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'Twas the night before Christmas, and all through the--
Izret: Oh damn it Redd, not another Christmas Story!
Redd: Yes, Izret, another Christmas Story. 
Bickman: Every year, Redd. Every freakin' year.
Redd. Yep.
Bickman: (Sigh)
Slackur: Oh, come on guys. Yes, last year's story was painful, but it wasn't THAT bad.
Shadow Kisuragi (Shadow): What happened?
Slackur: He told us the story of how Coleco conquered the Gaming World.
Shadow: ......What?
Zagnorch: He's insane. He has nothing but tall tales and other stupid crap.
Redd: I am not insane, and all my stories are true. You guys are just jealous that I get to go on all sorts of adventures, and you like, don't.
Shadow: ...Your serious right now, aren't you?
Redd: Yep.
Shadow: Shit... (Shakes his head)
Redd: Now, before I present this year's story, I have a Video to show all of you.
Slackur: What is it?
Redd: It features Bickman as a kid.
Bickman: Your insane.
Redd: Am I? (Pulls Video up on Computer) Gather round, everyone.
(Everyone gathers around him, to see the video in question)
Bickman: What the hell?! That's not me!
Zagnorch: I don't know. You love Nintendo so much, that I'm actually having no trouble believing that that is indeed you.
Bickman: Bah...
Redd: Now, I present to you--
Shadow: Hold up Redd. Aren't you the guy with glasses in THIS video?
Redd: Oh, you are just the worst kind of person, Shadow...
(Everyone laughs)
Redd: Right then. This is the Story of how me and Slackur beat up the Grinch and rescued Christmas.
Slackur: Whoa! Hold on! I've never beaten up anyone in my life!
Redd: Says the Advocate for Armed Pacifists, which is written on your Profile by the way.
Slackur: Crud...
Redd: Right then, our Story begins on top of a Mountain somewhere in Greenland, which is very cold for some reason. Me and Slackur were contacted by the Government to get back a bunch of presents that were stolen by an unknown thief on Christmas Eve of 2012. We--
Bickman: Redd, weren't you both here on Christmas Eve of 2012?
Zagnorch: And weren't you telling us that Coleco Story?
Redd: Do not try to defy my divine logic. Now, shut it and listen.
Zagnorch: (To himself) Divine logic...?
Bickman: (Whispering) Just go along with it. No way we're getting out of this anyway.
Redd: Now then, we scaled the mountain, and came upon a cave. When we entered it, we found a pile of presents. When we tried to take them, wouldn't you know it, the Grinch showed up. He cussed at us, then muttered something to Slackur, which set him off.
Slackur: .........
Redd: Slackur shouted out "I'm the Matrix, jerk!" and proceeded to go Kung-Fu on the Grinch. While they fought a lengthy battle, I proceeded to take the presents out of the cave, and use my magical teleportation abilities to send them back to the town.
Shadow: I think all that Eggnog has gone to your head and is making you stupid.
Redd: First off, I can't have Alcoholic Beverages, as I am a Diabetic (True story), and second, do you see any Eggnog around here?
Shadow: Well...no, not really.
Redd: Exactly, now shut up.
Shadow: Sheesh...
Redd: The Grinch landed a lucky blow, knocking Slackur to the ground, which led me to rush in to save my friend. I tackled the Grinch to the ground, and Slackur proceeded to get up, and elbow drop him right in the face, knocking him out. And that, my friends, is how we saved Christmas.
Bickman: Redd, that story sucked. Really bad.
Slackur: I kind of liked it.
Shadow: Me too.
Zagnorch: Not me. Look, it even put Izret to sleep. (Points to a sleeping Izret)
Redd: I was wondering why he was so quiet.
Zagnorch: (Sighs)
Bickman: Redd, where do you even get these ideas?
Redd: Well, I--
Bickman: Never mind, I don't wanna know. Go play with your Nvidia Shield.
Redd: Okay. (Walks away)
Shadow: Slackur, did that REALLY happen?
Slackur: Ehhhhh...
Shadow: Sheesh.
Bickman: Whatever. From all of us here at RF Generation, we hope your Christmas is...is...you know what? No. I took a muscle relaxer earlier, and it's just now kicking in. One of you guys can announce this stuff.
