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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Fri, 18 May 2012 08:26:45 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>ecnewsletter</title><link>http://www.vtwproductions.com/ecnewsletter/</link><description></description><lastBuildDate>Sat, 13 Aug 2011 04:14:57 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>Digital Compendium</title><dc:creator>Varyar</dc:creator><pubDate>Sat, 13 Aug 2011 04:12:38 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/12/digital-compendium.html</link><guid isPermaLink="false">487218:9916591:12502347</guid><description><![CDATA[<p>by Digit<br />
 <br />
 <br />
File #248,999 – Public Service Announcement: Escapist Scandal?<br />
 <br />
This week a series I know and love is leaving The Escapist.  Their name?  Extra Credits.  They're relatively new to the site and their popularity astounds me.  They always try to take life enriching parts of games, discuss problems in the industry, discuss controversy in the industry and take a strong stance on video games as a medium, and the responsibility that carries.  I'm honestly not surprised they didn't stay with the Escapist, James the writer for Extra Credits is an entrepreneur and I always pictured he'd move it to his own site one day.<br />
 <br />
Yet what I did find was not him just having creative differences with the Escapist, like I expected (odd thinking back on it now I'd imagine 'creative' differences on a site that holds the one and only Yahtzee, creator of Zero Punctuation.)  No, what  seems to have happened was a controversy over payments, and who owns the rights to the show, and money in a donation drive.<br />
 <br />
As I don't want to influence this article with my own personal feelings, I'm going to discuss both sides, and let you decide which side you believe or even which side is right.<br />
 <br />
The first part that both admit is that due to the economy paychecks for shows fell behind, and Extra Credits it seems worked for a very long time without payment at all.  Alexander Macris, <span class="caps">CEO </span>of The Escapist, has released a statement saying that from November 2010 to June 2011 James said not to worry about paying him, so he could afford to pay the others.  James refutes this fact and says while he was willing to take a bit of a pay break, he didn't take it as a right to not be paid.<br />
 <br />
In June, Allison broke her arm and James' brother had a rather messy divorce, and James just simply needed the funds period to keep Allison writing and help his brother.  When The Escapist couldn't manage the funds for both, James asked if he could use the show's IP to start a rockethub donation drive for Allison's arm, and that The Escapist back it and provide memberships and t-shirts that they would be compensated for.  This is also agreed by both.  According to James,  they said they were owed 75% of the Rockethub money.<br />
 <br />
A lot more conflicts happen, James tried to just get the rights to his show back, and that he'd just call the $20,000 even.  Some conflicts over what the Rockethub overflow is being used for, and in general conflict.<br />
 <br />
The important part of this article isn't so much the conflict, as the resounding issue that started the conflict, The Escapist doesn't really have the money to support itself at the current time.  As an avid reader of The Escapist news, and many Escapist articles being sent in to the Emperor's Court on a weekly basis, the great shows and series they have on there, and the strong gaming community that coalesces there, I hate to think of what would happen if they were to go under.  The fact shows may not be getting paid or are greatly behind, great creators and contributors of media that have influenced my life not getting compensated makes me very sad indeed.<br />
 <br />
IIn the end, make of the situation what you will, but next time you  watch Extra Credits, or go to a news article, or laugh at Zero Punctuation, maybe turn your ad-blocker off and help them get a few more cents of revenue?  Or if you don't like ads, pay to get the ad-free service.  It's not the man or the companies advertising you really hurt, it's the sites they support, and this one in my opinion, is worth it.<br />
 <br />
Remember you can always find more of this author at DigitalIncorrectness.net</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12502347.xml</wfw:commentRss></item><item><title>I just spent waaaay too much time in the Delta Quadrant</title><dc:creator>Varyar</dc:creator><pubDate>Sat, 13 Aug 2011 04:11:08 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/12/i-just-spent-waaaay-too-much-time-in-the-delta-quadrant.html</link><guid isPermaLink="false">487218:9916591:12502335</guid><description><![CDATA[<p>On July First Netflix added almost all the Start Trek TV shows to it's instant streaming service (except <span class="caps">DS9, </span>which will be added in September) and it took through yesterday, August 9th to watch all 170i-sh episodes of Voyager. I say 170-ish because they counted some of the two part episodes as one, and some not, so the count is weird. Now I like Star Trek shows and I would say that Voyager is still my   favorite one, but watching that much of the show marathon style turned into a real chore at some point.<br />
 <br />
Here are list of observations I made and lessons I learned from the seven seasons of Star Trek Voyager.<br />
 <br />
-Tuvak is a pimp. The resident Vulcan and chief of security is the coolest person on the ship and the only person in the series that didn't annoy the shit out of me at some point or another. With his cold logic and ass kickery he avoided all the pitfalls the other characters had of trying to define their humanity/place in Starfleet, whining about wanting to be home, second guessing past decisions or worst of all, awkwardly exploring romantic relationships. After the show ended and (*SPOILERS*) they got home, Tuvak was the only one I wondered what happened to next.<br />
