Kotaku

Let This Comiket Cosplay Gobble You Up: Day TwoThe Comiket, aka Comic Market, is in full swing in Tokyo. Comiket is not only the biggest self-published comic book fair in the world, it's also a huge cosplay extravaganza.


As previously mentioned, Comiket, first held in 1975, is now a biannual event, drawing half a million visitors to both the summer and the winter Comiket.


Yesterday, Kotaku featured the first day of Comic Market cosplay. Have a look at the second day, with photos from sister site Kotaku Japan as well as cosplay site Asagawo Blog. More photos in the links below.


This year's Comiket runs from Dec. 29 to Dec. 31 at Tokyo Big Sight.


To see the larger pics in all their glory, click on the "expand" icon on the main image above.


その1, その2, その3, その4, その5 [アサガヲBlog]


ロックマンだぜ?, かわいい女の子のコスプレを集めてみた [Kotaku Japan]


Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two
Let This Comiket Cosplay Gobble You Up: Day Two


Kotaku

Is L.A. Noire Kotaku's Game of the Year?The hardest thing at the end of the year is to parse yourself from the hype you're experiencing and think back to the games you played during the summer, the spring, and yes, 2011's early months.


This fall, when so many of the big games were released, the studio that made my GOTY was going down in flames. This was after a ridiculously long seven-year development period, a stupid misspelling ("Noire?" No, you mean noir), and seemingly endless workplace abuses. The behind-the-scenes development story was dark and destructive. It's amazing the game was even released at all.


That game was L.A. Noire.


WHAT I LOVED


Here's a Yarn - I play video games for gameplay and story. And this year, L.A. Noire sophisticatedly told a great tale with dialogue that sparkled, thanks to smart writing and talented actors. So often, video game plots feel dumbed down. L.A. Noire didn't. I believe Totilo once brought up the importance of whether or not a game was worth playing again—who cares, I can think of countless wonderful movies I'm content with seeing only once. That doesn't make them any less great.


Point-and-Click-and-Talk - This must be the most expensive point-and-click game ever made. I loved combing through crime scenes, finding clues, and then shaking down suspects. The gameplay was so different from everything else, which always relies on shooting (L.A. Noire has that, too) and driving (ditto). L.A. Noire felt fresh, different, and unlike anything else.


I Love L.A., Hate the Main Character - I got lost in the jazz, the old cars, and 1940s Los Angeles. The world of L.A. Noire seduced me, just like real L.A. Protagonist Cole Phelps, while sympathetic, is a bit of a dick as are most noir archetypes. Filmmaker Paul Schrader pointed out that film noir isn't not a genre. Rather, it's a mood and a specific time period in film history. For all its references and hat-tips, L.A. Noire understands that. The bleak characters are fitting for a game inspired by the genre and for a game barreling towards a nihilistic conclusion.


WHAT I HATED


That Is Not How You Hold a Notebook - Seriously? Who holds a notebook like that?


As flawed as L.A. Noire is (and it is flawed), the game did so much, so well and so differently, that it not only merits to be my GOTY, it also merits to be yours.



Stephen Totilo Responds:


WHAT I LOVED


Gamble of the Year - I love when studios take risks. This was a huge one for Team Bondi and the crew at Rockstar that brought this across the finish line. If you're trying to make a guaranteed hit, you make a shooter, not a game about determining, from tones of voice and facial expressions, if a person is lying. I'm so glad they made this.


Who Can you Trust? - Games have too few liars in them. Most lore-dumpers in role-playing games and bragging bosses in action games ramble the truth. Not here. This game was all about sifting truth from lies. My favorite strain of that: wondering if even the guy I was controlling was the kind of man I thought he was.


The Partners - Every one of them was a character, in the best possible ways.


WHAT I HATED


The Necklines - The faces of L.A. Noire's characters looked human. The bodies looked mannequin. And there cracked the illusion the game was made to build. As real as vintage L.A. looked, its people looked fake. The tech seemed halfway there, a mile marker toward future gaming graphical achievements.


