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	<title>Right Brain Left &#187; Games</title>
	<atom:link href="http://rightbrainleft.net/category/games/feed/" rel="self" type="application/rss+xml" />
	<link>http://rightbrainleft.net</link>
	<description>C# and Game Development</description>
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		<title>How to use Dropbox to Share a UDK Map Folder</title>
		<link>http://rightbrainleft.net/2011/10/how-to-use-dropbox-to-share-a-udk-map-folder/</link>
		<comments>http://rightbrainleft.net/2011/10/how-to-use-dropbox-to-share-a-udk-map-folder/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 23:44:23 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=297</guid>
		<description><![CDATA[Our team was having trouble sharing our work-in-progress UDK map files with each other over the popular file sharing software Dropbox. Dropbox by default creates a single destination folder on your hard drive to store all the files on your account. However saving our map files outside of the UDK Content directories cause some significant [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://rightbrainleft.net/wp-content/uploads/2011/10/UDKDropbox.jpg"><img src="http://rightbrainleft.net/wp-content/uploads/2011/10/UDKDropbox-300x167.jpg" alt="" title="UDKDropbox" width="300" height="167" class="alignright size-medium wp-image-300" /></a>Our team was having trouble sharing our work-in-progress UDK map files with each other over the popular file sharing software <a href="https://www.dropbox.com/">Dropbox</a>. Dropbox by default creates a single destination folder on your hard drive to store all the files on your account. However saving our map files outside of the UDK Content directories cause some significant problems with finding references and level streaming just plain didn&#8217;t work.</p>
<p>There is a way, however, to make both Dropbox and UDK happy by using a symbolic link between two folders in Windows. Follow this <a href="http://www.maximumpc.com/article/howtos/howto_master_your_file_system_mklink">great write up and tutorial by Alex Castle</a> to learn more about how these work. The short version is that a simple command line utility will let you create a brand new folder within the UDK Maps folder which is bound to one of your local Dropbox folders. Here&#8217;s the command to run from your command prompt&#8230;</p>
<pre class="brush: plain;">mklink /J &quot;C:\UDK\UDK-2011-09\UDKGame\Content\Maps\MyTeamFolder\&quot; &quot;C:\Users\MyUsersFolder\Dropbox\MyTeamShareFolder&quot;</pre>
<p>The breakdown: mlink.exe is the utility which creates the link, /J says make a hard link between the two folders, the first path is where you would like a new folder to be created (it should be inside your UDK maps directory) and the second path is the path for your already existing Dropbox folder for sharing.</p>
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		<title>Review: The Saboteur</title>
		<link>http://rightbrainleft.net/2010/07/review-the-saboteur/</link>
		<comments>http://rightbrainleft.net/2010/07/review-the-saboteur/#comments</comments>
		<pubDate>Fri, 09 Jul 2010 14:10:46 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=190</guid>
		<description><![CDATA[Go over and read my review for The Saboteur at GamersInfo.net. Author credit is listed as Full Sail Student. Be sure to check out all the great game reviews by Full Sail students like me!]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamersinfo.net/articles/3347-the-saboteur" target="_blank"><img class="alignnone size-full wp-image-191" title="Saboteur" src="http://rightbrainleft.net/wp-content/uploads/2010/07/938954_20091021_790screen002.jpg" alt="" width="462" height="260" /></a></p>
<p>Go over and read my review for <a href="http://www.gamersinfo.net/articles/3347-the-saboteur" target="_blank">The Saboteur</a> at <a href="http://www.gamersinfo.net/" target="_blank">GamersInfo.net</a>. Author credit is listed as <a href="http://www.gamersinfo.net/authors/231-full-sail-student" target="_blank">Full Sail Student</a>. Be sure to check out all the great game reviews by Full Sail students like me!</p>
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		<title>Who&#8217;s Line is it in the Mad World of Star Wars?&#8230; Greg Proops!</title>
		<link>http://rightbrainleft.net/2010/04/whos-line-is-it-in-the-mad-world-of-star-wars-greg-proops/</link>
		<comments>http://rightbrainleft.net/2010/04/whos-line-is-it-in-the-mad-world-of-star-wars-greg-proops/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 03:17:37 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[Greg Props]]></category>
		<category><![CDATA[voice acting]]></category>
		<category><![CDATA[Who's Line is it Anyway?]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=156</guid>
