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		<title>Review: The Yawhg</title>
		<link>http://polygonalgrass.wordpress.com/2013/06/17/review-the-yawhg/</link>
		<comments>http://polygonalgrass.wordpress.com/2013/06/17/review-the-yawhg/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 20:41:49 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Video Game]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[The Yawhg]]></category>
		<category><![CDATA[Emily Carroll]]></category>
		<category><![CDATA[Damian Sommer]]></category>

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		<description><![CDATA[The Yawhg is a storytelling machine. An independently developed choose-your-own-adventure game, The Yawhg weaves a different story every time you play it. How each story plays out depends on your choices and some amount of luck. Its blend of tragedy and triumph keeps you engaged long enough to see several 15-minute-long stories through. But The [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1305&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p dir="ltr"><a href="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg.png"><img class="aligncenter size-full wp-image-1280" alt="theyawhg" src="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg.png?w=652"   /></a></p>
<p dir="ltr"><em>The Yawhg</em> is a storytelling machine.</p>
<p dir="ltr">An independently developed choose-your-own-adventure game, <em>The Yawhg</em> weaves a different story every time you play it. How each story plays out depends on your choices and some amount of luck. Its blend of tragedy and triumph keeps you engaged long enough to see several 15-minute-long stories through. But <em>The Yawhg</em> has a pre-determined life span. Eventually, you reach a point where you’ve discovered everything there is to see, and the mechanics behind the stories are revealed, losing the novelty.</p>
<p dir="ltr"><em>The Yawhg</em> is best played with friends. Its four main characters have no backgrounds or motivations, they are defined by the decisions they make throughout the game. Alone, you can play multiple characters, but it’s tough to maintain up to four separate narratives by yourself. With friends, on the same PC, each of you can create unique stories and feel the effects you have on the way it plays out, for better or for worse.</p>
<p dir="ltr"><em>The Yawhg</em> has a simple and grim setup, ripe for stories of defeat and victory. An impending danger is six weeks away from destroying a town, and its fate depends on your choices. You can try to prepare yourself for the end or disregard everything for pleasure. Not every decision is simple though, sometimes what you thought was doing good, turns against you and dooms the entire town.</p>
<p dir="ltr"><em><a href="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg1.png"><img class="aligncenter size-large wp-image-1283" alt="TheYawhg1" src="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg1.png?w=652&#038;h=366" width="652" height="366" /></a>The Yawhg</em> is structured into six rounds, representing the final six weeks before the mysterious Yawhg decimates the town. Each round, you choose locations to visit from an overhead map screen. Once selected, you’re presented with two actions, one selfish and one selfless. For example: If you visit the slums, you can either fight crime or pickpocket. One will earn you wealth, and the other will help clean up the streets and possibly affect a later decision. Where your decisions have the most impact are the randomized events that occur after you choose one of the two actions. These events can affect the entire story, like infesting the towns water supply with deadly leeches or rendering the palace inaccessible after your failure to disarm a bomb. The repercussions of your choices can be as small as a single event, or they can happen throughout the story.</p>
<p dir="ltr">How successful you are at each decision is based on a set of attributes increased and decreased depending on your actions. Stats like strength will help you battle in the arena, mind will let you solve complex problems, and wealth determines how much money you can spend. It’s not always clear which attributes can affect a given choice, sometimes you’ll need to put yourself in your character’s shoes and make the decision purely on your own terms. These types of questions deal in moral grey areas and are rare, but they’re what keeps you coming back to <em>The Yawhg</em> for subsequent playthroughs.</p>
<p dir="ltr"><a href="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg2.png"><img class="aligncenter size-large wp-image-1284" alt="TheYawhg2" src="http://polygonalgrass.files.wordpress.com/2013/06/theyawhg2.png?w=652&#038;h=366" width="652" height="366" /></a>Emily Carroll’s Scandinavian-styled art gives<em> The Yawhg</em> life. Each drawing compliments the emotion in a given scene. They’re detailed enough to portray an action, and vague enough for you to fill in the blanks. Combined with the folk soundtrack that ramps up as the story progresses, <em>The Yawhg</em> soaks you in its themes until you exit the game.</p>
