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	<title>Matt Brett</title>
	
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		<title>I Thoroughly Enjoyed Transformers: War for Cybertron</title>
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		<comments>http://mattbrett.com/blog/videogames/2010/transformers-wfc/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 20:32:45 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[Transformers]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2441</guid>
		<description><![CDATA[Having grown up in the '80s, I was more than just a little excited to see the original Transformers brought back to life. Especially in the form of a third-person action game, built on top of Epic's Unreal Engine, and set before any other known events in the Transformers universe.  Tack on a complete 3-player co-op campaign and a surprisingly deep competitive online component, and you have what sounds like a perfect recipe.  While it may not be perfect, it's pretty damn good, and definitely satisfied my thirst for some retro Transformers action.]]></description>
			<content:encoded><![CDATA[<p class="intro">Having grown up in the &#8217;80s, I was more than just a little excited to see the original Transformers brought back to life. Especially in the form of a third-person action game, built on top of Epic&#8217;s Unreal Engine, and set before any other known events in the Transformers universe.  Tack on a complete 3-player co-op campaign and a surprisingly deep competitive online component, and you have what sounds like a perfect recipe.  While it may not be perfect, it&#8217;s pretty damn good, and definitely satisfied my thirst for some retro Transformers action.</p>
<div id="attachment_2445" class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-autobots.jpg" rel="colorbox"><img class="size-large wp-image-2445" title="War for Cybertron: Autobots" src="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-autobots-590x331.jpg" alt="" width="590" height="331" /></a><p class="wp-caption-text">I&#39;m... I&#39;m so happy to see you guys! *sniff*</p></div>
<h3>A New Chapter in the Transformers Universe</h3>
<p>The campaign can be played solo, or with a couple of friends.  It&#8217;s divided in half, where you assume the role of the Decepticons for the first section.  It can be played in any order (starting with Decepticons or Autobots), but events <em>do</em> happen chronologically, so it makes most sense to play as the Decepticons first.  In every chapter, you have a choice between 3 playable characters.  With the exception of a single chapter in each of the campaigns, Megatron and Optimus are playable all the way through.</p>
<div id="attachment_2449" class="wp-caption alignright" style="width: 260px"><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-vehicles.jpg"><img class="size-medium wp-image-2449" title="War for Cybertron: Vehicles" src="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-vehicles-250x140.jpg" alt="" width="250" height="140" /></a><p class="wp-caption-text">&quot;Autobots, roll out!&quot;</p></div>
<p>Of course, each character can transform from giant robot to vehicle form.  Since this story is set before the Transformers crash landed on earth, they take the form of alien vehicles that loosely represent the originals we know and love.  Optimus is a big heavy truck, Bumblebee is a compact car, Megatron is a tank with a huge cannon, and Starscream is a jet.  The only one that was a bit of a disappointment was Soundwave, who turned into a sort of, van.  His robot form was awesome though, and my smile stretched from ear-to-ear every time he spoke.  Vehicle controls are a little too simple, and each controls and handles the same.  I would have liked to have seen an optional advanced control scheme for those of us who can handle panning a tank&#8217;s cannon while charging ahead.  But essentially, I found that vehicle form was mostly used for getting around quickly, as opposed to engaging in combat.</p>
<div id="attachment_2448" class="wp-caption aligncenter" style="width: 600px"><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-soundwave.jpg"><img class="size-large wp-image-2448" title="War for Cybertron: Soundwave" src="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-soundwave-590x331.jpg" alt="" width="590" height="331" /></a><p class="wp-caption-text">There&#39;s an Achievement for finding the hidden Laserbeaks in one of the Autobot chapters - awesome!</p></div>
<p>The story itself is quite good, and many of the character traits are true to the original cartoon.  For instance, Starscream&#8217;s desire to lead the Deciptons and sheer defiance.  You witness many key moments as well &#8211; like how/why Starscream turned to &#8220;the dark side&#8221;, and Optimus&#8217; rise to assuming the role of leader of the Autobots.</p>
<h3>Shooting Other Giant Robots is Fun</h3>
<p>The combat is good, but feels a little dated.  There&#8217;s no cover mechanic, so you often end up resorting to poking around corners and such.  Each Transformer can carry two weapons, has two abilities, and a devastating melee attack.  The weapons are mostly fun to use, and you have access to even some of the biggest, most powerful weapons early in the game.  The only beef I have is with the limited ammo, and having to leave battle in order to find more.  I spent a surprising amount of time searching around for ammo clips and grenades deposits, while the battle waged on without me.  Limiting ammo is understandable for the more powerful weapons, like grenade and rocket launchers.  But it would have been more convenient to have at least one weapon with an unlimited supply.</p>
<h3>Sights &amp; Sounds</h3>
<p>War for Cybertron is quite obviously built on Unreal Engine.  It&#8217;s very reminiscent of Gears of War in its visual style, and even some of the level design.  It looks great none the less, and having the ability to get a good look at Cybertron up close is quite awesome!</p>
<p><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-omega.jpg"><img class="aligncenter size-large wp-image-2447" title="War for Cybertron: Omega Supreme" src="http://mattbrett.com/wp-content/uploads/2010/07/transformers-wfc-omega-590x331.jpg" alt="Omega Supreme is huuuge!" width="590" height="331" /></a></p>
<p>Also similar to Gears, WFC&#8217;s sound design is best described as &#8220;heavy&#8221;.  The sound of metal-on-metal is forever present, and everything sounds as you would expect.  The classic transforming sound effect is there, but a little faint.  And while the only original voice is that of Optimus, the others are done quite well, and definitely relate to the originals.</p>
<h3>Surprisingly Deep Competitive Multiplayer</h3>
<p>Online multiplayer is not my thing, and this is no secret.  But I had a surprisingly good time playing the conquest mode in WFC.  It&#8217;s very much like the tried-and-true conquest mode established by Battlefield 1942.  But with extensive character leveling and perks built in, via Call of Duty.</p>
<p>In the short time I played online, there were many moments that still get me excited.  Playing primarily as a jet, I discovered a technique that worked well to clear out a control point, while looking fucking awesome at the same time.  Points that are under attack start flashing on your HUD.  I would fly toward a point at full speed, transform mid-air as I entered the area and unleash a shockwave as soon as I hit the ground.  This would effectively blast away any enemies in the area, damaging them or destroying them all in one fell swoop.  My second ability was a machine gun sentry, which I would enable at the same time.  It was quite a devastating maneuver that never seemed to get old.</p>
<h3>The Verdict</h3>
<p>This is where I tell people if it&#8217;s worth it to buy at full price, or rent for a few days.  But this time, I&#8217;m rather torn.  I rented it myself, for two full weeks at that.  And while I finished both campaigns and spent some time Achievement hunting after that, I&#8217;m still craving more Transformers action.  The online component is quite good, and I found myself unusually drawn to it.  I might just have to pick this one up after all.</p>
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		<item>
		<title>Introducing Theme Add-ons</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/FsCmN6MXZAA/</link>
		<comments>http://mattbrett.com/blog/mp/2010/theme-addons/#comments</comments>
		<pubDate>Fri, 18 Jun 2010 19:33:37 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Marketplace]]></category>
		<category><![CDATA[addon]]></category>
		<category><![CDATA[imperial]]></category>
		<category><![CDATA[theme]]></category>
		<category><![CDATA[themeforest]]></category>
		<category><![CDATA[WordPress]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2278</guid>
		<description><![CDATA[Last summer when I launched this iteration of my site, I added the Marketplace.  Up until now, it's merely been a place for me to list WordPress themes, which are available for purchase at <a href="http://themeforest.net/user/mattbrett?ref=mattbrett">ThemeForest</a>.  My initial intent, was to sell add-ons for said themes which enhance or add functionality, and allow me to continue to invest time into existing themes.  10 months later, and after many failed attempts, I finally got my first add-on out the door.]]></description>
			<content:encoded><![CDATA[<p class="intro">Last summer when I launched this iteration of my site, I added the Marketplace.  Up until now, it&#8217;s merely been a place for me to list WordPress themes, which are available for purchase at <a href="http://themeforest.net/user/mattbrett?ref=mattbrett">ThemeForest</a>.  My initial intent, was to sell add-ons for said themes which enhance or add functionality, and allow me to continue to invest time into existing themes.  10 months later, and after many failed attempts, I finally got my first add-on out the door.</p>
<p><a href="http://mattbrett.com/wp-content/uploads/2010/06/imperial-reviews-admin.jpg" rel="colorbox" title="How products are managed via Pods CMS"><img src="http://mattbrett.com/wp-content/uploads/2010/06/imperial-reviews-admin-tnail.jpg" alt="" title="imperial-reviews-admin-tnail" width="590" height="200" class="aligncenter size-full wp-image-2289" /></a></p>
