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Too Much of a Good Thing?

Too Much of a Good Thing?

Look, we love Tim Schafer too, but this is just getting silly.

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Ping Pong as card game

Ping Pong as card game

The design of Penny Arcade’s Paint the Line

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Hitting gold on the bus:

Hitting gold on the bus:

An early look at Devolver Digital’s Dungeon Hearts

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The 2012 Child’s Play Invitational Golf Tournament

The 2012 Child’s Play Invitational Golf Tournament

Join us June 8th at the Angeles National Golf Club in Sunland, CA to have fun and raise money for the cause.

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First Party v2.0 Polo

First Party v2.0 Polo

Our supple, 100% cotton First Party polo shirts are back with some familiar features and important upgrades.

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We exhibit a curious psychology in our writing:  whenever we create a character for the sole purpose of reviling it, eventually we come to see things their way.  We have a kind of sympathy for these shuffling creatures, even though their entire purpose is to act as pinatas in some aggressive adolescent fantasy.  We want to make their imaginary lives better.  The Chuck/Charles dichotomy is a good example, but even the villain Franzibald gets his due:  his pathetic works take on a kind of inverse grandeur, and exploring their cursed plain produces a sensation which is not unlike pleasure.

So it is with Kevin, better known as K-Real, and occasionally Keazy.  Invented largely to parody the sort of person who would purchase 50 Cent: Blood On The Sand, the fiction becomes difficult to maintain when I, myself purchased two copies: one for me, and one to inflict on a friend.  It was simple, then, to imagine the young man as the product of an environment where his behavior is not pastiche or parody but rather an authentic expression of self.  That’s how you end up with something along these lines.

Having spent a largely enjoyable evening with the title, I’ve had the morning to consider it.  Developer Swordfish Studios has made the game easy to enjoy, because many slices of the experience are things you may have enjoyed previously.  The core game experience, The Club’s score mechanism based on pacing kills, is profoundly welcome.  I never thought I’d see it again, but it’s here, and it works.  You’ve got the Gears cover system.  You’ve got Army of Two’s economy.  You’ve got explicit warnings of where danger will appear, similar to lightgun classics.  It’s got quests.  It’s got rail shooting.  The game is Dim Sum: a rickety cart with a random assortment of steaming whatever.  Sometimes nothing is more delicious.

It’s not a technical masterpiece by any means: it has the “loose” feel of most third-party games that leverage the Unreal Engine. Committing to co-op is always laudable, but it’s got some edges: when either player enters the upgrade shop, the game simply pauses for the other, so you need to take turns.  I wish that the “kill timer” tracked both player’s kills together, rather than separately, because as it stands you’re fighting each other to succeed by the game’s own rules.  “Horde” modes are becoming all the rage, included everywhere, and the scoring mechanism makes it a perfect fit for this game: a missed opportunity.  Seriously, though.  It’s a thug opera about a rapper and his entourage chasing a jeweled skull in the desert.  It’s incredibly light.  For some reason, it is difficult not to enjoy it.

Inverse grandeur, indeed.

(CW)TB out.  

brave songs disappear

D&D podcast ep.2

Gabe

@cwgabriel

Wednesday, February 25 2009 - 11:13 AM

Episode 2 of our D&D podcast is now live on iTunes and over on the official site. Since we recorded these podcasts I’ve had the opportunity to not only sit in on a few different games but actually run my own game. One thing I’ve noticed is just how different D&D is depending on the group and the DM. From hardcore min/maxing motherfuckers, to groups where it seems like the rules get in the way of their acting. What I enjoy about the game is really the table talk. That is to say I like having my friends around the table,cracking jokes and telling stories. My feeling is that the core D&D rules are there for you to use as much or as little as you like. In my game I try really hard to strike a balance between what the rules dictate and what’s going to be the most fun. 

If you know the rules backwards and forwards you might get a little frustrated with us during these podcasts. Sometimes we don’t roll the right dice,sometimes we go off on tangents trying to crack each other up, and sometimes we don’t remember to play each ability exactly the way it’s spelled out in the book. That’s okay though, because for the eight straight hours it took us to record the entire thing, we had a fucking blast.

Also, a few people asked me to post my character sheet. Here you go:

click for the big version


-Gabe out