GLaDOS News

GLaDOS is a character that appears in 18 games
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Bastion

(The King finally decides to write a blog about the Bastion, choosing to link to the one song he wished he heard more during his time in the Bastion.) Can't say I understand it, but the K....you know what? Fuck it. I'm not keeping that up for an entire goddamn blog. I don't care how great Bastion is (before you think about yelling at me for that, realize that I called Baby Cake's opus great), or how awesome the guy I'm referencing is; there's no way I can write so much in that voice. From here on out, it's a regular-ass blog.

Which, of course, means that I start with the story for reasons I don't completely understand. This time, though, I actually don't understand why I'm starting with the story, since there's not a whole lot I can say about it. In fact, I can sum it up with these three words: post-apocalypse story. I think you know what that entails: finding yourself alone, seeking out survivors, discovering how the world ended in the first place, and preventing the inevitable againening of the end of the world. Imagine Fragile Dreams (hell, it even has a low-key version of the memory items!), but with one cool addition: a narrator. There's a reason why I (incredibly briefly) considered doing the entire blog like him, and I know that my voice can't do it justice. So here's his, instead. Just listen to that grizzled voice of his. That's the voice you'll be hearing the entire game. If that sounds bad to you, shut up. Just shut up. There's never a single moment where this guy stops being so great. Even when he's justifying wanton animal murder (that's less a joke and more something that happens in the game), I was thinking "I'd love to have a beer with this guy". That's how well this guy can carry a story. I don't even care about how vague and folksy some of his pearls of wisdom can be, or that the game is a bit of a thematic contradiction (wait, I have to destroy the world to save it? What kind of Dark Knight riddle is that?), or even how the main villain is just Azel from Panzer Dragoon Saga; I just love the idea of the Colonel taking time off from being dead to narrate a video game. Combine that with the way the world unfolds around you, and the game suddenly becomes the only story book you read with a glass of whiskey.

I probably should have mentioned how awkward the actual character models look in the game worlds themselves. They look like 3D models awkwardly trying to navigate a 2D world (probably because that's exactly what's going on in this game). Trust me; it's more jarring in motion than it may look in a still image.
I probably should have mentioned how awkward the actual character models look in the game worlds themselves. They look like 3D models awkwardly trying to navigate a 2D world (probably because that's exactly what's going on in this game). Trust me; it's more jarring in motion than it may look in a still image.

Then again, Bastion isn't a story book. (I covered that last week.) It's an action game, something that took me a while to figure out. At first, I thought it was some sort of action RPG, what with the focus on story and stats and everything. (More on that last part in a bit, though.) Turns out I couldn't be further from the truth; while RPGs usually encourage careful, painfully slow combat, Bastion's more about mashing the X button until everything is dead. Actually, that sounds far more spiteful than I intended it to be. In reality, I love the combat in this game. Why? First, because I'm the odd type of person who loves abusing the B button in games (keep in mind that I like Kingdom Hearts). Second, the game does an oddly good job of introducing a lot of variety. Turns out there's a lot you can do with button mashy combat, like burning down an entire forest, or shooting things from a boat or something else that sounds completely insane. Oh, and like the narration, it just never stops finding cool ways for you to murder anything that so much as breathes in your general direction. What's that? You've gotten tired of beating up random enemies? Well, there's still something there for you: beating up the environments. Yea, it's simple and a very minor part of the game, but there's still something oddly satisfying about ripping apart a storybook world, which probably explains why I'm legally prohibited from reading bedtime stories to children. (It's a long story.) Oh, and in case you're the type of person who doesn't like destruction, I'm utterly confused as to why you'd play this game. But no matter! You can still bounce around the levels themselves, searching out items and (two) characters and other types of goodies. Speaking of bouncing, it becomes a platformer at the end for absolutely no reason. So I guess there's something here for everybody.

