It only does everything when you actually take it home and put it in your livingroom

Five and a half years after its initial 2006 launch, I finally ponied up and bought a PlayStation 3. I’ve needed one for writing purposes for a while now, and even borrowed my roommate’s at one point, but this is the first time I can point to Sony’s monolithic hulk of a gaming console and call it my own. If you’ve ever looked at the NPD numbers for console sales and though, “I wonder who buys a new console five years after it was already released,” you certainly know now.

Actually, the more I think about it, the more this purchase lines up with my past decisions; I bought a PlayStation 2 in the summer of 2006, just before going off to college. Take from that what you will.

I’ve spent most of the evening transferring over the demos and games I bought for my roommate’s PS3, as well as a few games he wasn’t using on his, including Infamous and Final Fantasy V. All told, I have about 25GB of game data all queued up and waiting for download; thank goodness Optimum doesn’t have a data cap on its internet plans.

At any rate, I’ve finally joined my buddies who have a PlayStation 3, meaning I have a whole new friends list to stare at and not invite to any of my games. Fun stuff! If you folks feel like adding me, though, my PSN ID is “I Am A Parade,” of at least it will be as soon as I can get through the impenetrable wall of downloadable games mentioned two paragraphs ago.

PAX East 2012: Ten things I learned from PAX

As you’ve doubtlessly gathered from my last few posts, I attended PAX East in Boston earlier this month. It was an incredible experience—I interviewed several movers and shakers in the gaming industry, as well as chatted with several others in the gaming press. My time spent at the event was unimpeachable, and I learned a great deal from my travels on the east coast.

Now that said, the only way to learn is by doing, and sometimes I did things, well, incorrectly. Fortunately, I was able to push past my flubs, and I would like to pass my newly-gained knowledge onto my devoted readers.

Ten Things I Learned At PAX East

  1. Test the equipment. Then test it again.

  2. Hell, test it after that, too. Several times during the weekend, I found to my utter horror that my interview equipment was not meeting the standards of quality I was hoping for. My colleague and I dealt with everything from poor lighting to bad audio and we had to soldier on with the footage we collected, much to my chagrin sometimes.

    It’s not just making sure the equipment doesn’t look crappy, though; it’s also about making sure the “good” quality material can be turned into “great” quality. Things like testing out different microphone positions for interviewing, or fiddling with camera functions until the lighting is just right. Running experiments beforehand can produce better results when time absolutely matters, which will produce better product and make everyone look really damn competent overall.

  3. Regularly maintenance your equipment

  4. Okay, this one was a total scrub mistake, and one I didn’t think would actually bite me in the ass until its teeth were firmly sunk in. Things like charging the camera overnight, regardless of how full the battery “looks,” or emptying out the memory card regardless of how much free space you think might be on there. Every piece of equipment should be fresh and rearing to go for every day of shooting.

  5. Stay in a hotel

  6. During my time in Boston, I was staying with a few friends from college who moved to the area recently. I adored seeing them after so many years, and I appreciated them taking the trouble to house me under their roof for the five days I was on the East Coast.

    However.

    I soon came to realize that paying for a hotel doesn’t just grant you a place to sleep—it also grants you a temporary work space, as well as convenient access to the area you’re covering. I wanted to be far more productive on my trip than I was, but couldn’t be because my friends live in a studio apartment, and burning the midnight oil would have meant keeping everyone up. Not only that, my friends live about seven miles away from the convention center, and made the use of public transportation paramount to surviving the weekend. This wouldn’t have been such a hassle except…

  7. Public transit is not some magical fast-travel system

  8. Forgive me. I come from Montana, a land where regular buses and trains are about as common as gold-plated unicorns to operate them, and the prospect of traveling to a city with an actual transit system filled me with thoughts of regular, easy transportation to wherever I needed to be. Sometimes, I was right. Others, I was waiting twenty minutes or more for a train. The worst part came on Friday night, when I was trying to catch a bus home from a bar that was closing. Little did I know that Boston all but shuts down after midnight, and that no buses or trains would come to my aid. I felt like Moses in The Ten Commandments, with Edward G. Robinson chastising me, “Where’s your public transportation now?”

