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Diablo III Sales Bode Well for PC Games, Poorly for Always-Online Haters
by Chris Pereira
23 May 2012 at 4:31pm

Diablo III was expected to do well, but with so many factors to take into account -- competition from Torchlight II, an always-online requirement, and complaints about a supposedly dumbed-down skill system and colorful art style -- it was hard to say for sure exactly how well it would do. It turns out it did tremendously well; Blizzard has announced the long-awaited sequel has already broken sales records, something the folks over at Activision are pretty accustomed to thanks to Call of Duty. However, Diablo's success may have more far-reaching effects than simply ensuring Blizzard and company are flush with cash.

More than 3.5 million copies of the game were sold in its first 24 hours of availability, according to Blizzard. This figure does not include the freebie digital versions handed out to those who signed up for the World of Warcraft Annual Pass. Over 1.2 million people took advantage of that offer, bringing the total number of gamers with a copy of the game on launch day up to 4.7 million, good enough to make it the "biggest PC game launch in history." After the first week, that figure now sits at 6.3 million.



What If Shigeru Miyamoto Had Become a Manga Artist?
by Kat Bailey
23 May 2012 at 10:29am

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1UP COVER STORY

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

What If Shigeru Miyamoto Had Become a Manga Artist? Cover Story: A timeline from an alternative universe where gaming lacks input from one of its most prolific creators.

I

t's kind of a fascinating story really. Shigeru Miyamoto, maybe the most influential designer ever, had little interest in videogames until the late 1970s, when he played Space Invaders. Up until that point, he had wanted to be a manga artist. Well, what if he had followed his original dream and done just that? What would have happened to Nintendo? Or videogames in general? Here's one possible timeline.

1979 -- Miyamoto the Manga Artist: Shigeru Miyamoto graduates from the Kanazawa Munici College of Industrial Arts and Crafts. Because Miyamoto's father is a friend of Hiroshi Yamauchi, he soon receives an offer to work for Nintendo. But Miyamoto is something of a free spirit, and he has little interest in videogames. He decides instead to pursue a career as as manga artist.



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.





Moon Shoes Review

Rave Review

By Michael Lipkowitz

P.L.U.R., spelled Nic, pointing to the letters painted vertically on the wall. It means Peace, Love, Unity, Respect. Its iconic for ravers everywhere: Its what we live; its what we breathe.

Originally published at www.stockyardmagazine.com



The floor was reluctant to release the soles of my shoes, as though I were attempting to cross a large glue mousetrap instead of a warehouse expanse. Random art clung haphazardly to the walls, with no discernible flare or direction. (I use the term "art" loosely here, as the decor was essentially post-modern bullshit: multicolored, ejaculatory stains oozing down the canvas and off onto the floor.) Thrown everywhere that was most inconvenient in the room, rotting couches bled cotton fluff out of the exposed orifices of their overturned cushions. The space teemed with people, their eyes brimming with energy-I could tell when they looked at me, their eyes darting across the room altogether, like a clan of primeval beings. My eyes latched onto theirs, and I could feel my heartbeat accelerate, as if something were about to happen that would transcend any possibility of communication (verbal or otherwise). I was on the verge of something visceral, something you can't quite grasp-something that flicks between your fingers like dying sparks sputtering between neurons. Possibility loomed.

At least it loomed more than it had at the beginning of the evening, when mostly boredom filled the cocktails that Laura and I guzzled on the thirty-seventh floor of her building on Michigan Avenue. Our eyes traced the landscape of the city from the balcony, and we were laughing as gusts of wind pulled her hair along their current beneath the autumn stars. Then Nic joined us, sporting a form-fitting V-neck sweater. He draped his arms over our shoulders.

"I just heard about this rave over on Kedzie; they just sent out the address. You guys in? We'd have to leave now, though. It's way out there." I looked at Laura hesitantly. She beamed back, confident in her enthusiasm (or in the fact that she now had something to be enthusiastic about). I set aside my reservations and followed them both west on the Blue Line.

