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two best friends pursue business and pleasure in NYC.
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The lustful, frantic diary of a young London photographer.
The Nerve Blog-a-log: kid_play
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A bundle of sass who's trying to stop the same mistakes.
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Our newest Blog-a-logger.
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Gay man in the Big Apple, full of apt metaphors and dry wit.
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Naughty and philosophical dispatches from the life of a writer-comedian who loves bathtubs and hates wearing underpants.
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A Demi in search of her Ashton.
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May 16 - May 25
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A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
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Almost everything you want.
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A sassy Canadian who will school you at Tetris.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
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The name says it all.
merkley???
A former Mormon goes wild, and shoots nudes, in San Francisco.
chase
The creator of Supercult.com poses his pretty posse.
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Nerve's TV blog.
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A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
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A Demi in search of her Ashton.
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A Manhattan pip in search of his pipette.
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Putting your baggage to good use.

61 Frames Per Second

  • Need For Speed is Hilarious: Return of the Live Action Cutscene

    Posted by John Constantine

    First, the tiny confession: I have never ever played a Need For Speed. I’m no racing fanatic, but I’m shocked I’ve managed to avoid them this long. I tend to play one racer obsessively every couple of years, a cycle that began with Rage Racer way back in, yes, 1998. (It actually came out in mid-’97, but I didn’t play it until a full year later, curious after reading previews for R4: Ridge Racer Type 4. That year really was awesome, wasn’t it?) The arcade-style delights of Ridge Racer are really what appeal to me in a racing game, something Need For Speed has in spades, so it’s surprising I’ve never played one of its fifteen different entries until this week. If Need For Speed: Undercover is anything to go by, I haven’t been missing much. The game’s something of a poor man’s Burnout: Paradise, giving you an open world to drive your licensed rides about but not letting you do much interesting inside of it. You can’t just stumble into races, you’ve got to select them from a menu or press down when driving near them, prompting load times and cutscenes. The driving is no great shakes, either, fast and presentable but with none of the edge of your seat spectacle that makes the aforementioned Burnout such a treat. I’m going to keep playing Need For Speed, though, for no other reason than to keep watching it’s hilarious live action cutscenes. Check out the goods after the jump.

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  • The "Bike Hero" Viral Video is a Fake...But Should You Love It Any Less?

    Posted by Nadia Oxford

    For a brief and beautiful 24 hours, a guy on a bike gave us a reason to keep living. It's since been revealed that the Bike Hero is a fake; he is not in fact a Guitar Hero/physical fitness guru who's come to Earth to show us all the way. Instead, he's a viral creation of an ad agency called Droga5.

    But Gamecyte asks us: should that matter?

    If a company produces a legitimately awesome piece of art in the vein of user generated content, does its less-than-humble origin detract from its value? Are any of you angry or disappointed that there isn’t really a part-time McDonalds employee and his friends behind the production — or perhaps that Droga5 tried to make you think that there were?


    I am personally at peace with Droga5. I think a little piece of my heart knew the Bike Hero did not actually exist in this paranoid era. Really, if Old Man Macphearson saw a bunch of punk teenagers applying giant coloured tiddlywinks to the suburban sidewalk and street, what would stop him from calling the cops? And what would stop the police from busting up the project? Looking at it rationally (boo, hiss), turning a neighbourhood into a giant Guitar Hero song would be a dangerous endevour. Drivers and pedestrians would be distracted and confused and someone might end up as pate at the end of it all.

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  • Thanks, Microsoft, For Throwing Avatars Back To 1998.

    Posted by Nadia Oxford

    Last night I downloaded the New Xbox Experience. Microsoft guided me into their latest project with the same self-proud fanfare that Squaresoft used for Final Fantasy VII's Summoned Monster animations. Yes, your penis is huge and Nintendo's penis is very small. Now please let me hit the A button and bypass this wonderful...display.

    Sometimes after I down a glass of scotch, I feel happy about the direction of the video game industry. I see reasons to believe that developers are learning that it's not all about graphics. Then the buzz wears off at the same time that I indulge in a project like the New Xbox Experience. Then I become sad again. Microsoft's new Avatars look better than Miis, but they're boring to play with because they're so limited. Once again, a rival has attempted to capitalise on one particular aspect of the Wii's fame (probably after spending millions of dollars on research) but has failed to understand that it's not as easy as, "Oh shucks, we just have to make Miis look fancier and we'll be richer than astronauts!"