		<description><![CDATA[It took a while to finally pop in the disk for Mad World on the Nintendo Wii. I bought it off of Amazon for quite a steal, the price has dropped like a rock since it&#8217;s release. So what do I hear after a few minutes of play in this title? A really familar voice! [...]]]></description>
			<content:encoded><![CDATA[<p>It took a while to finally pop in the disk for Mad World on the Nintendo Wii. I bought it off of Amazon for <a href="http://www.amazon.com/MadWorld-Nintendo-Wii/dp/B0019SY1D4/ref=sr_1_1?ie=UTF8&amp;s=videogames&amp;qid=1270866560&amp;sr=8-1">quite a steal</a>, the price has dropped like a rock since it&#8217;s release.</p>
<p>So what do I <a href="http://wii.ign.com/articles/955/955285p1.html">hear</a> after a few minutes of play in this title? A really familar voice! Hmmm. well I could tell right away that it sounded like the <a href="http://www.starwars.com/theclonewars/news20100205.html">pod race announcer</a> from Star wars: Episode I. So a few searches later I tracked it all down. The voice of both characters was played by none other than Greg Proops of the popular improv show &#8216;Who&#8217;s Line is it Anyway?&#8221;</p>
<p>It&#8217;s a small, mad world!</p>
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		<title>Glorious Toys versus Empathic Storytelling</title>
		<link>http://rightbrainleft.net/2010/03/glorious-toys-versus-empathic-storytelling/</link>
		<comments>http://rightbrainleft.net/2010/03/glorious-toys-versus-empathic-storytelling/#comments</comments>
		<pubDate>Sun, 28 Mar 2010 06:24:37 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Spore]]></category>
		<category><![CDATA[Will Wright]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=149</guid>
		<description><![CDATA[Two years ago I picked up the pre-acclaimed PC game, Spore. This was after downloading the sample Creature Creator, listening to over a year of evangelizing from Electronic Arts, and dealing with their intrusive DRM. When I finally inserted the disk and got my hands dirty, I was underwhelmed. As a long-time gamer, I could [...]]]></description>
			<content:encoded><![CDATA[<p>Two years ago I picked up the pre-acclaimed PC game, Spore. This was after downloading the sample Creature Creator, listening to over a year of evangelizing from Electronic Arts, and dealing with their intrusive DRM. When I finally inserted the disk and got my hands dirty, I was underwhelmed. As a long-time gamer, I could easily point out the product’s influences. In fact, I often felt my time could be better spent playing it’s inspiring works; flOw, World of Warcraft, Age of Empires and Civilization to name a few. It found it’s way into a box of loose disks where it sits as we speak.</p>
<p>Despite my experience, to <a href="http://www.ted.com/talks/view/id/146" target="_blank">hear Will Wright talk about his creation</a> is quite an eye opener. Having grown up in a Montessori school, Will expresses a game development philosophy based loosely on the Montessori method. This approach unlocks the potential of the audience by providing them with ‘high-leverage tools’ to allow the player to be &#8216;building this world in their imagination and extract it from them with the least amount of pain’. He is presenting the game as a toy which the player can play with, and be empowered by.</p>
<p>Hearing his justification, I feel like I’m a little more connected to the game and I can experience it the way it was intended. He created a game that does not drive the player, but let’s the player drive themselves through curiosity. Moreover his use of the term &#8216;high-leverage&#8217; tools is something I appreciate and agree with. The interface should be intuitive and empowering.</p>
<p>Still, I felt after a few days of playing that I was not engaged. Inversely to Spore&#8217;s ideal, other games may introduce a protagonist, or some relatable character that the player can empathize with. This is something the game lacks. Spore creates investment by allowing the player to personalize many, many details of the organisms they represent. But there’s always a level of separation provided by the ‘God’ complex granted by the game. Without a compelling goal paired with a sense of mortal investment, you’re left with the very feeling Mr. Wright was pursuing… the feeling of playing with a toy.</p>
<p>I can’t whole-heartedly condemn his philosophy, especially since I have an invigorated desire to play with Will Wright’s bright and well-intentioned toy once again. On the other hand, as a consumer I often seek an empathy and connectedness. To me, it is very important to give a game the staying power to live on in my memory, and I think this is the sort of thing that comes to mind for many gamers.</p>
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		<title>The Art of Launch Day</title>
		<link>http://rightbrainleft.net/2010/03/the-art-of-launch-day/</link>
