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<title>Fidgit</title>
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<description>All video games, all the time.</description>
<language>en</language>
<copyright>Copyright 2010</copyright>
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<item>
<title>Sony president promises you have not seen the last of Killzone</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Sony president promises you have not seen the last of Killzone" src="http://fidgit.com/assets_c/2010/03/Killzone_3_announcement_announced-thumb-550x309-35888.jpg">]]><![CDATA[<p>According to <a href="http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+weblogsinc%2Fjoystiq+%28Joystiq%29">Joystiq</a>, the president of Sony's US videogames division Jack Tretton said the following in a Game Trailers interview.<em><blockquote>You know, we own Guerrilla Studios, and uh, they did a great job on Killzone 1 and 2 ... I don't know when you'll see announcements about it, but I can promise you a Killzone 3.</blockquote></em>So that's not technically an announcement, but I think we can put it down as an announcement of an announcement.  And I hope the game itself comes out soon, because I need something knock that <em>Killzone 2</em> review off Fidgit's most-clicked list on the left side of the page.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/sony_president_promises_you_ha.php</link>
<guid>http://fidgit.com/archives/2010/03/sony_president_promises_you_ha.php</guid>
<category>News</category>
<pubDate>Mon, 22 Mar 2010 10:48:35 -0500</pubDate>
</item>

<item>
<title>Developer wants Supreme Commander 2 to get smarter</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Developer wants Supreme Commander 2 to get smarter" src="http://fidgit.com/assets_c/2010/03/Supreme_Commander_2_AI_improvements-thumb-550x335-35890.jpg">]]><![CDATA[<p><em>Supreme Commander 2</em> will be getting a multiplayer shot in the arm when developer Gas Powered Games puts into the PC version <a href="http://store.steampowered.com/news/3584">a ranked matching system</a> (the Xbox 360 version apparently already has this, as one of the achievements is winning a certain number of ranked matches).  After enjoying the matching systems in <em>Starcraft 2</em> and <em>Command & Conquer 4</em>, it feels weird in <em>Supreme Commander 2</em> having no option other than to pick a game from a list with no idea what I'm in for.</p>

<p>But did you know the game is also getting a single player shot in the arm?  Gas Powered Games apparently isn't content with the state of the AI and has <a href="http://soriandev.blogspot.com/2010/03/im-back-baby.html">tasked one of their AI guys</a> with ironing out a few issues and improving the game's overall smarts.<em><blockquote>I will be working on fixing the bugs in the AI (found a huge one today) and generally improving the way the AI plays. For the most part, the AI does fairly well. Once I get the bugs ironed out and tweak some things you should see a pretty decent improvement. Unfortunately, I do not know when these fixes will actually make it into a patch, but I hope it is soon. We need to test these changes as much as possible before releasing them and finding out later that we made things worse.</blockquote></em></p>

<p>(Thanks Paul!)</p>]]></description>
<link>http://fidgit.com/archives/2010/03/developer_wants_supreme_comman.php</link>
<guid>http://fidgit.com/archives/2010/03/developer_wants_supreme_comman.php</guid>
<category>Strategy Games</category>
<pubDate>Mon, 22 Mar 2010 10:16:46 -0500</pubDate>
</item>

<item>
<title>How is the Aliens vs. Predator map pack like Modern Warfare 2?</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="How is the Aliens vs. Predator map pack like Modern Warfare 2?" src="http://fidgit.com/assets_c/2010/03/AvP_Swarm_pack-thumb-550x344-35891.jpg">]]><![CDATA[<p>Activision can get away with charging $15 for five new <em>Modern Warfare 2</em> maps because it's <em>Modern Warfare 2</em>.  But can Sega get away with the same sort of pricing for <em>Aliens vs. Predator</em>?  That's pretty much up to you.</p>