    True, Miis aren't especially "next-gen" as far as video game avatars go. Their stick-limbs look like they belong in some school kid's macaroni and glitter-glue project. They don't even wear clothes; they have naught but spartan solid colours to hide their shame. Even so, they're infinately more fun to customise because you can do horrific things to their unassuming little faces. You can move the position of their hair, eyes, nose, mouth and eyebrows. Then you can unload them on friends (or enemies who need a good scare) and you can access the Mii Parade to see ten other people's take on a chibi-Hitler. No two chibi-Hitlers will be the same, either: each is special in its own way.

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  • The Original Adventure - Now Portable

    Posted by Derrick Sanskrit


    The Atari 2600's Adventure holds several special places in gaming history. It was the first game to allow the main character to carry and use objects without entering a menu or command, it infamously featured gaming's very first easter egg, and, as the title implies, it was the first ever action-adventure game for a video game console, paving the way for The Legend of Zelda and countless others.

    Well now the first ever action-adventure video game is available for the iPhone/iPod Touch. And its free. Go experience some video game history right now.

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  • The Big Question: Are Games Depression Proof?

    Posted by Joe Keiser

    Okay, so we might not quite be in a depression yet, but whether or not it’s on the way is a question that’s been keeping a lot of people up at night. For people like us, that begs another question: can video games survive it?

    The reason I’m bringing this up today is because GameStop just announced how well they did over the last three months, and that company’s performance is a pretty good barometer for how well things are going over all. Looking at that announcement alone, the answer to “will games live?” is “probably, but just in case…”

    It turns out that people actually spent more money at GameStop this year, despite having less money and Halo 3 coming out last year. So things may be looking good, but many companies, including GameStop, are lowering their predictions of future money making, just in case it all drops off a cliff.

    Here are a few more of the points that have been made by a variety of smart, educated people who make a lot of money on this sort of stuff:

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  • A Decade of Gaming Excellence

    Posted by Joe Keiser

     

     

    Just like Mackey, seeing that Half-Life is only a dollar on account of it’s ten years of being awesome brought back plenty of wonderful memories of late 90’s gaming. I don’t think it’s a stretch to say that 1998 was not a great year, but the best year for the medium in its history.

    I think this is easy to prove. Below I’ve listed just a handful of 1998’s most well remembered games, and many of them continue to represent the best-in-class of their respective genres. Think about all the changes that have happened in gaming since these came out: high definition came to fruition, the Wii changed the rules, all those idiots you muted on Xbox Live last night were born. And yet, these titles endure:

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  • Whatcha Playing: Tales of Symphonia: Dawn of the New World

    Posted by Bob Mackey

    I've probably blathered about this before on 61FPS, but the original Tales of Symphonia marks the most time I spent with a game during the last generation of consoles. I spent over 100 hours milking that game for all it was worth, and I don't regret it at all--though, to be fair, at the time I was living at home and only marginally employed.  So when a semi-sequel to one of my favorite games snuck up on me, I had to check it out; and while common sense told me the my disappointment in Tales of Legendia and The Abyss may indicate Dawn of the New World's quality, I decided to pick it up anyway.  (I'm a weak, weak man.)

    As a sequel to Symphonia, Dawn of the New World is a pretty shameless cash-in full of recycled assets with a decidedly last-gen look. But, in coping with its shamelessness, New World has some interesting qualities; namely, its status as a direct successor to a previous RPG. Outside of stuff like FFX-2, you don't find games like this too often--most RPG sequels usually end up taking place 100 or 1000 years before/after their previously-released games.  Not so with New World; the events of Symphonia are in the not-too-distant past, which actually explains the state of the in-game world.  Turns out that 100-hour quest from Symphonia actually made things worse, and managed to turn Symphonia-protagonist Lloyd into a ruthless killer. Go fig.