    I ended up catching a cab back to my friends’ place, to the tune of thirty dollars. Public transit is fine for tourists, but when on assignment for work, I need reliability.

  9. Remember to eat and drink

  10. Like, literally remember. I was so caught up in gathering footage and darting around from appointment to appointment that I would have skipped on food if my colleague constantly didn’t remind me to eat lunch. This is particularly handicapping for me, as my performance in strenuous situations decreases when my blood sugar is low. In the future, I’ll remember to respect my lunch time, and by “respect” I mean “acknowledge.”

  11. Your icons are people, too

  12. I’m a video game blogger from Montana who works in a small office booking movies. I don’t interact with famous people on a regular basis. Heck, I don’t interact with so much as a KFC Famous Bowl on a regular basis. So when it came to finally meeting writers and game-makers that I idolize, I was unprepared for the fanboyish rush that I would get from being in the proximity of dudes and dudettes whose work I admire greatly. I looked like a right prat when I introduced myself to Jason Schreier and Stephen Tolito of Kotaku in a manner that sounded like Rhino from Bolt, and I repeated this performance several times during the weekend.

    The best piece of advice I received actually came from Kim Swift, creative director of Portal and the upcoming Quantum Conundrum. While I was meeting with her up in the Square Enix suite, I mumbled something about getting to meet some of my favorite game designers and how I felt overwhelmed about it. “Don’t,” she simply said. It helped impart the idea that the people I’m talking to aren’t “different” from me in any sort of superior sense of the word; they’re just regular guys who happen to do really cool things. It helped me keep my head a bit, but I’ll be even better on this next trip.

  13. Wheel-less suitcases suck

  14. During one of my last bouts of travel, one of the wheels on my suitcases snapped off. It was sad, but didn’t deter me from bringing it along on my PAX trip anyway. Oh, what a fun mistake that was. You see, it wasn’t as though I went straight from the airport to some hotel via taxi or family member-driven mini-van, like it usually happens. No, like I discussed further up in the essay, I stayed with a few friends seven or so miles out of town, requiring me to lug my bloody filled-to-the-brim suitcase on two trains, four buses, and hundreds of meters in walking-distance until I got where I needed to be.

    It got old. Quick.

    At any rate, I can safely re-invest in new luggage now, and the prospect of finally getting a new suitcase sits reasonably well with me. Still, lacking wheels showed me how much of a pain in the ass travel used to be without them.

  15. Take only what you want to carry for the entire day

  16. This is like the above list item, except much more annoying in a niggling sort of way. Basically, I wanted to be all Boy Scout and bring a crap ton of extra things with us—extra mics and their cables, change of clothes (I’m serious), my satchel full of extra goodies, etc. I basically became a pack mule on the floor, lugging about 20 lbs. of miscellaneous junk around from interview to interview (to interview) as we sprinted between appointments.

    Now, this isn’t to say I shouldn’t bring additional just-in-case equipment. Far from it—extra batteries and those sorts of things are great for storing in the press room. Hauling around large, cumbersome headphones for sound check purposes, though, probably wasn’t such a hot idea, especially since I ended up taking them off in clutter-based frustration and then forgetting them.

    Like most things in life, it’s a bit of a balancing act to figure out my “needs” from my “it would be nice”s, and one I’ll nail in the future. I just need to be cognizant of it going forward.

  17. Life will go on even if your footage is less than optimal

  18. Friday and Saturday were spent largely learning how to use our equipment, and by the end of the second day, I was in a right state at not having G4-quality footage for the site back home. I got myself nice and worked up, too, until a fellow journalist attending a panel with me helped talk me down from the mental ledge I was climbing out onto. This is more of a general life lesson, but the best thing to do when faced with work you’re dissatisfied with is to make it better next time, full stop. No use in dwelling on how you Could have made things better or Should have done it a different way—it’s over and done with, so move on and kill it next time.

    For the record, I’m of the opinion that we did, indeed, kill it on Sunday.

