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11 Oct 13:59

Harajuku Punk in Black Leather w/ Fetis, DIY, 666 Japan, Cody Sanderson & Converse

by Tokyo Street Style

While walking along the busy street of Harajuku, we came across 17-year-old Ryunosuke Ishimitsu, a student. He caught our eye with his all black outfit with striking black eye makeup.

Ryunosuke’s all black ensemble features a Fetis leather jacket over a Zara top, D.I.Y. distressed and patched denims, and studded sneakers from Converse. His accessories include a Fetis leather collar, silver chain necklace, an O-ring belt, leather cuffs and silver bracelets from 666 Japan, and a silver ring by Cody Sanderson.

Ryunosuke’s favorite fashion brands are Fetis, Cyber Dyne, 99%IS- and 666 Japan. His favorite music artists/bands are Hat Trickers, The Erections, and Vivisick. He is active on Instagram and Twitter.

Click on any photo to enlarge it.

03 Oct 17:58

Pundits: They Love Political Norms that “Both Sides Do It,” Hate Accurate Descriptions of Republican Policies

by Erik Loomis

Evidently Brendan Nyhan followed me on Twitter. Nyhan is a political scientist at Dartmouth and frequent writer in the New York Times who contributes eye-rollers such as this, which when it was published I thought was going to be about real and annoying left conspiracy theories and not Robert Reich accurately noting right-wing plans to attack universities.

Now, you may be aware of a set of Republican health care policies with the upshot of killing thousands of people. The gold standard is the attempt to repeal the Affordable Care Act. The silver is the unwillingness to reauthorize CHIP. I don’t see how one can take any conclusion from the last decade and especially the last eight months of Republican health care policy other than they literally do not care if people die, including children. So that’s what I said on Twitter.

Nyhan was outraged by my statement of fact, which I mocked immediately.

In the aftermath, a whole bunch of people, including LGM commenters such as Bijan and Malaclypse asked Nyhan how I was wrong, but he never responded to my knowledge.

To come to some resolution on this issue, let’s talk to Senator Ron Johnson:

To the sense that Ron Johnson can articulate anything at all, it’s amazing to hear him say these things out loud like they are no big deal.

It’s pretty clear from senators saying that food, shelter, and health care are “limited resources” that one should only have if they can afford it demonstrates that the greatest crime one can commit in Beltway discourse is accurately describing Republican policy positions. I guess I will never get me a gig in the New York Times this way.

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02 Oct 15:59

What's a Game You Turn to For Self Care?

by Austin Walker

This story originally ran on May 22, 2017. With the tragic news coming out of Las Vegas this morning, it felt appropriate to revisit this topic. Let us know about the games you play for self care over in the forums.

Sitting in the tiny bedroom I was renting in the summer of 2014, I started up the Destiny PS3 beta with a mix of curiosity and trepidation.

Though I'd spent hundreds of hours playing the Halo games—especially Halo 3—with my friends, I'd never been a diehard Bungie fan: Master Chief and Cortana's story never really resonated with me, however much I respected the talent used in telling it. At the same time, Bungie's more experimental ODST and Reach had me eager to see them tell new stories with new characters, new abilities, and new worlds.

So when I played that beta, my expectations were pretty confused. Was I looking for Bungie to create a narrative universe or spectacular campaign that would finally pull me in like Halo's (or Marathon's or Myth's) had done for others? Or was I just looking for something technically joyous to play? There was a taste of the former—I was always a fan of the moon wizards, to be honest—but a buffet of the latter. Even thinking of the moving and shooting in Destiny makes me wish I could boot it up and run a quick patrol.

I left that beta hopeful, but when reviewers I knew and trusted told me that there wasn't enough to the game at launch, I decided to hold off. But at the same time, I stayed tuned in, following the rolling conversation about the game, watching as thing steadily improved through the early DLC releases. Eventually, when I bought a PS4 (so I could review Battlefied Hardline, yes, seriously), I decided to hop on board. And even though it wasn't an exceptionally exciting campaign, nor a moving story, nor a particularly challenging tactical combat experience, I really loved Destiny.

To use the term I stumbled into on Friday's episode of Waypoint Radio, Destiny became a sort of "maintenance game" for me. But what do I mean by that? Well, it wasn't immersion, really... I wasn't "disappearing" into Destiny, the way I did when Skyrim or Fallout: New Vegas drew me into their worlds. It wasn't "junk food gaming," a phrase I tend to reserve for games that are empty time killers or else are pleasurable for their cheesiness or baseness. It was more positive than that, a sort of quiet self-care enabled by the clean repetition of enjoyable motions. When I finished playing Destiny on any given day (or late night), I left it feeling better.


Listen our Waypoint Radio episode about Destiny 2 right here:


This reparative quality ended up being the thing that stuck with me most about Destiny. When I start thinking about the game, I don't immediately remember the raids, as intense as they were; nor do I think first about the vistas, even though I'd gladly say that the broken city on Venus or the sinking skyscrapers of Mars are some of my favorite game spaces of the last few years. Instead, I remember the feeling playing half-aware while listening to a podcast or chatting with a friend or family member.

One of Destiny's defining features was the repetition of objectives: combing the environment for upgrade materials, completing the same "patrols" over and over, repeating "strike" missions. This repetition meant that Destiny would never take my whole attention, but it (and the fluid feeling of running, jumping, sliding, and shooting) also allowed me to enter this "maintenance" mode. It might sound cold and mechanical, but playing Destiny felt a little like an oil change for my brain.

I don't know whether Destiny 2, with its supposed focus on characters and story, will give me this again. But I'm hoping it will, because given the way the world has been, I could use a little maintenance right now.

My gut says that I'm not alone in this—or maybe even that for a lot of folks, this is how games in general work for them. How about you? What are your "self-care" or "maintenance" games? Let us know over in the forums!

02 Oct 15:19

What Made This Fan Translate an Obscure 1998 'Twin Peaks'-Inspired PS1 Game

by Steve Haske
Taylor Swift

I listened to an old podcast this weekend that happened to discuss the same Youtube series — and I am going to share it with you now! https://www.youtube.com/watch?v=lQZBLYzsO1o&list=PLSwJBj16i37dnElyhOMEozClUOyLCS6Tg&ab_channel=ResidentEvie

David Lynch making a video game feels incongruous.

Over the years, Lynch has produced a disproportionate diversity of work: collaborative dream-pop; crude, lighted sculptures, the odd rectilinear furnishing; enough phantasmagorical mixed-media to swallow you in perpetual night terrors; and, once, the interior designs for a Parisian nightclub.

