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Recently by Colette

Your life is incomplete without dog armor

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You might say to me, Colette, what about this is geeky? I will reply to you: Dear reader, it is the ultimate in geek-chic for the D & D enthusiast, the fantasy fiction reader, and the Dragoncon cosplayer. It's an irresistible milkshake of cute, clever and downright dorky, and if I had a dog to put it on, he'd already be outfitted.

Organic Armor also make costumes for adults and kids, and can whip you up a hell of a horned helmet if you happen to be in need. I don't have specific reason to buy a horned helmet, but I'll be damned if I don't want one. Sir Didymus would be proud.

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Your Personal Soundtrack: Lamb

I discovered Lamb by accident back in the days when I used to wander around music stores and check out CD covers (no listening stations, people! I know, I'm OLD!) The combination of excellent beats and Lou's dynamic voice caught me like a fish on a sharp hook, and I've been listening ever since. The band members have since split into solo projects which are all quite good, but I still keep coming back to the first self-titled album and loving it every bit as as much as the first time. "Gorecki" was inspired by Henryk Górecki's Third Symphony, the Symphony of Sorrowful Songs, which ought to appeal to you modern classical elitists out there (like me.)

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Eternal Sonata first impressions

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The only thing that could excite me after the holy sacrament of scrumptiousness that was BioShock was a good solid RPG. I was expecting something a little more utilitarian as RPGs have not broken the mold much lately, so it was a great surprise to play Eternal Sonata at E3 and find not only an exquisitely beautiful title, but one that seemed to have a truly unique storyline as well. I raced to the store today and snatched up the last copy, eager to dive headfirst into the game.

As shallow as it is, I have to say it: For a dying guy, Chopin is SMOKIN HAWT. I think it's his voice actor making it so, as I want to melt his voice into sweet cream butter and rub it all over my nubile flesh. Now that we've gotten my kinky bits out of the way, I don't have to keep making unintelligible references throughout this article. Eternal Sonata is ten times as beautiful in actual play as it is in screenshots and clips -- for some reason, they can't seem to do justice to this title. Playing the first few minutes literally feels as if you've submerged into a completely different universe, which is something RPGs have been failing at a lot lately. Of course, atmosphere can only go so far.

The first half hour of play is as story heavy as you might expect. While the demo may lead you to believe the game will be very simplistic, there is a rich story concept at the heart here. I expected nothing left from a game that is about the dreams of a dying composer, but it's nice to see the story unfolding well even at this early stage. Players annoyed by cut scenes may be bothered and want to get to the gameplay, but luckily these scenes can be skipped if you like. They add a lot to the story though, so be warned you may miss some great details if you do.

So far the fighting is good, but I wouldn't go as far as to call it great. I like the free range movement and the way the attacks feel while landing, but the initial few areas have you meet the same creature through the level over and over, and the battles get a bit repetitive. I'm hoping as music becomes more involved, it will help with this. Turn based fighting can kill a game in the modern player's eyes, so it needs something to keep it interesting (demonstrated beautifully in the old PS1 title The Legend of Dragoon.)

Bottom line: If you love RPGs, pick it up. It's beautiful, the story is interesting and so far the play is comfortable. I'm fascinated with the use of music and can't wait to learn how to use it. Frankly, regardless of whatever the games' weaknesses may be (listed here or not), it beats the hell out of fighting poop monsters in Blue Dragon. Whose idea was an enemy made of poop, anyway?

Help support the site by purchasing Eternal Sonata from our store!

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Moral ambiguity makes a defining mark in BioShock

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I have been playing BioShock for a week and a half or so, just like the rest of you. Of course, the relationship between the Big Daddy and the Little Sister had been often discussed by the time the game was released, and everyone was already aware that there was a moral choice involved in harvesting or saving the Little Sisters. It sounded easy enough, and as I've killed plenty of innocents in my time behind the controller, it seemed the obvious route was to harvest the little girls and take them for all the Adam they're worth. We want to win at this game, after all.

I thought this until I attempted my first harvest. Not only is the result profoundly disturbing, but you're left feeling dirty somehow, and the corpse of the fallen Daddy next to you is somehow ominous even after its fall. Even more clever is what happens if you choose to rescue the Little Sister - her reaction to your kindness is somehow sadder than any violent reaction could have been. Even after taking down many of these creatures, I realized I still could not perceive Big Daddy as an actual enemy, even though it was more than capable of pummeling me into a useless pulp. It does not harm the player when it is not aggressively attacked. What are we to make of such a creature?

Some would say we are emotionally affected by this experience because of morals or personal beliefs. Some perceive the Big Daddy as a father, even though it clearly has no relation to the Little Sister in a physical manner. It could also appeal to the empathies of parents who feel the powerful drive to protect their children. Since I have not experienced either being a parent or having the father/daughter connection as it is portrayed here, I know that I must be affected by something else, perhaps a more primal instinct.

The Little Sister test is one which may say a great deal about the player as he or she chooses the child's fate. Perhaps it can be explained away as simple empathy or the desire to take care of others. We are presented with a situation that is affecting either way it is played out. The lines are not as clear as good and bad though; there is a moral ambiguity present here. Is it wrong to kill something that's clearly evil?

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Bioshock demo examined under fanatical microscope

BIOSHOCK BITCHES

Spoilers? You betcha. After playing the demo the first three times, my awe has finally fallen to a manageable level. What's the next logical step (beyond going to stand in front of a game retailer until the day 2K's masterpiece is finally available)? Why, to scrutinize every bit of the demo for bits and pieces of minutia, clues to the story, and of course things we were too excited to notice the first time.

Before I get into the blow by blow, let me mention that if you are able to watch the title screen for a few minutes, you will actually see a preview for the game that is well worth watching in terms of atmosphere and overall feel for the adventure about to come. As we pan down into our first glimpses of Rapture, the charismatic voice of Andrew Ryan speaks to us for the first time:

"A man has a choice. I chose the impossible. I built a city where the aristt would not fear the censor, where the great would not be constrained by the small, where a scientist would not be bound by petty gravity. I chose to build....Rapture. But my city was betrayed by the weak. So I ask you, my friend...if your life's price was to kill the innocent, would you sacrifice your humanity? We all make choices...but in the end, our choices make us."

Hit the jump if you're ready for more. Warning: MAJOR SPOILERS WITHIN.

continue reading "Bioshock demo examined under fanatical microscope"

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