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	<title>Killed in a Smiling Accident. &#187; zoso</title>
	<atom:link href="http://www.kiasa.org/category/zoso/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kiasa.org</link>
	<description>Just these guys, you know.</description>
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		<title>How much nun would a nunchuck chuck if a nunchuck could chuck nun?</title>
		<link>http://www.kiasa.org/2010/03/11/how-much-nun-would-a-nunchuck-chuck-if-a-nunchuck-could-chuck-nun/</link>
		<comments>http://www.kiasa.org/2010/03/11/how-much-nun-would-a-nunchuck-chuck-if-a-nunchuck-could-chuck-nun/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 11:20:10 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3596</guid>
		<description><![CDATA[So Sony have unveiled their &#8220;Move&#8221; motion controller.  A cynic might say &#8220;It took them four years to paint a Wiimote black?  Even Nintendo managed that last year.&#8221;  That would, of course, be quite, quite wrong.  Just look at the crucial differences:
1) The Move, like a Wizard&#8217;s Staff, has a knob [...]]]></description>
			<content:encoded><![CDATA[<p>So Sony have <a href="http://www.techradar.com/news/gaming/consoles/in-pictures-playstation-move-motion-controllers-676120">unveiled their &#8220;Move&#8221; motion controller</a>.  A cynic might say &#8220;It took them four years to paint a Wiimote black?  Even Nintendo managed that last year.&#8221;  That would, of course, be quite, quite wrong.  Just look at the crucial differences:<br />
1) The Move, like <a href="http://en.wikipedia.org/wiki/Nanny_Ogg#Exploits">a Wizard&#8217;s Staff</a>, has a knob on the end.  This offers far greater ribald song opportunity than the Wiimote.<br />
2) The Move has &#8220;a sub-controller (basically a nunchuck)&#8221;.  Unless the pictures are terribly misleading, though, there&#8217;s no wired connection between the two Move controllers, so it&#8217;s actually a set of wireless nunchucks.  Or &#8220;two sticks&#8221; as they&#8217;re sometimes known.<br />
3) The Move released &#8220;Flowers in the Rain&#8221; in 1967, the first record played on Radio 1.  Or maybe that was <a href="http://en.wikipedia.org/wiki/The_Move">The Move</a>.</p>
<p>Let&#8217;s hope the launch titles continue to show this same innovation; I&#8217;m hoping for &#8220;PlayStation Move Sports&#8221; including Skittles, Badminton, Wiffleball, Karate (But With Punching Only, No Kicking) and Something That&#8217;s Really Similar To Golf Except I Can&#8217;t Think Of A Good Example Just At The Moment (With A Knob On The End).</p>
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		<title>Ia ia Ctharsis fhtagn!</title>
		<link>http://www.kiasa.org/2010/03/04/ia-ia-ctharsis-fhtagn/</link>
		<comments>http://www.kiasa.org/2010/03/04/ia-ia-ctharsis-fhtagn/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 13:34:06 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[ddo]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3560</guid>
		<description><![CDATA[I posted a while back about a particular quest series that drove me away from DDO not long after launch (about four years ago, Happy Birthday DDO!)  I&#8217;d blotted out the precise details, just remembered it was in one of the Houses off the marketplace, and that it involved running through an outdoor area [...]]]></description>
			<content:encoded><![CDATA[<p>I posted a while back about a <a href="http://www.kiasa.org/2009/11/03/time-cures-moderate-wounds/">particular quest series</a> that drove me away from DDO not long after launch (about four years ago, Happy Birthday DDO!)  I&#8217;d blotted out the precise details, just remembered it was in one of the Houses off the marketplace, and that it involved running through an outdoor area to get to a dungeon, then going in and out of that dungeon six or seven times, delving slightly further in with each iteration.</p>
<p>In the now-Unlimited DDO I&#8217;ve been keeping an eye on &#8220;Today&#8217;s Deals&#8221; in the DDO store, and bought several discounted adventure packs of roughly the right level when they popped up.  One of these was Tangleroot Gorge, which experienced DDOists will instantly recognise as the aforementioned hokey-cokey-esque in-and-out dungeon, but it hadn&#8217;t sounded any alarm bells when I bought it, so when Melmoth and I were looking for a bit of an adventure I casually said &#8220;oh, I&#8217;ve got this pack called Tangleroot Gorge I haven&#8217;t tried yet&#8230;&#8221;  Turned out he&#8217;d run it a few times but was game for another, so we trotted along, got out of the Inn into the jungle, and&#8230;</p>
<p>&#8230; when I came back around I was lying in the hotel room, hands bleeding, the mirror was smashed, I could just remember something about napalm and &#8220;The End&#8221; by The Doors playing.  Serious flashback, man.  I almost hit the &#8220;unsubscribe&#8221; button as a reflex action, though not being subscribed in the first place made that a bit tricky.  I needn&#8217;t have worried, though, the Return to Tangleroot Gorge was a textbook example of several areas of DDO&#8217;s improvements over the years.</p>
