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Friday
Dec042009

Scribblenauts Review

When I first heard about Scribblenauts, I was super excited. A game where you can summon anything from a little pad of paper to solve puzzles and save the world? Including krakens and dinosaurs and Long Cat? And you wear a funny looking rooster hat the whole time? I was pretty much sold on the concept and art style alone.

The months that followed were almost painful. This was one of the first DS titles I had been looking forward to in such a long time and yet the release date was so far away. The internet provided a few videos from E3, displaying such grand things such as “God VS the Kraken”, and some artwork including a scene with the main character, Maxwell, riding a velociraptor, holding a sword to fight zombies from the future, as seen here:

Let me clarify… YOU CAN USE A TIME MACHINE TO FIGHT ZOMBIES WHILE RIDING A DINOSAUR. Let me clarify… YOU CAN USE A TIME MACHINE TO FIGHT ZOMBIES WHILE RIDING A DINOSAUR.

Fast forward to late September, a birthday package arrived with me containing some shirts, a new umbrella I needed, and Scribblenauts. I started the tutorial, where it explains the controls, how to summon things, the way to beat levels, what items you can ride and how to do so, how glue and adhesives work, and other important things. I cruised through it, went to my classes, and played all during lunch.

When you first turn on the game, it takes you through the usual opening credits before dumping you off with Maxwell in a mock-forest level (by summoning things you unlock different worlds for your start screen to begin on).

Start Screen Welcome to the Start Screen.

You have the option to oblige to the game’s will and hit the start star on the bottom of the screen, or you can see where your curiosity and wonder leads and hit the journal in the upper corner and conjure up all the creatures and items you’ve wanted. I would also estimate I spent hours just summoning things on the opening screen, because there are so many things you can make! While Scribblenauts does not have everything ever, you can summon a select choice of nouns that are not offensive, vulgar, proper nouns, that sort of thing, that will entertain and amaze. I remember typing in “love” and my magical notebook gave me an anatomically correct heart. The games other summons, include everything from Cthulu, submarines, freeze rays, teleporters, God, death, everything, and nothing.

Unplayed levels are marked with exclamation points, locked levels with a lock, beaten levels with a Starite. Unplayed levels are marked with exclamation points, locked levels with a lock, beaten levels with a Starite.

And then I began my journey with dear Maxwell and his silly hat. Each world has twenty-two stages; half are puzzle based, half are action based, though I felt there was no real difference between the two. When you are in a world, you will start off with the puzzle stages, but if you hit the little explosion tab in the bottom right corner, it changes over to the action puzzles. When you begin a world, only the first level of the action and puzzle stages will be unlocked. As you beat levels, you will unlock the other levels of that world.

Your typical start to a level. Your typical start to a level.

In the first puzzle level of world one, you are brought to a forest with four people: A cop, a chef, a fireman, and a lady doctor. At the beginning of each level, you are given a hint to help you complete the level successfully. In this one the hint reads, “Give two of them what they would use in their hands!” Easy enough, right? So I could make a gun for the police man, a frying pan for the chef, a hose for the fireman, and a stethoscope for the doctor. I’d be over achieving and going over the level’s par amount of items. Every level has a par amount of items it thinks you should use to solve the level. Use less, you get more points upon beating it, use more you get less points for making too many mistakes.

Starite get! Starite get!

As soon as you solve the puzzle, the Starite you’re after appears, it falls, Maxwell grabs it and swings his arm in a windmill of joy, signaling the completion of the level. Alrgiht! You’re scored on the Par number of items, Style for how cool you are at doing the level, the time it took you from when you started until Maxwell grabbed the Starite, and this grand total adds up to the number of Ollars earned. Now I know what you’re thinking, Ollars is a terrible rip off of the monies used in this game. Well, you’re right. Ollars are the only currency in Scribblenauts in which you can buy many things from new worlds, music to play for the whole game, or different avatars for Maxwell to be. You also get merits usually, which are more or less the achievement badges when you do something new and exciting in the game, like conjuring a new item you’ve never made before, or using lots of rope to solve your puzzle, like Candlejack mig

Backflips get you major style points. Oh wait... Backflips get you major style points. Oh wait...

Every level you go into is rated on a scale of one to four stars, one being the easy “give this person what they need” kind of puzzle, four being the equivalent of stopping a time bomb from going off in the White House and you forgot wire cutters. You also have the option to play levels you’ve already cleared to get a genius achievement, which means you’ve successfully completed the level three times with all different items. I’m not an over achiever or anything, but I found myself stepping up to that challenge a few times, and it was fun.