Now try picturing him hunched over a laptop, as if the spirit of Francis Bacon were tinkering away at a little Unreal Engine world building. It doesn't quite fit. In theory, computer code seems too rigid a medium for the free-flow Lynch, who has claimed on countless occasions that he's not entirely sure how or if he is in full control of his ideas. Few developers have tried to shine a light on what is "Lynchian," either, with clear echoes toward his creative trinity—dread, the abstract, and the absurd—few and far between in interactive media.

Still, one fleshy piece of Lynch has burrowed its way deep into video games, and that is the essence of Twin Peaks. There's no shortage of archetypal appeal here: an eclectic cast of miscreants and weirdos, creeping, shapeless fear (often punctuated by lingering synth), or just the tawdry thrill of a one-horse town where everyone has something to hide. Depending on the audience, they all have their charms.

And as deliriously vertiginous as the series' improbable third season revival has been, it's just as fun to imagine the twisted interactive forms its inspirational appendages might take down the road. Television as brazen as 2017's Twin Peaks deserves a good complement.

Above: The intro to Mizzurna Falls

As it stands, video game homage show as much overt affection for the source material as any you'll find elsewhere. It's not hard to notice the pronounced, sleeve-wearing tributes that do exist, like Remedy's Alan Wake or Swery65's demented Deadly Premonition, for instance. But there's another that's lesser-known: 1998's esoteric Mizzurna Falls, a quaint, creaky open-world mystery produced in Japan for the original PlayStation.

Virtually unknown since the time of its release, Mizzurna is an enigma that describes itself as "a country of the woods and repose" on its title screen—a Peaksian designation if ever there was one. The game follows Matthew, a determined high school student who gets tangled up in a series of bizarre events following the disappearance of his friend, classmate (and Laura Palmer stand-in) Emma Lowland. Whatever concealed truths the town may be hiding, it's up to you to unravel them.

Except, English-speaking players have never had that chance. As a strictly Japanese-language release from the now-defunct Clock Tower developer Human Entertainment, Mizzurna Falls was never localized for the west. (In another strangely appropriate denouement, writer and director Taichi Ishizuka never made another a game, leaving development entirely to pursue a career as a nature guide in Canada. He's still there.) Short of buying a copy in its native tongue, the only way to play Mizzurna is via emulation, though it proves little more than a 20-year-old curiosity without proper access to its dialogue-dense script.

Now, that's no longer the case. Thanks to the devoted work of Tokyo-based freelance translator Resident Evie, that script is more accessible for English language audiences.

Like most of the western world, Evie, who asked Waypoint not to use her full name, wasn't familiar with Mizzurna Falls when she stumbled across it for the first time in the Autumn of 2015. A devout fan of Twin Peaks, Deadly Premonition and Lynch, experiencing Mizzurna had such an unexpectedly profound affect on Evie that she wanted to spread the word to others, leading her to start a narrated playthrough on Youtube for players lacking fluency in Japanese.

"Originally I didn't have any plans to translate [the script], or any of this," she says. Actually, on Youtube I was playing blind, so I had no idea what I was getting into. But once I finished the game I realized a lot of other people would really enjoy [it]."

Today, she's been through the exhaustive process of creating a full English fan translation—thousands of lines of text, including item descriptions, rare NPC dialogue, and other hidden odds and ends.

If translation alone wasn't enough, Evie has kept up a comprehensive record of her progress on her Tumblr Project Mizzurna, which serves as much as a repository for walkthrough materials, thematic discussions and other notable tidbits as it did at the time for project milestones. But she never intended for much more than to expose Mizzurna to whatever audience her livestreams attracted.

"This is just the kind of game I've always wanted to play," she says.

Her fascination is understandable. Though the PlayStation boasted just 2mb of RAM, Mizzurna's free roaming design demands you get around the town and surrounding countryside by car, as the game's wide cast of characters go about their individual routines in the background, day or night. The programmers even included a full weather cycle and Quicktime events.

"It's interesting, when Silent Hill came out, everyone was saying, 'Ah, you know, the town is so big, how did they do this on PS One?'" she says. " Mizzurna Falls did the same thing at almost exactly the same time, but nobody knew about it."

Seams do show, naturally. Stands of trees are common fodder for abrupt pop-in as your generic VW crawls over the road, and most buildings are merely a façade. Regardless, it's no small feat that Ishizuka and his tiny team could harness PS One's power to engineer a series of systems similar to the Dreamcast's Shenmue, which would be hailed as nothing short of revolutionary when it debuted on Sega's vastly more powerful hardware a year later. It may not have looked it, but Mizzurna was a technical marvel, no matter of platform.

"It's pretty amazing how they squeezed it all in on the PlayStation," Evie says.

Between its accomplishments and any Lynchian ties, it's puzzling that Mizzurna has gone almost two decades hardly registering as more than a blip on anyone's radar. It was also what Evie found so fascinating about it.

"One day I was just googling games similar to Deadly Premonition, and I saw a Tumblr post from a few years ago where someone had written a summary of [Mizzurna Falls]," she says. "That was pretty much the only thing on the internet in English about it. So I was obviously interested."

Not that Mizzurna's online presence in Japan is much bigger—a somewhat baffling reality, when you consider the maniacal response Japanese fans have historically had for all things Twin Peaks.

"It's very hidden," Evie says. "Even on the internet in Japanese there's not actually that much about it—just a few fansites, a few Let's Plays on Youtube. That's it, really."

Evie finished her translation last February, posting the game's script alongside an intricate guide on GameFAQs. At that point, she considered the project effectively finished, and it probably would've been if it weren't for Gemini, an independent developer who hacks old PlayStation-era games.

Coincidentally, Gemini happened to livestream a just-for-fun hacking session for Mizzurna that May, which focused on adding English text to the game. By a stroke of dumb luck, a translator watching the stream told Gemini about Evie's work.

"I always thought it'd be brilliant if we could put [the text] in, but I knew I couldn't do it," Evie says. "Then [Gemini] contacted me saying, 'I can do this, do you want to provide the English?' And I said, 'yes, that would be amazing.' I never thought that anyone but me would care that much."

While the release date for Mizzurna's translation patch is up in the air—Gemini is also busy with other fan homebrews and hacks, including contributions to restoring Resident Evil 1.5, which Capcom gave the axe in 1997 despite being nearly finished—Evie recently posted some updates with screens and videos of his handiwork. In glimpsing just a few snippets of gameplay, Ishizuka's writing chops are clear.

