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	<title>Comments for Unlimited Lives</title>
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	<link>http://unlimitedlivesblog.wordpress.com</link>
	<description>Games, Music, and Oxford Commas</description>
	<lastBuildDate>Fri, 08 Mar 2013 14:55:40 +0000</lastBuildDate>
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		<title>Comment on Metroid II: Setting the Mood by Mike Schiller</title>
		<link>http://unlimitedlivesblog.wordpress.com/2013/03/07/metroid-ii-setting-the-mood/#comment-2768</link>
		<dc:creator><![CDATA[Mike Schiller]]></dc:creator>
		<pubDate>Fri, 08 Mar 2013 14:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1358#comment-2768</guid>
		<description><![CDATA[I&#039;ve played through the original, and the &quot;treasure behind the statue&quot; thing sounds familiar. Maybe there is a broken one in there...it&#039;s been 20+ years since I spent any real time with it (good lord).

Hmmm...maybe it&#039;s time to go back to the first one and reacquaint myself with it.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve played through the original, and the &#8220;treasure behind the statue&#8221; thing sounds familiar. Maybe there is a broken one in there&#8230;it&#8217;s been 20+ years since I spent any real time with it (good lord).</p>
<p>Hmmm&#8230;maybe it&#8217;s time to go back to the first one and reacquaint myself with it.</p>
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		<title>Comment on Metroid II: Setting the Mood by Daniel Primed</title>
		<link>http://unlimitedlivesblog.wordpress.com/2013/03/07/metroid-ii-setting-the-mood/#comment-2764</link>
		<dc:creator><![CDATA[Daniel Primed]]></dc:creator>
		<pubDate>Fri, 08 Mar 2013 02:22:16 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1358#comment-2764</guid>
		<description><![CDATA[Another great article. When you mentioned broken Chozo statues, I remembered encountering other broken statues in other Metroid games. It says on the Metroid Wiki that there&#039;s one in Metroid Zero Mission and Super Metroid, but I pretty sure that the original has one, or at least, they had one of the power-ups behind it and not in the hands of the statue. 

http://metroid.wikia.com/wiki/Chozo_Statue

This visual sign-posting and context setting is used throughout the series. For example, in Metroid Prime, each of the main areas starts out looking okay, and then slowly, as you venture closer to the boss, you can see the scars in the land, whether it be suggested by phazon, cracks in landscape, more industrial elements, or space pirate laboratories. It&#039;s great that despite being on the black and white Game Boy, Metroid II still retains this form of narrative. Given that the graphics are limited and Metroids could be anywhere, the shells are all that&#039;s needed, so long as they&#039;re prominently placed.]]></description>
		<content:encoded><![CDATA[<p>Another great article. When you mentioned broken Chozo statues, I remembered encountering other broken statues in other Metroid games. It says on the Metroid Wiki that there&#8217;s one in Metroid Zero Mission and Super Metroid, but I pretty sure that the original has one, or at least, they had one of the power-ups behind it and not in the hands of the statue. </p>
<p><a href="http://metroid.wikia.com/wiki/Chozo_Statue" rel="nofollow">http://metroid.wikia.com/wiki/Chozo_Statue</a></p>
<p>This visual sign-posting and context setting is used throughout the series. For example, in Metroid Prime, each of the main areas starts out looking okay, and then slowly, as you venture closer to the boss, you can see the scars in the land, whether it be suggested by phazon, cracks in landscape, more industrial elements, or space pirate laboratories. It&#8217;s great that despite being on the black and white Game Boy, Metroid II still retains this form of narrative. Given that the graphics are limited and Metroids could be anywhere, the shells are all that&#8217;s needed, so long as they&#8217;re prominently placed.</p>
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		<title>Comment on Metroid II and the Danger of Subversion by Mike Schiller</title>
		<link>http://unlimitedlivesblog.wordpress.com/2013/03/05/metroid-ii-and-the-danger-of-subversion/#comment-2762</link>
		<dc:creator><![CDATA[Mike Schiller]]></dc:creator>
		<pubDate>Thu, 07 Mar 2013 17:33:45 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1348#comment-2762</guid>
		<description><![CDATA[You have a point, regarding the term &quot;subversion&quot; - you&#039;re not breaking the rules of the game when you bull your way through the lava, you&#039;re simply breaking the order in which it&#039;s implied that you&#039;re supposed to do things, which I suppose is a long-standing Metroid tradition. 