I don't think about L.A. Noire much these days, which is why my gut tells me it's not the GOTY. It didn't linger, but it did do so many things well. It deserves this nomination.



Evan Narcisse responds:


When it came to sheer drama in AAA video games this year, very little came close to beating the battle of wits in L.A. Noire's tense cop/suspect confrontations. Yet, after the dazzle wore off, Rockstar and Team Bondi's joint effort left me with some, um, doubt, as to whether it should be a Game of the Year.


WHAT I LOVED:


That Old-Time Religion: Thanks to the motion capture technology and great preformances, playing through L.A. Noire felt like getting to participate in a 1940s radio play, only in updated, interactive form. The attention paid to design and aesthetics make L.A. Noire a period piece on par with the Assassin's Creed games and Team Bondi's willingness to downplay action elements to focus on investigation and interrogation made the game stand out even more for other titles this year.


WHAT I HATED:


Get a Move On, Ya Bum: L.A. Noire was one of those games this year that I felt was just too long. I realize that the story structure and flashback statement was in service of building suspense and a sense of the characters, but I just wanted to get on with it after a while.


L.A. Noire can be looked at as part of video games' journey of evolution. Still, the crime drama felt more frustrating and a little less perfect than other games this year. Bold? Yes. Best? No.



Owen Good responds


L.A. Noire is by far the most maturely presented and professionally acted story I have ever encountered in a video game. But as a game it left me almost painfully disappointed, wanting more.


WHAT I LOVED


The Last Good Man - Of all characters I encountered this year, none meant more to me than Herschel Biggs, the arson desk loner who partners with Cole Phelps in the game's concluding act. Phelps' partners were all foils for his ascent and fall, yet Biggs earns his own redemption as you pursue Phelps'. Biggs' turn from a disinterested, paper-pushing skeptic into a corruption fighter with a renewed moral code delivers the subtle optimism that the best in film noir is never too hard-bitten to show. With a beautiful acting job by Keith Szarabajka, Herschel Biggs stands for all that is good in L.A. Noire.


WHAT I HATED


I Still Need Him - For all of its luxurious set decoration—and it conveys a powerfully vivid sense of place—the basic interaction offered by L.A. Noire is very thin, leaving this gorgeous city to serve only a sightseeing purpose. It is a painfully linear game that is done a disservice by having the action-oriented side pursuits segregated from the main experience. Ordering your partner to drive began as a time saver, but then exposed how little I was actually doing in this game other than turning over evidence and pressing a button to ask questions. Because the game's true novelty is in the suspense of puzzling out each case there is almost no replay value in the game, even to correctly ask all questions and find all the evidence.


Trading in L.A. Noire was my saddest day as a gamer this year, but I knew I would never play it again.



Luke Plunkett responds:


I thought we were voting for Game of the Year. Not Game Show of the Year.


WHAT I LOVED


Face On - Not much else in L.A. Noire was worth the wait, but that face tech sure was. For the most part. When it wasn't coming apart at the neck or mouth, it provided more punch than any video game face has ever managed before, and was the only thing keeping one of the game's core mechanics from being 100% guesswork.


A Time and a Place - God I love me some proper historical games, and I appreciate the lengths to which Team Bondi and Rockstar went to really bottle 1940s Los Angeles. Especially the hats.


WHAT I HATED


Game Show - L.A. Noire is, at its heart, the world's most boring game of Who Wants to be a Millionaire.


Face Off - When Team Bondi's face tech worked, it was mesmerising. When it didn't, it was a horror show.


This might merit your vote, Brian, but it doesn't merit mine. "Mostly boring with nice faces" isn't a quality I look for in my GOTY.



Kirk Hamilton responds:


Oh, L.A. Noire. I have such complicated feelings about you. So many things I liked, or wanted to like, but so many things I found frustrating, alienating, and weird. If only there were some binary way of breaking down my thoughts…


WHAT I LOVED


Let's Play Together - 2011 was the year that I rediscovered how fun it can be to play single-player games with your friends. L.A. Noire lent itself to this kind of social play extremely well.