 I don’t know what they were thinking in terms of ordering the levels but… I don’t know what they were thinking in terms of ordering the levels but…

The first few worlds were indeed fun and quirky as I expected, especially due to its strange world layout. I made scuba tanks so I could swim under water, I fed animals the noms they wanted, I air lifted patients to hospitals on the tops of mountains. I could solve any problem because I had the power to summon anything. The thing is, there were so many things I could use to solve the levels, I found myself sticking to a few choice items because I knew they would get the jobs I needed done. I often had repeat use of wings, the jetpack, the infamous tyrannosaurus rex, sharks, rope, and helicopters. It’s not that I didn’t WANT to come up with other things to use and solve the puzzles, I just knew if I had to go over gaps, wings would get me there, or if a bear wanted to eat me, the tyrannosaurus would eat it first. Half of the items I used didn't function in a way that I found useful, so I just stuck to what worked. And making items itself was an easy thing, making them do what you want was the difficult part.

This is what the journal screen looks like. This is what the journal screen looks like.

To make things appear out of thin air, contrary to the first law of thermodynamics, you hit the little journal tab and type in what you want to make. No worries if you don’t know how to spell your item, Scribblenauts has a sort of spell check system where if it doesn’t recognize the word you put in, it will ask you if you meant one of three new options similar to your word. If a word has more than one meaning (when you type in fan it will ask you if you mean the tool or the person, not that those are entirely different) it will give you both and you can go from there. Once the item has entered the Scribblenauts world, it kind of just hangs out in midair until you drag it with your stylus to wherever. While you have the item selected with your stylus, you can rotate it using L and R. You can drag the item onto Maxwell for him to wear or hold or wield, you can drop it on the ground, you can place it inside of a box, or you can drag it up into the trash can which takes the place of the journal tab when you have items selected. Items won’t always be what you want them to be, though, or function in the way you’ll want them to, like I mentioned not but a paragraph ago. Water won’t make lava harden, and neither will ice. Guns will only fire so many times. The people you summon usually just sit there and look dumb unless they need to drive something or they’re afraid of something else on the stage.

Here we see Maxwell swimming into a corner… And swimming… And swimming… Here we see Maxwell swimming into a corner… And swimming… And swimming…

Because the game is solely dependent on the use of the stylus, it can get a little obnoxious, especially controlling Maxwell. The extent of his controls are simply ‘tap the area where you want him to go’ which will often result with Maxwell running into a wall until you tell him not to, or Maxwell falling into a pit of death because he didn’t feel like jumping (he can only jump if there is an obstacle in his way), or Maxwell getting eaten by a tiger because he accidentally got to close. Basically, anything Maxwell can do wrong he probably will because of the poor stylus controls. Let’s face it, we’ve all grown up with the D Pad, and while I give 5th Cell a pat on the back for trying something new, completely relying on the touch screen for controls was not their best move. Plus, all the D Pad did in the game was control the camera, which would snap back to Maxwell after a few seconds, which got annoying. The ABXY buttons functioned in a similar manner to the D Pad.

When I began Scribblenauts, all these minor faults were passable. The levels were easy enough that control problems or summoning things didn’t affect me enough to get overly frustrated. As the levels got more complicated, there would be times where I’d play a level, quit out because I couldn’t solve it in a few tries, went back to try again, turned off the game for a while, and went back again to actually beat it after much toil. I would say this happened merely a few times in the first few worlds… Once you hit around world 4 or 5, things start to get tricky. In worlds 6 and 7, I became to be more frustrated by the puzzles because a lot of them seemed impossible, and by the times I bought worlds 8, 9, and 10, I would often just go into a level, stare at it, and leave. I did on occasion try to do the impossible, see the invisible, but there was no way I could row row fight da powah. At all. I also found the level layout themselves getting stale. Don’t get me wrong, I love the Scribblenauts art style, but many of the layouts were small and there wasn’t much exploring as I thought a puzzle/action game would warrant. In fact, it felt like the game on a whole was just a puzzle game. The action portions, which I would assume included the racing and fighting challenges, were awkward and weren’t as action-like as I was expecting. From everyone I’ve talked to, I feel like I’m the only one who’s cared to play the game this much, and if you’ve gotten further minus FAQs please, let me know your secrets.