		<comments>http://rightbrainleft.net/2010/03/the-art-of-launch-day/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 02:40:48 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[console release]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Genesis]]></category>
		<category><![CDATA[SNES]]></category>
		<category><![CDATA[Sonic the Hedgehog]]></category>
		<category><![CDATA[Super Mario World]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=145</guid>
		<description><![CDATA[The defining moment of a first-party video game company is when their brand new system hits the shelves. Years of research go into developing a vessel of the hottest technology; a platform to drive half a decade or more of revenue. It’s easy to look at a piece of hardware like the Sega Genesis and [...]]]></description>
			<content:encoded><![CDATA[<p>The defining moment of a first-party video game company is when their brand new system hits the shelves. Years of research go into developing a vessel of the hottest technology; a platform to drive half a decade or more of revenue.</p>
<p>It’s easy to look at a piece of hardware like the Sega <em>Genesis</em> and judge it as a sum of it’s parts, but far more decides the console’s validity in the market. This system in particular had a complete plan of attack devised by Sega to knock the incumbent game baron Nintendo out of the top spot. It had a two-pronged marketing strategy, obtain licenses with popular sports personalities and break down Nintendo in a slash campaign, painting the <em>Genesis </em>as the mature gaming system.</p>
<p>Morality comes into play when you look at Sega here, was it right for them to take such an aggressive position? There was some truth in Sega’s ‘mature’ platform, since Nintendo’s review process at the time really cracked down hard on mature content. However, big name sports licenses do not ensure good games. In fact, in recent years expensive licenses have been a detractor. This helped grow an audience for the system, but I question if the ends justified the means. The trend of celebrity-endorsed video games could be attributed to this moment and I don’t know if it is a good thing.</p>
<p>Thereafter the <em>Genesis</em> enjoyed a slow boom, and it is in no small part to negligence on the part of Nintendo. They never really took the <em>Genesis </em>seriously, and allowed Sega the room to correct another mistake they made with the system, create a killer app and a mascot that fans will love. In 1991 Sega released a game, and a personality, named <em>Sonic the Hedgehog</em>. To that point, <em>Genesis’s </em>stable of games had amounted to experimental titles, endorsed sports games and a select few arcade ports. But with that release, the <em>Genesis</em> had a face and a reason to buy the system.</p>
<p>The same year, the <em>Super Nintendo Entertainment System</em> hit the market with <em>Super Mario World</em> as a pack-in. So then did the brutal battle truly begin between Nintendo and Sega, but this is a battle that may never have been fought. Nintendo gave them a head start on the 16-bit market, and this afforded Sega a great many things. <em>Genesis </em>had a two-year head start, a 50-dollar difference in price, and a killer app that was still fresh from a release earlier that year by the time SNES saw light on store shelves. Objectively, I’m glad Nintendo dropped the ball, because it created a spirit of competition that birthed great games.</p>
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		<title>A Picture Worth a $1000 in Wasted Research</title>
		<link>http://rightbrainleft.net/2010/03/a-picture-worth-a-1000-in-wasted-research/</link>
		<comments>http://rightbrainleft.net/2010/03/a-picture-worth-a-1000-in-wasted-research/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 01:20:16 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[arcades]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=134</guid>
		<description><![CDATA[In 1980, Ralph Baer, inventor of the Magnavox Odyssey, birthed an invention to personalize video games – a camera that could shoot pictures of players’ faces, digitize them, and load the images into games. He thought that arcade manufacturers could place the camera in the marquee of their cabinets and paste player’s faces on characters [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><em>In 1980, Ralph Baer, inventor of the Magnavox Odyssey, birthed an invention to personalize video games – a camera that could shoot pictures of players’ faces, digitize them, and load the images into games. He thought that arcade manufacturers could place the camera in the marquee of their cabinets and paste player’s faces on characters in their games. The camera could also snap a photograph of a high-scoring player and post it next to his score.</em></p>
<p>-       <em>The Ultimate History of Video Games, Page 173</em></p></blockquote>
