. But in the event you haven't, apparently Atlus probes my brain while I'm asleep, has crawled into my head and decided to make the exact game I have been wanting all my life. It's like Murakami had a baby with Persona and yeah please let this come out here.

All Work, A Little Play

At Gamasutra we've been so busy with coverage of GDC Europe and GamesCom that I've hardly had time to eat, let alone blog! But if you're at all interested in what game designers did in Europe all last week, we've got lots of coverage for you, so check out: my interview with Mattias Myllyrinne and Avni Yerli on the Euro scene, plus our Day 1, and Day 2-3 roundups for everything you need.

I've been doing a lot of interviews and things myself, lately. I just talked to Crystal Dynamics' GM Darrell Gallagher about Lara Croft and the Guardian of Light, the new co-op game for downloadable platforms (there's a full, AI-less single-player mode, too). This game is extremely rad. Studio obviously knows what it's doing in that space -- and that's not really a facile observation to make in emerging markets, even for a studio with that pedigree. For their first outing of a major IP on downloadable, I think they knocked it out of the park.

Another thing we've published lately worth noticing is that a number of the prominent indies whose games you love would like you -- well, "us", really, the critics -- to stop weighing a game on how long it is or isn't, and instead to look at it as a holistic experience. It is understandable that consumers are concerned about "value per dollar", but why is value being measured in minutes? I've gotta say, I'm very much behind their sentiments, so you should read this editorial from Klei's Jamie Cheng and the numerous essays published simultaneously from other devs linked in the piece.

Terminal Reality seems to have come out of nowhere as a powerhouse on the game engine scene. It's the Ghostbusters engine, and it's only been publicly available for licensing since then -- but they already have some 25 games in development on the Infernal Engine. VP Joe Kreiner explains to me how they quietly ramped up, and tells me they have a Kinect project in house. I think I have a good idea what it is.

Despite the Madden series being one of my #videogameblindspots, I am weirdly fascinated with the annual development of the product. Maybe this interview I did with the EP will shed some light on how deceptively complex it is.

My goodness, how could I forget -- I was here at the New York City event when Irrational showed off the new BioShock game, BioShock Infinite. I heard a lot of "why call it BioShock if there's no Rapture" muttering from the internet, but hopefully my event coverage and interview with the art director will help answer that question. And maybe it'll even make you as psyched for the game as I am!

This is just a little bit of what's been keeping my colleagues and I running lately. With so much work going on, I've gotta play a little, right? Oftentimes, a lot of the ways I have fun look a lot like work, but hey.

Here's an LA Times article I just wrote about Babycastles, the fantastic indie arcade some friends of mine are setting up in the basement of a community space where I love to hang out. It's so cool seeing an indie game scene here merging with the music scene. I wish you could all check it out for yourselves, but until then, read the piece, willya?

Finally, I am weirding out the lovely literate community at Thought Catalog with a proud chronology of my gaming history; these are some personal memories of every game console I've ever owned -- part one of four (it's a long chronology!) Pass it 'round if you are into it. I'm really fond of Thought Catalog and read it for fun, and you should check it out too.

Oh, yeah. And still lots and lots of Persona 3 Portable. In general I think P3 is a much weaker game than P4; halfway through, it tends to take major shortcuts on narrative trajectories that it previously explored in-depth; whereas getting to know your housemates and discovering Fuuka early on were fairly fleshed plotlines, later on it just seems to start throwing party members at you. I loved the way that in P4, every character had their own individual story; P3's more like "okay, I said what you wanted, S. Link level up!" I guess preference for either installment depends more on whether it's atmosphere or individuals that motivate you as a player.


[Today's Good Song: 'Murder Dull Mind', Amen Dunes']

Wednesday, August 4, 2010

Privilege

When people who've long demanded diversity in the characters and narratives they enjoy in video games get down to discuss the issue, it always comes down to a lingering why they can't concretely answer -- why does male and white-dominated homogeny in video game protagonists persist, when so much of the audience that wants to be personified in interactive entertainment can't relate?

