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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.

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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.

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.





Melissa Doug Victorian Dollhouse Furniture

The Value of Wooden Toys for Children

Melissa & Doug are one of the better known wood toy companies. You can often find this brand in major retail stores as well as online. This company has a wide variety of wood toys for babies and toddlers. You can choose from simple wood block sets or musical instrument sets, or surprise a toddler with an elaborate wood doll house, puzzle or shape sorter sets.

Melissa & Doug's classic ABC/123 blocks are a very popular gift for toddlers.

The History Of Wooden Toys

Children have been playing with toys since time immemorial, and one can safely say that they shall not continue to do so in the future as well. Love for toys is one common link that binds all children irrespective of race, caste, sex, religion, geographical and cultural differences. It is a no brainer that all children, and many adults, love to play with toys.

Today, there is enough evidence for us to categorically state that despite being separated in time and distance, all ancient civilizations played with toys. Kids have been playing with toys ever since the beginning of civilization.

Some popular toys of the ancient world were:

painted wood balls,
glazed papyrus,
clay, wooden or stone spinning tops,
pull toys
dolls and
terracotta animals

Today, we have archaeological evidence that suggests that the young ones of the Roman, Mesopotamian, Indian, Greek and Egyptians civilizations played with a variety of toys, which included balls, dolls, wooden blocks, hoops, rattles, kites, marbles, chariots and tops.

Early toys were simple objects meant to entertain and amuse the children. Unlike today, almost all the toys in the past were made of wood. It is only in the past two hundred years or so that toys made of material other than wood became popular.

Wooden toys have been popular since the ancient times for the following reasons:

1. Until recently, wood was the easiest substance to mould for making toys.
2. Unlike iron and other metals, it was not very heavy.
3. It was not scarce and expensive like the metals.
4. It could be easily painted and made attractive.
5. It could be shaped into wooden blocks or tops or other objects without any difficulty.
6. Pieces of wood could be stuck together to create moving toys.
7. Wooden toys were, and still are, safe.

While simple wooden toys were popular in the ancient world, the medieval world led to an improvement in the technological capabilities of man and this led to more complex toys. Wood continued to remain the favorite raw material for making toys. However, complex toys which could move and even imitate real life came to be designed.

The 18th century saw the introduction of wooden alphabet blocks, wooden sleds and wooden miniature animals. The first wooden puzzle was introduced in this period. Since then, such toys have become the favorite of children all around the world and continue to remain so even today. Wooden cars also became very popular in this period. . Wooden blocks captured the imagination of the children after they were introduced in the 20th century.

The development of new technology led to growing preference for non wooden toys. However, wooden toys still retain their charm and never really went out of favor. Today, wooden toys are making a comeback. That they are not as hazardous as plastic and other toys is the primary reason.

The most popular modern toys of today, like construction blocks, are nothing but plasticized versions of wooden toys that have existed since long and have been very popular since time immemorial.

What Some Of The Classic Wooden Toys Are

The wooden toys available today can be divided into two categories. One category consists of classic wooden toys that have remained a favorite of kids all over the world since time immemorial and modern wooden toys that have essentially been conceptualized in the recent past. The other consists of the new generation toys.

It does not take a lot of effort to list out the popular classic wooden toys. These invariably happen to be the first toy that a kid ever plays with.

The most popular classic wooden toy that has attained iconic status is the wooden rocking horse. No person, no matter how old he is, will ever forget the joy of riding the wooden rocking horse. All of us, at some point of time in our childhood, have climbed on the wooden horse and imagined ourselves to be adventurers. This toy was and remains the most popular classic wooden toys of all times.

If the boys move on to wooden soldiers and wooden vehicles after they outgrow the wooden rocking horse, the girls move on to wooden doll houses, wooden kitchen play sets, wooden doll furniture, and wooden puppet theatre.

All these classic wooden toys remain very popular amongst a majority of the kids in the world today. Despite new technology games intruding in our lives, the innocence of the dolls and doll houses simply refuses to fade.

Another popular classic wooden toy is the wooden train on the wooden tracks. Nothing matches the thrill and excitement of watching a train run on its tracks.

One classic wooden toy that is the favorite of all kindergarten school teachers is the wooden building block. Wooden blocks can rightly be described as the key that unlocks the imagination and creativity of the children.

The best thing about the classic wooden toys is that they are so exquisitely simple. It does not take a lot of effort to understand how these toys work. Yet, kids never seem to tire with these classic toys.

