Saturday, December 12, 2009

Even more Brutal Legend DLC to melt faces with




Metalheads who picked up Doublefine's Brutal Legend on Rocktober 13th have more DLC to look forward to after the previous "Tears of the Hextadon" map pack.
Coming on December 17th, the next installment of downloadable extras includes a lot more than just maps or a guitar. Titled "Hammer of Infinite Fate", the goods within will provide not only aesthetic qualities to the Druid Plow and Eddie Riggs, but the in-game GPS, "Oculus of the Lost", will guide you to all the collectibles that you may have missed or are tearing your hair out trying to find.
Here's exactly what to expect in the Hammer of Infinite Fate DLC pack:
  • Three different oufits for Eddie Riggs so that he may travel in style: Mountain Man (which comes with a beard), Black Metal and Zaulia Threads. This also includes seven new patches to rock.
  • Four new paint jobs as well as four more upgrades for the Deuce aka the Druid Plow: Oculus of the Lost; the Eye of Sorrow, a weapon that harnesses the power of the Sea of Black Tears and launches black projectiles of doom at enemies; The Disgorger; and the Coiling Maw. No descriptions for the last two but judging by the names alone they would definitely shine better with the gore filter ON.
  • Nine new achievements/trophies become available with correlate with the other DLC
  • Six new heads for Mount Rockmore, one of which is Tim Schafer himself. The others are stated as being the busts of Rima, Razputin, Dadbat, Hunter, and Kage the Kannonier.
  • And not to ignore the already expanded multiplayer, you can also expect four more maps to rock out and summon those burning zepplins on. Look forward to the Altar of Blood, Coiled Remains, Crucible of the Titans and The Amplified Cliffs maps.
December 17th for the PS3 ($4.99) and Xbox 360 (480 MSP), be there or be left in the dust. Of the Deuce, that is.

Dante's Inferno Demo and Exclusive PS3 edition


Dante's Inferno Dante faces Death

For PS3 owners there is a lot to look forward to in the Dante's Inferno aspect, as the playable demo came out on the 10th which includes the entire first level of the game. Xbox Live subscribers won't get their taste of hell until December 24th, an interesting way to spend Christmas Eve. Many people have already alluded to the God of War-like fighting mechanics which seems more like a compliment than anything, and having played the demo myself I can say it's definitely as fun as God of War but certainly much more disturbing visually.
Visceral Games also announced on the 10th that for the PS3 only they have released a special "Divine Edition" of the game which includes lots of extras like commentary tracks, a digital art book, the complete soundtrack as well as a translation of Dante Alighieri’s "Divine Comedy" by Henry Wadsworth Longfellow, a poet who was the first American to translate the epic poem in the mid-1800s.
If you still need more Dante's Inferno to hold you over until the game's release in February, the new comic mini-series has just been launched with issue one, written by Christo Gage and illustrated by Diego Latorre whose art style is very unique and poetic in its own way. A #0 issue was given away at the EA booth at PAX this year where you were able to play an early version of the demo and take photos of the large Dante statue.
If you've played the Dante's Inferno demo already, what did you think? Was it what you expected, and what did you like most about it?

New Batman: Arkham Asylum sequel teaser trailer

Hot off Spike TV's VGAS, an awesome trailer has been released. Watch below!




Tuesday, December 8, 2009

Prince of Persia: Sands of Time



Lookit that mug. That's the face of someone who's seen more than his fair share of fucked up shit. And it's true, he has. Sand demons, unnecessary spikes everywhere, an evil king's assistant (called the Vizier) copying Jafar's moves from Disney's Aladdin and trying to acquire a source of power that he doesn't understand. You know, just another Tuesday, really.

The unnamed Prince in the game is arrogant, sarcastic, and mostly shirtless during the game but that doesn't stop you from liking the character. Indeed not, the charm is when he starts talking to himself randomly as you're playing, acting like any of us might when frustrated or angry at someone: he mocks them. Of course, he is not always so bratty and he even proves himself once he gains a little Sands of Time power, learning how to use it deftly and kicking the asses of evil sand minions.