Hypothetically, if I was there to make changes, I would have done so! But I wasn’t, so here are few things I would have suggested. First off, I’d give the game a general plot. So you have a name, a notebook, and you’re getting Starite to complete the levels… But why? To what end? Is there a reason to the Starite? Is Maxwell using it to run the LHC? Does he need to collect it for a friend who likes it a lot? Unless Maxwell has a purpose (other than traversing the levels) in collecting the Starite, it leaves the game dull where there could have been something stringing us along for the game.

I want to love him more… But I just can’t. I want to love him more… But I just can’t.

Second, give Maxwell a little more defining character than the hat and his trademark arm spin. I love the little guy, and I think he deserves a second chance if 5th Cell decides to ever follow up Scribblenauts. I don’t know what his deal is, why he has an excellently awesome notebook that can basically summon anything, and I kind of want to. I mean, he IS your main character and all, he deserves a little credit. Third, make some more exploratory levels, like the old school Mario games style of side scrolling. I think it would have been lots of fun having to create lots of objects to get through a less condensed level with similar amounts of puzzles to reach the end or the Starite than many of the ones presented by Scribblenauts, and if there was more of a story line I think this method of play would have fit better than if the story (or lack thereof) remained as it is. And finally, touch up the controls, make them slightly less stylus based. Maybe have an option where you can reverse the controls so the D Pad and buttons control Maxwell and the stylus controls the camera, just something so we have better control of Maxwell and the things he makes.

Panda panda panda panda pan panda! Panda panda panda panda pan panda!

I would like to make it clear that I don’t think Scribblenauts is a bad game. I enjoyed it for the most part, and it was a breath of fresh air from everything else I’ve been playing ever. The only bad thing I will say is that I feel disappointed, maybe even slightly betrayed, by the results of Scribblenauts. However, I still applaud 5th Cell and friends for their game. There aren’t enough people in the gaming industry trying quirky new things like this. Scribblenauts will provide you a fun gaming experience that will entertain you for a while, depending on how much you want to get into it. For those of you who haven't played this, borrow it from a friend or rent it. It's worth a shot, but I don’t think it’s worth the money to own it forever and ever. Scribblenauts most certainly doesn't live up to my every hope and dream that I thought it was going to be, but there’s still a little part of me that giggles when I can make ninjas fight pirates, and then have the winner fight samurai, and so on.


In the end, Scribblenauts pulls off some great stuff. When finishing this review, I was listening to LoadingReadyRun cover this year’s Desert Bus for Hope, and Joel DeYoung from Hothead Games was playing for the children. Everyone was asking him questions, and one of them was if you have an idea for a game, what should you do? His advice was this: Make it, even if you don’t think you can make it fulfill your greatest vision of that game, because if you have an idea and you do nothing with it, what’s that idea worth? And if you do make your idea come to life, it is progress, and progress is a very valuable thing. 5th Cell may not have created a game that fulfills neither their nor our greatest visions for what this game could have been, but they made it, and for that I tip my hat. I look forward to their many future projects, with all of their progress in hand.

As

mjnasflkasoon as you solve the puzzle, the Starite you’re after appears, it falls, Maxwell grabs it and swings his arm in a windmill of joy, signaling the completion of the level. Alrgiht! You’re scored on the Par number of items, Style for how cool you are at doing the level, the time it took you from when you started until Maxwell grabbed the Starite, and this grand total adds up to the number of Ollars earned. Now I know what you’re thinking, Ollars is a terrible rip off of the monies used in this game. Well, you’re right. Ollars are the only currency in Scribblenauts in which you can buy many things from new worlds, music to play for the whole game, or different avatars for Maxwell to be. You also get merits usually, which are more or less the achievement badges when you do something new and exciting in the game, like conjuring a new item you’ve never made before, or using lots of rope to solve your puzzle, like Candlejack migsjdaks

nmbjkjk

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Thursday
Dec032009

HA-HA! Video Games - Harvey Birdman Attorney At Law Review

Harvey_Birdman

HA-HA! Video games.

Harvey Birdman: Attorney at Law was largely ignored by most people due to its short length and low difficulty. However, something made me decide to finally pick it up, and that something was the game's new price point of $5 new at Gamestop/EBgames.  I'm willing to give just about anything a shot for $5, something that has backfired on me in the past.

