Kotaku

The Final Week in Gaming Apps of 2012It's been a good run, but this is it: our final collection of worthwhile mobile games and Gaming Apps of the Day of the year. If this were a television show I'd cut to a montage right about now.


Yep, still not a television show. Instead I'm stuck telling you about the games I've played this week that I didn't get a chance to write about this week. The games I would have written about had it not been for sick children and holiday madness. The Sector 11s and the Ronins, battling bears and sushi chef action heroes.


I'm looking forward to a new dawn of mobile gaming around the corner in 2013. Until then, here are the games you should huddle around for warmth while waiting for the sun to rise.



iOS

The Final Week in Gaming Apps of 2012Sushi Hero


A pungent combination of running and slicing live fish.


The Final Week in Gaming Apps of 2012Roller Rally: Snake Pass


It's a roller-skate racing game featuring a stuffed rabbit wearing a rainbow scarf. Of course I played this.


The Final Week in Gaming Apps of 2012Ronin


Another auto-running and slicing game, only this one has sharp, stylish graphics and a nice bit of challenge to it.


Android

The Final Week in Gaming Apps of 2012Battle Bears Royale (also on iOS)


A competitive online shooter with colorful cartoon bears. I'm actually rather good at this. How odd.


The Final Week in Gaming Apps of 2012Rocket Island


A hex-based puzzle game with a steampunk vibe. Normally not a fan of steampunk, but the gameplay is simple and compelling enough for me to overlook it.


The Final Week in Gaming Apps of 2012Sector 11


Crafted by Ian Umemoto, otherwise known as Yume Apps, Sector 11 is a shoot-em up split up into more than 70 mini-levels. It lacks polish, but it's not too shabby for a one-man indie effort.


The Final Week in Gaming Apps of 2012Superbrothers: Sword & Sworcery (also on iOS)


One of the greatest games for the iPad and PC is now on Android devices. I mentioned it earlier today, but in case you missed it I am mentioning it again.


Gaming Apps of the Day, December 24 - 28, 2012

The Final Week in Gaming Apps of 2012It May Be Expensive, But It's Still Final Fantasy IV

While not the best Final Fantasy game of all-time (in my reality that's IX), Final Fantasy IV was one of the first role-playing games to feature a deep, character-driven plot and introduced the world to the Active Time Battle system, adding an element of urgency to pressing one button over and over again. That's at least $16 worth of value right there. More »



The Final Week in Gaming Apps of 2012Finger Tied Is Like a Game of Naked Twister You Play With Your Hand

People who bitch about touchscreen games like to complain that "they're so simple." Those people need to shut up and play Finger Tied. More »



The Final Week in Gaming Apps of 2012Take Over the World One RPG Dungeon at a Time

Every corner of this dirty little ball we live on has been mapped and uploaded to the internet. Now it's time to play with it. Life is Magic gives players the chance to team up and take over a fantasy version of the real world, one city at a time. More »



The Final Week in Gaming Apps of 2012You're* Pen is a Mighty Sword in The Grading Game

If your like me, you hate being corrected. Readers know how fast I loose my temper when mistake's are pointed out. Its not that I think I'm always right, I just hate someone telling me when I'm wrong. More »



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The Perfect Game Follows These Eight Rules Over the years, I've played a truckload of video games. Since my youth, when I fell in love for the first and only time—Metroid was what did it, on a chilly autumn night, me with my shirt off, thumbing the controller, over and over, until it hurt—I haven't been able to recreate that feeling of joy, that ecstatic sense of, "This is it. This is forever."


Sure, there are many games that I find amazing—why would I play them otherwise? The Infamous franchise, with its dirty-modern edge and mutant-psionic maneuvers, came close to filling the gap. Demon's Souls got my blood running as well, to the point where I almost missed my last day of graduate school. Uncharted, Halo, Goldeneye, FFVII, Bayonetta, God of War, Shadow of the Colossus, all thoroughly brilliant, marvelously unique. But, as I grow older, I find myself more and more dissatisfied. I scrutinize a title's every pixel, wondering how it could be prettier, cleaner, more fun, or, by contrast, a little less fun. I size them up. I pull them apart. I critique their logic, their purpose, their authenticity-and all this as an amateur, an average gamer on par with what one might call an armchair liberal, concocting and spitting out opinions as if I'm somehow an authority when really, my authority stretches only so far as I can choose where and when to open my wallet. The problem is, I love the concept of games, a digital plane governed by creativity and challenge. But, buying up title after title is really me continuing to to recreate that feeling I had as a starry-eyed youth, that feeling I had when I first played Contra, or braved the Hall of Giants in Final Fantasy. In this modern world of high-octane, eye-bleeding graphics and larger-than life-storylines, I find myself lost in a cycle of instantaneous rushes and cold, clammy comedowns. In the end, most of my energy-charged bouts come to resemble one-night stands. I play a game, I'm mildly amused, and then in the morning, I'm like: "What was your name again?"