<p>It wasn&#8217;t *just* repeated runs through Tangleroot that made me give up back at launch, that was just the final frying pan that made the plastic donkey buck.  A more significant problem was the need for a group to do anything, with the attendant overhead of forming or finding a group, then constructing an elaborate single transferable voting system with weighted alternatives to decide what to do.  With variable difficulty levels in the dungeons now and hirelings to pad out your party it&#8217;s now far more flexible; being DPS types, Melmoth and I packed a couple of Cleric contracts for mobile Cure Serious Wounds dispensers and set out.</p>
<p>The first part of the adventure is a fairly large (for DDO) open jungle zone, big enough that a couple of wrong turns could land a laggard in a big enough pile of hobgoblins to cause trouble, and with sufficient canyons and ravines for people to poke their noses over the edge exclaiming &#8220;I wonder what&#8217;s down thaaaaaaAAAAARGH&#8221;.   On the plus side, an excellent opportunity to exclaim &#8220;<a href="http://www.amazon.co.uk/Goon-Show-Classics-Previously-Collection/dp/0563388323/">He&#8217;s fallen in the water!</a>&#8221; in the river below, but a trifle annoying, especially if you land on a pointy rock at the bottom without the benefit of feather fall.  So far as I can make out this bit hasn&#8217;t changed at all, but having a guide with uncanny navigational memory (to the point of being able to talk a guildmate through entirely by memory on voice chat: &#8220;you should be seeing a ruined temple coming up on the right, you&#8217;ll want to hang a left just before reaching it or the hobgoblins will get cross; if you get to the petrol station on the roundabout you&#8217;ve gone too far&#8221;) saved a good half hour or more of blundering that dragged things out the first time around, especially on top of the half hour of forming a group up.</p>
<p>At one point inside the dungeon itself, my Spot Sense tingled, indicating a nearby trap, and I got another flashback. The traps around launch seemed to be geared towards a pure rogue of the level of the adventure (if not higher) who hadn&#8217;t skimped on Int, put all available skill points into Spot, Search and Disable Traps, taken feats and enhancements to further boost those skills, was wearing Goggles Of Searching and Gloves Of Trap Disabling, had drunk a potion of trap detecting, and never rolled less than 15 on a 20 sided dice.  The first run through the place back around launch was carnage, blades flying everywhere, flames shooting down corridors, an occasional cry in party chat of&#8230;<br />
&#8220;Wait!  I sense a&#8230;&#8221;<br />
*CLICK*  *fwooooooosh* STABSTABBURN<br />
&#8220;&#8230; trap&#8221;</p>
<p>One of the advantages of revisiting the same dungeon seven times in a row was that the traps were in the same place each time. You would&#8217;ve thought that would make things easier for the rogue, as everyone halted, remembering previous spiky death, expectantly waiting for the trap to be disarmed.  I&#8217;d boldly stride up to take my place in the spotlight, put on a deerstalker, pull out a magnifying glass and begin the elaborate pantomime triggered by activating the Search skill, to discover&#8230; nothing.  Strange.  Maybe there wasn&#8217;t a trap there on this iteration after&#8230;<br />
*CLICK* *fwooooooosh* STABSTABBURN<br />
&#8230; all.  Or maybe I&#8217;d just missed it.  Oops.  Take three, and after the initial search didn&#8217;t turn anything up, I activated my limited use Skill Boost ability to perform a more thorough search, and eureka!  I managed to find the control panel for the trap!  Out with the thieves tools, I&#8217;d soon have this thing disarmed and made&#8230;<br />
*CLICK* Critical disarm failure *fwoooooosh* STABSTABBURN<br />
&#8230; safe.  Oh dear.  </p>
<p>I swear I only managed to disarm about one trap per twenty attempts, the others resulting in a fairly even mix of plain old failure and pointy-death critical failure.  I&#8217;ve only got a couple of levels of Rogue this time around (though I&#8217;ve been dutifully keeping up Spot, Search, Open Lock and Disable Traps on the Ranger levels as well), and Turbine seem to have ratcheted things back to a rather more sensible level so there&#8217;s a very occasional critical failure, but by and large I&#8217;ve been able to detect and remove traps without divine intervention.</p>
<p>Anyway; over the course of a couple of nights, with various Waifs coming and going (quite easily, thanks to the flexibility of party composition and guest passes) we looped through Tangleroot Gorge two or three times, and rather than the hideous slog of years back it was a crazy romp.  A couple of more experienced players have been bringing a dangerous hint of competency to the Friday night group; most of us can now hold the blunt wooden end of a weapon and stab the enemy with the pointy metal end with only gentle reminders, and we wound up clearing the entire chain on Elite.</p>