<h3>On The Back-end</h3>
<p>I went through several bolt-on solutions for WordPress, which all fell short of my needs and expectations.  The closest I got to a functioning shop was powered by the <a href="http://shopplugin.net/">Shopp</a> plugin.  It was definitely the most flexible of the bunch, but I ended up hitting some show-stopping bugs in the payment and delivery process when it was about 95% complete.  I finally gave up, and rolled my own shop using the incredibly powerful <a href="http://podscms.org/">Pods CMS</a> plugin, with payment and delivery handled by <a href="http://www.e-junkie.com/?r=123216">E-junkie</a>.</p>
<h3>Video Game Reviews for Imperial</h3>
<p><a href="http://mattbrett.com/marketplace/catalog/imperial">Imperial</a> is my second most popular theme, trailing just behind <a href="http://mattbrett.com/marketplace/catalog/black-aperture">Black Aperture</a> in sales.  I&#8217;ve noticed that many people are using Imperial on video game related sites, many of which review games.  Settling on a concept for my first add-on was a no-brainer, and here we have the <a href="http://mattbrett.com/marketplace/catalog/imperial-reviews">video game reviews add-on for Imperial</a>.</p>
<p>It&#8217;s a combination of the review module which is packed into <a href="http://mattbrett.com/marketplace/catalog/black-aperture">Black Aperture</a>, and that which powers reviews on my blog.  Both colour schemes are supported, and there are detailed installation instructions bundled, and <a href="http://demo.mattbrett.com/wp-content/themes/imperial-reviews/help/">online for pre-purchasers</a>.  The latest version of <a href="http://mattbrett.com/marketplace/catalog/imperial">Imperial</a> (1.4 at the time of writing) is required to use this add-on.</p>
<p><a href="http://mattbrett.com/marketplace/catalog/imperial-reviews" style="background:transparent; border:0; padding:0;"><img src="http://mattbrett.com/wp-content/uploads/2010/06/imperial-reviews-hero.png" alt="" width="590" height="216" class="aligncenter size-full wp-image-2292" style="background:transparent; border:0; padding:0;" /></a></p>
<h3>Ideas? Let&#8217;s Hear Them!</h3>
<p>I plan to release several more add-ons in the coming months, now that I have the Marketplace up and running.  I have some ideas of my own, but would love to hear suggestions from existing customers.  Feel free to <a href="http://mattbrett.com/contact">drop me a line</a>, or post a comment with your suggestion.</p>
<h3>More Sweetness</h3>
<p>A couple weeks ago I decided to pull one of my themes from ThemeForest and make it available for free via my Marketplace.  If you&#8217;re in the market for a portfolio theme, take a look at <a href="http://mattbrett.com/marketplace/catalog/spectre">Spectre</a>.</p>
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		<title>Split/Second is a Damn Good Time</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/euLdHKJ21vE/</link>
		<comments>http://mattbrett.com/blog/videogames/2010/splitsecond/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 15:05:36 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[achievements]]></category>
		<category><![CDATA[racing]]></category>
		<category><![CDATA[split-second]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2220</guid>
		<description><![CDATA[Arcade racing games provide an escape from reality that allows you to drive like a maniac in vehicles you could never afford, or don't even exist in the real world.  Throw in some absolutely insane and often impossible situations, and you have Split/Second.  Driving super fast and narrowly avoiding collisions is fun and exhilarating.  Speeding across the deck of a sinking aircraft carrier and dodging jet fighters that are sliding down the inflamed landing strip is fucking awesome!  You haven't played a racing game like Split/Second before.]]></description>
			<content:encoded><![CDATA[<p class="intro">Arcade racing games provide an escape from reality that allows you to drive like a maniac in vehicles you could never afford, or don&#8217;t even exist in the real world.  Throw in some absolutely insane and often impossible situations, and you have Split/Second.  Driving super fast and narrowly avoiding collisions is fun and exhilarating.  Speeding across the deck of a sinking aircraft carrier and dodging jet fighters that are sliding down the inflamed landing strip is fucking awesome!  You haven&#8217;t played a racing game like Split/Second before.</p>
<h3>The Gist</h3>
<p>The concept is simple, and there&#8217;s no story to be told.  Split/Second is a big budget reality TV show that pits racers against each other, and empowers them with the ability to trigger environmental hazards to slow down or take out opponents.  It&#8217;s very much in the same vein as the (older) Need for Speed and Burnout games, but has a few tricks up its sleeve that make it stand out in the crowd.</p>
<div id="attachment_2237" class="wp-caption alignright" style="width: 260px"><a href="#" class="videobox" title="Power Plays Trailer"><img src="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-powerplay-250x140.jpg" alt="" title="Split/Second: Power Play" width="250" height="140" class="size-medium wp-image-2237" /></a><p class="wp-caption-text">Check out the Power Play trailer to see what sort of madness can be had in Split/Second.</p></div>
<p>These fantastic events are called Power Plays, and dozens of them litter each course.  They range from small hazards, like an exploding vehicle on the side of the road, to levelling a large building, or pulling a massive passenger aircraft from the sky&#8230; literally.  And as you can imagine, just about everything in-between.  The bigger Power Plays are called Course Changers, and they do just that.  Often, part of the track will be destroyed and an alternate route exposed.  Triggering a Course Changer will certainly take out most opponents who happen to be ahead of you, allowing just enough time for the dust to settle as you blow on through.  Power Plays can be triggered when you have filled up your Power Play meter, which is achieved by performing drifts, jumps, or drafting your opponents.  You also get a nice little bonus for close calls.  There are 3 segments in the bar, and the first two can be triggered independently.  But if you fill the bar, you have the ability to trigger a Course Changer.  It&#8217;s all about being strategic with the Power Plays and knowing when it&#8217;s best to build up your meter, or unleash hell on your opponents.</p>
<p>Power Plays can also be used to open up alternate roots, or temporary shortcuts that will shave a few seconds off your lap time.  I say temporary, because they are usually large gates that open, or bridges that lower, which quickly close once you&#8217;ve passed through.  So jacking someone else&#8217;s shortcut can be risky business, if you&#8217;re not right on their tail.</p>
<h3>What HUD?</h3>
<p>In racing games, we&#8217;re used to gauges, timers, and maps occupying every corner of the screen.  Split/Second has almost entirely done away with the HUD, and only has the most critical information displayed just below your car in the centre of the screen.  That&#8217;s where you focus is going to be most of the time, and there&#8217;s rarely a need to shift your view point.</p>
<p><a href="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-meter.jpg" rel="colorbox" title="Split/Second: Power Play Meter"><img src="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-meter-590x331.jpg" alt="" title="Split/Second: Power Play Meter" width="590" height="331" class="aligncenter size-large wp-image-2236" /></a></p>
<h3>Lovely Details</h3>
<p>There are some other details which put a smile on my face when I first discovered them.  Like the number on your car, which represents your progress in the career, or your current online standing (when you&#8217;re playing online).  Achievements earned are also displayed on your car in the form of vinyl stickers.  Essentially, <a href="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-livery.jpg" rel="colorbox" title="Split/Second: Livery">your Achievements become your car&#8217;s livery.</a> Very cool!</p>
<h3>Game Types &#8211; Old Favourites, and New Twists</h3>
<p>There are only a few event types, but they are enough to provide a diverse and fun career mode.  The standard 8-player race mode and elimination are my favourites.  There&#8217;s also a time trial mode called Detonator, where you race solo against the clock, while Power Plays and Course Changers are triggered automatically around you.  These are insanely fun and not at all tedious, like time trials tend to be.  Of the more unique modes, are Air Strike and Air Revenge.  Both pit you against a combat helicopter, which fires bursts of missiles at you constantly.  In Air Strike, the goal is to evade the missiles as long as possible.  While in Air Revenge, you get a chance to fight back, using your Power Plays to interrupt the targeting system of the chopper, directing the missiles back at it.  The final game mode is called Survival, and the object is to pass as many big rigs as possible, while racing down a narrow stretch.  The catch, is that the truck is launching explosive barrels in all directions.   Blue barrels will knock you around a bit, while red barrels are instant death.  Survival, along with the helicopter modes can really be frustrating, and often feel cheap.</p>
<div id="attachment_2243" class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-chopper.jpg" rel="colorbox" title="Split/Second: Chopper"><img src="http://mattbrett.com/wp-content/uploads/2010/06/splitsecond-chopper-590x331.jpg" alt="" title="Split/Second: Chopper" width="590" height="331" class="size-large wp-image-2243" /></a><p class="wp-caption-text">I have a new found hatred for combat helicopters.</p></div>
<h3>Multiplayer Stinks, at First</h3>
<p>When I jumped online early on, I was totally disappointed.  It was quick and easy enough to get into a game, but it wasn&#8217;t nearly as fun and exhilarating as the offline career mode.  This was entirely due to the fact that there are no restrictions on the vehicles used in online races.  So, players who just picked up the game are using the slowest and least powerful vehicles, while others who have completed the career (or paid to unlock everything via DLC) are driving the top of the line models.  Talk about unbalanced.  Most races ended with gaps of 10-15 seconds between players, and hardly any Power Plays triggered.</p>