Therefore, as an exercise, I've come up with a rubric for what the perfect game might look like to someone like me. I do this not as an expert, but as an un-credentialed novice with a PS3 who grew up playing games and wants to feel again that long-lasting love, rediscover something he can commit to.


For me, the Perfect Game has the following qualities:


The Perfect Game Follows These Eight Rules


It's Got To Be Hot

Okay, so I'm into the whole understatement thing, but honestly, this is the 21st fucking century, and if I'm going to be using a machine that houses the RSX Reality Synthesizer, I'm going to expect some pizzazz. This doesn't mean a game can't be ironic or retro, with side-scrolling innovations like those featured in Braid or Limbo, but, as is the case with the aforementioned, it has to offer some substantial eye-nookie. I don't know about you, but even though I grew up playing Oregon Trail, I've grown to expect Industrial Light and Magic. If that makes me an asshole, then direct your hate mail to George Lucas. I'm sure he's pretty used to it by now.


But It Can't Be Too Hot

Just because something can look good doesn't mean it should look too good. Why? Because, in my case, at least, you'll probably end up foaming at the mouth. Games like Crysis, while unbelievable to look at, make me feel like I'm inside Tony Stark's helmet looking at a Jarvis display while riding a unicycle. I don't find it over the top because it isn't cool to look at it. It is. But, for someone who wants to be able to play a game without learning how to pilot a harrier jet, there are too many goddamned alert indicators and combat combinations. Dazzle me, sure. Get creative and sexy, but don't start whipping me with a cat of nine tails (unless I ask for it) or I'll likely end up calling the police.


The Perfect Game Follows These Eight Rules


Shouldn't Require an Extra Appendage

If I feel like the controls on a game are too sensitive or life-like, I get bored, thinking the design is more about recreating reality than imagining possibilities.

This ties into my previous point, but, in my case, the perfect video game shouldn't require me to learn how to operate the equivalent of a TI-84. While I'm just fine with the array of buttons required to increase one's options in modern gaming, I recognize that what I'm doing is a simulation in the realm of make-believe. Unless I'm actually reaching out Lawnmower Man-style to manipulate space with my fingers in a digital universe, I don't need to be able to control my avatar down to the canting of his or her chin. If I feel like the controls on a game are too sensitive or life-like, I get bored, thinking the design is more about recreating reality than imagining possibilities, that the producers are just trying to say, "Look at how smart we are," without the innovation. And then, of course, I just get mad and turn on the garbage disposal. In my opinion, the most complex and compelling games are the most accessible, based on a natural understanding of what players want. Namely, a way to feel challenged while not feeling patronized. While a good game should be hard, you shouldn't feel stupid while playing it.


Intelligence Is A Must

Even though some may enjoy the equivalent of a drooling Neanderthal in their console, in my case, you've got to have an IQ above 60 to keep the diodes glowing. The Legend of Zelda and Metroid are games I'll always remember for a reason, and not because being fascinated by thirty-year-old consoles makes me interesting (even though it does, right?). It's because, in comparison to the existing fare at the time, those games were smart. Consider the state of the industry in the 1980s, the ephemeral nature of action-based electronics, with the NES being little more than a young buck learning to gallop. While innovative, many platforms had not yet evolved to incorporate elements of search and discovery into their repertoire in a fluid manner. You had open world titles, sure. But Yoshio Sakamoto really broke the genre right open. In Metroid, Samus morph-balls through an open-ended world teeming with space aliens, secret hideaways, frozen beasts, and tantalizing secrets. It started a whole new genre of gaming, and, arguably, is where games like Infamous or Demon's Souls got their start. Intelligence doesn't only account for methodology in this light, but it accounts for foresight, idiosyncrasy, and ultimately, courage. New genres begin to grow stale the second they come out of the mind-oven, and while you also don't want a game to be a fucking Mensa puzzle, that's certainly preferable to it becoming Shaq Fu (even though I did have a fun night or two following Mr. O'Neal through what must have been someone's acid trip).