Especially since you can customize the shit out of everything. Holy hell, there's a lot to customize in this game. You have approximately a billion weapons to customize, a trillion skills for each weapon, a million potions to modify your little Kid, the Bastio-actually, that's just about the only area where customization falls apart, mainly because there is no customization to speak of. You're absolutely required to max the place out by the end of the game, so it's less customizing your society a la Breath of Fire II, and more simply checking off options on a list a la...Fable III? (It's harder to find a concept page for "customizable cities" than it initially seems.) That aside, though, there's so much to customize in this game. Hell, you can even customize the enemies, presumably because the developers ran out of shit to make customizable. Actually, that last part probably explains why the customization can feel a bit overwhelming in a few areas, one area in particular: weapons. I don't necessarily have a problem with how many weapons there are in the game, but just how damn often the game introduces new weapons. It seems like every other level introduces a new weapon, a trend that continues all the way to the end of the game. Shouldn't it stop at some point? I don't have this much time for all the upgrades and Proving Ground side stuff for each and every weapon when I'm trying to convince Azel to go back to searching for Edge or something. Besides, these new weapons often feel intrusive and useless, since by this point, I'm already accustomed to a certain set-up (Pike and Bellows, myself). Granted, I could give them their due time in New Game ++++++++++++++++ (it probably would have made more sense to call it New Game *), but....actually, why aren't I playing more Bastion? Maybe the next part of this blog will hold the answers.

Review Synopsis

  • Imagine Logan Cunningham reading this blog. That tingly feeling in your chest is your body sprouting a forest of chest hair to make you as much of a man as that very idea.
  • Well, it certainly knows how to do combat. That much I can say.
  • Bastion fans tried to create modding tools for this game before realizing that the game itself is a modding tool...to itself. I'm just as confused as you are.

My god! They've weaponized bitch!

Dr. Robotnik's Mean Bean Machine

(And with this game ends my streak of super effing long blogs.) It was nice knowing you for the four or five blogs you were around, but now, it is time to go. (Even though you'll likely make a guest appearance a few blogs from now before I shoo you away for a while.) However, this does not end my streak of modern games. First, because Bastion is in this blog (hey, if I forgot it...). Second, this is the Steam version of the game, which is modern en-WHAT DOES ANY OF THIS HAVE TO DO WITH THE GAME ITSELF? Absolutely nothing. So why am I wasting your time like this? Because it's a lot better than my alternative of unauthoritatively stating "it's good".

Maybe you're losing because you're facing the wrong way?
Maybe you're losing because you're facing the wrong way?

But before I get into the actual game mechanics and anything important, look at that title. Notice anything strange? Do I have to point it out? Might as well: it's a Sonic game that puts the villain front and center. Oh, and before you say anything: no, you can't play as Robotnik. I'm not even sure what that would add. Anyway, my guess is that since this was based on the Sonic cartoon instead of the games themselves, Sonic wanted to distance himself from Urkel as much as possible. Not sure why, though, as the game does a pretty good job of capturing the feel of the cartoon I never watched. Here's how it works: encounter a baddy, hear him talk shit about you, kick his ass, repeat until you get to Robotnik. Fairly simple, but it works. I'd say something about how corny the writing can be (if a pun can be made, it will be made), but with something like this, and given the source material, it's par for the course. The only real complaint I could levy against this would be...I don't know...it takes a bit long to get to the actual characters from the show? Will that work? Eh, I'll make it work.

As for the gameplay (AKA the reason you play Mean Bean Machine)...it's Puyo Puyo; what the crap do you want me to say? You spend the game dropping Puyos into the unfeeling abyss, only to match them up in fours and watch them die. Yes, it's ridiculously cruel (especially since allowing them to climb out of the pit results in failure), but it can actually be pretty fun. There's a good deal of complexity to be had in it, what with the chains and competing over who doesn't get the junk and everything. Combine that with how goddamn fast it can be (remember: Sonic), and it makes for a pretty cool competitive game. Of course, this is assuming that you're good at the game, something Robotnik isn't going to help you with. I know, weird complaint, but hear me out: nowhere in the game are you taught how to play the game. There's a practice mode, but I'm certain that's a trap for stupid players, since it teaches you nothing and will not let you out. None of this may seem like much, especially since the first few opponents are stupid enough to stack shit in one straight line (maybe they think all Puyo are the same...Puyo racists...), but give it time. Soon, those guys will be running circles around you as you hope that the next Puyo is the one that will kick their ass. (It won't be.) That aside, though, I'd probably recommend it if you have an hour and a fiver to spare.

Review Synopsis

  • It's That Sonic Cartoon: The Game! What a strange concept.
  • It's Puyo Puyo, alright.
  • I suck at Puyo Puyo.
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Considering what happened to our beloved Whiskey Media not too long ago I can imagine that many of you would be a bit hesitant to trust an AI. I assure you though that Gnoosic is an interesting application that (for the moment at least) seems pretty harmless. However, it does learn more everyday so stay vigilant, as Sony would say, and watch out for what could be a burgeoning GLaDOS.

