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  • Dr. Spock vs. The Watchmen vs. Terminator: The New Movie Tie-In



    Nostalgia, as Cole’s post on the ever-ubiquitous Final Fantasy VII so deftly illustrated, is a disease afflicting games criticism. It’s understandable why. The people writing about games today (not to mention the majority of people making them) came of age during videogames’ golden age. It’s no wonder fond memories color their perception of the entire medium. Nostalgia isn’t always a bad thing, especially when it inspires creativity. Just look at Bionic Commando Rearmed. But as Luc Sante says, “Nostalgia can be defined as a state of inarticulate contempt for the present and fear of the future.”

    Me, I love the future. I’m a ceaseless optimist, fueled by the promise of tomorrow, I am. When I feel the symptoms of nostalgia (itchiness, aquaphobia, uncontrollably defending Battletoads, frothing at the mouth) taking over my brain, I remember movie tie-ins. I think about going to Pompey Video and plunking down four dollars to subject myself to The Rocketeer on NES. I think about buying Die Hard Trilogy as one of my first Playstation games. Then I vomit and, like an exhausted drunk, I feel a little bit better.

    The movie tie-in is changing though. While you still see trash like Secret Level’s Iron Man game making millions, the big budget retail rush job isn’t the guaranteed success it used to be. Iron Man may have been a hit for Sega and Secret Level (providing the cash flow to finish the giant flop Golden Axe: Beast Rider), but The Incredible Hulk tie-in, released by Sega just a few months later, sold about as well as cans of Coke II. It isn’t just brand strength and high cost that makes tie-ins a greater risk.

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  • The One That Got Away: Arc the Lad



    Romanticizing the pre-internet age of games criticism is common amongst those of us born before 1990. With the presses stopped on Electronic Gaming Monthly, the last survivors of gaming print’s heyday are Gamepro and Nintendo Power. Those magazines still cater to the adolescent audience they always have, but they’ve lost all of their old schlocky appeal. It’s a good thing. Gaming print isn’t dead, and games criticism is slowly but surely emerging from its fandom-based larval form. Yeah the internet’s glutted with drivel, but there’s a lot of substantive, well-written study of the medium happening. *cough*

    One thing certainly hasn’t changed. Gamefan may be long dead at this point, but Dave Halverson is still publishing monthly volumes of unabashed fandom in Play. Play, like Gamefan and Gamer’s Republic before it, isn’t really criticism. The magazine doesn’t engage in heady intellectualism like Edge, but it also doesn’t fall into Consumer Reports-style, reviews-and-previews tradition of Gamepro. Halverson’s publications are professionally made ‘zines, literal love letters to the industry they cover. The furor surrounding Halverson’s praise for Golden Axe: Beast Rider a few months back was surprising. The man isn’t a critic. He’s a lover. He publishes The Girls of Gaming, for crying out loud. Despite his flighty editorial mandate, Halverson’s pubs have had a surprisingly lasting impact on North American gaming culture. Today, Treasure is an iconic development studio beloved the world over. Gunstar Heroes wasn’t responsible for that notoriety. It was Gamefan’s constant lionization of the company that birthed the cult of Treasure.

    Gamefan was, for me, a message in a bottle. Every single month, I would open an issue and be overwhelmed by bizarre foreign games I would never have a chance to play. And at the back of every issue waited the most cryptic and vexing passages of all: the advertisements for Halverson’s import games shop Game Cave. The ads were four-pages long and littered with miniscule pictures of games accompanied by nothing more than a title. That was where I saw this.

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  • Up All Night: X-Blades and the D-List Preservation Society



    “We need new pornos!” – “Spaghetti Western” by Primus

    Les Claypool was right. We do need new pornos. We need new trashy entertainment that borders on the pornographic. It’s essential. No, seriously. Come back. For all my highfalutin talk about the creative potency of games, I relish those games that might be a little base. A little crass. Sometimes, those games are terrible. That’s a good thing.

    I’ve been suffering a weird fascination with Gaijin Games’ X-Blades ever since it first popped up on Kotaku way back in November 2007, when it went by the name Oniblade. Its origins got me curious. There are hundreds of games out there that, even if you’re a rabid fanboy or a member of the press, you’ll never hear about. Korean MMOs, unlicensed Brazilian Genesis games, and, yes, weird action games from the Eastern Block; it’s impossible to follow everything. There’s just too much. So when something like X-Blades, some Russian paean to Japanese action games, pops its head far enough out of the ground you take notice. Especially when it’s coming out for consoles notorious for exorbitant development costs and marketing budgets.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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