<p dir="ltr"><em>The Yawhg</em> is built to be played multiple times. But there’s a hard limit. Eventually, you start to see the systems underneath it all. <em>The Yawhg</em> is at its worst when you play it like a game, focusing too hard on the attributes and not going with your gut. After enough playthroughs, in my case five, you start skipping through it just to get to something new, and the game loses almost all of its novelty.</p>
<p>That’s the most disappointing thing about <em>The Yawhg</em>. I wanted more, pushed too hard to find it, and soured myself on the game. But that’s doesn’t render the wonderful stories I created with it moot. Some left me stunned, and others had me laughing and theorizing what might happen next with friends. The power of <em>The Yawhg</em> is its ability to tell an exciting story filled with both highs and lows based on your input, and to leaves you wanting to go right back in and do it again.</p>
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		<title>Podcast: The Last of Us</title>
		<link>http://polygonalgrass.wordpress.com/2013/06/16/podcast-the-last-of-us/</link>
		<comments>http://polygonalgrass.wordpress.com/2013/06/16/podcast-the-last-of-us/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 03:14:07 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[Podcast]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[The Last of Us]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[podcast]]></category>

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		<description><![CDATA[I recorded this podcast where I talk about Naughty Dog&#8217;s latest game The Last of Us. It&#8217;s pretty rad. Spoilers! Maybe I&#8217;ll do some more of these &#8230; Music intro &#8211; &#8220;The Last of Us&#8221; &#8211; Gustavo Santaolalla (Spotify, SoundCloud, Amazon) Direct download (Right-click &#8220;save link as &#8230;&#8221;) Stream:<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1295&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://polygonalgrass.files.wordpress.com/2013/06/thelastofus.jpg"><img class="aligncenter size-large wp-image-1301" alt="TheLastofUs" src="http://polygonalgrass.files.wordpress.com/2013/06/thelastofus.jpg?w=652&#038;h=366" width="652" height="366" /></a>I recorded this podcast where I talk about Naughty Dog&#8217;s latest game <em>The Last of Us</em>. It&#8217;s pretty rad. <strong>Spoilers!</strong></p>
<p>Maybe I&#8217;ll do some more of these &#8230;</p>
<p>Music intro &#8211; &#8220;The Last of Us&#8221; &#8211; Gustavo Santaolalla (<a href="https://play.spotify.com/album/2GFFxj8aR2XpwIMYanOPjh?play=true" target="_blank">Spotify</a>, <a href="https://soundcloud.com/sony-soundtracks/sets/the-last-of-us" target="_blank">SoundCloud</a>, <a href="http://www.amazon.com/Last-Us-Video-Game-Soundtrack/dp/B00CDSIMI4" target="_blank">Amazon</a>)</p>
<p><a href="https://ia801806.us.archive.org/20/items/TheLastofUsPodcast/TheLastofUsMP3.mp3" target="_blank">Direct download</a> (Right-click &#8220;save link as &#8230;&#8221;)</p>
<p>Stream: <span style='text-align:left;display:block;'><p>				<object id='wp-as-1295_1-flash' type='application/x-shockwave-flash' data='http://s0.wp.com/wp-content/plugins/audio-player/player.swf' width='290' height='24'>
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					Download: <a href="https://ia801806.us.archive.org/20/items/TheLastofUsPodcast/TheLastofUsMP3.mp3">TheLastofUsMP3.mp3</a><br />
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		<title>A Fair Colp: BioShock Infinite&#8217;s Violence Has Something to Say</title>
		<link>http://polygonalgrass.wordpress.com/2013/04/30/a-fair-colp-bioshock-infinites-violence-has-something-to-say/</link>
		<comments>http://polygonalgrass.wordpress.com/2013/04/30/a-fair-colp-bioshock-infinites-violence-has-something-to-say/#comments</comments>
		<pubDate>Tue, 30 Apr 2013 18:37:27 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[A Fair Colp]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Bioshock: Infinite]]></category>
		<category><![CDATA[column]]></category>
		<category><![CDATA[Irrational Games]]></category>
		<category><![CDATA[Violence]]></category>

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		<description><![CDATA[This column was originally posted on SideQuesting.com. Credit goes to Steven Strom (who also has his own column here on SideQuesting every week) for coming up with the title for my new column. I don’t have a mission statement for A Fair Colp, it’s simply a way for me to publish what I’ve been thinking about every [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1271&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;"><a href="http://www.sidequesting.com/2013/04/a-fair-colp-bioshock-infinites-violence-has-something-to-say/guiltyflickr-2/" rel="attachment wp-att-32277"><img class="aligncenter" alt="BioShockInfiniteGuilty" src="http://www.sidequesting.com/wp-content/uploads/guiltyflickr1.jpg" width="640" height="270" /></a></p>
<p dir="ltr" style="text-align:left;"><em>This column was originally posted on<a href="http://www.sidequesting.com/2013/04/a-fair-colp-bioshock-infinites-violence-has-something-to-say-2/" target="_blank"> SideQuesting.com</a>.</em></p>
<p dir="ltr" style="text-align:left;"><em>Credit goes to Steven Strom (who also has <a href="http://www.sidequesting.com/tag/the-perfect-strom/" target="_blank">his own column</a> here on SideQuesting every week) for coming up with the title for my new column. I don’t have a mission statement for A Fair Colp, it’s simply a way for me to publish what I’ve been thinking about every week, whether it’s like today’s critique of BioShock Infinite’s violence, a rant, or something else. The goal isn’t to be definitive, but to add to the general discourse about games.</em></p>