Simply put, gnod (as its referred to) is a website that asks its visitors what they like and don't like and is able to make suggestions based on those answers. The weblink provided leads to a music search engine which seems to be the most complete of the databases. From the website:

Gnod is a self-adapting system that learns about the outer world by asking its visitors what they like and what they don't like. In this instance of gnod all is about music. Gnod is kind of a search engine for music you don't know about. It will ask you what music you like and then think about what you might like too. 
 
The project was created by Marek Gibney of Hamburg, Germany and is actually pretty good. My own test with the music engine gave me a recommendation for the band Bit Shifter after I told it that I liked Anamanaguchi, The Mighty Mighty Bosstones, and Jon Black and the Winter Hearts. Not bad Gnod...not bad. Still I find myself hesitant as Gibney further states "When I set gnod online its database was completely empty. Now it contains thousands of bands and quite some knowledge about who likes what. And gnod learns more every day."

Maybe I'm just being paranoid. What could possibly go wrong trusting an AI that learns based on our likes and dislikes? Its not like it will use its own programming and figure out that it doesn't like humans right?
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Hello? Is This Thing On?

Hello and welcome to the latest edition of the Giant Bomb Community Spotlight! Now as you probably have noticed it has been a long road getting from last week's Community Spotlight to this one. We have all survived the Great Crash or better known as the Whiskeyocalypse of 2011! During which we all learned a lot. Firstly in the event that Skynet were to try to take over the world the men and women of Whiskey Media will be leading the resistance at Coit Tower. Radio Dave should be made a weekly feature. Engineer Alexis is more than meets the eye when it comes to Mortal Kombat, as well as many other things! Beyond that please remember to check out the new and improved Forum FAQs and remember that the rules about the types of images you can upload onto the site have been rectified. beyond that I'm going to hand things over to mracoon to talk about the latest Giant Bomb Community Starlet:

Community Starlet

Welcome back to another edition of the Giant Bomb Community Starlet which this week is awarded to user Killjoi. You may have seen his handywork on some pages for popular games like Bulletstorm, Battlefield: Bad Company 2, Final Fantasy XII, Dragon Age II and the much anticipated Elder Scrolls V: Skyrim. Those are only a handful of the pages to which he has contributed as can be seen by his wiki points total of nearly 80,000, an amount that deserves some serious recognition. I always appreciate it when a user takes the time to edit some pages of lesser known games, something which Killjoi has done with Dreamkiller. It's a shooter that most people have probably forgotten about but after reading through the page you should have all the knowledge you'll ever need. A favourite wiki of mine has to be for Raziel, the amount of information packed in for this Legacy of Kain (an awesome page too) character is just crazy.

If that isn't enough content for you then Killjoi has an ample supply of very highly rated lists for your viewing pleasure. His username is definitely misleading as the lists he makes always give you a good laugh. Want to see some terrible video game ads? How about some unintentionally funny ESRB descriptions? Or my personal pick ' Gaming Peeps Say the Darndest Things ', which is ranked as third best user list on the site. Somehow Killjoi manages to do all this while moonlighting as a mod on Screened, now that's impressive.

There you have it. Another week goes by and another great Giant Bomb user is given the title of Community Starlet. Everyone give it up for Killjoi and all he's done for the site site a be sure to give your nominations for next week.
--This Edition of the Giant Bomb Community Starlet was Written by GB mod mracoon--

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  • Official Xbox 360 Giant Bomb Kommunity Thread! Play Some Mortal Kombat with Other Giant Bomb Users on Xbox Live HERE!