<p>Ctharsis: it&#8217;s like catharsis, but with more tentacles.  (c) Melmoth</p>
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		<title>Chernobyl Fallout</title>
		<link>http://www.kiasa.org/2010/03/03/chernobyl-fallout/</link>
		<comments>http://www.kiasa.org/2010/03/03/chernobyl-fallout/#comments</comments>
		<pubDate>Wed, 03 Mar 2010 06:13:58 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3555</guid>
		<description><![CDATA[Early in STALKER: Call of Pripyat I&#8217;d taken on a job to provide some extra muscle for a squad of stalkers who were breaking up a weapons deal.  Creeping up to the rendezvous in the twilight I switched off my torch and scanned the place with binoculars; the deal was in an old industrial [...]]]></description>
			<content:encoded><![CDATA[<p><i>Early in <a href="http://en.wikipedia.org/wiki/Stalker_call_of_pripyat">STALKER: Call of Pripyat</a> I&#8217;d taken on a job to provide some extra muscle for a squad of stalkers who were breaking up a weapons deal.  Creeping up to the rendezvous in the twilight I switched off my torch and scanned the place with binoculars; the deal was in an old industrial building, I could see the weapons broker in the doorway talking to his bandit customer, a couple of mercenary bodyguards and other bandits were patrolling the area, there were bound to be more inside.  </p>
<p>Creeping closer to join the squad I was supporting, I had to position myself carefully.  A solidly constructed outbuilding offered good cover, with windows overlooking the warehouse for an excellent firing position.  My flimsy body armour was barely up to stopping pistol shots, so staying out of a hail of assault rifle fire seemed like a pretty good idea.  My battered AKM wasn&#8217;t exactly a precision weapon, but I could snap off a few shots in the general direction of the bandits, stay pretty safe, let the rest of the squad do the hard work and report back for the payment.</p>
<p>That wouldn&#8217;t do at all, though.  The exit of the outbuilding faced away from the warehouse, it would take too long to get out and cross the ground once the squad went in.  I couldn&#8217;t just hide out of the way, I had to stick with the rest of the guys, so I formed up and waited for the squad leader to give the signal.  At a wave of his hand the stalkers opened up: a mercenary fell straight away, the rest dived for cover and wildly returned fire.  Our squad pressed forward, someone chucked a grenade to clear a couple of bandits from behind a pile of pipes, I saw my opportunity and sprinted forward to do what I was really here for: stripping the corpses of weapons and other useful stuff before the other stalkers could get to it.</i></p>
<p>I&#8217;ve really been enjoying Call of Pripyat.  I played the first of the STALKER series, Shadow of Chernobyl, rough edges and not-compatible-with-save-game-patch and all, but never quite got around to the second, Clear Sky.  A couple of weeks back Steam popped up a &#8220;loyalty offer&#8221; of a fiver off Call of Pripyat if you owned either of the previous games on Steam, and though I&#8217;d originally bought the box of the first game it was also part of the <a href="http://www.kiasa.org/2009/11/30/every-time-just-like-the-last/">complete THQ pack</a>, and that was all the incentive I needed to hit &#8220;Buy Now&#8221;.</p>
<p>Like the original, life is harsh when you&#8217;re first chucked into the Zone.  If you&#8217;re not being savaged by the mutated wildlife you&#8217;re stumbling into radioactive or chemical hazards, or being chucked around by gravitational anomalies.  The first time I started the game I looked around a bit, got up to make a cup of coffee or something without pausing it, and when I got back to the PC there were frantic radio messages telling me to seek shelter as there was a radioactive emission on the way, and even as I started sprinting for cover the screen flashed white and my first foray came to an ignominious end.  </p>
<p>Though you&#8217;ve got an over-arching mission to track down five military helicopters that crashed in the Zone, you need to spend a while building up your resources to be able to find them all (and survive for more than a couple of seconds in their vicinity), and that early part of the game really shone for me, where you&#8217;re scavenging every old weapon and bit of ammo you can, to either use or (if in decent enough nick) sell.  NPC AI isn&#8217;t exactly going to cause worries about Skynet taking over, but it&#8217;s realistic enough that stalkers and bandits wander about, pick up decent guns if they&#8217;re lying around, engage in firefights with each other or hostile wildlife and generally make the place seem lived-in.  You get missions like the one I opened with, where you&#8217;re definitely fully committed to stamping out the bandits/mercenaries/rogue wildlife, but the bloke you&#8217;ve been sent out with has quite a nice weapon, and&#8230; well, obviously it would be unsporting if you shot him yourself, but if he happened to come a cropper, and you happened to snatch up the gun from his not-yet-cold dead fingers&#8230; it&#8217;s what he would have wanted.</p>