<p dir="ltr"><em></em><em>BioShock Infinite</em> is one of those games that makes you feel like you should write something about it. I feel that way about a lot of games. I’m always sifting through my experience, looking for ideas to pluck out and form into a topic. Usually, I wait too long and my opinion becomes expressed across several different reviews and critiques. I often take the easy way out and point to them instead of writing my own. But games like <em>BioShock Infinite</em> feel like they could be discussed for a long time, just as the first <em>BioShock</em> has been. <em>BioShock Infinite</em> is a game I’m still thinking about, still distracting me while I&#8217;m playing other games. This is rare. The last game to have this effect on me was <em>Spec Ops: The Line</em>.</p>
<p>Leigh Alexander <a href="http://sexyvideogameland.blogspot.com/2013/04/bioshock-infinite-now-is-best-time.html" target="_blank">wrote the first piece</a> that nails what I think many people are criticizing <em>BioShock Infinite</em> for. She says it all with this: “It has something to say, certainly. It just says more about its own self than about the ideas it wanted to explore.” She’s talking about the game’s use of violence as a core mechanic, and how despite all the strong themes it seems to want to discuss, all of them are muted under the sound of gunfire and growling.</p>
<p>She’s right. <em>BioShock Infinite</em> has so much nuance in its narrative that when you find yourself shooting rockets at ghosts and twisting heads off in the middle of combat, you wonder what the game could have been without all the action. My typical routine was to kill all the enemies in a level as fast as possible, as mindlessly as possible, and then to walk around the environment, piecing together its story. My favorite parts of the game were not the shooting bits, but moments where Columbia stood still and I got to run around and gawk at all the detail.</p>
<p>At the same time, I don’t support the argument that <em>BioShock Infinite</em> should have been a four- to six-hour-long narrative trip like <em>Dear Esther</em>. Yes, the first 45 minutes or so are wonderful. It’s a brave introduction for a triple-A action game, but I can’t see where the game’s drama would come from in what would essentially be a theme park. Now, set this fictional game after Columbia has fallen and I might be interested. In doing that, though, you would be creating something very similar to the first <em>BioShock</em>, which is where the no combat argument makes a lot more sense to me.</p>
<p>I don’t think that’s the story Irrational Games wanted to tell. I believe in some ways, or at least for a short time, the violence in <em>BioShock Infinite</em> communicates how brainwashed Columbia really is. The people of Columbia fight for their beliefs. They’re afraid of Booker, afraid of someone questioning everything their city is built on. In Rapture, you felt isolated by the thick glass and the miles of sea above you, here, it&#8217;s the people. The raffle scene with the couple is the first hint that Columbia isn’t all beauty and ambition. It was just as unsettling for me as the opening moments of the first <em>BioShock</em>, only it said everything I needed to know in the span of a few seconds, in broad daylight, surrounded by non-violent characters.</p>
<p>And when the first blood is shed, it’s shocking, then Columbia’s true colors start to show. Before the action begins to feel unnecessary, you’re explicitly shown what ignorance and fear can bring someone to do. It makes you think. It makes you realize how wrong everything is in Columbia.</p>
<p>I’m glad <em>BioShock Infinite</em> isn’t the indie game some wish it could be. When I briefly worked in retail last year, I tried my best to get people to play <em>Spec Ops: The Line</em>. I told the people looking for something like <em>Call of Duty</em> to give it a try, and when I told them the game actually had something to say about killing other people, it’s like I woke them up. A few of them were intrigued enough to take it home that day.</p>
<p>I think the use of violence in games needs to be questioned, both by players and the games themselves. I also think it’s something we have to ease into. People like me, who play a lot of games, often get stuck in the idea that every game needs to be wildly inventive and to say something profound about the medium, and it’s true, those are typically the games I like the most, but we need bigger games that are smart too. <em>BioShock Infinite</em> doesn’t have good excuses for most of its violence. But I’d rather have more games like <em>BioShock Infinite</em>, showing players that games can say something, to make them think about the violence, rather than another voiceless <em>Call of Duty</em>.</p>
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		<title>The State of The Grass</title>
		<link>http://polygonalgrass.wordpress.com/2013/04/30/the-state-of-the-grass/</link>