Points for Ambition - I liked how the facial-capture tech wasn't just for looks, but allowed the designers to build a game that revolved around a new mechanic rather than the same old running, jumping, shooting, etc.


Play It Again, Sam - I adored L.A. Noire's fantastic jazz soundtrack. Any game that scores a chase-scene with a bass clarinet solo is cool by me.


WHAT I HATED


Empty Suit - The film-set façade of L.A. Noire's Los Angeles creeped me out. It wasn't just boring, it was oppressive. Ditto the Phelps-obsessed NPC street-chatter.


The Opening Chapters - Things picked up after Homicide, but the first half of the story was a predictable, unsatisfying slog.


Unclear Rules, Unfair Play - The rules of each interrogation were unclear, and several scenarios were built around forced failure. I didn't like that I had no choice but to put innocent men away, even though I could tell that they had been set up.


Whadda "Dick" - Protagonist Cole Phelps was a real knob, and not in a compelling antihero way. He was blustery and confused, pathetic and abrasive. Shut up, Cole Phelps.



Michael Fahey responds: :


As a long-time fan of the adventure genre, I wasn't quite as overcome by the power of L.A. Noire as players that had never experienced the joy of pointing and clicking their way through a crime scene.


WHAT I LOVED:


So It Gave Good Head: L.A. Noire did feature some of the most realistic facial animation ever seen in a video game. This was accomplished using a process so complex it required each actor to say his or her lines in exactly the same way their video game counterpart would. Why not just have full motion video? Come on people, this is the year 2011, it's not like anyone is rotoscoping anymore.


WHAT I HATED:


Yep, That's Another Dead Woman's Arm: L.A. Noire successfully made finding a dead woman in a park and rifling through her things seem boring. After the third or fourth lady corpse I'd completely had my fill. I bet somewhere out there an aspiring serial killer played this and decided he'd rather run a fruit stand that secretly sells alcohol on the side.



There you have it, our arguments for and against L.A. Noire as Kotaku's 2011 Game of the Year. This is the last argument of the week. Now, we are going to vote and announce the winner on Monday, January 2.


Read the rest of our 2011 GOTY debates.


Kotaku

One Very Good Reason to Be a Nintendo-Exclusive GamerTired of being picked on and looked down upon for being a Nintendo-exclusive console owner, commenter ClaudioIphigenia speaks up on Kotaku about the rather reasonable reasoning behind his brand loyalty.


So after having just replied to three different comments on why I only own a Nintendo console, I figured it was time for a Speak up on it.


Yes, you read that right, I only own Nintendo consoles. Now before you fly into a rage calling me a fanboy or whatever, get the whole story. My family doesn't have a ton of money. I have to forego a lot of things, but one thing my family has always been good about is my video gaming. An unfortunate side effect of the whole lack of funding is that I don't have as much money as I would like for every game that comes out. A lot of times I barely have enough money to get all the Wii/(3)DS games I want, and I shudder to think how owning a PS3 would add to that.


So yes, there are people out there who are older than 10 but younger than 65 who only own Wiis. Yes, those people are perfectly happy only owning a Wii. I have more games on that than I know what to do with. I'm not uninformed as some people insinuated yesterday, I know full well what I'm getting when I buy a Nintendo console. I'm buying something that probably won't get a ton of support from 3rd party developers, but will have the games that defined my gaming life thus far.


Not everyone who browses Kotaku has unlimited money to spend on gaming, which seems to be a hard concept for some users to grasp.


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
(Super Mario Coin Box by MaccaMacca91 | DeviantArt)
Kotaku

Wipeout 2048 Was This Close to a Beautiful Zombie Apocalypse For some odd reason Wipeout 2048 lead designer Karl Jones and game director Stuart Tilley decided it was a good idea to explain in detail just how cool the futuristic PlayStation Vita racer was before they scrapped the terror-inducing Zombie secret game mode.


