Limited Edition Blog Post
It used to be that only a select few games would also have a limited edition, these, unlike their modern counter-parts were actually limited editions, there would be a relatively low amount of these games circulated and more often than not they'd be almost impossible to find after the day one release. In a stark contrast, these days almost every game that makes enough noise to attract even the smallest amount of attention is released with a not-so-limited "limited" edition, even the triple AAA titles follow along the same lines. The effect of this is that it takes away from the personal satisfaction gained from having a limited edition of a particular game and more importantly it makes you look like a complete idiot when you pull out Halo 3 LE to show off to friends or the internet at large, since everyone has it and it's not particularly difficult to track one down it's hardly noteworthy.
Looking through my stack of games I can only find 5 special editions; God of War 2, Shadow of The Colossus, Bioshock, Devil May Cry 4 and Resident Evil 4, most of these were purchased a little while after their initial release when the price had dropped, although I picked up Bioshock and DMC4 on day one this was mainly because the price difference between the standard and LE was insignificant, I just wasn't interested in buying a limited edition of a game when nearly every other person on the planet had it, it makes me sound a bit pretentious and snobbish but if you think about it having so many that even months after the release of a game there's a sizeable amount of them floating about defeats the purpose of having a limited edition. As I mentioned earlier most of the limited editions these days don't have the "wow" factor they once had, and most people who buy these games either intend on keeping them for the memories (which will always be a little tarnished unless they bring it upon themselves to embark on a crusade to wipe out every other copy in an attempt to make their copy more valuable), or they get them to sell later, and considering the value is linked to the rarity of the item, they probably won't get much for it.
The thing that makes limited editions impressive these days are the ridiculous prices, and it's not usually the actual product that impresses, it's normally the fact that you were dedicate enough (or stupid enough depending on how you see it) to pay the ridiculous price to get it, not everyone is that crazy, therefore you are one of few people insane enough to have the limited edition, props to you.
Even though I knew that companies put out Limited Editions because there are always people crazy enough to buy them even if they're marginally different from the standard edition it still doesn't explain why smaller companies with games that don't exactly warrant a special edition do it, you can usually tell whether your product is going to sell well or not which logically should dictate whether or not to release a limited edition but that isn't usually what happens, games that aren't exactly poised for success still have limited editions. After thinking about it for a while I've come up with a theory, like all of my theories it's farfetched and bordering on unbelievable, but that won't stop me from talking about it.
It's a well known fact that most retailers these days make their money from the used games market, whereas ordinarily a portion of the sales of new games revert back to the developers and publishers selling returned items as used game allows retailers to make money for themselves, this is one of the reasons that retailers aren't too happy about the internet as a content delivery method.
This used games market is something that developers and publishers are also aware of, which is why I think they're all too willing to release limited edition versions of games. I think that these limited editions are used as a form of guaranteed revenue, since most people who intend on buying a limited edition wouldn't settle for a used limited edition it's pretty rare to find limited editions in the used section or the bargain bin, for developers and publishers it's ideal, keeping the limited editions around the same price as the standard edition is usually a compelling enough reason to pick it up, if these limited editions do sell it pretty much guarantees the money from it will come back to them, and also limits the money retailers earn from selling games used.
At this point I only buy the limited edition versions of games to support the developers, provided that they're at a reasonable price that is. It's too late to pick up the GTA IV Limited Edition but maybe I'll get the Metal Gear Solid 4 version – let Kojima know that if he told me to jump off a building, by god I'd do it and do it well.
Posted by Tamz, 04/23/2008 4:31pm 0 Comments
Play.Com Live = Meh!
Upon hearing about Play.Com Live the gamer and budding video game journalist inside me worked itself up into crazed frenzy, after all, an open to the public event featuring playable versions of upcoming unreleased video games is something that every European gamer yearns for every time E3, TGS, Leipzig or any other acronymically named video gaming event kicks off. Play.com Live was 'An Entertainment Extravaganza For The Whole Family!' featuring high profile video games such as Lego Indiana Jones, Star Wars: Force Unleashed, Resident Evil 5, Rockband, Ninja Gaiden 2, Bourne Conspiracy, GhostBusters, Prototype and many more. I travelled down to the newly rebuilt Wembley Arena with hopes of checking out some upcoming games, possibly getting some hands on time with a few triple A titles and writing about them for you, the dedicated readers. Disappointingly the event turned out to be a gathering of trailers and gameplay footage all of which are readily accessible on the all-powerful internet. While the aforementioned list of games is impressive the playable titles at the event were largely comprised of games that have been available for purchase for a while now, games such as Unreal 3, Gears of War, Guitar Hero 3, Halo 3 and Call of Duty 4 were featured prominently at the event, they're all great games but at this point - not exactly worthy of coverage. There were a few exceptions though; I did get some hands on time with Rock Band, The Bourne Conspiracy and Soul Calibur IV.