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		<pubDate>Tue, 30 Apr 2013 18:32:06 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[column]]></category>
		<category><![CDATA[New]]></category>
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		<category><![CDATA[Polygonal Grass]]></category>
		<category><![CDATA[SideQuesting]]></category>
		<category><![CDATA[theme]]></category>
		<category><![CDATA[update]]></category>

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		<description><![CDATA[Woah, Polygonal Grass has changed. It&#8217;s just a different theme, calm down. But with the new theme, I&#8217;m trying to decide the purpose of the blog. WordPress allows me to publish good-looking content for free, whereas Tumblr lets me post content quickly without fussing with the layout. More people browse Tumblr than WordPress, though, and [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1257&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<div class="wp-caption aligncenter" style="width: 497px"><a href="http://polygonalgrass.files.wordpress.com/2013/04/fantasticreception.jpg"><img class="size-full wp-image " id="i-1264" title="Fantastic Reception" alt="Image" src="http://polygonalgrass.files.wordpress.com/2013/04/fantasticreception.jpg?w=487" width="487" height="274" /></a><p class="wp-caption-text"><a href="http://barbarella.deadendthrills.com/imagestore/mirrorsedge/2560/fantasticreception.jpg" target="_blank">Image credit: Dead End Thrills</a></p></div>
<p>Woah, Polygonal Grass has changed.</p>
<p>It&#8217;s just a different theme, calm down. But with the new theme, I&#8217;m trying to decide the purpose of the blog. WordPress allows me to publish good-looking content for free, whereas <a href="http://tylercolp.tumblr.com/" target="_blank">Tumblr</a> lets me post content quickly without fussing with the layout. More people browse Tumblr than WordPress, though, and that means less people read my stuff.</p>
<p>I&#8217;m thinking Polygonal Grass will be a place to post the stuff I&#8217;d like to look nice and professional for my portfolio. So, don&#8217;t expect consistent updates. Maybe, I&#8217;ll publish my new, weekly <a href="http://www.sidequesting.com/category/editorial-2/a-fair-colp/" target="_blank">SideQuesting columns</a> here.</p>
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		<title>The Cave Creator Ron Gilbert Leaves Double Fine</title>
		<link>http://polygonalgrass.wordpress.com/2013/03/11/the-cave-creator-ron-gilbert-leaves-double-fine/</link>
		<comments>http://polygonalgrass.wordpress.com/2013/03/11/the-cave-creator-ron-gilbert-leaves-double-fine/#comments</comments>
		<pubDate>Tue, 12 Mar 2013 04:49:41 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Double Fine Productions]]></category>
		<category><![CDATA[Leaves]]></category>
		<category><![CDATA[Ron Gilbert]]></category>
		<category><![CDATA[The Cave]]></category>

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		<description><![CDATA[The Secret of Monkey Island creator Ron Gilbert will leave Double Fine Productions just two months following the release of adventure game The Cave, according to a post on his blog. Gilbert, a game designer and writer best known for his work on Maniac Mansion and the DeathSpank series says he’s not done creating games. [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1221&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:left;"><em><a href="http://polygonalgrass.files.wordpress.com/2013/03/rongilbert.jpg"><img class=" wp-image aligncenter" id="i-1228" alt="Image" src="http://polygonalgrass.files.wordpress.com/2013/03/rongilbert.jpg?w=426&#038;h=507" width="426" height="507" /></a>The Secret of Monkey Island</em> creator Ron Gilbert will leave Double Fine Productions just two months following the release of adventure game <em>The Cave</em>, according to a post on <a href="http://grumpygamer.com/2304836" target="_blank">his blog</a>.</p>
<p>Gilbert, a game designer and writer best known for his work on <em>Maniac Mansion</em> and the <em>DeathSpank</em> series says he’s not done creating games. “So many games left to be designed,” he wrote.</p>
<p>With the help of his former Hothead Games colleague and <em>DeathSpank</em> Co-Creator Clayton Kauzlaric, Gilbert has been developing an “iOS side project,” titled, “The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG.”</p>
<p>Gilbert plans to post screenshots of his iOS project on the Grumpy Gamer blog “in the next few days,” and behind-the-scenes pictures from <em>The Cave</em> “over the next few weeks.”</p>
<p>&#8220;Good luck, Ron!” Double Fine President Tim Schafer wrote in a <a href="https://twitter.com/TimOfLegend/status/311307904349253634" target="_blank">Tweet</a>, “Thanks for <em>The Cave</em>!”</p>
<p>Gilbert will give the keynote speech at the Penny Arcade Expo Australia on June 19.</p>
<p>Gilbert joined Double Fine in Sept. 2010.</p>
<p>Source: <a href="http://grumpygamer.com/2304836" target="_blank">Grumpy Gamer</a>, <a href="https://twitter.com/TimOfLegend/status/311307904349253634" target="_blank">Twitter</a></p>
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		<title>Duncan Jones to Direct Warcraft Movie, Production Begins Fall 2013</title>
		<link>http://polygonalgrass.wordpress.com/2013/01/30/1215/</link>
		<comments>http://polygonalgrass.wordpress.com/2013/01/30/1215/#comments</comments>