<p>Amazing that such a concept was available before many of today’s gamers were even a twinkle in their daddy’s eye. Today we take for granted the ability to publish our accomplishments on our blogs via achievements and trophies. To link our high scores into our Facebook profiles and query top leaderboards from players across the world. Players can even be rewarded for their exploits, gaining prizes and recognition from the developers or special content for the games themselves.</p>
<p>Of course back in the 70s and 80s the most one could boast of is a three-digit set of initials emblazoned into the high-scores list of your favorite arcade machine. This lacked credibility as many people could have the same initial, and many machines dump their high scores when the machine is rebooted, erasing your achievement till you can return. The idea of the camera to immortalize players was fantastic, since while the high score might still be reset when unplugged, real concrete validation of your high score would be possible. Heck, random patrons of the local pizza joint might even recognize you on the street!</p>
<p>This did not come to pass though; the idea was tossed out after a single test run. The reason? Obvious, the second day of the test a high scoring player ‘flashed’ the camera. Done.</p>
<p>This issue still plagues modern games, as on many platforms players can use cameras to see other players or take their personal profile photos, with explicit content being a possibility in both. With time, the restrictions on such features have loosened up, allowing some lewd content. In other cases, the content must pass a review process before being ‘approved’ for the public. Had Baer added a feature to allow arcade owners to review the photos before being attached to their high score and released for the general public, this idea might have caught hold much sooner in the history of games. One thing Baer did not take into account; you can never underestimate the ability of players to find ways to abuse your technology. It is, in fact, a game of it’s own!</p>
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		<title>Where&#8217;s Your IP?</title>
		<link>http://rightbrainleft.net/2010/03/wheres-your-ip/</link>
		<comments>http://rightbrainleft.net/2010/03/wheres-your-ip/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 03:58:28 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Full Sail]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Intellectual property]]></category>
		<category><![CDATA[IP]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=130</guid>
		<description><![CDATA[Securing your intellectual property is an important yet ambiguous aspect of being a fledgling creator. It’s hard enough developing your skills and finding inspiration, the last thing on your mind is making sure that you’ve meticulously filed away the legal rights to your own, barely existing creative notions. In June of 1972, Nolan Bushnell founded the [...]]]></description>
			<content:encoded><![CDATA[<p>Securing your intellectual property is an important yet ambiguous aspect of being a fledgling creator. It’s hard enough developing your skills and finding inspiration, the last thing on your mind is making sure that you’ve meticulously filed away the legal rights to your own, barely existing creative notions.</p>
<p>In June of 1972, Nolan Bushnell founded the company which would come to be a household name, <em>Atari</em>. By September, he would begin marketing the game <em>Pong</em>. After a shockingly positive test run of the game in a local bar named Andy Capps’s Tavern, Nolan was ready to take the country by storm and begin mass producing the game. But being a free spirit, he ignored some of the finer points of securing his intellectual property… namely all of them.</p>
<p>The first speed-bump came immediately, when Atari was taken to court by Magnavox. Magnavox had created a gaming system for the home named <em>Odyssey</em>, which played a game extremely similar to <em>Pong.</em> The matter was settled out of court, and involved Atari paying a hefty license sum to keep <em>Pong</em> on it’s path to greatness. Part of this interaction could just be chalked up to an industry leader kicking a small start-up, but the facts came down to Magnavox’s attention to the ownership and patents surrounding their product. Bushnell, a driven and talented creator/entrepreneur, was focused more on the creating. In the time following the launch of the game, he overlook filing patents for <em>Pong</em>. By the time the patents were validated, over two-thirds of the market was saturated with <em>Pong</em> imitators.</p>
