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Game reviews

Old enough to remember the above picture? If I recall correctly, and I’m not sure I do, it’s from the first Fallout game’s installing process. Could be from the second game’s installing process as well. Fucking hardcore if you ask me. To me it speaks volumes of a genre that’s gone missing from our collective mind. Sort of reminds you of some old heavy metal album cover. Or old games cover for that matter. Both Doom and Duke Nukem featured their protagonists standing on heaps of corpses ready to make a final stand. And here our two protagonists, unnamed vault dweller 1 & 2 standing in the midst of a bleak city-scape surrounded by ghouls. They honestly seem kind of fucked.

It’s all very pulp. And I might not be using the word pulp correctly, but it’s kind of a throwback to the old classic fiction. It makes me think of writers like Ron E. Howard who wrote his Conan stories in these short-story magazines that came out on a monthly basis. The stories were episodic or standalone, and these magazines (like Strange Tales or Weird Tales), whether they were fantasy or sci-fi, had a tone of weirdness. And by weirdness I mean that they were strange. Science-fiction before Star Wars was as I understand it, odd. I think we who grew up post Star Wars have a concept that sci-fi means future and but-in-some-sense-real. That the elements of sci-fi have to be plausible and relatable to the real world. So far as I understand, this was not always the case back then. Bear in mind, I wasn’t even an idea in my parents’ head when these monthly short-story magazines were printed. Also bear in mind; I am being highly speculative in the musings that follow.

I can only assume that the people at Black Isle Studies had grown up with these strange tales as well as with Star Wars. And I believe that you can see the influence of this old paradigm in writing in Fallout 1&2. Because let’s face it. Fallout 1&2 carries itself very differently from Fallout 3. This must in part be because the medium in which the story is presented has changed. It’s no longer an RPG seen from the so called isometric top down view. It’s a first person RPG in which all contact with people is done face to face. It’s a game in which every word of dialog is spoken. It’s a game which focuses on you being the vault dweller. This last point may be something I have read into the game. It’s something that can be more difficult to tell in first person games because of the perspective. You have games like Metro 2033 where it’s very clear that you are playing Artyom, and that it’s not up to you to be anyone else than him. You may control some of his actions, but you’re always him. In games like Fallout 3 you are never confronted with a personality other than the one you give to the character. In Fallout 1&2 this isn’t true to the same extent. For me that probably has the most to do with the perspective. You are always looking down at your character while you are leading him or her to the destination at hand. And this has quite drastic changes in the way the narrative is delivered. For me the perspective lends itself easier to a “he/she said this line I chose” narrative than the “I chose to say this” that I believe exists in Fallout 3.

It’s not really the mechanical aspects I want to talk about today. They are what they are and have benefits and drawbacks of their own. I want to relate this post to the ever so vague word vibe. Vibe doesn’t really mean anything on its own. It’s a stupid word that could be replaced with atmosphere, setting or other vague words like feeling. A good game always instills you with a feeling. And if you’ll indulge me, it has a certain vibe. The first Fallout games to me seemed to draw very heavily on a certain kind of vibe to produce the atmosphere that is so prevalent in the games. To relate to the nonsense I wrote above, it’s my guess that they drew their inspiration from source material that was very pulp. On some levels it becomes very obvious. Fallout is set in a post-war apocalypse that is set a long time after the great resource war that culminated in 2077 with the destruction of the entire world (All lore statements can be referenced to the Fallout Wiki). The nuclear war, and in that respect the themes and appearance of the game draws from the cold war and early propaganda from America during that time. And it was also in that time that magazines like Strange Tales were in circulation. But other than that I feel that the vibe that Fallout projects doesn’t always stress realism.

It’s more a strange journey through a wasteland in which people struggle to survive. This feeling of weirdness is conveyed through the various instances of dark humour in the game. These can be found scattered like easter eggs in the general world, but also in the various special encounters you get while travelling the world map. For my experiences with the first Fallout games the humorous tone was very important just as the bitter realities of the wasteland were important. And let’s not forget: The wasteland in Fallout is unforgiving, bleak and without much hope. And that’s exactly why it needs that hint of weirdness.