Tuesday, November 10, 2009

The Jak & Daxter Precursor Legacy



Jak & Daxter. Jak & Dax. Jaxter. Whatever you may want to call it, it's a fun and addicting series. The subtitle of the first game, "The Precursor Legacy", alludes to the Precursors, god-like beings who create the world and the universe around it as well as Precursor orbs which are a kind of rare currency. Kind of.

The series is difficult to tackle because each game seems to exude a different attitude as both the main characters evolve and grow. The first is more innocent with darker undertones as Jak discovers a lot more about Lurkers and time travel than he ever thought he would. While Daxter has to learn how to cope with being turned into an ottsel after falling into a vat of Dark Eco. Eco being a natural gas Jak's village uses as a source of power, with different properties which can be harvested for different uses, like energy or fuel, or say, secret powers.

For the whole of the game Jak doesn't speak and we have to rely on Daxter's witty observations to get a sense of what Jak may be thinking or feeling. Being best friends they are apparently at the stage where they can practically read each other's minds.

Precursor Legacy is more about discovering and unlocking the hidden abilities that Jak has stowed away in his genes and learning more about what kind of world they come from, which comes in handy once you get to the ending and start up the second game (which picks up right where it left off, pretty much).


Dante's Inferno: Heresy, sixth circle of Hell


Electronic Arts and and Visceral Games' somewhat controversial game adaptation of Dante Alighieri's Dante's Inferno epic poem is out with a new video, this time focusing on the sixth circle of Hell: Heresy.
In this video the developers talk about designing the level and how important it was to incorporate the religious contexts from the poem into this particular level. They also talk about how your choices as Dante- to save a soul or condemn them- change the way you fight in the game and how, like real life, weighing the pros and cons of your choices can be a burden.


 This morality meter is not uncommon in games, having been integrated into both Fable games (Lionhead Studios) and partially in Fallout 3 (Bethesda Softworks), as well as Bioshock (2k Games) and Mass Effect (Bioware). It makes for a unique game experience every time you play and is certainly something that should be seen in more games.
Look for the demo on PSN and Xbox Live sometime next month. The game is set to be released February 9th, 2010.

Monday, November 9, 2009

Portland gamers, looking for a job? Come to Ground Kontrol!






Via an informal invitation sent to the Portland Mercury on Monday, InstantAction.com has announced an event they will be holding at Grount Kontrol, a class arcade game venue in NW Portland.
This Wednesday, November 11th from 6-9pm, IA  will be hosting an RSVP-only event at Ground Kontrol for any and all interested gamers who are looking for work. It's not only a good opportunity for talented individuals to find a job in an industry they enjoy, but you'll also connect with your fellow gamers with the help of the free refreshments and open bar.
InstantAction.com is a game company that specializes in web-based games ranging from action to puzzler to FPS. Sign-up is completely free and you have the opportunity to play alongside other IA members or unregistered guests in real-time as well as engage in discussions in the forum.
Any inquiries should be sent to Ian at iant @ garagegames.com for RSVP information and details.

Thursday, November 5, 2009

Founder of San Diego Comic Con Passes Away - San Diego 6




Founder of San Diego Comic Con Passes Away - San Diego 6

Yes, sad but true, he is gone. Though I never met him, I can thank him for opening my eyes to the wonders of a convention and how it can bring you close to those that you admire and, in some case, worship, without seeming too creepy. Mostly because there is always someone else to out-creep you, and that makes me feel better about myself.

I've only attended SDCC once and it was a mind-blowing experience. One that I still haven't fully recorded in written format, but if you'd like to read the first and only production of my elusive SDCC review, you can find it at Re:Generator: SDCC in the eyes of a small girl.

Perhaps at the passing of it's founding father, I may revisit my adventures at San Diego Comic Con one last time and post a op-ed memoir, one that will confuse and baffle and maybe make little sense. We'll see.

