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PAX, Picks, and Pokemon

(…though not necessarily in that order.)

It’s the day before we leave for Seattle for yet another awesome late summer weekend at PAX Prime and, as usual, what this means still hasn’t completely sunk in yet. Part of this is likely due to poor sleep and being kept busy with various things, mainly the chores and errands that always have to be done pre-PAX. However, this will likely change on PAX Eve, as it typically does.

In the meantime, I’ve been finishing up a few games and such. First off was the most frustrating Tropico 5 DLC I’ve yet encountered: “The Supercomputer”. The mission included here starts you off in the next-to-the-last era with the regular, bare-bones starting buildings—which is fine. What isn’t fine is the strict time limit to reach the next era, plus the expensive building and maintenance requirements involved. I had a lot of trouble balancing these tasks with keeping my economy from imploding and making sure all the citizens were happy. Eventually, I got through it on my regular difficulty settings, but it took at least a dozen restarts until I found the magic formula.

Next up were an unusual pair of portable games: one was a Game Freak game that didn’t have “Pokemon” in the title, and the other was a non-Game Freak game that did. That first one was HarmoKnight, a downloadable 3DS rhythm game which I beat yesterday. It had been on my radar for quite awhile, and I finally picked it up in the form of a Club Nintendo reward. It was an enjoyable mix of platformer and rhythm game, though some of the harder levels made me wonder if I’m still cut out for this sort of thing. I guess I’ll find out for sure sometime after Hatsune Miku: Project mirai DX gets here next month via Play-Asia.

A battle between Warlords and Pokemon… well, mainly just Pokemon.The non-Game Freak Pokemon game was Pokemon Conquest, which I’d started the day before HarmoKnight and beat today. Aside from some random rounds of Pokemon Stadium at a friend’s place back in the day, it’s the first and only Pokemon spinoff that I’ve played. It also happens to be one with an unusual lineage: made by Tecmo Koei, Pokemon Conquest is a strategy RPG crossover between the Pokemon franchise and the extremely niche Nobunaga’s Ambition. It’s a game that, when it was first unveiled, I thought was never, ever going to be released in the US, but somehow, Nintendo made it happen. I’m kind of glad they did, though; the setting is strange, but it’s a pretty decent all-ages SRPG that happens to feature Pokemon.

Now that I’m through those, I should probably get back to Picross DS, which has continually overwhelmed me with its massive amount of content. Fortunately, I don’t have many more puzzles left to go (I think), and then I don’t plan to play anything else this series for awhile, not even after Picross 3D 2 comes out here (at least, I hope it comes out here). However, part of me also wants to start up a proper Game Freak-made Pokemon again with Pokemon X. This is the last Pokemon game I need to play in order to consider myself caught up with the series; as much as I love Hoenn, I’ve no plans to play Omega Ruby or Alpha Sapphire. Also, after X, I will have played a game in every major Pokemon setting except for the first generation’s, though I suppose I can always check out Kanto in SoulSilver‘s postgame if I really want. I’m still not 100% sure I should be playing a new main-series Pokemon game less than a year after beating SoulSilver, but hopefully it won’t wear me out on the franchise too much.

Finally, I suppose I should explain the “picks” part of this post’s title. For some time, I wrote annual “Gaming Roundup” posts where I listed everything I played in a given year and some brief impressions. Unfortunately, these posts took a lot of work to compile and I slacked off on them after the 2011 edition. I decided a little while ago that I’m going to bring back year-end wrapups, but do them differently: this time, I’m only going to talk about my top ten favorite games that I played this year, and maybe a few others that left strong enough impressions. Recently, I went through the games I beat so far this year and put together a preliminary list, and it’ll probably be rewritten a few times before 2015 bows out. I can’t say this has been a fantastic year, gaming-wise, though there have been a few really great games that I’ve played. Of course, there will be more about said games, and others, around the end of the year.


Captain Olimar’s Excellent Adventure

Quick note: this is my entry for this year’s Review a Great Game Day, a writing jam organized by retro gaming site 1 More Castle. Enjoy!