I'm a huge fan of Phoenix Wright: Ace Attorney and I love the Harvey Birdman cartoon, so when I heard the game was essentially Phoenix Birdman: Ace Attorney at Law I was intrigued. The game works just like Ace Attorney, having you look around crime scenes, talk to people, and use evidence to prove that people are lying in court. Unlike Ace Attorney though, everything is blindingly obvious. You never have to think and at times it feels like you're watching a cartoon that makes you press a lot of buttons before anything actually happens.


This is tolerable as really you're just there for the Birdman humor. The complete cast is here and all of the voice actors save Stephen Colbert reprise their roles. Colbert's replacement does a fairly good Sebben though and Reducto isn't around tons, so it all works out. As the game goes on you see the same recurring gags and even the same ending style from the show. If you have not watched the show, the game is still fairly funny, but all of the references will go over your head.

My biggest problem with the game is the wasted opportunity in the "press" command. In the Phoenix Wright games, this can be used on every statement a witness would make to almost always get unique, new dialog out of the characters. Some of the funniest lines in the game were obtained via these commands, but in Birdman most of the time you get a generic "I don't see anything wrong with that" from Harvey.Aside from this though, the game throws a lot of good jokes and bizarre situations at you.


You really can beat the game in about an afternoon; each case is the length of a slightly longer than normal episode of the cartoon, making the game feel like a DVD of the show with only five episodes.   Still, it's worth picking up, especially at $5. Fans of the cartoon should go get it right now. If you've never seen the show before you'll likely find it uninteresting unless you're a fan of other old Adult Swim shows like Space Ghost Coast to Coast and Sealab 2021. Also a Space Ghost game would probably be the most amazing thing ever created.

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Wednesday
Dec022009

Sonic the Hedgehog 2006 is the Worst Game Ever Part 1 - Intro

Bad things really shouldn't affect me at this point. I've listened to Brokencyde. I've watched the un-MST3Ked Manos: The Hands of Fate. I've read more horrible fanfics than you've ever heard of. I bought and am reading Atlanta Nights. I own several Sonic Underground DVDs. I love bad things and am mostly immune to any pain they may cause, yet Sonic the Hedgehog 2006 hurt me. I actually felt physical pain while playing the game, and it even made me throw a controller, something I had never done before.

Sonic games began dropping in quality with Sonic Heroes. Heroes was fun in some spots, but could really only be called "okay". Then Shadow the Hedgehog was released and it seemed the series had hit rock bottom. Then Sonic 06 happened and we discovered just how low SEGA could go. Universally reviled, the game was considered a complete mess by all, but until you actually play it you can not know how much the reviews sugarcoated things.PS3meta

360meta A forty-three and a forty-six on Metacritic, pretty bad scores huh?
Along with the Engrish translation, ear-torturing voice acting and mindless, lifeless soundtrack, Sonic the Hedgehog is a broken, hideous mess, splattered in the middle of the gaming motorway. This is absolutely awful. The Sonic franchise has been dragged through the dirt so often, and this serves to add insult to injury. This game is utterly bland, soulless and broken beyond repair. Throw in some horrendously long loading times, a muddy story line and dialogue that will make you laugh in agony, and you have a train wreck of a video game. Not even fans of Sonic's classic adventures will be able to look past the stench this game leaves in its speed wake.
Sound like a horrible game huh? Well there were a few reviews on the list that were a little more generous.
Shadow and Silver are decent characters, Sonic’s not so amazing, and one of the very worst problems is load times of all things. If you like Sonic, rent.
That review is wrong. Factually wrong. There are no decent characters, the load times were the LEAST of this games problems, and you should never rent this game. Never. I own 30+ Sonic games, I used to adore Sonic, and I implore you to not pick up this game. Enough of this though, any review that gave this game a score above a 40 must have been playing something else, because Sonic 06 is the worst game ever made. Why did I buy it then? Morbid curiosity, it was $5, I thought I could handle things of Sonic 06's quality, whatever my reasoning was I don't want you to play it. I don't wish that upon anyone. I only finished the game because I did not want to admit defeat; I did quit for a time thrice though. Sonic 06 is perhaps the most broken game ever created, it's a testament to their QA team that the game shipped without some glitch that makes the game completely unbeatable/broken. It's broken as much as it can be without crossing the "completely unplayable" threshold. It makes you think that it might actually be playable for a while, that you may not die by glitching through a cliff or because a scripted jump sequence decided you were going to hit a wall this time. This is why it is worse than something like Big Rigs: Over the Road Racing, it consistently falls short of your constantly decreasing expectations. When you pick up Imagine Trailer Park RACING Tycoooooonz, you know it is going to be awful and just not fun. Sonic you expect to at least have some good bits, but no. There are no good bits in Sonic 06, the game has killed Sonic for me as well. I'll still enjoy the older ones, but I can never see myself buying a new one ever again. Project Needlemouse looks interesting, but I have lost all faith in the blue blur. Stay tuned in the coming days to see me go into detail exactly why Sonic the Hedgehog 2006 is the worst game ever created.