Slackur: Okay...From all of us here at RF Generation, we hope your Christmas is safe and fun! Merry Christmas! 
NOTE: This is all fictional, and made for entertainment. The users of RF Generation are not this conceited.
Thank you to my secret santa these items will start me on a new area of A8 gaming that before I thought I wasnt sure I should get into. The games that keep on gaming.
[img width=640 height=610]http://image.gamespotcdn.net/gamespot/images/box/9/1/7/196917_50218_front.jpg[/img]
NOTE: This entry WILL contain spoilers from the game. Direct yourself to another page if you don't want to spoil the game for yourself. Otherwise, read on.
Everyone who knows me knows that I love Chrono Cross. It's my favorite game ever. Lately though, people have been asking me WHY I love it so much, and just what it is that makes it the best game ever. Well, here's the story:
I can't recall exactly when I discovered this game, but I do remember how. My best friend brought this game to my attention. When he did, I didn't think too much of it. It was obviously a sequel to Chrono Trigger, which I wasn't too fond of. Then I started it up...
Right away, it's impressive opening lines and movie captivated me. I was most impressed, as the quality of the game was better than anything I had experienced since Super Mario RPG. Once I started a New Game, I was greeted with 3 Characters emerging from an elevator (after the introduction movie of course).
It started out with what was clearly some serious stuff. Then your Character wakes up, as it was actually a premonition of things to come.
Anyway, it only gets better from there, as what unfolds is the greatest story ever seen in a video game. As I played the game, I only became more impressed with it, and when I finally achieved the true ending, I cried manly tears. I was upset that it was over, but I was happy that it came to a nice, ultimately wrapped-up, conclusion.
Along with the main story, there are over 40 different characters to recruit, several side-quests, and what's more, the optional, secret boss isn't just a powerful enemy in this game, but he also has a tragic backstory that ties into the Main Story, which is something you don't see in RPGs of today.
All of this and more is what makes this game my favorite game ever, and THAT is why it's the best game ever. There are other games which have received a perfect score from me, but this one is sentimental to me, which is why no other game can top it. Me and my brother will forever debate over this and his favorite, Final Fantasy VII, but he's always going to lose. I can think of 50 reasons why this game is better than that sorry piece of game, and I will defend it until the end of gaming comes.
The bottom line is, Chrono Cross just has more heart than other RPGs. It came along at the end of what I call The Golden Age of RPGs, and ended it with a bang. As I've said time and time again, no game will ever top this one. Period.
Thanks for reading!
We're all familiar with the modern FPS conventions. Character movement with an analog stick or keyboard, a 3D 'look' with another analog or mouse, and often a jump and shoot button. Some games, like Battlefield 4, add layer upon layer of complexity, strategy, and high player population to take this control mechanism to its current extreme. This control method and design is now so ubiquitous that it is often just called the 'shooter' genre, snatching the moniker from the recently retitled 'shmup' classification in the common gamer vernacular.
In the common gamer mindset, this particular convention of game design is so entrenched that the occasional rethink and upset can lead to something remarkable. Perhaps the most popular recent example has been the Amnesia series, which purposefully take away combat and focus on a helpless, tension-filled atmosphere to excellent effect. Plenty of other games such as the Thief series and newcomer Dishonored also put more thought into interacting with the game world itself instead of using the environment as a shooting gallery. Perhaps the greatest example of using the FPS design to give an open-ended, choose-your-own-adventure setup while still obeying the norms of FPS design has been the Deus Ex series, the first of which is often still regarded as one of the greatest games ever made. In fact, from the Elder Scrolls series to the Portal games to RealMyst, the FPS has proven far more robust than golden oldies like Quake suggested.
So when a game uses this design in a unique way, it still surprises because the modern gamer has seen so much variation with this interface methodology. Enter The Unfinished Swan, a fascinating game/storytelling method/interactive art project. The opening narrative tells of a recently orphaned youth whose mother never finished her paintings. Taking a single, minimalist painting of an unfinished swan to the orphanage, the child notices one day that the creature has disappeared from the painting, and he begins pursuit.