Between the impossibility of plowing through the lava in the earlygoing and the instruction manual&#039;s suggestion that &quot;you must learn to work around it&quot;, though, the game does a good job of implying a &quot;rule&quot; that going through the lava is forbidden, and it feels at first like you&#039;re someplace you&#039;re not supposed to be. Still, you&#039;re right, there&#039;s no glitch here, no game genie wizardry that&#039;s breaking the game. The &quot;subversion&quot; is of a rule the player creates thanks to the environment and the context- like you say, an artifice. That the game allows the player to challenge those assumptions only adds to its effectiveness.

Thanks for the comment!]]></description>
		<content:encoded><![CDATA[<p>You have a point, regarding the term &#8220;subversion&#8221; &#8211; you&#8217;re not breaking the rules of the game when you bull your way through the lava, you&#8217;re simply breaking the order in which it&#8217;s implied that you&#8217;re supposed to do things, which I suppose is a long-standing Metroid tradition. </p>
<p>Between the impossibility of plowing through the lava in the earlygoing and the instruction manual&#8217;s suggestion that &#8220;you must learn to work around it&#8221;, though, the game does a good job of implying a &#8220;rule&#8221; that going through the lava is forbidden, and it feels at first like you&#8217;re someplace you&#8217;re not supposed to be. Still, you&#8217;re right, there&#8217;s no glitch here, no game genie wizardry that&#8217;s breaking the game. The &#8220;subversion&#8221; is of a rule the player creates thanks to the environment and the context- like you say, an artifice. That the game allows the player to challenge those assumptions only adds to its effectiveness.</p>
<p>Thanks for the comment!</p>
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		<title>Comment on Metroid II and the Danger of Subversion by Daniel Primed</title>
		<link>http://unlimitedlivesblog.wordpress.com/2013/03/05/metroid-ii-and-the-danger-of-subversion/#comment-2761</link>
		<dc:creator><![CDATA[Daniel Primed]]></dc:creator>
		<pubDate>Thu, 07 Mar 2013 08:59:18 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1348#comment-2761</guid>
		<description><![CDATA[I played Metroid II for the first time 2 years ago, got stuck, and, as you say, dropped it for a prettier, newer game. I really should get back to it some time.

I&#039;m not sure that I agree with you regarding the term &quot;subversion&quot;. If the player can do it, then it should be assumed that the designers are allowing them to do it. Unless it&#039;s something that the player obviously shouldn&#039;t be doing, like abusing glitches. There&#039;s not much point in guessing authorial intent.