    Anyway, thank you again to Morgan of Translabyrinth for helping me through a rough patch. Next time will be awesome, and I won’t let myself get down next time I’m at an event because, in the end…

  19. You’re at a gaming convention. Have fun with it!

  20. With all of the stress of collecting footage and meeting appointments, it was easy to lose sight of what was all around me—literally. I was surrounded by video games! Video games and people who love video games like I do! I was playing games that won’t come out for months! Fortunately, I snapped out of my reverie reasonably quickly, and I was able to bathe in the glory of everything PAX had to offer while still doing my best to create content for Gamer’s Guide to Life.

    Events like PAX are why I want to get into gaming journalism; they’re why I’m sitting here writing in my walk-in closet with pie-in-the-sky dreams of someday seeing my name in print. They’re not the whole reason, mind, but PAX sure as hell went a long way to getting me excited for the future, and if I can’t appreciate what a lucky dog I am to be attending events like PAX and writing about them, I’m doing myself a disservice.

Ten mistakes, ten lessons learned. Thanks again for tuning in to my PAX content, and I look forward to further events, early impressions, and learning experiences in the near future.

PAX East: A few stray videos

Most of my trip to PAX was for video reconnaissance, and my colleague (Andrew Whipple III) and I captured rather a lot. I’d rather not bog down this blog with the fifteen or so videos we shot, and instead will direct you to the Gamer’s Guide to Life YouTube page if you want to check out our series. The footage is a little raw (we learned to use the camera as we went), but we did get some great interviews, and they’re rather worth checking out.

Instead, this post will be dedicated to the two interviews I conducted while at PAX East. The first was with Nick Chester, a publicist for Harmonix and great all-around bloke who told me all about Harmonix’s upcoming downloadable game, Rock Band Blitz.

The second was a talk with Kim Swift about her new game Quantum Conundrum.

Massive props to Kim and Nick for both videos; they essentially took us on-the-spot for these interviews without prior appointment, and it was a huge honor to chat with both of them about their games.

PAX East 2012: Quantum Conundrum (Gamer’s Guide to Life – 4/16/12)

The Square Enix suite turned out to be a treasure trove of great games at this year’s PAX East. I was pleasantly surprised by the polish of Sleeping Dogs and the hack-y, slash-y fun of Heroes of Ruin, but the real prize, and my favorite game of the show, turned out to be Quantum Conundrum, the newest game from Airtight Games and Kim Swift. Swift was also the designer behind a little-known game called Portal, and Quantum has echoes of that game all over it.

I try to stay away from deliberate Portal comparisons when talking about Quantum Conundrum, but it plays so much like a spiritual sequel to the adventures of Chell and GLaDOS that a few references are inevitable. Like Portal, Quantum is a first-person puzzle game with a heavy emphasis on physics. Quantum also captured one of my favorite aspects of Portal: while most puzzle games make me feel like I’m being shepherded towards one “correct” solution*, both Quantum and Portal made me feel like I was finding a solution where none existed at all. It is a testament to Swift’s direction, as well as the rest of the team at Airtight, that I felt like I “broke” their game whenever I completed one of their challenges.

Quantum Conundrum was easily my favorite game at PAX East, and while it would do well for me to temper my expectations before its full release (something Jason Schreier of Kotaku noted in his preview), I’m still going to crow about this game to anyone who hasn’t had time with it all the way up until its ill-defined summer release.

Title: “PAX East 2012: Quantum Conundrum”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

Amid the usual greys, browns and cover mechanics of many modern games comes Quantum Conundrum, a first-person puzzle game of incredible whimsy and ingenious design.

Developed by Airtight Games and spearheaded by Kim Swift, the creative mind behind the original Portal, Quantum Conundrum is a pleasing mesh of reflexive first-person action and brain-prodding puzzle gameplay.