This is where Fallout 3 fails for me. That familiar vibe from the first games is lost and your journey through the wasteland seems simply bleak. Don’t get me wrong here, I do love Fallout 3, but not for the same reasons that I love Fallout 1&2 for. And it might be that I simply like Fallout 3 because it echoes the Fallout setting, albeit not as well as the previous installments. There is something inherently cool about life after the apocalypse, and Fallout 3 rides this wave. And it does so well with all its shooting and exploring. But, and here’s the kicker, not as well as New Vegas.

New Vegas fails in many technical aspects. It’s buggy and a bit wonky at times. It shares the awkwardness of character presentation with the spoken dialog of Fallout 3. But it is much more a throwback to the wasteland of Fallout 1&2 in terms of vibe. It has that dark sense of humor. The various factions are presented in a manner that speaks to me more than Fallout 3. The Brotherhood of Steel for example in Fallout 3 felt like a sterile shell of a faction. Whereas it in New Vegas feels a helluva lot better. And it’s not even in the main storyline. New Vegas nails the feel of the raiders, the gun runners, the super mutants. Everything feels a lot more Fallout than Fallout 3. It’s my opinion that this comes from the fact that New Vegas makes a serious attempt to connect the experience to Fallout 1&2. Fallout 3 built upon the setting, but drew little from the history created in the previous games. New Vegas lets you build a story of your own, but it also references a TON of things from the games that came before it. Like with the gun runners from the Boneyard in Fallout 1 who have a booth outside Freeside. The Van Graffs who sell energy weapons in Freeside will if questioned talk about their own expansion, but also talk about how it has been halted by the strong presence of the gun runners. These things, and how New Vegas connects various points of interest throughout the game and the previous games makes New Vegas feel like a more authentic experience, in terms of attention to detail and vibe, as opposed to Fallout 3.

If I were to describe the vibe I’d call it honest. New Vegas seems to inherently know that it’s Fallout, and it always makes sure to stay true to that legacy. Fallout 3 seems to make an attempt to be Fallout, without really grasping what that means. I may not know what that means either, but I feel like New Vegas is the sequel that should have followed the second game.


*having already posted the Sunday post, this one in its pre-written state might be a bit redundant, so might even the next post be so I’ll post it tomorrowtoday aswell.*

Expedition Two, also known as the one with the wrong people in the right place.

So, this time I came equipped with the knowledge of how to assign skill points to the dwarves. While this is all swell and dandy, I didn’t actually know what I’d be needing. This is how it went. Seven dwarves. One lama. And one War Dog.

The expedition had one miner, a cook, a trapper, a mason, a carpenter, a woodsman and a farmer. This time I resorted to the in-game tutorial for hints on how to make them work. It’s a bit wonky in the beginning. There are a ton of keys you need to be aware of. You have to designate areas for cutting wood, gather plants, mine, etc. It’s all pretty shady in the beginning, but you get the hang of it fairly soon. So, it wasn’t long before my woodsman stopped loitering by the cart and finally decided to do something! My miner started picking out the first little burrow. It was pretty awesome.

With the wood I had gathered I made a house too! I made it into a carpentry. That’s where the carpenter dwarf would endlessly toil  at making beds and doors for the burrow. I now know, though, that the building lacked a roof. Sure was lucky no rain came during the second expedition.

With the carpentry in gear I had started to get some beds and other necessities going. So I could finally start making my burrow inhabitable! I also made some new workshops. And of course craftworkshop. That damned craftworkshop. After I started construction of it I realised that I actually needed a craftsman to finish it. I didn’t know it at the time, but you can assign a dwarf to do anything, really. It’s just that they’ll suck at it without training. But I didn’t know it so I thought it was all over. This expedition was doomed to fail. So I abandoned it. I tweaked my seven dwarf lineup. And soon a third expedition was on its way. This expedition left the designated site immediately after arriving. But the forurth one…

Expedition One, also know as the expedition that vanished.

So, my first encounter with Dwarf Fortress was very exciting. I can’t really put to words why I like this game, and am terribly excited about starting to play it again. Because my first expedition failed. But there is something about this game that’s just wonderful.

So, beginning my first game without using tutorials went something like this:

In the beginning there was nothing. Then I clicked create new world.

After I did the world begun. First there was no stuff in the world. But then land was generated. And oceans, rivers, forests and deserts. Time passed and people were generated into the world. Human settlements of varying sizes with roads and stuff. In the year 252 the world generator had killed of 13114 people. And there had also been a lot of events. I’m guessing there’d been a lot of prophecies and make-believe stuff. As is wont to happen in the early days of civilization.