<p>Call of Pripyat has quite a strong Oblivion/Morrowind vibe; Fallout 3 is a natural comparison, only instead of a slightly kitsch 50s-America-in-the-future providing the background to the apocalypse it&#8217;s grim ex-Soviet concrete tower blocks.  In both games I could happily spend a while looting an area, ferrying as much as my carrying capacity would allow into temporary caches, then back to the rough tin box that counted as home (though that probably says more about me than the games), slowly building up and upgrading an arsenal of weapons, ammunition and armour.  Call of Pripyat doesn&#8217;t exactly sparkle in the text dialogue (I&#8217;m not sure if it&#8217;s a slightly weird sense of humour or gap in translation that makes you sign off half your conversations with &#8220;fugedaboudit&#8221;) or almost-trademark rough voice acting, but it&#8217;s efficient enough to send you off to do various bits and pieces around the Zone, and there are some nice set pieces here and there.</p>
<p>The last third of the game was a bit of a disappointment; once tooled up with an upgraded assault rifle and suit of armour you don&#8217;t really need to scavenge any more, and the missions in Pripyat were a bit linear, though there were a few neat shoot-outs and a spooky underground lab to explore.  The very final mission was a real anticlimax, I was expecting a brutal fight for survival but it was a comparative walk in the irradiated park.  Still, it didn&#8217;t take too much of the gloss off the rest of the game, and I&#8217;ll definitely have a search to see what mods are out there and give it another go sometime.  Two slightly radioactive thumbs up! </p>
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		<title>Events occur in real time</title>
		<link>http://www.kiasa.org/2010/02/26/events-occur-in-real-time/</link>
		<comments>http://www.kiasa.org/2010/02/26/events-occur-in-real-time/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 05:05:48 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[waffle]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3538</guid>
		<description><![CDATA[The TV series 24 was fresh, bold and different when it first aired; shown in (more or less) real time, there were more plot twists than you could shake a particularly twisty stick at, dramatic revelations all over the place and it wasn&#8217;t afraid to break genre conventions by killing off major characters.  From [...]]]></description>
			<content:encoded><![CDATA[<p>The TV series <i>24</i> was fresh, bold and different when it first aired; shown in (more or less) real time, there were more plot twists than you could shake a particularly twisty stick at, dramatic revelations all over the place and it wasn&#8217;t afraid to break genre conventions by killing off major characters.  From the second series on, though, the unexpected twists and broken conventions started to become something of a convention themselves; if a seemingly trusted agent was actually a mole in the first series, next time around if a seemingly trusted agent was acting suspiciously and it looked like they might be a mole it would actually turn out they were a trusted agent working under particularly deep cover to infiltrate an enemy group.  Fast forward another few series and a seemingly trusted agent acting suspiciously isn&#8217;t a mole they&#8217;re just in deep cover, only that in itself is a cover for the fact that they&#8217;re working for a second terrorist organisation, except really they&#8217;re in even deeper cover for a group of ex-government agents who&#8217;ve gone outside the law because highly placed members of the government are in on the conspiracy, except that&#8217;s really cover for the fact that they&#8217;re a member of a group of ex-ex-government agents who were disillusioned by their abandonment by different members of the government and are out for revenge, and then it turns out they&#8217;re not human at all but a robot sent from the future to stop other robots who&#8217;ve been sent back from a different future where they were built by the monkeys who took over the world except the monkeys are ghosts and they&#8217;re all clones and he&#8217;s his own brother.</p>