Carnal Attraction

Okay, I'm not saying a perfect game should make you want to, well, have sex with your television. That would be dangerous. But your love won't be lasting if you don't have that special spark. In this case, I mean endorphins, which is really what you're looking for when you decide to blow off the outside world to sit on your ass with a controller for thirty days. That good old dopamine is what we seek, the infamous pleasure chemical. For me, the perfect game has an exciting, hypnotic quality that lasts for hours. It keeps things accessible, but deviates from the familiar so that boredom doesn't set in. I believe Infamous did this quite well, each new progression feeling known, while at the same time, upping the ante. It made me realize that fun has to be a genuine experience. I say this as someone who has faked having fun before, just to pretend that things are good, that I made the right investment, that the $54.00 I spent was worth more than a cantankerous snore.


The Perfect Game Follows These Eight Rules


It's Only Got Eyes for You

When I'm caught up in a good game, I don't want to think about all the other places it's been, or, even worse, the places it's going to go. I want to believe that what we have together—an intimate, private relationship between forged over hours of interaction—feels authentic. One of the problems I've experienced with some of the more recent Final Fantasy titles, for instance, is that the experience seems overly scripted. FFXIII and FFXIII-2 come immediately to mind, during playing which I experienced boredom, even patronization, from a lack of an open world and thus a lack of choices. In the end, as opposed to previous entries in the franchise, where you were at least fooled by the appearance of free will, the recent additions deprive one of agency. XIII and XIII-2 seem staged to the point where I feel like I might as well be on an airship with five hundred sweaty nerds on autopilot, as opposed to commanding one of my own. For me, the perfect game comes along with a dose of claustrophobia, where you feel surrounded, secure, and at the same time, insecure. Yeah, this might mean I'm a touch psychologically unbalanced, but even in the Super Mario Brothers franchise, while the world is finite, your choices are vast. I want a game to have a good concept, a good story, but I still want to remember I'm playing it. Agency is important.


Has A Good Story, but Is Not Anna Karenina

This ties into my previous point. As a person who reads a shitload—and both writes and loves books—I don't want to play one when I sit down on my floor with my bong and a box of wontons. I want to interact, I want to play, and if I'm reading the equivalent of Proust's Swann's Way whilst winnowing my way through a sixty-hour monster fest, I'm going to set my house on fire. Good writing is very important for games. But it's a different animal entirely from a novel—somewhere between a film and a board game, in my opinion—and you can't treat that combination with levity. People have diverse skill sets, and not everyone can translate those into different mediums or structures. A brilliant essayist won't necessarily make a great poet. (See Jorge Luis Borges' poems for an example of how bad that experiment can go).


…Even though I grew up playing Oregon Trail, I've grown to expect Industrial Light and Magic.

Keeps You Wondering

As with any good story, a great game never truly gives away its raison de etre. You never truly want to know why you're spending endless hours slogging through a digital landscape, unlocking secrets and inching towards the end. Such is the question mark underlying the entire experience. That causes me to ask: "Why do we play videogames at all?" One of the greatest innovations of the original Super Mario Bros., in my opinion, is the game's elusive Princess. You want to rescue her, but aren't sure exactly what will happen if you do, or why you care so much about doing so in the first place. The reward is in the process, the skills acquired, the experience of making one's way to the center of a maze and discovering the jewel of knowledge at its center. Sure, competition plays a big part for many gamers, especially with online games. But, with a really great game, it's the journey that counts. The mechanics, design, and concept that come together in a perfect storm of immersion. Playing is an act of discovery, and every moment counts.


The Perfect Game Follows These Eight RulesUltimately, the very idea of perfection is a subjective experience, one that everyone has to discover on his or her own. And even then, holding out for inscrutable transcendence is just as practical as killing yourself by holding your own breath. A great game, for me, doesn't have to be perfect. But it should at least try to be sometimes, so that, in a universe of overused tropes, discriminatory language, and cynical marketing schemes, we know that someone appreciates us, the person at the bottom of the pyramid.