 <br />
-Neelix is theWORST. Who the hell decided that shaving a badger and letting it loose on a Starship was a good idea? Not a fan, and I was glad when they left him behind.<br />
 <br />
-The Delta Quadrant is <span class="caps">HUGE...</span>sort of. It seems for what was supposed to be a 70 year journey the writers knew that was way to long to keep viewers engaged, and also I am guessing way too depressing of a thing to watch the characters suffer through.  There was no shortage of wormholes or slipstream technology or some other gimmick to shave a few years off the journey. But is begs the question. If space is this big, what is with all the territorial quibbles going on back in the Alpha quadrant? C'mon people there is enough infinite expanse for everyone.<br />
 <br />
-Captain Janeway holds her own against the likes of Kirk, Picard and those other guys. Being completely cut off from the support structure of the Federation and yet still being able to maintain the ideals  and standards of a Star Fleet ship is an almost constant struggle in this series.. And it's Janeway's leadership that makes it possible. I don't even hold it against here that she seems to hate upholding the Temporal Prime directive because to be fair, that rule is not in place yet.<br />
 <br />
-The Holographic Doctor would make a great Doctor. That is to say that if they ever  (Science forbid) make an American version of Doctor Who the actor Robert Picardo would have my vote to play the Tardis flying Timelord. For extra Irony points they should get Jeri Ryan to pay his companion. Okay granted this has very little to do with Star Trek but they just kept calling him Doctor and it's all I could think of.<br />
 <br />
Now my biggest decision is whether I watch Enterprise or Mad Men to bide the time until they add Deep Space Nine in September. If you have a suggestion or want to share some of your own insights wit me up on Twitter www.twitter.com/BarryVonAwesome .</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12502335.xml</wfw:commentRss></item><item><title>The Word of the Emperor</title><dc:creator>Varyar</dc:creator><pubDate>Sat, 13 Aug 2011 04:07:56 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/12/the-word-of-the-emperor.html</link><guid isPermaLink="false">487218:9916591:12502326</guid><description><![CDATA[<p>Norway Overreacts<br />
 <br />
We discussed this on this show briefly, but I wanted to expand on the topic here where I have more time. Most everyone by now has heard of the tragic shootings and bomb attack in Norway a few weeks ago. They were carried out by a man who believes himself to be the savior of the European way of life, a staunch opponent to the ever increasing spread of Islam in Europe and across most of the 1st World. That is a legitimate debate of sorts, but not one that will go on here. Rather than articulating his points with words and with activism, instead he turned to (as is so often the case with radicals of the very people he is demonizing) to guns and bombs. I won’t bother pointing out the hypocrisy of this, or the clearly unhinged mental state of this terrorist. Those are without question.<br />
 <br />
Instead, I want to address a more preventable crime. Not near on the scale as what the terrorist did, but one that shouldn’t be an issue in a developed country with an educated populace, one where coolers heads should prevail. I mean of course the decision by those in Norway to ban toys, video games, movies, anything that seems even remotely violent. Much like the overreaction (and misinformed/knee jerk reaction of a very liberal media) here in the US that claimed the man who shot Congresswoman Gifford in the head was doing it because of the heated political rhetoric in the nation. <span class="caps">MSNBC, CNN, NBC, ABC, CBS </span>all went out of their way to claim that he was expressing his hatred for policies enacted in the government through use of a gun. This was blatantly false, and they knew it when they claimed it. He shot her because he had an obsession with her specifically. It had nothing to do with her politics or her position.<br />
Norway is doing the same thing. They are confusing the argument and issue here with something unrelated. This man didn’t become unhinged because he played World of Warcraft, or watched a violent movie. He was a nut job pure and simple who has a beef with a religion of people becoming increasingly more common in his nation. By the same logic, we should ban history books since clearly he could have been influenced by the acts of people like Hitler and Mao who didn’t care for people who were different from them either.  <br />
 <br />
Its natural in times like these for people to want to place blame on someone or something. Video game and violence in media forms like movies and tv are always easy and favorite targets. I don’t think any rational person who is willing to give all angles a consideration would truly believe having playing <span class="caps">WOW </span>or Modern Warfare sent this guy on his quest to kill eighty some people, almost if not all were anything but Muslim. Going after gaming is the wrong argument, and is simply misplaced anger at best.  Until there is some definitive evidence that links gaming to this tragedy, the dialogue should be about what he was trying to accomplish, not how he did it.</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12502326.xml</wfw:commentRss></item><item><title>Nun-Defeated Enemy</title><dc:creator>Varyar</dc:creator><pubDate>Thu, 04 Aug 2011 04:42:57 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/3/nun-defeated-enemy.html</link><guid isPermaLink="false">487218:9916591:12387960</guid><description><![CDATA[<p><em>by Nunleft (nunleftrep@gmail.com)</em></p>

