Thursday, January 19, 2012

Blizzard apparently still tinkering on Diablo 3

While we did not get a chance to play Diablo 3 in time for the 2011 Holidays there was a wide spread hope/belief that Blizzard was onto the last little bit of tweaking and that the game would be out in early 2012.

Now this post on the official Diablo 3 website makes this seems like a very unlikely prospect indeed.
Apparently Blizzard still have their hands deep down the proverbial bowels of the game and are currently changing and cutting several significant game mechanics.

"Actually, could we make it a FPS instead? Or maybe try a Sci-Fi setting!"

For example, the post details that Blizzard is currently reviewing the core stats and the benefits that they provide to player characters, which seems like something you would/should not be doing if you are planning to ship your game within the next few months.

Additionally this quote from Jay Wilson, Game Director for Diablo 3 does not exactly inspire much hope that we'll be clicking our ways through hellish hordes any time soon:

"There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes -- specifically with the skill and rune systems. We're not quite ready to share what those are just yet, but we look forward to being able to do so in the near future."


Oh dear... I don't want you to "share changes" with us in the near future. I want to *play the goddamn game in the near future!*

Oh well, I guess Blizzard will be Blizzard but I guess this means that we should probably not expect Diablo 3 any sooner than Q4 2012. I'll be happy if it just doesn't slip into 2013.

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Wednesday, January 18, 2012

Kingdoms of Amalur: Reckoning Demo Impressions

The Kingdoms of Amalur: Reckoning demo was just released yesterday on both Xbox, PS3 and PC (Available through Origin).
I've just finished playing through the demo on Xbox and I wanted to share with you my impressions of the demo. So read on and find out whether this is a reckoning that is going to reverberate with awesome delight through your spine or if it will go meekly into the cold darkness of the night.

"I really..really have to pee"

Let me preface my impressions by saying that I was initially not very interested at all in Reckoning. From the first footage I saw of the game it seemed like a rather generic fantasy RPG with some slightly interesting combat. But I gradually came around to Reckoning to the point that it ended up being one of the games I was most excited to play in 2012.

So when I was finally ready to fire up the demo and have a chance to poke around in the kingdoms of Amalur I was genuinely excited.Perhaps it is this level of excitement that resulted in the following disappointment.

*UPDATE* I just had the chance to play the PC version of the demo and I have to say that it was a much improved experience from the Xbox version. In particularly the combat feels smoother and faster and I found myself more easily being able to dodge enemy strikes.
I am still not impressed by the demo but at least the PC version made me feel much better about Reckoning.

Yep, the TL;DR version of my impressions can pretty much be summed up with "Meh, is that really it?".

For those looking for something a bit more in depth allow me to elaborate.

Monday, January 16, 2012

The Sith Journals - Part 2

My continued ramblings about my adventures in Star Wars: The Old Republic are now up over on MMOCrunch.com,

In this installment of "The Sith Journals" I get my hands on my very own starship

"The Sith Journals" are thoughts and musings that I have made about my experience of playing through SWTOR and are a little part review and opinions on the game and a very large part completely uninformative observations made by me.

In case you didn't catch the first part then you can also find that on MMOCrunch.com here.

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Sunday, January 15, 2012

From ”Coming up next week” to ”What went down this week”


Also, I totally got a new Twitter and Facebook logo!

Dear people and peepettes, I want to take a minute of your time and make you aware of a small change that I'm making to Light Speed Gaming.

If you're one of my regular readers (I'm talking to both of you now, so pay attention), then you are probably familiar with the weekly “What's coming up on Light Speed Gaming” post that I do every Sunday.
In these posts I round up what I've had on the site during the week and also give a sneak preview on what I will be posting in the week to come.

I've been using these posts for a few different reasons:

1) It gives me a chance to sum up on all the content that I've made during the week and gives readers a chance to quickly look at the highlights and go straight to the posts without mucking about in my archives

2) It provides an appetizer for what I'll be posting on the site over the next week and hopefully provides you guys with some incentive for checking back during the week to see the advertised piece of content.

3) It acts as a roadmap for myself to follow when writing posts. Basically when I've done my “Coming up” post on Sunday I have a pretty good idea about the stuff that I will be writing about during the week.

Impressions of Heroes of Might and Magic VI - Old in all the right ways


I was 17 years old when the first ”Heroes of Might & Magic” came out in 1999. I immediately fell in love with the turn based fantasy game that mixed running your little kingdom and managing your castles with very entertaining and tactical turn based combat.