<p>When the eighth series started in UK recently I watched the first episode, but despite the requisite excitement, chases and exploding helicopters I couldn&#8217;t really get into it.  I think that&#8217;s partly to do with the character of Jack Bauer, who started out as a believably magnificent bastard (within the bounds of &#8220;TV ex-Delta Force hero&#8221; believability), struggling with his wife and family life but able to saw somebody&#8217;s head off with a fish slice when push comes to shove.  Since then over the course of seven really tough days he&#8217;s been kidnapped, captured, tortured, shot, imprisoned, released, fired, re-hired, disowned, put on trial, fired again, exiled, infected, irradiated, killed and resurrected more times than he&#8217;s had hot dinners (which isn&#8217;t terribly tricky as I don&#8217;t think he&#8217;s managed so much as a sandwich, let alone a full dinner, on screen).   He&#8217;s ascended to the status of cut-n-paste replacement in Chuck Norris facts, and is slightly unreal as a character as a result.  </p>
<p>That got me thinking about MMOGs updates and expansions.  You get your character up to level 30/40/50 (in DIKU-land), and have progressed from being a rookie barely able to punch out a marmot into a fearsome hero able to take down the biggest monster/villain out there (or at least watch a YouTube video of a bunch of other people doing so), and then an update or expansion is released and it turns out there&#8217;s something even bigger out there, and you gain another five or ten levels, and an even bigger set of shoulder pads and sword to hit stuff with.  How long can one game be extended that way and still make sense as a coherent world with the character you started out with (in as much as MMOGs ever make sense as coherent worlds)?  With games like Everquest still going, and viewing figures of <i>24</i> holding up, I guess it&#8217;s not a universal worry by any means.  In the meantime I&#8217;ve had a great idea for a <i>24</i>/WoW crossover, in which Jack Bauer has to hunt down Arthas before he can assassinate the president, and Warcraft&#8217;s Cataclysm is caused by a nuclear device planted by a group of Forsaken militants who are really being controlled by a privately-funded corporation who are actually a front for a shadowy cabal of Alliance politicians&#8230;</p>
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		<title>Free is the magic number</title>
		<link>http://www.kiasa.org/2010/02/22/free-is-the-magic-number/</link>
		<comments>http://www.kiasa.org/2010/02/22/free-is-the-magic-number/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 16:41:05 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3525</guid>
		<description><![CDATA[There&#8217;s been Alliddle bit of a fuss over the cash shop in Allods, and mbp has a series of posts covering the initial furore and developing some interesting thoughts on the whole financial approach of the Free to Play model (which really needs a better name, like Pay Different Amounts Possibly Including Nothing to Play [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s been Alliddle bit of a fuss over the cash shop in <a href="http://www.massively.com/category/allods-online/">Allods</a>, and <a href="http://mindbendingpuzzles.blogspot.com/">mbp</a> has a series of posts covering the initial furore and developing some interesting thoughts on the whole financial approach of the Free to Play model (which really needs a better name, like Pay Different Amounts Possibly Including Nothing to Play Various Aspects, but PDAPINTPVA isn&#8217;t really as catchy as F2P).  </p>
<p>I&#8217;ve long held that MMOGs could do with pricing plans in addition to flat rate subscriptions; £10/month is great for one game you&#8217;re really dedicated to, not so good if you want to dip in and out of games here and there.  I&#8217;ve lost count of the number of blog reports from open betas of MMOGs saying &#8220;it&#8217;s not bad, I had fun, but&#8230; I wouldn&#8217;t pay £10/month for it&#8221;.  A <a href="http://mindbendingpuzzles.blogspot.com/2010/02/better-free-to-play-model.html">more direct relationship between cost and time</a> is an option, but possibly starts having a psychological effect on players; someone going AFK or otherwise slowing down your dungeon group isn&#8217;t just costing you time, but also money, and there&#8217;s the prospect of being taken to the small claims court because you stood in the fire, wiped a raid and cost your guild £42.50.  It used to be a standard model though ($6/hour plus the phone call for <a href="http://en.wikipedia.org/wiki/Neverwinter_Nights_%28AOL_game%29">Neverwinter Nights</a>), it&#8217;d be interesting to see if it did still work.</p>