<p><em>Every week I shall be taking a look at one boss or enemy from a video game. Looking at its history, strengths and weaknesses and finally how awesome it is. After looking at all this, I shall rate one to ten on the "Australian Danger Index"(from Koala to Taipan.)</em></p>

<p><strong>Enemy:</strong> The Executioner<br />
<strong>Game:</strong> Alice: Madness Returns (2011)</p>

<p><strong>History:</strong> The Executioner is a patchwork horror made by the Queen of Hearts, he is the terror of Queensland (not the one in North-Eastern Australia.) Standing (presumably) fifteen feet tall and wielding a giant scythe which slices friend and foe alike. His broad-sweeping strike devastates everything with-in its reach. This monstrosity is finally taken down once Alice eats some cake and steps on him.</p>

<p><strong>Strengths:</strong><br />
• Immune to most damage<br />
• Enormous<br />
• Hard to dodge his attacks<br />
<strong>Weaknesses:</strong><br />
• Catches allies in his swings<br />
• Can be stepped on.<br />
<strong>Where does he rank?:</strong> I would love to see a Panzer Tank scratch this guy. Australian Danger Index: 8/10 (Blue bottle.)</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12387960.xml</wfw:commentRss></item><item><title>Barry and He-Man</title><dc:creator>Varyar</dc:creator><pubDate>Thu, 04 Aug 2011 04:41:01 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/3/barry-and-he-man.html</link><guid isPermaLink="false">487218:9916591:12387944</guid><description><![CDATA[<p>The real story behind He-Man is filled with Intrigue, Backstabbing and just a touch of Satanism.<br />
 <br />
http://www.youtube.com/watch?v=9USEtUDgydw&amp;feature=player_embedded<br />
 <br />
Here is a link to a preview that debuted at Comiccon for the new documentary “ToyMaster” that looks at the  history behind He-man. The toy line, the cartoon and ongoing fight nearly thirty years later over who actually created it. For any of us that grew up in the 80's the Masters of the Universe toys and cartoon were beyond popular, and this documentary adds a whole new look back at both.  Who knew that there was so much in fighting not only over who came up with the original idea but also over which side was more important. The show thought they were the main product and the toys  were there to support them, but Mattel thought the show was just a commercial for new vehicles and characters.<br />
 <br />
The Doc looks pretty awesome and interesting. It reminds me of  “A Fist Full of Quarters: The King of Kong” and not just because of the 80's nostalgia. It is also a very similar conflict and features some real people that  so whacked out and passionate  about He-man that the preview makes it seem like a compelling story. As they say the truth is stranger then fiction and I personally like that the guy who wrote the mini comics that came bundled with  the toys thought the whole premise was convoluted and ridiculous. It's also pretty awesome the they got the accused of advancing the popularity of the occult.<br />
 <br />
I personally can't wait until this film is available to be seen. Maybe it will finally explain what the hell Orko had going on under that big floppy hat. If you have some theories about that and you want to share them, hit me up on Twitter www.titter.com/BarryVonAwesome.</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12387944.xml</wfw:commentRss></item><item><title>Digital Compendium</title><dc:creator>Varyar</dc:creator><pubDate>Thu, 04 Aug 2011 04:38:40 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/3/digital-compendium.html</link><guid isPermaLink="false">487218:9916591:12387930</guid><description><![CDATA[<p>by Digit<br />
 <br />
 <br />
File #8,152,011 – Zombies and Space Pirates!<br />
 <br />
After last week's rather controversial posting, I feel it is time for someone else to be the focus of this article.  I had the pleasure of getting a small dialogue with the designers of MinMax Games, who's first project Space Pirates and Zombies is getting very close to launch and is in a pay beta period.<br />
 <br />
They were extremely polite, and I adore the game, I'll make sure to do a review for next week.  If you like top down space shooters with customizable ships, get this game.  Just go, get it now.  It is thoroughly worth the money if you have any kind of interest in this genre.  Anyways, enough about me and the game, let's dive into this!<br />
 <br />
1.) Tell us a little about you and the team behind Space Pirates and Zombies.<br />
 <br />
Andrew Hume: Working in games is the only “real” job I have ever had.  I started while I was still in University, being the entire IT department for a then independent game studio of about 60 people.  Over time I graduated to <span class="caps">QA, </span>then scripting, then coding, and then to design, and now it has been over ten years and all of my experience is rolled up into <span class="caps">SPAZ. </span> I have been avidly playing Commodore 64, Amiga, and then PC games since I was about 10 and have known since then that making games is all that I ever wanted to do.    <br />
 <br />
Richard Clifford: I’ve been working in the industry for a little over 7 years now.  After high school I got myself into a game design college.  Following that, I worked at a big <span class="caps">AAA </span>studio for 5 years working on various projects.  Andrew and I had worked together in an office nearly that whole time, so we have a great deal of experience working together.  After I left the big mega corps I didn’t want to jump right back into another super project, so we got together and formed MinMax Games.  <br />
 <br />
2.)How did the idea for the game begin?  Why this genre of games that has had very few new releases into it in the past few years?<br />
 <br />
Both: Interestingly enough, the reason we wanted to make <span class="caps">SPAZ </span>is because there are so few games like it anymore.  We got tired of waiting for someone to make a grand space action adventure, so we did it ourselves.  From day one we knew we wanted to make a space shooter, and were counting on others wanting the same thing.  It’s totally backwards compared to the big industry standard of “appeal to everyone and their dog”, but sadly the old school gamers like us are not considered part of the mainstream any more.  Every year there are fewer building, <span class="caps">RTS,</span> 4X and space shooter type games in favour of sports, browser games, and shooting faces.  We understand the business end of it, but my inner child wants what it wants.  We made the game we wanted to play, because frankly we were bored with a lot of mainstream games.  <br />
