Sunday, October 31, 2010

Greenberg: Kinect sales won't depend on review scores

10/30/2010 Greenberg: Kinect sales won't depend on review scores
Speaking to Eurogamer, Microsoft's Aaron Greenberg said that he expects Kinect

\\ "The correlation between the survey estimate for Halo: Reach and sales is very high, but Kinect Sports is more about just having fun," said Greenberg, adding that Microsoft would certainly like to see high review scores, though he doesn't expect "the same type of correlation between reviews and actual sales of the game." Greenberg's comments echo similar comments from EA's Peter Moore last year, when he stated that casual Wii game sales are more dependent on Amazon user reviews than Metacritic.

Check out the whole interview for Greenberg's thoughts on Steel Batallion, Black Opsin comparison with Halo: Reach and PlayStation Move, which he doesn't see as direct competition for Kinect

JoystiqGreenberg: Kinect sales won't depend on review scoresoriginally appeared on Joystiq on Fri, 29 Oct 2010 20:00:00 EST. Please see our terms for use of feeds.

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Dr. Lights Halloween Boys: Mega Man and Proto Man

10/30/2010 Dr. Lights Halloween Boys: Mega Man and Proto ManDr-lights-halloween-boys-mega-man-and-proto-man-header

Hello everyone, its been awhile again. Family life doesn't leave itself much free time, but I managed to get my whole family helping with this years costumes. This year after talking it over with my sons we decided to continue with the Mega Man

I thought it should be pretty easy since they are so similar. I could use my experience from the Mega Man costume, and make improvements along the way. The one thing I wasn't going to change was the finish. I think the fabric (cotton in this case) wrapped components make a great looking real life conversion of cartoons/video games. I ended up using XXL T-shirts for all of the fabric.  It was a cheap easy way to get this done.

Components of a suit of man against:


1. Shield
2. Helmet
3. Proto Buster
4. Boots
5. Gloves and boots
6. Suit 


Shi eld

The shield is a big change from the Mega Man costume. I wanted to accomplish a few things with it. One is of course the recreation of the original. Next I wanted to make it fairly comfortable for my son to carry for a few hours. He can hold the shield with either hand, and his arm can be in either a vertical or horizontal position  I also thought it would be a great place to put the bag for collecting all his goodies.


Helmet


Proto Buster

This was built in a very similar fashion as the Mega Man Mega Buster. The main difference was the extra LEDs at the tip. The tip LEDs made the build a bit more complicated. The extra LEDs required more thought as to how everything went together. A total of 12 LEDs are in the Proto Buster.


Boots

Mega Man's costume in 2008 had had issues with the boots not staying put.  They would twist or lift up. I tried to use velcro, but it didn't work. This year I decided to add some extra foam padding to keep things centered up, and a heavier duty elastic band. This seemed to be the ticket. I thought I might have to attach the boot to the shoe somehow, but that was not needed.

Gloves and boots

They were exactly the same as last year.

Suit
 

Luckily my mother-in-law was in town for a bit and made most of the suit for me. The shirt and pants are separate, and the pants have a large elastic band that is wrapped in red.  I made the scarf by just cutting out a rectangle from a yellow T-shirt.

That is the hole thing, see below for more pictures. If you are interested in how to make this costume for your young ones, or for yourself head over to instructables.com or send me a message.




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Review: Costume Quest

10/30/2010 Review: Costume Quest Review-costume-quest-header

Having been born in the fall, my earliest and fondest childhood memories sit neatly between the few weeks that make up late October and early November. I'd spend weeks thinking up the craziest craziest costumes I could (I'd usually settle on one of Universal's classic monsters), run around in the dark collecting candy, and just a few weeks later, people would give me presents. Score!  

Double Fine's first downloadable game (and its first stab a single-player role-playing game), Costume Quest, feeds on those memories. From the mind of long-time Double Fine animator Tasha Harris, it's the story of siblings Wren and Reynold, whose Halloween turns into a wild adventure when they find that monsters (yes, real monsters!) are hoarding candy in the name of evil intent.   