<p>The Swarm Pack for <em>Aliens vs. Predator</em> is an $8 download that includes two new multiplayer maps and two new survival maps.  These latter aren't really maps so much as arenas where a few Marine players stand around and wait for more aliens to spawn in.  Pictured is the map "Docks", which includes that thing up there.  Don't think you can drive it.  Because you can't.  Hey, remember the drivable loaders in the last <em>Aliens vs. Predator</em> game from 2001?  Remember the face-huggers?  Remember the queen?  Remember the predator's net gun?  Remember the Marines' spider mines?  Remember the complete absence of anything resembling a QTE?  I'm not bitter.  Just nostalgic.</p>

<p>When <a href="http://blogs.sega.com/usa/2010/03/19/aliens-vs-predator-swarm-pack-now-available/">announcing</a> the Swarm Pack, Sega gave out a free download code for each system.  Well, they didn't really give them out.  They just posted the codes on their blog.  Each code went to whomever saw it first and could enter it the fastest.  I get the mental image of someone throwing a single bread crust into a flock of ducks.  A stale bread crust that most of the ducks probably don't want.  The person then tries to sell the other ducks stale bread crusts for $8.  In this metaphor, I'm a disgruntled duck off to one side quacking on about how the bread crusts we had back in 2001 were so much better.  Quack quack.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/how_is_the_aliens_vs_predator.php</link>
<guid>http://fidgit.com/archives/2010/03/how_is_the_aliens_vs_predator.php</guid>
<category>Shooters</category>
<pubDate>Mon, 22 Mar 2010 09:59:11 -0500</pubDate>
</item>

<item>
<title>March 22, 2010: wallet threat level bright red</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="March 22, 2010: wallet threat level bright red" src="http://fidgit.com/assets_c/2010/03/JustCause2_wallet_threat-thumb-550x309-35886.jpg">]]><![CDATA[<p>Reviews of <em>Just Cause 2</em> are embargoed until tomorrow, so I can't yet go into detail about how spectacularly awesome it is.  But I can say that any self-respecting gamer is going to be about $50 poorer because of this open-world action game set in the gorgeous, combustible, many-splendored Indonesian country of Panau.</p>

<p>I'm enjoying my early hours with <em>Shin Megami Tensei: Strange Journey</em> for the Nintendo DS, which poses a wallet threat to fans of dungeon-crawling RPGs.  It takes the series from supernatural goings on in Tokyo to the realm of hard sci-fi in the Antarctic.  If you thought the hole in the ozone layer was bad, wait till you find out how <em>Strange Journey</em> opens.</p>

<p>On the less threatening front, you might feel obliged to buy <em>Red Steel 2</em> because it supports those special Wii-mote dongles you have to buy separately.  After all, you didn't just get those for <em>Wii Sports Resort</em>, did you?  I have no first-hand knowledge of the game, but I'm going to predict that it'll be better than <em>Red Steel 1</em>.  Because unless <em>Red Steel 2</em> comes out of your Wii and pokes you in the eye with a sharp stick, it couldn't possibly be worse than <em>Red Steel 1</em>.  Ubisoft also releases <em>Settles 7</em> this week, which is both a strategy game and a diagnostics program to alert you when you've lost your online connectivity.</p>

<p><em>Cave Story</em>, a supposedly very good <em>Metroid</em>-style platformer, will be available as Wii Ware.  Microsoft's Game Room will be open to start nickel-and-diming you on Xbox Live, assuming you're into old-school arcade games.  <em>MotoGP 09/10</em> is Capcom's motorcycle racing game making up for lost time by including last year in the title, but the result looks like a fraction to me.  Maybe Capcom is hoping you'll think of it as a review score.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/march_22_2010_wallet_threat_le.php</link>
<guid>http://fidgit.com/archives/2010/03/march_22_2010_wallet_threat_le.php</guid>
<category>News</category>
<pubDate>Mon, 22 Mar 2010 09:06:47 -0500</pubDate>
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<item>
<title>Eve Online not content with asteroids, now hungry for entire planets</title>
<author>Tom Chick</author>
<description><![CDATA[<p><object width="550" height="385"><param name="movie" value="http://www.youtube.com/v/5Xp_F0ti7oQ&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5Xp_F0ti7oQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="550" height="385"></embed></object></p>

<p>It's just a teaser video for this summer's <em>Tyrannis </em>update for <em>Eve Online</em>, but it's always nice to see those graphics in action.</p>