<p>Now that I&#8217;ve finished the solo career and have some of the high-end vehicles, it&#8217;s a lot more fun playing online.  I found that more people have the better cars as well, given that the game has been out a few weeks now.  It&#8217;s just a shame that you essentially have to either complete the career, or pay for the vehicle unlock DLC if you want to have fun online.</p>
<h3>The Verdict</h3>
<p>Despite the initial online drawback and the less-than-awesome game modes, every time I sat down to play Split/Second, I had a huge amount of fun.  Even now that I&#8217;ve made it through the career mode, I&#8217;m going back and bettering standings and still thoroughly enjoying the thrill ride that is Split/Second.  It&#8217;s not perfect, but it&#8217;s a damn good time!</p>
<div style="display:none;">
<div id="videobox"><object width="640" height="360" data="http://media.giantbomb.com/media/video/flash/flowplayer-3.1.5_10001.swf" type="application/x-shockwave-flash"><param name="movie" value="http://media.giantbomb.com/media/video/flash/flowplayer-3.1.5_10001.swf" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="whiskey-video-id" value="1713" /><param name="flashvars" value='config={"key":"#@db334ee8c5997373469","clip":{"scaling": "fit"},"canvas":{"background":"#000000","backgroundGradient":"none"},"playlist":["http://media.giantbomb.com/uploads/0/27/1204197-screen_shot_2009_12_01_at_12.53.11_pm.jpg", {"autoPlay":false,"url":"http://media.giantbomb.com/video/tr_splitsecond_120109_700.flv"}],"plugins":{"controls":{"url":"http://media.giantbomb.com/media/video/flash/flowplayer.controls-3.1.5_10000.swf","autoHide":"always","timeColor":"#cc0000","bufferGradient":"none","volumeSliderColor":"#333333","durationColor":"#ffffff","sliderColor":"#333333","tooltipTextColor":"#ffffff","backgroundGradient":"none","timeBgColor":"#000","borderRadius":"0px","tooltipColor":"#000","buttonColor":"#cc0000","sliderGradient":"none","progressColor":"#cc0000","bufferColor":"#666666","volumeSliderGradient":"none","buttonOverColor":"#990000","progressGradient":"medium","backgroundColor":"#111111"}}}' /></object></div>
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		<title>Envato Marketplace Buttons for Authors</title>
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		<pubDate>Wed, 02 Jun 2010 15:41:05 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Marketplace]]></category>
		<category><![CDATA[buttons]]></category>
		<category><![CDATA[envato]]></category>
		<category><![CDATA[psd]]></category>
		<category><![CDATA[share]]></category>
		<category><![CDATA[themeforest]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2180</guid>
		<description><![CDATA[Yesterday afternoon I ticked off a to-do item that's been lingering for quite some time - "Create some buttons to promote feeds and following on ThemeForest."  Many of the top authors on ThemeForest, and other Envato Marketplaces for that matter, have a set of buttons on their profiles and all of their items - see crazy popular items from Kresi  and epicera.  The purpose of these buttons is to encourage people to stay on top of the authors' releases, and even connect with them elsewhere.  One thing I noticed, was that everyone had their own set of buttons.  So I set out on a search in hopes of finding a PSD that someone has shared for creating similar buttons.  When nothing turned up, I figured I would take this opportunity to not only hook myself up with a nice set of buttons for my marketplace items, but to share my buttons so other authors can quickly and easily add some buttons of their own.]]></description>
			<content:encoded><![CDATA[<p class="intro">Yesterday afternoon I ticked off a to-do item that&#8217;s been lingering for quite some time &#8211; &#8220;<strong><em>Create some buttons to promote feeds and following on ThemeForest.</em></strong>&#8220;  Many of the top authors on <a href="http://themeforest.net?ref=mattbrett">ThemeForest</a>, and other Envato Marketplaces for that matter, have a set of buttons on their profiles and all of their items &#8211; see crazy popular items from <a href="http://themeforest.net/item/display-3-in-1-business-portfolio-wordpress-/74542?ref=mattbrett">Kresi</a> and <a href="http://themeforest.net/item/shapeshifter-one-page-infinite-possibilities/75759?ref=mattbrett">epicera</a>.  The purpose of these buttons is to encourage people to stay on top of the authors&#8217; releases, and even connect with them elsewhere.  One thing I noticed, was that everyone had their own set of buttons.  So I set out on a search in hopes of finding a PSD that someone has shared for creating similar buttons.  When nothing turned up, I figured I would take this opportunity to not only hook myself up with a nice set of buttons for my marketplace items, but to share my buttons so other authors can quickly and easily add some buttons of their own.</p>
<h3>Have a Look</h3>
<p>Initially, there were four buttons &#8211; RSS feed, email notifications, follow on ThemeForest, and follow on Twitter.  All of which can be seen on <a href="http://themeforest.net/user/mattbrett?ref=mattbrett">my ThemeForest profile</a>.  But when I got the idea to release the buttons, I figured I would expand the set to include all of the Envato marketplaces.  So along with a &#8220;Follow me on ThemeForest&#8221; button, there&#8217;s a similar button for each of the other marketplaces.</p>
<table class="plaintable" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-3docean.jpg" alt="" /></td>
<td><img src="http://mattbrett.com/images/envato-button-activeden.jpg" alt="" /></td>
</tr>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-audiojungle.jpg" alt="" /></td>
<td><img src="http://mattbrett.com/images/envato-button-codecanyon.jpg" alt="" /></td>
</tr>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-graphicriver.jpg" alt="" /></td>
<td><img src="http://mattbrett.com/images/envato-button-themeforest.jpg" alt="" /></td>
</tr>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-videohive.jpg" alt="" /></td>
<td><img src="http://mattbrett.com/images/envato-button-envato.jpg" alt="" /></td>
</tr>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-rss.jpg" alt="" /></td>
<td><img src="http://mattbrett.com/images/envato-button-email.jpg" alt="" /></td>
</tr>
<tr>
<td><img src="http://mattbrett.com/images/envato-button-twitter.jpg" alt="" /></td>
<td></td>
</tr>
</tbody>
</table>
<p>Icons in the RSS feed, email, and Twitter buttons are from <a href="http://www.komodomedia.com/blog/2009/06/social-network-icon-pack/">Rogie King&#8217;s Social Network Icon Pack</a>.</p>
<h3>Term of Use <span class="dim">(yes, there&#8217;s just one)</span></h3>
<p>The only thing I ask of authors, is to download the buttons <span class="dim">(below)</span> and upload them to your own server.  Hot-linking isn&#8217;t cool, so please do me this favor.  No credit is required to use these buttons.</p>
<h3>Code Snippet</h3>
<p>Here&#8217;s some example code for inserting the buttons into your profile and item descriptions.  If you want equal margins between the images, make sure each is on its own line, with no empty lines between.</p>
<pre class="brush: xml;">
&lt;a href=&quot;#&quot;&gt;&lt;img src=&quot;http://yourdomain.com/images/envato-button-rss.jpg&quot; alt=&quot;Subscribe to RSS Feed&quot; /&gt;&lt;/a&gt;
&lt;a href=&quot;#&quot;&gt;&lt;img src=&quot;http://yourdomain.com/images/envato-button-email.jpg&quot; alt=&quot;Get Email Notifications&quot; /&gt;&lt;/a&gt;
&lt;a href=&quot;http://themeforest.net/user/YourUsername/follow&quot;&gt;&lt;img src=&quot;http://yourdomain.com/images/envato-button-themeforest.jpg&quot; alt=&quot;Follow me on ThemeForest&quot; /&gt;&lt;/a&gt;
&lt;a href=&quot;http://twitter.com/YourUsername&quot;&gt;&lt;img src=&quot;http://yourdomain.com/images/envato-button-twitter.jpg&quot; alt=&quot;Follow me on Twitter&quot; /&gt;&lt;/a&gt;
</pre>
<h3>Here You Go</h3>
<p>I&#8217;ve prepared a zip package which includes a JPG version of each button, along with the original PSD I used to create them with all layers in tact.  Feel free to jump in and make any changes you&#8217;d like &#8211; be it style of the buttons, or text changes.</p>
<p class="download"><a href="http://mattbrett.com/downloads/envato-buttons.zip">Download</a> (122KB)</p>
<p>The font used in the buttons is <strong>MgOpenModata</strong>, which is used through-out the Envato marketplaces, and is <a href="http://www.zvr.gr/typo/mgopen/index">freely available to download</a>.</p>
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		<title>Skate 3 is Rad (no but!)</title>
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		<comments>http://mattbrett.com/blog/videogames/2010/skate-3/#comments</comments>
		<pubDate>Thu, 20 May 2010 15:38:47 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Skate]]></category>
		<category><![CDATA[skate-2]]></category>
		<category><![CDATA[skate-3]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2136</guid>
		<description><![CDATA[Three games in less than 3 years - you know this game is either published by Activision or EA. Although the Skate franchise has always been heavy on the in-game advertisements and product placement, I don't feel as though EA is purely milking it. In fact, with each game in the series getting better and better, the sequels have felt full and justified. Skate 3 keeps the core gameplay in tact, throws you into an entirely new city, and gives you loads of new challenges to complete, both solo and online. If you played the demo and were sorely let down (like me), fear not! Skate 3 is a welcome addition to the franchise, and another step in the right direction.]]></description>
			<content:encoded><![CDATA[<p class="intro">Three games in less than 3 years &#8211; you know this game is either published by Activision or EA.  Although the Skate franchise has always been heavy on the in-game advertisements and product placement, I don&#8217;t feel as though EA is purely milking it.  In fact, with each game in the series getting better and better, the sequels have felt full and justified.  Skate 3 keeps the core gameplay in tact, throws you into an entirely new city, and gives you loads of new challenges to complete, both solo and online.  If you played the demo and were sorely let down (like me), fear not!  Skate 3 is a welcome addition to the franchise, and another step in the right direction.</p>