How can a futuristic racing game possibly add zombies? I know it sounds ridiculous, but the plans the folks at Sony's Liverpool Studios detail in a post on the PlayStation Blog today actually seem pretty freaking amazing. The rules of ZOMBIE were simple enough – survive the horror for as long as possible by avoiding or taking out the Zombie ships. You start in darkness, alone on the track. Then you hear them in the distance, the digital scream of their engines filling you with dread. They start to show up on your Zombie radar, a handful at first in hot pursuit and full of ominous darkness. Then they're on you, ramming you, destroying themselves if need be, but they're taking you with them. You can pick up Cannons and the occasional (but very rare) Quake to defend yourself, but it's only going to delay the inevitable – you will die. As time goes by, more and more Zombie ships appear, becoming more and more aggressive, until you are surrounded by a swarm of carbon-clad deliverers of Armageddon, and that's before a Zombie Mother-ship even shows up…shudder!This sounds positively glorious.


And it's gone.


But maybe not forever. In the PlayStation Blog article explaining the lost mode, developers say the mode has been placed on the backburner for now, gone but not forgotten, a fading nightmare poised to return at any moment.


DLC, anyone?


WipEout 2048′s Zombie Apocalypse [PlayStation Blog Europe]


Kotaku

Talk Amongst Yourselves Another Friday, another holiday weekend. This time, it's New Years, and we all have to celebrate the end o' times. We all have one more year people. What are we going to do with it? Personally, I plan on buying a Virtua Boy.


What are you going to do with your final year (you can't say build time machine and kill mayans)? Everybody sit down and gather round, for this weeks Talk Amongst Yourselves.


Many thanks to thesinginghatchet for today's TAYpic! We could use more entries folks, because there's much of December left to fill with images, so please submit with the instructions below.


Take a crack at being featured atop TAY some time this month simply by making a hilarious Photoshop or some other manipulation of the month's image. Pull a clean version from this thread. Make sure your image is 16x9 and funny. That will improve the odds of your image getting picked. Submit the image to the #TAYpics thread. Good luck!


Kotaku

For years, the Nintendo 64 Kid has been the epitome of holiday game gift giving. Two kids went bananas over getting a Nintendo console, complete with box paw scratching and raised fists. It was a heroic moment.


That was then. The Nintendo 64 Kid is all grown up. This is now. This is the iPod Touch Kid.


In the above clip, a young child receives an Apple portable and loses his shit. Here we are generations later and kids are now getting excited over iPods. Go figure.


Oh, and if you haven't watched the clip yet, you might want to turn the sound down—or off, even.


Greatest freak out ever [YouTube Thanks, Terrence!]


Kotaku

A Beatdown in Which No One Threw the First PunchThe guy who supposedly started this rides a crotch-rocket motorcycle, and his Facebook gallery is full of shirtless, sunglassed, dudebro posturing, koozied beer in hand. He's in marketing and he can't spell for shit, even when he's insulting you. He may even be a steroid user.


Halfway into the Internet's No. 1 white-hot outrage of the now, it is easy to spot the bully. But it's not Paul Christoforo.


Bullies never take the first swing. They look for a pretext that justifies one. Mike Krahulik, the artist and co-founder of Penny Arcade, found it when Christoforo tried to big-time an unhappy customer with the fact the product he represented would be at Penny Arcade Expo East. The customer, unbeknownst to Christoforo, had forwarded the email to Krahulik, the guy who runs that show. And that single mention, according to Krahulik himself, is all the provocation he needed.


"It really was just the mention of PAX," Krahulik told Kotaku on Thursday. "The guy was obviously being a jerk, but then to have him use PAX as leverage or a weapon, and count me among his allies, that was way too far."


By the time Christoforo mentioned PAX, his fate as an asshole had been sealed. But if his reference implied any kind of relationship with or endorsement from its organizers, I'm not seeing it. "See you at CES , E3 , Pax East ….?" he wrote. "Oh wait you have to ask mom and pa dukes your not an industry professional ..."