Although Rock Band has been out for a while now the game still hasn't been given an official release date for Europe, I can't figure out why it's taking so long but If I had to hazard a guess I'd say either downloadable content issues or retail distribution procedures are holding it back.
When the original Guitar Hero game came out I was new to the rhythm game genre, I didn't play Guitar Freaks, Amplitude or Frequency despite being recommended them by a number of friends, what can I say – my tastes were restrictively simple back then.
So when Guitar Hero came out the appeal of being able to play a Guitar without actually learning to play hooked me in and I made the leap into rhythmic waters. I loved Guitar Hero, it defeated my pessimism and did exactly what it claimed to do, made me feel like a rock star in the comfort of my own living room, but when Guitar Hero 2 came out I decided to give it a miss, the main change to the game was a new song list and since I wasn't particularly enamored with the set-list It just didn't appeal to me, the same goes for every other marginally different Guitar Hero release since the first one.
When Harmonix revealed that their latest rhythm game would let players play drums my ears perked up and I started to pay more attention, the most appealing aspects of Rock Band are the drums and the delivery method of songs. The gameplay of Guitar Hero is great but the novelty of guitar playing element wore of pretty quickly for me, but applying the gameplay ****to the drums is something I'm definitely interested in.
I got the chance to play the drums at the event and it is pure unadulterated fun, it is extremely hard however, playing on medium right off the bat it not something I'd recommend. From what I've seen so far the content delivery method that has been implemented in the US release is also something to look forwards to, It's good to see that Harmonix is taking the consumer friendly approach by treating Rock Band as a platform which they can update through downloadable content instead of the money hungry Guitar Hero approach.

I'm a big fan of the fighting game genre and have been disappointed by the consistent decline in fighting games over the last few years. Thankfully 2008 looks to be a good year for the genre, titles such as Street Fighter IV, Blaze Blue, King of Fighters XII and Soul Calibur VI are leading the charge in the fighting game renaissance. Everyone has 'a game', a fighting game which they claim to be a master of, mine happen to be Street Fighter and to some extent Soul Calibur, while I probably won't be much competition in a professional capacity I can still hold my own in both of these games, so when I got the chance to play Soul Calibur IV I was more than excited – I was ecstatic.
Although the demo was clearly an early build it was still developed enough to be evident of how the final product will turn out.
The Soul Calibur games are known for being on the upper tier in terms of visuals and this game is no different, the character models are extremely detailed and features such as clothing and hair all animate realistically, a disturbing amount of attention has also been paid to the animation of what can only be described as the encumbering aspects of the female anatomy, seriously it's a bit redundant at this point.
The gameplay of Soul Calibur is completely intact but it felt a little slower than the previous games, the movements felt sluggish which meant that battles didn't flow as well as they did in the previous games and it was difficult to get combos going, this was also in large part due to the significant lag between the game and the Xbox 360 controller, the response times between a button press and the character execution were far too long, this is something which I have no doubt will be addressed before the release. The demo was restricted to Taki, Sophitia and Mitsurugi, although I don't have much experience with Taki she did feel a bit overpowered, but again this is probably something they'll fix during the balancing portion of the development. I'm still just as excited to play Soul Calibur 4 but it's a shame they still haven't fixed the series' biggest flaw – there's still no way to counter ringouts.

Lastly is The Bourne Conspiracy, I didn't get the chance to play this for too long but the little I did play was pretty decent, I'm a little reluctant to give any sort of definitive opinion because this is a book/movie based game and we all know how those turn out (yes I know Riddick was awesome). The combat although not very deep was oddly satisfying; the little 'Bourne' moments appear in the form of God of War ****quick time events and pack the same punch, watching Bourne beat someone over the head with a fire extinguisher in the game was just as entertaining as watching him lay the smackdown with a phone book in the movie.