Costume Quest (Xbox Live Arcade, PlayStation Network)
Developer: Double Fine

Publisher: THQ
Release date: October 19, 2010 (PSN); October 20, 2010 (XBLA)

Price: $ 14.99/1200 MS Points

Players begin their quest by choosing their sibling -- Wren or Reynold -- at the outset of the adventure. Both are functionally identical (they are twins, after all), the choice basically boiling down to whether you want to be a male or a female. Choose one and the other, dressed in a sad candy corn outfit, gets kidnapped by monsters who are led to believe he (or she) is one of the sweet treats they're after. As the older sibling, it's up to you to right the wrong and stop the monsters, partially because you love your annoying brother/sister, and also because you'll get grounded if you come home empty-handed. (Bags of candy don't count.)   

Costume Quest is broken up into three explorable areas -- the Auburn Pines suburbs; Autumn Haven Mall; and Fall Valley, home base to the nasty, candy snatching fiends. Clearing each area consists of engaging in the activity that Halloween is all about -- trick or treating. Going door to door (or in the case of the mall, store to store) and clearing the sector of candy, you'll then be able to progress to the next area. It's not as easy as it first seems, however -- behind some doors await monsters, willing to battle you for your sweets. Some areas that need to be "liberated" of its candy aren't accessible unless you're wearing certain costumes, which contain various abilities that will allow you to explore new areas of the environment.   

There are two parts to obtaining costumes: finding the patterns, and then finding the materials. Some patterns and materials are easy to come by, simply sitting in a chest or handed over by a friendly non-player character who was just waiting for you to come along. Others require a bit of thinking or quests (mostly of the fetch variety) to complete in order to earn them.   

An early example will have you assembling a Statue of Liberty costume from found parts in order to get invited into a patriotic yard party, where you'll find a cherry tree. Once you hand over the tree's ripe cherries to a teacher holding a neighborhood bake sale, you're allowed passage to the remainder of the area, including houses which doors you've yet to knock on in your hunt for candy. Really, it really never gets more difficult than that, with only a few (if any) story-critical quests requiring serious thought or searching.   

With this exploration one side Costume Quest's coin, combat is the other. Entering into battle sees imagination transforming you into giant, bad-ass anime-style versions of your costumes that tower over the world. It features a timing-based system for basic attacks and defense, not unlike Nintendo's Paper Mario series. Each costume has its own set of abilities, so you'll be able to swap them out between members of your party (you can fight alongside two other companions you meet on your adventure). The robot, for example, can shoot massive rockets; the Statue of Liberty has a spectacularly patriotic party-healing spell that involves both a bald eagle and a massive Abraham Lincoln face. With each costume unique in both visuals and abilities, half the fun is simply seeing what insanity each brings to the table.   

With that said, the aforementioned costume-specific abilities are simply so much fun to watch and use, that this battle repetition never really kills the overall experience. It helps that the game never really forces you to "grind" in order to upgrade up your characters, the max level of which is 10; by the time you reach the game's big boss, you'll likely be fully maxed out. It's also fortunate in this case that Suit Quest leans towards the short side; you can probably get through the entire main quest in under five hours. There is, however, plenty of side quests and non-story-essential costumes and bonus items to pick up which can extend the game length if you're interested.   

Costume Quest's biggest strength, however, is that it's so deliciously charming. Everything about the game from the art style to the dialogue gives the feel of a classic children's story, one that both parents and kids alike will find easy to enjoy. Despite the game's simplicity, I found that it did a surprisingly remarkable job of capturing the creativity, fun, and the child-like imagination and whimsy that makes Halloween so great.

As busy parents, who believes that it is difficult to find time to do the grocery shopping - much less put on a suit once a year and have some fun - Suit Quest is exactly the diversion I needed to recapture the spirit of the holiday.   

Score : 8




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Saturday, October 30, 2010

Super Meat Boy 'on sale' for 800 MS points at launch

10/19/2010 Super Meat Boy 'on sale' for 800 MS points at launch
For as long as Super Meat Boy remains fresh in Xbox Live Arcade's refrigerated aisles, it will be "on sale" for 800 Microsoft points ($10). That's 33 percent off the regular 1200 MSP price. The sale will be for a "limited time only," so once Meat Boy starts smelling a little funky, he'll go back up to the originally intended price. Look for the game this Wednesday, October 20.