Out of all the games Shigeru Miyamoto has created, Pikmin is far and away my favorite. I’ve put countless hours into Shiggy’s creations over the decades, from Donkey Kong to Wii Fit, but none has captivated me quite so much as his intimate tale of a diminutive spaceman and the even tinier creatures who aid him during a crisis. It is visually and aurally charming, not to mention a brilliantly designed example of how to do real-time strategy on a console, but it’s also much, much more.
Captain Olimar and the pikmin.

Pikmin is something which is, even now, extremely rare amongst big-budget titles: a narrative game about a normal grown adult. The main character, Captain Olimar, is on an alien planet not because he’s been sent there to fight a war, nor is he chasing adventure or purpose. He’s there by accident. He’s a run-of-the-mill businessman, in the middle of traveling, who crash-lands in unfamiliar territory and spends the rest of the game calmly trying to repair his ride and get home to his worried wife and kid. There are no princesses or kingdoms to save; the only thing which needs rescuing is himself. Despite the fantastical universe he resides in, he’s as familiar as most any commuter you may see on the train in the morning. In this way, Pikmin is about the trials and mundanities of adulthood as much as many other games are examinations of adolescence. It’s shockingly refreshing, and Olimar has since become one of those rare game characters with whom I can truly identify.

Actually, I have to take something back—part of that “fantastical universe” of Olimar’s is almost as ordinary as he himself is, but in a different way. While the planet Olimar lands on is new and interesting to him, its identity soon becomes apparent to the player. As evidenced by the litter that Olimar encounters during his crisis, this strange new world is our own. Sure, the flowers are giant numbered pellets surrounded by petals, the creatures include two-legged speckled bugs and bird-beaked burrowing snakes, and the Pikmin themselves are plant/animal hybrids that could exist nowhere else but a Nintendo game, but there’s no mistaking it. Olimar is on Earth, and he is the size of an insect upon it.

The presence of the Pikmin and other weird living things, combined with the familiarity of Olimar’s situation and the random man-made flotsam, is perhaps meant to make us think about the nature we too often take for granted and our relationship to it. Study real-life plants and animals closely, and you’ll notice a wondrous, vibrant world, perhaps one similar to that which Olimar sees. Even at the current rate of extinction, new species are still being discovered; with that in mind, the birds and bugs of Pikmin don’t seem all that farfetched. The primary-colored Pikmin are clearly inspired by ants, insects which famously work together in groups and come in a wide variety of types. Scenes of them flocking around any given object are entertaining in the same way as watching ants carry a piece of food that’s much larger than they are.

Some pikmin attack a froglike creature.This mix of the unusual and the ordinary naturally extends to the gameplay. As I said earlier, Pikmin is a real-time strategy game. The RTS genre is traditionally relegated to the PC, due to the need for precise controls, such as with a mouse, to organize and command units. Pikmin takes the RTS concept and simplifies things, with just three types of units (red, yellow, and blue Pikmin) and a total limit of one hundred individuals that can be controlled in the field at any time. The defense stats of these units is indicated, Super Mario Bros.-style, by physical appearance, and the best of these can be most easily cultivated by letting them “grow” in the ground for a longer period of time. In any other situation, this would not be a problem, but Olimar has only thirty days to find the same number of parts for his spaceship before his life-support system dies. Thus, time is Olimar’s largest, most ominous opponent, moreso than the massive creatures that attempt to eat the Pikmin along the way. Success in this game is determined by your command of the Pikmin, and how well they can fight off threats and navigate territory both while searching for and carrying back Olimar’s precious parts. Pikmin can be challenging at times, filled with all manner of clever obstacles and terrain, but it is also quite manageable, with a perfectly-tuned learning curve. It helps that the Wii’s “New Play Control!” port is a dream to play with its remote and nunchuck setup (unfortunately, there is no GameCube controller support in this release, so I could not compare the original control scheme to the new one).