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  • Crossing the Uncanny Valley: Part 4

    Posted by Amber Ahlborn



    In my previous post in this series, I talked about the pitfalls associated with animating faces, specifically pointing out how incredibly hard it is to photo realistically animate a human face due to the array of subtle yet complex interactions of muscles and skin. Now we move on to the broader animation of the body. You can divide animation techniques into two broad categories: by hand, which means the animation was achieved manually by an artist; and assisted animation, where most or all of the animation has been created through mechanical means for the purpose of capturing greater realism in movement. The two mechanical techniques I'll be talking about in this post are rotoscoping and motion capture. Naturally, since this series is about the Uncanny Valley, I'll be focusing on how these assisted animation techniques can go horribly wrong...

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  • Now At Your Local Dollar Store: Half-Life

    Posted by Bob Mackey



    It may be hard to believe, but Half-Life, the FPS that redefined its "shoot your way out of hell while grabbing card keys" genre, is already ten years old.  Actually, since 1998 was such a monumental year of our little hobby, a hell of a lot of games turned 10 this year: Metal Gear Solid, Starcraft, Ocarina of Time, Gran Turismo, and quite a few I'm probably forgetting.  But out of all of these titles, only Half-Life can be had in these frightening modern times for the low, low price of 98 cents.  That's right; if you have a dollar in the bank and a Steam account, you can experience one of the best games ever made for less than the cost of most McDonald's menu items.

    There's one catch, though; this deal is only good until this Friday at noon PST--after that, Half-Life reverts to its original Steam price of $9.99 (still a good price).

    I'm not the biggest PC gamer of all time, but I have a gigantic man-crush on Steam.  I didn't think much of the service until it allowed me to get the entire Orange Box plus a Half-Life version of Peggle for only 40 bucks last Fall.  It also warmed my heart when I typed in the registration code on my 10 year-old Half-Life CD and found that Steam let me download it, and also every single product tangentially related to the first Half-Life for free.  Now, if only there was a way to pry those old Bullfrog titles from the sticky hands of EA...

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  • Go Commando With Your Lunch This Winter

    Posted by Nadia Oxford

    Hey, is anyone out there in the market for a new best friend? 'Cause I'm totally serious about pledging allegiance to anyone who pre-orders Bionic Commando from GameCrazy and gives me the bonus metal lunchbox.

    From the Capcom Unity blog:

    "Bionic Commando is all about the old school style. Neon red hair, awesome sunglasses, and now lunch boxes and patches! The lunch box is a part of a very limited run, and you can only get ‘em if you preorder at GameCrazy. The sides have Nathan swinging through the old school levels of the original BC, with the original box art on the top of one side, and the old com on the other."

    Like so:

     

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  • WTF EA?: Boom Blox Blueprint Studio “Closed”

    Posted by John Constantine



    Had you told me a year ago that EA would publish not one but three of 2008’s best games, I would have called you a liar and then kindly asked you to stop letting your dog defecate on my perfectly kept lawn. Had you then told me that said three games would all be original IPs and that among them was one of Steven Spielberg’s gaming projects, I would have promptly put on my heaviest pair of boots and kicked you square in the groin for lying even more. And yet here we are. Dead Space and Mirror’s Edge, while not perfect, are far and away two of the most memorable things I’ve played in the past twelve months. Unfortunately, I still haven’t gotten to play Boom Blox but it’s sitting at the very top of a long list of games I need to play before January rolls around. Derrick’s been singing its praises since it came out and the promise of a quality original game for Wii with great single and multiplayer is just plain alluring. I do, after all, want to use my Wii for something.

    So it’s with a heavy heart that I tell you good readers that the unofficial EA studio known as Blueprint, the network of designers responsible for Boom Blox, has been dissolved.

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  • The Legend of Zelda: Ocarina of Stupidity

    Posted by Nadia Oxford

    The Legend of Zelda cartoon was one of the more competent game-based television series to foul up the '80s. That's not saying much, I suppose, especially when you recall some of the show's more ridiculous traits. Here's ten minutes of The Legend of Zelda, as collected and sewn together by The Switcher. Guaranteed to make you cringe and say, "Oh Christ above why did I love this? No wonder nobody ever came to my birthday parties."



    I don't think I was ever aware that the Zelda cartoon had a considerable amount of innuendo. Dude, Link tried to ambush Zelda on her bed. If I were the king, I'd turn that impish rogue out on his bum and just set down some fly paper around the Triforce of Wisdom.