This week I've been playing the latest installment in the “Heroes” series, “Heroes of Might & Magic VI”, and I'm ready to give you my initial opinion on whether this latest in turn based fantasy kingdom management is still able to entertain.

Now, I stopped playing games in this series after the third game, which I felt was perhaps the best of them all. I played a little bit of Heroes IV and enough of Heroes V to know that I didn't care for that at all. So I was not completely thrilled about the prospect of jumping into Heroes VI.

The basic formula of Heroes VI is exactly like the five games that have come before it. You control one or several heroes traveling across a world map finding treasure, capturing resource nodes and visiting magical shrines.
The world is crammed full of stuff to find, so it's impossible to swing a dead Orc without hitting an ancient magical monolith or a gold mine.

A world of treasure and trinkets await!

Of course, most of these things are protected by some form of hideous monster or another, meaning you'll have to do a bit of wholesale slaughter before you can lay your grubby hands on your chosen prize.
Combat is again following the classic Heroes formula of taking you into a grid based field where your army is lined up on one side and the enemy army on the other. Your units then take turns trying to brutally murder each other until only one army is left standing.
Additional spice is added by your hero, who is not directly available on the board, but can cast spells from the sidelines which acts as buffs to your units, heals or just throwing large flaming balls of destruction down onto the heads of your foes.

As you roam through the countryside, butchering enemies and grabbing phat loot, you'll also come across enemy castles that you can attack and add to your kingdom.
Managing your castles is its own little game where you have to figure out what buildings you want to build and making a nice little bastion of doom. You'll have to build buildings that produce units as well as think of creating fortifications to repel enemy heroes trying to take over your castle, so it becomes a balancing act of focusing on the right type of buildings at the right time.

Like chess, only with demons, crossbows and magic

So far it's all sounding like any other Heroes game. Where Heroes VI differs just a little from the previous games is the increased focus on storytelling during the missions, which is conveyed partly through voiced over dialogue that pops up as you play through a mission, and partly through cut scenes.
This may sound like a not so great thing, especially considering that this exact increased weight on storytelling is why I disliked ANNO 2070, which is another strategy game that I have enjoyed immensely in the past.
But I think that the story parts are actually pretty well done in Heroes VI. That's not to say that the story is good, but it's certainly presented in a manner that makes it not an affront to humanity and does not immediately make you want to Alt+F4 out of the game.

So it's a Heroes game that follows closely all the traditions of the series with an extra helping of story? But is it any fun to play?

For me the answer to that is a definite “Yes”. There's something about the way that Heroes VI plays that made it immediately click with me in a way that I haven't clicked with a Heroes game since Heroes III.
"Open wide and I'll use my giant toothpick to get that piece of chicken for you"

Controlling your heroes on the world map feels snappy, as does controlling your army in combat.
There's also a lot of side quests to do during your missions and that helps to encourage you to explore every nook and cranny of the map and not just burn out on fighting monster armies for some random loot.

I'm also very pleased with the graphical design of the game, which is more simple and “flat” than what was in Heroes V and I think that the simplicity works very well for the game. There's a very clean aesthetic to the game that makes it really enjoyable to look at, though it certainly won't impress you with its graphical prowess in any way.

So far I've only played through the initial tutorial campaign and the first mission of the first proper campaign, so there's still a very long way for me to go before I can definitely say that this is a great Heroes game, but so far it's been pushing all the right buttons for me and I'm looking forward to getting back into the game and plowing through more of the game, and that's always a good sign!


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Friday, January 13, 2012

Alpha testing sign-ups are open for City of Steam

Back in November I had the chance to interview the "City of Steam" developers, Mechanist Games, about their upcoming steam-em-up F2P MMO.

The developers have been hard at work on the game ever since (no doubt using coal powered, mechanical computers with brass keyboards) and you now have the chance to get a key to the upcoming alpha sneak test of the game. For a chance to get into the alpha test you'll need to head on over to the official City of Steam website and sign up for the newsletter.

No date has been set for the test yet, but according to this thread on the City of Steam forums, Mechanist games is targeting it to take place within the next month or two.

In the mean time here's the latest gameplay trailer from the game, which shows the different classes of the game in action:


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Thursday, January 12, 2012

4 Tips to the Sith Empire in SWTOR

My work as a Sith Inquisitor has sent me across most of the planets in the galaxy of Star Wars: The Old Republic by now. It's been a great experience all in all I think, but I must say that there are some things in the world that boggles my mind.

No, it's not things like "where do Twi'lek's lekkus go when they wear a closed helmet?", or "how come I get my own interplanetary starship at level 18, but I can't buy a damn hovering scooter until I'm level 25?"