What I love about the Metroid games is how they make players feel as though they&#039;re &quot;getting away with something&quot; when they discover a hidden secret or obscured path. The reality--and beauty--of the situation, however, is that the game was designed to make the player think this way: it&#039;s an artifice. Great article.]]></description>
		<content:encoded><![CDATA[<p>I played Metroid II for the first time 2 years ago, got stuck, and, as you say, dropped it for a prettier, newer game. I really should get back to it some time.</p>
<p>I&#8217;m not sure that I agree with you regarding the term &#8220;subversion&#8221;. If the player can do it, then it should be assumed that the designers are allowing them to do it. Unless it&#8217;s something that the player obviously shouldn&#8217;t be doing, like abusing glitches. There&#8217;s not much point in guessing authorial intent.</p>
<p>What I love about the Metroid games is how they make players feel as though they&#8217;re &#8220;getting away with something&#8221; when they discover a hidden secret or obscured path. The reality&#8211;and beauty&#8211;of the situation, however, is that the game was designed to make the player think this way: it&#8217;s an artifice. Great article.</p>
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		<title>Comment on The Perilous Perception of Bayonetta by Women in Video Games: Still a way to go&#8230; &#124; Rayn Fall</title>
		<link>http://unlimitedlivesblog.wordpress.com/2010/01/14/the-perilous-perception-of-bayonetta/#comment-2755</link>
		<dc:creator><![CDATA[Women in Video Games: Still a way to go&#8230; &#124; Rayn Fall]]></dc:creator>
		<pubDate>Wed, 06 Mar 2013 04:12:23 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=91#comment-2755</guid>
		<description><![CDATA[[...] who takes ownership of her sexuality and displays real power, the game was marketed to men in a way that turned her into a piece of meat on [...]]]></description>
		<content:encoded><![CDATA[<p>[...] who takes ownership of her sexuality and displays real power, the game was marketed to men in a way that turned her into a piece of meat on [...]</p>
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		<title>Comment on The Limits of Nostalgia: Ice Climber by moltenmustafa</title>
		<link>http://unlimitedlivesblog.wordpress.com/2012/04/06/the-limits-of-nostalgia-ice-climber/#comment-2389</link>
		<dc:creator><![CDATA[moltenmustafa]]></dc:creator>
		<pubDate>Tue, 27 Nov 2012 00:09:39 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1281#comment-2389</guid>
		<description><![CDATA[I think the thing that intrigues me the most about Ice Climbers is that the idea has tons of potential. It&#039;s really unique and you don&#039;t see many games like it, I can definitely see the novelty in it. I&#039;d love a reboot on the WiiU that takes full advantage of the concept, with better physics, game feel and level design.]]></description>
		<content:encoded><![CDATA[<p>I think the thing that intrigues me the most about Ice Climbers is that the idea has tons of potential. It&#8217;s really unique and you don&#8217;t see many games like it, I can definitely see the novelty in it. I&#8217;d love a reboot on the WiiU that takes full advantage of the concept, with better physics, game feel and level design.</p>
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		<title>Comment on The Limits of Nostalgia: Ice Climber by Señor S.</title>
		<link>http://unlimitedlivesblog.wordpress.com/2012/04/06/the-limits-of-nostalgia-ice-climber/#comment-2355</link>
		<dc:creator><![CDATA[Señor S.]]></dc:creator>
		<pubDate>Sun, 11 Nov 2012 21:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1281#comment-2355</guid>
		<description><![CDATA[This fucking game is fucking awesome. Honestly, one of my favourites as a kid. Pushing your friend off a ledge was priceless.]]></description>
		<content:encoded><![CDATA[<p>This fucking game is fucking awesome. Honestly, one of my favourites as a kid. Pushing your friend off a ledge was priceless.</p>
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		<title>Comment on Tools and Toys: Origin of a Gamer (#BoRT) by Señor S.</title>
		<link>http://unlimitedlivesblog.wordpress.com/2012/11/07/tools-and-toys-origin-of-a-gamer-bort/#comment-2354</link>
		<dc:creator><![CDATA[Señor S.]]></dc:creator>
		<pubDate>Sun, 11 Nov 2012 21:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1337#comment-2354</guid>
		<description><![CDATA[Excellent post here. Dude, many games you mention, I still have them. I really enjoy pac-man a lot too as a kid, Yars Revenge, was kind of odd when I was young, but it is still worth to play. And Pitfall and Hero, dude, those are 2 must-have.
Great post.]]></description>
		<content:encoded><![CDATA[<p>Excellent post here. Dude, many games you mention, I still have them. I really enjoy pac-man a lot too as a kid, Yars Revenge, was kind of odd when I was young, but it is still worth to play. And Pitfall and Hero, dude, those are 2 must-have.<br />
Great post.</p>
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		<title>Comment on The Limits of &#8220;Fun&#8221; (#BoRT) by jwheels</title>
		<link>http://unlimitedlivesblog.wordpress.com/2012/09/03/the-limits-of-fun-bort/#comment-2200</link>
		<dc:creator><![CDATA[jwheels]]></dc:creator>
		<pubDate>Mon, 17 Sep 2012 03:29:50 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1325#comment-2200</guid>
		<description><![CDATA[Excellent point Mike!  I think this is part of the process gaming is going through on its way to becoming art.  (Not that I don&#039;t think that it&#039;s already art, but some games more than others, and we&#039;re still a long way off from being widely recognized or taken seriously as art.)

At my school, our theatre department doesn&#039;t do comedies.  Our  director doesn&#039;t see something as art unless it&#039;s really saying something profound.  To her, theatre needs to go beyond being &quot;fun&quot;, and in the plays she chooses, a laugh in the wrong place can derail the entire performance.  Those plays contain scenes that are funny, or even hilarious, but the memorable moments are rarely fun.  Life changing, perhaps; but fun, certainly not.

