Bowser is simply misunderstood

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EDITOR'S NOTEfrom Jason Lomberg

Let's look at it from King Koopa's perspective: A benevolent, autocratic dictator merely wants to provide for his people (a dying race, after all). So he annexes a small province to the East (under possible collusion by said neighbor), and along comes a fat, Italian vigilante to slaughter his Army, commit war crimes, and execute his subjects without a trial. Or Bowser could just be a cartoonish supervillain.

Bowser

I think villains get a bad rap. They are often blamed for the destruction of anything from a small town to the entire universe. They are constantly being attacked by would-be heroes who are out to make a name for themselves by taking down some perceived threat. But villains are not always bad; they are just misunderstood.
 
Take the most iconic of all video game villains: Bowser.
 
Let’s start with what we do know about him. For one, he is of the Koopa species and, by all accounts, most likely the ruler of a kingdom. He also has an army made up of other Koopa, Goomba, and other  species depending on the game. He is big, often aggressive in person, and generally seems to prefer force over diplomacy. His standard modus operandi is to kidnap women, often Princess Peach.
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What Superman did for video games

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Superman

Bitmob community member Daniel Castro's article  about developer Rocksteady's Batman titles (which is immediately below this one on our front page feed) provides valuable commentary on how "branded" games need not be awful. But while it's great to talk about games made right, we can also gain a lot of insight from a series of dismal, catastrophic failures.

To that end, I think it would be a good idea to look at another superhero's attempts to cross over into the game world and what they tell us about this hobby we spend so much time writing and talking about.

Let's see what Superman has brought to the table, other than sadness and buyer's remorse.

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Today’s guitar-shredding Pokémon is losing its charm

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EDITOR'S NOTEfrom Eduardo Moutinho

Pokémon is like a multi-generational Saturday-morning cartoon. Each year, it adds another wacky layer until it eventually becomes something quite different.

Pokémon

Pokémon Black Version 2 and Pokémon White Version 2 are just around the corner. Maybe I don't keep an eye on the right media outlets anymore, but somehow, I've missed out on the hype train for these releases. I thought now might be a good time to get informed, so I headed over to the official Pokémon site to get the company line.

I came away with this.

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The rocky relationship between developers and publishers

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EDITOR'S NOTEfrom Jason Lomberg

It's the eternal struggle ... not between good and evil, but pitting art vs. the bottom line. Or put another way -- the pure craft vs. the business side of industry. Ryan provides a fascinating perspective on these often mutually contradictory goals.

Game developer

It's incredibly easy to forget that most games start as any other product -- with a sales pitch. Sure, people sometimes make these wonderful things because they love the craft, but they also want to profit from them.

Heck, even the seemingly humble Tim Schafer (Brütal Legend) jokes about never quite striking oil with most of his projects and makes tongue-in-cheek statements about the success of his Kickstarter campaign.

One money centric aspect of the industry that has stood out to me: Publishers, marketers, financers (whatever you want to call them) seem to pull more of the production strings than most like to acknowledge. Not only can this negatively affect the development process, but it sometimes actively dictates it. Many artists would agree that this is not ideal.

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Games need to stop telling us where to go

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EDITOR'S NOTEfrom Eduardo Moutinho

I appreciate a solid map or convenient GPS mechanic in many of the games I play. But I'll agree with Brandon on one of his main points. Developers should allow those features to be turned off.

Bioshock 2

If you’re playing Resident Evil 6, BioShock, or any Modern Warfare title, stop and pause the game for a second.

Do you feel someone holding your hand? Does it seem like that person is pushing you toward your goal?

Hit start and return to the game. Take a look around as you battle your way to your objective.

You see it? That big arrow? That target?

Yeah, it’s that reoccurring and seemingly in-demand destination pointer.

I’ve seen them in in the Call of Duty franchise. And that was OK. I didn’t mind being told where the goal was. The games presented straightforward campaigns.

BioShock featured something similar. The arrow, working like a compass, helped me figure out where to go next, but at the same time, it didn’t help me get past the threats that plagued me along the way.