"Here's the key to your personal starship, sir. What? You want a scooter? Oh, you're gonna have to prove that you're a responsible adult before I can get you one of *those*."

Instead I've made some observations about the Sith Empire and some questionable decisions that they seem to have made and I've come up with 4 pieces of friendly advice for them:

How long does it take to empty out the four tombs that are *just adjacent* to the Sith Academy?!

Seriously guys, you've been on that planet for years and there are still priceless artifacts sitting in plain sight, literally a few minutes walk from the largest concentration of Sith scholars in the galaxy!

Now I know that it's nice to be able to give your budding apprentices a task, but wouldn't it be a lot better to just make a round and clean out the tombs and then place some trophies or something that you can ask the students to grab?

Wednesday, January 11, 2012

Rediscovering James Cameron’s Aliens


I'm glad to be able to bring you another article by Jordan Siron. Jordan has previously written about the first "Alien" movie and what he thinks makes it so great.
This time Jordan takes on the sequel "Aliens" and illuminates us as to why he thinks it is a lesser movie than the original.

The (not so) cleverly named Aliens has been considered by many fans to be the best in the series. While I respect others’ opinions, I am afraid I have to respectfully disagree. Directed by Hollywood Hot Shot, James Cameron, Aliens is vastly different in terms of tone, themes, and effects. It’s so different from Alien that one such as I have often wondered if it had originally been planned as the first entry in a totally different franchise. It is by no means a bad film – it’s downright entertaining, to say the absolute least – but it left me a tad sad over what might have been.


The Story
It just so happens that the planet from the first film has since been colonized, but all contact has been lost. A team of Marines, accompanied by Ellen Ripley (Sigourney Weaver) and an obnoxious bureaucrat (Paul Reiser), venture to the planet’s surface in hopes of discovering the catalyst behind the radio silence. The team discovers the entire colony has been torn asunder by the titular creatures, and must fight to survive.

Monday, January 9, 2012

SWTOR forums - Revenge of the Fanboys

As I start working my way deeper into a MMO I will inevitably start visiting its forums to learn more about the game and pick up tips and advice from my fellow gamers.
Such is also the case with Star Wars: The Old Republic, and so I have recently started trawling through the SWTOR forums in order to squeeze a little more Force juice out of my lightsaber (ewww..).

Visiting forums on the internet is usually a dubious pleasure as they tend to be populated by around 20% normal human beings and 80% beings of pure satanical evil and stupidity.
But even with this classic 80/20 split in mind I still found myself riled by the level debate on the SWTOR forums, which frankly makes the patrons of the Mos Eisly cantina seem like a bunch of well mannered girl scouts (hell, even Mr. "oh-no-there-goes-my-arm" had the politeness to explain to Luke that he didn't like him before he attacked).

"Well, some of the side missions are a little boring, if only...OH GOD, MY FACE!"

The prime offender on the SWTOR forums seems to be a bad case of Fanboyism, a condition that is commonly seen in early MMO adopters and dedicated Star Wars fans.
This condition, commonly contracted through large amounts of social isolation and/or repeated blows to the head, renders the person completely unable to tolerate any sort of criticism leveled against his or hers object of love.
Indeed, even a slight questioning of the incredible awesomeness of their personal fetish is met with withering stares and guttural grunts of warning.

And so it is that the SWTOR forums are filled with people being absolutely demolished for attempting to question any part of the game.
It really matters very little how the original poster tries to frame his criticism, everything from the most politely and rationally presented argument to the most obvious piece of trolling flame bait gets treated with the same broadside of hate and denial from the raging fanboy community.

Sunday, January 8, 2012

Coming up on Light Speed Gaming on the week of January 9th

First week of 2012 is over and after all the post New Year buzz has died down we're left with the cold and grey reality that is January.

But fear not, as Light Speed Gaming is hear to cheer you up with brain paralyzingly* amazing science fiction and gaming content *(actual brains may or may not be paralyzed, not a guarantee).

Looking back at what I had for you this week, I started by cheering everyone up with a long rant about the problems of storytelling in Star Wars: The Old Republic and how I feel that the format of a MMO is negatively effecting my enjoyment of the storytelling.

At least we found out that Firaxis is making a "proper" X-COM game. That was good news!
After that ray of cheerful sunshine came my book review of Savage Scars, a decidedly unexciting Warhammer 40k novel that I must advise you to steer your Battle Barge clear of.

So two happy posts and then on to talk about the horribleness of the auction house system in Old Republic.
BUT! This time there was a silver lining to my complaining, as I explained how the terrible GTN auction house UI might be a good opportunity to get rich.