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  • Easy Access: Eelke Folmer Is a Mule of Epic Proportions

    Posted by John Constantine

    Easy Access is a semi-regular look at gaming for the physically disabled. For anyone unfamiliar with the term mule, dig this.

    I’m garbage at playing guitar. Somehow I managed enough finger dexterity in my youth to actually become competent at playing the trumpet, but there’s always been something about working my way across six strings that’s eluded me. I am, as the kids say, all thumbs. What’s even more embarrassing is that I can’t even muddle my way through playing fake guitar. When Rock Band is inevitably broken out on late Friday nights and I grudgingly yield the mic to a friend, I can only handle the guitar parts on easy, the gaming equivalent of being patted slowly on the head and offered a cookie. A sad state of affairs, no doubt, but my problem with fake guitar is different than that of the real deal. It’s the timing, matching my fingers to the oncoming visual cues, that gives me so much trouble.

    Eelke Folmer’s new Frets on Fire (an open source Guitar Hero clone) mod, Blind Hero, might actually let me play on medium or higher. The University of Nevada Reno AP’s game is built specifically for the blind and allows you to play Frets based on sound and touch alone via a specialized glove used in conjunction with the guitar controller. The glove uses pager engines to create haptic feedback, signaling the player when a note should be played and with which finger. Based on a test sampling for twelve players, three of which were themselves blind, the glove works like a charm.

    So, yes, I’m thrilled, but, more importantly, Folmer’s work is another exciting step for opening games up to a wider audience. I’ve thought about the largely unexplored frontier of designing videogames outside of traditional interface types a lot in the past few months and Folmer is a pioneer in the field.

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  • Please, Please Don’t Forget Xbox Community Games

    Posted by Joe Keiser

    I know you’re excited about that New-fangled Xbox Experience that came out today. You can’t wait to get lost in this strange new maze of bright icons and non-demarcated advertising. But after you’ve given your avatar your dream porn ‘stache and reveled in Netflix on the Teevee (now free of that Sony Pictures stink, apparently), try to cut through the clutter and find the real prize of the Experience: Community Games.

    Surely you remember Community Games. That’s what Microsoft is calling the indie games service that got a big reveal at GDC 2008 before disappearing completely from view. It’s out now, but it’s still hard to find; on my 360 it’s five deep into the Game Marketplace menu, peeking out from behind some Gamerpics of Lebron James (and even that’s not the whole list—to get to that you have to go to Games Marketplace, then Explore Game Content, then All Games, Browse, Collections, Community Games).

    We’re talking real, true indie stuff here, not that polished, “I have a big three publishing deal and an interview on newsstands now” product that people have been calling indie. This is gritty, garage band gaming, warts and all. It’s pretty exciting to see this sort of thing on console, so I’m going through as many of the free trials as I can. Below I’ve picked out a few of the gems you should try, if only so you can say you liked them before they sold out:

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  • In Which Your New Blogger Proves His Geekness

    Posted by Joe Keiser

    Introducing 61 Frames Per Second's latest blogger: Joe Keiser, here pictured hiding his fear of the Pikachu that walks like a man

    So resident strongman John Constantine has asked that on this, my first day of blogging at 61 Frames Per Second, I start off with a sort of “get to know you post”
    so you the reader understand who I am and why you are to be subjected to my writing. I can tell you right now that the second question will probably remain unanswerable until the end of days. The “who I am” part is doable, though!

    I’ve been doing this writing-for-games-on-the-internet thing since 2004, back when Nintendo was still trying to convince us that Frankensteining our GBAs and GameCubes together was somehow not an aberration of nature. Since then I’ve puttered around all over the place, mostly Edge-Online nee Next-Gen.

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  • The New XBox Experience: A Brief Reaction

    Posted by Bob Mackey



    The New XBox Experience is finally available to all XBox 360 users today, and I couldn't be happier.  Microsoft's old "blade" format had quite a few problems, most of which involved finding stuff on the marketplace; to use the old GUI effectively, you pretty much had to train yourself to think bass-ackwardsly.  And when you got to the right place, sometimes you couldn't even find what you were looking for; I remember a certain summer adventure when a friend and I wanted to play the newly released Commando 3, only to find it minutes later listed under WOTB--which caused me to forever think of the game as Woe Tub.