<p>There aren't a lot of details available about <em>Tyrannis </em>yet, but here's the basic idea from developer CCP's <a href="http://www.eveonline.com/devblog.asp?a=blog&bid=733&sp_rid=MzEwNTkyNjg2OAS2&sp_mid=34643329">blog</a>:<em><blockquote>...you will finally be able to survey for juicy deposits of minerals and other goodies, build infrastructure to harvest them, store them, process them and launch them into space. Build complex networks of facilities and fine tune them for optimal production. All in a very massive single shard sandboxy way as only EVE can provide. And it's not just the terran planets. It's ALL OF THEM. The gas giants, the lava planets, the ice worlds, the water worlds and even the elusive plasma planets. Each type with their unique properties. Maintaining facilities on gruesomely hostile planets will be tougher and more demanding, but the rewards may be so much more "onturning."</blockquote></em></p>]]></description>
<link>http://fidgit.com/archives/2010/03/eve_online_not_content_with_as.php</link>
<guid>http://fidgit.com/archives/2010/03/eve_online_not_content_with_as.php</guid>
<category>Video</category>
<pubDate>Fri, 19 Mar 2010 16:56:20 -0500</pubDate>
</item>

<item>
<title>Skate like you&apos;ve never skated before in Skate 3?</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Skate like you've never skated before in Skate 3?" src="http://fidgit.com/assets_c/2010/03/Skate_3_screens-thumb-550x309-35845.jpg">]]><![CDATA[<p>Try as I might, I can't really figure out what makes <em>Skate 3</em> <em>Skate 3</em> and not the Port Carverton expansion for <em>Skate 2</em>.  Not that I'm not looking forward to going to Part Carverton.  I am.  <em>Skate 2</em> was a fantastic game and I'm ready to move on from New San Vanelona.  But I can't tell from the press releases or screenshots what else is supposed to be new or different in <em>Skate 3</em>.  </p>

<p>Have a look at the <em>Skate 3</em> screenshots below and let me know if you spot anything totally new.  For extra credit, see if you can spot the <em>Tony Hawk: Ride</em> screenshot I hid among the <em>Skate 3</em> screenshots just for fun.</p>

<p><em>Skate 3</em> will be released on May 11th, does not come with its own skateboard controller, and does not cost $100.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/skate_like_youve_never_skated.php</link>
<guid>http://fidgit.com/archives/2010/03/skate_like_youve_never_skated.php</guid>
<category>Sports</category>
<pubDate>Fri, 19 Mar 2010 13:39:51 -0500</pubDate>
</item>

<item>
<title>Supreme Commander 2 hit by airline industry price hikes</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Supreme Commander 2 hit by airline industry price hikes" src="http://fidgit.com/assets_c/2010/03/Supreme_Commander_2_patch_March_18-thumb-550x309-35770.jpg">]]><![CDATA[<p>First the airlines stopped serving complimentary meals.  Then the price of airfare went up.  Then they started charging you for baggage.  Now they want more money to ferry your units from the factory to the front lines?  From <a href="http://store.steampowered.com/news/3612/">the patch notes</a> for the latest <em>Supreme Commander 2</em> update:<em><blockquote>Transport build costs increased by 50%.</blockquote></em>It's unconscionable.  Where is it going to stop?</p>

<p>Among the other changes in the patch is a Universal Colossus who's easier to unlock and cheaper situational awareness technology.  Also, gunships have been nerfed, which is part of an ongoing dance ever since the last game.  It wouldn't be a <em>Supreme Commander</em> game without a series of gunship nerfs.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/supreme_commander_2_hit_by_air.php</link>
<guid>http://fidgit.com/archives/2010/03/supreme_commander_2_hit_by_air.php</guid>
<category>Strategy Games</category>
<pubDate>Thu, 18 Mar 2010 17:20:44 -0500</pubDate>
</item>

