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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.

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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.

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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.

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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.





Invicta Diver Mens Watch 9743

Interview with Tony Groom, Author of Diver

Interview with Tony Groom, the author of Diver, a book about his underwater experiences as a Royal Navy Mine Clearance and commercial diver. "Day and night for about 10 months, I wrote about my diving life. About becoming a 'Sneaky Beaky' attack swimmer and ship saboteur.

What prompted you to write your book "DIVER"?

I got a call in early 2007, it was the BBC. They said, "We understand you kept diaries from when you were in the Falklands conflict but have not read them yet?" I said yes I did, and I haven't read them, but how do you know? They gave me the old, we don't divulge our sources etc.

Then they said, " We would like to come and film you reading them for the first time and put it on TV." I really had never read them, in fact all I knew was they were in the loft somewhere. I thought about it for a while and discussed it with my wife and decided I would do it.

They came and we did it and it went on BBC Breakfast.

When they left, the producer and cameraman said what a brilliant story it was, and I should really write it all down, you know, fill in the gaps. Well I hadn't ever thought about it. But I started that night and it just flowed out of me. Day and night for about 10 months, I wrote and re-wrote about my diving life. About the intensive training the Navy required to become a 'Sneaky Beaky' attack swimmer. Getting trained in re-breathers that give out no bubbles, enabling you to sabotage ships, or work on mines unseen and undetected.

Have any writers influenced your writing?

I do read a lot but I wouldn't say anyone influenced me. I didn't really plan it. I just happened and I found I could do it, I could tell a story.

Do you dive recreationally, and if so which is your favourite dive site?

I have never done a recreational dive. Well that is not exactly true. I did drag my son around the swimming pool in Thailand a few years back. That is it. But there is a reason for it, and that is, I've done too much already.

In preparation for writing the book I broke out all of my diving logbooks, knowing full well I might depress myself. I started adding up my hours in a saturation chamber. Over a fifteen-year sat diving career, I did around 900 days, or two and a half years, in chambers around the world. You can get less than that for armed robbery.

That is 21, 600 hours in a chamber you cannot walk more that two or three paces in, with usually seven other men who would, on occasion, smell and sound like feeding time at the monkey sanctuary. Take away say 100 days for decompression and bad weather. That leaves us with 19, 200 hours or 800 working days.

Say an average diving day of six hours, and that gives us 4, 800 hours or 200 full 24-hour days actually in the water.

Six and a half months either blowing bubbles or in the bell. Six and a half months wet.

Now I'm by no means the most prolific diver; there are guys out there that either can't get enough diving, or money, and they would blow my hours out of the water. None of those hours, days, weeks and months even include the thousands of air and mixed-gas dives I've done. Not that I wish I had done more. Not at all, that is quite enough for me. In all that time, have I ever found a gold coin or a virgin wreck?

I've found a fridge in the middle of the Irish Sea that I was told, whilst donning my gear, was 'definitely, 100% absolutely certainly a mine'. I've found Spitfire engines in Greece, a Jeep in the middle of the South Pacific, and fishermen and pilots still inside their craft, but I've not really found what I was looking for as a child. That bit of mystery is still there, maybe because I don't know what it looks like. I know I'm in the wrong industry. You are, after all, unlikely to find anything mysterious in the oil industry or hunting for mines.

What was your worst diving experience?

I've had a few 'worst dives.' This was my first ever diving experience with the Royal Navy (which is in the book).

I missed the morning class about how the air set worked and what to do in the event of running out of air. Whilst getting a quick brief before entering the water I caught something about 'equalising'. I thought he meant my ears. Alas, he wasn't concerned with my ears at all. In the Navy if you are wearing an air set you don't have a gauge on it. You start your dive with only one bottle open and breathe normally until it goes tight and starts to run out. If you then open your other full bottle, the air between the two 'equalises' - you can hear it very well under water as a tinny hissing sound. The sound will diminish, and then you close the valve. Now you have two half-full bottles. You breathe down the one bottle again and do the same when it gets tight. Now you have 'equalised twice'; you have about a quarter of your original air left and you come up. Simple!

Simple if you know this, anyway. I missed all that because I was unable or unwilling to control the weather, and was late. The opening of the valve action was never relayed to me.

I guess I was about 100 foot out on the end of my life line when my air started to go tight. No, it can't be, the chief diver said it should last about an hour. An hour hasn't gone by already, has it, and anyway they would call me up (four pulls), wouldn't they? At this point my short life flashed before me.

I am allergic to not breathing, so I did what all rational, normal-thinking people would do in this situation. I panicked.