 <br />
3.) What would you say is the most appealing feature of your game?  <br />
 <br />
Andrew Hume: I really like the emergence.  Since just about everything in <span class="caps">SPAZ </span>is procedurally generated, even we as devs have no idea what is around the next corner.  So there are always new exciting encounters and <span class="caps">WTF </span>moments to keep us on our toes.  Well, that and blowing the snot out of things with my 8 turret Crawler.  <br />
 <br />
Richard Clifford: I’d have to say the physics based combat and the visuals that go along with that.  Watching little space dudes get sucked out of hull breaches never gets old.  Seeing your massive ships crack in half, with all the debris coming off is like a fireworks display.  We even simulate expanding spherical shockwaves that do physical damage as they pass by.  <br />
 <br />
4.) What was the most frustrating feature to design and Why?<br />
 <br />
Both: Trying to get the game done within a reasonable time is insanely frustrating when you are not making any income.  We intended for <span class="caps">SPAZ </span>to only take 6 months, but we were dreaming.  We ended up working on <span class="caps">SPAZ </span>for 2 years with no other jobs to fall back on.  We lived on savings, and then home equity.  On one hand, we need money to live, but on the other hand we want the game to be awesome.  It’s like a rock and a hard place.  We pushed it as far as we could, but our pre-order beta program has taken a great deal of pressure off.  <br />
 <br />
As the months dragged on, <span class="caps">SPAZ </span>had to be better so it would make more sales to pay for the previous development, which made it take longer again, which requires that <span class="caps">SPAZ </span>again become better…  It got pretty insane.<br />
 <br />
5.)What would you say the most challenging part of being an independent developer is?<br />
 <br />
Both: The most challenging part is not knowing if you are nuts to be doing what you are doing.  With a regular games job, the rug might get pulled out from under you and your project cancelled, but at least you were getting paid.  With indie development, the rug won’t get pulled out, aside from the bank, but there is also no way of knowing if anyone is going to buy what you are trying to make.  In the end, we gambled that we were not the only disillusioned gamers out there that missed the good old space faring days.  We ended up making a game for ourselves first and then hoped that we were not along in the universe.<br />
 <br />
6.)The best part of being an independent developer?<br />
 <br />
Both: The best thing about being an independent developer is the freedom to do whatever you want.  Working for a huge company you tend to be 1 person out of 100.  It’s hard to get your ideas across to so many invested people.  Everyone likes different things, and the threads start being pulled in different directions.  You tend to end up with a collaborative, but stripped down vision that is much more safe than innovative.  Imagine trying to create a fusion of everyone favourite ice-cream flavour.  You’re going to get plain old vanilla.  <br />
 <br />
7.)I know I learned about your game through Youtube, Totalbiscuit actually, how much would you say internet media like Youtube has helped Space and Zombies?<br />
 <br />
Both: It is critical to the survival of MinMax Games.  We count on the internet to spread word of mouth, as well as to distribute the demo and game itself.  We don’t have the financial backing to ship our game to retail outlets, or have ads on TV and bus stops.  We simply couldn’t do this kind of thing 20 years ago, or even 10 years ago.  If the infrastructure to reach so many people online wasn’t there, we would have never taken the risk.  With all that in mind, don’t forget to tell your friends about us ;)<br />
 <br />
There is also no question that Total Biscuit put us on the map, and we can’t thank him enough.  He provided us with the ability to get noticed.  <br />
 <br />
8.)Are you planning more games after Space Pirates and Zombies? Any ideas already on the table?<br />
 <br />
Both: We hope to continue to support <span class="caps">SPAZ </span>as long as we have an active fan base for it.  This might mean some <span class="caps">DLC </span>or expansions we will sell later on down the line, but for now we’re going to make free content.  We also plan to make a Mac version soon.<br />
 <br />
We have toyed around with a few ideas as to what our next project might be.  It’s too early to tell for sure, but if <span class="caps">SPAZ </span>does very well, we may start on a sequel right away.  We haven’t yet sat down and seriously talked about it beyond agreeing that the next <span class="caps">SPAZ </span>needs to be built around multiplayer.<br />
 <br />
9.)  Anything else you'd like to tell us about the game or designing it?<br />
 <br />
Both: Holy smokes!  No matter how much you think you know, or how skilled you think you are, everything takes 3 times longer than you think.  Anyone thinking of starting a home brew game, remember this.  Try and keep your creativity in check and adjust your ambition to your scope.  Fun doesn’t have to be huge; it just has to be fun.  The devil is in the details.  Despite all our combined industry experience, the amount of work still blindsided us.  <br />
 <br />
10.) And just so our readers know where can we find <span class="caps">SPAZ </span>and when is it's official release?<br />
 <br />
Both: Our official release will be on August 15th.  Right now you can get your hands on the Beta from Impulse, GamersGate, GreenManGaming, Desura, as well as purchasing it directly from us.  There is also a demo available that we would encourage your readers to try.  All this great stuff can be found on our website spacepiratesandzombies.com.</p>

