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Does One Award Warrant a Game of the Year Edition for Dead Island?
by Chris Pereira
22 May 2012 at 5:19pm

Dead Island is set to be re-released in a Game of the Year Edition package next month, a fact that is the source of some complaints. It's not so much that the game is being bundled with its DLC that is the problem; it's the labeling of the game as Game of the Year, a title which many feel it is not deserving of.

It is completely understandable why a publisher would want a game re-release to be positioned as a "Game of the Year Edition." That title carries with it a certain connotation of quality, that it was among the very best, if not the best, games released during the year it originally came out. Game of the Year Editions are commonly associated with the likes of Morrowind, Oblivion, Fallout 3, Red Dead Redemption, and other critically acclaimed games. There is a certain expectation that a GotY Edition consists of a terrific game and bonus content (be it downloadable content or expansion packs) that early adopters had to pay extra for, with all of this often coming at a sub-$60 price.



What If the Cost of Games Continued to Rise Since the '80s?
by Marty Sliva
22 May 2012 at 5:07pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the Cost of Games Continued to Rise Since the '80s? Cover Story: A sad look at a hobby that became too damn expensive.

December 12, 1985

You'll never guess what I got for my birthday! I woke up this morning, walked into the living room, and saw Dad playing Nintendo in front of the TV! He was having trouble with the first level of Mario, so I sat down and helped him jump over the pits until we got to the flagpole at the end. After that, we brought out the Zapper and played Duck Hunt until dinner time. Mom got kinda mad at Dad for buying something so expensive, but he told her that my birthday only comes once a year.



What If the 1993 Video Game Violence Hearings Resulted in Government Censorship?
by 1UP Staff
22 May 2012 at 3:30pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the 1993 Video Game Violence Hearings Resulted in Government Censorship? Cover Story: Peer into a dark and twisted present we'll (thankfully) never know.

I

n late 1993, state senators and certified oldsters Joseph Lieberman and Herb Khol got a whiff of this whole "video games" thing and decided to use their unholy powers to investigate the issue. While our friends in Germany and Australia often find amazing games banned outright or plagued with hilariously conspicuous censorship, we Americans escaped with a barely perceptible slap on the wrists thanks to the efforts of testifying industry vets who actually knew the subject at hand. But one can only wonder what the '90s gaming landscape (and beyond) would have looked like if the iron fist of government oppression punched the living daylights out of our beloved hobby...



Book Review: Exploring Video Gaming's Near-Death with "1983"
by Jeremy Parish
22 May 2012 at 2:18pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Book Review: Exploring Video Gaming's Near-Death with "1983" Cover Story: Thirty years ago, video games almost died. We examine the possibilities.

W

ith his latest book, 1983, game journalist and historian Chris Kohler has chosen to take a slightly different tack then he employed for his massive treatise Power Up: How America Gave Video Games an Extra Life a few years back. Rather than approaching the topic of video games from a wide-ranging, all-inclusive perspective, Kohler instead drills down here into a single crucial moment in time for the young medium: The near-crash of the industry in year 1983.

Despite the Orwellian overtones of the title Kohler has selected for his work, there's nothing ominous about the story contained herein -- perhaps, except, the idea that video gaming could have been snuffed out entirely a mere decade after Pong's debut. A combination of gold-rush greed, incompetence, and '80s corporate culture nearly suffocated the fledging entertainment medium just as it was hitting its stride. The Warner corporation's eagerness to cash in on their purchase of Atari, combined with the influx of low-quality, externally developed 2600 games after Activision broke away to become the first third-party developer, nearly buried the industry beneath a deluge of self-cannibalizing mediocrity.



Breaking the Illusion: Not Playing by the Rules
by Chris Pereira
21 May 2012 at 7:07pm

I like to play games in what I imagine is an unusual manner, or at least I thought this to be the case until 1UP members revealed they share some of my habits. One of these things, my propensity for systematically exploring an area before moving on, has reared its head in particularly noticeable fashion as I make my way through Max Payne 3. Playing in this way was clearly something the game's designers accounted for, as evidenced by the collectables scattered throughout, and yet it feels almost as if I'm being punished for deciding to be a completionist.

My process for approaching each area in Max Payne 3 follows the same pattern, only being altered if I'm low on health and out of painkillers (health packs in Max Payne's world). I kill everyone and then proceed to sweep over the entire room, seeking out any hidden spots or areas which do not appear to lead to the next area. As I make my way from one combat area to the next, I'm mindful of my surroundings and am sure to double back to check behind staircases and to see which doors can be opened. I do this all while searching for golden gun components, painkillers, and clues which can be examined. The latter can fill in the backstory but is hardly needed to get the gist of the narrative. I'm able to comfortably do this because there is no ticking clock, even if what Max is doing at any given time suggests there should be, and because enemies come in limited numbers and only in certain areas.