Posted using ShareThis

Saturday, October 31, 2009

Halloween video spooktacular

In lieu of writing another op-ed about one of the many games I enjoy, I've decided that for Halloween I will share a few music videos/songs that get me into the Halloween spirit any time of the year. Some of these I've already posted on Re:Generator Magazine, but some are favourites that I would probably post regardless of the day. Please enjoy the picks and feel free to suggest your own!

First, a short film featuring Teller from the comedy-magic duo Penn & Teller about the zombie overtaking of Las Vegas. Very awesome, fun, and intriguing, plus, Teller speaks!




Oingo Boingo, being my number one favourite band, of course gets a little favouritism from me.

Just Another Day by Oingo Boingo



Insanity by Oingo Boingo



Remains of the Day by Danny Elfman, for Corpse Bride




Monday, October 19, 2009

Brutal Legend: An action-adventure game



Okay, I'm going to come out and say this right now: Brutal Legend is not a Real-Time Strategy game. I repeat, Brutal Legend IS NOT AN RTS.

There are a lot of people confused right now about where BL stands genre-wise and it's really easy to explain and it's perfectly easy to see that it's an action-adventure. But because there are RTS-like elements in the game, and because the whole of the gameplay stemmed from the multiplayer, people are automatically tagging it as an RTS. It's really not, and here's why.

Real-Time Strategy games are exactly what they sound like. You're playing a game as a commander of an army or resistance and you have to use- here's the key word- strategy and planning to set up defenses and prepare for your initial attack on your enemy in order to win the battle. You can't just run out into the field and start attacking- okay, you can, but it may not be a good idea, especially since in most RTS games you would be leaving one part of your operation vulnerable as your army runs to wherever you tell them to. You can't afford to do that or the enemy will exploit that vulnerability in order to win. Whether you're playing against AI or another person it's the same.

Many people would have you believe that the majority of the BL gameplay is RTS based. These people are wrong. In fact, they are so wrong that they are the main cause of everyone crinkling their brows at BL and going, "Well if it's an RTS then I'm not playing it," causing them to miss out on a truly fun game for all the wrong reasons. I am not denying that there are parts of the game that involve RTS-like portions, but what I am saying is that it is not the entire game

Friday, October 16, 2009

Eternal Darkness: Sanity's Requiem



This game is a mindfuck. I don't usually swear but there is no other word for this game than that. It's also a really good game, especially by Gamecube standards, and if you've never played this game then there is one thing you should know before you do: you'll never see the time the same way again when it's 3:33.

Alexandra Roivas is just doing her thing, sleeping like humans do at 3:33 in the morning when she gets a call from the Rhode Island police regarding her grandfather, Edward Roivas. She hurries over only to be greeted with the churned and hardly recognizable remains of her grandfather, save for a ring still on a skeletal finger. She decides to stay at his mansion to try and discover more about him and what happened to him.

Somehow the police are okay with this despite it being a crime scene and it's three in the morning with a glob of human meat in the center of the foyer. Sure, let her stay if she wants, what could possibly go wrong?

Thursday, October 15, 2009

RIP Captain Lou Albano

Do the Mario!


Hey paesanos, some tragic news. Almost as tragic as the loss of Bea Arthur, yesterday we lost another great actor and figurehead from my generation.

Captain Lou Albano, with his energetic personality and famous facial hair, he was known as not only a successful wrestler but more importantly as the official live-action representation of Mario Mario on the Super Mario Bros Super Show back in the late 80s.


Doing the Mario!


I bought the complete season on DVD a few years ago, right after buying a DVD set of Clarissa Explains it All (don't judge me!), and spent countless hours reminiscing and enjoying all the cheap jokes and strange live-action storyarcs that kinda-sorta had something to do with the cartoon's storyarc but not really.

Lou Albano will always have a space in my heart as the manifestation of Mario and the man who taught me how to 'do' The Mario. He died at the young age of 76.