"Holy shit this is unbelievable," Krahulik wrote, in the first email he contributed to this pissing match, a message he sent to both Christoforo and "Dave," the upset customer. "Dave, if this guy has a booth at Pax East we will cancel it." His preceding ironic annotation "The Pax East comment gets my attention and I decide to engage. I tend to have a calming effect on these sorts of arguments," betrays the fact he had no intention of providing that.


"This is a guy being a real bully, a real jerk to one of our readers," he told me, "and then when I read the PAX quote where he aligned me with him in a nebulous way—it's one thing to be a bully and it's another to imply that I condone his actions."


He's reaching for a reason, where none exists, to say that someone else started it. This is strange because Krahulik plainly admits his tendency to act precipitously and self-destructively, to the point Penny Arcade's business staff knows that managing the fallout from his behavior is part of their job description. I think he wanted to kick Paul's ass and was waiting for the slightest moral justification for doing so.


That's his prerogative. Penny Arcade is not my business and I've never attended PAX. But the fact remains this incident never would have become the Internet scandal it is if Krahulik didn't decide it involved him and it involved Penny Arcade. There's a difference between saying, for example, "The Boston Red Sox endorse what I write," and "I'm going to a Red Sox game." Well, PAX is a Red Sox game in this case; all Christoforo said was he was going to it, which more than 100 exhibitors do in Boston.


If Paul Christoforo dropped anyone's name with the implication he had their support, it was Kotaku's (and IGN's and Engadget's). And if anyone dragged Penny Arcade into the discussion, it was either Krahulik or Dave, the customer who unloaded a 1,000 word complaint over a joystick attachment's missed delivery date and forwarded that to Penny Arcade, Kotaku, and other major gaming publications as a plea for support.


Krahulik sounds like he was all too happy to finally be the big friend on the playground.


"(Dave) approached someone in a reasonable way, and Paul was a bully," Krahulik told me. "It's like Dave said 'Hey what time is it,' and Paul punched him in the face. And what I did was say, 'Whoa, Paul, buddy, I know karate, believe me," and he didn't, and so I gave him a little chop.


"Is that a bully? Maybe," he said. "I'm an asshole, and some day I'll get it too, I'm sure."


Re-read the email thread, before the fireworks begin, before Christoforo lips off to Krahulik and then truly gets what's coming to him. Dave, full of customer-is-always-right dudgeon, is as much of an instigator in this as anyone. Paul is being offensively bureaucratic and his inability to use proper spelling or grammar, or to be bothered to correct such mistakes, certainly disrespects the reader.


The shitshow really only begins when Dave unloads a pedantic lecture on his consumer rights and Paul's responsibilities (with plenty of all-caps), appends some extraneous insults to let Paul know he looked him up on Facebook, and then puts our tips email (and evidently IGN's and Engadget's) in the cc: field as an implied threat.


Hardcore video gaming culture carries a chip on its shoulder the size of a manhole lid.

Let me ask this: If Christoforo later dropping Brian Crecente's name as an implied endorsement is false and obnoxious—and it is—then isn't it also obnoxious for Dave to threaten Christoforo with our name (and other publications), making the same implication that we endorse his position?


Hours after Krahulik posted the email thread on Penny Arcade, this had completely devolved from a petty consumer complaint into total warfare. It's easy to understand why. Hardcore video gaming culture carries a chip on its shoulder the size of a manhole lid, and among other things, it views itself as dismissed or taken for granted by monolithic forces who care only for money and nothing for the community's artistic passion and independent spirit. Paul Christoforo and Dave, in their attitudes toward each another, represented all of that conflict. It helped also that Christoforo's Facebook photographs were as much of a self parody as his atrocious grammar and typographical errors.