<p>Was Nolan well off? Yes. Was Atari a successful company despite the missteps? Absolutely. But Nolan was in a lucky position, the market was non-existent. While competitors could pirate his innovations, Atari’s ideas were a step ahead of the curve. They would have the next big idea in the works by the time the market was oversaturated with the last. This approach was effective for the time, and you could even say that the knockoffs were good to the industry, as it increased the visibility. Also, arcade machines were sold in an era of more personal communication, will sales representatives approaching reputable brick-and-mortar locations to sell their machines with a handshake.</p>
<p>In this time, of an established games industry however, it’s not advisable to go in so haphazardly. As you put effort into divining inspiration and honing your skills, you should research what you can do to protect your work. In the digital age where ‘page views’ and total downloads are valued, it’s easy to watch your bottom line disappear. A consumer can just as easily get your product from a competitor that is only a click away. Marketing your work to become the most prevalent and connected, and challenging imitators will keep your inspired creations attached to you and allow your passion and creativity to continue unhindered.</p>
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		<title>When did they make a Farcry movie?</title>
		<link>http://rightbrainleft.net/2009/12/when-did-they-make-a-farcry-movie/</link>
		<comments>http://rightbrainleft.net/2009/12/when-did-they-make-a-farcry-movie/#comments</comments>
		<pubDate>Sat, 05 Dec 2009 07:03:55 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[farcry]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[uwe boll]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=122</guid>
		<description><![CDATA[A book can feel very much like a memory of your own story. A movie can feel like watching or being told a great story. A video game can feel like experiencing a story being written. So browsing through the newest arrivals into the Netflix Instant movie stables on my 360, I saw Farcry. It [...]]]></description>
			<content:encoded><![CDATA[<p style="padding-left: 30px;"><em>A book can feel very much like a memory of your own story.</em></p>
<p style="padding-left: 30px;"><em>A movie can feel like watching or being told a great story.</em></p>
<p style="padding-left: 30px;"><em>A video game can feel like experiencing a story being written.</em></p>
<p>So browsing through the newest arrivals into the Netflix Instant movie stables on my 360, I saw <a href="http://www.imdb.com/title/tt0400426/" target="_blank">Farcry</a>. It should be no surprise that the title was directed by the imfamous <a href="http://www.imdb.com/name/nm0093051/" target="_blank">Uwe Boll</a>.</p>
<p>The opening scene only lasts about 5 minutes, watching a team of vanilla &#8216;solider dudes&#8217; encounter &#8216;something bad&#8217; and they all die. Within a few seconds I was treated to the line, &#8220;I&#8217;ve got a bad feeling about this.&#8221;</p>
<p>Funny enough though, after a moment I could almost imagine what it would be like to witness these events portrayed with polygons. I imagined creating my own point of view by adjusting the right joystick. I imagined waiting for longer than 5 minutes, like 15 minutes, letting the terror set in.</p>
<p>Then it seemed okay! The cheesy cliche lines, improper casting and predictable plot lines all made sense as a game. Should it have stayed that way? Probably yea.</p>
<p>The battle of the mediums has birthed some funny children, games that want to be as vidid and poetic as movies and books, books that try to adapt big movies and video game universes, and of course movies that try to cash in on the high install base of the rabid video game/book fan.</p>
<p>Movies are quick, but visual. Games are immersive and lengthy. Books are full of granular detail and require the largest commitment of time. Translating these factors is not an easy thing, and requires real adaptation and thought. Think about it.</p>
<p>This movie is just bad.</p>
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		<title>Details: The Zombie Island of Dr. Ned</title>
		<link>http://rightbrainleft.net/2009/11/details-the-zombie-island-of-dr-ned/</link>
		<comments>http://rightbrainleft.net/2009/11/details-the-zombie-island-of-dr-ned/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 15:27:04 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=117</guid>
		<description><![CDATA[I&#8217;ll keep this spoiler free as much as possible and stick to the important things. I played a few hours and have explored three of the available areas in the DLC. To access the DLC, you have to gain access to the Fast Travel feature, and then select &#8216;Jakob&#8217;s Cove&#8217; from the Fast Travel menu. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll keep this spoiler free as much as possible and stick to the important things. I played a few hours and have explored three of the available areas in the DLC.</p>
<ul>
<li>To access the DLC, you have to gain access to the Fast Travel feature, and then select &#8216;Jakob&#8217;s Cove&#8217; from the Fast Travel menu.</li>
