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Nerve@SXSW 2006.
Blogging the Roman Orgy of Indie-music Festivals.
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The Daily Siege
An intimate and provocative look at Siege's life, work and loves.
Kate & Camilla
two best friends pursue business and pleasure in NYC.
Naughty James
The lustful, frantic diary of a young London photographer.
The Nerve Blog-a-log: kid_play
The Nerve Blog-a-log: Super_C
The Nerve Blog-a-log: ILoveYourMom
A bundle of sass who's trying to stop the same mistakes.
The Nerve Blog-a-log: The_Sentimental
Our newest Blog-a-logger.
The Nerve Blog-a-log: Marking_Up
Gay man in the Big Apple, full of apt metaphors and dry wit.
The Nerve Blog-a-log: SJ1000
Naughty and philosophical dispatches from the life of a writer-comedian who loves bathtubs and hates wearing underpants.
The Nerve Video Blog
Deep, deep inside the world of online video.
The Nerve Blog-a-log: charlotte_web
A Demi in search of her Ashton.
The Prowl, with Ryan Pfluger
Nerve @ Cannes Film Festival
May 16 - May 25
ScreenGrab
The Nerve Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
The Nerve Blog-a-log: that_darn_cat
A sassy Canadian who will school you at Tetris.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
The Nerve Blog-a-log: funkybrownchick
The name says it all.
merkley???
A former Mormon goes wild, and shoots nudes, in San Francisco.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Nerve's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
The Nerve Blog-a-log: Charlotte_Web
A Demi in search of her Ashton.
The Nerve Blog-a-log: Zeitgeisty
A Manhattan pip in search of his pipette.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

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  • Whatcha Playing: Weight of the Stone



    Videogames are rich with memorable moments. Born of both play and story, there are those images, those brief passages of achievement, that are emblazoned in your memory: the first time you clear 100,000 points in Tetris, the dogs bursting through the window in Resident Evil, the booming march that begins to play after the baby metroid’s sacrifice during Super Metroid’s climactic battle with Mother Brain. We are tied to these events thanks not only to those games’ mechanical and artistic design but because of our agency in them. We facilitate these conclusions and, since the game is well-made, we feel them. Another classic: Solid Snake’s first fight with the cyborg ninja, Grey Fox. Like so much of the Metal Gear Solid series, this sequence is ludicrous: simplistic to play, overdramatic, over-everything. But when Grey Fox begins screaming, “Make me feel!” and your controller begins to shake in time with his uncontrollable gesticulations, the scene becomes something else. In 1998, rumble technology was still relatively new in home gaming, so having this drama reflected in the physical world made that much more of an impression. Every time Snake was kicked in the gut or when you landed a hit amidst this half-man’s yowling was tangible.

    I feel a lot like Grey Fox when I play videogames these days, particularly action fare. I want an action game to make me feel. Not necessarily a profound emotional reaction – though that’s always a plus – so much as a physical one.

    Read More...


  • Where Are All Of Videoland's Nice Jewish Boys?

    Sundown tonight marks the start of 5769 according to the Jewish lunar calender (endorsed by werewolves everywhere). Become an honourary Jew and take the day off work to eat apples and honey. Everyone around me is doing it. Hell, any day is a good day to eff off and eat apples and honey. And by "apples and honey" I mean "wine" and by "eat" I mean "drink."

    In August 2005, I got to attend Otakon in Baltimore and schmoose with Rabbi Wolfwood. Rabbi Wolfwood is a widely popular cosplayer who dresses as Wolfwood, the travelling priest from the Trigun anime--but he makes a few necessary alterations to his costume, of course. Good Jewish boys don't carry Cross Punishers; they carry Star Of David...Punishers.

    The Rebbe and I talked briefly about a missing presence in games: Jewish characters. Though they tend to appear in big-name games developed in the West (Bioshock had its delightfully batshit Sander Cohen), Japan's roster of Jewish characters hovers somewhere around -0.1%.

    Read More...


  • The End Has No End

    I recently played through Ratchet & Clank: Tools of Destruction and, while I had a long list of problems with the game, the conclusion cinema was certainly a troublesome concern. More than anything else, the massively disappointing finale made me realize how intensely narrative-driven the game was, even more than the New York Times' claim that the game was an interactive Pixar movie (which, for the record, it totally is not). Ever since games first became produced on discs rather than cartridges the focus on cinema-centric storytelling has been undeniable, most notably with early Playstation games like Final Fantasy VII and Metal Gear Solid.

    Read More...


  • A Letter to the Industry: How to Destroy the Female Gender Barricade



    Girl gamers, how to attract more women to games, making games for girls, various takes on these topics have been popping up a lot lately. This is a subject quite close to my own heart and I have compiled a few suggestions for game developers to consider when making their next title (assuming said game is aimed at an audience broader than “randy male youth”). These are not suggestions for how to make a game just for girls but rather, how not to drive us away...

    Read More...