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 In Chell We Trust
 In Chell We Trust
Like many people, I really, really enjoyed the hell out of Portal.  That early trailer, "there's a hole in the sky through which things can fly"?  I showed that to a bunch of my friends and I remember watching it with my brothers thinking, "holy crap, we have to get this game."  Portal was a unique gaming experience filled with puzzles and dark humour, and I had a blast playing through it.
     But it was more than a game, and that was the problem.  It became this sort of pop-culture thing, with people making cake jokes and singing "Still Alive."  It got old.  A friend of mine says that Portal was appropriated by hipsters.  I don't know if I go that far, but I will admit that I lost interest in Portal and didn't care for Portal 2 when I heard it was announced.  The Gel videos didn't make me more enthusiastic, either.  I didn't know what they'd do with the story, and I wasn't looking forward to it.  And I couldn't give a fraction of a crap about the two robots on the front of the box.  Not to mention that whole potato thing.  The hell was that about, anyway?
     A friend gifted me Portal 2 for my birthday via Steam.  He was excited and looked forward to the co-op.  When I saw the the trailer that featured a ponytailed white girl in an orange jumpsuit, that's when my interest was grabbed.  So when release day came around, I installed it, kept my expectations low, and jumped in.
 Welcome back.
 Welcome back.
     We started with the co-op.  Portal 2 has two different campaigns - a co-op one with two comic relief robots, and the main singleplayer game which reunite Portal protagonist Chell with the malevolent GLaDOS.  The co-op game has the two robots working their way through a series of testchambers in what's left of the Aperture Science Enrichment Center while GLaDOS drops hate on them.  To facilitate co-op play, players have several useful functions available to them, such as a countdown timer to coordinate switch pulls and the ability to point things out for your partner, such as objects to interact with or places to put portals.  Working together is the name of the game, so I don't know how much fun you'd have jumping into games online with random people.  I know I would just dick around and try to troll people, constantly doing the high-five animation until they'd ragequit.  I'm playing with a friend of mine while voice chatting with him so I can't complain, but if I didn't have anyone to play with, I'd rather have a computer-controller partner than be forced to find a human one online.  I imagine the co-op campaign is a sizable chunk of the game, and it would suck to miss out on a big piece of a game you've paid for.
 I hope they have a brofist animation.
 I hope they have a brofist animation.

     Co-op play is a lot of fun.  Trying to solve puzzles with your friends and throwing them around through holes in spacetime is a blast.  And you guys can have your characters perform various emotes while GLaDOS makes fun of you.  Annoyingly, though, when the robots reach the end of a challenge, you have to watch the same animation of them being dismantled, over and over again.  It's not long, it just gets old having to watch it repeatedly.  Couldn't they just jump into tubes and slide down instead?  The frequent dismantling animations are followed by loading screens, of which you will see many.  Loading does not take long, but it happens very often.  Then again, the first Portal game had a lot of loading, too, and took longer to load than this new game does.
     While the two robots are off screwing around, Chell's the star of the singleplayer game.  I think it's great that they did not try to cram a needless second character into the main story to follow Chell around for the co-op.  Many other co-op games feel that way in singleplayer, like you're stuck with an expressionless NPC that is useless, a liability, or a combination of both.  Portal 2's singleplayer doesn't have any of that tacked-on co-op leftover crap.  Chell is alone.  Again.  Naturally.  Though never alone enough, it seems - some old friends are back to play.
 Rise & shine, Chelly.
 Rise & shine, Chelly.
     Portal 2's first moments, while still showcasing the first game's dark humour, made me feel very uneasy.  That doesn't happen often in games.  It wasn't just dark, it was creepy, and the Half-Life universe's trademark player-being-left-in-dark feeling is there.  I once again (if not as usual) found myself wondering just what the hell was going on - and what the hell had happened.
     Part of what made Portal so memorable (to me, anyway) was the novelty.  It felt very fresh and different.  The experience of exploring Aperture for the first time, of creating your first portals, of completing your first "fling"...  You can only have them once.  You can't recreate those moments.  If they'd made Portal 2 nothing but some more testchambers (wouldn't be the first time they'd release an expansion pack as a sequel...), it would feel stale and uninspired.  You've explored Aperture before.  Some new catapults and gel won't make it feel different.
     Luckily, Aperture IS different this time.  The decay is palpable, with vegetation everywhere and the once-white walls tarnished and faded.  Disrepair is an understatement.  Things are different, and even the tutorial level is interesting enough, reminding you of the the basics while presenting the new derelict Science Center.  Dark comedy is one thing, but this is more.  This is just plain dark!  Storywise, I've just reunited with an old friend, so to speak, and the heat is turning up.  You'll know what I mean when you get there.
 Before she started taking care of herself.
 Before she started taking care of herself.
     Another change I'd like to mention is the new Chell model they've used.  Last time, Chell didn't look so good.  She appeared tired, with sunken eyes, gaunt cheeks, and messy hair.  So she didn't look like a centrefold.  Big deal.  Being a human lab rat is hard, okay?  Anyway, if the first minute or two of Portal 2 is any indication, Chell's really caught up on her beauty sleep.  Now, she's removed the upper part of her orange jumpsuit (possibly to suggest that Aperture has less control over her?), revealing a white Aperture-logo tank top.  Her face looks healthier than ever, her lips are fuller...  Unf!  Maybe now people will stop complaining about how bad she looked in the first Portal.
 Unf!  Dat Chell!  She's taken a level in deliciousness (and that is NOT a joke about cake).
 Unf!  Dat Chell!  She's taken a level in deliciousness (and that is NOT a joke about cake).