Anyway, overall the event was a giant disappointment and I feel like a complete chump for buying VIP tickets, honestly, the only thing I got was the option to get in a different line.
How hard would it have been to get demos for Smash Bros, Little Big Planet or Metal Gear, they've all been playable at various events throughout last year so it's just a matter of getting permission to use them. I guess the show just isn't important enough – why does the industry hate us so....
Posted by Tamz, 03/17/2008 1:40pm 0 Comments
Online Gaming Mischeif!
Newsflash! Online gaming is no longer confined to the PC, if you own an Xbox 360, Playstation 3 or Wii there's a high probability that you are or have in the past played over either Live, PSN or the Nintendo Wi-Fi Connection for those dedicated enough to endure the ridiculous friend code system, although they all essentially take place in the same domain the experiences on each service is undoubtedly different. When I say experience I don't mean the experience we have in terms of the performance of the services, or the usability, what I'm referring to is the social interaction that players have with each other, the experience of playing with complete strangers from around the world over the service. I have a number of friends with Xbox 360's but the majority of them turn down my invitations to play over Live in favor of the PC or PS3 – why? No, it's not because I like to break into verses of 'I know a song that'll get on your nerves, get on your nerves, get on your nerves' while talking to them in private chat, it's the experience they've had in the past with the Live service.
In addition to being the online gamers service of choice Xbox Live is also the most hostile and unfriendly social gaming environments in the history of online gaming, it's pretty obvious that in any situation where a person interacts with others with complete anonymity there will be an abundance of… 'douchebags', for lack of a better term, but Live seems to have become the epicenter of internet douchbaggery, which got me thinking about PSN -- although there's no comparison in the hours of time I've racked up in PSN to Xbox Live the experience I've had has been drastically different, my play sessions on PSN have been quite pleasant in comparison, the lack of profanity, name calling and general unpleasant behaviour has made for a good change of pace. But why is it that the usual breed of internet hoodlums don't seem to be as regular of a feature in Warhawk, Burnout or Resistance, the fanboy will say "coz PS3 is lame tbh, nobody plays the games and noone has headsets", but being the drugged up optimist that I am I prefer to think of it as a reflection of the type of people playing on the PS3, that's not to say that everyone playing on Xbox Live is a douchebag, saying that would be a false generalization and would amount to effectively painting a large target in permanent ink on my forehead but from my experiences with both the services I've found the random gamers I encounter on PSN seem less inclined to tell me I suck then spend the time to accurately position their crotches over my lifeless head and sit on it over and over again.
The fact that online games aren't as widely played over PSN is a contributory factor which cannot be denied, which is why I am looking forward to seeing what happens when we finally get Playstation Home, the service encourages meeting up and interacting with other players and facilitates the social interaction through allowing users to communicate via the virtual on screen keyboard, Bluetooth or USB keyboards, e-motes and the good old headset -- the possibilities for mischief are endless. Home will be where the PSN users reveal their true colors and the Playstation Network solidifies its position as either yet another unfriendly network filled with wayward gamers or something a little more family friendly.
I encourage you guys to share your experiences with PSN and Wii Wi-Fi Network, especially if they're bad ones, I'm interested in hearing whether other gamers have had similar experiences or if it's just me getting lucky.
Alone In The Dark Preview
If you haven't played any of the previous Alone in the Dark games chances are that your only exposure to the series has been the god awful Uwe Boll movie of the same name.
Alone in the Dark was originally released for PC in 1992 and is widely considered as the original survival horror game, it paved the way for games such as Resident Evil and Silent Hill.
Atari are now attempting to resurrect the ****c with a next-generation title and i got the chance to have a look at how the project is coming along.
"Since the beginning we anticipated it would be the higher tier of the next gen games so we've built the engine to handle the highest quality of rendering and physics"
Alone in the Dark will see players taking the role of Edward Carnby, fans of the series will recognise him as the protagonist of the previous games, while the previous installment were set in the 1920's this game will bring Edward to modern day New York, specifically Central Park and for some reason, he hasn't aged a bit.
The game starts off with Edward awaking in a room with two armed strangers, he has no memory of how he got there or who he is, the two men proceed to insult him for a while and then lead him to the roof to meet his maker but things become a little supernatural when something begins destroying the building, it is from this point that the player is taken on a roller coaster ride filled with self-discovery, the supernatural and a chilling conspiracies.