<p>Again, a special thank you goes out to MinMax Games, and I wish them all the best!<br />
 <br />
Remember you can always find more of this author at DigitalIncorrectness.net</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12387930.xml</wfw:commentRss></item><item><title>The Word of the Emperor</title><dc:creator>Varyar</dc:creator><pubDate>Thu, 04 Aug 2011 04:35:44 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/8/3/the-word-of-the-emperor.html</link><guid isPermaLink="false">487218:9916591:12387922</guid><description><![CDATA[<p>Come Correct Fellow Gamers<br />
 <br />
After coming home from my trip to Otakon this past weekend with MysticMimm, the discussion with friends and family turned to how we enjoyed our vacation. For the most part it was a fun and positive experience. The negatives, and there were some, will go into more depth when we next do the show. There was one however, that I didn't want to wait on but wanted to address right away. My first avenue for consumption by loyal readers and listeners alike is the Opinions of the Court Newsletter, so here we go.<br />
 <br />
I feel the onus is on me to call out my fellow gamers to come correct and rectify what has become a very valid stereotype. While gamers are not alone in their guilt of abusing this, they are a group I share a connection with and feel we need to police our own. Of course I speak of hygiene, or the lack there of.<br />
 <br />
See, Otakon sports some 90,000 square feet of gaming at their convention. Granted not all of this particular hall is used, most of it is for cabinet games, large projector screens for Xbox, 360, <span class="caps">PS2 </span>and 3, Wii, Gamecube, the works. Its open from around noon until the wee hours of the morning, and as you can imagine is packed full of players from open to close. Add in the fact that it never dropped below 100 degrees while we were in Baltimore and you have the makings of some serious Con-funk. A horrible odor.<br />
 <br />
To give you an idea, you can <span class="caps">SMELL</span> IT the minute you walk through the doors of this giant hall. The unwashed masses of gamers in this room were the very epitome of the stereotype that we gamers care nothing about the game we are playing, even our own cleanliness. This is an easy problem to fix, an easy solution with easy application.<br />
 <br />
<span class="caps">SHOWER. GET SOME FUCKING SOAP, AND SOME DEODERANT, AND USE</span> IT <span class="caps">DAILY.</span> You ruin the experience for the rest of us with your putrid smell, not to meant casting a different kind of cloud over those of us who are gamers and know how to keep ourselves respectable. There is no excuse for this kind of behavior, you are not invalids, you clearly have enough means to get yourself to the convention, and most hotels <span class="caps">PROVIDE YOU THE SOAP AND SHAMPOO</span> TO <span class="caps">USE.</span> Wash your fucking clothes you dirt whore before you stroll into the game room. I'd spend more then 5 minutes in the Hall talking with people if I wasn't afraid of passing out due to the smell.<br />
 <br />
Its real difficult for me to advertise this convention and encourage others to go when I know the kind of douche baggery they will be subjected to, mainly in the form of bodily odor.</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12387922.xml</wfw:commentRss></item><item><title>Opinions of the Court</title><dc:creator>Varyar</dc:creator><pubDate>Sun, 31 Jul 2011 01:30:26 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/7/30/opinions-of-the-court.html</link><guid isPermaLink="false">487218:9916591:12347661</guid><description><![CDATA[<p>Another week, another newsletter.  This one, as always, is chock full of tasty goodness for all you CotE net nerds out there.  Nunleft returns with Nun-Defeated Enemy, Barry reviews Captain America, and Emp gets all nostalgic on your ass.  There is, of course, another article from Digit as well, and it is this that i'd like to take a moment to write about.</p>