As we noted in our review, the game will put you through the grinder. So, take those five dollars you saved and invest in some tissues, 'cause you'll need something to wipe away the tears when Super Meat Boycut your rump and sends it to you.

Gallery: Super Meat Boy (screens)

JoystiqSuper Meat Boy 'on sale' for 800 MS points at launch originally appeared on Joystiq on Tue, 19 Oct 2010 10:30:00 EST. Please see our terms for use of feeds.

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Friday, October 22, 2010

Canada's CMF Doles out $12.9M in Funding, Some to Game Makers

10/15/2010 Canada's CMF Doles out $12.9M in Funding, Some to Game Makers

A dozen game projects were among twenty-seven total ventures awarded funding from the Canada Media Fund's (CMF) Experimental Stream.

All told, the fund doled out $12.9 million, with an average of $478,000 granted per project. Three projects, including one game initiative, received the maximum amount of $1 million.

Bot Colony, an online game designed to assist players in improving English skills in development by North Side Inc., was the sole game project to land the max funding amount.

Other games to be supported include: Read More

read more




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Wednesday, October 20, 2010

Canada Media Fund Approves Funding For 12 Game Projects

10/15/2010 Canada Media Fund Approves Funding For 12 Game Projects

The Canada Media Fund, a private-public group that gives financial assistance to emerging forms of media, announced significant funding for 12 game projects this week, with one company receiving $1 million. The first round of CMF's Experimental Stream, a program designed to help development of commericially-viable digital media content and software applications, gave an average of over $500,000 each to support 12 game projects, including "a pirate-themed geocaching adventure," "the world's first 3D interactive TV ...




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Saturday, October 16, 2010

Film Victoria Accepting Applications For Game Funding In Australia

10/15/2010 Film Victoria Accepting Applications For Game Funding In Australia

Film Victoria, an Australian group offering assistance to Victorian TV, film and digital media creators, this week announced the Game Investment program, offering up to AUS$100,000 per project. The announcement of the Game Investment program comes as Australian studios such as Transmission Games and Krome are being hit with layoffs and closures. Victorian Minister for Innovation Gavin Jennings is backing the initiative, which is "designed to support the local games sector," according to a press ...




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Wednesday, October 13, 2010

Super Scribblenauts officially announced

Super Scribblenauts officially announced

Super Scribblenauts officially announced screenshot

sequel,, official. Scheduled for Autumn 2010, players will get to enjoy the return of Maxwell in a world of all-new puzzles, upgrades and, of course, yet more words that can be brought to life. 

So, anybody excited?

 

Available in autumn 2010, Super Scribblenauts for Nintendo DS expands the innovative elements from the acclaimed first title, offers upgraded controls and provides gamers with hours of original entertainment with ingenious, fun-filled new features. In Super Scribblenauts, created and developed by 5TH Cell, players use the stylus and touch screen to help Maxwell, the game's hero, acquire the "Starite," the prize earned from solving the puzzle in even more robust challenges and redesigned levels.

All-new for Super Scribblenauts, players now have the ability to write any object that comes to mind and modify it in any way they desire using adjectives to reach the goal in many levels. Adjectives can change the colour, size, style, behaviours and many other aspects of the object they are describing. Multiple adjectives can be combined together to produce incredibly creative objects, such as gentlemanly, flaming, flying zombies and purple, obese, winged elephants, allowing the player's imagination to run wild for an even more inspired and individual experience than ever before.

 

Photo Photo Photo




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Nintendo DLC: Photo Dojo is free, Earthworm Jim is not

Nintendo DLC: Photo Dojo is free, Earthworm Jim is not

Nintendo DLC: Photo Dojo is free, Earthworm Jim is not screenshot

Photo Dojo our own Dale North fighting GiantBomb's Jeff Gerstmann, is finally here! The customizable (and free!) fighter hits DSiWare today, along with an update to a platformer classic.



DSiWare

  • Photo Dojo
  • Earthworm Jim (Gameloft, 1 player, 500 DSi Points)
  • Chess Challenge!
  • (Electronic Arts, 1 player, 500 DSi Points)

WiiWare

  • Phoenix Wright Ace Attorney: Trials and Tribulations

For those curious, the Flips: The Enchanted Wood is part of EA's Flips series, which brings children's books to life on the DSi. Yup, it's an interactive book, which will probably be neat if a) you have a little one or b) you are a little one. If you're the latter, I should start minding my language around here.