Even though creativity and self-expression are needed to elevate games beyond predictable "commercial product" industry, the fact remains it's a high risk, hit-driven business, where the answer to why is usually "because it sells." But doesn't the demand for diversity indicate at least some untapped market opportunity, enough to justify the risk?

What if it did? It would mean no more excuses, no more economic reasons not to do things differently. No more data with which to dismiss uncomfortable conversations on why developers won't or can't treat race and gender in games. No more marketing spreadsheets to justify taking the path of least resistance. Wouldn't it be much easier for the army of the status quo to ignore any evidence that would challenge them to do anything new?

Would it even be easier to interpret existing data in whatever fashion's needed to keep things comfortably the same?

That's apparently what happens at Activision, according to what I've been told by numerous current and former employees of the publisher's studios. I covered what these insiders had to say in an article today in Gamasutra, and their claims that the company's decisions on what goes in its games -- including the race or gender of its heroes -- are based disproportionately on focus tests that, the sources tell me, it often skews to support its "preconceived notions."

The timing of my article is unfortunate with recent revelations that CEO Bobby Kotick preferred to spend over a million dollars in legal fees to "destroy" one of his employees who accused another of sexual harassment, rather than settle with her for much less. But accusing an entire corporation of inherent bias goes a bit further than I'm aiming, here; I want to be clear on that.

I've also heard from plenty who say that it's not just Activision where this occurs, and despite the focus on a few exemplary anecdotes in my story, this is likely true. Still, the facts on how market-driven methodology -- which happens to various extents at every publisher -- make it nearly impossible to address new markets or pioneer new and representative game characters are very hard to ignore.

That there is an underlying climate of ignorance and bias wafting in the game industry, populated in significant majority on all levels by white males (to where a female or ethnic developer is still, in 2010, trotted out as worthy of special note) is just the darker undercurrent to this story. People can only create what they know. People are hostile to those unlike them. The game industry's culture and practices bear the deeply-ingrained stains of its long-term homogeny -- and as long as people have "well, we're making money," to hide behind, why would anyone want to change?

To those of you who look at internal process information like this and say, "it's just business," bear in mind that the line between business and bias is not as simply or as tidily parsed as you would like. Perhaps it is a CEO's job to relegate the entire conversation about a medium's creative and cultural future to "this is what sells."

But you're their audience. You're the consumer. You don't have to feel guilty because you buy and enjoy blockbusters like Gears of War or Call of Duty, but the party-line bottom-line talk should not be your mantle to assume. Don't tolerate "it's just a business", because as those who spoke to me for my article insisted, there exist infinite reams of data that can be applied to prove whatever point the status quo wants to prove, to justify the production of whatever it's easiest for the status quo to produce.

The issue goes beyond gender equity or even general "character diversity"; few would wish for "more female characters" just out of the arbitrary desire for political-correctness. When I asked you about it on Twitter, many of you said you don't care what race or gender your characters are as long as they're interesting.

Instead, it illuminates a larger issue about an environment of progressive creation, about developer happiness, about being a healthy, widely-relevant industry that attracts a broad range of interesting people on the production side and on the audience side. And if you need evidence we've got a long way to go, just read some of the comments on the article at Gamasutra.

This issue upsets people. It brings out their ugly side. Nobody wants to face it.

There is no business "formula" for a sure-fire blockbuster video game. Publishers have tried to prove to their investors they've discovered one, and ended up shot full of holes. Why do we continue sacrificing innovation to this straw man?

As one dev told me on Twitter: "People get really upset when they have their privilege challenged." Which means we should do it. And 'on principle' is a perfectly valid reason. 'It's a business' is not an excuse.