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Tuesday
Dec012009

Face Punch: An Action Movie for the Ages

It's Saturday night, and I'm standing in the longest line I've been in for a movie. All I want to do is buy my ticket to go see The Men Who Stare At Goats, and here I am standing out in the cold while a breeze manages to make me feel like my winter jacket is made of cheesecloth.

After an agonizing fifteen minutes of waiting, I get to the little window where you buy your tickets.

“I'm sorry, that showing is sold out,” the girl behind the fiberglass divider says. Her voice has the nasally quality of a seagull. I ask what else is playing that would be comparable to TMWSaG.

“The Face Punch showing at 9 has some seats left.”

What.

“You know, Face Punch, some crazy action flick that just came out of nowhere.”

A movie with a name like Face Punch could only be one of two things: A bad rip-off of Fight Club,or a musical montage of someone punching various people in the face.

“Their tagline is 'Face punch: let's do this!' My boyfriend saw it last night and he is just absolutely raving about it.”

I bought the ticket and ran to theater room four. The only available seat I could find with the dim lighting of a preview for another zombie movie was in the front row. I settled myself just as the movie began.

Face Punch
An hour and fifty minutes later, I emerged from the theater a changed person. Face Punch was like nothing I'd ever seen before in an action flick. The plot starts off a little cliché, the first five minutes are devoted to flashbacks, but that doesn't last long. I think the best way to describe it is that Face Punch is the opposite of Dragon Ball Z in the way that a DBZ episode is about ten minutes of talking for every two minutes of fighting. After my first viewing of Face Punch, I went back a second time with a stopwatch. There is exactly an hour and thirty-two minutes of fighting in Face Punch. That means only eighteen minutes of everything else, five of which are flashbacks. It was surprisingly well-executed and extremely well paced for this kind of movie. The main character, who managed to remain nameless the whole film, went from fight to fight just punching people in the face and knocking them out in one solid hit. The fight scenes themselves were choreographed beautifully. The Face Punch fighting style relied on a lot of punching in the face, as one might guess, but they kept it fresh from scene to scene. The main character's fighting style was quite fluid for a man that just goes around punching people in the face. It was like a combination of Muhammad Ali boxing and Jackie Chan kung fu. I don't want to give too much away, seeing as Face Punch hasn't been out longer than a week, but let me just tell you, someone named Arnold makes the best cameo I have ever seen in my years of watching movies. He and the narrator have one of the most amazing fights I have ever seen, and never will you ever be so conflicted as to who you want to win that fight. The best thing is, there are no special effects in this movie. Everything they do, they are actually doing themselves. The music that the Face Punch team included in the movie was incredible. Just listening to the soundtrack makes you want to go out into the street and start punching people in the face, it's so good. I was actually amazed that there wasn't an all-out brawl in the theater, but I think that's because everyone was in awe over how great the movie was. I cannot urge you all enough to go see Face Punch. It's possibly one of the best movies of all time, and I would have to list off every emotion in my vocabulary to tell you how I feel about it. Face Punch's powerful themes of destruction juxtaposed against a society that doesn't quite understand how to deal with destruction creates the perfect stage for the issues the protagonist must face or punch during his journey from boy to man. The ending is nothing but perfect,and it leaves you wondering about yourself, and whether if you had to, would you punch someone in the face for what you believed in. Now, I know I would.