Do the Mario! Swing your arms from side to side. Come on, it's time to go. Do the Mario! Take one step, and then again. Let's do the Mario, all together now! You got it! It's the Mario! Do the Mario! Swing your arms from side to side. Come on, it's time to go. Do the Mario! Take one step, and then again. Let's do the Mario, all together now! Come on now. Just like that!

Source:  Re:Generator Magazine

Tuesday, October 13, 2009

Doublefine's website revamping




Seems like Doublefine had some self-esteem issues over the weekend because yesterday they debuted, with nary a hint or a song, with their new look.

For many years they had stuck with the specific design of having a flash animated menu at the top, a center panel for the news that stretched down the length of the page, and a sidebar with all their goodies.

But now everything's a little more compact and a little more in-your-face. It's like the website equivalent of rhinoplasty and a boob job- it's looking sleeker, younger, and more able. Things seem more accessible too, no longer do you have to click through menus to get to something,  most of it is linked directly on the main page. I really like the "comics" section with the comic creators popping out of hiding, it's very cute and also shows the playful side of Doublefine.

Go to Doublefine and show them some love, let them know that they were always attractive to you, and don't forget the chocolates!

Pax 09: The Conclusion

I've finally finished up the third and final part of my Pax experience review. Please read it at Re:Generator Magazine.

I cover the new Jak & Daxter game coming out this November, which I had forgotten about until recently, and the two panels I was able to make it to on Sunday. The first being the Penny Arcade panel and the second was why game reviews suck. Both were fun and enlightening and I can't wait to see what's in store for next year.

PAX 09: The Conclusion

Sunday, October 11, 2009

Your gaming knick-knack of the day

PixelatedCreations is a gamer-friendly store over at Etsy and I recently saw an ad for this on The Girl Gamer.net, only to realize later that it wasn't an ad and just her showing off her work, but wanted to share this plastic bead design of Maxwell from Scribblenauts anyway.



Pretty cute for a piece of melted plastic, if I do say so myself. They of course have other cool creations in perler bead form, such as Bubble Bobble, Mario, Final Fantasy, Donkey Kong (the original), and Zelda, naturally. Go check out the rest of her stuff and support a fellow gamer.

Friday, October 9, 2009

Sly Cooper and the Thievius Raccoonus





As a gamer, this Sucker Punch Studios game intrigued me. As a fan of raccoons, this game intrigued me more. I was probably more excited for this game than I should have been, but it couldn't be helped really.

I'm pretty sure all I did was just hear about the game and was already out purchasing but my memory is a little foggy. Needless to say Sucker Punch did not disappoint and I not only thoroughly enjoyed Sly Cooper and the Thievius Raccoonus but the following sequels were also quickly in my collection as soon as they were released. The game has that much charm.

As you can see above, Sly Cooper does not only look good as a street punk but he's also not human. In fact, he's a raccoon who comes from a long line of master thieves. Each ancestor had a distinct special skill that they would add to a book known as the Thievius Racoonus, which got handed down from each generation to the next young thief-to-be.

Wednesday, October 7, 2009

Obscure: a game living up to its name



This game is... odd. It's odd because there are a lot of good things to say about it, but there are also a lot of bad things. The fact that I haven't even completed the game is not a good sign, and I will probably never finish it for one very good reason, of which I will have to explain in just a minute.

First, this game did a lot of things right. It handled the controls and combat mechanics pretty well, in fact anyone who has played Resident Evil or Silent Hill may be very comfortable with it, though it's still different and takes some getting used to. I liked having the ability to scroll through inventory without switching screens, it was all real-time (so to speak) which made it easier to quickly switch weapons or items without breaking the action on the screen (if there is any).

The creatures are definitely scary and creeped me out quite a bit, which isn't too weird but I do enjoy horror movies and horror games yetI still get a little scared. Having things jump out at me randomly or just be visually hideous and disturbing will freak me out in a game moreso than in a movie, mostly because I'm more involved in the former and actually have to do something. In a movie it's all kind of passive-aggressive and I don't need to tell the person on screen to turn around and run, they'll do it on their own. Or not, depending on what movie you're watching.