<li>The missions and enemies <strong>begin at level 25 in the first Playthrough</strong>. During second playthrough, they start at<strong> level 42</strong>.</li>
<li>No vehicles so far and no fast travel within Jakob&#8217;s cove, similar to Fyrestone.</li>
<li>No increase in level cap (still max 50 for now)</li>
<li>No more sand! The environments are all rich (sometimes dank) swamplands.</li>
<li>The brain gathering quest is very irritating. Brains collected before you accept the quest <em><strong>do not apply</strong></em>, and there&#8217;s no way to fast travel once you&#8217;ve reached the quota, you just have to hoof it. Could have been alot more fun.</li>
</ul>
<p>So far, I think the environments are really pretty, and the zombies angle while not a NEW idea is a refreshing contrast to the standard Borderlands gameplay. Try to play with a character appropriate to the level target (either 25 or 42). I started with a 35 and a 50 and I was trouncing everything, and the missions are all marked <em>trivial</em> so far.</p>
<p>[EDIT] It&#8217;s perfectly fine to start at 25, not 30. Expect to be level 30-31 when all the content is complete. Also added the part about the &#8216;Brains&#8217; quest above.</p>
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		<title>Borderlands: Some highlights</title>
		<link>http://rightbrainleft.net/2009/11/borderlands-some-highlights/</link>
		<comments>http://rightbrainleft.net/2009/11/borderlands-some-highlights/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 17:22:44 +0000</pubDate>
		<dc:creator>Wayne Denier</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[loot]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://rightbrainleft.net/?p=105</guid>
		<description><![CDATA[At some point I may be ready to review Borderlands in it&#8217;s entirely. I&#8217;ve created 5 separate character files, tried all the classes, gotten above level 20 with three of them and finished a play-through with one. I&#8217;ve played online with two of my characters and sampled the splitscreen mode. To be perfectly honest, there [...]]]></description>
			<content:encoded><![CDATA[<p>At some point I may be ready to review Borderlands in it&#8217;s entirely. I&#8217;ve created 5 separate character files, tried all the classes, gotten above level 20 with three of them and finished a play-through with one. I&#8217;ve played online with two of my characters and sampled the splitscreen mode. To be perfectly honest, there remains alot of content to see and I still have the<em> &#8220;omg I have to get home and play right now&#8221;</em> feeling. This is after something beyond 40 hours of playtime. So I&#8217;m not gonna review the game, since I haven&#8217;t played the whole game and I&#8217;m still in love with it. Instead, here are some random thoughts from a gamer that&#8217;s still swooning&#8230;</p>
<p><strong>Loot Love</strong> &#8211; There is a game play &#8220;feeling&#8221; being held hostage here. It&#8217;s the same thing that consistently drove me back to play World of Warcraft and with Diablo II gave me with a reason to avoid sleep. Fun, functional, unique weapons. Nothing beats the moment you equip that awe inspiring drop&#8230; except the first time you fire it!</p>
<p><strong>User Driven Criticals</strong> &#8211; Critical strikes are becoming a commonality, especially in RPGs. Borderlands is no different, with weapons that confer +150% Critical Damage and skill points that improve it as well. The difference? <em><strong>Head Shot == Critical Hit</strong></em>. End of story. This has been a source of endless glee for me, and has motivated me to become a better shooter. Having all those extra stats behind you is a good motivator to aim rather than spray and pray. One last thing, every time that you get a critical hit, the word &#8220;Critical&#8221; pops out from the target in bold, red letters. Imagine if you will a point blank burst from a very accurate SMG. It&#8217;s like Christmas.</p>
<p><strong>Charm</strong> &#8211; Borderlands has my favorite opening sequence in recent memory. It should be experienced in high definition and with the sound turned up. <a href="http://www.youtube.com/watch?v=Ai7pMPCDHpo" target="_blank">Watch it if you like</a>. I&#8217;m obsessed with the two songs used in this game, <a href="http://hypem.com/track/942103/Cage+The+Elephant+-+Aint+No+Rest+For+The+Wicked" target="_blank">Cage the Elephant &#8211; Ain&#8217;t No Rest For The Wicked</a> and <a href="http://hypem.com/track/873953/DJ+Champion+-+No+Heaven" target="_blank">DJ Champion &#8211; No Heaven</a>. They both have a feeling of untouchable badassery with a dose of pure fun that always gives me a few goosebumps. I could also start to comment on the art style, but any words spoken about it would <em>not </em>do it justice. It must be seen.</p>
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