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October 6
2014

Bayonetta: The Great Exception?

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bayonetta
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We first got to know Bayonetta through her vagina.

“You want to touch me?” was the key question asked during the 2008 TGS trailer for Platinum Games and Hideki Kamiya’s rapid-fire action game. We had only seen glimpses of this tall, lithe, tight black suit-wearing amazon in the debut teaser for her self-titled adventure before then. She had only a few seconds of feline-esque combat acrobatics before bending backward and allowing the camera to sweep luxuriously through her legs for an extreme crotch close up.

The perpetually offended reactionary element of the game community launched into a predictable campaign of outrage that lasted about as long as the game’s media campaign. The game, its developers, and the character were decried as the latest example of a sexist caricature created to pander the juvenile fantasies of the lowest common denominator. When the game launched, however, and people got their hands on it, many of the voices quieted. There was something about this ass-kicking goddess with the librarian glasses that made her somehow immune to the same criticisms of your Mai Shiranuis and your Ivy Valentines.

The years since have only been kinder to Bayonetta’s special status among salacious video game heroines. The gay community in particular has adopted the character as a sort of icon. So what is it about this near hedonistic woman in gunboots that has made her largely exempt from vocal sexist critique, in spite of her exhibitionist love affair with any nearby cameras?

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October 6
2014

Wootini’s Weekly Video Podcast #192

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Podcast192
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Even though I have no interest in buying the game, I went over to the Nintendo World Store for the launch of Super Smash Bros. on the 3DS. Which was nice, because it meant that I could go, take some pictures and video and then go home without actually having to wait in the line that wrapped around the block!

In other news, while I’m enjoying Dance Central Spotlight, there’s a glitch that Harmonix still hasn’t been able to work out. Hopefully Sony doesn’t have the same problem when the new SingStar launches at the end of October…

Make the jump to watch this week’s episode and I’ll explain everything!

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October 3
2014

Gaymer 8BitHomo’s 24 Hour LiveStream for the Trevor Project

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FUmMnyRq
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Twitch streamer Dylan Zaner, aka 8BitHomo, recently became  Twitch partner, which means his channel will be promoted by Twitch as featured content and he will be given other opportunities to help grow his audience on the game streaming service. This is wonderful news for gaymers and anybody looking for a queer-friendly stream to tune into.

Tomorrow, Saturday October 9th, 8BitHomo will be conducting a 24 hour live stream to raise money for The Trevor Project. The stream starts at 9am CST and is being done with the support of Gay Geeks, GaymerX, and all of us here at GayGamer.net

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October 3
2014

Wootini’s Weekly Animal Crossing Diary

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HNI_0061
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Dear Diary,

Well, there was a lot going on this week, so let’s just dive right in!

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October 3
2014

Wootini’s Weekly Video Podcast #191

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Podcast191
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Well, I finished Destiny… the story missions, at least! This lets me feel better about picking up some of the new games getting ready for release. Holding off on Hyrule Warriors and Smash Bros. for now, but there’s hope that Alien: Isolation will be awesome. And then there’s Fantasia: Music Evolved at the same time. And Sunset Overdrive looming on the horizon… too many games! Help me choose what to play!

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September 26
2014

Wootini’s Weekly Animal Crossing Diary

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HNI_0045
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Dear Diary,

Woof! Lots of action this week! Forget the intro — let’s just get to it!

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September 23
2014

Specialized Interaction: Okami And Castlevania

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Okami
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Originally posted at The Christian Write.

Previously I went into detail about specialized interactive items and elements, such as Link’s ocarina from Ocarina of Time and the various mini games in the Bioshock series, and when it would be appropriate to implement them in a game. Now I’d like to take a look at successful – and not so successful – implementation in greater detail using Capcom’s Okami and Konami’s Castlevania: Dawn of Sorrow for examples. (Incidentally, I have zero idea if there’s an industry-standard name for these elements, so if anyone knows please clue me in.)

Both games used a specialized interactive item mechanic that amounted to the player drawing shapes on the screen. However, the inputs were not equal in their execution. Both Okami and Dawn of Sorrow were high quality games that were very well received by audiences, but their respective innovative item mechanics could not have been more different in reception. In short, painting with Okami’s Celestial Brush was successful, while drawing the magic seals was a “failure”, subjectively speaking. So why did Okami succeed while Dawn of Sorrow failed?

Let’s take a look at the Celestial Brush from Okami first.

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