Well it is done, again. Issue 6. One and a half years. This issue is good though, I swear it! Please pass the word on to anyone who you think may get some enjoyment out of the magazine.
It took a while to do this one and I was way more hands off than normal. Benjamin Rivers (Lestrade) did the layouts for the entire magazine this issue and he is behind the new design changes. I probably drove him mad with the way that I do things and the way we get revisions taken care of. I really appreciate all the work from him.
The cover art was done by Mariel Cartwright and is probably better than we deserve. I know that she had a ton of problems with getting it done due to her Mac. She also did the back cover. Though I know she claims it is not good, I disagree.
All the articles in this a very tight and very excellent reads. We are missing a few of our “A Team” writers, but I think we make up for it exceptionally well. The following are blurbs for all the articles to hopefully pique your interest:
A Medium of Moments
Mobile Gaming
—Matthew Collier
The Buggles once sang in the 1970s about the video format killing the radio star . . . However, one genre, starting out as some pixels on a monochrome screen, has the potential not to destroy, but save another genre dear to us. Mobile gaming can save classic game design.
The N-Gage Is Dead; Long Live the N-Gage
Nokia-GAGE
— Wes Ehrlichman
I’ve never met a gamer that was able to take the N-Gage very seriously, but maybe Nokia themselves were. Could it be possible that they were spending all of this money and all of this time trying to figure out exactly what it was that gamers want, making costly misstep after costly misstep nearly the entire way?
Medium Possibilities
The Music of Double Dragon 2
—Ash and Dan Pringle
Is it possible that a good videogame might be more than just a well-crafted piece of entertainment? . . . Let’s look at a creative element of a videogame, at the music of the NES classic Double Dragon 2.
Console Identity
Sega—SMS, GEN, GMG, SCD, SAT, SDC
—Heather Campbell
When I asked for a Sega CD, I wasn’t just upgrading . . . I was asking for something special, solitary, and secret. I was asking to be alone. To be left alone.
Crossing the Boobicon
The Physics of Heavenly Bodies
—M. O’Connor
I’m sick of crossing the boobicon just to play a goddamn videogame.
Your Mileage May Vary
Videogame Transportation
—Marc Spraragen
Shall I walk, or take the mind-bending vacuum tubes? Ride the horse or call the owl? Make a slow-paced, fine-tuned search through the alley, or a quick helicopter trip to headquarters?
Death in the Impasse Valley
Fushigi no Dungeon 2: Furai no Shiren—SNES
—Ancil Anthropy
A man stands on a small hill, a brief pause in what has been a long journey . . . He adjusts his broad rain hat and steps down from the hill, toward the trees, a white weasel following at his heels. The rain hat is a gift from a friend now dead. So is the quest.
Persona Visits E3
—Jonathan Kim
“It’s larger than four of my hands put together!”
An E3 Survival Guide
Los Angeles, 2006
—Andrew Toups
As I sat in the media-registration line the day before E3 started in the Los Angeles Convention Center, unsure of whether or not my credentials would be approved, I tried to think about what I’d do if I were denied entry. I eventually decided that I’d spend the rest of the week at strip clubs playing (or trying to play) my Nintendo DS.
Hard Drive Optional
E3 Survival Guide
—Heather Campbell
Driving in Los Angeles is easy. Simply remember a few key tips to arrive at any destination.
How to Get Back Into E3
—Mathew Kumar
Now, as soon as you lose your badge, consider yourself back at square one. To the ESA you are, no matter what or who you actually are, a blagger, and the first rule of being a blagger at E3 is to never talk to anyone at the media help desk.
E3: Unwrapped
—Colin Booth
This approach to getting by might come off desperate to some. In fact, it is desperate. It’s an approach for the desperate.
The Drinks Are on Keith
Intellivision Party—E3
—Matthew Williamson
The first evening of E3 was doomed: we were separated from the rest of our group, the party had been abandoned by others, and the drinks were overpriced . . . We needed to get out. Or at least get someplace with cheaper drinks.
Mechanical Donkeys
M.U.L.E.—A800, C64, NES, PC
—John Szczepaniak
Having read these energetic and emotional stories, I felt guilty at not being able to publish them in their entirety . . . Not only do they cover the making of M.U.L.E., but they also speak about the early days of Electronic Arts, and of the development atmosphere of the early 1980s.
A Broken Robot at the End of the World
Planetarian: The Reverie of a Little Planet—PC
—Chris St.Louis
Planetarian is actually a work of minimalism in a field rife with predictable conventions. Instead of pursuing a harem of doe-eyed lovelies in a high school, the player attempts to tolerate—not woo—a slightly batty robot living in an abandoned planetarium.
Worship the Glitch
The Elder Scrolls IV: Oblivion—WIN, 360
—M. O’Connor
Oblivion is the first Elder Scrolls game to be released with any sense of polish. It is nowhere near the buggy, insane mess of Daggerfall or the cold, brown world of Morrowind. The polish has enraged people.
In on the Auction
A Letter to SCEA
—Marco Michilli
These PS3 kidnappers . . . are buying systems that they don’t want and ransoming them off to the highest bidder.I honestly see these eBay scavengers as a problem that can be fixed with my very simple and modern proposal to your fine and open-minded company.
A Brief Note on Pacing in Videogames
The Soul of Wit
—J.R. Freeman
Pacing is more and more important in this modern era of game design because we, people who have been playing games for years, are growing up and moving on with our lives and do not have eighty hours to spare towards a single game anymore.
Untold Tales of the Arcade
Stand-Up Role-Playing Games
—Francesco-Alessio Ursini
I confess, shamelessly even, that I wandered around magical lands while playing arcade games. What’s worse, I enjoyed it, as most of the titles I played offered not only spells, orcs and scantily clad fairies, but also nifty game mechanics, interesting challenges and lovely graphics.
Stay Awhile, Stay Forever!
Further Adventures in the British Games Press
—Paul Lilly
“’Ello mate, that’s some good work . . . How would you like to be famous, mate? We’d like to use your work.” Neither of us realized the utter chaos that would ensue, or how much I’d be exploited, once I had said yes.
Why Game?
Reason #5: Scoring Culture
—Francesco-Alessio Ursini
Gaming is about development, of the player and of the game medium as well; countless hours and countless players have dissected engines down to the very bytes of code, trying to find out what lies behind the fireballs and rank increase and all the things we see on screen.
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As you can see it is an excellent line up. Feel free to copy and paste anything you want.
ENJOY!