Then, the screen goes white and no other clues, hints, or tutorials are given. Through sheer experimentation, the player quickly realizes that a button press ejects a round glob of black paint that splatters against the white space, revealing walls, objects, and an entire environment to navigate, with loose paths to follow. Too much black paint hurled against surfaces begin to obscure their details, since at the beginning the only thing giving definition to the environment is the contrast between the white space and the hurled, splattered paint. Color is shown sparingly, to call attention to a handful of objects or show the foot-paths of the absent fowl. Cue 'wild goose chase' pun.
While the color is almost exclusively black and white, the sound is also minimalist, with more environmental sounds heard as more of the world is revealed. A simple jump is the only other control besides the conventional move, look, and 'shooting' paint. More narrative is told as the game progresses by using the simple tools of the game and a storybook-like series of reveals.
The pace is slow, purposeful, experimental, whimsical, and best of all, playful. Other games of this ilk such as Dear Esther or the recent critical darling Gone Home have a moody, voyeuristic design, but the difference with The Unfinished Swan is that the interaction with the environment figuratively and literally defines the game. Better still, it uses this original interaction method as a story device that feels intrinsic and holistic, instead of tacked-on or forced. Whereas some artistic game worlds are criticized for force-feeding standard game conventions into an otherwise complete virtual experience (the Bioshock series are popular examples) The Unfinished Swan feels like a complete experience defined by how its gameplay is intrinsic to storytelling.
If any of this sounds interesting to you, please take the plunge and grab it from the PSN. It's worth it just to see something different, interesting, and in my opinion, wonderful. Seeing a 'normal' game design used like this inspires me to continue believing that our hobby has far more to give us in the future, even using the familiar.

[img width=700 height=437]http://i10.photobucket.com/albums/a136/DarkTheThief/Jaguar_zps41719970.jpg[/img]
"DO THE MATH!"
Back in 1993, Atari unleashed a machine called the Jaguar to the public in the USA. This 64-Bit beast of a machine was advertised as being superior to it's 16-Bit and 32-Bit Competitors. While this was technically correct, it was difficult to program for, and had little 3rd-Party Support, which, along with Atari's past mistakes and negative word of mouth, doomed it to failure. That being said, here's the story behind it...
The Journey Begins First introduced in 1993 to New York City and San Francisco Bay at a price of 249.99 US Dollars, it later received a full US Release in early 1994.
The Struggle The Jaguar was struggling to gain an established user base. Atari themselves had said that it had only sold 17,000 Units in 1993 as part of the Console's initial test market. A good friend of mine, slackur, was present at the launch of the Jaguar. The following are his own words regarding it:
"Launch day for the Jag was practically a non-event, especially compared to the midnight launches nowadays."
slackur went on to mention that the cashier at EB Games had mentioned that they only sold two units before he bought his own, further saying that said cashier seemed surprised that he was excited to get one.
By the end of 1994, Atari still had 100,000 Units in stock, and reduced the price to make the console more competitive.
The Success? The Jaguar received some praise with Tempest 2000, and it's most successful game during it's first year was Alien VS. Predator. Tempest 2000 was clearly a success story, as the following was recalled by slackur:
"I continued playing that game for years. I would keep the Jag hooked up just to play it on occasion, and finished the first loop of 99 levels."
slackur went on to say the following about Alien VS. Predator:
"The only other game I picked up that truly 'WOW'ed me was Aliens VS Predator."
Unfortunately, the Jaguar's Game Library was too small to challenge the success of it's 16-Bit and 32-Bit Competitors. As such, it's appeal never grew beyond that of a small audience.
The Fall By the end of 1995, it was clear that the Jaguar had failed. Atari ran early-morning Infomercials to try and sell it's remaining units, but it did not help much. Ultimately, the Jaguar sold less than 250,000 Units.
The Legacy Despite it's failure in the marketplace, there are people who love the Jaguar, such as myself. There are those who produce homebrew titles for it, as it's source code is public. slackur had the following to say about it:
"I'll probably always have a soft spot for the Jag as a system I believed in when no one else did, and I'm glad I still have it in the collection."
As for myself, I love the Atari Jaguar, and just about everything about it. I have been known to defend it when others speak badly about it, and I have been seen going as far as playing a game that others would call abysmal all the way through on it. Unfortunately, how I came to discover the machine has been lost to time, but that hasn't stopped me from enjoying it.