    The best idea out of all of the new changes has to be the Netflix streaming movie integration. As a loyal NetFlix customer, I was aware of their streaming service before the NXE announcement, but never really used it because I sit in front of my computer too damn much as-is. But now when I'm alone or entertaining (and most importantly, far from my computer desk), I can choose from a good selection of quality (and not-so quality) programming that further justifies me not having cable TV. My own cheapness can only excuse so much.

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  • Meme of the Moment: Bike Hero

    Posted by Bob Mackey

    The "Most Creative Use of Free Time" award goes to YouTube user madflux for the following video--and perhaps, for all time. Combining biking, Guitar Hero, an extraordinary amount of planning, and what must have been dozens of takes (he ain't telling), madflux shows us that he takes his fake instrument playing very seriously. And we all benefit from it:



    The most astounding part about all of this--to me, anyway--is how the bike rider is able to keep up a consistent tempo (in this case, speed) for all of this to work out.  I'll also be astounded if, by the end of the week, Bike Hero isn't turned into a t-shirt, referenced in 1000 lame webcomics, or made the focus of a new reality show on VH-1.  Ah, the time before a meme becomes obnoxious.  Savor it.

    Related Links:

    A++ Parents Let Their Teen Quit School To Become a Guitar Hero

    Praise His Name With Guitar Praise--Or Go to Hell
    Everyone Will be Able to Rock

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  • Crossing the Uncanny Valley: Part 3

    Posted by Amber Ahlborn



    So close and yet so far... (scene from Final Fantasy: The Spirits Within animated movie)

    There are over 50 muscles in the human face. Those muscles that control expression make the face an incredibly mobile part of human anatomy, capable of both extreme and subtle displays of emotion. The skin that lies over those muscles is highly elastic. It stretches and creases, wrinkles, bulges, and puckers. While catching every last subtle motion of the face isn't impossible, it's certainly a herculean task to ask of an animator, much more likely to end in failure than success. Even Squaresoft, who spent nearly enough time, money, and talent to bankrupt itself on an incredibly ambitious movie failed to perfectly cast the illusion of true human expression. Video game budgets are much tighter on all resources, thus, when photorealism is the goal, the end result typically ends up squarely in the Uncanny Valley the moment the camera focuses on a face.

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  • Question of the Day: Yu-Gi-Oh! And Card-Based Videogames?

    Posted by John Constantine

    Good friend of 61 Frames Per Second and Screengrab blogger Scott Von Doviak did an ugly thing the other day. You see, Scott’s slowly making his way through IMDb’s Bottom 100 list, subjecting himself to the worst of the absolute worst in movies on a regular basis. My heart goes out to the guy every time his endeavor crosses paths with videogames. No one should be forced to choke down multiple Uwe Boll movies in a single year. They cause dementia. And gout. The ugly thing he most recently did was watch Yu-Gi-Oh!: The Movie. Now, I’m not sure how many of you out there are familiar with Yu-Gi-Oh! I’ve seen the show a couple of times. As far as I could tell it was about some kid from a new wave band holding out trading cards, screaming what they did at a mod, and then watching some monsters pose. Up until today, my understanding was that it was a cartoon/card game/videogame/underpants franchise created by a marketing department to steal money scraps from the Pokémon table, but it turns out it actually started as a comic by Kazuki Takahashi. I also knew that there were a number of videogames based on the series, but now I know that there just about forty games. Forty!

    Which brings me to my question: what in the hell is up with card-based videogames?

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  • How Chicago Inadvertently Penned an Anthem for Dead Anime Fathers

    Posted by Nadia Oxford

    The other day, I was browsing a retail establishment when Chicago's "You're the Inspiration" came over the store speakers. Suddenly, I felt very sad.

    It was an interesting reaction and not one I would have had a few years ago. Having surrendered my youth to the modern day equivilent of potato mines (retail), I'm familiar with the safe music that's piped over the speakers to keep the masters and beasts complacent. I would never give Chicago another thought ever again if not for an Elite Beat Agents scenario involving an anime girl's dead father.