  • The 61FPS Review: Metal Gear Solid 4 Part 2



    As I mentioned in the first part of this review, Guns of the Patriots is the Metal Gear that proves beyond a shadow of a doubt that, for the series and game type, passive viewing is every bit as much a part of the play experience as actual player control. It’s misleading, though, to think that Metal Gear Solid 4’s greatest achievement is its presentation. Since its debut on the MSX in 1986, the actual game under Metal Gear’s graphics and story has been about using a limited, often suffocating interface to explore multiple solutions to a problem. A classic scenario: Solid Snake enters a room filled with obstacles (packing crates, trees, stationary vehicles) and a handful of hostile artificial intelligences (soldiers, security cameras, dogs) moving along set paths.


    Metal Gear 2: Solid Snake and Metal Gear Solid 3: Snake Eater

    The goal is to guide Snake passed hostile elements without alerting them to his presence. The environment and tools acquired in its boundaries (anything from firearms to camouflage) create options; you could crawl under cars to avoid detection or tranquilize a soldier to distract the others as you move on. Snake is difficult to manage though; move too fast and you risk accidentally walking into an enemy’s line of sight, fire a gun and you risk being heard. You could make the argument that the finicky and imprecise control of Snake is immersive, simulating the stress and precision of actual stealth, but the truth is that it superficially increases difficulty, masking the rudimentary artificial intelligence’s faults. In Guns of the Patriots, not only has the environment and multiple-solution approach been expanded upon in both scope and realism, but the control has been streamlined to a point where agency is truly in the player’s hands, no longer at the mercy of a stilted interface.

    Read More...


  • The 61FPS Review: Metal Gear Solid 4 Part 1



    I’ve spent the last ten years of my life resisting Metal Gear Solid. I didn’t play the series’ opening chapter until April of 1999 and, even then, I only played because it was gifted to me by an exceptionally generous friend. At sixteen, I considered myself a staunch traditionalist. I wanted my games two-dimensional and my gameplay familiar so Metal Gear Solid didn’t appeal to me (I'd be lying, though, if I said its monumental popularity wasn't at the heart of my dismissing it.) It took playing MGS to realize Hideo Kojima, more an eccentric than a trendsetter at that point, had captured the gaming zeitgeist in two discs of content. Basic play in MGS was little more than a polished version of the original Metal Gear’s, but its presentation and narrative ambitions were a new face for gaming, every bit as redefining as Mario’s first hop-around Princess Toadstool’s 3D castle. MGS’ in-engine acted-cutscene, dramatic-instance formula remains the template for storytelling in videogames to this day.

    Read More...


  • Games Cost Money: Sony Cans The Getaway and Eight Days



    While the salad days of the Playstation 2 are at an end for Sony, things have been looking up for the entrenched corporate monster in 2008. Little Big Planet continues to wow, Gran Turismo 5: Prologue had a healthy release in April for a game that’s little more than a demo, and the buzz surrounding Metal Gear Solid 4’s impending release is loud enough to even drown out some of that Grand Theft Auto fervor that’s been going on. The stigma surrounding the Playstation 3 – that it’s an expensive, ugly machine without many games to play on it – is slowly starting to fade, and it has everything to do with some truly exciting exclusive software. So it’s disheartening to hear that two games being developed by Sony’s own London Studio have been cancelled. Eight Days, a Michael Bay-tinged action game that fused car chases with shootouts in the American southwest, and The Getaway, a sequel to London Studio’s successful PS2 Brit-crime drama series, have both been given the axe “due to the redistribution of resources and budget.”

    While I’m the first to exclaim my love for the big-budget blockbuster games coming out on the 360, PS3, and PC these days, the truth is that, for at least the short-term future, they may not be an economically feasible pursuit for most developers.

    Read More...


  • Metal Gear Solid: Hideo Kojima’s Inability to Show Instead of Tell



    As Metal Gear Sold 4’s June 12th release date looms, more and more information about Solid Snake’s purported final adventure has begun to leak into the press. British gaming mag CVG reported late last week that MGS4 features a cutscene that lasts a full ninety-minutes. While the article doesn’t mention where said cutscene appears in the game – it may be smack in the middle or after the conclusion of play for all we know - it still means that a player will watch MGS4 for an hour and a half instead of playing it.

    Director and designer Hideo Kojima, in his Metal Gear Solid series especially, is notorious for using long non-interactive cutscenes and filling them with verbose, convoluted narrative. This over-reliance on the narrative language of film turns a number of players away from the games completely. Just two months ago, I replayed through MGS1 through 3 and both of my roommates could barely stand to be in the room while I played because, more often than not, the screen was filled with stiff talking heads. Games are meant to be played, not viewed, and that maxim makes Kojima a difficult creator to engage.

    Read More...


  • Bringing Sexy Back: Yoji Shinkawa



    When it comes to Metal Gear Solid, Hideo Kojima’s always the first name that springs to mind. Yeah he’s the creator, the designer, the director, the writer of all that dialogue, not to mention that the entire team behind the games is named after the man. But another name springs to my mind as I quiver with anticipation of Metal Gear Solid 4’s release: Yoji Shinkawa. Shinkawa’s expressive illustrations have been the face of the MGS series from the beginning and are, if I do say so, sexy as hell. The vaguely defined faces of his figures, the broad-stroke heavy lines of his characters, the almost melancholic tone of his largely monochromatic illustrations. Shinkawa gets us hot and no mistake.

    What do you say, FPSers?

    Read More...



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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Peter Smith Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.

    Send tips to 61fps@nerve.com