Wednesday, July 28, 2010

Oh, Come On

One of the reasons I dislike writing about gender -- even when I think my gender might provide useful perspective -- is that someone will always use it as an excuse to point out self-victimization. You cannot make any observation about gender without someone demanding that the perfect reverse be also true, and you're a misogynist/misandrist if not. According to commenters I am either of these at any given time.

When I first started writing professionally, having a gender-neutral name as I do, I wouldn't even disclose that I was female unless asked directly, not just because I feared backlash, but because I didn't want to make it relevant. I think I've done only a handful of articles that are specifically oriented around a female perspective, and usually only when asked directly by an editor -- nonetheless, I think the most vocal commentary I receive about my work has to do with whether I am sexist. That, or the fact that I can't even bring it up without being accused of 'using' it for something. To hear forumgoers and commenters say it, when I am not setting back the women's movement a hundred years, I am emasculating and victimizing men.

I'm bummed that many commenters on Kotaku have distilled my recent feature down to: "I play as a jerk as a man because men are dicks, but I have a deeper experience when I'm a woman." That's not it at all -- whenever I play video games that let me create my own character, I develop a "concept" of what kind of person I want to play that is gender-independent; usually this concept has nothing to do with who I am, but more to do with what kind of character I think makes for an interesting story, something I said plainly in the article.

I liked the concept of an aloof, manipulative person as the Persona 3 protagonist. This was easy to execute when I played as a male, but hard to execute when I played as a female -- because I am a female, and only then did I notice how much social ideas about how women should behave were weighing on me. If I'd played the game as a woman first, I might have had the same revelations regarding what I unconsciously think men should "be like", and then it'd be a different article to a similar end.

That I played as a jerk the first time had nothing to do with the fact the original protagonist is male (as far as I'm consciously aware). What I'm saying here is I didn't think about gender at all, until this second playthrough of the game -- where only the gender had been changed, for the most part -- made me realize my idea of the kind of character I wanted to play was coming into conflict with preconceptions of how women are taught they should act, things I would have never expected would influence me.

This seemed to be obvious to most of the commenters -- many players, their own gender aside, shared experiences of feeling more sympathetic toward Yukari's jealous insecurities when they played as a woman, or feeling more annoyed or threatened by Junpei's questioning their authority (two stand-out differences for me as well).

It was an article about how a player's reactions to characters and situations can change based on your character's gender, and how those are being informed by social lessons you may have been unconsciously taught. I think that's an interesting self-exploration experience that only video games can offer, so I shared it. Many commenters pointed this out, but anyone is making it into "men are this and women are that, huh?" is disappointing, so I figured I'd be absolutely clear.

Most of the comments in the thread are on point, but I didn't want to see the conversation derailed into misandry complaints without stating my firm objection.

Squee Mode


In a predictable state of affairs, writer Leigh Alexander swathed her entire blog in a romantic Persona 3 Portable theme, tweeted on numerous occasions about how she failed to sleep due to Persona 3 Portable, changed her desktop wallpaper from MGS3's final boss scene to the above image, and then stopped blogging for two weeks. Guess what she has been doing all this time.

Actually, while I have been playing a lot of Persona 3 Portable, I've mainly been writing a lot, once again developing bunches of stories that I can't wait to share with you as they materialize. Lately, though, I've been talking to a lot of developers about the high-stress environment of the game industry. Lots of people get into game writing because they hope to "cross over" -- that's never been me. I feel like there's nothing that could make me want to work on the other side; let's pretend I actually did have any game design skills, which I certainly don't. Writing for the trade I've learned something big: I don't envy them, to say the least!

And having been in games writing for a while now, there are a lot of times, to be honest, that I'm terribly stressed out, too, by the challenges of covering such a specific business -- and by the culture of the audience, and I know I'm not alone. And if the audience is capable of causing me so much fatigue and disillusionment sometimes, it makes me wonder what's wrong with them, too.