The understated soundtrack is standard-quality Nintendo fare, but as for the graphics, they are Pikmin‘s most prominent weakness, as, despite their novel designs, they haven’t aged as gracefully as the rest of the game. Pikmin was originally released in 2001 and it shows, thanks to now-dated texturing and lighting, and simplistic character models. However, please don’t let this put you off on playing this masterpiece. It is one of the greatest and most unique video games of its kind, and also one of the best Nintendo has ever made. It is a surprisingly deceptive game, in a good way: approachable and wholesome enough for kids, but with a story and protagonist which are more relatable to adults. It speaks to its audience about nature and its relationship with humanity, without passing judgment on anyone or anything, leaving the player to reach their own conclusions about the world and its inhabitants. Most importantly, it is mature, in the truest sense of the word, than most other games which claim that adjective for themselves.


E3, and a Gaming Update

I wasn’t excited for E3 this year. Of the games I knew that were coming out, there wasn’t much that I absolutely needed to see more of, and my anticipation for the as-yet-unannounced was low. It turns out that I was right to skip the Microsoft and Sony press conference streams, as there was practically nothing of interest to me in the liveblogs that I read (well, there was Halo 4, but I’m doing my best to avoid spoilers for it at the moment). The following day, I caved and watched Nintendo’s presser, but found it to be sorely lacking.

After several days’ worth of coverage, only one new game piqued my interest, and that was “Project P-100”, a crowd management action title, directed by Platinum Games’ Hideki Kamiya, that seems to have gotten barely any attention from the press at all. This game is similar to his earlier Viewtiful Joe in its Super Sentai aesthetic, and the basic concept of controlling a crowd that turns into weapons to beat giant villains is pretty awesome. The one thing about this game that came as a disappointment was that it is for WiiU, a system I don’t have any interest in getting. Other than that, and a welcome reminder that the 3DS Paper Mario exists and is on its way, there wasn’t anything for me.

In the meantime, I’ve been continuing on with my main personal goal for 2012: reducing my backlog as much as possible. April is the current record-holder month with seven games beaten, including one (Soul Nomad & the World Eaters) that took me nearly 45 hours, and the two Pinky:st DS titles that I reviewed in my previous post. Some highlights these past few months include the DS remake of Dragon Quest VI, massively moe and just plain charming doujin shop sim/dungeon crawler Recettear: An Item Shop’s Tale, bare-bones browser-based JRPG Parameters, fantastic expansion pack Tropico 4: Modern Times, and Pokemon White Version, which I’ve written about before and was top-notch all around.

There was also Halo: Combat Evolved Anniversary, played co-op with my Halo-detractor husband. We had a good time, playing the game with the new graphics and old soundtrack, though I have some quibbles regarding the former. The new maps are brightly lit compared to the original versions, which, along with the whole co-op thing, made the game’s scariest moment a bit less so. Also, some of the new character models were lacking, especially Sergeant Johnson and 343 Guilty Spark. More than anything, I’m now cautiously optimistic about Halo 4.

I also played a couple of platformers, namely The Legendary Starfy on DS and Ratchet & Clank for PS2. Starfy was a decent game with a lot of character, but it was also much wordier than I expected, with more cutscenes than is average for a platformer. Ratchet is not as good as its first-party brethren Jak & Daxter: The Precursor Legacy and Sly Cooper & the Thievius Raccoonus and also has some irritating bugs. However, the weapon/gadget system at its heart is well thought-out, and the storytelling, which is similar in tone to Jak and Sly, is enjoyable enough.

There have been a smattering of others, including the two Izuna games, mystery dungeons with an emphasis on humor and fanservice, and, on the negative side, vague endings that lack so much as a credit roll or “The End” text before dumping the player into Postgame Territory. I also beat the puzzle game RUSH and attempted to play EDGE, but the bad controls and mediocre design of the latter led me to quit. Finally, over the weekend I played through Breath of Death VII, a parody RPG that resembles an early Dragon Quest and contains jokes and references that range from the silly to the sillier; despite some design quirks, it’s well worth a play if you love the genre.