I'd be all over Photo DojoAlphaBounce about a week ago and haven't been able to play it yet. It's likely a router problem, and there's video of my frustration after the jump; anyone have any suggestions?




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Tuesday, October 12, 2010

Midway creditors accept $1 million payout

05/31/2010 Midway creditors accept $1 million payout
To settle the outstanding claims against former owner Sumner Redstone, Bloomberg is reporting that the creditors' committee of the defunct publisher Midway Games has agreed to a $1 million cash lump sum payout.

Previously reported, that up to a lump sum agreement, unsecured creditors of the parent company will only be able to recover 16.5 percent, which was outstanding, while unsecured creditors of subsidiaries would be entitled to only 25 percent. Following reports liquidation of its Chapter 11 plan last week, the new treaty Cash represents a better deal financially for all parties involved.

Midway's death spiral comes to a finale following a tawdry love affair with conspiracy-fueled headlines, including legal battles and multiple companies picking away propertiesfrom a company like vultures on a fresh corpse. The arbitral tribunal will decide on a settlement agreement on June 23.

[Via GI.biz]

JoystiqMidway creditors to take $ 1 million payout originally appeared on Joystiq Wed, May 30 2010 21:30:00 EST. Please see our terms for use of feeds .

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Will Wright's first TV project unveiled

10/08/2010 Will Wright's first TV project unveiled

Bar Karmato debut on Current TV, encourage viewers to participate in the production of the show with a virtual television studio.

Though Will Wright is most famous for creating the games SimCity, The Sims, and Spore, he has long had an interest in television. As far back as 2003, he had signed a deal to make a television show for Fox that never materialized. Last year, he quit his Maxis studio to found Stupid Fun Club, a think tank dedicated to projects in various forms of entertainment. As of October 2009, the startup had three "play industry" projects in development.

Bar Karma? Looks more like Bar Dharma [Project].

Today, the first of these projects was submitted. This is a new television series called Bar Karma, which is in the works at Current TV, the youth-oriented news channel founded by former vice president Al Gore. As befits Wright's game roots, the show will be interactive, encouraging viewers to help guide both its storyline and production. The latter will be controlled by viewer input, via a virtual studio that will allow viewers direct communication with the show's producers.

Bar Karma 's production process will work like this: First, viewers will sign up on the show's official Web site at www.current.com/barkarma. Then, viewers will submit story ideas, which will be selected by the producers, who will post the finalists. Then, viewers will be able to submit storyboards for the shows, the finalists of which will be selected and posted for the Bar Karma community to vote on. Finally, the digital entertainment studio Worldwide Biggies will adapt, shoot, and produce the winning storyboards into actual 30-minute episodes.

"Bar Karma is a culmination of over a year's work and I am very excited to see the results as we join together not only gamers and television viewers, but actually create a community that will be empowered with a professional production team," said Wright in a statement.

Little about the show 'S potential plot is known, although the website bears Hitchhiker's Guide to the Galaxy-worthy tagline "A mystical watering hole at the end of the universe."

Read and Post Comments | Get the full article at GameSpot


"Will Wright's first TV project unveiled\\ "Was posted on the Tor Thorsen of Thurs, Oct. 7, 2010 16:22:50 -0700



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Monday, October 11, 2010

So you want to be a developer?

10/08/2010 So you want to be a developer?

GDC 2010 Online: Industry recruiters from 38 studios, Foundation 9, and Obsidian Entertainment to tell aspiring game of what it takes to get a job making games.

Who was there:Lindsay McQueeney (recruiter for 38 Studios and Big Huge Games), Dino McGraw (recruiter Foundation 9, the double helix, backbone Entertainment), and Jim Rivers (the hiring manager for Obsidian Entertainment).

What they talked about:Although most of the GDC Online is designed for developers is designed to network and swap the lessons learned from years in the industry, also show the game career seminar for beginners of the game.

Lindsey McQueeney holds the keys to working on 38 Studios' Kingdoms of Amalur.