Blinking blue police beacons heralded our destination. They adorned every corner, burning silently in the darkness. Cars sped down the road at velocities upwards of seventy miles per hour, as hecklers leaned out of the vehicles' windows, cursing loudly over the din of their stereos. Shattered glass littered the sidewalks like cheap confetti from a party favor. The street signs along the way were sometimes crooked, sometimes upside-down, and sometimes beaten to the ground at a ninety-degree angle. ("I found myself within a forest dark, " the line goes, "for the straightforward path had been lost.")

"They put the party out here, " Nic explained, chuckling, "because nobody's gonna give a shit how loud you play the music, not gonna care if you're dealing or rolling or whatever-because the police don't come out here anyways: They wouldn't risk their own lives for a bunch of kids."

We could hear the beat pulsing through the night air from two blocks away, the musical current surging through our toes as we approached our mark. A neon aura of glowsticks and colored strobe lights flashed above, winding in a cloud of artificial fog through the warehouse's shattered windows. We crossed the threshold of the building, and I felt the beat stir like a demon within me.

All around us swerved strangers drenched with sweat, make-up smeared and dribbling down their faces. Our shifting gaze alighted on an uncanny mix of clothing styles and accessories: vests and V-necks, fuzzy slippers, fairy wings, devil horns, animal tails, guitar cases, bikinis for both genders-nothing appeared to be off-limits. In fact, some weren't wearing any clothes at all. Bracelets strangled some arms as though painted directly on the skin, while others donned so many colored strings and fluorescent beads that no skin at all was visible in between. Hair was shaved, spiked, dyed, or layered. Most tried to dress fantastically, their aim being to blur their gender identity (if they had any). There was no order-it was mayhem.

The main vestibule, apart from the artwork on the walls, had a makeshift "bathroom" off to one side. Sectioned off by wood panels reaching to the ceiling, it contained a giant porcelain tub, lined with hair and waste, whose rusted piping had disconnected from the wall years ago. The line for the bathroom was stationary in the flux of the crowd, as if the people in it were flaunting their post-alternative aesthetic on a stage. The more of them I saw, however, the fewer of them I noticed; the strength of the rave's stimuli blights the senses almost immediately.

Laura made a genuine effort to make conversation with the other participants and learn more about them. She spent most of her time in the back room, astride one of the many porch chairs lining the smoky, makeshift bar (This was a plastic, folding table with a piece of paper that read, "SHOTS - 1$"). People passed around paraphernalia of all shapes and colors; cigarettes and drinks were shared by dozens. A tall man with cornrows distributed tablets in the dark. There was a strong sense of camaraderie-the substances used were communal rather than individual, as suggested by the accelerating contact high that Laura and I began to experience.

"P.L.U.R., " spelled Nic, pointing to the letters painted vertically on the wall. "It means Peace, Love, Unity, Respect.' It's iconic for ravers everywhere: It's what we live; it's what we breathe."

Nic was studying interior design at Columbia College. In fact, everyone here was studying interior design-at Columbia, at the Art Institute, at Loyola. Interior design, architecture, or the visual arts at these or similar institutions of higher learning. The exceptions were the individuals who choose not to attend college at all and, instead, drifted from rave to rave every weekend. They made friends with strangers who would drag them to all four corners of the city until, finally, somebody would decide that the night had to end (no matter where the sun stood in relation to the moon). For a group of people who were trying so hard to burst through the seams of conformity, they did a excellent job of portraying a single, homogeneous mass.

"We're creating a community, man, " Nic explained (as he is wont to do). "Here, right now, with these words, these actions. With each and every night of raving, we step closer to creating something bigger than ourselves."

Something didn't sit well with me (Perhaps it was just the music, which I thought was causing irreparable hearing loss, or maybe it was the heat and humidity, which I thought was causing cardiac arrest). Laura also looked puzzled; she crossed her arms, and I peered around the miasma of smoke that hovered over the crowd. There was a pointed lack of judgment and cynicism that I wasn't quite used to. In its place existed an unqualified sincerity and a genuine, unfiltered generosity. What, I had to ask, was the purpose?