Early Memories From what I *can* recall, the first game I played on the thing was Kasumi Ninja. While it is not the system's strongest point, it IS a challenging game, which I enjoy, and think we need more of in this day and age.
The Loss and The Return At one point, I had to sell my precious Jaguar due to real life problems getting in the way, but I eventually acquired another one, with a working CD Unit no less. It was...painful to lose the thing, to say the least. I think it goes without saying that real life problems will NOT get in my way again.
Building an (expensive) Library Jaguar Games are expensive. They once sold in the UK for 97p a pop, but here in the US, they can command premium prices today. Two of the more expensive titles are Towers II and Primal Rage. Some people attribute the high prices to stupid eBay Users. All this being said, it's not been an easy task building a library of games for it, but I think I'm doing alright, all things considered.
The Future I plan to keep building my collection, and I have no intention of stopping anytime soon. As mentioned before, I love the Jaguar, and NOTHING is going to change that. 
Thanks for reading!
Good afternoon all and welcome to the Observatory. I was listening to the latest episode of the Bomb Cast and heard something that caught my... ear, I guess. Hello Games, makers of such games as Joe Danger and Joe Danger 2, announced on the Spike Video Game Awards (re-branded as VGX), have decided to branch out from their roots to build a procedurally generated Adventure/Space Exploration game in the vein of... well, nothing. Well, it's sort of like Noctis, but there is also combat and what appears to be a very immersive galaxy filled with players (which is supposedly the actual size of a galaxy). I guess it's also a bit like a 3D version of A.N.N.E. in that you can freely move between in and outside of your ship (but without the awesome platforming), and... Never mind, here's the trailer.
There are games that do offer this type of depth, but of a sorts. Games such as Frontier, Noctis, Evocron, and BC3K let you descend to a planet and land (and in some cases disembark), but nothing quite on the scale of No Man's Sky, where it seems to offer the kind of planetary depth you find within an Elder Scrolls game, but with the ability to get into your spacecraft and ascend into space and travel interplanetary distances.
Needless to say I am very excited, though there are things that certainly make me a bit wary to jump onto the hype wagon after the crushing disappointment of X: Rebirth, and there are suggestions that this might not get an initial PC release, but still, the possibilities.
For those that feel like visiting the Spike website, they have posted the interview with Sean Murray, the Managing Director of Hello Games. It's short but enlightening. There is also some info on the 12/10/2013 episode of the Bombcast on Giant Bomb (right around 2:15:00, I think).
The game is still early, and there is pretty much no info about other than the sources I cited, which leaves pretty much everything else for speculation. Will this be the generation where we get a space sim release on the PS4 and/or XBone only? To early to call it, me thinks. What do you guys think?
Empire: Total War
[img width=550 height=776]http://www.rfgeneration.com/images/games/U-016/bf/U-016-S-25800-A.jpg[/img]
We have not ventured out of Europe in quite some time, so with Empire the idea was focused on the Eurocentric days of colonialism and early imperialism. Outside of Spain, England, and France most main campaign countries have little outside of Europe and the Near East. Empire is nothing if not ambitious.
The game differs in the previous fare by greatly enlarging the sheer scope of the entire game. You can conquer everything from the Rocky Mountains to the far Eastern edge of India. But there is still plenty of war to be had in all of these theaters.
[img width=700 height=393]http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2009/12/Empire__Total_War-PCScreenshots18978attacking_paris.jpg[/img]
Thankfully, The Creative Assembly not only put the campaign of the Americas and India but also factions native to this area. Well, you can play as the Maratha in their early years before they displaced the Mughals in India.Native American tribes are added to the game through the game's DLC expansion, The Warpath. This adds playable Iroquois, Cherokee, Huron, Pueblo, and Plains nations on a smaller map focused on North America.
Some changes occur on the campaign map in this release. Villages dot the countryside, and more are built as prosperity increases and time passes. These villages are specialized. Coastal villages can be turned into ports, inland villages can become farms or take advantage of local or imported resources for industry. Schools can be used for research.