In the year 601 there were quite a lot of historic figures living. There were a lot of dead ones too. Humans seemed to have settled many of the islands. Those goddamned humans. I wonder how my dwarves will deal with their kind. Eventually DF had generated my world. And I think it’s time to clarify here. Dwarf Fortress creates a unique world. Each generated world has its own lore and history. Every world you create for your DF game will be different. Different gods. Different settlements. Different historic grudges. Everything is going to be unique. If you don’t think that’s cool.. You should probably stay in school.

After my world was created, and I saw that it was good. I started my first expedition. Seven brave dwarven settlers were to go out into the unknown and lay the first ramparts to the great Dwarven Fortress.

It was going to be great.  Seven dwarves. Like in the fairy tale yeah? Well, if the fairy tale had a donkey in it. There were seven dwarves and a donkey.

My seven dwarves(and the donkey) started out by their cart. And this is where the game begins. For about an hour I tried pressing various buttons. Trying to figure out how to do stuff and failing miserably at it. At some point I pressed a button changed my view down one step. Leading me into the ground. After some time I gave up and abandoned the game. I had at the beginning of the expedition also managed to miss out on assigning points to all the dwarves. So it was a failure from the get-go. Seven unskilled dwarven peasants were not gonna do any good. So it was time for a do over.

And so, seven dwarves and a donkey are lost to history. But seven new ones and a dog are on a journey to start an outpost somewhere else. We will see if they succeed.

Edit 1: As you might notice I’m using a hot sprite-set for the game. Yeah, those are some delicious graphics.


Do you like the Wild West? I usually don’t. I think old Western movies suck. I think The Good, the Bad and the Ugly is a pretty boring flick. I do, however, like Deadwood. Deadwood was this cascade of vile profanity with a story focused on some likable and some utterly disgusting characters. It was great.

And so is Red Dead Redemption. So in normal review fashion I’ll make it even more clear for you:

This is a great game
.

Red Dead Redemption is the kind of a game I go around wishing for at times. It’s not grand, it’s not fantastical, it’s down to earth and sensible. Sometimes this sensibility will be a bit disappointing, but all in all its a great experience. For a sandbox game there’s a lot of fun stuff to do. Hunting is fun in its own right. It’s not Monster Hunter, but then it’s always satisfying lining up a headshot from horseback while a deer is in full flight. It is actually always satisfying shooting stuff. Weapons feel right, the sounds sound gratifying, and just generally everything feels true to the setting.

The dead eye mechanic that’s been toted on about is what you’d expect. Awesome. There’s nothing quite like marking down six headshots and watching John Marston make six families fatherless( or more likely, leave six prostitutes without income).

Best of all, in my humble opinion, is the story. It’s not particularly complicated, it’s not very amazing, it’s not very epic, but it’s damned good. It’s about John Marston. Once an outlaw, now trying to make right for himself. Forced to do a job for some government agents keeping him on a tight leash he goes hunting down some old comrades of his. And while the story is never epic, it’s always good and down to earth. The moments that will have you thinking “That sonuva whore!” is more likely to be where rattlers steal the hard earned goods of your benefactor, rather than some story of grand betrayal in the highest echelons of society. The ending, which has been the most thought provoking aspect of this game is an interesting choice. It left me speechless and disappointed when it happened. But as the events has matured in me over the day I’ve come to accept it realizing that it was inevitable, and even come to think it was good.

The question is, what will you think?

What’s bad then? It is by no means a perfect game. Cover will often not be as protective as you think. As soon as you leave an act, the people that have grown on you during that part of the game, will be left too. Which is a damned shame. The cast of characters are great. It’s a wonderful set of scoundrels, lowlifes and decent human beings.

I know that not all people will appreciate the lack of grandeur. But I quite like Red Dead Redemption. It’s believable. So much that I’ll mourn the passing of the Old West.

Giddyup pardner!

So I just got around to playing through Portal, on my own this time. Did it in one go(it is short innit).

So what are my feelings?
A. Portal is a puzzle game. But it’s more like a fun physics engine. The puzzles themselves aren’t as engaging as one would hope.
B. Portal without GlaDOS would be shite.

The boss fight really makes Portal a bittersweet experience for me. It sort of hints at what a great experience Portal could have been.

I might be rather cynical. I’ve played it before, with various friends, and have always been surprised at how it has been lauded. Sure, it’s a great game, but there seems to be a common notion, that it’s the greatest ever.