"There's so much depth to [the script]. You don't really see that so much in video game stories these days," Evie says. "Usually there's a story as an excuse for having a game, but this kind of felt the other way around—like there was this really great story and they made a game to tell it."

Mizzurna is also notable in the ways that it's distinct from other Peaks inspired games. As anyone who's played Deadly Premonition can attest, its characterizations often take the notion of Lynchian wackiness to an almost elastic extreme. (Case in point: how often protagonist and FBI lawman York talks to his imaginary friend Zach in front of other characters, who awkwardly pretend not to notice.)

Think of Mizzurna as the other side of the coin, with a cast and mood a bit closer to how Lynch and co-creator Mark Frost originally presented the removed strangeness of how they envisioned the remote Pacific Northwest.

"The humor in Mizzurna Falls is a lot more subtle. And you don't really get into the minds of the characters as much," Evie says. "It's more like it's the town and what's happened there is the focus of the story—which is a bit more similar to Twin Peaks."

That subtlety extends to the surreal, as well.

"The interesting thing about Mizzurna Falls is that you never know whether there's something supernatural going on, or whether it's all real," she says. "Whereas in Twin Peaks and Deadly Premonition, you know straightaway that this could not actually happen."

This is an important distinction, given how litigiously Mizzurna's fuzzy pre-rendered intro cribs from the Twin Peaks aesthetic. The opening titles accompany soft, lingering shots of the eponymous falls, a swinging traffic light, and a replica Double R diner alongside tranquil scenes of nature. With its visual cues priming unsuspecting players, they might guess they know what they're in for.

Instead, in the opening minutes of the optional prologue, Matthew gets a phone call from Winona, a close mutual friend who tells him that Emma is missing. Soon thereafter, he learns that a second schoolmate, Kathy, is in the hospital after an apparent bear attack. There is immediate suspicion that the two incidents may somehow be linked, and before Matthew can say much to local law enforcement Kathy regains consciousness, prompting him to accompany the sheriff to the scene.

Narrative setup aside, you'll want to play through this opener simply because it isn't timed. Navigating Mizzurna's world can be a bit unwieldy; in its defense, the design isn't that far removed from a still-playable classic like Silent Hill, handling movement via clunky rotational tank controls and and encouraging an investigatory nose for exploration.

Until you leave the hospital, the training wheels are on. After that, the in-game clock starts ticking down the seven days (possibly an oblique nod to Lynch's Twin Peaks prequel Fire Walk With Me) you're given to solve everything. Gameplay tics like these are hardly out of the ordinary for 1998, yet trying to find the exact point within a 3D space to interact with an object is a finicky process without the precise inputs expected in modern games. It takes a little getting used to.

Mizzurna is also far from a cakewalk. A mystery in the truest sense, the game expects players to piece together clues by thinking like a sleuth, using the entire map as a canvassing area as they move from one investigation thread to the next. Mundane details work against you, too: Saving your game jumps time ahead, and you have to watch how much gas is in your tank. There's no A for effort here—when those seven days are up, the story ends.

"It's really fascinating how the real-time aspects of the game work, because [it's] exactly how [limited] time really works," Evie says. "It's a very unique concept—it doesn't necessarily work as well as it could, but it's definitely something that I've never seen in a game before."

That means something as simple as forgetting to talk to a particular character could make it impossible to continue later, as initially happened to Evie when she had to make a phone call to someone who did not pick up because Matthew hadn't spoken to them previously. It's the freedom of choice across an open world that gives Mizzurna its unforgiving edge, Evie says.

"There are so many [ways to fail], it's extremely difficult. And the game itself doesn't tell you what it wants you to do, it only ever hints," she says. "I don't think too many people could get it right the first time. I really would be surprised."

Unlike in Shenmue, you can't afford to get distracted.

"You really don't have any time to go sightseeing or anything like that," Evie says. "It can be quite stressful."

The end result wasn't Ishizuka's original intention. In an interview republished on Project Mizzurna, he expresses some regret that certain systems weren't implemented to help players out.

"There were things that he wanted to do to make it easier," says Evie. "It is a very difficult game, and I do think that probably put a lot of players off. If you don't know what you're doing, it's really, really difficult to get the true ending."

A lack of coddling shouldn't be a deterrent. It is possible for players to finish the game without resorting to a walkthrough—the clues are all there, if you're smart about finding them—and that, perhaps like Twin Peaks' return, one of the biggest pleasures is in how the plot goes to places you would never guess.

This is how Mizzurna best exhibits a Shenmue sensibility, as Matthew must endure bar fistfights, animal attacks, car chases and tailing suspects without being spotted, to name just a few random scenarios. As much as Evie likens Mizzurna to a really great story that a game was made to tell, so the design seems to follow suit.

"The gameplay is always changing, so it'll introduce something almost at the end of the game that you've never done before," Evie says. "There are so many moments like that."

She maintains it's the narrative alone that's worth the price of admission, crediting a cross-country trip Ishizuka took across America before development began as a primary reason for its authenticity beyond the director's obvious love of Lynch. (The only oversight in Mizzurna's Americana? The fact that a game taking place starting on December 25th is oddly staged in a town devoid of Christmas decorations.)

"Apart from that, it's really, really well done," Evie says. "And it's a brilliant game to translate because it's so well written. You don't always get that with Japanese games."

Ironically, Lynch did flirt once with the notion of games in the mid-'90s, in a planned collaboration with a trio of Japanese companies, including Bandai. It's doubtful the project, called Woodcutters From Fiery Ships—which may or may not have been related to the tar-faced Woodsmen of Fire Walk With Me and 2017's revival—ever had a realistic shot at going anywhere, if Lynch's own dreamlike description of an experience that could "bend back upon itself" is any indication. The purest of Lynchian forms may be anathema to such digital spaces.

If Twin Peaks' weirder side is covered with the greatest frequency, then Mizzurna Falls gives players an excuse to live in a different sort of Lynchian dimension. Having now finished the game countless times, Evie is thrilled at the possibility of its gaining real exposure to curious players willing to seek it out—and to Twin Peaks fans.

"Finding this game for me was just amazing, because it was more of what I really like about Twin Peaks," she says. "I like all the weird, crazy stuff—but I also like the notion of this peaceful town where something is really bad is going on. So, for me personally, it kind of satisfied my desire for that side of it."

Have thoughts? Swing by Waypoints forums to share them!