That’s it for what I’ve beaten these past few months. As for what I’m actively playing right now, I’m approaching the end of “The Journey”, aka the main game in Persona 3 FES. This RPG has been unlike most others I’ve ever played, in a good way, and I hope to write about it at length later on. I’m also playing Dance Dance Revolution again (SuperNOVA 2, specifically); after a long ordeal, a couple of new, working pads arrived yesterday.

Once I wrap up “The Journey”, I plan to put Persona 3 FES aside for awhile before taking on the bonus episode “The Answer”. Right now, I’m considering starting de Blob 2 and/or Dragon Quest Monsters: Joker 2 as my next game (or games). As usual, we’ll see.


PAX Pix 2011, Part Four: Cosplay and Miscellany

One of my biggest regrets of PAX East 2010 was not taking very many pictures, especially of the cosplayers. Fortunately, and with the help of a few people at deviantART, I managed to find photos of many of my favorites. This time around, I did not want to repeat this mistake.

To start things out, here’s my favorite cosplay of the show, which I had teased in earlier posts: Gordon Freeman from Half-Life. Despite its simplicity (not to mention the somewhat slapdash application of the Black Mesa patch), it succeeds in two important areas: the cosplayer’s resemblance to the original character, and their creative approach. This Gordon went around PAX all weekend carrying a large display that humorously promoted Black Mesa; titled “Black Mesa Community Outreach and Hiring”, it included a special message from Dr. Breen, a list of civilian projects that involved upstanding partners such as Umbrella Corporation and Abstergo, a partially redacted hiring notice, and a section about famed curtain manufacturer Aperture Science. Overall, an inspired and funny cosplay.

   
   
   

Other cosplayers I saw over the weekend included Princess Zelda and Link, whom I sat next to during the marketing panel; a four-person Mortal Kombat II team consisting of Smoke, Scorpion, Reptile, and Sub-Zero; a White Mage, a Black Mage, and Aeris; two of Quote from Cave Story (the second of which is pictured here); and a Draenei from World of WarCraft.

   

Aside from the expected video game cosplays, there were a few distintively non-game ones. For example, over the weekend I saw The Tick and Arthur, as well as the Bimbettes from Disney’s Beauty and the Beast (pictured). Crossplay, or cross-dressing cosplay, was also present at the show. There was a female Quote (the first Quote I had seen), a male Chell, and most memorably, a male Misty, shown here.

Of course, there were a few people dressed in costume who were not cosplayers, but actually on the job. Aside from the Halo: Reach characters at Halo Fest (see Part Three), there was a female Shepard at the Mass Effect 3 booth and a Plants vs. Zombies group made up of Disco Zombie and his backup dancers.

Still, even though I had managed to take many more photos this time around, there were some cosplays that I missed out on. Aside from those I’ve already shown and/or mentioned, I also saw Cirno (Touhou series); Bayonetta; an Enforcer dressed as Chun-Li; a yellow and black Heartless and other Kingdom Hearts series characters; Vanille (FFXIII); Frank West (Dead Rising) in boxers and a Servbot head; Catherine and one or two Vincents (Catherine); Princess Peach; at least a couple of Marios, another Link, and a Dark Link; and what I believe may have been an Alchemist from Torchlight. There were others besides, but I can’t think of them all right now.

   

Cosplay aside, there are several other, smaller things to mention about the weekend. As at PAX East, the longer lines were made more interesting by the Cookie Brigade and what entertainment the Enforcers had on hand. Across the street from the Paramount Theater (aka the “Main Theater”), a tank was parked in a vacant lot as a part of the promotion for World of Tanks. The Paramount itself is gorgeous inside, with high ceilings, fancy gilded detailing, and an overall feeling of grandeur.

We didn’t spend any time in the Queue Room this go round—save for a brief trip in and out to get the official swag bags, we didn’t have to. At this PAX, they experimented with letting people queue up wherever they wanted before the doors opened; this approach, while not perfect, worked out okay.