I don’t agree.

Here’s the review of Monster Hunter Tri: It is awesome.

You might be taken aback by that statement.

“What…? He’s had the game for a couple of hours, and he says it’s awesome. He’s hardly played it… Unprofessional, man.”

I’ve got a middle finger for you here if you think what I’m hustling is unbiased opinions. Here’s a fact at least. I bloody love Monster Hunter. MHFU is easily one of my favourite games ever, and Monster Hunter Tri is an updated version of this with a sweet looking sheen to it. So, this game was a hit from the get-go, it never had the chance to disappoint simply because it was what it was.

I think I may make what I just did my standard. I quite enjoy when you get the low-down of the game at the beginning of the review, and can get into the details later. So here are the details.

If you still don’t know what the Monster Hunter Franchise is, then here’s a quick run down. Monster Hunter is the beast from the East. In Japan Monster Hunter is quite understandably huge. In the EU and the US we didn’t quite catch on to this with the release of MHFU. Shitty marketing and a formula that may or may not have been suited for the western crowd made sure that the game went under the radar for most people. It would have for me aswell, if not for a Eurogamer review that peaked my interest. It only got an eight, but there was something about the art direction that made me consider it. I do not regret my decision. It taught to me the joy of the small things in games. Like for example, lodging a sword weighing more than a sumo wrestler in the neck of a prehistoric burrowing sand dinosaur and then doing a cheer gesture on its oversized corpse. It’s a game about fighting bosses at its core. But it’s a game with many subtleties tying into the gameplay which leads it to be a wholly satisfying and wonderful experience.

On to some first impressions of Monster Hunter Tri. It all starts in a village. As it always does. Off the bat I’m swept away by the cozy presentation. Once again, take heed, I’m a sucker for the type of visceral panache Monster Hunter offers. The camera shows a boat arriving, hinting that you the player are on board. Then we get some snippets of village life. It all serves to create a very cozy atmosphere. And then an ominous rumble. Then you get to enter into the gameplay.

You arrive at a sea-side village as a rookie Monster Hunter to deal with the vicious Lagiacrus. That’s your mission. But you’re only a rookie so you’ll need to get experienced in hunting, gather arms and armor, and buff up to become a general badass. So you start off doing things to help out the village after the ominous rumbling who scared some farm hands off, and ruined some village amenities. That’s essentially the tutorial. Unlike the past games where you could get into the questing immediately, here you must go through the rookie process. I can’t commit to whining about it, since Tri introduces many new features that were wholly unfamiliar to me. The beginning really serves to ease you into the Monster Hunter way. I expect this game will be easier to approach for a beginner than MHFU was. All in all a great cozy start.

The only weapon I have tried out has been the great sword. One of my preferred weapons from MHFU. It doesn’t quite act like in the previous game. Sure, it’s essentially the same. But there are some minor differences. It is for example harder to adjust facing direction while in a combo. Meaning you must read your prey better when attacking, because once you’re in the chain it’s more difficult to get hits in where you want them unless you’ve placed yourself strategically. Also the vertical attack button now gets you three swipes, as opposed to in the previous game, having to alternate horisontal, vertical, horisontal to make a chain. I quite like the middle attack in the chain, where you basically slam the beast with the flat side of the blade. It was really satisfying to see the Jaggi I fought out  in the wilderness feel the brunt of that particular attack and fly off limp and utterly dead to the side.

It was also pretty awesome to be rammed by the Jaggi. As you get slammed backwards your character regains balance midair and grabs for the ground making a pretty awesome looking recovery. They haven’t lost any of their animation awesomeness. That’s it for tonight, more to come on this fantastic game.

I wish I could say this:

“Final Fantasy XIII? Yeah.. Bit of a rough start, but it grew on me!”

Instead, my thoughts are as follows. I stopped playing MMORPGs because there is a fundamental problem with them. Why should I spend top-dollars on having no fun at all for extended periods of time, so I can have one hour of satisfaction? Finding no answer to that question led to me qutting WoW and finding better things to do with my life. Doing lots and lots of heroin for example.