30 Sep 02:18

After Tournament Scandal, RuneScape Dev Unsure What To Do With $20K Prize

by Cameron Kunzelman
Taylor Swift

WOWWWWW THIS IS WILD

The winner of last week's Deadman Autumn Invitational, the premier RuneScape competitive event for the season, has been disqualified in a cloud of problems that, according to developer and publisher Jagex, includes "targeted DDoSing, allegations of staff favoritism, broken game mechanics, and unfair disqualifications."

Old School RuneScape's Deadman mode is a unique form of player vs player (or PVP) game design where the entire game world is turned into an arena for combat. Hosted on separate servers from the main game, Deadman is a way of encouraging competitive RuneScape players and clans to focus in on that form of gameplay while allowing RuneScape itself to exist within the strange world of competitive esports. A key feature of this esports strategy is the Deadman Invitational series, which is made up of seasons and culminates in a Final Hour where the final surviving players of that season compete to be the last person standing and the winner of $20,000.

Playing in a Deadman Invitational is like playing two months of PlayerUnknown's Battlegrounds before playing a five-day-long game that takes place inside of a level grinding session for World of Warcraft.

The Deadman Invitational is more complicated than your average esports tournament, however, because it is build from the skeleton of an MMO.

To make it to the final stages of the Autumn Invitational, players had to fulfill two critical objectives. First, they had to be one of the top 2,000 RuneScape players during the autumn season of the Deadman PVP mode, which opened all the way back at the beginning of July. Second, they had to login to a special Deadman server on September 18th so that they could begin to level up new characters who needed to survive in a permadeath gameplay mode until September 23rd.

To put this in perspective, playing in a Deadman Invitational is like playing two months of PlayerUnknown's Battlegrounds before playing a five-day-long game that takes place inside of a level grinding session for World of Warcraft. When the permadeath, PVP gameplay had whittled the 2,000 players down to 200, they were all transported to an archipelago where they were forced to duel. Then, when those 200 had been reduced to merely four players, those players were then put into a combat scenario where only one could win. The last player standing, 5PLUS50K12, was awarded $20,000 dollars after this harrowing ordeal.

However, the problems in this Autumn Invitational started well before that moment, when the playfield was down to 200 players. From the perspective of the tournament's design, this is the moment when players who are grouped together in clans are, at least theoretically, turn on each other. The goal of the island design idea is to make sure that there is a final person standing for the 2v2 and 1v1 battles that finish up the Invitational.

But one entire island of remaining players was controversially disqualified due to their failure to fight in the eyes of the tournament organizers. Many other players, in an unrelated-yet-compounded incident, were disconnected from the game in what some community members are calling a mass DDoS attack.

The Autumn Invitational has revealed that RuneScape is both hugely popular and perhaps also not quite ready to step into the spotlight...

In Jagex's statement about the event, 5PLUS50K12's ultimate disqualification has been chalked up to his running of a botnet that garnered him and his clanmates an unfair advantage, although the exact use and specification of what that bot net was doing mostly exists in the land of YouTube speculation.

The Autumn Invitational has revealed that RuneScape is both hugely popular and perhaps also not quite ready to step into the spotlight of other contemporary competitive esports. Blatant player manipulation of both in-game actions (such as the botnet) and out-of-game DDoS attacks suggests that Jagex has a long way to go with fostering a competitive community that respects both the competition and other players.

While the Deadman competitive mode might be one of the most interesting ones out there, it also seems like some members of the community are making it a risky venture to wade into.

29 Sep 20:35

The Strong's latest windfall: Artifacts from the first coin-op game maker

Taylor Swift

*gesturing to my horny friends* These are my Nutting Associates

The Strong Museum of Play has accepted a donation of artifacts documenting work done by Nutting Associates, which is believed to be the world's first manufacturer of coin-operated arcade games. ...

29 Sep 20:33

The C64 Mini, Pre-Loaded with 64 Commodore 64 Games, Is Coming Soon

Taylor Swift

This is legitimately a bizarre lineup

Load "nostalgia",8,1
26 Sep 17:21

Colorful Fun Harajuku Fashion w/ Sugar Daddy Candy Shirt, Life Savers Rainbow Socks & WEGO Bear Plushie Bag

by Tokyo Street Style

Harukyan is an apparel shop staff that we met while we were on the street in Harajuku. Her colorful cute style and plushie bear bag attracted our attention.

Harukyan is wearing a used Sugar Daddy Candy short sleeve button down shirt, neon green shorts, a pair of Life Savers rainbow socks, and used running shoes. Her accessories include round eyeglasses, multi-colored hair ties, a rainbow pendant necklace, and a bear plushie bag from WEGO.

For her social media updates, follow her on Twitter.

Click on any photo to enlarge it.

23 Sep 15:07

Avant-Garde Japanese Street Styles w/ Comme des Garcons, H&M, IKEA, Converse & Alice in Wonderland

by Tokyo Street Style
Taylor Swift

Everything but esp the IKEA choker

While in Harajuku, we met Juri, a fashion college student and Kazuya, a beauty school student. Both are 18-years-old. They caught our attention with their avant-garde street styles, let’s take a closer look:

Juri’s ensemble features a white jumpsuit, colorful striped heels from H&M, and a Tamao Alice in Wonderland clutch bag. Her accessories include a pink floppy hat and a floral head scarf, both from H&M. Sugita’s favorite brand is Gucci and she enjoys the music of Uverworld and One OK Rock. She is active on Twitter and Instagram.

Blonde-haired Tokuda’s colorful outfit consists of a gold metallic jacket over a pink button down shirt, both from Comme des Garcons, used purple cuffed pants, and pink high top sneakers from Converse. His accessories – from Daiso and Tokyu Hands – include a neon green beanie hat, sunglasses, an IKEA choker, a pink belt, silver chains, and a heart plushie keychain. Comme des Garcons is Tokuda’s favorite brand and he listens to One OK Rock. Follow him on Instagram and Twitter.

Click on any photo to enlarge it.

22 Sep 21:18

Walsh: Cranky reporters should stop making the T sound like a crumbling rattrap

by adamg
Taylor Swift

IT *IS* CRUMBLING, YOU MUNCH

The T's not so bad and reporters just risk scaring away the giant retail companies that want to bring 50,000 jobs here, Hizzona tells MassLive.

20 Sep 18:12

Prudential Center boots giant vibrator

by adamg

The Globe reports the Prudential Center is no longer being patrolled by the vibrator robot it brought in this past May.

20 Sep 13:28

Meri, 18

Taylor Swift

I have customized the jacket with a white flower and text ”RAD” on the back.

