Inspired by Dean Trippe’s latest podcast regarding the Amalgam universe, I remembered that i created an analog Dark Claw via my comic book character pint glasses a while back.
The way Dean Trippe talks about these particular comics makes me feel like we shared very similar childhood influences.
I don’t listen to many podcasts on any regular basis at at all but this one is fun, informative and highly relatable (to me).
Did you know in 1993 developer HAL met with David Lynch’s production company to discuss making a Twin Peaks mini-golf game for the SNES?
You didn’t? That’s because it’s false.
It woulda been kinda sweet if it were real. You could visit the pro shop in the red room and enjoy a slice of cherry pie.
Stop whatever it is you’re doing and watch the pilot episode of Steven Universe (created by Adventure Time songstress/writer/alum Rebecca Sugar).
Right. Now.
Source: youtube.com
“You will give them an ideal to strive towards.”
Pepperoni Pizza Game Boy Pocket
Reminds me of this quote from former Nintendo president Hiroshi Yamauchi:
“If the Game Boy looks like a pizza, we will rise to heaven, but if it doesn’t, we will sink to hell.”
NewBanZo painted this slice (toppings also include an inverted red LED backlight, clear red buttons, and an internal prosound mod), and 8bit Aesthetics is selling it for $119.99.
BUY Game Boy games, upcoming releases
Sooooo rad. Inverted red LCD? It’s like a 2D Virtual Boy.
boss▲battle Review - Max Payne 3 (Xbox 360, PlayStation 3, PC)
Rarely in fiction is the third entry the best, the most interesting, or worthy of any exaggerated praise of any sort, but like Max Payne 3’s titular character, the game manages to dive in slow-motion bullet-time away from the usual mistakes inherent in what are typically cash-grabs. MP3 is effortlessly welcoming to series newcomers and sticks a rather tough landing: It set out to change nearly everything about the series (including the main voice actor, setting, you name it) while retaining Max Payne’s back story and the series’ aforementioned defining mechanic.
So why is it so good?
Because it’s so willing to take so many big risks. It also helps that Rockstar is behind the game, a developer notorious for releasing games “when they’re ready,” and that Max Payne 3 was written by Dan Houser, who wrote another one of Rockstar’s best games: Red Dead Redemption. Like RDR, Max Payne 3 is about a man who plays fast and loose with the law in order to uphold them. Payne, a New Jersey cop, is recruited by a friend from the academy for a private security detail in South America. And, guess what, things go a little hinky. The wealthy people Payne was hired to protect are, naturally, suddenly attacked by a street gang and Payne gets sucked deeper and deeper into a gorgeous, tropical world filled filthy conspiracies and dirty language.
It’s trite to say, but Max Payne 3 really does feel like playing an action movie. That means there are loads of impressive set pieces, even if they are somewhat linear. That’s combatted with collectables (parts to assemble golden guns, clues for the unraveling case you’re investigating) and fantastic pacing. And when Brazil’s vibrant colors start to feel too familiar, the game will abruptly take you into a flashback in New Jersey or elsewhere — allowing you to learn more about the pill-popping cop and how he’s managed to fall so far so quickly. (And also how he got so fat and bald.)
The same variety shines through in the combat. Even though, yes, you are essentially emerging from cover and squeezing the trigger over and over again, it somehow always manages to feel fresh throughout. That’s because the game pokes at you and challenges your mastery of this — just when you get the hang of it, you’ll have to keep an eye out behind you, above you, or for vehicles. Some of the toughest shootouts aren’t in wide-open fields, but instead in office cubicles and inside buildings.
If you can’t afford a trip out of the country (and I’m assuming you’re American, because I’m an American), this trip down south where things really go south is well worth the $15 on Amazon, you cheap scumbag. — David Wolinsky
I went to the two5six conference earlier this month, and it was very cool. See above evidence of me playing Barabariball and grinning like a fool.
Killscreen Magazine’s first-ever event focused on the intersection of gaming, creativity and interactivity, with speakers paired from different backgrounds with similar common ground speaking throughout the day.
Far Cry 3’s head writer, Jeffery Yohalem, discussed how interactive media changes the way narrative can be established, while Dennis Crowley of Foursquare elaborated on how his company tries to provide that “a-ha” moment of getting the boomerang in Zelda (but in real life).
The day ended with a discussion of gaming, Kickstarter, the universe and everything by Double Fine’s Tim Schaefer, followed by an arcade of some of the top recent indie titles to have caught the Killscreen staff’s attention. Editor Jamin Warren did an amazing, if seemingly exhausting, job of playing MC for the entire day by continually provoking insightful conversation matched with a quick-witted levity, later to be dubbed by Tim Schaefer as “gaming’s Ira Glass.”
Read more about two5six over on Killscreen’s recap of the day.