<item>
<title>Nintendo DSi diagnosed with impending swelling</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Nintendo DSi diagnosed with impending swelling" src="http://fidgit.com/assets_c/2010/03/DSi XL-thumb-550x479-35759.jpg">]]><![CDATA[<p>Because Nintendo knows how much people love re-buying their favorite hardware with moderate improvements, the DSi is being re-released on March 28th as the DSi XL.  As you can tell by the last two letters, it's bigger.  According to the rules of fancy math, the two screens are now 93% bigger.<em><blockquote>Nintendo DSi XL will be available at a suggested retail price of $189.99, and that includes three titles that have been pre-installed on the system. These include the brain-training games Brain Age™  Express: Math and Brain Age™ Express: Arts & Letters, as well as Photo Clock, which lets users customize the pictures on the background of their clock. Nintendo DSi XL launches in both Burgundy and Bronze, with a glossy top and a matte-finish bottom for a better grip. </blockquote></em>The ability to customize the picture on the background of a clock is considered its own "title"?  I'd like to see the math that determined that.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/nintendo_dsi_gets_a_nasty_case.php</link>
<guid>http://fidgit.com/archives/2010/03/nintendo_dsi_gets_a_nasty_case.php</guid>
<category>DS</category>
<pubDate>Thu, 18 Mar 2010 13:44:51 -0500</pubDate>
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<item>
<title>The horror!  See Bioshock&apos;s failed monsters.</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="The horror!  See Bioshock's failed monsters." src="http://fidgit.com/assets_c/2010/03/Bioshock_Monster_Bug-thumb-400x407-35757.jpg">]]><![CDATA[<p>Irrational Games has posted concept art of creatures proposed for <em>Bioshock</em> that didn't make the cut, such as Jelly Man and Yam Hand.  That guy up there is Monster Bug.  That's partly how you can tell they never made it past the concept art stage: they're saddled with the sorts of absurd but descriptive names that artists come up with because they know someone else is going to give it a place and a name in the game universe.</p>

<p>Here's the skinny on Monster Bug:<em><blockquote>This is one of the more gruesome pieces of concept work to emerge during work on BioShock - a huge insect slowly growing from within a human being and taking over the physical form.   And as sickening as this image is, its true power comes from what's implied:  what was it like for the original person transitioning to this state of organic fusion?   And what mash-up of man and bug is hidden under that cloth?</blockquote></em>See more <a href="http://irrationalgames.com/insider/march-from-the-vault/">here</a>.  </p>

<p>And if you want an in-depth look at various directions <em>Bioshock 2</em> could have gone, get your own yam hands on the coffee table book that came in the collector's edition.  It's full of fantastic artwork and explanations of material that didn't make the cut in the sequel, including monsters, weapons, and places.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/the_horror_see_bioshocks_faile.php</link>
<guid>http://fidgit.com/archives/2010/03/the_horror_see_bioshocks_faile.php</guid>
<category>Shooters</category>
<pubDate>Thu, 18 Mar 2010 12:32:42 -0500</pubDate>
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<item>
<title>Writing is on the wall in the Splinter Cell: Conviction demo</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Writing is on the wall in the Splinter Cell: Conviction demo" src="http://fidgit.com/assets_c/2010/03/Splinter_Cell_Conviction_demo-thumb-550x309-35761.jpg">]]><![CDATA[<p>The Xbox 360 gets a demo of <em>Splinter Cell: Conviction</em> today.  Based on the screenshots, it looks like you're not going to be at a loss for what you're supposed to do.</p>

<p>The press release elaborates a bit on what you get:<em><blockquote>The single-player demo will feature the opening segment of the Michigan Avenue Reservoir level and serve as an introduction to the game's core gameplay mechanics for Splinter Cell  fans.  Gamers will have the opportunity to find out for themselves why brand-new innovative features such as Mark and Execute and Last Known Position have made Conviction one of the most anticipated games of the year.</blockquote></em></p>