Players control a twelve-year-old boy who has gone to stay with his eccentric uncle, the inventor Professor Fitz Quadwrangle (what a name!). Unfortunately, the Professor Quadrangle has gone missing and it’s up to the player to find out what happened to him and bring him back.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Borderlands 2 (Gamer’s Guide to Life – 4/16/12)

You want to know an awkward feeling? Playing a sequel to a game you didn’t play instead of thousands and thousands of others who did. The whole time you’re wondering to yourself, “Man, this is pretty fun, but I wonder what my fit of ecstasy would be like if I had played it as much as almost every other gamer in the world?” Yet another reason I subscribed to GameFly.

Anyway, disregarding the small pangs of guilt that I DID NOT LISTEN TO, I had fun with Borderlands 2, though I couldn’t tell you about any “improvements” it made over the previous game because, as we’ve discussed, I played the first Borderlands for a solid fifteen minutes before going back to something more pressing at the time; say, a large pitcher of margaritas, or what have you.

I did have a great time playing with a gentleman from Press Play named Nick Hawryluk, who spent probably 45% percent of the demo reviving me. Nick, if you’re reading this, I owe you a beer.

Shoot, loot, read on!

Title: “PAX East 2012: Borderlands 2″
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

The original Borderlands was a huge surprise back when it released back in 2009, expertly combining twitchy, satisfying FPS action with stick-and-carrot loot collection à la Diablo and Torchlight.

Here in 2012, 2K Games knows that it has a hit on its hands, and gave Borderlands 2 one of the largest booths at this year’s PAX East. With so many gamers frothing at the mouths for a one-way ticket back to Pandora, will Borderlands 2 be enough to satiate diehard fans of the first entry whilst still gaining new ones? I went hands-on with the game in an attempt to find out.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Spec Ops: The Line (Gamer’s Guide to Life – 4/16/12)

2K games occupied a rather large portion of PAX East real estate this year, with a few of their booths representing some of the biggest on the floor. One such booth was for Spec Ops: The Line, with rows upon rows of TVs, Xbox 360s and PlayStation 3s, and happy gamers trying out the publisher’s new third-person shooter from Yager Development.

Also in the booth was a bombed-out wreck of a bus, which helped demonstrate some of game’s themes, e.g. there will be lots of blowed-up stuff to hide behind. It was impressive nonetheless.

At any rate, my colleague and I were able to swap back-and-forth between playing the game and watching, and I came away with enough of a feel for the game to write a preview. Enjoy.

Title: “PAX East 2012: Spec Ops: The Line”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

The Spec Ops franchise has long lain dormant, with its most recent entry, the budget-priced Spec Ops: Airborne Commando, releasing all the way back in 2002.

2K Games and Yager Development are gunning to breathe life into the ailing license with Spec Ops: The Line, a follow-up and reimagining of the tactical shooter series.

Read the rest at Gamer’s Guide to Life.

PAX East: Heroes of Ruin (Gamer’s Guide to Life – 4/16/12)

Up in the Square Enix suite, I was able to sample from a number of new games from the publisher. My next taste of hands-on gameplay was with a 3DS hack-y, slash-y, dungeon crawl-y action RPG called Heroes of Ruin. Heroes is being developed by n-Space, a studio whose claim to fame has consisted almost entirely of Nintendo hardware-related ports (also, Geist, but no one would prefer you remember that one).

Being a console gamer for most of my life, I missed out on several game genres that flourished on PC, including the hack-y, slash-y, dungeon crawl-y action RPG. Yes, I played the ever-loving crap out of Kingdoms of Amalur: Reckoning, but that game had more in common with God of War and Devil May Cry than isometric games about going CLICKCLICKCLICKCLICKCLICKCLICKCLICK until enemy corpses and epic drops litter the ground.

Despite my lack of experience in the hack-y, slash-y, dungeon crawl-y action RPG genre, the little time I’ve spent playing them has shown me how great the potential for enjoyment is for a portable game of this ilk, and this is where Heroes of Ruin comes in. Not only does the game provide an excellent foundation for loot-grinding action, but it also has a wealth of cooperative play options, available both locally and online. I still have yet to buy a 3DS, but Heroes of Ruin did a great job of showing itself off as another, non-Miyamoto-related game worth picking up on Nintendo’s glasses-free 3D system.

