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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.





Indoor Playhut

Top Ten Gift Ideas For Sesame Street Lovin' Toddlers And Preschoolers

Young children are so much fun to buy for. Though they're in a mischievous stage right now, they'll love just about any present they receive - including the wrapping paper!

Most of us have grown up watching Sesame Street and it's just one more way we're able to connect with our little ones. Just as many tykes love the show and characters today. Sesame Street has always incorporated learning within their toys and games, which is why they make great gifts. Here are some ideas for any budget:

1. T.M.X. Elmo (English or Spanish Speaking Version) $39.99- This is an extreme version of the older Tickle Me Elmo, now with three different tickle spots and the need to laugh hysterically. He slaps his leg, falls down, rocks himself back up, rolls onto his tummy and hits his hand on the floor - laughing the whole time. Toddlers really get a kick out of this one. Luckily, Elmo is universally loved. Stuffed animals have really come a long way. This toy can be found at most major retailers and online.

2. Sesame Street Sing n' Giggle Toole Bench $39.99 - You may think this gift is only for boys, but my three year old niece loves banging on it as well. At the push of a button Elmo sings a song, while the screws that twist and turn make appropriate noises. The Cookie Monster Drill Press and the Bert and Ernie circular saw also make jokes while your preschooler perfects his carpentry skills. You can also purchase the Giggle Tool belt for $14.99, but the hammer and screwdriver are already included on the bench. Kids will love how loud Elmo sings!

3. Learn Thru Music - Sesame Street $29.99 - This is a must have! You'll actually buy the system, Learn Thru Music, and depending on the one you purchase, it will come with one cartridge - in this case, sesame Street. But for $14.99 you can buy additional cartridges that are age appropriate as well. My two year old has a speech delay and this game really seems to help him practice his vocabulary. It includes a light up screen that is touch sensitive and the all important microphone so that your child may sing along. When taking car rides, this is the first thing my son grabs. Keeps kids entertained for a while.

4. Sesame Street 2-in-1 Giggle Vacuum $24.99 - Toddlers love noise and imitating mommy, making this a great present. This is a double sided vacuum cleaner with both Cookie Monster and Elmo. You can hear phrases, giggles, and watch Oscar the Grouch spin in the middle of trash. It is recommended for ages 18 months through 4 years.

5. Sesame Street Backpack $14.99 - $24.99 - Every child wants their own backpack. These are easier to find online and they come in many different characters. They are even offered in toddler sizes for those little hands. This gift will come in handy for nights spent over Grandma's or plane rides. You can also choose a backpack that comes with wheels to roll it through the airport.

6. Elmo and Friends House (Hideaway Playhut Tent) $19.99 - Toddlers and preschoolers alike want to have their own space, their own hideout. This tent is a perfect place to let their imaginations run wild. Up to four children can fit inside and the best part is it folds up quite nicely when it's time to put away.

7. Sesame Street Singing Pop-Up Pals $19.99 - This gift is a classic. In fact, I think I had a similar one when I was young. Again, children love music and singing along with Ernie, Elmo, Cookie Monster and Oscar the Grouch. Just touch a button and the characters will pop out. Your toddler will be able to play with this for hours on end.

8. V-Smile Cartridge: Sesame Street Bert and Ernie's Imagination Adventure or Elmo's Big Discoveries$19.99 - Before I go any further, you'll want to know that a V-Smile Learning System (3yr - 7yr) is needed for these cartridges ($49.99). This is a bit on the pricey side if your child does not have the learning system yet, but is so worth it. The Elmo game teaches spelling, counting, problem solving, animals, colors, and shapes while your child explores underwater, a circus, farm life and a music studio. Bert and Ernie look for Bert's collectibles - this is more advanced than the Elmo game. The V-Smile connects directly to your TV and combines a joystick along with many buttons to push.

9. Sesame Street MP-123 Player $15.00 - This portable music player is for ages 18 months and up. Six songs play from three different styles - rock n'roll, hip hop, and Caribbean. Children can actually scroll through the song list by turning the click wheel and selecting their favorite tune! The selection lights up and you can even play sound effects over the music. Great buy for the price.

10. Sesame Street Giggle Sound Station $9.99 - Toddlers will appreciate seeing Elmo and Cookie Monster on a portable sound center. There are fifteen buttons, slides, and knobs that will flash or make noises. For under $10, it can't be beat.

By E. Wright - Bio  
[[ct]]: Indoor Playhut

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