“My shirt and jacket are thrifted, and I have customized the jacket with a white flower and text ”RAD” on the back. My shoes are from one of Harajuku’s many street style shops. I love to take elements from different eras & styles and bring them together to one whole look. My current favourite is owning your style! I love when people are openly conceited, that dandy kinda attitude.”

3 August 2017, Fredrikinkatu

19 Sep 18:43

Zone of the Enders VR Announced for Spring 2018 on PS4/PS VR

Remaster of ZoE 2 coming next year, with enhanced visuals, VR support and 4K visuals.
19 Sep 18:06

Monster Hunter World Kicks Off 2018 With January Release

Capcom's latest Monster Hunter will launch worldwide next year.
19 Sep 17:56

Voters could elect a clown to the Boston City Council, or a former mayoral candidate; same diff

by adamg
Taylor Swift

What in the fucking fuck

A clown calling himself or herself Pat Payaso managed to get certified for the November ballot for the four open at-large city councilor seats.

"Payaso" is Spanish for "clown." Too good to be true? Well, of course.

BNN's Seth McCoy reports Payaso is, depending on the day, either former mayoral candidate Kevin McCrea or his wife.

McCrea ran for mayor in 2009, losing to Tom Menino and Floon.

UPDATE: David Bernstein reports McCrea has legally changed his name to Pat Payaso, which is how he could file formal campaign reports with the state without worrying about being charged with, being deceptive or something.

18 Sep 17:27

Environmental Racism is an Every Day Occurrence

by Erik Loomis

Just a note reminding us of something that we should know and act upon and almost never do–that people of color are exposed to pollution rates far greater than whites. Some of this is that polluting industries directly target communities of color for their facilitates because they know the chances of successful fights against it are less likely. Some of it is that people who can escape living near pollution do and those who can’t are far more likely to be people of color. This is because the United States is a racist nation. We need to be reminded of this constantly in order to do anything about it.

A new study out of the University of Washington has found that exposure to air pollution is greater among communities of color. In response, communities of color puts down their inhalers and said, “No shit.”

Published this week in the journal Environmental Health Perspectives, the study looked specifically at nitrogen dioxide, a pollutant primarily released by automobiles and power plants. Researchers found that between 2000 and 2010, while air in the US generally got cleaner, people of color were still exposed to nearly 40 percent more pollution than white populations.

The study didn’t look into the reasons that communities of color are more polluted, but prior research—and looking around—tells us that non-white communities are disproportionately located near major roads and heavy industries, where nitrogen dioxide pollution tends to be higher.

Nitrogen dioxide has been linked to health problems like asthma and heart diseases, which people of color also disproportionately suffer from.

The study confirms what people of color have been saying for a long time. “I’m not surprised with the study’s findings but I do wonder about the value of white researchers rehashing the same investigation time and time again, each time concluding what people of color already know,” says Aura Bogado, a journalist who writes about environmental justice. “Moving forward, perhaps the academic community could instead focus on equitable policies that center the people who are most affected by poor air quality.”

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18 Sep 14:16

A Tiny Story about Systems Complexity

by nico@ponyfoo.com (Nicolás Bevacqua)

A human decides to open a new tab in their favorite web browser and they then google for “cat in a pickle gifs”. What happens next will shock you!

The browser allocates a new process through a system call to the operating system, which shifts some bits around on the physical hardware that lies inside the human’s computer. Before the HTTP request hits the network, we need to hit DNS servers, engaging in the elaborate process of casting google.com into an IP address. The browser then checks whether there’s a ServiceWorker installed, and assuming there isn’t one the request finally takes the default route of querying Google’s servers for the phrase “cat in a pickle gifs”.

Naturally, Google receives this request at one of the front-end edges of its public network, in charge of balancing the load and routing requests to healthy back-end services. The query goes through a variety of analyzers that attempt to break it down to its semantic roots, stripping the query down to its essential keywords in an attempt to better match relevant results.

The search engine figures out the 10 most relevant results for “cat pickle gif” out of billions of pages in its index – which was of course primed by a different system that’s also part of the whole – and at the same time, Google pulls down a highly targeted piece of relevant advertisement about cat gifs that matches what they believe is the demographic the human making the query belongs to, thanks to a sophisticated ad network, figures out whether the user is authenticated with Google through an HTTP header session cookie and the search results page starts being constructed and streamed to the human, who now appears impatient and fidgety.

As the first few bits of HTML being streaming down the wire, the search engine produces its results and hands them back to the front-end servers, which includes it in the HTML stream that’s sent back to the human. The web browser has been working hard at this too, parsing the incomplete pieces of HTML that have been streaming down the wire as best it could, even daring to launch other admirably and equally-mind-boggling requests for HTTP resources presumed to be JavaScript, CSS, font, and image files as the HTML continues to stream down the wire. The first few chunks of HTML are converted into a DOM tree, and the browser would finally be able to begin rendering bits and pieces of the page on the screen, if it weren’t because it’s still waiting on those equally-mind-boggling CSS and font requests.

As the CSS stylesheets and fonts are transmitted, the browser begins modeling the CSSOM and getting a more complete picture of how to turn the HTML and CSS plain text chunks provided by Google servers into a graphical representation that the human finds pleasant. Browser extensions get a chance to meddle with the content, removing the highly targeted piece of relevant advertisement about cat gifs before I even realize Google hoped I wouldn’t block ads this time around.

A few seconds have passed by since I first decided to search for cat in a pickle gifs. Needless to say, thousands of others brought similarly inane requests. To the same systems. During this time.

Not only does this example demonstrate the marvelous machinery and infrastructure that fuels even our most flippant daily computing experiences, but it also illustrates how abundantly hopeless it is to make sense of a system as a whole, let alone its comprehensive state at any given point in time. After all, where do we draw the boundaries? Within the code we wrote? The code that powers our customer’s computers? Their hardware? The code that powers our servers? Its hardware? The internet as a whole? The power grid?

The overall state of a system has little to do with our ability to comprehend parts of that same system. Our focus in reducing state-based entropy must then lie in the individual aspects of the system. It’s for this reason that breaking apart large pieces of code is so effective. We’re reducing the amount of state local to each given aspect of the system, and that’s the kind of state that’s worth taking care of, since it’s what we can keep in our heads and make sense of.

15 Sep 21:40

20 Years Later, the Hardest Losses in 'Final Fantasy VII' Have Changed

by Cameron Kunzelman

Postscript is Cameron Kunzelman's weekly column about endings, apocalypses, deaths, bosses, and all sorts of other finalities.