<h3>The Same Old Complaints</h3>
<p>I know I sound like a broken record, but these have to be mentioned&#8230;</p>
<p>Pedestrians are constantly getting in your way.  They will actually start to congregate if you linger around a spot for a while.  I tend to set-up a marker and skate a spot, doing lines and such.  Before long, it turns into a game of Dodge the Pedestrian.</p>
<p><strong>Update:</strong> <a href="http://sam.brown.tc/">Sam Brown</a> pointed out via Twitter, that pressing down on the d-pad will clear pedestrians in your path.  Apparently, this is mentioned in one of the tips displayed during loading sequences.</p>
<div id="attachment_2141" class="wp-caption aligncenter" style="width: 600px"><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/05/skate3-02.jpg"><img class="size-large wp-image-2141 " title="skate3-02" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-02-590x327.jpg" alt="" width="590" height="327" /></a><p class="wp-caption-text">This old lady actually made for a nice gap, as I did a backside 180 kickflip over her, to nose slide the rail.</p></div>
<p>There are still plenty of &#8220;<em>WTF just happened?</em>&#8221; moments, typically caused by wonky physics.  I lost track of how many times my dude literally bounced off of an invisible wall surrounding an object.</p>
<p>Jam sessions during contests are still extremely frustrating, as you try and max out your score while tripping over 3 other skaters as the frame rate struggles to be maintained.  The only time you&#8217;ll see a slow down is when there are multiple skaters on screen, but that usually means it&#8217;s during a contest, which is the worst possible time for a slow-down.</p>
<h3>Simplified Career Mode</h3>
<div id="attachment_2148" class="wp-caption alignright" style="width: 260px"><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/05/skate3-09.jpg"><img class="size-medium wp-image-2148 " title="skate3-09" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-09-250x138.jpg" alt="Coach Frank, played by Jason Lee, helps get you up to speed." width="250" height="138" /></a><p class="wp-caption-text">Coach Frank, played by Jason Lee, helps get you up to speed.</p></div>
<p>The single player career feels a bit shallow compared to that of <a title="Read my review of Skate 2" href="http://mattbrett.com/2009/02/skate-2-is-rad-but%E2%80%A6/">Skate 2</a>&#8216;s.  You&#8217;re thrown into the action right quick, and challenges can all be accessed from a single menu screen.  You can even sign-up from the challenge screen, as opposed to teleporting and skating six feet to sign-up.  So jumping from one event to the next is as quick and painless as it possibly could be.  But because of this, and the fact that there just seems to be less of everything, the single player end definitely feels thin in comparison to previous games in the series.</p>
<p>Challenges are much easier than previous games, if you want them to be.  In past games, you were typically given a very specific goal.  Usually a certain trick had to be performed on a specified object, and that was that &#8211; you had to do it.  This time around, you&#8217;re given a very vague goal &#8211; do a trick over the gap, then grind any of the rails, for example.  But if you want to work for it, you can &#8220;kill&#8221; the challenge.  This usually requires something specific, and can be very difficult.</p>
<p>If you want to step up the difficulty even more, Skate 3 has a &#8220;hardcore&#8221; game mode, which is supposed to make it a more realistic skateboarding experience.  I found that it just felt like the game was broken.  It made all of its imperfections stand out that much more, and totally killed the fun factor &#8211; no pun intended.  On the flip-side, there&#8217;s an easy mode.  I kept it locked on normal, which is the classic Skate gameplay.</p>
<h3>Create and Share</h3>
<p>Sharing screenshots and video footage have always been a part of the Skate franchise, and the Skate.Reel makes a return appearance in Skate 3.  In Skate 2, you could create spots and share them.  In Skate 3, you can build parks and post them for your friends, or anyone for that matter to check out.  The park editor is huge, and very intuitive.  You are given plenty of room to build your park, and an abundance of objects and options to really make something unique.</p>
<div id="attachment_2142" class="wp-caption aligncenter" style="width: 600px"><a rel="colorbox" href="http://mattbrett.com/wp-content/uploads/2010/05/skate3-03.jpg"><img class="size-large wp-image-2142 " title="skate3-03" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-03-590x327.jpg" alt="The park Danny Way built." width="590" height="327" /></a><p class="wp-caption-text">The park Danny Way built.</p></div>
<p>On the topic of sharing, you have a team you manage in the single player game.  You add skaters as you progress, and you have the option to import a friend&#8217;s skater.  I thought this was a little odd, given that you can jump online and skate with your friends at any time.  But to make things even more bizaare, I noticed a friend of mine skating around the city one day while I was doing some challenges.  He stuck out like a sore thumb, since there was a neon coloured name floating about his head.  I rolled over, hopped off my board and tossed up the horns.  He continued to skate around, bailing pretty often.  I followed him for a bit, then pulled up my friends list when I wasn&#8217;t able to attract his attention.  The dude I was seeing in my game, wasn&#8217;t online.  Whu?  I&#8217;m not sure who thought it was a good idea to have bots assume the identity of your friends in your solo game, but it happens, and it&#8217;s weird when it does.  Distracting and confusing, at best.</p>
<h3>Massive Online Career</h3>
<p>Skate 3 is made for online play.  It&#8217;s totally obvious that online multiplayer was the main focus of Skate 3.  I&#8217;m almost positive there are more challenges online than in the single player career.  For someone like me, who plays mostly offline, this is a bit of a drag.  But I bit the bullet and jumped online for a freeskate session last night.  I was grouped with 5 other people, and we took turns hitting the big drop in the Monster stadium.  Aside from the occasional hiccup when players dropped and entered the game, it ran nice and smooth.  I have yet to do any of the online career, but I plan to.</p>
<h3>Glad I Picked it Up</h3>
<p>I was definitely hesitant to play Skate 3, based on the bad taste left in my mouth from the demo, but I&#8217;m glad I did.  While some of the same annoyances from <a title="Read my review of Skate" href="http://mattbrett.com/2007/09/skate-is-rad-but/">the first game</a> are still present in Skate 3, there are many improvements across the board that make Skate 3 a more solid experience than its predecessors.  I would recommend Skate 3 to anyone who&#8217;s played and enjoyed the first two games.  Even those that weren&#8217;t crazy about them, or found them a little difficult.  Easy mode, coupled with the easier challenge goals make Skate 3 a much more accessible game.</p>
<h4>Screenshots</h4>
<p>All of these images were captured by me using the in-game Skate.Reel feature.</p>

<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-01/' title='Skate 3: Downhill'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-01-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Downhill" title="Skate 3: Downhill" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-02/' title='Skate 3: Old Lady Gap'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-02-100x63.jpg" class="attachment-thumbnail" alt="This old lady actually made for a nice gap, as I did a backside 180 kickflip over her, to nose slide the rail." title="Skate 3: Old Lady Gap" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-03/' title='Skate 3: Massive Park'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-03-100x63.jpg" class="attachment-thumbnail" alt="The park Danny Way built." title="Skate 3: Massive Park" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-04/' title='Skate 3: Jitsu Grab'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-04-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Jitsu Grab" title="Skate 3: Jitsu Grab" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-05/' title='Skate 3: Melon Grab'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-05-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Melon Grab" title="Skate 3: Melon Grab" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-06/' title='Skate 3: Dual in the Pool'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-06-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Dual in the Pool" title="Skate 3: Dual in the Pool" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-07/' title='Skate 3: Dual in the Pool'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-07-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Dual in the Pool" title="Skate 3: Dual in the Pool" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-08/' title='Skate 3: Backside Boardslide'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-08-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Backside Boardslide" title="Skate 3: Backside Boardslide" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-09/' title='Skate 3: Coach Frank'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-09-100x63.jpg" class="attachment-thumbnail" alt="Coach Frank, played by Jason Lee, helps get you up to speed." title="Skate 3: Coach Frank" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-10/' title='Skate 3: Heelflip Down the Stairs'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-10-100x63.jpg" class="attachment-thumbnail" alt="Skate 3: Heelflip Down the Stairs" title="Skate 3: Heelflip Down the Stairs" /></a>