Title: “PAX East 2012: Heroes of Ruin”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

Hack-y, slash-y, dungeon crawl-y action RPGs have come back into vogue recently.

It’s a trend we’ve seen develop, with Runic Games’ Torchlight becoming an instant classic on Steam back in 2009 and Blizzard looking to drop the mother of all lootfests, Diablo III, later this spring. Developer n-Space is looking enter the hack-y, slash-y, dungeon crawl-y action RPG realm with Heroes of Ruin for the 3DS. Published by Square-Enix and created to be n-Space’s first original IP, Heroes of Ruin aims to bring the thrills of spelunking for treasure to portable gamers everywhere, and I got a chance to try it at this year’s PAX East.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Sleeping Dogs (Gamer’s Guide to Life – 4/15/12)

Ahoy there! Now that I’m finally recovered and situated from PAX East last week, I can start posting some of the previews I wrote on games I covered. There’ll be time for a recap what went on during the show, but for now I’ll content myself with going through my posts for Gamer’s Guide to Life. Not to worry, though; I have a good, solid plan of how to chronicle my experiences at PAX, and it won’t be too far down the pike. Who knows, these previews may even help provide context.

Anyway, let’s dive into it. One of my first major bouts of hands-on gaming came during the first day with Square Enix. Unlike other studios in attendance, Square had rented out two adjoining suites in the hotel next door to the convention center, and was using the space as a sort of press room, inviting game journos in to try out five or six games and help themselves to hors d’oeuvres. “How is your show so far?” I asked a particularly tired-looking PR fellow. “Depends on how much you like hotel rooms,” he replied with an exhausted-looking grimace. As a former housekeeper, I could relate.

The first game I looked at was Sleeping Dogs, developed by Canadian developer United Front with help from EA Black Box and Rocksteady Studios, who assisted with the game’s driving mechanics and hand-to-hand combat, respectively. I had a good time running the game through its paces, and heard a bubbling-under of positive word of mouth throughout the show. Hopefully it’ll do some business when it drops this August.

Title: “PAX East 2012: Sleeping Dogs”
Outlet: Gamer’s Guide to Life
Publish Date: 4/15/12

After nearly four years and two name-changes, United Front’s gritty open-world action game, Sleeping Dogs, is finally nearing release.

Inspired and influenced by works of Hong Kong cinema, Sleeping Dogs offers a stylish, story-focussed take on the open-world genre already populated with heavy-hitters. I got a chance to go hands-on with Sleeping Dogs during PAX East, and came away impressed at the game’s polish and ambition.

Sleeping Dogs’s main narrative follows Wei Shen, a San Francisco cop tasked with infiltrating the Triad gangs of Hong Kong. As Wei Shen further penetrates the Triad ranks, he begins to encounter more and more emotional friction and toil over the decisions that he’s forced to make to keep his cover, making the story unusually character-driven for an open world action game. Where many sandbox games – Saints Row, or Just Cause, for instance – keep the proceedings light and humorous, Sleeping Dogs features a plot which is straight-forward and hard-boiled, heavily drawing cues from Infernal Affairs, the film that informed the 2006 Best Picture-winner, The Departed.

Read the rest at Gamer’s Guide to Life.

You are about to embark upon the Great Crusade…

It’s the night before I leave for Penny Arcade Expo East (as opposed to the night before Penny Arcade Expo East, which is tomorrow) and the reality of my situation is starting to sink in.

During the past few weeks, I have spent over $1000 airfare, recording equipment, and various odds and ends in order to attend my first gaming show. I’ve been in talks with my senior managing editor at Gamer’s Guide to Life, who has done a smashing job in scheduling appointments for me and generally making sure that my time in Boston will be well-committed. I’ve done various degrees of research on how best to utilize my new and expensive equipment, and I’ve gone through all sorts of cosmetic preparations ranging from a new, pricey haircut to several new additions to my wardrobe.

