Much Like the Kinect, Microsoft’s Latest Decision to Take the Control of Games out of the Gamer’s Hands, Will be a Failure
Posted by Matt Byrd (04/05/2013 @ 6:27 pm)

I may never get a chance to do so elsewhere, so let me pay tribute to one of my favorite critics, the late, great Roger Ebert, by paraphrasing his famous review of the film “North” to convey my feelings on the news that the next Xbox will likely require you to always be online.
I hate that idea. Hate it, hate it, hate it, hate it, hate it. Hate it. I hate every simpering stupid vacant audience-insulting implication of it. It hate the sensibility that thinks anyone will like it. I hate the implied insult to the audience by its belief that anyone would be entertained by it.
While still not the official Microsoft statement, the recent, and soon to be infamous, tweets of Microsoft creative director Adam Orth on the subject seem to imply that if Microsoft isn’t already committed to the idea of making a console that requires an internet connection, they’ve certainly considered it.
Specifically he summed up the notion of a console that requires an internet connection with three simple words.
“Deal with it.”
Used as a rebuttal to every befuddled complaint thrown his way, Adam Orth would like it very much if we never dare question the motivations or intentions of Microsoft again. Because of these outlandish and insulting comments, Microsoft is now the ones who have to “deal with it,” as they scramble to make sure everyone knows that the views of Adam Orth “Do not reflect the customer centric views we take to our products.”
If you haven’t done so already, please take a moment to laugh at that statement. You can either laugh at the implication that the creative director of Microsoft’s views somehow do not reflect the company he works for, or have a chuckle at the fact that the problem isn’t his viewpoints necessarily, but rather that he couldn’t say them in a more PR friendly manner.
Whatever you do though, don’t take this situation seriously. I do not mean to expect these rumors to turn out to be false (they most likely aren’t), but rather do not join the legions who will suddenly give credence to the notion of an online required console as a possible evolution of the medium, or attempt to play the devil’s advocate on the subject by attempting to analyze the notion as an inevitability.

For supporting this idea, Microsoft is simply wrong. They were wrong when they released consoles that died more frequently than a light bulb, and they are wrong again in creating a new system that once again suggests that purchasing a console and owning a game does not guarantee your ability to use either.
There is no logical argument that exists to support a DRM system in the current state the technology exists in, for anyone not on the corporate take. While there are an abundance of logical arguments against the system, none should be used to entertain this particular notion. Instead, if you are opposed to this idea, please just laugh uncontrollably at it anytime a Microsoft representative brings up the idea publically, in order to pay the same respect to them, that they do to you by supporting DRM.
If the next generation Xbox is online only, it should also come with a statement that all owners must sign, have notarized, and officially submit to a court of law. That statement will read:
“We hereby wave our right to ever complain through any available medium regarding any technical issues that may arise preventing us from using our systems. We have weighed our options to choose rationality and common sense against blind allegiance, and have chosen to deal with it.”
Posted in: News
Tags: Always Online Xbox, Deal With It, Deal With It Meme, DRM, gaming, microsoft, News, Next-Gen Xbox, previews, rants, Rogert Ebert, Rogert Ebert North Review, rumors, twitter, Video Game, Video Games, xbox, Xbox 360, xbox 720, Xbox failure
A Blue Collar Genius, His Twitter Using Daughter, and An Impossible Labyrinth Puzzle
Posted by Matt Byrd (01/22/2013 @ 10:23 pm)

Don’t attempt to adjust your computers folks, this is still a video game site.
But just for today, I don’t want to talk about video games. Instead, I want to share with you an interesting story about…well…just a game.
If it makes you feel any more comfortable, it comes from Japan, like many video games do, but it’s an extremely detailed hand crafted maze that fits on a 35 X 23 inch piece of paper. It’s already being considered perhaps the most complicated maze of its type ever designed, and is not only impossibly detailed, and impossibly beautiful, it may actually be impossible to beat.
That little tidbit comes to us via the Twitter user Kya7y who introduced this maze to the world, along with the fact that, so far as she knows, there is a good chance that the maze cannot be beaten. That’s not just because it is so mind boggling complex, but because a winning scenario may not even exist within its confines. She would know too, as her father is the inventor of the maze, and he spent 7 long years working on the design, without even being sure if it is possible to finish.

While not much is known about the inventor, we do know that he is not a mathematician, architect, or graphic designer, but rather, in a moment of “Good Will Hunting” imagery, is a janitor at a public university. Who, it’s worth pointing out again, spent 7 whole years designing this maze almost 30 years ago, without the aid of quite a few modern technological conveniences.
Which brings us to an interesting point. There are 50 copies of this maze available at the moment, and a rumored second, alternate maze in existence, and already there is a bit of a craze as people formulate ideas on how to try to solve it. While many theories involve computer scanning the maze and using algorithms and programs to see if it is possible, I say to hell with that. If anyone wants to solve this, they need to do so with the same tools available to the creator. If that means we never know if it is possible, then that only means that this incredible design will forever maintain the mystique it so greatly deserves.
Kind of makes “Contra” seem like a walk in the park huh?

