Killing Ria: An in-game glitch turned into short-story, from the world of Skyrim

An old adventurer sat alone in the Winking Skeever.  I had heard rumors that he was the famed Dragonborn from the stories my father would tell me about.  I figured he got enough questions about the battle, or Ulfric Stormcloak, or his supposed ties with the Dark Brotherhood.  As I sat there watching him eat by himself in a dark corner of the room, I only had one question for him.  I approached his table, and he barely glanced up at me from under his black hood.  After I asked him my question, he irritatingly pushed his plate away from him and began.


“You want to know why I always travel alone, huh?  Unfortunately, it is not my choice anymore.  Be seated, and allow me to tell you why it is I can never take another companion into battle with me.”

He continued, “Ancano lay at my feet, surrounded by the historic pillars that lined the Hall of the Elements.  You don’t know Ancano?  He was a bastard High Elf, and that’s all you need to know.”

“Although the Eye of Magnus had been transported from the room, there was still an ominous feel to the stones that lined the floor.  You don’t know the Eye of Magnus?  The source of mysterious power that nearly destroyed Skyrim, and perhaps Tamriel itself?” he sighed, “ Well, that’s what it was. Anyway.

“I could hear the voice of Tolfdir, the eccentric old mage that had let me into the college, despite the fact I could barely cast a Lesser Ward during the entrance exam.  His words were difficult to make out.  I couldn’t tell if it was because of the metal mask I wore around my face to enable me to breathe underwater and carry more load, or the remnants of magical energy coursing through my eardrums.  Despite this, there seemed to be a voice missing from the room; one that had often made obvious suggestions upon entering a giant hall of undead Draugr, or a cave covered in spiderwebs.” Continue reading


Deep Down: The coolest looking game you’ve never heard of



Before we get started, I’d just like to point out the classic/overused orange on blue design that we see in so many other games and movie posters. For those that are unaware, scientists (artists) have determined that orange and blue is the most  pleasing color combination to the human eye. Now, back to the topic at hand. 

Did you like Skyrim? Did you feverishly hate/love Dark Souls? Well it looks as if Capcom and Sony are getting ready to launch a new title that looks to combine the two as a console exclusive for their new system. This, ladies and gentlemen, is Deep Down. Although it’s just the working title, Deep Down looks to be a dark monster-hunting RPG/action-adventure game. In the two videos below you’ll see some visuals that are representative of both Skyrim and Dark Souls, in nature. Which the game will lean more heavily too is anyone’s guess, but I’m hoping for the latter. Check out the videos below and let me know what you think:

This video definitely has the feel of Skyrim at the beginning. The hints of Dark Souls tend to lean in more towards the end, but you have to remember that this isn’t a gameplay trailer. This is the “pitch,” so-to-speak. The bit near the end with the prolonged shield block is a well done visual. However, there seems to be some new tech there at the end? Do we have an Assassin’s Creed/Animus type of situation going on here? Perhaps the next video, which is a gameplay video, will clear things up a bit:

Yep, definitely feeling some AC here. From what else I can see it looks as if there is a slight seek-and-destroy build; requiring you to traverse some old caves, castles, and other environments in order to track down your prey (predator). I like how the magic looks to be used here, and the practical looking armor (as practical as “fire-proof” can get given the time period) is a welcome addition back to functionality over grandiose. 

Thanks to /r/Games for turning me onto this, as I hadn’t heard or seen much of anything in regards to this outside of a list of exclusives for each system. 

A Letter About Lost, From a Bad Robot Employee

Last weekend I was lucky enough to attend a spectacular wedding at a venue that me, and a couple other of the more imaginative (and inebriated) guests surmised was the inspiration for Wayne Manor. After having searched for everyone secret switch in the bookshelves, and hitting every key on the piano, we eventually decided that we couldn’t find the switch because the house was definitely hiding a Batcave.

One of these fellow Bat-thusiasts works for ABC, and we began discussing Lost. If you’re a reader of the site you know that I was crushed by the ending, and the seemingly unapologetic stance the creators took. I’ve even gone so far as to outline the nebulous plot from Prometheus, penned by Lost writer Damon Lindeloff. The employee mentioned that he and a few coworkers had received an email from an employee at Bad Robot regarding the ending. I still have yet to verify who the specific person was, or at what level they developed the show on, but I thought it would be an interesting read, nonetheless.

Having read it, I can’t say that it removes my frustrations with the series, but it definitely provides a sense of enthusiasm and positivity that I don’t normally encounter with the subject. Without further ado, here is the response about the ending of Lost, from an as-yet unnamed member of the Bad Robot staff:


I can finally throw in my two cents! I’ve had to bite my tongue for far too long. Also, hopefully I can answer some of John’s questions about Dharma and the “pointless breadcrumbs” that really, weren’t so pointless …

First …
The Island:
Continue reading

Metal Gear Solid: Violence you can Masturbate to

Metal Gear Solid reemerged as the watershed of good story-telling and stealth game play back when it premiered on the original Playstation. It redefined a genre that combined clever writing with creative character design that immersed the player into a military industrial complex-dominated world of intrigue and interest.

Sons of Liberty, the second installment in the contemporary MGS franchise, was met with mixed reactions, but I personally found it to still be enjoyable and thought-provoking. “Snake Eater” had the characterization part about it, but it was a bit too over-dramatic for my tastes, and seemed to rely less on the stealth aspect; able to be beaten by simply running and gunning your way through each level. Four was … well … a lot.

And is single handedly responsible for making mustaches popular again.

Now we await the fifth installment of the canonical MGS franchise which premiered at E3 this year to a fairly decent reaction from the fans and the press. However, even Kojima himself stated that there could still be room for improvement, especially after seeing what Tom Clancy’s “The Division” showcased at the event.

So, what is Kojima planning on doing in order to improve his game, and make it more marketable and enjoyable to those who have any interest in picking it up?


Pardon my crass description, but Kojima is looking to entice more boners out of the gamers that play his games. If you watched the trailer you were able to catch a glimpse of a female sniper named “Quiet,” who has lost the ability to speak. Her body barely fits into this gear that she is wearing (for what reason is completely beyond me).

IGN recently covered the story about how Kojima wanted to make her outfit more “erotic.” That’s right, Kojima wants to improve upon his game — after seeing what The Division showcased — by making Quiet more erotic.

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What you are looking at is a picture that he tweeted about the direction he is going with her character design. He even went as far to make comments about how it might be too skimpy for anyone to cosplay. As if that’s ever stopped anyone at a convention of any kind from being two steps away from tassels.

Is this his strategy? The Division, which Kojima was so impressed with, showcased a dynamic system of MMO combat, as well as open-world environments in a Ghost Recon type design, that also enabled players to interact with their mobile devices in real time. That’s pretty substantial.

Kojima then follows up with more butt and boobs.

I don’t want to make this an issue about sexual identifications between male and female gamers and how they are treated/perceived on one of the largest money-making industries in the world, but there really isn’t much room to say otherwise. Kojima wants people (males it would seem) to buy his game to look at female bodies while sneaking around and killing people. The female incentive is to find a good outfit to cosplay with enough to garner attention at conventions or Halloween parties.

Being a female in a male dominated nerd-culture is difficult enough in some cases, but to continue to prescribe to this notion that women are best when busty seems a bit regressive. Especially when the MGS series has showcased some very strong female characters in the past, that didn’t need to slide down a metaphoric stripper pole in order to make themselves interesting.

Personally, I would rather see Kojima focus on making the gameplay better, as opposed to giving me more reasons to forget that I’m playing an action game in favor of a sex-simulator.