<a href='http://mattbrett.com/blog/videogames/2010/skate-3/attachment/skate3-homepage/' title='skate3-homepage'><img width="100" height="63" src="http://mattbrett.com/wp-content/uploads/2010/05/skate3-homepage-100x63.jpg" class="attachment-thumbnail" alt="skate3-homepage" title="skate3-homepage" /></a>

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		<pubDate>Thu, 15 Apr 2010 02:42:58 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Workshop]]></category>
		<category><![CDATA[functions.php]]></category>
		<category><![CDATA[post-thumbnails]]></category>
		<category><![CDATA[theme]]></category>
		<category><![CDATA[timthumb]]></category>
		<category><![CDATA[WordPress]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2086</guid>
		<description><![CDATA[Shortly after the release of WordPress 2.9, I published <a href="http://mattbrett.com/2010/01/bulletproof-post-thumbnails-in-wordpress-2-9/">my technique for bulletproof post thumbnails</a>.  Since then, it's evolved yet simplified into a more robust solution, specifically for use in WordPress themes.  The problem, was that each image uploaded was generating a new set of images in various sizes, on top of the three that WordPress creates by default.  This resulted in 6 or 7 images, instead of just a handful.  While this isn't really a huge deal, it means you're going to be using more space on your server, and the uploads directory will get a bit unruly.]]></description>
			<content:encoded><![CDATA[<p class="intro">Shortly after the release of WordPress 2.9, I published <a href="http://mattbrett.com/2010/01/bulletproof-post-thumbnails-in-wordpress-2-9/">my technique for bulletproof post thumbnails</a>.  Since then, it&#8217;s evolved yet simplified into a more robust solution, specifically for use in WordPress themes.  The problem, was that each image uploaded was generating a new set of images in various sizes, on top of the three that WordPress creates by default.  This resulted in 6 or 7 images, instead of just a handful.  While this isn&#8217;t really a huge deal, it means you&#8217;re going to be using more space on your server, and the uploads directory will get a bit unruly.</p>
<h3>From the Ground Up</h3>
<p>I&#8217;m going to assume you haven&#8217;t read <a href="http://mattbrett.com/2010/01/bulletproof-post-thumbnails-in-wordpress-2-9/">my original article</a>, and aren&#8217;t familiar with implementing post thumbnails in a WordPress theme.  The first step, is to activate post thumbnails in your functions.php template.  If you don&#8217;t see functions.php in your theme directory, create one.</p>
<pre class="brush: php;">
if (function_exists('add_theme_support')) {
	add_theme_support('post-thumbnails');
}
</pre>
<p><strong>Note:</strong> If you&#8217;re creating a new functions.php template, you&#8217;ll need to wrap that in a php tag.</p>
<h3>Dynamic Image Resizing Instead of Physical Files</h3>
<p>At this point, you&#8217;re able to create additional images at various sizes, but that&#8217;s where this implementation differs from the original.  Instead of having WP create physical files on upload, we&#8217;re going to use the <a href="http://code.google.com/p/timthumb/">TimThumb image resizing script</a> to create the new image sizes on the fly.  Download the latest version of TimThumb and add it to your theme directory.  Now, create a directory named &#8220;cache&#8221; and make sure it has appropriate write permissions (755 or 777, depending on your server), also in your theme directory.</p>
<h3>For Theme Developers</h3>
<p>Theme developers have to try and anticipate every situation to ensure their product works for as many people as possible.  Because of this, the implementation that&#8217;s used in my themes is still pretty complex.  I&#8217;m now in the habit of creating a file to include where thumbnails are present, and would suggest you do the same.</p>
<pre class="brush: php;">
&lt;?php
	// Checks to see if there is a post thumbnail, or image specified via custom field
	if (has_post_thumbnail() || get_post_meta($post-&gt;ID, 'post_image_value', true)) {
		// Opens a container called post-tnail and accompanying link to enclose the image
		echo '&lt;div class=&quot;post-tnail&quot;&gt;&lt;a href=&quot;'.get_permalink().'&quot; title=&quot;'.get_the_title().'&quot;&gt;';
		// Creates a function for both methods of attaching images to posts for inclusion later on
		$thumbnail = wp_get_attachment_image_src(get_post_thumbnail_id(), 'large');
		$postimage = get_post_meta($post-&gt;ID, 'post_image_value', true);
		// If the post thumbnails function exists, there is a post thumbnail assigned, and image resizing is enabled
		if ((function_exists('has_post_thumbnail')) &amp;&amp; (has_post_thumbnail() &amp;&amp; $mb_resize == 0)) {
			echo '&lt;img src=&quot;'.get_bloginfo('template_url').'/thumb.php?src='.$thumbnail[0].'&amp;amp;w=150&amp;amp;h=110&amp;amp;zc=1&amp;amp;q=95&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Or if the post thumbnails function exists, there is a post thumbnail assigned, and image resizing is disabled
		else if ((function_exists('has_post_thumbnail')) &amp;&amp; (has_post_thumbnail() &amp;&amp; $mb_resize == 1)) {
			echo '&lt;img src=&quot;'.$thumbnail[0].'&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Or if the post thumbnails function does not exist and there is no post thumbnail, but there is a custom field image, and image resizing is enabled
		else if (get_post_meta($post-&gt;ID, 'post_image_value', true) &amp;&amp; $mb_resize == 0) {
			echo '&lt;img src=&quot;'.get_bloginfo('template_url').'/thumb.php?src='.$postimage.'&amp;amp;w=150&amp;amp;h=110&amp;amp;zc=1&amp;amp;q=95&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Or if the post thumbnails function does not exist and there is no post thumbnail, but there is a custom field image, and image resizing is disabled
		else if (get_post_meta($post-&gt;ID, 'post_image_value', true) &amp;&amp; $mb_resize == 1) {
			echo '&lt;img src=&quot;'.$postimage.'&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Closes the surrounding link and container
		echo '&lt;/a&gt;&lt;/div&gt;';
	}
?&gt;
</pre>
<p>If your theme doesn&#8217;t have an option for disabling image resizing, you can use this simplified version&#8230;</p>
<pre class="brush: php;">
&lt;?php
	// Checks to see if there is a post thumbnail, or image specified via custom field
	if (has_post_thumbnail() || get_post_meta($post-&gt;ID, 'post_image_value', true)) {
		// Opens a container called post-tnail and accompanying link to enclose the image
		echo '&lt;div class=&quot;post-tnail&quot;&gt;&lt;a href=&quot;'.get_permalink().'&quot; title=&quot;'.get_the_title().'&quot;&gt;';
		// Creates a function for both methods of attaching images to posts for inclusion later on
		$thumbnail = wp_get_attachment_image_src(get_post_thumbnail_id(), 'large');
		$postimage = get_post_meta($post-&gt;ID, 'post_image_value', true);
		// If the post thumbnails function exists, there is a post thumbnail assigned
		if ((function_exists('has_post_thumbnail')) &amp;&amp; (has_post_thumbnail())) {
			echo '&lt;img src=&quot;'.get_bloginfo('template_url').'/thumb.php?src='.$thumbnail[0].'&amp;amp;w=150&amp;amp;h=110&amp;amp;zc=1&amp;amp;q=95&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Or if the post thumbnails function does not exist and there is no post thumbnail, but there is a custom field image
		else if (get_post_meta($post-&gt;ID, 'post_image_value', true)) {
			echo '&lt;img src=&quot;'.get_bloginfo('template_url').'/thumb.php?src='.$postimage.'&amp;amp;w=150&amp;amp;h=110&amp;amp;zc=1&amp;amp;q=95&quot; alt=&quot;'.get_the_title().'&quot; /&gt;';
		}
		// Closes the surrounding link and container
		echo '&lt;/a&gt;&lt;/div&gt;';
	}
?&gt;
</pre>
<h3>For Use in Personal or Client Themes</h3>
<p>Things get a lot easier when you don&#8217;t have to worry about potentially hundreds or thousands of people using your theme.  When I&#8217;m building a theme for a client, this new implementation that relies on TimThumb for dynamic resizing is much simpler.</p>
<pre class="brush: php;">
&lt;?php
	$thumbnail = wp_get_attachment_image_src(get_post_thumbnail_id(), 'large');
	if (has_post_thumbnail()) {
		echo '&lt;div class=&quot;post-tnail&quot;&gt;&lt;a href=&quot;'.get_permalink().'&quot; title=&quot;'.get_the_title().'&quot;&gt;&lt;img src=&quot;'.get_bloginfo('template_url').'/thumb.php?src='.$thumbnail[0].'&amp;amp;w=150&amp;amp;h=110&amp;amp;zc=1&amp;amp;q=95&quot; alt=&quot;'.get_the_title().'&quot; /&gt;&lt;/a&gt;&lt;/div&gt;';
	}
?&gt;
</pre>
<p>As you can see, there are no checks to see if image resizing is enabled, or if there are legacy images present, or if the site is even running a compatible version of WP.  All of these factors are known, so there&#8217;s no need to worry about all of the fall-backs.</p>
<h3>Make Sense?</h3>
<p>This new implementation, while still backwards compatible, is more future proof than the previous one.  But in some cases, the original implemtation is a better fit.  Especially if you&#8217;re running a fairly high-traffic site.  The TimThumb script can be costly as far as server resources are concernced, and you might incur extra load time.</p>
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		<title>Heavy Rain is Just Barely a Video Game</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/8pYwfhrFXes/</link>
		<comments>http://mattbrett.com/blog/videogames/2010/heavy-rain-is-just-barely-a-video-game/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 21:11:02 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[heavy-rain]]></category>
		<category><![CDATA[playstation-3]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2061</guid>
		<description><![CDATA[In short, Heavy Rain is a completely unique gaming experience with a strong story that had me fully engaged.  It's more of an eight-to-ten hour interactive movie than a game, but it's a very welcome change.  Since the story can take so many different paths, it's worth playing through at least a couple of times to see how things can play out differently.]]></description>
			<content:encoded><![CDATA[<p class="intro">An &#8220;interactive drama&#8221; is what the developer calls it, and rightly so.  Heavy Rain drops you in the shoes of several loosely connected characters.  All of which lead ordinary lives, but are shoved into extraordinary situations which lead to some of the most emotionally driven and flat-out heart-breaking moments I&#8217;ve witnessed in a &#8220;video game&#8221;.</p>