Now spending my time on evolving my inner-child, chakra and spirit-totem I started playing normal games again. At first it felt disjointing. No other people? No spam? How strangely… calm. It was pretty awesome once I’d settled back into the life of a normal person again. Anyways, normal games tend to not be about grinding gold for several hours on end, or even grinding experience. In games where you grind experience there tends to be satisfaction drawn from that particular segment of the game, as opposed to online games where it’s all about dinging the max level so that you can enjoy the various endgame content that requires you to grind even more.

So, thinking I was done with spending ridiculous amounts of time having no fun at all while playing games, I stumbled across Final Fantasy XIII. A game that I can’t bother finishing. I keep hearing this about the game: “It gets better after 10 hours, or 25!” When I play a game I don’t play it to suffer through massive amounts of boredom. Gaming for me is not like a rotten Kinder Egg where the chocolate part of the candy is made from turd, and the toy inside made from uninspiring. My Kinder Egg in the form of games should be a chocolate shell of awesome and a toy in form of  satisfaction. Fundamentally, I don’t get the point of Final Fantasy XIII. It’s like they wanted to do a lot of things differently, and at the same time not wanting to change anything. The battle system doesn’t feel as though there’s any emphasis on tactics. Your paradigm shifts are always reactions to something that has occurred. If you are planning ahead, it’s something token like that you’re expecting the boss to blow a load on your face and you need to put shields up and heal. So you shift to healer roles. You’re never trying to be one or two steps ahead, because it’s not needed.

Granted, those pennies are not from that magic part of the game where the world has opened up. But it’s not engaging enough for me to want to experience it all. I may just have to turn it in and get Infinite Space. A game about space-ships. Can’t fail right?

So, here’s Final Fantasy XIII in a couple of words: Bland, Japanese, Shiny and Meh.

I had some significant issues with finding a suitable picture for this post. So let me make it clear, I am not satisfied with the picture I ended up choosing. Arguably the screenshots, artwork, trailers etc. used in a preview or review should bear some importance for the post. They could be used to provide a vibe, show off some important aspect of the game, or be used as a point of reference to some point made in the text.

Aside from showing off Final Fantasy XIII’s main heroine, there’s no such point to be made here. Final Fantasy XIII for me stirs little excitement. There’s little that I can compliment about the game, but also there aren’t a whole lot of things I can say that are inherently bad. Why is it so hard for me to draw judgement here? Well, maybe because I know that this type of story, these types characters and this type of vibe will, by some people, be joyfully swallowed down hook, line and sinker. But for me the kicker about the game is that I don’t much care about it. It doesn’t vibe with me. Which makes it hard for me to find a picture to define the game, because I just don’t know what that picture would look like.

Although the game fails to make me despise it, the game does make me dislike it.  And since this is my blog, I shouldn’t be using other people as reference for my thoughts (amirite!?). So here’s what I think, starting with something good:

Final Fantasy XIII is a beautiful game. No one can deny that. Some of the cut-scenes are absolutely stunning. The backdrops for most of the environments look fantastic, and generally everything looks like it was made with great care. Aside from a few fugly looking polygons, it’s all mint. So, the art-director who took care of all of those bits should really be applauded. Well, how about the character and monster models? Some of the monsters look really, really, really badass. And some monsters look like random shapes with splashes of bright colours on them. But since this is a Final Fantasy game, it’s to be expected (and forgiven?).  I like the clear distinction between the two opposing world’s in the game. There’s on the one hand Cocoon. Cocoon is this floating ball in the sky where on the inside people live. And then there’s Pulse, which is a a planet described as HELL. From where I’m at in the game, it’s still unclear why that is. The art direction of the e.g. militarized beasts of cocoon are very sleek and cool looking. Whereas the robots from Pulse are these bulky clockwork constructs that seem way less sophisticated, but helluva lot more robust. So the monster models are mostly great with, well, quite a few exceptions. But in the end you’re supposed to kill them. And since they’re ugly it kind of  makes you resent them. Thus putting you in the position of the playground bully who goes after the weird looking kids.  In games, I tend to think this is okay (bullying in real life is very uncool!). Killzone 2, for example, annoyed me because you were sent to Helghan to kill people who were a lot cooler than you. They were awesome, and you were a generic soldier. I thought it provided me with an off feeling. But here you go around murdering weird mongrel beasts who shouldn’t rightly be alive anyways. So, one could really say you’re doing natural selection a favour.