What If?: Gaming's Alternate Realities
by 1UP Staff
21 May 2012 at 6:27pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If?: Gaming's Alternate Realities 1UP explores what might have happened had video game history gone differently.

People love to look back at the past and ask, "What if things had gone differently?" Navel-gazing at history spans cultures and races. Whether it's author Harry Turtledove making a fortune by contemplating how differently the American Civil War would have gone if someone had time-traveled to give the Confederate Army machine guns, or the manga Konpeki No Kantai in which the Japanese navy beats up America in World War II before teaming up to kill Hitler, second-guessing ourselves seems to be human nature.

Maybe it's the competitive nature of the medium, but video gamers seem especially fond of revisiting the past and wondering about alternate outcomes. As the Three Fates in the image above suggest, games have woven a rich and complex tapestry in their mere half-century of existence -- a tapestry whose design and nature could have changed radically had things turned out differently.



What If Video Games Never Came Home?
by 1UP Staff
21 May 2012 at 6:25pm

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What if Video Games Never Came Home? Cover Story: A chilling glimpse into a world where the arcade still rules supreme.

1

UP's cover story this week revolves around the question, "What if?" In keeping with that theme, we'd like to offer this glimpse into one of many alternate realities of video gaming: A world where video games never came home. A world where the arcade still dominates gaming. How would a site like 1UP be different in such a place? We talk to our mirror universe counterparts about the state of gaming and their thoughts on the medium.




What If Third-Party Development Didn't Exist?
by Nadia Oxford
21 May 2012 at 6:24pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Third-Party Development Didn't Exist? Cover Story: How Activision's 1982 win in court changed the industry.

L

et's be honest, when we think about Activision-Blizzard as a company, at least a few of us get a mental image of a dark overlord with hooked fingers looming over a burning landscape. This image is usually accompanied by a deep-voiced demand for sacrificial virgins. Given Activision-Blizzard's status as The Biggest Thing That Has Ever Existed in Gaming, it's easy to forget that prehistoric Activision fought for the right to develop third-party games on the Atari 2600 -- a battle that it eventually won in court.

Activision's victory essentially made it possible for third-party game designers to ply their trade on home game consoles.

Activision's drive for justice wasn't exclusively about being paid its deserved royalties, either. During the 2600 era, Atari had a nasty habit of not crediting its game developers (or even letting developers bring attention to themselves, which convinced Adventure developer Warren Robinett to bury his name in the game, possibly creating the first digital Easter Egg). When Activision won the right to make its own games for the 2600 in 1982, credit was no longer a problem.



What If Square Never Left Nintendo?
by 1UP Staff
21 May 2012 at 6:22pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Square Never Left Nintendo? Cover Story: We look at how the RPG powerhouse would've fared without the PlayStation.

F

or RPG fans of the early 1990s, Square practically had their own branch on the Nintendo family tree. This held especially true on the Super NES, where Square came into its own with Final Fantasy IV and VI, Secret of Mana, Chrono Trigger, and wealth of Japan-only releases that loomed just out of reach for Americans. By the end of 1995, the union seemed solid. Nintendo's long-awaited Nintendo 64 system was on its way, and would be home to Square's next Final Fantasy.

There seemed no reason to worry until the spring of 1996, when those same RPG fans opened game magazines and learned that Final Fantasy VII wouldn't release in the form of a Nintendo 64 cartridge. It was now headed for the Sony PlayStation, as with every other game Square planned to make for the latest generation of consoles. By the end of the year, Square sewed up a publishing agreement with Sony, and their first PlayStation release, the fighter Tobal No. 1, sat on store shelves. It came as quite a surprise to players who'd effectively grown up with RPGs on Nintendo systems.

Final Fantasy VII didn't just amount to a critical PlayStation success; it was also instrumental in establishing the Japanese RPG in North America's mainstream game industry.



What If Steam Hadn't Recovered From Its Shaky Launch?
by 1UP Staff
21 May 2012 at 6:21pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Steam Hadn't Recovered From Its Shaky Launch? Cover Story: Without Steam in a central role, the last decade of PC gaming would have been remarkably different.

W

hen Steam first appeared in 2002, its success was far from a sure thing. Bugs and network problems outnumbered the available games on Valve's digital distribution platform by a wide margin. Users who disliked having to launch an extra application before playing their games doubted the necessity of the program itself. It took years for Steam's library to grow, for Valve to smooth over the rough spots, and for the public to embrace the concept of digital distribution. Today, Steam is synonymous with PC gaming, putting Valve in a unique position from which they can influence the industry in a number of ways.

What if the initial stumble had resulted in a full-on faceplant? How far would the ripples of that failure have spread? I don't claim to know exactly how things would have played out differently, but a lifetime of regret and PC gaming -- which occasionally go hand in hand -- has sharpened my hindsight enough to make a few educated guesses.