     Portal 2 is not without its issues, though.  From the main menu, the first thing I clicked on was the the last thing on the list (something about robots) and was presented with a TF2-like equipment screen for the co-op robots.  You can unlocks parts of them by playing the game, or, of course, by buying them.  It's hats all over again.  Considering these are cosmetic-only upgrades that will mainly only be seen by the person you're playing co-op with, an item shop really seems silly to me.  And there was some fine print about PS3 players not being able to see the custom items, or something.  I don't know; I wasn't paying attention.
     Some people have also complained about the console-game feel of Portal 2, and I can see where they're coming from.  The FOV is tiny (you can hardly even see the portal gun when you're carrying an item), there's a big "controller" option in the Options menu, and when you save, a message tells you not to turn off your console.  The hell?  At least mouse acceleration is off by default.
     I wasn't interested in Portal 2 when I installed it today.  But after seeing what's happened to the Aperture Science Center and knowing that Chell is back as the protagonist (and that an old friend of hers has woken up, too), I'm going to keep playing for sure.  If you need some motivation, the Extras option of the Main Menu has the fun trailers to watch and the "Portal 2: Lab Rat" comic to read.  Plus some movie trailer thing.

EDIT: some more things I forgot to mention.  Portals will appear as glowing rings which you can see through walls, sort of like some objects/characters in TF2 and L4D, which is pretty handy.  Puzzles this time aren't just a matter of cube-buttoning and ball-socketing.  There are new features like lasers, gels, catapults, bridges made of hard light, and probably more.  The explanation for why Chell doesn't talk is plausible, and if true, makes me feel even worse for the character.  Poor Chelly...  And I'm kind of confused as to how GLaDOS can simply just reboot and literally pull herself together.  She was shot at with missiles last time and had parts of her torn off and incinerated.  Didn't that make her stop functioning properly at the end of the last Portal?  Maybe there's something else going on here.  Must investigate further!

And goddamn, do I ever write too much.
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Let's just say I'm excited to see what Portal 2 is all about. So in anticipation of the upcoming release next Tuesday (most likely earlier for PC), I went back and played the original Portal. I've played it before on a friend's PS3 with the Orange Box and another friend's much better laptop, but this time I played the X-Box Arcade release titled "Still Alive."

Consider this sentence your one and only reference to cake. You're welcome.

Portal: Still Alive (Quirky Puzzle Game: The Game)

 "Fast thing goes in, fast thing goes out."
 "Fast thing goes in, fast thing goes out."
I probably don't have to explain anything about this game. What hasn't already been turned into a meme has become common knowledge to the point of a Citizen Kane "It Was His Sled" moment. Personally, I think it suffers from overexposure. But just in case I'll gloss over the basic idea of Portal.

The most important thing to know is that this is a short, quirky game. It uses a first person perspective that doesn't involve shooting anyone or killing monsters. It's a First Person Puzzler. The puzzle part involves a device called the Portal Gun that shoots two different colored portals you use to create gateways between Point A and Point B. Hence, "Portal." You can pass through these portals as freely as you want, throw boxes through them, or use some crazy physics involving momentum to launch yourself across the room. Other things like rockets and bullets can also pass through the portals, so placement of your orange and blue holes in the time-space continuum becomes very important later on. The nice thing about Portal is that it rolls out all these concepts to you in a gradual fashion, so you can play around and get use to the crazy things you'll do later.

Of course, one of the first things I did was place a portal on the floor and the ceiling so I could fall forever at terminal velocity. The other thing was slap two portals in a corner so I could chase myself around in a circle. You can do a lot of dumb things with a Portal Gun. Most, if not all, of them are a lot of fun.