Spoiler warning: We've just passed the 20th anniversary of Final Fantasy VII's release in North America, and this is a reflection on that game's legacy. It therefore contains spoilers!

There are very few games that have a major impact on the way that we think about all games. These games, when they appear, have a warping effect; their gravity is like a black hole, and they drag players and designers down in them so deeply that it takes years for games culture to claw its way back into some semblance of being that is outside comparison and contrast with that game. The Legend of Zelda, Call of Duty 4, World of Warcraft, Farmville, and Dark Souls all share the curse and honor of being so powerful that they drew all of games toward them.

Final Fantasy VII is also one of these games. It might be the biggest one, the one that captured so many people for so long that many people seem to have forgotten why they became so enthralled to begin with, and there are a number of reasons for that attachment. One is that it was the first 3D entry is a well-loved and popular series. Another is that it appeared on the PlayStation surrounded by a large ad campaign that stressed its cinematic storytelling. Yet another might be the form of that story and how it artfully pulled together a number of strands of traditional Final Fantasy storytelling: a rag-tag team tries to save the world; a tragedy befalls them; there is an evil-behind-the-evil in front of us that is more horrible than we can possibly imagine.

All of these are familiar story tropes in video games and beyond. And yet, somehow, Final Fantasy VII's legacy has stuck with us much longer than many of the other 3D role-playing games for the original Playstation. It is talked about as a masterpiece, a timeless classic, and a game that needs to be remade more than 20 years later.

The infinite conversation topic around Final Fantasy VII is its big turn in the middle: Aeris, the sweetheart maybe-love-interest who is the last on an ancient race of people connected to the earth in a primal way, is killed by super soldier/villain Sephiroth. It happens during a cutscene. It's as beautifully rendered as one could manage at the time. A character who the player has spent dozens of hours saving, helping, fighting battles with, leveling up, and talking to in longform conversations about environmental justice is dead.

Brian Taylor's "Save Aeris," which is one of the best pieces of video game criticism of all time, documents some of the reaction to Aeris's death. The fan community, even in the time period between the Japanese release in January and the US release in September of 1997, actively worked to try to figure out how to reverse or prevent Aeris from dying. What Taylor doesn't address, and what the forum posts and other modes of inquiry over the past 20 years tend not to mention, is why people want to save Aeris.

What is it about Final Fantasy VII that makes people want to change the past? Do they love Aeris? Is it the trauma of that all of that sunk cost, the battle time and the experience and the conversations, is gone forever? Is it the reality that the developers of Final Fantasy VII shattered the illusion that this game was all about the player and their desires? It's impossible to really know.

Wanting to make things different than they were isn't surprising. Wanting to assert control on a fictional world when so much in our real world seems to be out of anyone's control makes a lot of sense to me. If the legacy of Final Fantasy VII has been one of dealing with the tragedy and emotional rawness of losing someone, and then finding grand meaning in that, then maybe it's time for us to shift perspectives.

Playing Final Fantasy VII today is different than it was 20 years ago. The worldbuilding and concepts that seemed to recede into the background when I played the game around release are, to my adult mind, the most prescient and horrifying. This is a game that is fundamentally about economic and environmental justice.

The world of Final Fantasy VII is entirely dominated by corporations who have polluted the world to such an extent that humanity has become cloistered in corporate-controlled nightmare cities where they're bottled up to rot in slums beneath metal plates. Their entertainment is provided by a mega corporation that runs a theme park that contains all of the hopes, dreams, and physical activities denied the average person. The world is dying, and it is the fault of those in power.

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Tens of thousands of words have been written about Final Fantasy VII over the past 20 years, but very few of them have been dedicated to the political struggles of the game. A large number of the game's protagonists are ecological freedom fighters who are striking back at a corporate structure that is literally sucking the life force from the planet.

Where we once might have read that vampiric corporatism as a metaphor for natural resources like oil, it's hard today to see it as anything other than the radical changes that we are seeing in the global climate. Unprecedented hurricanes like the one that flooded Houston, the massive rains and flooding that have struck southern Asia for the past several weeks, and the fires that have raged across the American west will come more and more. Our food is becoming less nutritious due to increased carbon dioxide in the atmosphere. Our capacity to live on this planet is diminishing, and it lies largely at the feet of governments who aren't interested in legislating about warming, populations who claim it's all a myth, and corporations chasing a bottom line.

Final Fantasy VII is undeniably about loss. It is about living in the wake of bad things. And, fantastically, the protagonists of the game defeat the annihilation of all life by entering into a strategic alliance with their planet. It helps them win, in the end, although the costs are large.

While the legacy of Final Fantasy VII has been focused on the loss of one person, the 20 year anniversary might be the time to reconsider that legacy. In response to our own global nightmare, it might be time to reconsider what the core of the game is, and to begin thinking less about what it says about individual loss and more about the communal action it dreamed up in response to global tragedy.

You can follow Cameron on Twitter.

15 Sep 15:19

Full 9/17 Black Market Vendor List

by Boston Hassle
Taylor Swift

These are a blast and you should check it out

Check out the vendor list for the next BLACK MARKET, taking place THIS SUNDAY 9/17 in Central Square:

FB EVENT:
https://www.facebook.com/events/1484592118259528/

Affordable Vinyl https://thriftstoresisyphus.tumblr.com/
Aimee Belanger https://www.etsy.com/shop/AimeeBelangerShop
Aldrich Vintage Music
Alex Leigh illustration https://www.instagram.com/alexlsalvi/
Allie X Katz http://www.instagram.com/dougie_aaron
Aly & Ollie Vintage http://etsy.com/shop/alyandollievintage
Amanda Mai Beauty http://www.amandamaibeauty.com
An Afternoon Affair http://www.anafternoonaffair.com/
Blue Void Ceramics
Brandon Bowser https://m.facebook.com/VoteBowserD9/#!/VoteBowserD9/
Claire https://www.instagram.com/claireyed/
Cosmic Love Clothing https://www.instagram.com/cosmicloveclothing/
Crystal Bi http://instagram.com/crystalbi_b
Death Wound Zine https://deathwound.com/
Decadent West https://www.etsy.com/shop/DECADENTWEST
Disposable America / True Believers Fan Clubhttp://etsy.com/shop/truebelievershq
Dripping Dream Vintage http://depop.com/drippingdream
Dumpstr ART https://www.etsy.com/shop/dumpstrart
Earthwurms https://www.etsy.com/shop/earthwurms
enfant terrible http://enfantterrible.storenvy.com
Feminist Fiber Art http://feministfiberart.com/
Feral Flesh http://www.instagram.com/ponydong666
Foxyfries http://instagram.com/foxyfries
Gracie Makes Things https://etsy.com/shop/graciemakesthings/
Hiroshi Minato Jewelry http://www.hiroshiminatojewelry.com
Holy Crow http://www.holycrowart.com/
Hot Foot Vintage http://instagram.com/hotfootvintage
Hot Glue Love Crafts
Hungry Ghost Press http://hungryghostpress.com/
Illuminated Seed Society
Incunabula Ink
Ink Forgotten http://eliportman.weebly.com/
Insomnianauts https://www.etsy.com/shop/insomnianauts
JK Books http://www.jakerochford.com/
Josie Dybe Designs https://www.instagram.com/josiedybedesigns/
Joyatri http://www.joyatri.etsy.com
KalArt https://www.instagram.com/kalrea/
Lentil Records https://lentilrecords.bandcamp.com/
Lexi’s Tree Fort http://lexistreefort.com/
Like You Felt https://www.instagram.com/likeyoufelt/
Lily Xie https://www.instagram.com/lolydrows
Lindsay Blevins Illustration http://www.etsy.com/shop/lindsayblevinsshop
Littleburg http://instagram.com/littleburg_
Mass Love Distro http://masslovedistro.storenvy.com
Mike Vivisector’s art http://mikevivisector.tumblr.com/
Mr. Teacher and Panda http://www.Mrteacherandpanda.com
Mud Hedz https://etsy.com/shop/mudhedz
My Big Pink Crafty Box https://www.etsy.com/shop/MyBigPinkCraftyBox
Nine Lives Zine Distro http://sonyacheney.com
Nothing of the Month Club https://www.instagram.com/evan_saladbar/
Over It! Studio https://www.etsy.com/shop/OveritStudio
Paige Mulhern http://paigemulhern.com/
Pan and Scan Illustration http://www.etsy.com/shop/panandscan
Pindigo Grrrls http://www.pindigogrrrls.etsy.com
La Rosa Nostra
queercult https://www.etsy.com/shop/queercultdesign
Shane Maxwell https://www.etsy.com/shop/ShaneMaxwell
Sidney Gish https://www.etsy.com/people/susangish
Slogans for Nothing slogansfornothing.com
Soy Much Brighter Candle Co. https://www.soymuchbrighter.com
Strange Pine http://www.strangepine.com
Sub Rosa Collective
Thankyou_sean http://instagram.com/thankyou_sean
The Atomic Garden https://www.etsy.com/shop/theatomicgarden
The Bone Lady http://facebook.com/boneladyarts
The Clack https://www.itstheclack.com/goods/
The McGonagle Sisters Present… http://www.mauramcgonagle.com
The Weekend Movementhttps://www.instagram.com/theweekendmovement/
Thermal Shock Studio https://www.instagram.com/goth__queen/
Trust In She https://www.etsy.com/shop/valeriepauline
vapour city vintage http://www.instagram.com/vapourcityvintage/
Vivant Vintage http://www.vivantvintage.com/
WalkInStudio / PropertyMaterials https://www.etsy.com/shop/WalkInStudio
Wildcat Aquatic
Winter Hill Jewelry http://winterhilljewelry.com

as always poster by Jen McMahon!!!!!!!!!

15 Sep 14:13

Bungie explains how a hate symbol ended up in Destiny 2

Taylor Swift

OK, but, if you have an entire "team responsible for deterring whether content is culturally sensitive" AND YET that team knows NOTHING about modern far-right iconography, you need to FIRE THAT TEAM and START OVER

Bungie has opened up about its vetting process to explain how a white supremacist symbol was cleared to appear in Destiny 2. ...

15 Sep 13:28

MOMENT OF CLARITY: Release Your Rights

by Boston Compass

Release Your Rights
The Power of Public Records when dealing with Law Enforcement

In our culture of expanding surveillance, we are constantly encouraged to report suspicious activity to authorities. What can be done when the people you want to hold accountable are the police themselves? In partnership with Boston Hassle, MuckRock presents Release Your Rights, a project meant to subvert that attention from our fellow citizens towards law enforcement.

Knowing your rights can empower you to challenge police misconduct toward you and those around you. What can you do if your friend is arrested at a protest, a cop confiscates your camera, or an officer asks for your immigration papers? Using policies collected from Boston, Somerville and Cambridge police departments, we will create a pocket-sized guide to inform people not only of their rights during a police encounter, but the corresponding public records that are created. These cards are meant to be accessible in stressful situations – they will fit in your pocket or wallet, and, as opposed to a digital platform, will not require you to pull up a screen.

Under the Massachusetts Public Records law, anyone can access public documents from federal agencies – this includes the police. We encourage you to file for records presented on the cards, as well as develop your own requests when you witness questionable police actions! Take charge and use these cards to educate yourself and ensure your public servants are held responsible for their actions.

If you want greater autonomy when dealing with law enforcement know that crucial information is at your fingertips. Your engagement can help better balance the power structure between you and law enforcement.

14 Sep 13:29

Stardew Valley Publisher Unveils Influences and Details About Their Upcoming Magic School Sim

Inspired by Kiki's Delivery Service and Harry Potter, this might be the magic school sim we've always dreamed of.
14 Sep 13:15

Pink-Haired Harajuku Guy in Sheer Top & Tiered Skirt w/ Kinji, WEGO & Pokemon Bag

by Tokyo Street Style
Taylor Swift

FWIW this is who answers when I pray.

While walking on the street in Harajuku, we came across 19-year-old Nosuke, a Japanese fashion student who is regularly featured on our street snaps.

Today, Nosuke’s ensemble features a sheer purple and pink top over a Pokemon t-shirt and ombre layered ruffle skirt (all of which are from the resale shop Kinji Harajuku), fishnet stockings, pink platform snakeskin boots, and a Pokemon bag. He accessorized with clear glasses, a watch and a purple heart choker from WEGO.

Nosuke is active on Twitter and Instagram, follow him!

Click on any photo to enlarge it.

13 Sep 21:53

Video: Porting a real-life castle into your game when you're broke

Taylor Swift

I started to watch this and the conceit is pretty dope

Lacking funding, indie dev Joseph Azzam decided to scan an entire castle (Byblos Castle in Lebanon) with whatever equipment he could find. Surprisingly, it worked! In this GDC talk, he explains how. ...

11 Sep 17:54

Nephewtastic Monday

by Josh
Taylor Swift

Is the last panel of Gil Thorpe just the title screen of Super Mario 64?

Ads by Project Wonderful! Your ad could be here, right now.