<p>Digit's article tackles a difficult subject, one that could potentially offend those who read it.  In fact, she told me it was controversial when she sent it in and I even thought hard for a moment about shelving it.  Then, I remembered something.  I don't care if you're offended.  I think the article makes very valid points about a very difficult topic.  If you are such a sack sucking nancy boy/girl that you get your panties all twisted up because someone got unPC, or tried to discuss a controversial subject, then it's simple: Don't read Digit's article.  However, if you read it and then send me messages about how it was inappropriate or offensive, rest assured that I will quickly delete your message and move on with my life without giving it a second thought.  We are all here because we love gaming and this article discusses one of the darker aspects of gaming, We should be encouraging interesting new lines of conversation about our favorite hobbies, especially when our hobby happens to be a much maligned and misrepresented artistic medium as well. </p>

<p>Anyways, rant over, enjoy the <strong>Opinions of the Court!</strong><br />
varyar Out</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12347661.xml</wfw:commentRss></item><item><title>Nun-defeated Boss</title><dc:creator>Varyar</dc:creator><pubDate>Sun, 31 Jul 2011 01:27:12 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/7/30/nun-defeated-boss.html</link><guid isPermaLink="false">487218:9916591:12347654</guid><description><![CDATA[<p><em>by Nunleft (nunleftrep@gmail.com)</em></p>

<p><em>Every week I shall be taking a look at one boss or enemy from a video game. Looking at its history, strengths and weaknesses and finally how awesome it is. After looking at all this, I shall rate one to ten on the "Australian Danger Index"(from Koala to Taipan.)</em></p>

<p><strong>Enemy:</strong> Camula<br />
<strong>Game:</strong> Yu-Gi-Oh GX: Spirit Caller (2006)</p>

<p><strong>History:</strong> This game's plot revolves around the storyline of Yu-Gi-Oh <span class="caps">GX, </span>and consequently you meet a vampire who (while not actually doing anything) is on par with the Edward Cullen vampires. She comes to duel you for a "spirit key" she beats one of your friends and turns them into a doll. Ignoring the fact she could easily kill them and take the keys, she challenges people to a card game to steal their souls. At least the gay, paedophilic zoophiles (Twilight vampires) have the minor testicular fortitude to kill someone.</p>

<p><strong>Strengths:</strong><br />
• Theoretically Immortal<br />
• Can take your soul<br />
• Can play a half decent Zombie deck<br />
<strong>Weaknesses:</strong><br />
• Uses a card game to steal souls<br />
• Can be beaten by a primary schooler<br />
<strong>Where does he rank?:</strong> She is a joke as a vampire, and my Six Samurai deck would crush her zombies almost as hard as Emperor throwing Pepsi cans. Australian Danger Index: 1/10 (Koala.)</p>
]]></description><wfw:commentRss>http://www.vtwproductions.com/ecnewsletter/rss-comments-entry-12347654.xml</wfw:commentRss></item><item><title>Digital Compendium</title><dc:creator>Varyar</dc:creator><pubDate>Sun, 31 Jul 2011 01:22:35 +0000</pubDate><link>http://www.vtwproductions.com/ecnewsletter/2011/7/30/digital-compendium.html</link><guid isPermaLink="false">487218:9916591:12347632</guid><description><![CDATA[<p>by Digit</p>