Yet, despite taking obvious steps to prepare for my newest and most exciting step into the world of gaming journalism, it’s only now, nearly six hours before I’m to depart for Gallatin Field Airport and leave on a John Denver jet plane, that it’s becoming real to me. I’m going to the East Coast. I’m going to meet with gaming journalists from all over the country (Phil Kollar, formerly of Game Informer, explicitly told me to say “hi”), and do my best to network with them. I’m going to see and play video games before by many, many other gamers around the country. Most importantly, I’m going to see what it’s like to report on video games from an actual press level. No sitting at home and grousing about online passes for me. I’m going where the stakes are high and the stories are red-hot.

My dawning sense of readiness is reflected in my state of how prepared for the trip I actually am. My clothes are strewn about the floor of my parents’ living room—at least, the ones that aren’t currently tumbling around in the dryer (man, doing laundry the night before an early flight suddenly doesn’t seem like such a hot idea anymore…). The couch on either side of me now is covered with my various effects I’m taking along: important items like camera equipment and various microphones; entertainment for the plane ride, including a pair of books (Critical Path: How to Review Video Games for a Living by Dan Amrich and How To Make Friends & Influence People by Dale Carnegie) and my DSi XL; and little esoteric bits like a half-pack of Mentos and a chocolate bunny my mom gave me as an early Easter gift. It’s all got to end up in the suit case somehow, and it’s got to end up there before the end of tonight.

Lord knows if I’ll even be able to sleep tonight. I’m so tired even though my mind is racing at a million miles an hour—an effect not unlike listening to a Dragonforce song whilst heavily inebriated. Every tick of the clock brings me closer to 4:00am, the time I set myself to get up, get ready, and steel myself for the day ahead. I have a long way to go in the way of packing, but I have Belgian White in my cup and Fantasia on the TV. I can make it. I will make it.

Later on, after I’ve been to more and more gaming events like PAX East, I wonder if I’ll feel the same trepidation as I do now, feeling my stomach clench and my mind reel as I think about what tomorrow will bring. I hope so. Despite how worried and sick I feel, I’m absolutely charged at the prospect of where I’m going and the work I’ll do when I get there. This may be a learning experience for me, but I have a thing or two prepared for the loyal audience of Gamer’s Guide to Life, and even for you folks here at I Am A Parade.

Stay tuned for more updates from Penny Arcade Expo East, both at this site and Gamer’s Guide to Life. Also, despite how tacky this looks, you may want to check out my Twitter feed for more details while I’m at the show; my schedule is pretty stuffed throughout my entire stay in Boston, and shooting off a few tweets is much less time-consuming than writing multiple blog posts a day. That said, I do intend to put together a sort of PAX Diary of my experiences to help give you folks an idea of what it’s like to attend a convention of this scale, and how a Jonah Hill-esque n00b like myself experiences the whole thing.

Tomorrow I meet this gaming journalism thing face to face on its home turf. It will be stressful and taxing in ways I can’t even imagine yet, but I’m ready to meet it head-on and show everyone watching what I can do. This is my time to shine, and I’m just getting ready to flick the switch.

What I’m doing with large stack of unplayed games

Growing up, I didn’t own very many games. Christmases and birthdays gave me an opportunity to ask for new ones, but for the most part, my gaming intake was a slow, unsteady trickle. Because my roster of games stayed pretty tiny, I did my best to play the hell out of each and every one I bought, mastering their intricacies and making an effort to complete even their smallest challenges.

Coupled with an overabundance of free time, this drive to see everything my games had to offer showed me the small, unadorned corners of my favorite releases: I earned each of Star Wars: Rogue Squadron’s nineteen gold medals, I got a Birdie Badge on every single course in Mario Golf, and 100% completed Banjo Kazooie at least twice. I made the most of my every purchase, and I felt good about it.

Unfortunately, my playing habits have changed, and my compulsion to wring every ounce of fun out of my gaming library has long since dissipated. Glancing at my shelf, I estimate that I’ve finished only a little over half of my games. This behavior is a far cry from that of the boy who once spent months (literally months) playing Tony Hawk’s Pro Skater 3 until he beat the game with the entire roster of unlockable characters.