<h3>Takes a Bit to Get Going</h3>
<div id="attachment_2068" class="wp-caption alignright" style="width: 260px"><a href="http://mattbrett.com/wp-content/uploads/2010/04/heavyrain-intro.jpg" rel="colorbox"><img src="http://mattbrett.com/wp-content/uploads/2010/04/heavyrain-intro-tnail.jpg" alt="Heavy Rain" title="Heavy Rain" width="250" height="141" class="size-full wp-image-2068" /></a><p class="wp-caption-text">Buying a balloon for your son is one of the things you do early on.</p></div>
<p>The first couple of hours setup the main characters and the story, and you might think you&#8217;re playing the wrong game for a while there.  All sorts of mundane tasks are performed while you are introduced to the unique control scheme.  But once things start happening, big reveals keep coming frequently enough to make Heavy Rain one hard game to put down.</p>
<p>The story unfolds through the eyes of four main characters, who you assume the role of.  They&#8217;re all encompassed by the murders of the Origami Killer, and while their paths cross periodically, for the most part they&#8217;re off doing their own thing.</p>
<div id="attachment_2066" class="wp-caption aligncenter" style="width: 600px"><img src="http://mattbrett.com/wp-content/uploads/2010/04/heavyrain-characters.jpg" alt="" title="Heavy Rain" width="590" height="200" class="size-full wp-image-2066" /><p class="wp-caption-text">The cast of Heavy Rain.</p></div>
<h3>Fixed Cameras, Quick Time Events, and Gestures</h3>
<p>It plays like no other game, in that the controls are almost entirely gesture and quick time event based.  While this might seem like a draw-back, it serves this game well.  Button prompts would be a little too easy, and would likely get boring pretty quick, given the sheer volume.  Performing a half circle downward motion with the right thumbstick in order to make your on-screen character drop an item on a table connects you to that character more than a simple button press would.  And during intense action scenes, these gestures and prompts really shine.  Never have I felt so engaged in a lengthy quick time event.  I was little on the edge of my seat for the majority of the game.</p>
<h3>Forget Everything You Know About Video Games</h3>
<p>There are no do-overs in Heavy Rain.  If you miss some prompts during a quick time event, things keep moving forward, but the result will be different than if you were to hit them all.  But at no point does the game stop and ask if you would like to reload your previous checkpoint.  This takes a bit of getting used to, as I found my first reaction was to stop and reload so I could get it right.  But there really isn&#8217;t a right and wrong here.  There are simply different paths that can be taken.  And many different paths, at that.</p>
<h3>Beautiful, in a Serial Killer Kind of Way</h3>
<p>I absolutely love the atmosphere Heavy Rain portrays.  From the dark and dreary urban setting, to the moody score which sets the tone perfectly.  And while I&#8217;m usually one to point out a great soundtrack, Heavy Rain&#8217;s score goes above and beyond to engage the player and really makes the scenes.</p>
<h3>Not Without Some Bumps in the Road</h3>
<div id="attachment_2064" class="wp-caption alignright" style="width: 260px"><a href="http://mattbrett.com/wp-content/uploads/2010/04/heavyrain-action.jpg" rel="colorbox"><img src="http://mattbrett.com/wp-content/uploads/2010/04/heavyrain-action-tnail.jpg" alt="" title="Heavy Rain" width="250" height="150" class="size-full wp-image-2064" /></a><p class="wp-caption-text">Quick decision!</p></div>
<p>While I thoroughly enjoyed the story and this unique gaming experience, there are some areas which were a little rough around the edges.  During the quick time events, some gestures which rely on the motion capabilities of the PS3 controller failed to register for me on more than one occasion.  The characters models, specifically faces are incredibly detailed.  But some interactions between characters and objects, or other characters looked a little clunky or awkward.  Specifically, some of the more intimate scenes.</p>
<p>Speaking of which, there are some pretty strong adult themes present that I wasn&#8217;t expecting.  I know it carries an M rating, but this game is definitely not suitable for the youngsters.  On the other hand, it&#8217;s rare to see nudity in games done tastefully and without feeling unnecessary.</p>
<h3>The Bottom Line</h3>
<p>In short, Heavy Rain is a completely unique gaming experience with a strong story that had me fully engaged.  It&#8217;s more of an eight-to-ten hour interactive movie than a game, but it&#8217;s a very welcome change.  Since the story can take so many different paths, it&#8217;s worth playing through at least a couple of times to see how things can play out differently.</p>
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		<title>Kratos’ Final Journey, God of War III</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/_TsAKZZfZ5Y/</link>
		<comments>http://mattbrett.com/blog/videogames/2010/kratos-final-journey-god-of-war-iii/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 21:51:45 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[god-of-war-3]]></category>
		<category><![CDATA[playstation-3]]></category>

		<guid isPermaLink="false">http://mattbrett.com/?p=2011</guid>
		<description><![CDATA[God of War III is the first outing for Kratos developed for the PlayStation 3 and his last, as it is supposedly the final chapter in a trilogy.  Yet the ending (or rather, the 15 second scene after the end credits) makes you wonder if this is will <em>really</em> be the last we'll see of the sadistic Spartan.  None the less, Kratos is back, and he's hell-bent on destroying the ruler of Olympus, and his father, Zeus.  This third and final installment picks up right where its predecessor left off, and holds a tight grip on the formula that has earned it such high praise.]]></description>
			<content:encoded><![CDATA[<p class="intro">God of War III is the first outing for Kratos developed for the PlayStation 3 and his last, as it is supposedly the final chapter in a trilogy.  Yet the ending (or rather, the 15 second scene after the end credits) makes you wonder if this is will <em>really</em> be the last we&#8217;ll see of the sadistic Spartan.  None the less, Kratos is back, and he&#8217;s hell-bent on destroying the ruler of Olympus, and his father, Zeus.  This third and final installment picks up right where its predecessor left off, and holds a tight grip on the formula that has earned it such high praise.</p>
<div id="attachment_2015" class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/wp-content/uploads/2010/03/gow3-kratos.jpg" rel="colorbox"><img src="http://mattbrett.com/wp-content/uploads/2010/03/gow3-kratos-tnail.jpg" alt="" title="God of War III: Kratos" width="590" height="200" class="size-full wp-image-2015" /></a><p class="wp-caption-text">You DO NOT wan to fuck with this man, errr, god.</p></div>
<h3>How To Kill a God</h3>
<p>Evidently, it&#8217;s not as simple as climbing Mount Olympus on the back of a Titan, knocking on Zeus&#8217; door, and disemboweling him.  After all, it would be a pretty short game if that were the case.  That&#8217;s where things start, and where GOW2 left off, minus the disemboweling part.  There is a cut-scene prior to the game&#8217;s menu which sums up the story so far, for those who haven&#8217;t played the previous two games.  But it&#8217;s likely not enough to fill in all of the gaps, and past events are just barely explained as they are referenced.  None the less, there is plenty of fun to be had hacking and slashing your way through every god, demigod, titan, and mythical creature that stands between Kratos and Zeus.  But for someone who has played the previous games, the continued story remains exciting, and closes the trilogy quite nicely.  There are plenty of moments where your jaw is left hanging, while you frantically hit the right on-screen cues to spill the guts of your enemies in the most glorious fashion.</p>
<p>As usual, Kratos falls from grace pretty early in the game, but immediately gets back on the horse and continues his quest for vengeance.  Collecting weapons, upgrades, and massacring any living, breathing thing in his way.  As the story unfolds, Kratos discovers the path he must take in order to murder his father (Zeus, for those who haven&#8217;t been paying attention).  This time, with every slain god, comes a direct consequence which befalls humanity.  At times, I found it hard to support Kratos&#8217; actions and often wished the choice was left in my hands, but that was not the case.  Kratos is absolutely relentless, with no regard for consequence, and shows no remorse.  I&#8217;ve always viewed Kratos as an anti-hero, but he almost seems like a villain (for the most part) in this 10 hour jaunt.</p>
<h3>An Astounding Sense of Scale</h3>
<p>The GOW games have always been absolutely massive.  From the set pieces, to the boss battles, and of course the Titans.  GOW3 is no exception, in fact it has an even bigger sense of scale than its predecessors, if you can believe that.</p>
<div id="attachment_2017" class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/wp-content/uploads/2010/03/gow3-cronos.jpg" rel="colorbox"><img src="http://mattbrett.com/wp-content/uploads/2010/03/gow3-cronos-tnail.jpg" alt="" title="God of War III: Cronos" width="590" height="200" class="size-full wp-image-2017" /></a><p class="wp-caption-text">That tiny golden spec between his fingers - yeah, that's Kratos.</p></div>
<h3>Same Old Gameplay</h3>
<div id="attachment_2013" class="wp-caption alignright" style="width: 210px"><a href="http://mattbrett.com/wp-content/uploads/2010/03/gow3-helios.jpg" rel="colorbox"><img src="http://mattbrett.com/wp-content/uploads/2010/03/gow3-helios-tnail.jpg" alt="" title="God of War III: Helios" width="200" height="266" class="size-full wp-image-2013" /></a><p class="wp-caption-text">Mind if I borrow this?</p></div>