Now let's talk about some major gameplay changes that this entry to the series brought to the fray. First and foremost is the introduction of personally controlled naval battles. Before Empire all naval battles could only be auto-resolved, now you can take control of your ship-of-the-lines, sloops, galleys, and other cannon based ships to victory against other nations.
A research tree is added to the game too. Any faction which controls a school is allowed to use it to research their way up the tech tree. Each school can focus on one technology until they're all gone, which takes a long time.
As a result of these changes there were tweaks to the agent system as well. One of the most useful is the Gentleman.
Gentlemen can quite politely duel other Gentlemen to the death, with fairly foppish wigs, frilly clothes, and inaccurate pistoles indeed. They are best used by garrisoning them inside a school to increase your research points, or decrease research time is another way of putting it.
Rakes are hybrid spies and assassins. You can use them as everything spies used to do, as well as sabotage and assassinate leaders. These names change based upon factions, so Muslim factions refer to Rakes as Hashashin, while the Marathans call them Thugee.
Missionaries are the game's religious unit. For Christian kings these can take one of three forms, Catholic, Orthodox, or the quite new and wildly spreading ideal, Protestants. Muslims still use the Imam while the Marathans use the Brahmin.
[img width=700 height=560]http://screenshot.xfire.com/screenshot/natural/195ed6b0c1442d0b88f83d71b1d3000ff3899c41.png[/img]
Gameplay is changed quite incredibly, as the focus is still primarily on the tactics of the military battles. Now; instead of like Shogun and both Medieval games where gunpowder is a late game, expensive, and still unexplored deployment of soldiers, gunpowder units are available from the start and special care must be placed on any melee units. Still, Native Warriors and Pikemen can be worth it in the early game, pikes especially to push back cavalry. Native Warriors are quite fast and powerful in ambushes against gunpowder units, making them worth the investment in the Americas. Also, instead of more long term siege equipment like catapults, battering rams, and burrowing sappers you now have plenty of cannons at your disposal to blast walls and gates down quite quickly.
While it seems like Empire is a great game while describing its changes, setting, and what it adds to the fore of Total War seems appealing at face value and based on my explanations it has many problems. The game released with all kinds of technical issues, and many remain unresolved to this day (mods are the best fixes). It remains quite unoptimized, and runs at 25-40 fps on my PC at the campaign map, let alone battles. Because of many of the bugfixes this is one of the only games in the series where DarthMod is recommended above all others. Richard Beddow was the composer for Empire: Total War, breaking Jeff van Dyck's winning streak.
The game was quite simply rushed. While almost every Total War launch has been horrid and unbelievably bad the games usually end up in playable states by the time the final patch hits. While Empire is playable it is debatable about whether it is enjoyable. One of the reasons it was rushed is due to it having a brand new engine, Warscape, which is still the engine in use in the latest release. While Sega purchased The Creative Assembly after Rome was finished the bad management and forced rushed development cycle was not felt until Empire. Empire could have been so much more, but it was not meant to be.
Napoleon: Total War
[img width=550 height=773]http://www.rfgeneration.com/images/games/E-016/bf/E-016-S-08320-A.jpg[/img]
I'm not entirely sure what there is to say about Napoleon. In terms of timeline it is the most recent Total War game, taking place in the early 19th Century and following the campaigns of the namesake, Napoleon Bonaparte.
Napoleon feels like what Empire should have been, but this game only focuses on the European theater from Spain and North Africa all the way to Russia and Persia. Much of what I warned about at the end of the Empire review has been fixed and/or polished for Napoleon. Outside of hardcore Empire fans most of the Total War fanbase will agree that Napoleon is the better of these two installments, even if it is not one of their favorites.
[img width=700 height=393]http://www.capsulecomputers.com.au/wp-content/uploads/napoleon-total-war-screenshot-01.jpg[/img]
One of the main complaints about Napoleon is that it feels more like an expansion pack that was released at full retail. Pretty much everything remains the same at face value in Napoleon compared to Empire.
Napoleon allows you to follow the leader's campaigns from his early years to his reign as Emperor of France in a series of smaller, mini campaigns. There's not much to be said about Napoleon that hasn't been already been mentioned above in the Empire review.
Next time: We return to the Land of the Rising Sun and travel far to the West to conquer in the name of Roma once more.
