The new Sim City is on the way, revitalised and as graphically updated as you could imagine on current PCs but also lugging along with it other modern day features such as the always-online DRM system. I can’t help but think back to simpler times, when I used to come home from school to play the classic Sim City 200 on my first ever computer (a Pentium 586 133Mhz), marvelling at all the possibilities at one’s mouse cursor tips and stressing out over dropping approval ratings amongst the general populace as I contemplated raising taxes to garner funds for our soon-to-be-exploding power plant.
March 2013
1 post
January 2013
1 post
What’s with all the animal killing in the latest Far Cry? You could understand being able to do so in Red Dead Redemption given the context, with it being set back in the old west where hunters had to make a living; it was a cold and harsh time, so you needed animal hide to make yourself a nice coat or a rug.
Originally seen here: http://willooi.com/2013/01/thoughts-on-animals-in-far-cry-3-and-an-idea-for-a-dead-space-prequel/ =)
July 2012
3 posts
This blog is a tribute to the original Dead Rising, the game that helped usher back into mainstream consciousness the lovable appeal and popularity of the Zombie Apocalypse, a genre now near-oversaturated and encompassing almost all forms of media.
This is the second part of In Memoriam: a Dead Rising retrospective, looking back on the game’s influence on the reinvigorated popularity of the zombie genre, and the controversial design decisions that defined its core identity.
May 2012
2 posts
April 2012
2 posts
This blog is a tribute to the original Dead Rising, the game that helped usher back into mainstream consciousness the lovable appeal and popularity of the Zombie Apocalypse, a genre now near-oversaturated and encompassing almost all forms of media.
Jenn Putnam discusses how, after the death of her father, Fallout 3 was the one thing that forced her to address her suppressed pain and eventually let go of the despair from her loss.
February 2012
2 posts
January 2012
4 posts
December 2011
4 posts
Thankfully, even though a weight for these items is displayed, they don’t really weigh anything
http://www.reddit.com/r/skyrim/comments/mr5yz/til_quest_items_dont_actually_weigh_anything/
Now, all we need is a patch that allows those Misc quests to recognise them properly =)
“Arrow-deflecting Kneepads of the Adventurer”
November 2011
5 posts
I didn’t know if this was posted yet on tumblr, so I thought I’d do it. The landmass of almost all of the provinces in Tamriel, has been put into Skyrim. All which are inaccessible(without console commands) and which serve absolutely no purpose in the game. Why are they there? I personally don’t know. But take a look at the effort Bethesta put into these seemingly pointless landmasses.
At the south-eastern most part of Skyrim lays Stendarr’s Beacon.
If you’ve looked at a map of Tamriel, you’ll know this is the closest place in Skyrim, to Morrowind.
If you travel directly North East of Stendarr’s Beacon, you’ll end up finding a path to your right, in between two huge mountains.
I noticed how beautiful the path really looked. It seemed quite enthralling actually for some reason.
The path is nestled between two mountains, decorated with trees, and at the end of it some type of gateway, or arch.
But, that open archway is the end of the road. The game doesn’t allow you to go any further. I find it strange, that there’s an area like this leading from Skyrim to Morrowind. Nowhere in the lore was this stone wall mentioned. And why would it be an open arch like that? Why not closed? Why is there a space at all between these mountains if we can’t go any further? As you can see there are still trees and foliage beyond this wall, but you aren’t able to access it without console commands.
So, I went into No-clip like the BAMF I am and travelled down this path.
Landmass photos below.