Shoe, 9/11/17

One of the main things I will remembered for long after my death is coining the term “nephewism,” which now has its own TV Tropes entry, and basically describes a common trope where the protagonist is cared for by an aunt and/or uncle with no actual parents around. Sometimes this is mined for creative backstory once the world of the strip has been established (as in the case for Spider-Man, which is what I made up the word to describe); other times, as in Shoe, it mainly serves to graft a younger character into the world of an established one without having to create a sexual life for the latter. Who are Skyler’s parents? How long has he lived with his Uncle Cosmo, who clearly barely tolerates him? We haven’t gotten much information on the rest of the Fishhawk family, which is why the Perfesser’s mention of his grandfather (Skyler’s great-grandfather) is kind of poignant. “Yep, grandpa used to lure fish into the boat by keeping his mouth filled with worms, which sounds disgusting but it’s not, because we’re birds! As birds, we’re actually pretty well known chewing up disgusting bugs and whatnot and then regurgitating them into mouths of our young. So if you think about it, this was actually a very tender and paternal move on my grandfather’s part, right up until he ate the fish. Just like he ate your parents. Oh no, I’ve said too much.”

Gil Thorp, 9/11/17

In slightly more realistic nephew-oriented scenarios, today’s Gil Thorp sets us up for the football season with a new character: Rick, who’s living with an uncle who he probably doesn’t know so well and who still thinks of him as a kid. What happened to Rick’s parents? I dunno, but after the decidedly dull summer plot, I am 100% ready for the story of the cargo-jeans-wearing Uncle Gary, who’s like a pageant mom only instead making his little daughter enter beauty pageants he’s making his teenage nephew enter talent shows down at the Elk’s Lodge, which he somehow thinks will jump-start a rocket ride to success for both of them.

Slylock Fox, 9/11/17

Most of these audience members are smiling because they’re excited to see a magic trick performed. Not Slylock, though! Slylock’s smiling because he knows this “magic trick” is going to suck, and that the rest of the crowd is going to be furious. “They’re gonna tear this clown apart,” he thinks, smugly.

Ads by Project Wonderful! Your ad here, right now: $0
11 Sep 16:01

Roland Boutique D-05 Walkthrough with Legowelt

by matrix
Taylor Swift

Love this dude

Published on Sep 11, 2017 RolandChannel "In this video, producer Legowelt takes a closer look at some of the unique features of the new Roland Boutique D-05 Linear Synthesizer. The D-05 includes many modern enhancements not available with the original D-50. The 64-step polyphonic sequencer is ideal for performance and music creation, and offers the ability to sequence shuffle and gate timing
08 Sep 22:13

Donair Academy (Henry Adam Svec, Chad Comeau, WL Altman, Andrew Penner)

by Chris Priestman

Donair Academy

"Donair Academy is the first educational computer game about the Halifax donair. Explore the historical, gastronomical, and acoustic dimensions of this celebrated Maritime dish. One never knows when donair knowledge will come in handy." - Author's description

Play / download on itch.io (Browser, Windows, Mac)


Donair Academy

08 Sep 18:39

FTC demands clear disclosure after CSGO Lotto betting scandal

Taylor Swift

Oh man.

"Consumers need to know when social media influencers are being paid or have any other material connection to the brands endorsed in their posts." ...

07 Sep 18:14

Hans, 30

Taylor Swift

Bonin' O'Brien has logged on

“I am wearing a COS shirt and shorts, a vintage leather jacket, Birkenstocks, Weekday paperbag (love it) with sunglasses from flea market. I get inspiration almost everywhere but mostly from Instagram and internet. I like to play with colors, patterns and cuts. I like to wear clothes that pop up and draw attention. I'm not so into brands/designers but if I get curious I would look at Kenzo, Acne, COS, and Makia.”

22 July 2017, Yrjönkatu

07 Sep 18:14

Game Launches to Remember, or to Try and Forget

by Rob Zacny
Taylor Swift

Any thoughts? My favorite game launch of all time is still Pokémon X/Y, whose midnight release I attended (thank you Casey!!!!) only after my plans to see NIN that same night fell through.

If you have a vivid memory of a game's launch day, chances are something went very right or very wrong. Maybe you booked a day off work to play through Diablo 3 the day it came out. Maybe you spent an entire night in a friend's basement, passing a controller back and forth as you played through Grand Theft Auto IV and convinced each other that this was gaming's Godfather.

A lot of us are still feeling pretty fried from Destiny 2 unlocking last night, which seemed to go pretty smoothly after an initial stumble from the game's servers as every fireteam on the planet tried to log in simultaneously. While it was definitely frustrating if you'd stayed up late hoping to start playing immediately, by the time I went to bed it seemed like most people were finally able to get in.

But it got me thinking about the launch experiences that have stuck with me years later. I guess I have two really fond memories of game launches, for two very different reasons.

The first is Left 4 Dead, and I think what I remember most was just how new and exciting it all felt. I ended up playing through No Mercy with a group of strangers on the highest difficulty, because as demo veterans we thought we had that game on lock. We didn't know how that campaign even worked, or what we were supposed to do, but we kept trying to figured it out while getting owned by infected from every direction.

That feeling would never really happen again with that game, and indeed it couldn't. Within a week we'd all seen each campaign, we all had a rough idea of how they worked and what the big set pieces were. But that night, my group and I must have spent thirty minutes standing on a darkened street, occasionally picked-off zombies, while we argued about the "right" way to handle that giant exploding gas station at the end of the block and that scissor-lift ride from hell. It was like being in a zombie movie, not just playing a co-op shooter themed around one.

My other favorite launch was StarCraft 2. I wasn't even sure I cared—it had been so long after all—and then at 9:45 at night it was like a switch had flipped in my brain. Suddenly the only thing that mattered was getting hold of StarCraft as soon as humanly possible and returning to the fight against the Zerg.

I threw on my sneakers and practically ran through the streets to the Best Buy near my apartment. It was a balmy night and I was pretty ragged by the time I got to the store for the midnight launch. And there, completely unexpectedly, were almost a half dozen friends I'd met at PAX East earlier that year. Everyone was slightly sheepish, a gathering of StarCraft prodigal sons and daughters before an altar made of boxed Collector's Editions and NOS, which they were handing out to each person who bought at midnight.

By the time I played the game I was pretty exhausted from waiting in line for two hours, but I what remember was those two hours in line with my new friends in my new city, brought together by love, nostalgia, and poor impulse control.

What are you favorite game launch memories? Let me know in today's open thread!