As Edward Carnby the player is tasked with figuring out who he is and why he is in the modern day, as well as this Edward must discover the secrets of Central Park.
The game takes place over the course of a single night, however the structure of the game is modeled on a TV show, the chapters are split up into episodes which are in turn broken down into checkpoints, each section was written to reflect conventions of a traditional TV Show and will usually end on a twist or a major event. Casual players can opt to play a single episode and then continue the game at their own pace, the danger in this approach would be forgetting what has been done and what hasn't but this has also been also been addressed through an introductory sequence at the beginning of each play session, the game remembers what the player does and saves the data to the hard drive, when the save data is loaded up it shows a 'previously on Alone in the Dark' segment which shows the player what he or she did during the last play session.
In order to make the game an enjoyable experience Alone in the Dark will also contain a skip feature; should a player come to a point where, for some reason, they would rather not play the area they can opt to skip to the next checkpoint, when I asked producer Nora Paloni why they decided to put this feature in she said;
"We want to avoid situations where the player feels frustrated; Alone in the Dark is an experience and we want the player to enjoy the experience as much as possible so this allows the player to pass over anything that is causing frustration"
There are however penalties for skipping this, as well as losing out on some gamer points and important plot points there will also be an effect on how the ending plays out.
"Half-Life 2 was the first time we could really interact with the environment but there was still a barrier because of the gravity gun, we wanted the player to feel as though he or she is controlling and interacting with the environment, we're pushing interaction in games further"
I was shown a number of different areas that will be featured in the final game these included; the sewers underneath New York, a museum reception hall area and a car park.
The game is very reminiscent of Resident Evil 4, this is mainly due to the over the shoulder camera view the game uses, although it is a third person game Atari have said that it is fully playable through the first person perspective and although the controls do require some fine tuning the first person perspective at this point doesn't seem out of place or gimmicky.
All the levels I was shown held up very well, graphically the game is very impressive, it is built using Atari's Twilight Engine which is an improved version of the engine used in Test Drive Unlimited. Although it would be easy to talk at length about the textures the real star of the show is the lighting, Alone in the Dark is an extremely atmospheric game, in large part to the lighting effects the game has, in one single area there can be a number of different light sources all which cast shadows that accurately move in relation to the source.
One of the most impressive aspects of the game is the behaviour of fire, Atari have clearly taken the time to painstakingly render the fire, it looks amazing and behaves just like fire should. In the demo I grabbed hold of a chair and exposed it to an open flame, the fire eventually spread onto the chair which I then used as a torch, after a while the wood was reduced to ember and then eventually ash, in the final game if the burning item is held for too long the fire will burn Edwards hand, and since all the injuries Edward receives are realistically rendered onto his body you will have to get out the old first aid spray and take care of it.
If Edward takes too much damage his performance will become significantly affected, he moves slower, his reaction times are cut and his vision becomes blurred, this is where the blink mechanic comes into play, yes you heard correctly – blink mechanic. To restore Edwards vision the player must press the right bumper button to make him close his eyes for a second or two, this clears up Edwards vision and lets you carry on unhindered, the more damage you have taken the more times you are required to blink, while it sounds a little strange it has a profound effect on the gameplay. In order to immerse the player into the game it never steps out of real time events, this means that while you have your eyes closed an enemy could creep up and have his way with you, this adds an immense amount of dramatic effect and will probably have players jumping from their seats.
Atari have given the game what they call 'Real World Rules', in the context of the game this means that everything in the world behaves just like it should, the subtle physics certainly help this goal.
"We didn't want to be primarily one game, not just a driving or shooting game, we wanted the player to assume they could do everything a normal person in that situation could, there's a lot of variety in the gameplay"
Instead of pitting the player against hordes of the undead the game adopts more of a situational approach, this means that while there are a number of gruesome monsters to go up against, more often than not you will find yourself trying to figure out how you can use the environment to help you proceed.
The items that Edward picks up in the game are all controlled using the right analogue stick, the movements of the analogue stick are accurately reciprocated by Edward in his movement of the item he is holding, it is therefore possible to subtly manipulate the environment using this control scheme. In the demo I found myself faced with a large pool of water which had been electrified thanks to a hanging cable, instead of doing the obvious and turning off the power you can grab hold of a large broom and use it to gently lift the exposed wire out of the water and hook it onto some nearby pipes.