Kids play these toys for years and years and yet these toys succeed in retaining their charm. The reason why classic wooden toys are so popular is that they never try to entertain the kids themselves. They are simply means to an end. They are the tools in the hands of the kids who entertain themselves using their creativity and imagination.

It is the girl who visualizes the wooden doll as a living person and builds a whole world around the doll. The doll is merely an object and that is the reason why such classic wooden dolls are so helpful in the development of the kids.

Another popular classic wooden toy is the Yo-Yo. Now this is a no brainer. This toy has redefined the meaning of fun for innumerable children. Further, this toy helps in the development of the motor skills and reflexes of the children.

Despite modern toys, kids still swear by classic toys because of their simplicity and the scope of freedom that such toys offer to the kids. All can have fun by playing with the classic toys.

How do wooden blocks aid in the education and development of children?

The development of children does not refer to development measured by schools, exams and grades. Development of the child encompasses not mere academic development but also social, emotional and physical development. Only then will the child said to be a developed child.

Mere classroom instructions and exams are not sufficient for the development of the child. The development of the child takes place more from the various activities that the child is engaged in rather than by formal instructions.

Researches have identified toys as tools that help in the development of the children. The child learns a lot while he is playing with toys, alone or in a group. Amongst toys, the favorite of teachers and educationists is the wooden block. The wooden blocks may consist of letters, alphabets or pictures painted on them or may consist of mere plain blocks that can be attached to each other to form any structure or object.

Children who play with wooden blocks are found to develop faster and better as compared to children who do not. There are many reasons for the same.

1. Wooden blocks are objects which compel the child to think. Rather than restricting the imagination of the child, the wooden blocks compel the child to be imaginative and creative.

2. Wooden blocks are always painted in bright colors and are made as attractive as possible. Such toys can be used to determine whether the child has the ability to identify the various shapes, sizes, colors and objects. Any disability identified at such an early age can be rectified before any long term damage occurs

3. The wooden blocks stimulate the sight and touch of the children. The children see the blocks, they feel them. They touch and handle them. They learn to grasp and work with different objects. They lead to coordinate their eye with their hands. This simple task which we take for granted in our day to day life must be, in reality, learned by the child. Toys like wooden blocks speed up this process.

4. Wooden blocks encourage the child to be imaginative. However, the child must follower certain rules. For example, a square block will not fit into a round block. The child must use logic and reasoning to build structures. Sooner or later, the child learns that some obvious rules cannot be ignored.

5. If the child plays with wooden blocks in a group, he quickly learns to work in a group. He learns to get along with others. He learns to work together towards the achievement of a common goal- of having fun. A toy like wooden blocks that offers unlimited scope for creativity and imagination can inculcate the spirit of team work in a child in a very short period of time.

6. Wooden blocks encourage children to experiment. The child has to concentrate, remember and implement the idea that is present in his mind. The lessons learnt while playing with wooden blocks are implemented by the child in his day to day life.


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Melissa Doug Victorian Dollhouse Furniture News


'Heretical' bestseller basis of new 'devotional' - WND.com

21 May 2012 at 7:51pm 

'Heretical' bestseller basis of new 'devotional'
WND.com
Less than two years later, Young asked friends to read the early draft of a novel he was writing as a Christmas gift for his children. Though highly impressed by the manuscript's potential, the friends were opposed to the universal reconciliation they ...



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Remembering Carlos Fuentes - Examiner.com

16 May 2012 at 2:22pm 

Remembering Carlos Fuentes
Examiner.com
I was always going to be a writer; as a child, my favorite Christmas gift from my parents was a typewriter. I sold my comics to the other kids beginning in the first grade, started writing short stories as a boy, completed a hilariously bad science ...

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Stars Add Glitter to Jeweler's Designs - New York Times

16 May 2012 at 8:46am 

Stars Add Glitter to Jeweler's Designs
New York Times
In 2008, Ms. Jolie asked the jeweler to help her design a pendant bearing a hidden message as a Christmas gift for Mr. Pitt, setting the stage for a co-designed collection inspired by ancient tablets. ?We studied all different kinds of tablets ? old ...



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Comic ideas stretched to absurd proportions - This is Bristol

12 May 2012 at 1:06am 

Comic ideas stretched to absurd proportions
This is Bristol
It's when Gilbert elaborates on the kernel of a comic idea and stretches it to absurd proportions that the show flies highest. An unwanted Christmas gift of a computerised toothbrush which prompts a disaster of national proportions and "suicidal" ...



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