<p>(Editor's Note - The Following article addresses a sensitive and controversial topic.  When reading it, take into consideration that this is one of many viewpoints and is as valid as any other. Furthermore, know that I believe the article has merit, and if it makes you angry or offends you....I really don't care - Varyar)</p>


<p>File #4,201,999 – <span class="caps">SCMRPG</span>! Standing on Integrity.</p>

<p>I had an interview ready and prepared, but you will not get that this week.  I'm sorry, it will come next week.  Every once in a while in a writer's life if they are truly passionate about their work, they must put their pen to paper and put out something that is likely to offend, to disgust, and disturb many people.  Occasionally things will hit your nerve in such a way that you feel if you do not write about it, you are doing a disservice to yourself and to your readers.</p>

<p>I will probably upset quite a few people with this review, and with this editorial.  Honestly, it might not see the light of the newsletter, but if you're reading these words, it has.  Some things are more important than entertainment though, and this is one of those things.  Today Digital Compendium takes a look at a game that is not for fun or entertainment, that pushes the boundaries of what games can and should be allowed to do, and one that I know I personally will always remember. </p>

<p>Today we look at Super Columbine Massacre <span class="caps">RPG</span>!</p>

<p>Initial Thoughts.</p>

<p>The name sounds horrendous, doesn't it?  It sounds like it trivializes a tragedy, devalues human life, and is an abomination of all that is good in gaming.  It is a shocker of a title, and it's meant to be, but I need you all to do me a favor, ok?  Get past the name, please.  I almost didn't, and if I couldn't get past the name, I'd have lost out on an experience worth remembering.</p>

<p>I found the game through a friend of mine who mentioned a documentary called “Playing Columbine”.  It's on Netflix, it's biased, and it's extremely liberal but there are some good points in there, and as an added bonus it makes fun of Jack Thompson</p>

<p>Anyways, after watching that, I had to go give this game a try myself, so I went to columbinegame.com and hit the download button.  A little while later I had it installed and I was playing one of the most disturbing games I've ever touched upon.</p>

<p>Feelings and Motivations.</p>

<p>I felt disgusted playing this game.  Every time I did something like gaining a level I felt that familiar surge of triumph I had in many <span class="caps">RPG'</span>s past, then I'd realize I'm in a sick, perverted way following the lives of two kids who murdered their school.  I was disgusted at how the game community had conditioned me, and how utterly desensitized I found myself getting when I stepped into 'game mode' only to see a poorly digitized photo of what I was doing and get snapped back to reality.</p>

<p>This game is hard to play, and it's captivating but not fun.  How far would this go and what information was present?  Well that brings us to the next category.</p>

<p>Information.</p>

<p>As gamers, many of us remember the Columbine shooting as one of the best examples of video games as a scapegoat.  The fact that they played Doom and created maps in Doom put video games under a spotlight that shone with misunderstanding and visceral disgust.  We remember the media blaming bullies, the school, the music, the games, but never the parents or the kids themselves.</p>

<p>This game hits a lot of hard facts that were never shown on the media, shows you their lives and their motivations for going on their gory murder/suicide rampage.  When you realize you've learned more <del>real</del> knowledge about what happened in Columbine from a poorly pixelated game than you did in all of the news coverage, that will be the first real point that makes you start looking at this game as what it is, a game with a message.</p>

<p>About the Development.</p>

<p>I looked a lot into what the kid who made this game has done publicly, a lot was said in the documentary but I wanted real research, real facts to back up these claims.  He lives in the Colorado area not too far from Columbine, and when he heard, he threw up.  He also saw more of himself in the killers, particularly in their interests than he knew how to deal with.  He started making movies, very dramatic and emotional movies.</p>

<p>Then he stumbled upon <span class="caps">RPG</span> Maker, free software that helps you make a game with little/no programming skill, and he wanted to make a game that could matter.  A game that was important.  He decided that his game was to be about Columbine, what happened there, and impart his own trials with the realization that he wasn't so different from the killers, he just hadn't snapped.</p>

<p>That right there is a very honest, but very scary admission.  You admit freely you were on a similar path, and through luck hadn't jumped onto it.  Many will use this to say this game vindicates what these two students did, but he thinks of it more as just an odd game/documentary hybrid.</p>