Hot Wheels Tracks Set

Hot Wheels SharkBite Bay Play Set - Product Review

If you have a son or a little girl who loves die-cast toy cars then you're probably no stranger to Hot Wheels. Hot Wheels is one of the leading brands of die-cast toy cars. Not only does Hot wheels manufacture die-cast toy cars this company also manufactures play sets for the cars. This season I purchased one of the newest play sets by Hot Wheels, SharkBite Bay. Below is my review of the product.

Hot Wheels SharkBite Bay comes in very attractive packaging. There is a painted picture of the play set on the front of the package. There is also an assemblage of colors on the package which range from blue, to red, to white, and yellow. It's not a package that would be easily overlooked. On shelves it stands out. SharkBite Bay is recommended for ages 4 and up. The set comes with 1 car and takes three button cell batteries which are included.

The idea of the play set is for kids to make their cars travel through the bay and avoid getting chomped down on by the talking shark that is attached to the side of the set. There are various obstacles the car must avoid.

The Review

Assembly

Assembly is dreadful. Although the play set folds out, you will still need to snap a few of the car tracks together. To figure out where the tracks connect you will need to look over the directions. Reviewing the SharkBite Bay directions is a chore because the directions only include visuals and no words.

Play and Quality

Before play can begin you will need to observe the directions on how to play with the set. The directions (which consist of only visuals) are mind boggling. After spending twenty minutes viewing how to play with the toy you might find yourself feeling less enthused to play with it. Prepare to spend up to twenty minuets learning how to play with the set, and only 10 minutes playing with the set.

On one section of the package it reads, " "Blast through the bay and take down the trash-talking shark!" and "This shark likes his meals on wheels." These phrases are a bit deceiving as it is nearly impossible to "blast through the bay." The cars will either fall off of the elevated track or stop midway on it because of a piece of track that slightly protrudes due to the screws underneath it. With any play set made for cars it is ideal for the toy cars to be able to smoothly proceed through the obstacle and this is not the case with Shark BiteBay.

The attached, talking Shark that "likes his meals on wheels, " is one of the most frustrating qualities of the whole set. This shark's mouth is supposed to stay open by a surfboard that dangles from its mouth. The surfboard is to be positioned straight up in the shark's mouth. The idea here is for the cars to enter the shark's mouth, nudge the surf board which causes the Shark's mouth to drop down and trap the car. Once this surfboard is nudged the Shark voices one of the "12 fishy phrases" (which are quite hilarious.) But there is a major flaw here the surf board does not position easily in the shark's mouth. Instead of standing upward the surf board collapses and slides to the side of the shark's mouth, which keeps the shark's mouth slightly closed. The cars enter and exit the shark's mouth without challenge and the shark says nothing at all. You might find yourself going slightly insane trying to find a way to keep the shark's mouth open. You'll eventually give up and have to use your hand to open and close the shark's mouth.

There are three features of the play set that work reasonably and these are; the moving elevator, the "carpoon" launcher, and the spinning eel pit. Once the car is loaded and brought up on the elevator the shark says a comical phrase such as "Here comes lunch." Once at the top you can launch a shark attack by placing the car on the "carpoon" and shooting it directly at the shark's nose, to which the shark will reply, "That stings!" The carpoon works great, and flings the car a great distance. The spinning eel pit works well too. You place the car on the eel pit and spin it around by sliding a button up and down.

Lastly, this is a fold and go play set which means that the set should fold up easily so that it can be carried around with the attached handle, but it will take some time and patience to position the tracks correctly so that the set easily closes.

Certain parts of the set are sturdier than others. The quality is just okay, there is nothing that stands out about this set. Hot Wheels could have done much better with this set. The design is very unique but the execution is subpar. This set is not fun, it is frustrating. I would not recommend this toy for a kid. The commercial and package advertising are more entertaining than the actual toy.

DISCLOSURE OF MATERIAL CONNECTION:The Contributor has no connection to nor was paid by the brand or product described in this content. By Jendayi - I write. ****I wrote a series of articles on grammar. I can no longer edit these articles. I want to adivse you all against using them. I do not mean to add confusion.****  


Hot wheels track sets????????????
i want to find sets they made in 2000-2006 i checked amazon and walmart but they dont have any thing please help!

Get the answers...

[[ct]]: Hot Wheels Tracks Set

DCX 2006 Hot Wheels Track Set

3 Apr 2007 at 11:40am



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Hot Wheels Tracks Set News


Classic Cars, Orange Track and the Indy 500 Race into Indianapolis Memorial D...

7 May 2012 at 4:44am  ... The Children?s Museum and experience the IZOD Presents Hot Wheels Fearless at the 500 Stunt using a die-cast Hot Wheels car and track set, recreating Team Hot Wheels? Yellow Driver Tanner Foust?s record-breaking jump made at the Indianapolis Mot ...

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