LIAM O'CONNELL
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FEATURED POST
Pets can make us laugh and cry. They can gross us out or make us say "aww." Pets in games are no different. In fact, they rule. Here's why.
Thursday, May 06, 2010 |
Comments (17)
POST BY THIS AUTHOR (4)
In the current explosion of journalistic activity, thanks to blogging, twitter, etc., the whole idea of journalism class seems less than useless.
Wednesday, March 17, 2010 |
Comments (11)
As games evolve, they tend to take one of two paths: generalism or specialism. Which works better and why?
Thursday, April 22, 2010 |
Comments (6)
America's fascination with zombies may trace its roots to the founding of the country.
Saturday, January 23, 2010 |
Comments (13)
COMMENTS BY THIS AUTHOR (6)
"Personally, my favorite scene in a game was in the first Mass Effect, on Virmire. After Infiltrating Saren's base and communicating with the second Beacon, you finally feel like you might finally have all of the answers and then... Sovereign shows up, with that creepy voice of his, and proceeds to tell you how the entirety of civilization is screwed and that you can do nothing about it. And then, being the enormous badass commonly referred to as Commander Shepard, you then do something about it. That was definitely the turning point in that story and when I really started getting into it."
Monday, April 26, 2010
"Why is it that making things wrinkly makes them more badass? Oh well, I guess it worked for Solid Snake."
Monday, April 26, 2010
"Given my name, I am contractually obligated to enjoy St. Patrick's Day.
Very well written article, although I honestly can't think of any other Irish video game characters off of the top of my head. The McRearys are my personal favorite, as I'm always up for a good family feud, particularly one in brogues."
Wednesday, March 17, 2010
"nks James. The article has less of a "wall of text" fee"
Saturday, January 30, 2010
"ase help me! I can't figure out how to embed the p"
Friday, January 29, 2010
"God, I love this game. In the last stage, which Andrew mentioned, I restarted around twenty or thirty times because making that massive waterfall of falling bodies just to get across a little gap seemed... wasteful. It took me forever, but I finally got the timing down to do it with only two other copies.
In retrospect, the game is all about being alone and depending on yourself, and watching all of those me's die was almost like losing the only friends I had in that lonely"
Friday, January 22, 2010