		<pubDate>Thu, 31 Jan 2013 04:00:50 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blizzard Entertainment]]></category>
		<category><![CDATA[Duncan Jones]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[Warcraft]]></category>
		<category><![CDATA[World of Warcraft]]></category>

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		<description><![CDATA[Director Duncan Jones has been all the way to the Moon, but he hasn&#8217;t been to Azeroth yet. Legendary Picture&#8217;s live-action Warcraft movie is alive again, with Jones in the director&#8217;s chair, reports Hollywood Reporter. The film adaptation of Blizzard Entertainment&#8217;s fantasy universe begins production fall 2013, and is scheduled to release in 2015. Legendary [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1215&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://polygonalgrass.files.wordpress.com/2013/01/duncanjones.jpg"><img class="aligncenter size-full wp-image-1217" alt="Duncan Jones" src="http://polygonalgrass.files.wordpress.com/2013/01/duncanjones.jpg?w=652"   /></a>Director Duncan Jones has been all the way to the <em>Moon</em>, but he hasn&#8217;t been to Azeroth yet.</p>
<p>Legendary Picture&#8217;s live-action <em>Warcraft</em> movie is alive again, with Jones in the director&#8217;s chair, reports <a href="http://www.hollywoodreporter.com/heat-vision/warcraft-movie-lands-source-code-416956" target="_blank">Hollywood Reporter</a>.</p>
<p>The film adaptation of Blizzard Entertainment&#8217;s fantasy universe begins production fall 2013, and is scheduled to release in 2015.</p>
<p>Legendary will keep Charles Leavitt&#8217;s script, who has previously written <em>Blood Diamond</em> (2006) and <em>K-PAX</em> (2001).</p>
<p>Legendary&#8217;s Thomas Tull and Jon Jashni, along with Blizzard&#8217;s Charles Roven and Alex Gartner will produce the film.</p>
<p>British film-maker, and video game player Duncan Jones, previously directed <em>Source Code</em> (2010) and <em>Moon</em> (2009). &#8220;So the gauntlet was thrown down ages ago: Can you make a proper MOVIE of a video game. I&#8217;ve always said it&#8217;s possible. Got to DO it now! <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> ,&#8221; <a href="https://twitter.com/ManMadeMoon/status/296791943386652673" target="_blank">he tweeted</a> following the film&#8217;s announcement.</p>
<p>The film&#8217;s casting has not been announced.</p>
<p>Source: <a href="http://www.hollywoodreporter.com/heat-vision/warcraft-movie-lands-source-code-416956" target="_blank">Hollywood Reporter</a>, <a href="https://twitter.com/ManMadeMoon/status/296791943386652673" target="_blank">Twitter</a></p>
<p>Image credit: <a href="http://screencrave.com/2009-06-09/duncan-jones-interview-moon/" target="_blank">ScreenCrave</a></p>
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		<title>My Top 10 Games of 2012</title>
		<link>http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/</link>
		<comments>http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/#comments</comments>
		<pubDate>Sun, 30 Dec 2012 21:57:24 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[Best of]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Asura's Wrath]]></category>
		<category><![CDATA[dishonored]]></category>
		<category><![CDATA[far cry 3]]></category>
		<category><![CDATA[fez]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[journey]]></category>
		<category><![CDATA[mass effect 3]]></category>
		<category><![CDATA[spec ops: the line]]></category>
		<category><![CDATA[the darkness 2]]></category>
		<category><![CDATA[the walking dead]]></category>
		<category><![CDATA[video games]]></category>

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		<description><![CDATA[10. Spec Ops: The Line I respect Spec Ops: The Line for what it wants to say about modern, military shooters, despite the troubles it goes through to convey it. It takes a little effort to peel back its layers, but once you do, its intelligence really shines. I never want to play Spec Ops: [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1190&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<h1>10. Spec Ops: The Line</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/specops/" rel="attachment wp-att-1192"><img class="aligncenter size-large wp-image-1192" alt="SpecOps" src="http://polygonalgrass.files.wordpress.com/2012/12/specops.jpg?w=600&#038;h=337" width="600" height="337" /></a>I respect <em>Spec Ops: The Line</em> for what it wants to say about modern, military shooters, despite the troubles it goes through to convey it. It takes a little effort to peel back its layers, but once you do, its intelligence really shines. I never want to play <em>Spec Ops: The Line</em> again. It’s not fun, and it makes you feel bad about yourself. It’s an overall unpleasant experience. But I think it can be all that, and still be just as meaningful, if not more, than most other games this year.</p>