Rivers began the talk by stressing that every studio recruits people differently, but there are some common themes. For starters, McQueeney said the team wants to see resumes and online portfolios. Rivers stressed that a Web site is absolutely necessary, whether a person is looking to become an artist, a programmer, or any other discipline. Rivers said prospective employees should be wary of the banner ads they allow on their site, as male organ enhancement ads can distract from the quality of their work.

A good, well-organized Web site can be a great differentiating factor, McGraw said, as applicants need something to make them stand out from the crowd. For example, artists should separate their samples by genre, so a studio making a sci-fi game doesn't need to wade through samples of fantasy art. Rivers echoed that sentiment, saying that if he has to search around for what he wants, he has probably already moved on to the next resume. On a more fundamental level, McQueeney said it's important not to have typos or grammar errors on a site.

While it's important to stand out from the crowd, Rivers said it's important not to stalk developers, saying that comes up far too frequently. Dropping by the studio unannounced is also frowned upon. He also said that AAA developers aren't looking for jacks-of-all-trades, so applicants should focus on a specialty and pitch themselves as that one thing. McQueeney said talents in other disciplines might make for a handy bullet point on a resume but should be considered secondary to a primary proficiency.

"We've been doing this a pretty long time, and we can see through BS pretty quickly," Rivers said.

As for how to get a recruiter's attention, Rivers said it's fine for people to approach them politely. McGraw said that's a great way to separate themselves from the herd. If someone goes to his LinkedIn page and sees he's a Yankees fan, that's a good hook to start up a conversation. On the other hand, McQueeney said she doesn't want people doing background checks on her or talking to her about what she did on the weekend.

"That would just be creepy," McQueeney said.

One piece of advice Rivers gave for approaching recruiters at a show is to think friends first, business later. If they've just come off a long day of work, they probably don't want to go right back into work mode to deal with an applicant.

Rivers said he's looking for people that constantly grow. If Rivers tells someone when they apply, "You're not quite there," he might go back to that applicant's Web site in six months to see if they've improved. If they haven't changed anything, Rivers writes them off.

While much of the advice sounds generic, McQueeney said the panel wouldn't be here talking about simple spelling and grammar mistakes if people didn't make those mistakes every single day. It's heartbreaking to reject people for the smallest things, she said, but if a programmer doesn't care enough to put together an error-free cover letter, there's no way the hiring manager can assume his code will be clean.

There's something to be said for personality as well. Developers work in close proximity for extended periods of time, so they need to be able to get along. Rivers said the biggest cancer a studio can have is one jerk. People need to learn to play well with others, and McQueeney said it might be enough to axe an applicant if they simply won't make eye contact with her during an interview.

"We don't hire five-star technicians with two-star personalities," she said.

And above all else, be clean. Rivers said he had one applicant with what appeared to be algae on his teeth, and the interviewers couldn't focus on his qualifications because they were too distracted. Odor has been another problem in the past, as people who come in to an interview smelling funky are probably going to come in to work smelling the same way. Tics like stuttering or pausing are less problematic, unless the job position in question relies heavily on being able to quickly communicate with others.

\\ "We haven 't reached a place in the industry even where you' re must have a degree," McQueeney said. "It 'S, are useful, but it' s no need yet."

McGraw added, "If you rock, I don't care where you learned how to rock."

On the other hand, the entire panel said a formal education can help greatly in ensuring people understand their field and how their work needs to be created to work in a game development context.

For some positions like concept artist and character artist, there are so many applicants that Rivers said it was like finding "a needle in a stack of needles." On the other hand, there are few people who pursue jobs like user interface artist, so talented programmers in that field are highly prized. McQueeney cautioned that people shouldn't go into a niche field like that unless it's what they have a passion for; good interface artists and designers are so prized that developers are not always willing to hire them for other positions.

Quote:\\ "You guys are the future of our industry, so we want you to be better that you aren 't fight as often. - Rivers

Takeaway: There are dozens of possible pitfalls for prospective developers, but many of them can be avoided with a little common sense. The rest are made easier to navigate with a little forethought and careful preparation.