    Surely I'm not the only one who's come to associate games with certain licensed songs. The Japanese have been sneaky about it since we were kids: Mario's invincibility music is lifted straight from Jesus Christ Superstar and more than one tune in the early Mega Man games sounded like a tribute to Guns n Roses and/or Metallica. But legitimate songs being used in games (or to advertise games) is quickly becoming popular and I'm increasingly interested in the association aspect. This doesn't apply so much to games like Guitar Hero or Rock Band, which usually have you belting out tunes in a club, or possibly a fancy club. I'm referring to instances where a song is used to define a game, or an in-game scenario like the ones in Elite Beat Agents.

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  • Wii Do Not Fit Into One Category

    Posted by Nadia Oxford
    I'm still plugging away at Wii Fit and enjoying it. The game succeeds in one key area where exercise videos and dieting fails: the automatic recording of your progress goes a long way to keeping you on the wagon. When you begin your training session, you're asked to set a goal and a reasonable timeframe for that goal. Watching yourself inch towards that goal is heartening.

    Even though I've always been conscious about moving my body to some small degree every day, I've always had a tendency to ignore at least one vital area of fitness. Wii Fit really does offer a variety of exercises across the board. I can do ten minutes of Yoga, ten minutes of strength training and ten minutes of cardio. I know that's not exactly intensive and I'm not going to become Wonder Woman in a matter of days, but thirty minutes of balanced activity every day has made me feel pretty good. I do feel more flexible. My abs are tougher, but don't go throwing a baseball into them. I can't say my posture is any less horrid, but I'm more aware about my body positioning.

    Wii Fit does have one major flaw though: it fails to communicate clearly with the user on some vital levels. The title measures your BMI, which is rapidly becoming an outdated means of measuring general health. Even my doctor has abandoned it.

    Even so, it's just not a good idea to be too heavy, right? Very true, but Wii Fit forgets to take into account that strength training will inevitably build muscle--and muscle weighs quite a bit. So you work out faithfully every day and get scolded by the on-screen Balance Board mascot for gaining weight. Have you ever been dressed-down by a Balance Board? It hurts.

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  • ONST: Square-Enix’s Rad Original Non-Soundtracks

    Posted by John Constantine

    When talking about the good ol’ Square-Enix days, back when most every game they published was either very good or at least interesting, it’s impossible not to note their stable of composers. Nobuo Uematsu, Yasunori Mitsuda, Yoko Shimomura, and a number of other remarkable musicians have received more international acclaim and love from listeners of their videogame soundtracks than most Japanese traditional musicians. You may have noticed that we ourselves have something of a penchant for these composers. It’s rare, however, to hear work by any of them that isn’t related to videogames. There’s Mitsuda’s Kirite, but even Uematsu’s lone solo album, the prog-as-hell Phantasmagoria, closes with an arrangement of Final Fantasy’s “Prologue”. Little did I know that Square-Enix themselves realized their musical masterminds needed broader creative outlets. The Square-Enix Official Bootleg series, launched back in 2006, is comprised of three EPs spotlighting totally original songs by S-E composers and they are uniformly awesome.

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  • F**k Your Future: Mirror’s Edge, Blade Runner, and the Future City

    Posted by John Constantine



    The image above is a little bit of Deus Ex 3 concept art from Eidos Montreal, the crack design team who broadened our sexual horizons with Fear Effect and taught us that controlling sociopathic murders is boring as sin with Kane & Lynch. I can imagine the dialogue between the artists and producers when this image was submitted for approval:

    "What do you got for us today, concept artists?"

    "Check dis!"

    "This isn't Deus Ex! This is just a screencap from Blade Runner with the guy from Deus Ex 1 smoking in front of it!"

    "I'm fired aren't I?"

    "No! It's perfect! That’s all these nerds want anyway."

    I kid. There is no Deus Ex without Blade Runner, after all. While its influence isn’t quite on the level of Aliens, Blade Runner’s vision of a nightmare cityscape in the far-flung-but-familiar future is a close second.

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  • Explanation: Why Developers Don't Care About SDTV

    Posted by Bob Mackey

    I may be breaking some sort of blogging code of ethics and/or laziness with this post, but if the way I hang my toilet paper (in front of the roll) has taught the world anything, it's that I'm a maverick who doesn't play by the rules. That being said, back during the Banjo Kazooie: Nuts and Bolts unreadable text debacle, where Rare clearly didn't have SDTV users in mind when developing their game, a certain 61FPS reader made an