<p>Media Reception.</p>

<p>This game has gotten a <del>lot</del> of bad press, for good reason.  It's a controversial game, it is disturbing, it's a game that can offend a lot of people.  The issue?  It's judged solely on the fact it is a game and not because of it's content or context.  Many news outlets had already blasted the game and made judgments before ever trying the game.  Some never have.  Video games are odd in that way, aren't they?  If a news outlet blasted the movie Taxi Driver without seeing it, there would be monumental backlash, and that could potentially be career suicide.  Focus your hate lasers at a game without trying it?  Another day.</p>

<p>Community.</p>

<p>This game has definitely built some communities around it, not only for those interested in a true forum to discuss school shootings, motivations, prevention, causes, etc. .. but to discuss gaming as an expressive medium.  Danny Ledonne, the creator of this game, wanted to make a game that was important to him, that helped him work through his feelings and to show people what really happened that day.   And he got backlash, and has had to weather outcry founded in ignorance and had to stand strong under the scrutiny of many people and organizations.</p>

<p>Slamgate.</p>

<p>Super Columbine Massacre has won many awards in art festivals, though it was pulled from it's first big debut in the Slamdance competition after getting picked as a finalist.  Following the announcement of it's removal, sponsor <span class="caps">USC</span> Interactive Media Division pulled it's support and 7 of the 14 finalists were also pulled by their developers in protest, including Braid, Castle Crashers, and flOw.  </p>

<p>Johnathan Blow, the developer of Braid, was quoted saying “Super Columbine Massacre lacks compassion, and I find the Artist's Statement disingenuous.  But despite this, the game does have redeeming value.  It does provoke important thoughts, and it does push the boundaries of what games are about.”</p>

<p>The jurors also were going to award a “Special Jury Prize” for Best Documentary, an unofficial award not endorsed by Slamdance.  The president of Slamdance Peter Baxter pressured the jury before heading out into not giving out the award.</p>

<p>Author's Final Thoughts and Impressions.</p>

<p>After fully experiencing this game, I honestly had to sit and reflect for a very long while over what I had went through, and what it meant to me.  How this game fit into my parameters of games can be art.  This was a very borderline game that exceeded the limits of offensive and I wasn't even sure about how to write this editorial.</p>

<p>Eventually I decided to write the article less about the game, and more about the experience.  To try to go in depth into the game I really do not feel is my place.  If you want to experience it, I don't want to impart how that experience was for me, I'd rather you reach your own conclusions.  What I was certain of however, was that this had  impacted me and my thoughts and feelings enough I had to share it with you, the readers.  That my personal integrity as someone who claims to be passionate about gaming required I put this out there, and in the best possible way I knew how.  </p>

<p>This game has faults, this game is offensive, many of the ways this game handles death and what happened could be considered inappropriate.  This game is controversial, and this game is hard to play.  When you win, you lose.  The quality of the game is very sub-par, and a lot of poor design decisions went into it.  Some of it's message is greatly lost in it's side-quests and more game-like moments. </p>

<p>But a game that told me more about the event than news outlets did, a game that put me in the position of something dark and vile and made me feel dark and vile doing it, a game that showed me their motivations, and let me feel the pain of both sides is an unforgettable experience.</p>

<p>Also whether or not you like this game, you have to give Ledonne credit for standing up in the face of adversity, for stepping up and claiming his work for what it was, him expressing everything he felt should be expressed about Columbine through one of the outlets that the media blamed caused the incident.  He did not apologize for the game or it's content, and has weathered the outcry from the media, from fellow gamers, and from grieving families who look at the name and assume he is a sick, twisted individual.  He has stood on his integrity as an artist, and took what could have easily been career suicide.</p>

<p>This is not a game for the faint of heart, or for the young, this is not a game for entertainment.  This is a game for an experience, to experience something, to learn more about a tragedy in our history than you  probably ever want to know, and if you're lucky, to learn more about yourself and the feelings you have about tragedies like this, and how the media handles them.</p>

<p>I did not enjoy Super Columbine Massacre <span class="caps">RPG</span>!  But I will remember it forever, and I would regret having never seen it.  The only thing I can say is that this article I know in who I am can't do justice to my own torn feelings and beliefs I have about this game.</p>


<p>Arbitrary Rating System:    N/A out of 15 Yogstars.  (Sorry guys but I don't have the qualifications to try to rate this game for all it's merits and demerits.)</p>

<p>Remember you can always find more of this author at DigitalIncorrectness.net</p>

<p>k</p>
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