<p>This isn&#8217;t a bad thing, since the GOW series have been known for its small learning curve and huge fun factor.  It&#8217;s not a button masher, per say.  There are combos for each weapon which result in devastating actions when done right.  Not knowing at least a few of the combos will leave you with much frustration as you fail at the bigger/longer battles, over and over again.  When you are instructed to mash on a button, it usually results in separating limbs and heads from bodies, which is most definitely forgivable and extremely satisfying.</p>
<h3>Quick Time Events, Revisited</h3>
<p>I do believe the God of War franchise is responsible for popularizing quick time events.  And in GOW3, we see a new take on this type of gameplay.  Previously, the button prompts would pop up in the upper-middle of the screen.  But now they appear in the screen position of the corresponding button on the PS3 controller.  For example, the Square button is the left button on the face of the controller.  When the Square button prompt appears, it&#8217;s on the left side of the screen.  Bottom for X, Top for Triangle, and right for Circle.  I found I was much quicker to react, and was able to focus more on what was happening on screen, as opposed to staring at the position where the prompt would normally appear.</p>
<h3>How to F*** a God</h3>
<p><em>If there are children in the room, please close your eyes and cover your ears.</em>  For those still here, Aphrodite (the goddess of love, sex, and beauty) makes a brief appearance about three quarters of the way through, where Kratos has the opportunity to <a href="http://mattbrett.com/wp-content/uploads/2010/03/gow3-aphrodite.jpg" rel="colorbox">join her in bed for a quick romp</a>.  If you hit it a couple of times, there is some pretty funny dialogue to be heard from Aphrodite&#8217;s mistresses, who watch from the sidelines.</p>
<h3>Kratos Still Has What it Takes</h3>
<p>While God of War III isn&#8217;t quite as mind-blowing as the first (or even second) game in the series, it&#8217;s an exhilarating trip through Greek mythology, depicted as only a God of War game can.  The action is non-stop, completely grotesque, yet utterly satisfying.  An absolute must-play for any fan of the series.  New-comers to the series might be left in the dark a little as far as the story goes, but fun will be had, without a doubt.</p>
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		<title>Battlefield: Bad Company 2</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/1ZuYexXanE8/</link>
		<comments>http://mattbrett.com/blog/videogames/2010/battlefield-bad-company-2/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 15:54:54 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
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		<category><![CDATA[battlefield-bad-company-2]]></category>
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		<guid isPermaLink="false">http://mattbrett.com/?p=1878</guid>
		<description><![CDATA[The Battlefield franchise is one of my personal favourites, dating back to the first game in the series â€“ Battlefield 1942, which debuted on the PC back in 2002. I've played every release since, with the exception of BF2142, since I'm no longer into PC gaming. Naturally, I snagged Battlefield: Bad Company 2 on day-one, and have been playing it steady for the past couple weeks. The campaign has long since been completed, and the multiplayer end of the game has a firm grasp on my testicles.]]></description>
			<content:encoded><![CDATA[<p class="intro">The Battlefield franchise is one of my personal favourites, dating back to the first game in the series &#8211; Battlefield 1942, which debuted on the PC back in 2002.  I&#8217;ve played every release since, with the exception of BF2142, since I&#8217;m no longer into PC gaming.  Naturally, I snagged Battlefield: Bad Company 2 on day-one, and have been playing it steady for the past couple weeks.  The campaign has long since been completed, and the multiplayer end of the game has a firm grasp on my testicles.</p>
<h3>Wait, What Just Happened?</h3>
<p>The campaign starts out a little weird, with a prologue mission which takes place during WWII and sets up the story.  The Bad Company dudes are brought into the picture shortly after, with no mention of previous events.  Having played the first game, it felt a little disjointed, as I was expecting more of a tie-in or a continuation from the first game in the Bad Company series.  None the less, bullets start flying and in no time, and B-Company find themselves knee-deep in trouble, as usual.</p>
<p><img src="http://mattbrett.com/images/bfbc2-bcompany.jpg" alt="Battlefield: Bad Company 2" class="aligncenter" /></p>
<h3>Worth While Campaign, but Not Great</h3>
<p>Overall, I felt the campaign felt a bit flat across the board.  The dialogue wasn&#8217;t quite as witty as the first game, your squad members tend to stand around making wise-cracks more than anything else, and the story wasn&#8217;t overly engaging.  On top of that, some cheap tactics from the developers had me replaying parts necessarily.  I call them &#8220;gotcha&#8221; moments &#8211; where the player is moving along as intended, when some unavoidable event happens resulting in death.  There&#8217;s no way to know what is about to happen, you have to lose a life in order to find out how to avoid it.  There are quire a few of these moments in the campaign, and each and every one of them pissed me off.</p>
<p>That sounds like a whole lot of negativity, but I enjoyed the single player campaign well enough.  It just wasn&#8217;t as good as the previous game, and didn&#8217;t live up to my expectations.  There were plenty of things I loved about it, though.  The visuals and sound effects are incredible!  Destruction has been stepped up a few notches, with buildings fully collapsing into a pile of rubble if you hit them hard enough.  Lots of variation in the missions, with inclusion of plenty of vehicles and lots of fun weapons at your disposal.  There always seems to be plenty of time to use your weapons, too.  There&#8217;s nothing worse than finally getting your hands on a weapon you&#8217;ve been after for hours, only to find minimal ammo left and no refills in sight.  BF:BC2 doesn&#8217;t suffer from that, in the least.</p>
<h3>Where The Battlefield Belongs &#8211; Online</h3>
<p>Where BF:BC2 really shines, is in the multiplayer component.  I would have actually liked to have seen this game stripped of the single-player end, and sold at a discounted price.  The multiplayer end is that strong!  If you&#8217;ve played a BF game online, you know it&#8217;s much more than a typical shooter.  Every map is massive, full of weapon emplacements and vehicles, and non-stop action.</p>
<p><a href="http://mattbrett.com/images/bfbc2-mp.jpg" rel="colorbox"><img src="http://mattbrett.com/images/bfbc2-mp-tnail.jpg" alt="Battlefield: Bad Company 2" class="aligncenter" /></a></p>
<p>Bad Company&#8217;s Gold Rush mode has been stripped of the gold, but showcased as the game&#8217;s primary online mode.  It&#8217;s as fun as ever, and still much preferred to simply running around shooting dudes for hours on end.  It&#8217;s nice to have a constant objective, and one that can change within a moment&#8217;s notice, too.  People seem to work together almost all the time, and the dead simple squad system really helps to enforce teamwork.</p>
<p>The original BF Conquest mode is also packed in, and maps are adjusted to suit the many flag locations.  There&#8217;s also a new mode, which pits 4 4-man squads against each other in 2 different modes.</p>
<h3>Revamped and Improved Unlocks and Rewards</h3>
<p>The ranking, unlocks, and rewards system has been completely overhauled this time around, yet it remains very simple to manage.  Each class has its own tier of weapons and gadgets that unlock as you earn XP using them.  Then there are a series of weapons and gadgets that can be used in any class, which are unlocked simply by playing.  Vehicles also have a set of perks that can be applied to improve your offense or defense while using them.  XP bonuses are given when you earn badges and medals for achieving certain goals &#8211; like 7 kills with the assault rifle in a round, a certain number of squad or team assists in a round, winning the round, and so on.  While the ladder looks intimidating at first, you earn XP pretty quickly and I find that I&#8217;m unlocking new gear every couple of rounds.</p>
<p><a href="http://mattbrett.com/images/bfbc2-mp2.jpg" rel="colorbox"><img src="http://mattbrett.com/images/bfbc2-mp2-tnail.jpg" alt="Battlefield: Bad Company 2" class="aligncenter" /></a></p>
<h3>Battlefield Moments</h3>
<p>There was a series of trailers released prior to the game&#8217;s launch titled &#8220;Battlefield Moments&#8221;, and for good reason.  Every round has at least one memorable moment.  Even when playing a losing round, or after dying repeatedly, there always seems to be a turning point where you feel like you&#8217;re the hero&#8230;</p>
<ul>
<li>The guy that just shot down a Black Hawk with an RGP and got a triple kill.</li>
<li>Or, the guy that dropped behind enemy lines and stabbed 4 dudes in the back before being detected.</li>
<li>Or, the guy that turned a corner and was met face-to-face by an enemy tank, only to quickly arm the grenade attachment on his assault rifle just in time to fire one off and take it out.</li>
<li>Or, the guy that drove a jet-ski at full speed onto land, hit a ridge and flew directly into a squad of enemies, killing all 2 of them at once.</li>
</ul>
<p>These things happen, often.  And they&#8217;re absolutely fucking glorious when they do!</p>
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<h3>I <span class="dim">(Fucking)</span> Love this Game!</h3>
<p>Battlefield: Bad Company 2 is lacking in the single-player end, but makes up for it online.  I enjoy BF:BC2 multiplayer immensely.  And for a guy that doesn&#8217;t spend much time playing games online, that&#8217;s saying a lot.</p>
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		<title>Mass Effect 2 – Enough Said</title>
		<link>http://feedproxy.google.com/~r/mattbrett/~3/3uecBeAyfFs/</link>
		<comments>http://mattbrett.com/blog/videogames/2010/mass-effect-2-enough-said/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 23:33:20 +0000</pubDate>
		<dc:creator>Matt Brett</dc:creator>
				<category><![CDATA[Reviews]]></category>
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		<category><![CDATA[Mass-Effect]]></category>