I think that what you said here also touches on a general trend I see in gaming: we&#039;re finally moving past some of the old mechanics, whether by creating new game mechanics (e.g. Wii, Kinect, etc.) or by filling in other areas like writing.  RPGs rarely had engaging mechanics, and so had to rely on good stories; now shooters are cliche unless they stand out somehow, whether by having a good story or concept (e.g. Bioshock series), or by changing the mechanics (e.g. Borderlands combines a shooter with Diablo-style skill trees and loot).  Playing with the mechanics seems to me to be an attempt to find the fun factor again; but fleshing out your old mechanics with deep stories built on rich themes and complex characters - that goes beyond fun, to the realm of meaning, purpose, and...art.

Thanks for your insights!]]></description>
		<content:encoded><![CDATA[<p>Excellent point Mike!  I think this is part of the process gaming is going through on its way to becoming art.  (Not that I don&#8217;t think that it&#8217;s already art, but some games more than others, and we&#8217;re still a long way off from being widely recognized or taken seriously as art.)</p>
<p>At my school, our theatre department doesn&#8217;t do comedies.  Our  director doesn&#8217;t see something as art unless it&#8217;s really saying something profound.  To her, theatre needs to go beyond being &#8220;fun&#8221;, and in the plays she chooses, a laugh in the wrong place can derail the entire performance.  Those plays contain scenes that are funny, or even hilarious, but the memorable moments are rarely fun.  Life changing, perhaps; but fun, certainly not.</p>
<p>I think that what you said here also touches on a general trend I see in gaming: we&#8217;re finally moving past some of the old mechanics, whether by creating new game mechanics (e.g. Wii, Kinect, etc.) or by filling in other areas like writing.  RPGs rarely had engaging mechanics, and so had to rely on good stories; now shooters are cliche unless they stand out somehow, whether by having a good story or concept (e.g. Bioshock series), or by changing the mechanics (e.g. Borderlands combines a shooter with Diablo-style skill trees and loot).  Playing with the mechanics seems to me to be an attempt to find the fun factor again; but fleshing out your old mechanics with deep stories built on rich themes and complex characters &#8211; that goes beyond fun, to the realm of meaning, purpose, and&#8230;art.</p>
<p>Thanks for your insights!</p>
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		<title>Comment on The Limits of &#8220;Fun&#8221; (#BoRT) by Jordan</title>
		<link>http://unlimitedlivesblog.wordpress.com/2012/09/03/the-limits-of-fun-bort/#comment-2182</link>
		<dc:creator><![CDATA[Jordan]]></dc:creator>
		<pubDate>Fri, 14 Sep 2012 03:19:42 +0000</pubDate>
		<guid isPermaLink="false">http://unlimitedlivesblog.wordpress.com/?p=1325#comment-2182</guid>
		<description><![CDATA[I&#039;m a huge film geek, but I&#039;m not one of the ones that reveres Citizen Kane. I think we need something more like Reservoir Dogs (or a couple of other films from the early 90s American Indie movement) in gaming now.

I think what you said about a full range of emotional responses, including fun, is correct. I don&#039;t appreciate a game that goes out of its way to be un-fun, but I appreciate anything (game or otherwise) that is honest. If the narrative, characters or theme aren&#039;t fun, but it&#039;s an honest expression, then I support it. I&#039;d prefer fun, but I think I know what you&#039;re saying about full range of meaning, even if it&#039;s not light hearted.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m a huge film geek, but I&#8217;m not one of the ones that reveres Citizen Kane. I think we need something more like Reservoir Dogs (or a couple of other films from the early 90s American Indie movement) in gaming now.</p>
<p>I think what you said about a full range of emotional responses, including fun, is correct. I don&#8217;t appreciate a game that goes out of its way to be un-fun, but I appreciate anything (game or otherwise) that is honest. If the narrative, characters or theme aren&#8217;t fun, but it&#8217;s an honest expression, then I support it. I&#8217;d prefer fun, but I think I know what you&#8217;re saying about full range of meaning, even if it&#8217;s not light hearted.</p>
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