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June 30
2014

Wootini’s Weekly Video Podcast #179

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Happy Pride everyone! Oh, there’s also gaming going on, finishing one to start another… but this weekend was the big NYC Gay Pride parade, and once again, I marched with my Gay Geek brethren! Make the jump for all the fun!

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June 27
2014

World of Warcraft’s 10th Annual Proudmoore Pride March

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This year marks the 10th anniversary of LGBT-friendly World of Warcraft server Proudmoore’s annual Pride March. Hosted every year by the guild Spreading Taint (Horde) and The Stonewall Family(Alliance), queer and allied players march their way through Azeroth and end with a big in-game Pride celebration. This year the route started in Dawn’s Blossom for the Alliance and Greenstone Village for the Horde, with the marches merging half way through before finally arriving as one at the Shrine of Fellowship. For the first time I took part in the march, and took some photos to commemorate the occasion.

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June 27
2014

Wootini’s Weekly Animal Crossing Diary

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Dear Diary,

Well, we got our new resident, and he’s awesome. We almost lost someone, but I talked them out of it. Plus, we had a holiday and a contest. All on the same day! There’s a lot to cover, so read on!

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June 26
2014

All The Hyrule Ladies, Put Your Hands Up!

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Tecmo Koei and Nintendo have brought the Dynasty Warriors style combat to the world of Zelda in the upcoming Wii U title Hyrule Warriors. The developers already won me over with the game’s E3 demo by remaining faithful to Nintendo’s source material while putting their own spin on the franchise. Most importantly, I was gagging over them letting me play as Zelda.

With the equally gag worthy additions of Impa and Midna, two new playable female characters have been revealed.

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June 26
2014

An Interview with Dani Landers of Studio Fawn

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Dani Landers is one of the four members of Studio Fawn, the creative team behind Bloom: Memories, an upcoming game set in a strange and beautifully-crafted world designed to evoke feelings of adventure and exploration, as well as including emotionally-involving storylines using game mechanics and themes that the larger games industry tend to avoid. Bloom has already seen a very successful Kickstarter having met (and exceeded!) their target goal, and their continued progress in developing the game is documented over at the Studio Fawn website. Dani’s role at Studio Fawn encompasses game design, art, writing and marketing, and the world of Bloom stems from her own creative vision.

We caught up with Dani to ask her a little about her vision for Bloom,  her experiences as a game developer, and her thoughts on the contemporary games industry.
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June 25
2014

E3 2014: Metal Gear Solid V: The Phantom Pain, Open World Done Right

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I kinda hate open world games. I really do. While I can awe at the technical marvel that goes into creating a vast living world sometimes there’s just too damn much to do. Maybe it’s my inner-submissive coming out or maybe it’s because I was raised on JRPGs and platformers, who knows? Titles like Grand Theft Auto I find amusing for short bursts of destructive fun but I always end up getting bored, losing track of what I’m supposed to be doing, and finally just moving on to something else. As fun as sandboxes are I like my games with at least a semblance of structure. It’s for this reason that I had some concerns for Metal Gear Solid V: The Phantom Pain, which will be turning the cinematic stealth series into a vast open world affair.

After playing the game’s opening act, Ground Zeroes, earlier this year I felt slightly more comfortable with the changes but still wasn’t completely sold. The new gameplay elements worked well enough for a two-hour segment set in an enclosed area, but what about an entire game set in a much bigger world?

Watching the live-gameplay demo Konami brought to E3 (literally the only game they brought, housed in a massive stark white box, how’s that for confidence?) put many of my fears to rest, sold me on the open world design, and cemented Metal Gear Solid V: The Phantom Pain as my game of show.

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June 25
2014

Tabletopping: Monsterhearts

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Tabletopping is a series where Bryce takes a tabletop RPG he has never played before, sits down with some friends, and tries it out. It’s about his first experience with a new game. As a result, rules will be gotten wrong, confusion will arise, and not everything will make sense. Some games rise, and others fall, but either way, stories will be made and told.

Teenagers and monsters must have something in common. They’re matched together so frequently. Teen Wolf, Buffy, Twilight, Vampire Diaries…what is it? Is it the using monsters as a metaphor for the isolation that teenagers can feel growing up? Is it the gratuitous and over-the-top action that can arise? The secret lives that some have to lead? Or a confluence of all of these factors? Well, now you can find out for yourself.

Enter Monsterhearts, by Avery Mcdaldno. Monsterhearts casts the players as—you guessed it—teenage monsters, struggling to get by in a world that is either unaware or terrified of them. Monsterhearts tells you that it knows you could write a better Twilight. I mean, hell, anyone could, right? So do it.

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