In this week's edition I focus on Atari's last ditch effort to revive the Atari 8 Bit Computer line with the Atari XEGS ( 1987 ). This console came complete with 2 pack in games ( Flight Simulator 2 and Bug Hunt) along with a grey CX40 controller and XG1 Light gun.
This system who's game line was pretty well dated by 1987 ( with games dating back to the initial launch in 1979), just couldn't hold its own versus the NES, Sega Master System and the new 16 bit Genesis and Super Nintendo that would come out a few years. By 1990 Atari cut new game releases for this system and by 1992 discontinued anything for the system along with discontinuing anything for the Atari 2600 and 7800 line.
It is a strange wilderness into which this modern world of gaming can take us.
Anyone who has followed along with my previous writing and ranting has a pretty good understanding about my views on the industry shift from physical media to digital downloads. My written objections run the gamut, including giving up rights as an owner of an object, leasing an experience instead of paying for an item, and losing our history of gaming culture.
I cannot say my thoughts on these things have really changed, but there have been interesting developments. Just recently, I traded (gasp!) my physical copy of Battlefield 4 for the PS4. My reasoning; I got a very cheap deal on the digital copy that put me at a profit for trading in the physical disc, I didn't care for my time with the single player and therefore only intended on playing online which would require an internet connection anyway, and finally I knew I could pick up the disc sometime later when the price is much cheaper.
Sure, it's logical, but it also goes against my collector instinct and even smacks a bit of hypocrisy given my general views of supporting physical media as long as possible. I've played plenty of 'indie' digital only games, but this marks the first triple A big budget experience I've been playing as a digital download. While it's certainly not that big of a deal, like anything else I like to pay attention to how things change mental constructs, and this small difference has reinforced a process I've observed about the difference between digital and physical gaming.
It actually doesn't have anything to do with value, art, or collectability, but intentionality. I prefer to be intentional in everything I do. That certainly does not mean I resist spontaneity, and my beloved would laugh uproariously if you suggested that I'm a type A, regimented personality. Rather, I prefer to make sure I'm thinking through something before agreeing, accepting, or doing. At least, as much as I am able given surrounding circumstances.
This intentionality extends to entertainment and video games. I primarily play games during three different opportunities; 1. Working out on our stationary bike, 2. Social gaming, generally on weekends, often on our 360 LAN and online with friends, and 3. Spontaneous moments where I have to wait on something, which is where portables usually come in handy. Outside of these situations, I don't tend to play games much because the other things in life are too valuable to sacrifice the time. Given how little time during the week we have for gaming, the last thing we want is to stare at a blank screen with a blank mind, or to load up a game for a moment only to decide a few minutes later that we aren't in the mood to play that. In the same way my beloved is quoted as 'knowing all about the moods with the foods' when it comes to satisfying a hunger craving with the perfect ingredients, if our gaming is not intentional then it becomes easy to waste away what little time we have. Oh, one day it may be co-op Tales of Xilia and then the next day Dirt 3, but identifying what would best serve where we are in the brain and heart makes all the difference when deciding how to spend our time.
Years ago in college I was introduced to the wonders of emulation. My gaming buddies and I could never afford a Neo Geo AES, and yet here on a friend's PC we suddenly had access to a library we had never played. The first few hours were great, amazing even. Despite not having a good joystick, we loaded up ROM after ROM and spent some time with games we were always curious about. However, after a few days we lost interest.
I can't speak for anyone else, but I know part of why gaming through emulation never caught on for me is because it equates to a big, ethereal list of games without much presence, no label in the shelf to remind me of its existence and no physical object for me to intentionally take ahold of and make decisions. It becomes easy to sample a dozen games and harder to stick with and play through one. Out of sight and out of mind, desiring to play that game becomes less a matter of intent and more a matter of fleeting accident. Occasionally happy accidents, to be sure, but too often a sugary glaze instead of a filling meal. Not the game's fault, but the delivery vehicle effects my mentality towards it, for better or worse.
With a loss of intentionality, a library of digital games on a hard drive becomes something I scroll through and pick something that I hope will meet me where am. For me, and I don't assume this is universal of course, but there is a function to having a shelf of games that forces me to intentionally complete the process of decision making by physically connecting what I want to spend time on with the device I want to use. It's everything from the solid *Thud-clink* of plastic in a slot, the *Errrrreeeeh* of an optical media drive loading, the introduction loading up that serves as a driveway to my destination.