<h1>9. The Darkness 2</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/thedarkness2/" rel="attachment wp-att-1203"><img class="aligncenter size-large wp-image-1203" alt="TheDarkness2" src="http://polygonalgrass.files.wordpress.com/2012/12/thedarkness2.jpg?w=600&#038;h=337" width="600" height="337" /></a>I almost forgot <em>The Darkness 2</em> existed, let alone came out this year. As much as I hate the term “quad-wielding,” it’s the best way to describe what it feels like to control two shadowy creatures along with two guns. You form a mechanical bond with the tools at your fingertips as you whip and tear dudes in half. There’s a distinct sense of speed as you lay waste to those who oppose you. It’s a controlled frenzy of blood and bullets. The quiet moments between Jackie and his girlfriend are good too. They’re intimate for the sake of being intimate. I kept expecting some weird twist or explosion to happen at the end of those scenes, but they didn&#8217;t, and I liked that.</p>
<h1>8. Asura’s Wrath</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/asuraswrath/" rel="attachment wp-att-1193"><img class="aligncenter size-large wp-image-1193" alt="AsurasWrath" src="http://polygonalgrass.files.wordpress.com/2012/12/asuraswrath.jpeg?w=600&#038;h=337" width="600" height="337" /></a><em>Asura’s Wrath</em> is hard to explain without making it sound like the worst thing ever. It’s a Japanese, episodic, quick time event game. You’ll watch it like a television show, and press buttons to keep it going. The small amount of gameplay makes room for the gigantic, planet-sized action that unfolds. It’s absurd enough to make your forget you’re just following the game’s instructions the entire time. If it weren&#8217;t so self-aware, <em>Asura’s Wrath</em> could have been terrible. But it isn&#8217;t, and it’s one of the most surprisingly good games this year.</p>
<h1>7. Far Cry 3</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/farcry3/" rel="attachment wp-att-1197"><img class="aligncenter size-large wp-image-1197" alt="FarCry3" src="http://polygonalgrass.files.wordpress.com/2012/12/farcry3.jpg?w=600&#038;h=337" width="600" height="337" /></a><em>Far Cry 3</em> is the first game I played on my newly-built PC. It was my entry into modern PC gaming, and proof that I could put together a bunch of electronics to make a working machine. After you get past how beautiful <em>Far Cry 3</em> is, you realize how great it is to be dropped on an island, alone, with a gun. This all became clear to me after a few hours of playing. I was atop one of the games watch towers, overlooking what seemed like the entire island, lush foliage, flowing grass, and all, when the faint roar of a tiger in mid-leap rumbled through my headset. Looking down, I watched as a tiger mauled a group of bandits on patrol. One of them was not just any ordinary bandit. No, he was a armored, Molotov cocktail-throwing bandit. He wasn&#8217;t equipped with a gun. So what did he do? He resorted to his only weapon of choice, and set the a portion of the jungle on fire, killing both himself and the tiger in a fiery death. I zip-lined down into the charred remains and continued on my quest to save my girlfriend. You should play <em>Far Cry 3</em>.</p>
<h1>6. Halo 4</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/halo4/" rel="attachment wp-att-1199"><img class="aligncenter size-large wp-image-1199" alt="Halo4" src="http://polygonalgrass.files.wordpress.com/2012/12/halo4.jpg?w=600&#038;h=337" width="600" height="337" /></a>I’m a sucker for <em>Halo</em> games. Always have been. Before playing <em>Halo 4</em>, I realized I had literally grown up with the Master Chief and Cortana, and the idea of seeing them again made me nervous. Would <em>Halo</em> still be the game I remembered so fondly, or had nostalgia clouded my memory? Turns out, <em>Halo 4</em> is still the <em>Halo</em> I once loved. Sure, it’s more of the same. But that’s what I wanted. <em>Halo</em> remains an anomaly in the first-person shooter space, and it’s still an absolute blast to play.</p>
<h1>5. Mass Effect 3</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/masseffect3/" rel="attachment wp-att-1201"><img class="aligncenter size-large wp-image-1201" alt="MassEffect3" src="http://polygonalgrass.files.wordpress.com/2012/12/masseffect3.jpg?w=600&#038;h=337" width="600" height="337" /></a><em>Mass Effect 3</em> is a testament to investment in video game fiction. Few games warrant the amount of criticism it received. You can’t end a trilogy that attempts to encompass millions of players’ choices without pissing off a few thousand people &#8212; and I think that’s great. Ultimately, <em>Mass Effect 3</em> handles the expectations well, offering a solid playing game wrapped up in an impactful narrative.</p>
<h1>4. Dishonored</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/dishonored/" rel="attachment wp-att-1196"><img class="aligncenter size-large wp-image-1196" alt="Dishonored" src="http://polygonalgrass.files.wordpress.com/2012/12/dishonored.jpg?w=600&#038;h=337" width="600" height="337" /></a>I hate stealth games. It’s the demand for precision that ruins it for me. When I stumbled out of the darkness in <em>Dishonored</em> the fun didn&#8217;t stop. It gave me a chance to climb over its barriers, make mistakes, and adapt to its stealth system without punishment. Before long, I was completing missions as a ghost, and manipulating the world from the shadows. I’d also like to award Blink my Ability Of The Year Award, it’s sometimes hilarious, and endlessly useful. I could live without those damn acid-shooting plants, though.</p>