<p>Rather than taking the old &#8220;time is money&#8221; adage literally most Free to Play games have an item shop, making their money by selling in-game bits n&#8217; pieces.  There are any number of options here; potions or items to make your character more powerful temporarily or permanently, cosmetic fluff, access to certain in-game areas, additional races and classes, XP boosting items to speed your progress, etc etc.  The structure of the game can dictate how essential or merely desirable these items are; a purchasable mount might be a nice-to-have in a game with a fairly small world, or all but mandatory if most quests involve around travelling a vast continent that would take hours on foot.  I&#8217;m not familiar enough with Allods to get a handle on exactly what&#8217;s being charged for and how necessary any of it is (though I might grab it just out of curiosity; no publicity is bad publicity and all that), but some people are using it as a stick to beat all item shops.  That&#8217;s daft, though, item shops aren&#8217;t bad per se, *bad* item shops are bad (<a href="http://xkcd.com/703/">Captain Tautology</a> saves the day!)  In the five months or so since Dungeons and Dragons Online went Unlimited I&#8217;ve dipped in and out, averaging about one night a week, mostly with Van Hemlock &#038; similarly Irredeemable Waifs.  I&#8217;ve spent something like £20 in that time on a few different things; unlocking the Drow race (entirely optional, but necessary for my totally unique character concept of a Drow who&#8217;s actually quite nice and wields two scimitars), several adventure packs and a couple of container items (most fundamentally the collectables bag to stop my main backpack overflowing with moss, documents, glittering dust, idols, primitive tools, cheese, sandwiches, socks, geese and tangled slinkies).  I couldn&#8217;t really justify a £10/month subscription, but with sensibly priced items Turbine get a bit of cash and everyone&#8217;s happy.</p>
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		<title>Behind the News</title>
		<link>http://www.kiasa.org/2010/02/20/behind-the-news/</link>
		<comments>http://www.kiasa.org/2010/02/20/behind-the-news/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 10:00:22 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[btn]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3512</guid>
		<description><![CDATA[In a recent interview with IGN Ray Muzyka of Bioware was asked about the lack of gay relationships for a male Shepard in Mass Effect 2, especially in comparison with Dragon Age: Origins.  Muzyka responded by talking about Mass Effect as a third person narrative with a more pre-defined character, as opposed to Dragon [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://uk.xbox360.ign.com/articles/106/1066954p2.html">a recent interview with IGN</a> Ray Muzyka of Bioware was asked about the lack of gay relationships for a male Shepard in Mass Effect 2, especially in comparison with Dragon Age: Origins.  Muzyka responded by talking about Mass Effect as a third person narrative with a more pre-defined character, as opposed to Dragon Age being a first person narrative in which you define your own character at a much more fundamental level.</p>
<p>Here at Behind the News, though, we&#8217;ve fabricated exclusive documents that reveal the true reason a male Shepard can only be romantically involved with female team members: when word emerged of a third person cover-based shooter with <a href="http://www.kiasa.org/2009/08/12/reviewlet-gears-of-war-2/">strong homoerotic elements</a>, Epic threatened to sue for blatantly copying Gears of War 2.</p>
<p>And now here&#8217;s Geoff with the weather&#8230;</p>
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		<slash:comments>3</slash:comments>
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		<title>What is the use of a book without pictures or conversations?</title>
		<link>http://www.kiasa.org/2010/02/18/what-is-the-use-of-a-book-without-pictures-or-conversations/</link>
		<comments>http://www.kiasa.org/2010/02/18/what-is-the-use-of-a-book-without-pictures-or-conversations/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 07:02:28 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3504</guid>
		<description><![CDATA[Via the peerless Rock, Paper, Shotgun I&#8217;ve just been playing Record Tripping, the game that DJ Hero could have been if programmed by Lewis Carroll fanatics with plenty of Elemental on the soundtrack.  Lovely! 
]]></description>
			<content:encoded><![CDATA[<p>Via the peerless <a href="http://www.rockpapershotgun.com/2010/02/16/hit-the-decks-record-tripping/">Rock, Paper, Shotgun</a> I&#8217;ve just been playing <a href="http://www.recordtripping.com/">Record Tripping</a>, the game that DJ Hero could have been if programmed by Lewis Carroll fanatics with plenty of <a href="http://www.teasearecords.net/elemental.cfm">Elemental</a> on the soundtrack.  Lovely! </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Rocked Off</title>
		<link>http://www.kiasa.org/2010/02/16/rocked-off/</link>
		<comments>http://www.kiasa.org/2010/02/16/rocked-off/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 10:56:33 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[rant]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3498</guid>
		<description><![CDATA[Dear Technology Sites (and the rest of the world),
&#8220;Rocking&#8221; is not a synonym of &#8220;featuring&#8221;, &#8220;running&#8221;, &#8220;including&#8221;, &#8220;wearing&#8221;, &#8220;demonstrating&#8221;, &#8220;eating&#8221; or whatever other sodbuggering verb, noun or adjective you&#8217;ve randomly decided to replace today.