I could sum up the above mentality by saying I'm that guy that won't go to see a movie in the theatre if I miss the previews, because that's just part of the experience. I'm also that guy that whines when a preview shows too much of the movie, but that's another article. 
But it's not some nostalgic ritual that I'm searching for. (incidentally I lost part of that when games stopped shipping with instruction manuals. Again, another article.) Having to decide on a game and then physically setting it up is part of the process of me being intentional, purposeful, thoughtful about where I am and what I want to play. It's getting excited for that Christmas/Thanksgiving meal days or weeks before the aroma hits your senses. When searching through my XBLA and PSN games, I'm looking at a buffet where I too often gorge and eat too much of something I may not have really enjoyed as much as I wanted.
Of course I can be intentional about digital release games; I'm loading up Battlefield 4 all the time. But I have historically noticed that I struggle with picking up and staying with a game that takes up no more space than data on a drive.
Delivery avenues like Steam and PlayStation Plus provide gamers with huge libraries overnight. I know I come across as an old fogy for saying it, but at least for me, it feels more like a bunch of games to 'get through' rather than intentional experiences to savor.
Maybe I'll pick up another Battlefield 4 disc sooner rather than later. It may seem silly in a financial perspective, but learning is not cheap, so says any honest college guidance counselor. If I'm not receiving the lessons gaming teaches me about myself, I'm probably making bad investments in both money and time.
Ha! You all probably thought I forgot about this! Well, I didn't! 
That being said, I just completed a game as requested by Duke.Togo, Ninja Ryuukenden! And Duke, you better be happy that I beat it, because it was hard. Very hard. Still, it was easier than The Adventures of Bayou Billy, if that means anything. 
Done so far:
The Kung-Fu Majin Eiyu Wataru Splatterhouse Street Fighter 2 CE The Tower of Druaga Ninja Ryuukenden
[img width=654 height=516]http://i10.photobucket.com/albums/a136/DarkTheThief/NinjaRyuukendenDone_zpsc74ac906.png[/img]
Expect another entry soon, for real this time!
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Posted on Dec 4th 2013 at 01:54:54 AM by ( A8scooter) Posted under 3DO |
Well if the Marx TV Tennis item wasn't enough to say that's something different, this might catch your attention.
I scored these 2 Alpha Tester 3DO (CD Services) CDs a few weeks ago at a Demo/ Clean out company sell off site and they were $1.00 ea. The interesting thing about this find is the two titles I got ( BC Racers and Primal Rage ) were the only 2 titles by LG for the 3DO. and both of them showed up from the same lot.
Kinda cool but no way to test them out or for that matter to put a price on their possible value. Im sure things like these don't come up too often but definitely adds something to the cool factor and being on display will start the convo on what are those CDs about.
Anytime a gamer can rescue a piece of history and save it for gamers/ collectors for generations to come is a great thing. I hope you all enjoy them. ( Boxed 3DO games are my friends he got elsewhere, between us both no system).
[img width=700 height=933]http://i145.photobucket.com/albums/r221/atari83/3DOcases_zps316eb850.jpg[/img]
[img width=700 height=933]http://i145.photobucket.com/albums/r221/atari83/3DOCDs_zpsdf468ce2.jpg[/img]
What a strange special edition PS4 I got...
Anyone else pick up the PS4 at launch?
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We are a community of collectors, gamers and the likes, and some of us enjoy to let the world know what is on our mind. For those members, we have the community blogs, a place where they can publish their thoughts and feelings regarding life, universe, and everything. Some of those members might even choose to write about gaming and collecting! Whatever they write about, you can find it on their blog. You can either see the latest community blog entries in the feed you see to the left, or you can browse for your favorite blog using the menu above. Interested in having your own blog hosted on RF Generation? It's rather simple, first be a registered member, and then click the "My Blog" link that you see in the navigation above. Following those two steps will certainly get you on your way to blogging.
Sit back, relax, and enjoy our entries, rantings, and completely unrelated series of thoughts. We write for you to read, so we certainly hope that you enjoy our material.
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