As well as the puzzle solving applications, the analogue stick movements can also be used in combat, a quick movement of the analogue stick will result in an attack based motion, so a quick movement from left to right will make Edward swing his axe, chair or any other item from left to right.
In addition to all the potential weapons available in the environment Edward is also equipped with a standard pistol, from what I've seen this is as far as Edwards choice of firearms goes, the player is expected to create makeshift weapons using the items available in the environment which is appropriate since the enemies in the game require more than a bullet to kill, while a simple headshot would usually render a zombie useless in any other survival horror game in this game they will eventually recover and come after you, this means that supplementary actions must be taken to insure the dead stay that way, after killing some enemies the play you can douse them in a flammable substance, create a trail, and set them alight from a safe distance.
Careful attention has been paid to the enemy AI in the game, these monsters are far more formidable than you would expect since they can do almost everything Edward can, they are able to destroy wooden doors, break through windows and even smell you, if Edward is hurt he will bleed, the enemies can then smell the blood and will track you down using the scent.
Alone in the Dark has also given the 'inventory screen' a much needed facelift, in the interest of immersion the inventory is integrated into the gameplay, when you need something from the inventory Edward simply looks on the inside of his jacket, the camera transitions into a top down view of the inside of the jacket and you are free to select an items for both hands. In other survival horror games like Resident Evil the inventory screen can give you a short moment to catch your breath, if things are becoming a little overwhelming just bring up the inventory and take a breather; however in this game the inventory is accessed in real time, this means that Edward is vulnerable while he is admiring his impressive loot organizational skills. Edward is just a man and as such can only carry a certain amount of items; large and heavy items cannot be stored on the inside of his jacket so they cannot be carried about.
This constant real-time aspect of the game even extends into the puzzle areas, the action will not pause while you attempt a puzzle, if the enemies in the area have not been taken care of before you initiate a puzzle they will attack you if they come across you.
The final part of the demo that I was shown took place in a crumbling new York, it felt a lot like the latest stuntman game, you have to navigate New York while it is being absolutely decimated by something, although it was entirely scripted it was still a spectacle, cars were frantically trying to escape, people were mindlessly (and somewhat futilely) running for cover, towering skyscrapers were crumbling, it was impressive. The aim of the area is to navigate the terrain as fast as possible and escape from the area before the ground crumbles beneath you, spend to long marveling at the scenery and you'll plunge into the abyss.
Atari have decided to restrict the Xbox 360 ability to play music over the game, since the game is dependent on atmosphere allowing players to play their own music would somewhat compromise the experience of the game. The music in the game is extremely dynamic, it changes and adapts depending on the environment and the actions of the player, it was portrayed to us as an orchestra watching the events and playing their instruments to suit the mood, and actions of the game, the music changes when Edward picks up a weapon and then subtly changes again when he swings it, I asked Nora Paloni about the music and she had this to say;
"We don't want the music in the game to just be in the background, we want it to play a larger part, we never want the player to leave a room and come back into that room with the same music playing"
Alone in the Dark is currently scheduled for a May release on Xbox 360 and PC, with a PS3, PS2 and Wii version also in the works. It is shaping up to be a great game and I can't wait to get my grubby hands on the full game.
Posted by Tamz, 02/25/2008 4:32am 0 Comments
Grading System: 9.5 (EXCELLENT)
2007 was undoubtedly one of the greatest years in video gaming history, in the eyes of many a game enthusiast it even surpasses 1998, the year that gave us Metal Gear Solid, Half-Life, Starcraft and The Legend of Zelda: Ocarina of time, games which have and will continue to be held up as the 'greatest game of all time'. Gamers were blessed with titles that not only provided endless hours of entertainment but served a greater purpose, these games pushed the boundaries of what made a high-quality game and many of them were instrumental in taking video games as an industry and a form of entertainment a step further. Bioshock and Portal instigated an evolution in story-telling, Assassin's Creed closed the gap on realism by means of the frighteningly life like movements of Altair and Halo 3 showed that a first-person shooter can be so much more than a mindless shooter.
It's obvious that 2007 won't be forgotten anytime soon and its effects will be felt for years to come, but the biggest change to the industry didn't stem from games, but from the Journalistic aspect of the industry. One particular event has taken the fundamentals of video game journalism and thrown it into a blender, only time will tell if what comes out is a deliciously nutritious smoothie or a disgusting carrot based vegetable shake that we'll be told is good for us but tastes like a rancid treat.