So then, the question for basement dwellers such as myself remains: "Will I ever find the perfect game?" Or "Does perfection exist in any form whatsoever?" "Is it possible that if I'd have played Metroid for the first time now, as an adult, jaded by experience and repetition, that he'd have scrutinized it to the same degree that he does modern releases, lining them up for shaming in his machines due to a surfeit of self-regard and a longing to return to the womb?" It's definitely possible. I, like the games I play, am far from any kind of ideal. But I also think that, as output increases, and companies become gormandized on profit, seeking to pump out ‘what works,' that we should always remember that love is about commitment. It's far too easy in our modern world to blow through entertainment in the blink of an eye, as opposed to savoring, repeating and coming back again and again no matter how outdated something is. Perfection, in my eyes, is synonymous with timelessness. When I find my perfect game, it will remind me of why I first sat down, with stars in my eyes and a pulse in my wrist: to brave unknown terrain, to try what is barely understood.


Samuel Sattin is a graduate of the Mills College MFA in creative writing and the recipient of NYS and SLS Fellowships. His work has appeared in Salon Magazine, Kotaku, io9, The Good Men Project, The Cobalt Review, J Weekly, Cent Magazine, Out of the Gutter Online, Ink Well, and Generations. He is The Minister of Propaganda and Contributing Editor at The Weeklings, and his debut novel, LEAGUE OF SOMEBODIES, is being released by Dark Coast Press in April, 2013. He lives in Oakland, California, with his wife and a beagle.


Kotaku

How Do You Make a Zombie Apocalypse Kid-Friendly? Ice Cream, Of CourseA few years back I played a little Wii game called Cold Stone Creamery: Scoop It Up, and advertainment piece that involved assembling ice cream cones for random customers passing by a storefront. Thefty Jack's Zombie I Scream is pretty much the same thing.


Well, except your customers are undead and somehow the U.S. government has figured out how to cure undeath via ice cream. Scoop up the right flavor combination and shambling corpses animated by dark magic or darker science suddenly have all of their limbs and skin and boy do they feel silly for trying to eat people.


So it's an undead ice cream game—an undead ice cream game set in Boston, with 35 levels spread across locales like Fenway Park, Faneuil Hall and Harvard Square. How odd.


Is it kid-friendly? Close enough, I say. The zombies are covered with blood and missing limbs in some cases, but there's no gratuitous gore and when you die (I am assuming death is involved) there's no splash of fresh blood on the screen—just an ending.


Zombie I Scream is an excellent example of the weird things I play all day long since taking over mobile gaming duties for Kotaku. It's available on iTunes for $1.99, with an ad-supported lite version costing exactly $1.99 less than that.


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Kotaku

This video might feel familiar. And it might be because you saw one like it here on Kotaku a while back.


Well YouTube creator Kutkop345 is back with another episode of Death Race and it makes the game look just as stunning as the first video did. Take a look.


Kotaku

What didn't make it into the latest Halo? According to the video above by TheHaloCouncil, which shows stuff found in the code of Halo 4, at least two armor abilities.


These would be the "hacker" and "teleport" abilities. The former can undo the armor ability of your targeted victim. Say you deploy your hardlight shield: if the other person activates hacker, then your shield is gone, just as an example.


Teleport, meanwhile, looks kind of similar to thruster pack only it vaults you farther. There's also the possibility that it goes through solid objects, but maybe not. It's hard to tell from the video. Either way, in its current form, it's glitchy as hell—your Spartan might die after doing it.


I kind of love the idea of just undoing someone else's armor ability. And if teleport does let you go through solid objects, then that's also majorly cool.


Reaching out to 343 Industries, a Microsoft spokesperson issued the following statement to me about these armor abilities:


There are many legacy items in any large code base - some that made it quite far in production before being cut for reasons of balance, scope or simple fun; others which were simply prototype ideas that didn't make it far at all. 343 Industries has no plans to add further armor abilities from that code base in any future "Halo 4" downloadable content.


It's too bad we didn't see these armor abilities implemented the game. I would have liked them, at least. Alas, my thruster pack will have to do.


Kotaku

Ten Crazy JRPG Predictions For 2013This is the last new Random Encounters you will ever read in 2012. Shed a tear.


Okay. Now that you're done crying, let's talk new years. I imagine that 2013 will be an interesting year for JRPG fans in both good and bad ways. So I've drawn up ten JRPG-related predictions—some ridiculous, others not-so-ridiculous—for the Year Of Our Lord Two Thousand Thirteen.


Let's go.


1. Ni No Kuni Will Bomb.

It makes me sad just to write this, but I think the first big JRPG of 2013 will be a sales flop. Critics will love Ni no Kuni, but it will ultimately fail to garner much of an audience thanks to its strange name and lack of mainstream retail exposure. I imagine I will still enjoy the heck out of the game.