&#8220;We&#8217;re totally rocking updates from the Mobile World Conference today where the latest Nokias are rocking a new operating system, HTC have [...]]]></description>
			<content:encoded><![CDATA[<p>Dear Technology Sites (and the rest of the world),</p>
<p>&#8220;Rocking&#8221; is not a synonym of &#8220;featuring&#8221;, &#8220;running&#8221;, &#8220;including&#8221;, &#8220;wearing&#8221;, &#8220;demonstrating&#8221;, &#8220;eating&#8221; or whatever other sodbuggering verb, noun or adjective you&#8217;ve randomly decided to replace today.</p>
<blockquote><p>&#8220;We&#8217;re totally rocking updates from the Mobile World Conference today where the latest Nokias are rocking a new operating system, HTC have unveiled a handset rocking a 3.7&#8243; screen, I&#8217;m rocking a cool t-shirt and I&#8217;m going to rock a sandwich for lunch then rock a taxi to rock to the hotel to rhythmically move backwards and forwards myself to sleep.&#8221;</p></blockquote>
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		<slash:comments>4</slash:comments>
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		<title>Rejected side quests in Mass Effect 2</title>
		<link>http://www.kiasa.org/2010/02/09/rejected-side-quests-in-mass-effect-2/</link>
		<comments>http://www.kiasa.org/2010/02/09/rejected-side-quests-in-mass-effect-2/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 07:01:09 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3472</guid>
		<description><![CDATA[As Melmoth rather splendidly points out Bioware games do have a bit of a formula, a key part of which is getting to know the other members of your party by chatting with them, discovering unfinished business in their past and helping them out on some form of quest.  When Bioware are on form [...]]]></description>
			<content:encoded><![CDATA[<p>As Melmoth <a href="http://www.kiasa.org/2010/02/08/i-can-believe-anything-provided-it-is-incredible/">rather splendidly points out</a> Bioware games do have a bit of a formula, a key part of which is getting to know the other members of your party by chatting with them, discovering unfinished business in their past and helping them out on some form of quest.  When Bioware are on form with characters, story and voice acting these can be amongst the most engaging parts of the games, forging bonds with your comrades beyond the fact that they&#8217;ve got Shield Block Level 4 to handle an alpha-strike and helping to establish popular characters like HK-47 and Minsc (and Boo, of course).</p>
<p>It&#8217;s a short hop from formula to formulaic, though, and Mass Effect 2 does tend to emphasise the latter a bit.  If you had three or four companions it might not be so noticeable, but running through the same set of actions ten times in a row rather drives it home; crew member has something on their mind (if you don&#8217;t pick up the subtle signals like them appearing distracted in conversation then your Yeoman will shout at you every time you pass: &#8220;hey Captain, someone wants to see you!&#8221;), have a bit of a chat to find out that their brother/sister/mother/father/son/daughter is in some sort of trouble, fly to a planet/space station, have a bit of a chat to a few people with some connection to your party member, shoot a bunch of bad people, get to the big finish where your party member is pointing a gun at someone, right click the blue option to grab the gun off them and say &#8220;you don&#8217;t want to do this&#8221;, home for tea, cake and Paragon points.</p>
<p>It could&#8217;ve been worse, though; entirely fictitious leaked documents that we&#8217;ve just invented reveal Mass Effect 2 originally had no less than 25 recruitable characters, and they were starting to run out of ideas for new and interesting side quests with some of them:</p>
<p><strong>Eliza, a biotic freelancer:</strong> &#8220;Shepard, I&#8217;ve just got word from my brother Jeff; he and his wife live on the frontier worlds, they went out shopping leaving their children with the nanny, and while they were out there was a planetary alert warning of Batarian slaveships.  On returning home the children were nowhere to be seen, and they couldn&#8217;t get hold of the nanny.&#8221;</p>
<p>&nbsp;&nbsp;&nbsp;<span style="color: #ff6600;"><strong>That&#8217;s terrible, we must get after the Batarians, there&#8217;s not a moment to lose!</strong></span><br />
&nbsp;/<br />
O<br />
&nbsp;\<br />
&nbsp;&nbsp;&nbsp;<span style="color: #999999;">I&#8217;m sorry Eliza but the fate of humanity is at stake, we can&#8217;t dick around looking for a couple of kids.</span></p>