The first widespread industry changing effects of Gerstmann-gate are being felt courtesy of Ziff Davis Media, no I'm not talking about James Mielke's bump up to Editor in Chief, I'm talking about the welcome change to how games are rated. In a recent press Ziff Davis Media said;
'1UP Network is making changes with its game scoring system on 1UP.com, in EGM and in GFW. Games will be graded on a letter scale, A+ to F, rather than a numerical scale. All previously scored games on 1UP.com will also be converted to the new letter scale. Look out for these changes in March on 1UP.com, in the April issue of EGM and in the April/May issue of GFW."
Up until now the majority of websites and magazines have utilised a numerical rating system often with increments of .5, this has resulted in the emergence of a review bashing culture and fanboy campaigns to smear the good name of a writer simply doing his or her job. Gamers have proven themselves as the most temperamental, demanding and picky group of enthusiasts, we make the rabid anime fans look humble and accommodating. You only have to look as far as the forum posts found on the Gamespot boards after Jeff Gerstmann's review of Twilight Princess to understand what the existing form of scoring has done to us, gamers have become blinded by the glistening 9.0's and 9.5's and reject anything below this as an insult, we've lost sight of the bigger picture and focus all of our attention on the numbers, not what they represent, if any of the uncompromising Zelda fanatics took the time out to truly think about what an 8.8 represents they would have arrived at the same conclusion that Jeff Gerstmann and many other rational fans did, an 8.8 is a great score.
The broad number based scoring system leaves too much open for debate, while in actuality there isn't world of a difference between an 8.0 and an 8.5 in this day and age a potential buyer is more likely to buy the game that is rated an 8.5 even though both would be categorized as 'great' or 'excellent'. The aforementioned grade based system being implemented by Ziff is a positive step forward, it places less focus on the specific nature of review scores which fans have become so anal about and instead aims to project the opinions of the reviewer, the system can be universally understood and doesn't require any additional explanation or tacked on words like 'gggrrreat' or 'AWESOME!', everyone knows what a grade B encompasses.
In an ideal world other popular websites and magazines would follow suite, there needs to be less of a spotlight placed on the actual number a game is assigned and more on how the content of the game comes across, solving this problem opens doors to fixing a number of other problems the games industry is currently facing, advertiser pressure could finally be a thing of the past…again.
Posted by Tamz, 02/09/2008 2:34pm 0 Comments
My Recent Reviews
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Angel Avg Score: 9.07 Total Ratings: 9074 Total Reviews: 539 |
Angel is probably one of the best shows ever, the fact that it is very similar to Buffy makes it an instant hit. The show has a excellent storyline, great characters and is at times very funny. Very foolishly the show was cancelled and even while airing was underestimated, if you can get hold of this show i reccommend watching it, it is gripping tv.
I wish someone would bring the show back, Angel is a character with so much potential that has been thrown away without being given a chance.
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Smallville Avg Score: 9.02 Total Ratings: 21970 Total Reviews: 1570 |
The show follows Clark as he comes to terms with his powers and his origin. Along with his friends Chloe,Pete and love intrest Lana Lang he helps people affected by a meteor shower. The show has a number of sub-plots such as Clark and Lana's relationship and more intrestingly his relationship with Lex Luthor,one of is closest friends in smallville.
All this and more makes Smallville a great show to watch for both Superman fans aswell as others, great special effects,gripping storylines and an excellent cast makes this show great to watch.
Last online Sep 6, 2008 5:21 pm PT
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About Me
Tracked Blogs
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dannyodwyer Leipzig Lunch (video) - Sony Booth Thursday, September 4, 2008 | 9 comments |
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LozzaGS Professor Layton gets a date! Thursday, September 4, 2008 | 11 comments |
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guy_cocker We have PlayTV! Thursday, August 28, 2008 | 6 comments |
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Mar044 Nintendo Being Sued By Company Thursday, August 21, 2008 | 6 comments |
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sebFlyte Games Media Awards nominations in! Sunday, August 17, 2008 | 4 comments |
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TheGreatGameGod Back from the Dead Sunday, July 6, 2008 | 9 comments |
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Jeff www.jeffgerstmann.net Sunday, December 16, 2007 | 0 comments |
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