Obscure is one of those games that can easily draw you in. The graphics engine isn't Bethesda-scale, but it's about what you'd expect from a survival-horror game. The characters are a little generic and predictable but considering they're all high school students I guess that's to be expected. The story is typical, sure, but it's got a unique twist to it that starts off as just a missing friend and ends up having some weird squid-face beheamoth chasing you through a dank tunnel.

Tuesday, October 6, 2009

Doublefine's Psychonauts




As mentioned in my Brutal Legend post, Psychonauts was Tim Schafer's first game released independently under his Doublefine Studios brand. Prior to Brutal Legend's release you may not have even known about this game due to lack of proper marketing. Call it noob syndrome, call it laziness, call it "just not knowing what to do", Tim Schafer just didn't promote the game enough to get people hyped up about it. So on release day sales weren't what you'd expect, but thanks to word-of-mouth Psychonauts' popularity picked up after release because people were writing good things about it. Lots of good things.

I picked up this game not too long after it was released and it remains one of my top favourites. I had seen enough stills and read enough reviews to know that it was for me. The pictures of the"Black Velvetopia" level alone intrigued because it reminded me of Oogie Boogie's lair from The Nightmare Before Christmas. Once I popped that disc in, it was love at first play. Even the main menu was endearing, with the mini-Raz running around a rotating brain and the figments floating around you.

Psychonauts takes place at Whispering Rock Psychic Summer Camp. As you could guess, it's for children with psychic powers who either wish to hone their skills better, or for those who are too unstable to be anywhere else. It starts off with a dramatic campfire speech from short-stack Coach Oleander, an ex-military camp counselor who is about one taco short of a combo meal at times, and whose own psychic abilities aren't as great as the three other counselors, Milla, Agent Sasha Nein (male), and Ford Cruller.

Our main character, Rasputin, literally crashes the party stating he wants to learn to become a Psychonaut. Unfortunately for him he doesn't have his parent's permission to attend so he is only allowed to stay for however long it takes for them to pick him up. You spend most of the first half of the game exploring the camp grounds, listening in on the other campers' conversation (which surprisingly goes on for a long time before it loops), and learning and discovering new powers. You can also dig up arrowheads from the ground which can be used to buy items from the store, and you'll spend a lot of time collecting these in order to get all the fancy gadgets.

Monday, October 5, 2009

The Darkness



A lot really doesn't need to be said about this game that you won't glean from playing the demo (this is a good thing). This game is a pleasant surprise for people who expect a lame shooter with tentacles. Even though there are tentacles involved, they're not only evil but they eat human hearts to restore health. How can you pass that up?

The storyline is that Jackie Estacado, a known name in the New York mob business, is part of a long line of Estacados who were chosen by an evil entity known only as The Darkness to be its host. It is said that The Darkness could see into the future of the Estacado's bloodline and see the evil that would breed in their hearts, and The Darkness feeds off of that evil; that darkness. 


The Darkness manifests in its hosts as soon as they hit their 21st birthday, and if they have sex and pass on their seed that host will instantly die and the Darkness will have to lay in wait in the new host until their 21st birthday. I'm not sure why it has to be 21, perhaps the Darkness wants its host to be of legal drinking age, who knows.

This game doesn't go into the history of this ancient evil until about the middle of the game, so the entire time you're playing before then you're wondering how it came to be, what makes it this way, and how you can defeat it so you can stop listening to Mike Patton's voice growling through your speakers (which is actually very cool, especially once you know that he did the voices without any special effects added.) 



For fans of the comics, it will be a nice flash-back into the origins of the Darkness but it will also bring something new to the tale as it brings in some of the game elements as well.