Timing had plenty to do with it, too. "What did you expect would happen," a friend suggested to me. "It's the week between Christmas and New Year's, everyone's on break with nothing to do." It reminded me of why the JonBenet Ramsey homicide of Dec. 26, 1996, and the Raëlian cloning hoax of Dec. 26, 2002, got such traction. It's an inherently dead news cycle, whatever you're covering.


By late in the day of Dec. 27, Reddit's gaming front was a CNN-esque all-Paul, all-the-time crawl, devoted to the original offense, pictures culled from Christoforo's Facebook page, a hunt for anything embarrassing about his company "Ocean Marketing" (sometimes hilariously misspelled) and imgur parodies trying to cement the latest meme off the controversy. Nearly every gaming blog and site had written something about this foofaraw. Sage voices of gaming journalism took to Twitter to sound their disapproval, and the spread was so wide it inevitably trickled into mainstream outlets.


Christoforo at first expressed confidence that this was fine, in an any-publicity-is-good-publicity vein. His tune changed later in emails to Krahulik, in which he claims to have a wife and child in a plea for Krahulik to calm the Internet's fury. By the end of Tuesday, a parody video already had been released. Reddit oscillated between calling off the attack because the Avenger was a product some of its users enjoyed, and pressing the abuse because the company's ownership still had connections to Christoforo and either hadn't disavowed or was being duplicitous about them.


The upshot seems to be what everyone who despises Electronic Arts and Activision and Bobby Kotick and GameStop and Ubisoft and DRM and Call of Duty and Madden NFL has always wanted: Some marketing douchebag got fired. Except he didn't represent any of those companies or products or anything that actually makes zillions and truly shapes the video gaming market. He sold what is basically fetish gear for a controller. By Wednesday evening, N-Control had hired a new publicist, guaranteed a Jan. 15 delivery date, offered a $10 discount to everyone with a standing order on the product, and more or less KGB'd Christoforo from company memory.


And everyone, evidently, was happy.


I don't think anyone in this fiasco has anything to be proud of. Christoforo surely deserves no benefit of the doubt. He said plenty to reveal his contempt for you and me. His conduct, however provoked, is deplorable and a firing offense on its face, and he does not belong in any customer-facing job.


N-Control had its head up its ass, too. Its amateurish customer satisfaction operation placed an inside sales contractor at a consumer call center desk, creating the ferment for this needless psychodrama, which evidently had precedent. And—speaking purely for myself—my publication isn't innocent either. We've also provided a megaphone to both the combatants and the cheering section in this pointless, communal fistfuck of entitlement, narcissism, imagined persecution and arrogance.


"Someday every bully meets an even bigger bully and maybe that's me in this case," says Krahulik.

But there is also an arrogance in the conduct of Dave, of Krahulik and of Reddit, and it is also contemptible. Who appointed any of you the cop? More importantly, who appointed you the sentencing judge? These three parties demonstrated that they have no concept of a proportionate reaction to or suitable retribution for petty disappointment. Their methodology is the tarnished golden rule of do unto others before they do unto you, propped up by a purely emotional justification—I was once bullied; I'm an aggrieved customer; I am lied to by corporations. All of these are abusive relationships shaped by the consent of the abused, and are the contrived basis for the total annihilation of Paul Christoforo over a 36-hour span.


"I have a real problem with bullies. I spent my childhood moving from school to school and I got made fun of everyplace I landed," Krahulik later wrote on his blog. "I feel like Paul is a bully and maybe that's why I have no sympathy here. Someday every bully meets an even bigger bully and maybe that's me in this case."


As his example implies, bullying behavior is indeed often a manifestation of once being bullied. Krahulik retrofitting his actions as a justifiable adult reaction to being bullied as a child is offensive to those who have legitimately suffered such peer abuse.


And then there's his closure: "When these assholes threaten me or Penny Arcade I just laugh. I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."


Krahulik did not back down from that a bit when I read it back to him and asked for a deeper explanation.


"I have messed up, and I will definitely hurt myself if I think I can hurt someone else," he said. "I'm not defending that as a noble statement, I'm just being who I am."