2. Square Will Reveal That Final Fantasy Versus XIII Is Now Final Fantasy XV.

They'll realize that the XIII brand is way played out, and show off the newly-named Final Fantasy XV at E3. It will be stunning, and it will hit Durango and Orbis in spring 2014.


3. Lightning Returns: Final Fantasy XIII Will Be Surprisingly Good.

I couldn't stand Final Fantasy XIII and I thought its sequel was just as dull, but I have a good feeling about Lightning Returns, despite the tepid reactions it's earned from fans so far. The gameplay sounds unique and interesting. I think it could be a cool game.


4. One Western Developer Will Make A JRPG.

Let's take a wild guess and say Naughty Dog. Uncharted 4 will be a turn-based RPG. The pitch of Nathan Drake's voice will be raised five octaves. All guns will be replaced with gunblades. There will be twins for some reason. Nathan will die. (Then come back a demi-god.)


5. At Least One Big JRPG Will Come To Wii U Next Fall.

Maybe a Final Fantasy spinoff in the vein of Crystal Chronicles, or maybe even a Tales game. Dunno. But I think JRPG fans with Wii U's will have something to play by the end of 2013.


6. Final Fantasy IV Will Be Released On At Least 7,000 More Devices.

Not content with just letting you play Final Fantasy IV on your Super Nintendo, PlayStation, PlayStation 3, Wii, Wii U, DS, iPhone, iPad, WonderSwan, Game Boy Advance, and PSP, Square Enix will re-release Cecil's adventures a few more times. You'll now be able to play Final Fantasy IV on Xbox 360, Xbox 720, PlayStation Orbis, Vita, 3DS, Ouya, PC, TI-84 graphing calculators, toasters, Flash browsers, dogs, coffee mugs, voice recorders, Google+, blueberry pies, packing tape, and the Times Square Jumbotron.


7. A Much-Requested Game Will Be Localized.

Not a new one, like Bravely Default: Flying Fairy (which, bonus prediction, I think will come to America next summer). I'm thinking an older one, something that most people thought had no chance of ever making it to U.S. shores. Wild guess: Valkyria Chronicles 3.


8. Square Will Announce A Direct Sequel To Final Fantasy VI.

Fans will go crazy. A new story in the world of Final Fantasy VI? Bloody fantastic.


Then Square will announce that it's a free-to-play browser game, and we'll riot in the streets.


9. 2013 Will Be The Year Of Indie 2D JRPGs.

More than any year before it, 2013 will see tons and tons of high-quality JRPG-style games made by Western designers. Some will come out of the blue; others will come from Kickstarters launched in 2012. All will add to our ever-growing backlogs.


10. Every Single Kotaku Reader Will Play Suikoden II.

Look, everyone needs goals. Mine is to get you to play Suikoden II. So either start now, or wait for the subliminal messages that start appearing in every article I write next year. Your call.


Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.


Kotaku

Tomb Raider Will Have Multiplayer, Studio ConfirmsA recent retail listing in the UK indicated that Tomb Raider's 2013 reboot will have a multiplayer mode, with playable characters including "Lara's Shipmates or Yamatai's Scavengers." In a Tweet today, an executive for Tomb Raider studio Crystal Dynamics confirmed that the game would have multiplayer, and that details are forthcoming in the next Official Xbox Magazine.


Earlier this month, Kirk Hamilton previewed the game and asked about multiplayer, a line of questioning that was immediately, if politely, shut off. The game is due on March 3.


Tomb Raider Multiplayer Announced [IGN]


Kotaku

Oh My God, Someone Is Actually Making A Persona 4 MusicalA fan-made Persona 4 musical. You knew it was going to happen.


The popular role-playing game has already gotten a stage production, so it seemed only a matter of time before it also got a musical. Brother/sister writing team Jake and Gina Smith have recently unveiled their Persona 4 musical project, which they first undertook three years ago. Last month, the two began to share the fruits of their labor on Tumblr.


Jake talks about the project's origin over at the project's forums:


I've always been a musician, it's been my passion my entire life, and one day while playing Persona 4, during a loading screen, Gina (my sister) and I started singing random songs about "Adachi The Cabbage Man" and "Bufula being not as great as Mabufula." After joking for awhile, we started to actually talk about how cool a Persona 4 Musical would be, and VOILA!!! 3 Years later, you see what has become of our little joke :D


You can listen to a bunch of demos over at their Tumblr. I like the one nearest to the top, the emotional ballad "Big Bro."