Recently, I took a stab at the Resident Evil 6 public demo. And once again, this GPS thingy was lurking around in Capcom’s latest survival-horror adventure.

Why is it needed?

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I’m a jerk to someone I know only through the 3DS’s StreetPass Mii Plaza

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I’ve met hundreds of people through the StreetPass Mii Plaza application on the Nintendo 3DS, and I’m an unreasonable jerk to just one guy. I’ve never talked to him before, so I have no idea what he’s really like. But we’re acquaintances through this simple, inter-console social-media service. Now, whenever our handhelds swap data and our Mii characters cross paths, I decide to be kind of mean. It’s an ongoing joke … one that I don’t even know if he’s aware of.

His Mii character has shown up in my plaza about four times now. This means that Mr. X (I’ll keep him anonymous) and I go to several of the same video game events. And each time his goofy little avatar shows up in my courtyard, he asks me what I think of him.

Mii Plaza allows for two possible answers: “Fantastic!” or “OK, I guess.”

I typically choose the former for all of my newfound 3DS friends but always the latter for Mr. X. Then I see his little Mii face get all sad as he walks away. I think it’s hilarious. Why? Because I’m a dick.

Actually, I have a silly rationale for this.

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Spotlight: The Secret World, why turtling is awesome, unintended stories, and more

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The Secret WorldThe Community Spotlight features some of the best unedited articles that didn't quite make the front page. This week, we look at the future of The Secret World, admire the beauty of accidental narratives, give a shout-out to turtling, and more. Join us!


The Secret World could be free-to-play
By Alexander Kraus

You already know how I feel about conspiracy-driven MMO The Secret World; I don't think going free-to-play would change my mind about the game, but Alexander's analysis is astute. Good point about Age of Conan, too.

Why turtling is awesome
By Trevor Hinkle

Turtling, in case you don't know, is the art of playing defensively in a strategy game and waiting for the right time to strike. I'm horrible at it. (I'm horrible at most strategy games.) But Trevor extols the tactic's virtues here. "There’s a certain gratification found in surviving a seemingly endless onslaught of enemies and be rescued by an evacuation shuttle or a friendly ship, and it never gets old," he writes.

The beauty of unintended stories
By Maciej Peterson

I enjoy a good linear narrative, but sometimes, the best stories are the ones you make yourself. Maciej supports this in his description of his adventures in Skyrim. "This is a simple story, but what makes it special is that it's unlikely that Bethesda intended for it to exis," he says.

Upgrading the upgrades genre
By Alexander Kraus

Alexander's second contribution this week describes a type of casual game I hadn't heard of, which he calls the "upgrades genre." He writes: "I like RPGs for the purpose of developing a character through time, so upgrade genres appeal to me. However, the game designer part of me thinks that this genre is more tedious work than engaging gameplay found in other grind-heavy games like Torchlight." Interesting.

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Why Borderlands 2 is more exciting than Diablo 3

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EDITOR'S NOTEfrom Rob Savillo

William argues that you should drop the sword-and-shield act and pick up a firearm in Borderlands 2. Are you convinced?

Every year at every convention, seemingly every member of the press reminds his small percentage of the community that this has been a great year for gaming, with many anticipated titles on the horizon.

They're not lying. But that's because the video game industry is a great one that pumps out certifiable masterpieces with all the regularity of other mediums. Sure, it's rare that any of them are actually new ideas, but now with Kickstarter crowdfunding the fifth Broken Sword and the possibility of tax relief looking slightly more feasible, it seems that we're in no danger of not hearing about how swimmingly everything's going in the world of games development (apart from the continued existence of Electronic Arts and paid downloadable content) for some time.

But something, somewhere in the dark recesses of my caffeine-soaked mind, has clicked, and now I don't care ... not about Assassin's Creed 3, the bulked up PC port of Dark Souls, nor even the concept of The World Ends With You coming to iOS (and I've wanted that game since I realized everything about Japan is awesome and/or clinically batshit).