<p>The demo is not available for the Playstation 3.  Which makes sense when you consider the game won't be out for the Playstation 3.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/writing_is_on_the_wall_in_the.php</link>
<guid>http://fidgit.com/archives/2010/03/writing_is_on_the_wall_in_the.php</guid>
<category>Galleries</category>
<pubDate>Thu, 18 Mar 2010 12:15:23 -0500</pubDate>
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<item>
<title>Temperatures mild, traffic light, giant robots heavily armed</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Temperatures mild, traffic light, giant robots heavily armed" src="http://fidgit.com/assets_c/2010/03/Front_Mission_Evolved_screens-thumb-550x313-35750.jpg">]]><![CDATA[<p>I'm still skeptical about <em>Front Mission Evolved</em>, which <a href="http://fidgit.com/archives/2010/01/get_ready_to_grab_your_wanger.php">seems </a>like an attempt to take the distinctly Japanese series of giant robot strategy games and make them more palatable to us American shooterists.  It doesn't help that I had to play the developer's last game, that awful <em>GI Joe</em> tie-in.  I like to think Double Helix was saving all the good stuff for <em>Front Mission Evolved</em>.</p>

<p>However, I quite like that screenshot up there, which was just released today.  Giant robots are all good and well when they're shooting giant arm-guns and punching each other with giant metal fists or maybe even vibro-swords or whatever.  But part of what makes the concept interesting is the juxtaposition of giant robots with mundane stuff.  </p>

<p>That comes across in that screenshot of two giant robots -- I believe they're called wangers or something in the <em>Front Mission</em> series --  shooting each other in mild temperatures on a street where the speed limit is so low.  I hope it's an indication of the direction the game is headed.  Wanger battles in familiar settings.  Let's get those guys out into the suburbs, shopping malls, and maybe even an amusement park.  In short, anyplace zombies have been is prime real estate for giant robot battles.</p>

<p>By the way, <em>Front Mission Evolved</em> takes place 150 years in the future.  It's nice to see the United States still hasn't succumbed to the metric system.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/temperatures_mild_traffic_ligh.php</link>
<guid>http://fidgit.com/archives/2010/03/temperatures_mild_traffic_ligh.php</guid>
<category>Action Games</category>
<pubDate>Thu, 18 Mar 2010 10:59:42 -0500</pubDate>
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<item>
<title>Patchwork Heroes is so crazy it just might work</title>
<author>Tom Chick</author>
<description><![CDATA[<p><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="550" height="265" id="viddler"><param name="movie" value="http://www.viddler.com/simple_on_site/71685444" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="fake=1"/><embed src="http://www.viddler.com/simple_on_site/71685444" width="550" height="265" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" flashvars="fake=1" name="viddler" ></embed></object></p>

<p>It's easy to make jokes about the PSP collecting dust, but Sony's littlest system is still chock full of unique games that you can't get anywhere else.  <em>Patchwork Heroes</em>, which comes out tomorrow, looks like one such game.  From developer Yuki Ikeda's <a href="http://blog.us.playstation.com/2010/03/15/coming-to-psn-this-week-patchwork-heroes/">entry</a> on the Playstation blog:<em><blockquote>The idea for Patchwork Heroes came from wanting to make an action game that was sort of like cutting up paper with scissors, and I ended up pairing that with something very dynamic: giant aircraft and battleships! The basic premise of the game is to use a big saw to cut giant flying battleships into pieces before they come and destroy your town. As you cut chunks off the flying gunships, there's lots of other action in fighting and dodging enemies, and also saving friends and collecting items.</blockquote></em><em>Little Big Planet</em> meets <em>Dig Dug</em> meets physics meets crazy Japanese artwork?  Throw in whatever weird J-pop pomp-pomp-pomp song is playing in the trailer and I'm sold.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/patchwork_heroes_is_so_crazy_i.php</link>
<guid>http://fidgit.com/archives/2010/03/patchwork_heroes_is_so_crazy_i.php</guid>
<category>Video</category>
<pubDate>Wed, 17 Mar 2010 13:31:26 -0500</pubDate>
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<item>
<title>10 years later Perfect Dark returns, this time for real</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="10 years later Perfect Dark returns, this time for real" src="http://fidgit.com/assets_c/2010/03/Perfect_Dark_XBLA-thumb-550x274-35704.jpg">]]><![CDATA[<p>For ten bucks, you can get into the wayback machine and pretend <em>Perfect Dark Zero</em> never happened.  Xbox Live Marketplace just got an updated version of the original <em>Perfect Dark</em>, a Nintendo 64 shooter that followed up <em>Golden Eye</em> as proof that, hey, shooters really do work on console systems!  And this was a year before that <em>Halo</em> thing came out.</p>