It's especially sad to consider that, for the millions who enjoy Penny Arcade, the thousands who attend its expos each year, and yes, I'll go here, because I've met them, the hundreds of sick children, many of them terminally so, given games and toys by its charitable foundation.


•••

Like Paul Christoforo, I am 38. Like Dave, I have a gift for the highly offended screed. In the fall semester of my junior year at N.C. State I got three tickets for parking in the lot of my own fraternity house. The third time, I was beyond outraged. It was all a scam, a ripoff, a means of control. The university had recently annexed all the parking spaces at or nearby frat court and was forcing me to buy a permit, or pay fines for nothing, to subsidize the debt on an enormous deck the campus had built and couldn't fill. I paid my ticket with a "FUCK YOU" written in the memo line of the check. And boy it felt great.


Naturally, that check had my address, name and handwriting on it, so it wasn't too hard to trace. A couple weeks later I got a call from the office of student affairs, and was directed to meet with its senior administrator. His office was in the building next door to where I worked as a writer for the student newspaper. I came over and he presented me with the canceled check. asking if it was mine.


Of course it was. I laid out all the reasons why my anger was justified. I told him the check was a contract, and by cashing it the university accepted its terms, an argument that, in 1993, foreshadowed all the condescending logic and horseshit legal scholarship you read every day on the Internet.


"That's great," he said. "We're not going to waste our time punishing you. That's not why I brought you here.


"I read you in the paper," he said. "You're a real pissed-off guy. You keep doing this kind of shit, someone's going to take a shot at you some day."


That was as axiomatic for Paul Christoforo as it is for Mike Krahulik.


Kotaku

Time Magazine Digs Minecraft Enough to Call It Game Of The Year It's been an incredible year for Mojang's sandbox construction game, with mobile versions out in the wild, an ever-growing fanbase and their very own convention. To top all of that off, Notch and crew had Minecraft deemed as the past year's best game by one of the world's oldest newsmagazines.


Time Magazine--with some help from yours truly—ran down ten great titles from 2011, and the list also includes Dark Souls, Bastion and Sword & Sworcery. Portal 2 came in at second just under Minecraft, followed by The Legend of Zelda: Skyward Sword. What about Skyrim, you ask? Oh, it's on there. Click the link to see where Bethesda's RPG and a bunch of other titles wound up.


(Image courtesy of Time Magazine)


The Top 10 Everything of 2011 [Time Magazine]


Kotaku

A Co-Creator of Jak & Daxter Gets Literary with Fantasy Novel The Darkening Dream What do you do after founding and retiring from one of video games' most successful development houses? If you're Naughty Dog co-founder Andy Gavin, you write books.


The first of said books is The Darkening Dream, a shadowy fantasy novel about a young girl caught up in a battle that pits ancient supernatural forces like vampires and Egyptian gods against each other. On his personal website, Gavin notes the following reasons to pick up the book:


• It's only $2.99 - but the price might go up soon.


• You loved Crash Bandicoot.


• You loved Jak & Daxter.


• I was a great boss, friend, or co-worker.


• My vampires don't sparkle.


• There are several beheadings.


• The book includes a "cesarian by vampire scene."


At least one of those reasons should work for curious readers, no? Those who prefer print over the e-book edition will have to wait a few weeks for physical copies. Click the links below for more information on Gavin and The Darkening Dream.


The Darkening Dream [Amazon]


The Darkening Dream [Official Site]


Kotaku

We haven't heard much out of Old Grandma Hardcore—her last video was her cussing up a storm playing Final Fantasy XIII in 2010. Don't worry. She is quite alright and still her old, irascible, potty-mouthed self, as this session with The Elder Scrolls V: Skyrim demonstrates.


Spoiler Alert: Per OGHC's grandson, this video "contains massive spoilers ... if you're into the Dark Brotherhood quests." So you've been fuckin' warned.


Video 27: Grandma Plays Skyrim [Old Grandma Hardcore. h/t Mario Cheated]


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