I can't seem to care. Because I am entranced by the prospect of Gunzerkin' Super Badass Skags and backstabbing PWR Loaders.

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Extra Life 2012: Play games. Heal kids. Join Team GamesBeat

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Extra Life 2012

October is coming.

No, that's not a line from my terrible A Song of Ice and Fire spin-off fan fiction, "A Shitload of Shields." It's basically just a fact. October will bring with it tiny candy bars, "sexy" versions of characters for which such costumes should not exist (I'm looking at you, Sexy SpongeBob Squarepants), and the Extra Life 24-hour charity gaming marathon.

Gaming-fan blog Sarcastic Gamer founded Extra Life back in 2008, and the event has gotten bigger every year. Last year alone, the event raised $1.2 million dollars for Children's Miracle Network (CMN) hospitals all over the country. How it works is that on October 20, participants will play video games for 24 hours straight. Between now and then -- or even during the event, if they're feeling ambitious -- they will ask their friends, family, co-workers, or complete strangers* to sponsor their marathons with cash moneys.

Because the CMN has partner hospitals all over the world, participating gamers can decide where the money they raise will go. Every dollar people donate will go to support these institutions and help them to continue providing life-saving care for children all over the world and fund research to cure diseases like cancer and diabetes.

Bitmob has had teams the past couple of years, but we have a new home at GamesBeat, and we're setting up shop under the GB banner this time. If you'd like to see how things went for the group last year, check out this post.

If you've heard enough, and you want to know how to get in on this, here's what you do:

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The new PlayStation 3 Slim is a good gamble

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PlayStation 3 Slim 250GB

Oh, Sony. Must you?

Here we all are, excitement building around the incoming 8th generation video-game consoles -- the PlayStation 4, the Xbox 720 (and that will never be its official name) -- possibly unveiling as soon as next summer. So you introduce a new version of the PlayStation 3 right at the eleventh hour. Why, Sony?

It already took three years and six different SKUs to nail a commercially competitive PS3. I'd written it off as the distant third, the "me-too" console, but you did it, Sony, you really did. The PS3 "Slim" dropped with the right form factor at the right price, and it took a while, but that Hail Mary pass narrowed a huge gap to come within a few million units of the Xbox 360's sales numbers. That's astounding...and now you're messing with success. You're throwing down an all-new SKU that's half the size and $20 more expensive. Why, Sony? Why?

Well, I have a theory about the why. Several, in fact. And they're all really bad news for Sony's competition.

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Island Officials personifies the Philadelphia indie-game scene (video interview)

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EDITOR'S NOTEfrom Eduardo Moutinho

I recommend taking a few minutes to watch Jordan's piece. His interview highlights today's entrepreneurial game-development environment where a small group of people can make a real impact.

When returning home for the summer, the last thing I expected to find was a local indie game studio just waiting to be profiled. Check out my video interview with southern New Jersey's Island Officials.

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Kirby is 20 years old but best remembered without Crystal Shards

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Crystal Shards

It’s hard to believe that Kirby is 20 years old now. The deceptively cute puffball brought a tremendous amount of whimsy to 8-and-16-bit consoles in the early ‘90s, and despite his games coming off as somewhat simple, the series has a strong following. But his career hasn’t been an easy one, and unfortunately the anniversary compilation Nintendo released to celebrate Kirby’s impressive lifespan highlights perhaps the lowest point for the pre-GameCube franchise: Kirby 64: The Crystal Shards.

The Nintendo 64 is my least favorite system to date, so that likely colors my opinion of Kirby 64. I feel it was an ambitious console for Nintendo, but the company’s refusal to abandon the cartridge format was a detriment to the hardware’s capabilities.

Kirby 64’s biggest problems aren’t hardware related, though. Between the Super Nintendo and the 64, Kirby underwent a horrible transformation. The whimsy in Dreamland was stripped down to base components and flat textures, and Kirby no longer put on adorable hats whenever he swallowed enemies to emulate their abilities. Instead, Kirby turns into a legless fireball and even rips off his own face to throw it like a boomerang.

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