While in line, we would sometimes chat with people; at the Friday concert, it was with a couple who we had been in line with earlier that day. I also managed to meet up with some fellow Cheap Ass Gamers during PAX, and we all went out to dinner at a nearby Gordon Biersch on the Sunday night after the final round of the Omegathon (and a brief Child of Eden session in the Console Freeplay room), where the topics of discussion included cars and corpses, import figures, multiplayer gaming, and CAG itself.

What else is left to mention? We hit up the Gameworks across the street the night before PAX started and checked out (but didn’t play) the wide variety of arcade machines there, including some recent Japanese imports, such as a motion-activated rhythm game by Konami (not sure if it’s a Bemani game, technically) and a ride-on version of Initial D Version 3. On the first day of the show, I noticed a shrinkwrapped Jim Darkmagic portrait prominently displayed at the official PAX/Penny Arcade store. One of the stores in the Expo Hall (which I wish I could remember the name of) had these cool Portal 2 rubber keychains that I have not seen since. Another store sold anime merchandise, many of which were bootlegs. In the Tabletop areas, one of the card games really stood out from the rest: the anime-styled, maid-heavy Tanto Cuore. And, as you may have heard elsewhere, PAX scalping was taken to a whole new level with the presence of counterfeit passes.

So, in conclusion, it was an incredibly fun weekend, and we’re looking forward to doing it again next year. To all the people who made this event so awesome: thank you. Finally, if your cosplay is posted here, please let me know! I’d love to give you credit.

ETA (09/10/11): Cosplay credits! Please help me add to the list if possible.
– “Community Outreach” Gordon Freeman: Peter Jung


PAX Pix 2011, Part Three: Halo Fest

Running concurrently (and adjacent to) PAX Prime was Halo Fest, a tenth anniversary celebration of all things Halo, and admission was free to PAX attendees. Although I had initially intended to avoid Halo Fest since I’m still new to the franchise, my curiosity got the better of me, and we found ourselves lining up by its entrance on Sunday morning. It was a longer line than I had expected, and though there were a couple of inconsiderate smokers upwind, the wait wasn’t bad. A guy in a Halo: Reach costume walked down the line shortly before the doors opened; at first, I thought he was a cosplayer, but soon realized that his presence here was official.

Acting on a tip from a PAX East exhibitor (some of the tabletop gaming companies were in the same wing of the convention center), upon entering Halo Fest, we circled around and picked up swag bags, each with a limited-edition Warthog Mega Bloks set included. From there, a quick trip to the Halo merchandise store was made for a couple of the things in the Part Zero pic. After I got all the goodies I wanted, it was now time to take in the event itself.

There were several little areas set up, each devoted to something different. Many of them were devoted to specific multiplayer modes, and there was also a small stage set up for Halo-related panels and presentations.

   

Near the entrance was a wall filled with images of fan-made tenth anniversary maps made in the map editor Forge. Some of these maps were really neat; my favorite is probably the one which contains an outline portrait of Master Chief made entirely of weapons.

   

Around the corner from the Forge screenshots were two pieces of artwork, a Van Gogh parody painted for the annual Child’s Play auction, and a wooden mashup of Mega Man and Master Chief. The same area held a glass case with recent and upcoming Halo action figures from Square Enix Products. Two of these Play Arts Kai were red and blue Halo: Reach figures originally released as San Diego Comic Con exclusives, and available for purchase at this event as well. The other two items on display were the upcoming Halo Anniversary Play Arts Kai, one of which—the silver Spartan Mark V—is slated to be a New York Comic Con exclusive. If you’d like to see these figures in more detail, I’ve posted additional pics of them on Tsuki Board (a shot of the Deus Ex: Human Revolution Play Arts that were shown, but not sold, in the Expo Hall is also in that set).