Well, if I think that the art-direction on monsters can be forgiven because of some of the cooler beasts, then I think the art-director for the main characters should be shot. I suspect it all started with FFIX. I really like FFIX, I do. It’s just that I hate the main character Zidane. And Freya and the princess and Quistis and especially Eiko. I don’t hate them because they are bad characters, really (although Eiko does annoy me). I hate them because I think they look stupid. Up until Final Fantasy IX there’d been a certain sensibility to the characters created for the Final Fantasy series. And the colour palette used for their outfits tended to be… conservative. I liked that. I liked that only a character here and there stood out from that pattern. But in Final Fantasy IX the few remaining cool looking characters were Steiner, Vivi and Coral. That’s three characters out of out EIGHT, who didn’t get vomited on by a goddamned muppet. Now, you may be thinking “Hold your horses! Zidane’s colour palette wasn’t that outrageous”, but my answer to that is, well, he looked gay. I never took to his design, simply. I understand quite well that he is supposed to be a swashbuckler, but to me, that outfit looks like something you’d see being strutted down some New York fashion show by a person that might be a man, but could just as well be a woman.

I’m being consciously hard lined here. I don’t hate the characters as much as I’ve led you to believe. I like how Freya looks, even though I think that salmon was so 80’s (in fact, I don’t think salmon was ever the it colour). Her dragoon-look, looks cool, to put it simply. My issue here is with how the art-direction started changing. Not with the backdrop or environment art (the environments in FFIX were spectacular), but with the characters. I think the change that took place in FFIX in some ways enabled the goddamned filth that is FFX.

I absolutely hate the character designs in FFX. Tidus, is by far the worst Final Fantasy character, ever , in my book. I occasionally ponder whether it was the European/American success of the previous Final Fantasy games that led to this evolution. The Japanese devs might have been thinking :”Hey, these gaijin really seem to like our japanese art-style, so I guess we don’t have to worry about westernizing any further, in fact, let’s  do a 180′!”

His rapist smile still haunts my dreams from time to time

I intend to write more on the shift from steampunk to whatever colourful world FFX onwards represent. But to return to FFXIII, I don’t like the characters. They seem more a child of Final Fantasy X and XII than say VII. Or perhaps a more striking line could be drawn between the character designs in the game, and anime. Not just any anime, but generic, “I wear all my thoughts on my sleeve so you can know my next move”-type anime. If we for a moment ignore the fact that the bulk of the cast are horribly cliché characters, and just look at them, what do we have? One soldier woman, who wears a short skirt. Short skirts are obviously very suited for combat. We have one kid, whose colourful clothes just seem too much. There are just too much things going on with his outfit. Escapist video reviewer Yahtzee brought up a valid point during his review of Darksiders that dealt with the character designs. Kratos is a great character, art-wise, because there’s not a whole lot going on. You can immediately recognize a few tell-tale signs when you see him, thus making it easy identify him as the spartan powerhouse Kratos. With Final Fantasy characters, lately, it hasn’t been that easy. Whenever you see a cut-scene where people are featured, they’re all wearing ridiculous looking outfits. So how does one tell one ridiculous looking person apart from another? I don’t know. Maybe you can count the different layers of clothing and baubles. Anyways, most of FFXIII’s cast of characters seem to suffer from this issue. There’s just too much going on, whether it be colours, weird trinkets or strange layers of clothing. They all look odd. Not cool, not engaging, not sensible.

There is one character I do like. One I initially thought I’d hate. The character Sazh is a black man with an, wait for it, afro. Seeing him in the trailers way back when, I thought to myself “hello blaxploitation”. But he’s actually rather likable. Although he sometimes comes off as a cliché black man, more often than not he’s being rational, and sensible. And to add another layer (some layers are positive) of sensibility, he’s wearing clothes that actually make sense.

Blimey! This post has dragged on for longer than I thought it would. You’ll have to wait to read about the other impressions I had. Next time I’ll be discussing the new combat system, the running around corridors, leveling system and tacked on crafting system. What’s the chance I’ll be able to fit all of those into one post? Slim, but that’s tomorrow’s problem.

Oh, and also this will be the final daily update. From now on I’ll be doing a rolling every other day schedule. Saturdays will never feature a post, unless there are urgent gaming news, such as an earlier release date on Monster Hunter 3rd (or maybe Diablo III if you’re uninterested in awesome games). Sundays will be special, so look forward to those posts. They’ll not always fit the categories I’ve created so I think I’ll call them Saucy Sundays.

Right, ’til later!

/Erik