politely-inclined
politely-inclined
politely-inclined

That's one heck of an endorsement. What games were you playing?

I can't say I've heard of the brand, but the price per battery in this deal is insane. [100 AA or AAA Batteries, $18]

Next: Raptor Gabe.

Yeah, I'm pretty familiar with the old, wacky attempts at VR, banging my head around playing Beach Head 2000 and doing a weird, full-body iteration of Street Fighter EX 2. They were novelties ahead of their time, pushed by various companies with disparate methods and technology. There wasn't a concentrated effort to

Well at least *I* know you're being sarcastic.

Which goes to show, your imagination is always funnier than other people.

Alas, the Kinect may no longer be the benevolent watcher of your children and eating habits in the near future...

Ah... childhood.

"Our challenge is to deliver an experience not available at home, and there is no doubt virtual reality does just that," Cardinale added. "Oculus Rift technology is the next frontier in the gaming industry, and we're thrilled to be able to say it's part of the Chuck E. Cheese's lineup."

You're missing out.

Wow. You know shit's real when someone invokes David Letterman's company.

Again, you're right for the most part. However, beyond just delving into reasons why people want play violent games, he's also disappointed that the video game industry hasn't evolved past that, and "laments that so little has changed in the last 10 years."

First off, defeating abstract concepts is usually a result of emergent gameplay, and that's all on the player's end and only limited by their imagination. Most video games, however, are designed with dedicated mechanics created for the specific and objective purpose of defeating something that the developer determined

You're actually right, and I didn't realize it until after I wrote a few more posts to get my thoughts on it together. I clarified it a little bit in my second response to meirtai, which I'm going to paste here:

I apologize; I probably misstated my response. What Taro Yoko was talking about wasn't just bloody violence. He was talking about anything that involves defeating someone else, whether it is winning a football game, crushing a Goomba, or performing a fatality. The whole notion of "dominating another" is the problem,

"I remain convinced of the tremendous potential in games," Yoko says, as the puppet's mouth flaps, "and with the assumption that this interview will be subtitled—right around here, I presume—there is something I want to get across to people in game development worldwide. I think the hidden barriers are many and

In this video, Drakengard 3 director Taro Yoko speaks through a puppet and offers an unusually candid and almost wistful look at video game violence and his own place in the game industry. He laments that so little has changed in the ten years he's been making games, that the "invisible walls" that exist still mandate

That gif leaves me feeling parched and in need of a refreshing juice beverage.

Jesus has better things to do than take care of your gif problem.

I think he's well aware of the violence in his games, which is why he tries to rationalize it. In the end, he said it himself: he has no answer.