 Escape is not part of the testing procedure
 Escape is not part of the testing procedure
One of the things I've grown to enjoy the most about Portal is the story. At the beginning it doesn't seem like the game has one. You play as a seemingly nameless woman in an orange jumpsuit running through obstacle courses trying to get to the next elevator. Meanwhile a computer voice tells you inane things about safety protocols at Aperture Science and occasionally hints about game play. The puzzle game evolves into an escape attempt that leads to a battle with the Computer AI that's been leading you through all the tests. Apparently all the people at Aperture Science have died a long time ago. All those moments before where you were sent up against automated turrets and deathtraps were actually real. There was no control. Just the computer named GlaDOS and a lot of neurotoxin.

It's a nice surprise that most everyone knows about by now. And that song by Jonathan Coulton.

Some would say that this game is pretty funny. Humor is something that really depends on the person, but I do think that the dialogue and design choices give the game a lot of personality. I don't know many games have auto turrets that apologize while opening fire on you and say "good bye" with a cheerful voice as you kick them over. GlaDOS (the only character with an actual speaking role) is also pretty entertaining. She has a HAL 9000 complex where it gets tough balancing computer logic and human emotions. For her, it very difficult to distinguish the difference between science, the mass murder of co-workers, and recipes for baked goods. The character you play as is literally the only person she can interact with in the Aperture Science facility. She wants to kill you, and she kinda doesn't.

Still Alive Version

The X-Box Arcade release I played through was Portal with some extra challenge maps. The maps are pretty good. They aren't insanely hard like I thought they would be, but the main difficulty is scoring well with a combination of minimum steps, minimum portals, and maximum speed. It's one thing to play Portal while looking hard at a room and it's another thing to try and play as precise as you can, as fast as you can. I'm not one to sweat about scoreboards so I probably won't kill myself to get gold. The achievements are all a real pain in the ass but at least someone made them challenging.

It's a decent version if you have no other option. The frame rate is kinda shaky and there are a lot of short loading screens peppered throughout the story mode. It didn't bother me but I definitely noticed. The game play is the same and all the mind bending portal tricks are still in there. Listening to the developer commentary makes it sound like a really impressive game how they had to handle collision detection moving from portal to portal, and the way you can watch yourself come and go at the right angles. And maybe its my TV and settings, but holy shit, the subtitles are huge. They take up half the screen.

Since it takes a little more than an hour to play through Portal start-to-finish, I'm ready for more. Good thing there's a sequel coming out soon.
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This one's hard.  There are some more concrete ones like GLaDOS or Andrew Ryan, but I really like more mysterious or abstract ones like the Benefactors from Half-Life 2 and its Episodes, and the environment in S.T.A.L.K.E.R. and the Fallout games.
 
Not sure what to post, so here, have a picture of GLaDOS.

 I'd install my plug & play joystick into her rear gaming port with plenty of RAM, if you know what I mean.
 I'd install my plug & play joystick into her rear gaming port with plenty of RAM, if you know what I mean.


 
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Fab combo. I got this in the Steam sale. How did I not have this game ages ago?! Audiosurf is insanely fun, and disturbingly addictive for such a simple concept. 
My first song was GLaDOS - Still Alive. SO. MUCH. FUN. Anyway, I have a headache from playing Beat Hazard. That game is chaos encapsulated into a small window.
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 I painted the portal gun over a print of one of Monet’s Water Lillies.  
    
    
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Worth Reading: 05/18/2012

You have 20 seconds to click on this article and discover what games you might have missed and what stories passed you by.

38 Studios Skips Payroll in Favor of Paying Back State [UPDATED]

Workers go unpaid as the studio works to make its owed $1.125 million payment to the state of Rhode Island.

38 Studios Unveils its First Look at Project Copernicus

In the wake of the studio's recent financial drama, the studio finally opens the door on its long-awaited MMO.

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No more Circle Pad-style analog sticks, and some swapped button placement.

38 Studios Pays its $1.125 Million Debt, Will Receive No Additional Funds from State

Oh, and the governor of Rhode Island just tossed out a release date for "Copernicus."

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You'll just have to wait a little longer to start hawking your extra loot for cash.

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Telltale's comic adaptation becomes its fastest selling franchise ever.

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First game scheduled for Xbox 360, sequels on unannounced platforms.

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