Though to be Fair I Still Haven’t Beaten That One Without Cheating
Posted in: News
Tags: Articles, blogs, classic puzzles, Features, games, genius puzzles, impossible, impossible mazes, impossible puzzles, interesting, Kya7y, mazes, most challenging puzzles, most complex, most difficult mazes, News, puzzle challenges, puzzles, twitter, unique, Video Games, world's most challenging
What is “Infinite” Minus Two?
Posted by Matt Byrd (08/08/2012 @ 7:11 pm)

News is slowly pouring in today that two of the biggest developers on “Bioshock: Infinite” are leaving Irrational Games.
Director of product development Tim Gerritsen and art director (and designer of the series’ iconic Big Daddies) Nate Wells have both updated their LinkedIn profiles to indicate that their employment with Irrational Games is now done. While no further official announcement has been made, Nate Wells also made a Twitter post earlier that read “New Job…Details to follow.” That tweet has since been removed. For those who don’t remember, “Bioshock: Infinite” was also delayed earlier this year until 2013, in order to give it “specific tweaks and improvements” that would make the game “into something even more extraordinary,” according to lead designer and Irrational founding member Ken Levine.
Now some sites are already panicking about this pretty hard. I’m not quite there yet myself. For one thing, it’s a sad but true fact that developers at all levels will often leave a studio before a project is completed. Moves of this nature traditionally have no bearing on the quality of the final product on any consistent level.
No the real news here is that there is no real news. Ever since the delay of “Bioshock: Infinite” was announced, updates on on the game have gone ice cold. This is okay if you’re a title like “Grand Theft Auto V” (another Take-Two production). It’s “GTA”, and everyone knows there’s going to be a lot of secrecy involved leading up to the release. But “Bioshock: Infinite” didn’t even bother to poke its head in at E3 this year. Plus, even though “Bioshock” was possibly the game of the decade, the fact that the only news on its true successor in the last year has been a delay and the departure of your manager of content creators (Gerritsen) and a 13-year veteran of your studio (Wells), makes even the most level headed gamer start to wonder what’s really going on at Irrational.
Ultimately, “Bioshock: Infinite” will still sell millions, and I don’t believe that its overall quality will have anything to do with these departures. However, I’m curious how Irrational addresses this news. Do they remain silent and let speculation rule, or do they make a move as bold and innovative as “Bioshock” itself and actually shed some light on this situation, beyond the typical PR release?
Simply put, if there’s no fire to report, then why fan the flames?
Posted in: News
Tags: Big Daddies, bioshock, Bioshock Infinite Delays, Bioshock: Infinite, Bioshock: Infinite News, Bioshock: Infinite Release Date, Developers Leaving, Game Developers, Grand Theft Auto V, Irrational Games, Ken Levine, LinkedIn, Nate Wells, take two, Tim Gerritsen, twitter, Video game news
No FG LoL Monday tonight (obviously)
Posted by Jeff Morgan (03/21/2011 @ 7:23 pm)

Sorry for the late notice here guys. Though I am dying to see all of your Nocturne skills, I drove some 11 hours to get back home just to leave again tomorrow. I’ll be flying to Orlando in the morning to check out the GT Academy finals with Nissan and Sony. For those who don’t know, GT Academy is a reality show that takes the best Gran Turismo drivers in the world and pits them against each other in several virtual and real world driving scenarios. The winner of the show goes on to become a real life GT circuit driver.
I’ll be covering the event Tuesday and Wednesday and will be back home once again Thursday midday. Until that time, expect some pictures of the GT Academy event and check in with me @jeffplaysgames on Twitter (yes, I changed my username).
Social media update reaches millions of Xbox Live users
Posted by Jeff Morgan (11/24/2009 @ 8:00 pm)
Microsoft’s latest update for Xbox Live added Facebok and Twitter integration to the service, a feature that is reportedly reaching millions of Xbox Live subscribers. Microsoft’s official usage stats for the first week show that two million users logged in to Facebook accounts, with another half million creating new accounts. The first statistic isn’t so surprising – two million users is roughly ten percent of all Xbox Live subscribers – but I found the second pretty shocking.
The two million users stat is sort of pointless because just about anyone forced to download the update will give it a shot once. And why not log in so that you don’t have to later on? To me, though, the service is too stripped down to use often, and Facebook pictures are rarely the sorts of things that need to be viewed on a TV screen, but that’s just me.
Microsoft didn’t give any data regarding Twitter adoption, other than to say that the service has received tweets from almost every region where Xbox Live is present. Color me unimpressed.
Source: CNet
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