Scattered throughout the area were several sculptures and other displays: there were 1/1 scale statues of Halo: Reach characters, Mega Bloks versions of Master Chief and robotic flake 343 Guilty Spark (which, unfortunately, I had forgotten to get a picture of), a diorama of a battle scene, a photo area where you could get a picture of yourself gunning down a Covenant Elite, and a life-size, working Warthog built by Weta. It’s pretty much impossible to make out in the picture shown here, but on the front window by the driver’s side are little silhouette stickers marking units killed; in a bit of black humor, the top row included a couple of children and an old lady pushing a walker.

There isn’t much left to say about Halo Fest. Like the costumed guy outside, others milled about in Spartan gear, posing for pictures, and there was also an information booth of sorts, at which was an old Halo 2 promotional statue. Available at this booth were Halo Fest schedules, an issue of Official Xbox Magazine with articles about the series’ anniversary, and a couple of exclusive Halo-themed 360 avatar items (a Cortana Chip and an Energy Sword), among other things. Once we were done taking in all things Halo, a brief escalator ride brought us back to PAX’s Expo Hall.

In our next and final installment: remember that awesome Gordon Freeman cosplay I mentioned in Part Zero? Well, there will be that, and more!


PAX Pix 2011, Part Two: The Panels

Actually, there aren’t too many pix for this installment, since many of them came out blurry. Besides, although the panels we went to were great, there isn’t anything really exciting about a photo of group of people sitting along a draped table—”you had to be there” really applies in such cases. Anyway, here’s a rundown of the panels and other scheduled events we attended (unless otherwise noted, each event lasted for an hour).

Friday

What They’re Saying About You: How Marketing Segments and Targets Gamers (10:30 AM, Raven Theater) – The title pretty much says what it was about. Marketing ideas, trends in research gathering, the peculiarities of marketing to the PAX crowd, and so forth were discussed for an hour in front of a small but interested audience. The stories and insight from Pete Hines, the don’t-call-him-a-marketer from Bethesda, was the highlight of the panel.

Omegathon Round 1 (2:00 PM, Wolfman Theater) – The first round of PAX’s ultimate gamer competition consisted of some madcap rounds of Mario Kart: Double Dash! An extra bit of chaos was added when it was revealed that the players wouldn’t know which of the five screens they would be playing from, and even this was switched up on each new track. At the end, four Omeganauts were eliminated, but for two of them, their fate was only determined after a tie for last place and a sudden death round. The PAX crew stuck to random maps for this round, though the audience really wanted to see them duke it out on the game’s version of the infamous Rainbow Road.

Retrogame Roadshow: Are Your Old Games Buried Treasure? (5:00 PM, Unicorn Theater) – A panel tailor-made for collectors, with the audience bringing up various rarities to show off while the panelists debated their value. Among the highlights were an NES obscurity titled Panic Restaurant and an extraordinarily rare port of M.U.L.E. (I believe it was the IBM PCjr version).

Friday Night Concerts (8:30 PM ~ 1:00 AM, Main Theater) – This was our biggest must-see of PAX, mainly due to favorites the Video Game Orchestra (see PAX East 2010, Part Two) and the Minibosses (who we had never seen live before). Sandwiched in between were MC Frontalot and Metroid Metal. The entire concert was awesome, and a lot of fun. I especially liked the inflatable metroids that Metroid Metal tossed out to the crowd for them to bounce around in the air (though said metroids wound up on stage more than a few times). Most unexpected moment: the VGO playing tunes from Plants vs. Zombies and Angry Birds!

Saturday

Infinite Respawn: How Gaming Can Keep & Save Your Relationship (10:30 AM, Serpent Theater) – Now here was a topic very near and dear to our hearts: love and gaming. Though many of the panelists’ experiences didn’t quite match up with ours—in part since neither of us are inclined toward multiplayer or co-op—there was a lot else that was the same, and it was comforting to know that our experiences aren’t unique.