<h1>3. The Walking Dead</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/thewalkingdead/" rel="attachment wp-att-1204"><img class="aligncenter size-large wp-image-1204" alt="TheWalkingDead" src="http://polygonalgrass.files.wordpress.com/2012/12/thewalkingdead.jpg?w=600&#038;h=337" width="600" height="337" /></a>I love that <em>The Walking Dead</em> embraces its strengths and never looks back. I loved how deep it dug into my moral depths, and didn&#8217;t shy away from confronting me with my mistakes. There’s nothing clean about my playthrough, about how things ended. But I’d never change it, and that, I think, is the true power of <em>The Walking Dead</em>.</p>
<h1>2. Journey</h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/journey/" rel="attachment wp-att-1200"><img class="aligncenter size-large wp-image-1200" alt="Journey" src="http://polygonalgrass.files.wordpress.com/2012/12/journey.jpg?w=600&#038;h=337" width="600" height="337" /></a><em>Journey</em> is an exercise in video game puppetry. It pulls the strings on your emotions with a well-rehearsed grace no other game has performed. It’s dazzling to look at, and at times, you forget it’s a video game. Coupled with its study of anonymous interaction, <em>Journey</em> is an experience worth having.</p>
<h1><strong>1. Fez</strong></h1>
<p><a href="http://polygonalgrass.wordpress.com/2012/12/30/my-top-10-games-of-2012/fez/" rel="attachment wp-att-1198"><img class="aligncenter size-large wp-image-1198" alt="Fez" src="http://polygonalgrass.files.wordpress.com/2012/12/fez.jpg?w=600&#038;h=339" width="600" height="339" /></a>As part of the generation of players who missed the era before games had tutorials, I latched onto <em>Fez’s</em> alien world. Below its indie charm lies a glitchy, cryptic underside I couldn&#8217;t stop myself from slipping into. All the message boards and failed attempts to crack the game’s final puzzle made me feel like a part of some kind of secret society of video game hackers. If anything, the scribbled symbols and ciphers on this notebook paper are proof <em>Fez</em> is pretty rad.</p>
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		<title>Turbine New Hires Include Elder Scrolls Designer</title>
		<link>http://polygonalgrass.wordpress.com/2012/10/19/turbine-new-hires-include-elder-scrolls-designer/</link>
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		<pubDate>Fri, 19 Oct 2012 19:02:37 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Interactive Entertainment]]></category>
		<category><![CDATA[Ken Rolston]]></category>
		<category><![CDATA[new hire]]></category>
		<category><![CDATA[Turbine]]></category>
		<category><![CDATA[Warner Bros]]></category>

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		<description><![CDATA[Veteran game designer Ken Rolston, former lead designer on The Elder Scrolls IV: Oblivion, and lead creative visionary on Kingdoms of Amalur: Reckoning, joins the MMORPG studio Turbine as director of design. &#8220;Ken will lead the vision and the implementation of all aspects of game design for Turbine,&#8221; the Massachusetts-based studio responsible for Dungeons and [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1185&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://polygonalgrass.files.wordpress.com/2012/10/ken-rolston.jpg"><img class="aligncenter size-full wp-image-1187" title="Ken Rolston" alt="" src="http://polygonalgrass.files.wordpress.com/2012/10/ken-rolston.jpg?w=652"   /></a>Veteran game designer Ken Rolston, former lead designer on <em>The Elder Scrolls IV: Oblivion</em>, and lead creative visionary on <em>Kingdoms of Amalur: Reckoning</em>, joins the MMORPG studio Turbine as director of design.</p>
<p>&#8220;Ken will lead the vision and the implementation of all aspects of game design for Turbine,&#8221; the Massachusetts-based studio responsible for <em>Dungeons and Dragons Online</em>, and <em>Lord of the Rings Online</em> wrote in a press release Friday.</p>
<p>Before video games, Rolston worked on various pen-and-paper RPGs including <em>Dungeons and Dragons</em>, and <em>RuneQuest</em>.</p>
<p>The company announced several other new hires joining Rolston: Alan Villani, formerly of NetherRealm Studios, joins as vice president of technology, Jai Singh, formerly of Zynga, joins as executive director of technical operations, and Demetrius Comes, formerly of Petroglyph Games, joins as executive director of engineering.</p>
<p>Turbine is a subsidiary of Warner Bros. Interactive Entertainment.</p>
<p>&nbsp;</p>
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			<media:title type="html">tylercolp</media:title>
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		<title>First Screenshot of Mechromancer Revealed, New Ability Detailed</title>
		<link>http://polygonalgrass.wordpress.com/2012/10/04/1168/</link>
		<comments>http://polygonalgrass.wordpress.com/2012/10/04/1168/#comments</comments>
		<pubDate>Thu, 04 Oct 2012 22:04:26 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Borderlands 2]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[Gaige]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[Mechromancer]]></category>