The demos are rough, with Jake singing all of the parts. But they have a charm to them; the whole thing is a little bit like Rent, but with Persona characters. (So, you know: Your mileage may vary on that.) But I can imagine how this could be a fun, small theatrical production, given the right cast.


Gina discusses their plans for release over at another thread on their forum:


I realize that this is an odd remark, but understand that we were not expecting people to respond to the songs and our work with such enthusiasm. The original plan was to gather some local performers and put on a concert version of the show (Sort of like the Jekyl & Hyde experimentation concert in which they played over 40 songs and then got the audience to tell them what should be kept and what should be cut in the finished product) in order to verify which songs should be kept/cut ext, to finalize the staging and to make video recordings so that people could see what we were working on. Past that...well, we really had not planned that far.


Who knows whether the Persona 4 musical will ever see the light of the stage, but I can't say I'm not rooting for them. I'll be keeping an eye on the project.


Persona 4 Musical [Tumblr, thanks Colette]


Kotaku

SimCity Social 'In With the New Part 1' Quests: Everything You Need to KnowTo help ring in the new year, players in SimCity Social can now complete three different Parts in a large "In with the New" event in their cities. Similar to the Cool Yule Christmas event, this In with the New saga is timed, with quests being split into three different Acts or Parts. We're here with a guide to completing all of the quests in Part 1, thanks to the game's official forums. Let's get started!


Party Planner
• Build the Outdoor Dance Party
• Collect from a Fireworks Factory


The Outdoor Dance Party is the "free" business that EA / Playfish started offering to players early this week. It requires building materials to finish, so it's definitely not entirely free, but it will produce 1,000 Simoleons every four hours, making it pretty profitable in the long run. As for the Fireworks Factory, this large Factory can be purchased in the store for 35,500 Simoleons. If you already have one in your city, it can be collected from every two and a half hours. When you complete this first quest, you'll receive 2,000 Simoleons.


Brown Sugar
• Collect from Honey Factory
• Collect from Candy Factory
• Collect from Mocktail Bar


The Honey Factory costs 57,000 Simoleons in the store, while the Candy Factory won't even unlock for purchase unless you've reached a population of at least 31,500 citizens in your town. It also has a high pollution rate, so be prepared for both of those factors when going into this quest. Finally, the Mocktail Bar is a business that requires 160 Fame points to purchase. Fame points are those golden ribbons that you earn when visiting friends, so if you're an incredibly dedicated "visitor," you should have more than enough Fame built up to purchase a Mocktail Bar (if you don't have one already). If you've already purchased one, it can be collected from once every two and a half hours. You'll receive three Holiday Snapshots for completing this quest.


SimCity Social 'In With the New Part 1' Quests: Everything You Need to KnowPimp my Party
• Have a 1-Star Outdoor Dance Party
• Collect from the 1-Star Outdoor Dance Party
• Have BBQs


The Outdoor Dance Party can be upgraded by collecting four Foam Fingers, five Fury one Flair and four Animal Mascots. While you can ask your friends for many of these items, you can also purchase them outright with Diamonds if you don't feel like waiting for help. Even after you've collected these materials, you'll still need to pay energy and Materials before you can finally finish the upgrade. As a reminder, this business can be collected from once every four hours. You'll receive three Harmony for finishing this final quest in Part 1 of the In with the New event. Again, this is a limited edition quest series, so you'll only have a week to finish it off. Good luck!


Play SimCity Social on Facebook now >



More SimCity Social coverage from Games.com

What do you think of this In with the New series of quests in SimCity Social? Do you think you'll be able to finish them all in the short time remaining? Let us know in the Games.com comments!



Republished with permission from:
SimCity Social 'In With the New Part 1' Quests: Everything You Need to KnowBrandy Shaul is an editor at Games.com


Kotaku

The Legend of Zelda cartoon from the late 1980s gave us a seemingly immortal joke with its "Well! Excuuuuuuse me, Princess!" catchphrase but it didn't feel a lot like the games it was based on.


What I like about this short by animation studio Shamoozal is the fact that Link shows some of the fear that anyone would feel in a "oh, crap I'm fighting a dragon situation." And the stunned relief that he actually won? That's a great moment, too.


(via GoNintendo)


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