Saturday, October 3, 2009

Elder Scrolls: Oblivion





Ah, Elder Scrolls: Oblivion. A game that can easily eat away hours of your life without you noticing or caring all that much. It may make you cold to family, ignore friends, and even forget to feed your pets but you can never stop loving it. Why is this? Is it because it's not only full of fantasy elements but also adventure, mystery, romance, horror, heroism, fear, and vengeance? Is it because you can customize your character, choose how good, evil or neutral they'll be and dress them in a vast array of outfits, armour or none at all?

Whatever the reasons are, they are all good, for this is Oblivion, and Oblivion is good.

But seriously, this game is really addicting. And unless you have a strong enough will to pull yourself away you may end up engrossed in all the sub-plots, side-missions, and random Daedric god statues that talk to you. Oblivion's massive open-world leaves the story entirely up to you, you can choose to complete the main story arc first or do pieces of it here and there while going off to discover ruins, caves, and settlements.

This kind of game design is a smart one because it doesn't force the player to do one thing at a time. You could have at least ten different active missions and none of them have to be done in the order you engaged them at. Even when NPCs tell you to hurry, there really isn't a need to hurry because everything is pretty much dependent on you being there. Oblivion allows you to make your own Elder Scrolls story any way you like, with any available race you like.

Friday, October 2, 2009

Brutal Legend Demothon and more Brutal Legend



The Brutal Legend Demothon was yesterday and it was a blast to watch. This livestream'd inside-look into the makings of Tim Schafer's latest pet project gave a lot of insight and a lot of laughs.

The premise of it was that an ancient god, Ormagoden, contacted Tim via instant message and told him that if there weren't 666 million downloads of the demo (which became available to XBL Gold members on the 24th of September, and all users on October 1st) then everyone in the world would get swineflu.

Here's the video that they just happened to have of the instance:






So in an attempt to avoid world-wide swineflu Tim enacted the official Brutal Legend Demothon, an event that would involve live streaming video from Doublefine Studios, Tim's company which also put out Psychonauts (one of my favourite games which deserves its own post), and time with some of the people behind the making of this metal-tastic game.

If you missed it, sucks for you. But if you were there right as 12pm hit then you and many, many others were anxiously waiting as we saw a Brutal Legend sticker and some random shadows in the background.

Apparently they were having some technical difficulties and didn't get the show started until about 12:30, but that's okay! We fans of metal, as well as video games, were patient as they got their shit together.


Tuesday, September 29, 2009

Scribblenauts and the unfortunate loss of self-esteem





For me, pre-ordering a game is not automatic. This isn't by choice exactly, it's by necessity. I would love to pre-order all the games that catch my eye but I can't always put money up-front when I have to consider bills, groceries, public laundromats, and my comics habit. I am a gamer with her priorities straight, that's for certain.

So it's an impressive feat that I was able to pre-order Scribblenauts at all, and my drive to do so was mostly fueled by the want for that cute little rooster hat.






Got my rooster thinking cap on #scribblenauts on Twitpic
Exhibit A


Monday, September 28, 2009

The thing known as PAX, aka Penny Arcade Expo






As I do not always like repeating information across multiple websites, allow me to tell you about the posts I've been working on over at Re:Generator Magazine regarding my first experience at PAX.


PAX, of course, is the Penny Arcade Expo brought to us by the creators of the webcomic of the same name. The webcomic is not only a webcomic about video games and comics but it touches upon a lot of other issues as well, so it's got something for everyone. The fact that they have an entire convention is impressive and tells you just how large their fanbase has become.

So far I have only written two extensive accounts of my experience at PAX, and you can read about them at the links below. I've provided a short description of what each post is about along with the link. Part three will be on its way soon and when I've published it I will update this post to reflect that. Please feel free to leave comments either here or send feedback at the Re:Generator site ("feedback" links found at the bottom of every post). Your thoughts and opinions are much appreciated!  