<p>From the <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802584109c2/?did=00000001-0000-4000-8000-0000584109c2&bt=0&sb=1&mt=16&gu=66acd000-77fe-1000-9115-d802584109c2&p=1&of=6">Marketplace page</a>:<em><blockquote>Experience every twist of the story, every stray bullet, every gadget and upgrade, every newly polished texture - and top it all off with full access to multiplayer modes now playable across the globe through Xbox LIVE.</blockquote></em>It may not look like much based on that screenshot up there, but keep in mind this is from the creative team that would go on to form Free Radical and create the <em>Timesplitters</em> games.  You could see in <em>Perfect Dark</em> some of the same variety, replayability, and inspired multiplayer support that made <em>Timesplitters</em> so special.</p>]]></description>
<link>http://fidgit.com/archives/2010/03/10_years_later_perfect_dark_re.php</link>
<guid>http://fidgit.com/archives/2010/03/10_years_later_perfect_dark_re.php</guid>
<category>Shooters</category>
<pubDate>Wed, 17 Mar 2010 11:59:35 -0500</pubDate>
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<item>
<title>A stylish final resting place for the Xbox 360</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="A stylish final resting place for the Xbox 360" src="http://fidgit.com/assets_c/2010/03/Xbox_coffin-thumb-550x367-35677.jpg">]]><![CDATA[<p>Check out that case for your Xbox 360, designed by <a href="http://www.creativegenius.com.au/">artist Aleksei Vanamois</a>.  Morbid but entirely appropriate, complete with the red ring of death on the lid.  You can see more pictures at <a href="http://www.goodgearguide.com.au/slideshow/330509/xbox_360_died_send_it_off_style_rrod_coffin_accessory_/">Good Gear Guide</a>.</p>

<p>(Thanks <a href="http://games.slashdot.org/article.pl?sid=10/03/16/1346204">Slashdot </a>!)</p>]]></description>
<link>http://fidgit.com/archives/2010/03/a_stylish_final_resting_place.php</link>
<guid>http://fidgit.com/archives/2010/03/a_stylish_final_resting_place.php</guid>
<category>Xbox 360</category>
<pubDate>Wed, 17 Mar 2010 11:02:44 -0500</pubDate>
</item>

<item>
<title>Don&apos;t miss this sage advice from Final Fantasy XIV</title>
<author>Tom Chick</author>
<description><![CDATA[<img border="0" alt="Don't miss this sage advice from Final Fantasy XIV" src="http://fidgit.com/assets_c/2010/03/FF14_sage_advice-thumb-550x355-35640.jpg">]]><![CDATA[<p>Just in time to make sure I stay confused about the whole <em>Final Fantasy XIII/XIV</em> thing, Square/Enix has released some, um, well...I'm not sure what they are, but they relate to the later <em>Final Fantasy</em> that will be an MMO.  I think maybe they're motivational posters or maybe pages from the game's manual.  They seem like the sort of thing you'd hang in a junior high classroom or a communist re-education camp, but they relate to MMO principles instead of the human reproductive system or the working class.</p>

<p>My favorite one reads, "Scan the lands, work the mines, know the market, trust the Twelve."  It sounds like good advice as you're reading along.  "Scan the lands" -- uh-huh -- "work the mines" -- sure -- "know the market" -- absolutely -- "trust the Twelve" -- wait, what?  The who?  Who are they?  Apostles?  Days of Christmas?  Eggs?  Trust them to do what?  Or is this some sort of economics thing?  Does Timothy Geithner know about this?  Is it going to be on the final?</p>]]></description>
<link>http://fidgit.com/archives/2010/03/dont_miss_this_sage_advice_fro.php</link>
<guid>http://fidgit.com/archives/2010/03/dont_miss_this_sage_advice_fro.php</guid>
<category>Galleries</category>
<pubDate>Tue, 16 Mar 2010 16:56:56 -0500</pubDate>
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