I wrote Who Cheers For War last month at Kotaku because I've been curious about digging into the darkness I often observe in our hobby -- there's no other way of putting it. Sometimes it even feels like illness. The often unspoken pains that all three spokes of this wheel (devs, media and audience) endure was something I think it's important to continue to call attention to and examine, and I did this at Gamasutra late last week. Please do check it out and discuss if you missed it. The discussion thread on it has grown epic.

Today at Kotaku, an article about -- surprise! -- Persona 3 Portable. In my last post I said I hoped to write more about how playing as a female feels different this time around, and I had the opportunity to do that in this month's feature column. For reference, here's how it felt for me the first time around, from the archives of my old Aberrant Gamer haunt.

You heard yesterday that GameStop bought Kongregate -- Kongregate's founder, Jim Greer, an industry veteran with whom I've had several conversations that make me feel he cares very much about developers, would like you to think twice before applying the "home for indies sells out" narrative to this one, or that's the message I got from my interview with both companies about the deal.

In other acquisition news, Disney spends quite a sum on third-place Facebook game developer Playdom, and one analyst thinks it's an over-spend with unclear ROI potential (how's that Club Penguin thing working out now, I'd like to know?). The contentious environment around social game investments, players and developers, is certainly becoming increasingly fricative, and nothing's made this clearer than the polarizing response to Ian Bogost's commentary game, Cow Clicker. For now, check out the heated discussion on his blog about it, and stay tuned for an in-depth follow up from me at Gamasutra coming soon. The whole issue's fascinating, to say the least.

Speaking of social media, you will notice Blogger has kindly added buttons to allow you to tweet, FB, email and Buzz my posts directly whenever you like. Go for it!

So, also StarCraft II is, uh... something that is happening... it is a game for your computer, a lot of people are playing it, I.. yeah, I don't know. I don't know anything about StarCraft. Blind spot. Sorry bros. Are you into it? Lemme know in the new SVGL poll on the sidebar!

The last poll, by the way, showed that the majority of you, at 58%, are not interested in new motion control solutions. 21 percent of you are interested in PlayStation Move, 16 percent prefer Kinect, and only 4 percent of you would like to have both interfaces in your living room. Innnnnnnnteresting! I'll have to ask you again after launch, when more titles are available...


['Today's Good Song' is actually an awesome music video! Check out Cosmetics' 'Soft Skin'.]

Tuesday, July 20, 2010

Cake Mania: Lights, Camera, Action!



Return to Jill Evans’ hometown of Bakersfield in Cake Mania: Lights, Camera, Action, a fun and exciting Time Management game! Now an attractive and quaint tourist destination bustling with new stores, Bakersfield has caught the eye of Hollywood producers scouting locations to film their next big action blockbuster. As production gets underway, Bakersfield is overrun with all-new eccentric personalities determined to mix and mingle with the locals.

Download
http://rapidshare.com/files/399558677/CakeManiaLightsCameraAction.rar
OR
http://www.filefactory.com/file/b2a66hb/n/CakeManiaLightsCameraAction.rar
OR
http://hotfile.com/dl/48690016/3efe0f6/CakeManiaLightsCameraAction.rar.html
OR
http://www.megaupload.com/?d=UXU3K2NJ

No pass!!!

The Fifth Gate



Brace yourself for a world of magic and potions in The Fifth Gate, a gripping Time Management game! Eden is trapped in the gardens; her only hope of returning home is restoring the gardens and unlocking five magical gates. Plants are growing, pests are coming, potions need to be made, and it’s your job to help Eden tackle them all before time runs out! Can you bring the gardens back to life and free Eden?

Download

http://hotfile.com/dl/52311553/aced34c/TheFifthGate.rar.html
OR
http://www.filefactory.com/file/b25hh97/n/TheFifthGate.rar
OR
http://www.fileserve.com/file/W4rwHS9/TheFifthGate.rar
OR
http://rapidshare.com/files/404699528/TheFifthGate.rar

No pass!!!