First there is PAX '09: The Aftermath which is kind of misnamed since I don't really talk about the aftermath but about what I did on Friday. In this post, I talk about my first impressions of PAX and the Seattle convention center, and then go on to talk about the panels I attended- with pictures! 
Panels discussed: Hey Ash Whatcha Filmin, How to Make it in the Back Door: A Rainbow Colored Perspective of the Game Industry, Spike’s Sneak Peeks (with previews of Brutal Legend, Uncharted 2, and Left 4 Dead 2),and Designing for Failure: Why Winning Sucks  

Before we went to PAX, the website suffered a DoS attack and the server admin had to up the security and firewall, which, we discovered, somehow ending up blocking my IP address and that kept me from really posting stuff regularly. So the next installment came a week later, and I still have to start on the third and last installment.  

Part 2 is about the games that I encountered and the exhibit hall in general, as well all of the free stuff we got (including t-shirts and posters). It's called PAX '09: The Games. I talk about the demos I saw and/or played, as well as winning that raffle. 
Games I played: Plants vs Zombies, Dante's Inferno, Rogue Warrior, Pirates of the Burning Sea, and (kind of) Muramasa.  

My review of the Dante's Inferno demo is kind of graphic, considering the source, so be forewarned.


Sunday, September 27, 2009

Batman: Arkham Asylum -or- Who's afraid of the big bad bat?


photo from defaultprime.com 


Like many bloggers, I have an opinion. Not only that, I have an opinion on video games and I want my opinions to be known to a large audience. Why? I want to contribute like all the other women (and men) out there who want to talk about video games without having to pander to a target audience. And that's why my first game-specific post is going to be about Batman: Arkham Asylum: because it is awesome.

After all, he is the goddamn Batman*.

~*Spoilers Inbound*~

Before B:AA came out and there were only stills and clips floating about, we all knew it was going to be great. The design, the style, the writing, the voice acting; it not only guaranteed a great game but it delivered. This is rare.

First, you have Paul Dini writing the story for the game. This guy is a Writing God, having created some of my favourite cartoons growing up such as Animaniacs, Freakazoid, Tiny Toon Adventures and, yes, Batman: The Animated Series. Those are just the shows that I watched, there are so many more under his belt that it is staggering as well as impressive**.

Saturday, September 26, 2009

Predetermined Gender Interests -or- Why do girls like pink?


photo from feministing.com

The question to the subject title is: because their parents made them. Same with why young boys tend to lean towards blue, red or green. It's because most people, even those that are not parents, have these preconceived notions embedded in their brains by society that girls should like pink and boys should like blue. Also, girls should play with dolls and boys should play with toy trucks. A generalization? Yes, but it is mostly true. In fact, I wrote about this on Re:Generator Magazine* based on an article posted on the UK's Telegraph news website. The opening two sentences of the article sums it up pretty nicely:



Experts have claimed that the so-called "pink plague" on the High Street is brainwashing girls and reinforcing gender stereotypes.
They claim that girls are already becoming "hooked" on the colour before the age of three and soon reject toys and clothes if they are not pink.


This doesn't help my gender growing up when some girls grow out of the pink craze and choose to pursue things that are not considered feminine. Boys will make fun of a girl who wants to play a masculine sport, or even if she wear jeans instead of shorts, skirts or dresses. I know, it's happened to me.

Thursday, September 24, 2009

Introduction: Why-a hello and a-howdy




The subject of video games and its target audience seems to have become very convoluted over the years. Although still mainly a "guy thing", more and more females are getting into gaming. A lot more than when the first Ataris, Colecos, and Nintendo Entertainment Systems became popular.

According to the research group NPD, 44% of US-based gamers are female*. That's a huge jump. It's also a spit in the face of the Michigan State University study** from July that said women have less time to game than men do. Despite that, it does seem like I run into more women my age that play games in some form than I did about ten years ago, and frankly I'm impressed (not to mention ecstatic.)

I grew up with my dad and my brother, so I was surrounded by testosterone and lots of 'guy' things which included video games, womanizing, horror movies, and grunge music. I enjoyed every second of it and I'm certainly aware of how much interacting with my brother and his friends shaped me into the open-minded 25-year-old I am today.