Discover the Forgotten Masters (12:00 PM, Serpent Theater) – This panel, which opened with two very amusing Fist of the North Star clips, was presented by the two guys behind GeekNights. Although some of the info presented wasn’t as obscure as they had perhaps thought it was (such as who David Crane is, or what the NES game Spy vs. Spy is like), I still learned a few things and was introduced to some fascinating retrogames, ranging from a gunslinger game (Outlaw for the 2600) to a multiplayer airline management sim (Aerobiz Supersonic for the SNES). I also agree with the point of the panel: that there’s a lot of old ideas in gaming that are ripe for revisiting.

Game Development Secrets Exposed: Everything You Wanted To Know But PR Won (3:00 PM, Raven Theater) – I have no idea what this panel was like… or rather, what it would’ve been like, since it was cancelled at the last minute! Moving on…

You Call That Fun?! (6:30 PM, Wolfman Theater) – This was a lively panel where four friends and game industry colleagues came together to discuss that most intangible of game qualities, “fun”. One of the most interesting parts of this panel was the discussion of difficulty and how it needs to be optimized for the player’s needs; for instance, a bunch of developers who have become experts at the game they’re making are hardly the best judges of difficulty.

King of Chinatown (10:00 PM – 11:30 PM, Serpent Theater) – Thanks to some technical difficulties, this screening was delayed for over half an hour. Anyway, King of Chinatown follows Street Fighter IV player Justin Wong and his rise as a pro-gamer, but that’s only half the story. The other concerns the group Justin was a part of, Empire Arcadia, and its founder, Isaiah Triforce Johnson. Triforce was already known to me as a fixture in the NYC gaming scene—I first became aware of him at the Wii launch, where he was at the head of the line, several feet away from our group—but I had no idea of his role in the pro gaming scene. Without giving too much away, this film is fairly even-handed, but does not paint Triforce in a favorable light. Despite some muddy sound, it’s a good indie documentary, and worth checking out.

Sunday

Making Art from Art (12:00 PM, Raven Theater) – A panel by a bunch of nerdcore rappers and one fanfic writer about all fan-made derivative works might seem somewhat imbalanced, but despite the lack of discussion about the (admittedly enormous) realm of ROM hacking, fan mods, and fan/doujin games, they handled the topic well enough. During the Q&A, an audience member brought up the topic of female fanworks makers twice. The first time, the all-male panel addressed it well enough, I thought; the second time was redundancy defined, though it was clear then where her tastes lay (mentioning Pixiv but not deviantART was a sure sign), and I could swear she referenced Vocaloid fandom without saying the word once. There’s one at every con, I guess.

Insider Insight: Awesome Video Game Data (2:30 PM, Kraken Theater) – This was probably my favorite panel of the show. Presented by EEDAR President Geoffrey Zatkin, it served as a brief glimpse into the world of video game research and data. Lots of statistics were presented, ranging from trends in the music game genre to the likelihood of games with ninjas showing up on the Wii, painting a fascinating picture of what the video game marketplace is really like. If this talk is repeated in some form for a future PAX, I highly recommend it.

Omegathon Final Round (5:30 PM, Main Theater) – And at last, as “The Final Countdown” came over the sound system, the remaining two Omeganauts took to the stage. Each finalist chose a “spirit animal” from the group of disqualified Omeganauts, and Tycho and Gabe teased the game as one having space marines, racecars, and gazelles. Of course, it was no such game. Instead, much to everyone’s surprise, it was The Legend of Zelda! The goal was to be the first to obtain the first Triforce piece, and their helpers’ role would be to guide them along with the help of an FAQ. It was a really exciting match to watch, and once a winner was declared, the show was wrapped up and officially ended, and we headed out to the Console Freeplay area for some last-minute Child of Eden and eventually dinner.

And now that I’m back at home, guess what I started recently. Yep, The Legend of Zelda. This is the first time I’ve ever played a Zelda game, by the way; as of this writing, I’m up to three Triforce pieces and am currently after the fourth.

Such is the hold that PAX has on me, I suppose.

In our next installment: WORF WORF WORF.