I suppose it’s inevitable that I would change. After all, I don’t have nearly the amount of free time I did when I was twelve, and there are a whole host of reasons why I can’t plumb the depths of Sonic Generations the way I might have been able to ten years ago.

For starters, it’s all I can do to keep up with current releases. More games are coming out than ever before, and if I want to stay on this gaming journalism thing, it’s in my best interest to take in as many as I can. This means renting/purchasing whatever I can to stay relevant, leaving little time to go back and address a game’s more esoteric portions, like high scores, achievements, and the like.

This goes double for when a game is particularly lengthy, or if I drag my feet playing it. When I picked up L.A. Noire last May, I had a blast playing through it with my friends co-operatively; I would be at the controls while they shouted instructions and helped share in the drama of the case. This went on for two weeks before our schedules fell out of sync, and I became reluctant to play it unless everyone was there to help experience it. Needless to say, I haven’t picked it up in nearly a year, and it’s my own fault. Other games are life-absorbing to the detriment of my entire social- and work-schedule; I called it quits with Kingdoms of Amalur: Reckoning after 45 hours, and I declined to pick up Skyrim or Red Dead Redemption because I knew they would require time to commit that I didn’t have.

Other times, I’ll drop a game when I hit a particularly challenging area, or when the game ceases to be fun. Batman: Arkham Asylum, for instance, features a section that requires total and complete stealth, rather than the lenient pseudo-stealth prominent in the rest of the game. As someone who sucks at traditional stealth games, this brought the experience to a screeching halt, and my progress is the same nowadays as it was in 2010 when I put it on hold. Need for Speed: Hot Pursuit, a game I received two Christmases ago, reached a level of challenge where progression no longer felt rewarding to me, requiring too much mastery over the game’s so-so mechanics than I felt justified my time.

Then there are the games I haven’t even started. Yes, I have purchased games that I have not loaded up even once. As a passionate lover of JRPGs, I had heard nothing but good things about Lost Odyssey, so when I finally snagged it for ten dollars at Gamestop, I was beyond excited. I put in on my shelf, waiting for the right time to break it out and experience its J-majesty. It’s still on my shelf now, still waiting for that moment that feels “just right.”

Sometimes, though, I can drop a game without feeling pangs of guilt. During the Christmas season of 2009, I picked up Shaun White Snowboarding on a Black Friday special. I must have played that game a grand total of two hours before I put it away and never looked at it again. Normally, this would feel like the most wasteful crap I could possibly do; it’s like taking one bite from a burrito and then throwing it away. Ah, but this burrito was filled with sawdust and soap shavings, and I didn’t feel inclined to ingest any more of the wonky controls and mediocre gameplay than I already had to. Besides, the game cost less to buy than it did to rent, so my purchase was more of an experimental, “let’s see how this goes” situation.

In general, though, I do my best to finish my games, even the ones I’m only slightly enthusiastic about doing so. I picked up the first Gears of War game for a song from a retailer in Denver three years ago, and though it took me many tries, I managed to muster up the motivation to put the Locust in their place about two months ago. Also, despite its repetitive career structure, I had a blast putting away Pure during a break in my senior year of college, and I managed to ignore my “wait until it’s just right” impulses and beat Alan Wake on Saint Patrick’s Day weekend.

Like many aspects of my life, it all comes down to motivation. Video games, it turns out, require just as much effort to stay on top of as anything else. More so, I would argue, for even short games still require 6-8 hours to run their course; compare that to a movie buff, who can polish off new films in two hours or so a pop. If I’m to make any headway in improving my gaming lexicon, I’ll have to buckle down and actually schedule time to play video games. The things I do to chase a career.

Maybe I can someday complete all of my games with the thoroughness I had when I was twelve, but for now, I’ll concentrate on experiencing as many games as I can and getting past my guilt of not finishing everything in my library. After all, I’m trying out more new games than ever before, and there are too many exciting things happening in the industry now than to worry about whether I spent twenty hours trying to beat a game or forty hours getting all of the achievements.

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