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Tuesday
Dec012009

Mouse Guard Fall 1152 review

Around here, we could accurately be described as a very current and cutting edge group of fellows. This is why I am reviewing a 2006 comic series. It is also an indie comic, which brings my count of hip buzzwords up to “one”. Mouse Guard Fall 1152 is a compilation of the 6 issue miniseries + epilogue by David Petersen, recognizable from its unusual 8’’x8’’ dimensions. The cover of the graphic novel depicts three weapon-wielding, cloak-wearing mice looking very serious in their forested surrounding. Let me just stop here to mention that these mice are legitimately mice, not some kind of humanoid-mouse-furry-monstrosities. If you are picturing the Redwall series by Brian Jacques, then you are on the right track. It isn’t hard to draw comparisons between the two, while at the same time Petersen’s work is vastly different, if in a similar ilk. I would certainly recommend that Jacques fans give the series a try though. mouse_guard One could look at the cover and be fooled into assuming it to be juvenile entertainment. The book was actually surprising violent- while not overly bloody, there is plenty of death and a dark tone overall (at one point early on, the mice cut open a snake and comment on the dead mouse found within). The heroes are not above killing their enemies, whether it is a larger predator or a fellow mouse. Of course, youth will appreciate “mouse-violence” even if their parents don’t always. The website recommends it for a 10+ crowd, which seems appropriate. Beyond that though, lies a complexity and cleverness beyond a lot of children’s entertainment. In Mouse Guard, the world of mice is a dangerous one filled with predators. They live in protected villages with communication between each other extremely dangerous. The Mouse Guard is an elite group of warriors who protect travelers from their treacherous surroundings. In this story, there is a conspiracy brewing and a traitor to the Mouse Guard, and three of the guards, Kenzie, Saxon, and Lieam have to stop it. The plot is fairly basic, but livened up with exceptional execution. With their “mice cuteness” and cold, battle-hardened personalities, the protagonists are an undoubtedly endearing trio. The writing ranges from being quite clever to a bit awkwardly worded a times. There is a lot of “Else, the guard may perish” type of writing which works better in some instances that at others. The plot can also be a bit jumpy at times, though not enough to detract significantly. The story is full of action packed bravado, ‘epic fantasy” dialogue, and enough complexity and clever scenes to give it a sophistication beyond brainless “hack and slash”. While I really enjoyed the story, the main attraction is the absolutely beautiful artwork. Many of the reviews I glanced through before purchasing it made little mention of the aesthetic appeal. Dark thick linework and gorgeous colour fill the pages. The art is exquisitely detailed with a strong focus on perspective. I was instantly impressed with the artistic merit of the series. The mice are well proportioned without seeming cartoony. The backgrounds are brilliantly rendered and stylized. I adored the textures and lighting presented. Be sure and take a look at some of the artwork on the Mouse Guard website. Extras include maps, area guides, example of mouse occupations, and a gallery of the characters as drawn by others. A nice, complete package. I am quite enthusiastic about Mouse Guard. I thoroughly enjoyed reading it. The story stands on its own as an impression semi-kid’s book, and the stunning artwork really gives it a lot of appeal. It is sophisticated enough to make it more than just a fun fantasy adventure, while managing to remain exactly that. The series continued with another six issue series, compiled into another graphic novel Mouse Guard Winter 1152 and will continue as another bi-monthly six issue series Black Axe, beginning 2010.

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Monday
Nov302009

Insert-Disc Launch Party

December 01, 2009 There once was a website called The Gaming Dungeon. It was magical land of games and anime, but had a dumb name. Gaming Dungeon sounds either like a name thought up by a twelve year old (which is exactly the case) or an altogether different kind of dungeon, which is the basis for many jokes.  The staff also had limited control and no access to the server control panel. It was decided that what was needed is a fresh start with a respectable title and a more professional feel. In addition to the gaming and anime content of the past, the site is opening up its borders to a wider range of content. Content of film, Western comics, books, technology, and whatever else will be present. Insert-Disc will continue to provide an awkward balance between legitimate content and random buffoonery. The gaming podcast >Attack Magic Item Flee will continue in its new environment, and a new anime podcast (the old one’s title referred to the old website) will be added. There are plenty of secret plots and get-rich-quick schemes in store for Insert-Disc and we look forward to the journey with anticipation and with a back-up plan of selling tacos on the street corner if things just don’t work out. Insert-Disc is maintained by three editors Patrick Sutton, Kyle LaCroix, and Evan Krell and a handful of writers that can be found on the staff page. Many of the Insert-Disc staff can be found on twitter or in the comments section of other blogs. The I-D podcasts sometimes have other bloggers as guests or the staff has appeared themselves in other podcast episodes. An effort is made to contribute to the overall blogosphere and have and active place in the community.

The above paragraph is so cheesy that it was hard to write.
http://insert-disc.com Twitter aggregation of the Insert-Disc members: http://twitter.com/#/list/lwelyk/insert-disc-staff Insert-Disk facebook page: http://www.facebook.com/#/pages/Insert-Disc/226478539907

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