Read and post comments | Get the full article at GameSpot


"So you want to be a developer?\\ "Was posted by Brendan Sinclair at Fri October 8, 2010 10:56:46 -0700



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Sunday, October 10, 2010

Arcade: Hydrophobia

09/29/2010 Arcade: Hydrophobia

Hydrophobia?Contents: Hydrophobia
Price: 1200 Microsoft Points
Availability: All Xbox LIVE Regions
Dash Text: Powered by the revolutionary HydroEngine? – the world's first true fluid dynamics engine for games – Hydrophobia? is an experience unlike anything you have played before. This jaw dropping technology models flowing water which behaves completely realistically, resulting in the most dynamic and dramatic gameplay you've ever seen. Engage in mind blowing "flow combat" where emergent gameplay results in a never-the-same-twice experience. Unleash floating oil fires, electricity and the power of the water itself to wipe out your enemy as you discover the terrifying truth of the Malthusian agenda; Save the World, Kill Yourself. There are no refunds for this item. For more information, see www.xbox.com/live/accounts.

 

Add the free trial to your Xbox 360 download queue

 



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Thursday, October 7, 2010



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10/05/2010
Call of Duty: Black Ops goes 3D

Treyarch 'S forthcoming shooter is compatible with 3D-Ready TVs, personal computers for the game' S campaign, multiplayer, and the zombie mod.

 

Activision's Call of Duty brand is one of the most popular shooter franchises in history, but it's about to enter an entirely new dimension.

Activision this morning announced that Treyarch's Call of Duty: Black Ops will be the first Call of Duty title to ship with 3D functionality. The game will come with day-one support for 3D-ready high-definition televisions for the Xbox 360 and PlayStation 3. The PC version of the game will be playable in 3D via Nvidia's 3D Vision-Ready technology.

According to Treyarch studio head Mark Lamia, incorporating 3D in the game hasn't always been a sure thing.

Now Call Of Duty is literally all around you.

\\ "The development of stereoscopic 3D started as a project of R & D, but as soon as we have seen that technology has brought the appeal experiencewe Duty was to develop it for Black Ops," he said.

In addition, Black Ops will support 3D games in each of the 'S modes. Players will be able to break through the campaign, online multiplayer, and recently confirmed zombie mode in full 3D.

Call of Duty fans without a 3D-ready television or PC will be able to play the game in the standard presentation format.

Call Of Duty: Black Ops is a follow-up to last year 'S Call Of Duty: Modern Warfare 2, which amounted to over $ 1 billion . Black Ops comes in three versions priced from $ 60 to $ 150 . The game will feature the voices of Hollywood stars Gary Oldman and Ed Harrisand is projected to sell over 12 million units in his life.

Black Ops ships for the Xbox 360, PlayStation 3, and PC on November 9. For more on the upcoming shooter, check out GameSpot…s most recent hands-on preview.

[ Watch Video ]

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"Call of Duty: Black Ops goes 3D" was posted by Eddie Makuch on Tue, 05 Oct 2010 08:10:45 -0700

05/23/2010
Weekly Webcomic Wrapup bids a fond farewell to 2P Start
One of our favorite webcomics here at Wrapup Industries is the frequently hilarious, brilliantly illustrated 2P Start -- just look through our back catalog, and you'll find them on a number of our top seven lists. Earlier this week, 2P Start published its very last update. We'd like to congratulate Tim and Ray on delivering over three years of a quality webcomic product, and for ending said webcomic's run in a surprisingly classy manner. So, without further ado: Congratulations!

Below you will find our seven favorite webcomics from this past week. Check them out, vote for your favorite after the jump and let us know what an amazing band, we may have missed in the comments section!

The Third Wheel (Another Video Game Webcomic)
Probe Away (Virtual Shackles)
Red Dead Redonkulous (Extra Life)
Wheeeeee(PvP)
Amazing Offers (Nerf Now)
Lickitung's Fun Afternoon (Brawl in the Family)
The Wince of Persia (Penny Arcade)

Continue reading Weekly Webcomic Wrapup bids a fond farewell to 2P Start

JoystiqWeekly Wrapup bet he loved comic farewell to 2P Start originally appeared on Joystiq on Sat, 22 May 2010 23:30:00 EST. Please see our terms for use of feeds.

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