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		<description><![CDATA[An official Twitter account for Borderlands 2&#8242;s Mechromancer Gaige revealed the first in-game screenshot of the class, and detailed one of her new abilities. In between gory descriptions of her mechanized partner Deathtrap&#8217;s murder techniques, Gaige offered to explain one of three new abilities: &#8220;Electrical Burn,&#8221; &#8220;Sharing is Caring,&#8221; or &#8220;Make it Sparkle.&#8221; The winner, [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1168&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://polygonalgrass.files.wordpress.com/2012/10/mechromanceringame.jpg"><img class="aligncenter size-large wp-image-1169" title="Mechromancer" src="http://polygonalgrass.files.wordpress.com/2012/10/mechromanceringame.jpg?w=1024&#038;h=517" alt="" width="1024" height="517" /></a>An official Twitter account for <em>Borderlands 2&#8242;s</em> Mechromancer Gaige revealed the first in-game screenshot of the class, and detailed one of her new abilities.</p>
<p>In between gory descriptions of her mechanized partner Deathtrap&#8217;s murder techniques, Gaige offered to explain one of three new abilities: &#8220;Electrical Burn,&#8221; &#8220;Sharing is Caring,&#8221; or &#8220;Make it Sparkle.&#8221; The winner, &#8220;Make it Sparkle,&#8221; causes Deathtrap to deal elemental damage based on the type Gaige shoots it with. &#8220;So your normal Deathtrap slashes a dude with his digistruct claws. Which is awesome. But after I make it sparkle with, say, a fire gun, the poor sucker on the end of the Deathtrap&#8217;s claws will be bleeding AND burning AND screaming.&#8221;</p>
<p>The Mechromancer class will be available October 16 as DLC for $9.99 or 800 Microsoft Points, or free for those who pre-ordered<em> Borderlands 2</em> from participating retailers.</p>
<p>Source: <a href="https://twitter.com/GearboxSoftware/status/253899039500816385" target="_blank">Gearbox Software Twitter</a>, <a href="https://twitter.com/GBXMechromancer" target="_blank">GBX Mechromancer Twitter</a></p>
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			<media:title type="html">Mechromancer</media:title>
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		<title>Liberation Maiden, Aero Porter, and Crimson Shroud Available on 3DS eShop This Year</title>
		<link>http://polygonalgrass.wordpress.com/2012/10/04/1156/</link>
		<comments>http://polygonalgrass.wordpress.com/2012/10/04/1156/#comments</comments>
		<pubDate>Thu, 04 Oct 2012 20:56:32 +0000</pubDate>
		<dc:creator>Tyler Colp</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Aero Porter]]></category>
		<category><![CDATA[Crimson Shroud]]></category>
		<category><![CDATA[eShop]]></category>
		<category><![CDATA[Guild01]]></category>
		<category><![CDATA[Liberation Maiden]]></category>
		<category><![CDATA[Nintendo 3DS]]></category>
		<category><![CDATA[Nintendo Direct]]></category>
		<category><![CDATA[Suda51]]></category>
		<category><![CDATA[Yasumi Matsuno]]></category>
		<category><![CDATA[Yoot Saito]]></category>

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		<description><![CDATA[Nintendo announced its plans to release three games from the Guild01 compilation in Europe and North America as downloadable 3DS titles later this year, according to its online broadcast Nintendo Direct. The Guild01 compilation, which was released in Japan earlier this year, consists of three games by popular Japanese developers: Liberation Maiden, by Goichi “Suda51” [&#8230;]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=polygonalgrass.wordpress.com&#038;blog=12078316&#038;post=1156&#038;subd=polygonalgrass&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><a href="http://polygonalgrass.files.wordpress.com/2012/10/liberationmaideneshop.jpg"><img class="aligncenter size-full wp-image-1157" title="Liberation Maiden" src="http://polygonalgrass.files.wordpress.com/2012/10/liberationmaideneshop.jpg?w=652" alt=""   /></a>Nintendo announced its plans to release three games from the <em>Guild01</em> compilation in Europe and North America as downloadable 3DS titles later this year, according to its online broadcast Nintendo Direct.</p>
<p>The <em>Guild01</em> compilation, which was released in Japan earlier this year, consists of three games by popular Japanese developers: <em>Liberation Maiden</em>, by Goichi “Suda51” Suda, <em>Aero Porter</em> by Yoot Saito, and <em>Crimson Shroud</em>, by Yasumi Matsuno.</p>
<p><em>Liberation Maiden</em>, a mech-shooter, where players fight off enemies invading Japan, is available now in the European eShop, and will be the first released at a later date for North America. <em>Aero Porter</em>, an airport simulator, and <em>Crimson Shroud</em>, an RPG set 1,000 years in the past, will both release by the end of the year.</p>
<p>The fourth game in the <em>Guild01</em> compilation, <em>Rental Bukiya de Omasse</em>, created by Japanese comedian Yoshiyuki Hirai, has not been announced for 3DS.</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='652' height='397' src='http://www.youtube.com/embed/ewKj0FoWlHg?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span>
<p>Source: <a href="http://www.businesswire.com/news/home/20121004005973/en" target="_blank">Nintendo</a>, <a href="https://twitter.com/NintendoUK/status/253924915164639232" target="_blank">Nintendo UK Twitter</a></p>
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			<media:title type="html">tylercolp</media:title>
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