<p>Eliza: &#8220;Oh, no, they&#8217;re fine, turned out they&#8217;d gone to the zoo and the nanny hadn&#8217;t charged her mobile comm unit so the battery was dead.  Anyway, my brother and his wife had bought a load of furniture while shopping and it&#8217;s all flat-pack; they had a go at putting it together but silly old Jeff, he&#8217;s all fingers and thumbs and almost nailed himself to the coffee table when putting it together, so could we pop around and help them finish it off?&#8221;</p>
<p><strong>Sharmura, the Asari Commando:</strong> &#8220;Shepard!  I am so sorry to disturb you, but I do not know who else to turn to.  You have already done so much for me, but I must ask for a favour.  It is my&#8230; I am not sure how you humans would describe the relationship, but somebody I met while on holiday and exchanged addresses with and we send each other a postcard now and again.  They are facing one of the ultimate rites of Asari culture.&#8221;</p>
<p>&nbsp;&nbsp;&nbsp;<span style="color: #ff6600;"><strong>We must go and help them at once!</strong></span><br />
&nbsp;/<br />
O<br />
&nbsp;\<br />
&nbsp;&nbsp;&nbsp;<span style="color: #808080;">Yeah, whatever.</span></p>
<p>Sharmura: &#8220;Thank you, Shepard, I knew I could rely on you.  The ritual is difficult to describe, but&#8230; do you humans have what we would know as Cornflakes?  They are like flakes, made of corn; served with milk they are a breakfast delicacy, or sometimes even as an evening meal when you can&#8217;t really be bothered to cook and you&#8217;ve run out of Pot Noodles.  My friend had a bowl of them, and forgot to rinse it out straight after finishing as the ancient texts decree, and now faces the Rite of Brillopad to cleanse her crockery.  I was thinking we could pop along with the M920 nuke launcher, that should do the trick.</p>
<p><strong>Abel, an ex-Alliance soldier turned Mercenary:</strong> &#8220;Hey Shepard!  Y&#8217;know how, like, I don&#8217;t talk about my family much?  Well I just got this message from Uncle Geoff, he&#8217;s the guy who got me into the Alliance in the first place, I really looked up to him as a kid, he&#8217;d let me dress up in his tac pads and stuff.  Well it&#8217;s bad news; see, his patrol got caught in a duststorm on one of the dark zone planets, took out comms, their support ship had to pull out &#8216;cos of heavy Geth presence, Uncle Geoff caught a slug in the knee and can&#8217;t walk.&#8221;</p>
<p>&nbsp;&nbsp;&nbsp;<span style="color: #ff6600;"><strong>Don&#8217;t worry, we&#8217;ll pull him out and make those Geth sorry!</strong></span><br />
&nbsp;/<br />
O<br />
&nbsp;\<br />
&nbsp;&nbsp;&nbsp;<span style="color: #808080;">I haven&#8217;t got enough Renegade points so I&#8217;m going to be pointlessly insulting.</span></p>
<p>Abel: &#8220;Huh?  Oh, no, this was last year, the patrol holed up until the storm cleared and the Alliance came back in force.  No, he&#8217;s fine now, well, apart from the knee, even with reconstruction he was invalided out of the military.  He used the pension to set up as a handyman, though, and he needs some business cards and a few fliers.  He got a quote from a local printer for 79 Euro, and I was all &#8220;Whoah, total rip-off, I could pick up the blank cards and stuff and do them for 20 Euro tops&#8221;, so can I use the Normandy&#8217;s colour laser printer?  We&#8217;ll put 10 Euro through to cover the costs of the paper and stuff, split the other ten between us, whaddya say?&#8221;</p>
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		<title>Solo polo vision</title>
		<link>http://www.kiasa.org/2010/02/06/solo-polo-vision/</link>
		<comments>http://www.kiasa.org/2010/02/06/solo-polo-vision/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 10:44:05 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=3446</guid>
		<description><![CDATA[When stuck in a small cargo area with Zaeed, the Mass Effect 2 mercenary from the planet of Saaf Lahndahn with a strange eye, is it just me that starts to worry you might be trapped in a box with a cockney nutjob?
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			<content:encoded><![CDATA[<p>When stuck in a small cargo area with Zaeed, the Mass Effect 2 mercenary from the planet of Saaf Lahndahn with a strange eye, is it just me that starts to worry you might be <a href="http://www.youtube.com/watch?v=P6vX9hR50Ik">trapped in a box with a cockney nutjob</a>?</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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