		<category><![CDATA[mass-effect-2]]></category>
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		<guid isPermaLink="false">http://mattbrett.com/?p=1812</guid>
		<description><![CDATA[Mass Effect was a game I was completely prepared to pass by without a second look. After-all, it was an RPG from the guys that made the original Knights of the Old Republic. While that excited many people, it turned me off instantly. I have never been a huge RPG fan, and the turn-based combat of KOTOR did nothing for me. After hearing so many great things about Mass Effect, I picked it up on sale one day, and ended up playing it through 3 full times. Needless to say, its sequel is a game I had been looking forward to even before it was officially announced. Now it's here, I'm on my second play-through, and even as I'm writing this, I'm itching to drop everything and jump back into it. Mass Effect 2 bests its predecessor in every way, and that's saying a lot!]]></description>
			<content:encoded><![CDATA[<p class="intro"><a href="http://mattbrett.com/2008/05/a-strange-turn-of-events/" title="Read my review of Mass Effect">Mass Effect</a> was a game I was completely prepared to pass by without a second look.  After-all, it was an RPG from the guys that made the original Knights of the Old Republic.  While that excited many people, it turned me off instantly.  I have never been a huge RPG fan, and the turn-based combat of <a href="http://www.giantbomb.com/star-wars-knights-of-the-old-republic/61-18741/">KOTOR</a> did nothing for me.  After hearing so many great things about Mass Effect, I picked it up on sale one day, and ended up playing it through 3 full times.  Needless to say, its sequel is a game I had been looking forward to even before it was officially announced.  Now it&#8217;s here, I&#8217;m on my second play-through, and even as I&#8217;m writing this, I&#8217;m itching to drop everything and jump back into it.  Mass Effect 2 bests its predecessor in every way, and that&#8217;s saying a lot!</p>
<div class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/images/me2-story.jpg" rel="colorbox"><img alt="Mass Effect 2" src="http://mattbrett.com/images/me2-story-tnail.jpg" title="Mass Effect 2" width="590" height="200" /></a><p class="wp-caption-text">Uh-oh! Looks like Shephard is off to a rough start.</p></div>
<h3>So, So Deep</h3>
<p>The fiction of the Mass Effect universe is truly a marvel.  It&#8217;s incredibly deep, and leaves one pondering just how long and how many minds it took to bring it all together.  In the first game, I explored every option the dialogue tree presented me with, and the same went for Mass Effect 2.  While the option was always there to quickly back out of a conversation and continue on the quest at hand, I never did.  Now that I&#8217;m on my second play-through, I appreciate that quick out, though.  Just like in the first game, there are weighted paragon and renegade options which become available depending on your character&#8217;s moral alignment.  Having imported my character from ME1, I had access to paragon options early on.</p>
<p>Along with the dialogue options, there are now actions which can be performed during cut-scenes.  A paragon or renegade prompt could pop-up, which makes Shephard perform an action depending on which route you took.  I had a hard time resisting the renegade prompt, even when playing as a hero.</p>
<h3>A True Sequel</h3>
<p>Speaking of, BioWare has created something slightly revolutionary with ME2&#8242;s character import feature, which allows you to bring your character from the original game into ME2.  Not only your physical character is brought over, though.  Decisions you made, people that may have died, and your moral alignment are all reflected in ME2.  Even minute details, like some of the side quests you completed are touched on in ME2, which blew me away on more than one occasion.  Aside from the insanely cool tie-in to the original game, there are decent rewards for continuing with your original character&#8230;</p>
<blockquote><p>The decisions, actions, and plot states you created in Mass Effect 1 will persist in Mass Effect 2. Additionally other factors such as your character level will grant you certain bonuses as well. If you acquired a high level of currency you will start Mass Effect 2 with a small boost to your starting income. Additionally if you completed the game as a paragon or renegade, a fraction of that alignment will persist into Mass Effect 2. This is designed to help give players who went the extra mile in Mass Effect 1 a quantitative boost in Mass Effect 2.</p></blockquote>
<h3>Story and Characters</h3>
<p>The main story is all kinds of great!  With an exciting beginning, and an explosive end, it really keeps the momentum going through-out all of the missions.  It only slows down if you go off doing side quests exclusively, and of course when you&#8217;re hanging out on the Normandy chatting with the crew.  There&#8217;s a big decision left to you at the end, which I&#8217;m hoping directly impacts what happens in the third game in the series.  Since the import feature will be in ME3 as well, I&#8217;m sure it will.</p>
<div class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/images/me2-characters.jpg" rel="colorbox"><img alt="Mass Effect 2" src="http://mattbrett.com/images/me2-characters-tnail.jpg" title="Mass Effect 2" width="590" height="200" /></a><p class="wp-caption-text">Recruiting new members always requires a fair bit of effort, and sometimes persuasion.</p></div>
<p>Similar to the first game, you make your way across the galaxy recruiting team members.  Depending on who lived and who died in the first game, who you run into can vary.  Regardless, you end up with some pretty awesome characters by your side, spanning various species and sexes.  Of course, all with different abilities and specialties.</p>
<h3>Quests-a-Plenty</h3>
<p>Aside from the main question, there is plenty to keep you busy.  The usual mix of side-quests are available, but with much more variety this time around.  There are also a few search and retrieve type missions which can be quite lengthy.  But the best side-quests are the ones you complete to gain the loyalty of your team members.  Once they are recruited, team members come to you with a problem which you can help them out with, in return for their loyalty.  Some of these are actually a little tricky, as the morally correct way to complete them might not be what gains you their loyalty.  There were a couple I didn&#8217;t get on my first play-through. </p>
<h3>Huge Improvements to Combat and Movement Overall</h3>
<p>The combat in ME2 feels much better.  While it&#8217;s not quite as solid as what you might find in a game like Gears of War, it&#8217;s definitely a step up from the original game.  Crouching behind cover, peeking around corners, and leaping up over obstacles are all common and easily executed maneuvers.  With the addition of assignable commands, I found myself opening the combat and power wheels far less often, which kept me in the action that much more.</p>
<div class="wp-caption aligncenter" style="width: 600px"><a href="http://mattbrett.com/images/me2-combat.jpg" rel="colorbox"><img alt="Mass Effect 2" src="http://mattbrett.com/images/me2-combat-tnail.jpg" title="Mass Effect 2" width="590" height="200" /></a><p class="wp-caption-text">Mechs prove to be worthy opponents. Especially the heavy mechs with rocket launchers.</p></div>
<p>When I played ME1, I was a Vanguard.  Which gave my character biotic powers, and ability to use the handgun and shotgun.  I never spent any time with the assault rifle or sniper rifle, so I made sure to play as a Soldier in ME2, and I&#8217;m glad I did!  I probably used the sniper rifle 80% of the time.  Only falling back to the assault rifle or shotgun when thermal clips were low, or an enemy got a little too close for comfort.  But I was usually able to keep them at bay by making use of my squad-mate&#8217;s abilities.  Speaking of thermal clips &#8211; yes, ammo is limited in ME2.  It&#8217;s not as big of a deal as you might think.  It really only affects the heavy weapons, as clips for the main 4 guns are plentiful.</p>
<h3>Gettin&#8217; It On</h3>
<div class="wp-caption alignright" style="width: 210px"><a href="http://mattbrett.com/images/me2-miranda.jpg" rel="colorbox"><img alt="Mass Effect 2" src="http://mattbrett.com/images/me2-miranda-tnail.jpg" title="Mass Effect 2" width="200" height="150" /></a><p class="wp-caption-text">*sigh* Miranda</p></div>
<p>Like ME1, there is room to explore a romantic relationship with members of your crew.  This time, there are many paths you can take.  Since my character is a female, I was looking forward to a little action with Miranda.  But as I progressed through the game, she seemed to shut me out more and more.  That&#8217;s when I decided to see if cross-species relations were feasible.  And in fact, they are!  I always found Jacob to be a bit of a dink, so I opted for the resident Turian, which turned out to be quite humorous!  I highly recommend going that route if you play as a female character.  While there&#8217;s no big-bang ending (pun intended), you still get the Paramour achievement.</p>
<h3>Not Without a Flaw</h3>
<p>Mass Effect 2 does good on all of the things that held ME1 from being a near perfect game.  But unfortunately, there is one aspect of this game that brings everything to a halt &#8211; scanning planets for minerals.  I see the need for it, since the minerals are used for weapon, armor, and ship upgrades.  But there has to be a better way of collecting them.  Prior to getting the mineral scanner ship upgrade, I was close to being suicidal every time I had to scan a planet.</p>
<h3>2010 Game of the Year, Already?</h3>
<p>This is a game that warrants, no, requires multiple play-throughs.  And with a bare-bones play-through clocking in at over 20 hours, there&#8217;s plenty of reason to purchase ME2 as opposed to renting it.  Fans of the first game will be completely satisfied with this incredible sequel and wishing the sequel was just around the corner.  And new-comers who are fans of good sci-fi and high action third person games, should really give it a shot.</p>
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