Golden Trails: The New Western Rush



Saddle up for fun and become a sheriff in Golden Trails: The New Western Rush. Use your Hidden Object talents to find the culprits behind a bank robbery, and bring them to justice. Play innovative minigames as you explore intriguing storylines and meet unique characters. Immerse yourself in the amazing atmosphere of the legendary Wild West, and catch the crooks in Golden Trails: The New Western Rush.

Download
http://hotfile.com/dl/56359413/fcddf94/GoldenTrailsV1.1.3.rar.html
OR
http://www.fileserve.com/file/cVuQTKW/GoldenTrailsV1.1.3.rar
OR
http://www.filefactory.com/file/b4g1c0c/n/GoldenTrailsV1.1.3.rar

No pass!!!

Elixir of Immortality



Journey to a foreboding island as you go on the hunt for a murderer in Elixir of Immortality, a fun Adventure game! Gather evidence and track down the criminal before they strike again! Discover ancient secrets as you explore the mysterious island, and find the legendary Elixir of Immortality that so many have tried to find! Do you dare drink the Elixir?

Download
http://hotfile.com/dl/55140451/8cf3521/ElixirOfImmortalityIncGuide.zip.html
OR
http://www.fileserve.com/file/2FvqK24/ElixirOfImmortalityIncGuide.zip
OR
http://www.filefactory.com/file/b2944h4/n/ElixirOfImmortalityIncGuide.zip

No pass!!!

Monday, July 19, 2010

MORE LIKE HEART-ARUS


Oh, hello, Sexy Videogameland is pink. This is because I'm in love. With a video game, naturally, because my heart is black and inaccessible to human beings.

You knew I'm a Persona person. In fact, many of you found my site because of a handful of series or genres I've written extensively about, and Persona 3 and 4 kind of fall into the "kinda wrote a lot about that" category. If you've always been curious about the games and own a PSP, there's no better time to get into it than with Persona 3 Portable. Hell, if you like RPGs and want something different, P3P is probably worth buying a PSP for, because you'll probably spend enough hours on it to justify the purchase.

Though readers of this site are probably the kind to know, I'm not going to assume you do: P3P Portable is a redux of P3 with several fine modifications aimed at portable platforms. Notably it's received the same kind of streamlining to the battle system that Persona 4 did, and there are some subtle modifications to the story that make it refreshing. Most notably, you can play as either a male or female protagonist (the original version allowed for only a male-focused story arc).

I hope I get some time to write more about how experiencing the game as a female character completely changes my experience. Characters I did not like when playing Persona 3 through the lens of a male seem much more sympathetic if I'm a female, for example. My gameplay preferences and priorities are different; the things I want for my character change.

There is a very specific gameplay framework that's capable of hooking me immediately; if you've heard about P3P, it's probably about how none of your friends can put it down. There really are few other games that tick all my boxes in quite this way (Pokemon does it, and so does a well-balanced iteration of Harvest Moon, but neither are this emotionally immersive). And yet I thought that I'd always gravitate toward managing the same elements the same way.

Not so. Maybe because I've played through P3 and P4 and I have a 'tactic' down that wasn't present when I first played P3 -- but there is something subtle nagging at me that tells me that changing my character's gender (and it's not just a palette swap; the story around her reacts) changes everything.

Anyhow, I'm not too far into things yet, I think I'm just in the second "chapter", so to speak, but I'm so glad to return to this game's world in such a well-done way. Like, seriously, I don't really write reviews these days and I don't ever tell you guys BUY THIS but buy this, unless you know a real reason why it ain't your thing.

SVGL's current theme comes courtesy of the lovely Sarah Becan, who was kind enough to make the banner for me. Clearly, she's as into Sanada as I am. Please check out her work.

Bonus Content: I was going to talk about the game's concept of 'personae', and how you have to be whatever your social partners are expecting in order to advance -- it gives the game a lovely, dark undertone. Then I realized I already wrote about that like three years ago. Still relevant!


[Today's Good Song: 'Road to Agartha', Herbcraft via Altered Zones]