I grappled around for my life line and finned and pulled myself to the surface as quickly as I could. You are of course meant to breathe out on a controlled slow ascent or you may give yourself a bend or burst a lung. But I had nothing to breathe out, my lungs were already empty. Air hunger, or the urge to breathe, is undoubtedly one of the strongest human reactions we have and you 'will' take extraordinary actions to encourage breathing again. Helped by a large portion of adrenalin, induced by the probability of dying, I hit the surface going full tilt and removed my mask in one swift movement. In fact, the mask may even have been off before I broke surface. Anyway it was in a thoroughly unprofessional manner.

I was travelling so fast I reckon I came out of the water up to my waist. That first intake of breath, that sweet taste of air and water was the deepest I have taken so far in my 48 years. Gasp doesn't do it justice and I don't think you can write down the noise I made. It was probably along the lines of the mating call of a randy caribou. The thing is, I hadn't counted on gravity taking a hold of me now I was briefly out of the water again, but it did, and as I came down from my breach, I went under again. This was becoming intolerable.

The divers on the quay saw this thing shooting out of the water then disappear again, and without pause for thought, three of them began pulling me in, hand-over-hand as fast as they could.

The line I was attached to was tied in a bowline on my shoulder, and with my weight-belt and bottles on I took off at breakneck speed towards the jetty. My speed was so great in fact that a bow wave formed around my head and I found myself under water and unable to breathe again. Only this time I was at a loss as to what to do to remedy the situation. As I began to pass out I just hoped I would soon be at the jetty. In fact I later found out that it was my swift and un-cushioned arrival back at the concrete jetty that might well have knocked me out.

I came to lying in the recovery position and vomiting over some big boots. The chief diver was obviously worried about me and showed his concern by yelling into my face,
'You've not equalised once yet! Why didn't you f***ing equalise?'
'I did clear my ears, chief.'
'Not your f***ing ears, you muppet, your bottles, same as we did in the classroom this morning.'
'I wasn't ... HEEEAVE ... here this morning.' As the second helping of dockyard water and leaves and oil came up and out of me all over the chief's boots, I could see the dawning of realisation move over his face. 'Shit! This was my fault.'

To give him credit, though, his attitude immediately changed from one of anger to apologetic concern. I was wrapped in a blanket and given hot tea and whisked off to sick bay, where I spent a day on bend watch, to see if anything developed, and three days in hospital, throwing up dockyard flotsam and jetsam, and very nearly got back-classed from my basic training unit to boot. If that happened, I would have to drop back two weeks and start again with a completely new intake. I went back the next week though and tried again, and every week for the next ten weeks. Why? Because I was going to pass, is the only answer I can give.

Are you planning another book?

The new one is very nearly finished. Well, say another 10, 000 words. I'm on 111, 000 as we speak. It is a novel. I thought it was about time we had a Brit diving hero. Dirk Pitt has had it all his own way to too long. So, It's about an Ex Royal Navy Mine Clearance Diver.

What are you doing now?

I still do some North Sea stuff, when I can't possibly avoid it. But I am obsessed with getting this new book finished. I am trying to get a literary agent at the moment. In fact I'm waiting to hear, 'Yae or Nae' at this very moment. If he says Yea, I will be trying to write for a living. I have done a few talks to clubs and after dinner stuff, mainly about diving. My biggest was to the BSAC annual conference. There were about 500 there.

About Tony Groom

Born in Hillingdon, Middlesex (UK) in 1959, Tony Groom discovered his fascination with the sea whilst at Monk's Park comprehensive school in Bristol. Started with Sea Scouts, then sea cadets and finally requested to go to T.S indefatigable, a nautical boarding school in North Wales. In 1975 joined the Royal Navy to become a Clearance Diver (CD). (Many hundreds joined to become a diver in Portsmouth, roughly only 1% make it through.) Qualified as a mine clearance diver in 1976.

"In 1976, I joined the Clyde submarine base clearance diving team. Some parts of the team dived almost every day. We dived on nuclear submarines, changed their propellers, you name it, I spent a lot of time wet! We would spend weeks touring the west coast of Scotland, picking up, and blowing up, mines, bombs and all sorts of ordinance. The team also had an IED (improvised explosive device) commitment. By that I mean, letter bombs parcel bombs, suspicious packages and cars. Mostly to do with the IRA."

"In 1977. I had my first draft to the Fleet Clearance Diving Team in Portsmouth. The team had to maintain a 75 m deep diving capability, and be ready to depart to anywhere in the world within 24 hours. We would frequently get short notice trips around the world, either as part of NATO, or helping our warships wherever they may be. Took part in some very odd jobs including, collecting money out of the River Hamble after a bank robbery had gone wrong, various recoveries of bodies, diving on wrecks, recovering crashed fighter jets and helicopters etc."

Involved in the Falklands invasion (1982). Left the navy in 1985 and became a commercial diver until 2004. Is now concentrating on writing.

Signed copies of Diver are available from Tony Groom's web site and, with 5% off, from Amazon.

Article Tags: Royal Navy

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