All the rave's disparate elements merged on the dance floor. Afforded the largest room in the warehouse, it sprawled the equivalent of three tennis courts and endured the abuse of hundreds of dancers under a noble, twenty-foot ceiling. The lights were streaming, bursting between my fingers, and yet I was also awash in darkness. Sweat gushed from every pore, and the cold, bottled water that the D.J. continually shook into the crowd seemed to be baptismal, as if it were about to seep through my skin and purge me of the crowd's infernal heat. We danced as if separate from time, our limbs seeming to fuse together in the ellipse of the strobe light, which freezed drops of sweat and water mid-air. The ravers transcended their bodies; names and identities peeled away like old stickers, and the music and pharmaceuticals fashioned them a single body.

"You become a stranger to yourself, " Nic declared enigmatically, in the haze of smoke and shadow. He seemed to be perpetually speaking in aphorisms and absurdities, in false memories and random facts. Nic was not a person but a caricature; they all were-none of them seemed real.

Laura stumbled up to me, already gone, shouting, "Do you see that girl over there?"

"What?" I asked, brining my ear to her mouth.

"That girl, over there." She thrust her finger into the crowd, pointing at a black woman with long, tentacle-like dreadlocks that bounced in the air with her trance-like movements. "I made out with her!" The woman turned her face to me in the repeated pass of an overhead light, and I saw her features were masculine.

"Laura, that's a man." She creased her forehead, looking more closely. Nic came over after noting her distress, and Laura explained her confusion. He examined the person in question.

"No, Laura; he's right. That's a man." The person continued to dance, like some androgynous deity, as the crowd ebbed and flowed around it in a tide of mechanical precision.

"No, guys; I'm positive that's a woman. Look at those tits-what do you call those?" As the deity hovered closer, I saw that its loose blue shirt flapped around simply because it was poorly tailored. The figure then drifted back into the crowd and was lost for good. Laura paused for a moment, stared at the lights leaping across the ceiling, and then began to dance again, allowing the confusion to seep out of her body. Once more we felt a sensation of detachment, as if something was pulling us up and away, out of our skin.

Eventually, the flickering lights began to fade. Nic waded through the crowd and pulled us aside.

"We should go; it's getting late." Laura and I looked at each other, confused. How long had it been? An hour? An excess of two seemed impossible.

We emerged from the warehouse, and the night - and everything about it - was in a quixotic blur. It was five in the morning, meanwhile, and the Blue Line had stopped running. We decided to flag a taxi; but, as Nic said, shrugging, "They don't drive on this side of town." Laura grew worried. Cars were speeding past, the passengers inside waving their fists and spitting incomprehensible words into the void.

The ravers stumbled out into the night-most of them drunk, none of them sober. Removed from the magic of the rave, they were ordinary individuals once more. The ripped V-necks and the stained Converse, the exotic wings and the fuzzy slippers-all of it seemed droll and childish, while in the darkness of the warehouse their trappings made them as gods and goddesses. Now, as the sweat pouring down their tired faces glimmered under the streetlights, all of their pretense and insecurity was readily apparent. Their allure dissipated as quickly as the heat from our skin.

And so they took themselves out of their hovel and returned to the posh apartments they inhabited across the city. Laura, Nic and I eventually slid onto the cushioned seats of a cab we had summoned by phone. It shuttled us promptly home, away from the buzz, the glitter, the heat, and the haze and back to our comfortably quiet lives.

"I don't know what that was, " Laura said, gazing out of the window as we drove through the heart of the city. "Was that real? Was what we just experienced truly real?"

The taxi driver laughed as we drove along the lake shore. "Oh, I've heard that one before."

The vibrations in my toes seemed to have traveled with me, but then I realized it just the motor of the car; perhaps I was suffering a kind of shell shock. On the horizon, meanwhile, the sun was already rearing its judgmental head.

[[ct]]: Moon Shoes Review

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'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
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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
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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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