Saturday, January 7, 2012

Anno 2070 Impressions - Everything was better in the old days

I've been spending some hours with Anno 2070 this week. This latest installment in the build-em-up Anno series takes us out from the old times of wooden galleons and muskets that have been the trademark setting of the series so far, and instead dumps us into the semi-near future of the year 2070.

In Anno 2070's future Earth setting, global warming has certainly manifested itself to be anything but a myth, and has blessed millions of people with unexpected ocean views. Unfortunately it has also cursed several other millions of people with severe moisture problems and resulted in a frenzied competition for Earth's precious resources.

During the main campaign of the game you'll be tasked with assisting either of the two main factions in Anno 2070, the Gordon Gekko loving "Global Trust", who want nothing more than to suck every last piece of useful molecule out of mother Earth. Or the tree hugging "Eden Initiative", who are all about not trying to completely destroy what little remains of the planets ecological health. Also, I imagine that they smoke a lot of weed.

Jumping into the game, things will immediately look fairly familiar if you've played any previous "Anno" game.
Through an isometric overhead view you'll be overseeing your little slice of Terra and plan out small island colonies by building everything from ports, housing, mines, power plants and so on.

The important building is the tall white one... ah crap

In classic city building game fashion, everything is connected and every building adds something to your settlement, while also bringing in new requirements of its own.
You'll need to have tools to build buildings, but a tool workshop requires coal and iron, which requires mines and those require workers that need houses.
The way everything fits together is one of the most interesting things about playing these types of games.
You're constantly adding a new piece on top of your existing settlement, and every time you do, you'll have to make a tweak here and a nip there to make sure everything is still running optimally. It's not a game for people that crave action and big explosions, let me just make that clear right away.

3 Steps to make money on SWTOR's bad auction house system

If you've played Star Wars: The Old Republic for more than 10 levels, then you've probably had some experience with SWTOR's version of auction houses, the Galactic Trade Network (GTN).
And if you've had the misfortune of using this particularly nasty brand of an excuse for a MMO trading house system, then you'll certainly also have realized that using the GTN is an exercise in frustration.

The design of the GTN makes it needlessly hard to find items quickly, because you need to select several subcategories before you're even allowed to search for a specific item. And there's no quick pasting of item names into the search bar either. All search terms have to be typed in manually, which makes the whole process incredibly tedious.

Why would you make this interface that way? Why! I demand you explain yourself, BioWare!

But perhaps there is a silver lining to this particularly unpleasant case of insidious Darkside UI design.

Since it takes a long time to find what you're looking for, it's hard for people to get a good overview of what is available on the GTN and what the market price is. The result of this seems to be that a lot of people simply dump their items in the GTN at the suggested default price that the game gives them.

Thursday, January 5, 2012

A "real" new X-COM game is in the making by Firaxis

While we're waiting on the delayed first person shooter take on the X-COM franchise, we can enjoy a fantastic piece of surprising news.
Game informer has just revealed that there is a new and "proper" X-COM game in the works, which will be a traditional X-COM game that focuses on large scale alien fighting strategy, mixed in with tactical control of your extra-terrestrial exterminating hired guns.

The game, which is nostalgically titled "X-COM: Enemy Unknown", is being made by Firaxis, which is a company with much experience in the strategy game genre, as they are the massive swollen brains behind several of the "Civilization" games.

According to Firaxis president, Steve Martin (don't laugh, that's his real name), there's been much consideration put into ensuring that this game will stay true to the "classic" X-COM games, as he explains in the interview with Game informer: "We were careful to keep XCOM: Enemy Unknown true to the elements that made X-COM such a revered game while delivering an entirely new story and gameplay experience for both die-hard X-COM fans and newcomers to the franchise."
It seems aliens, much like deer, are also hypnotized by car headlights. I'm sure this knowledge will come in handy
The game will feature destructible environments, a real-time strategic view (as we know it from the old X-COM games) and turn based combat (again, like the old games of the series).

I'm looking forward to seeing more details about this game, which will hopefully be a little easier than the first X-COM, which I recently went back and played and subsequently got my ass completely handed to me by.

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Wednesday, January 4, 2012

New Syndicate trailer brainwashes us with 4 player co-op details

This Syndicate trailer was posted just before Christmas, but it got lost among the piles of merriment and X-mas spirit, so I just saw it yesterday and thought I'd share it with you guys.

The video feeds us some more details about how the co-op gameplay of Syndicate will function, including a brief look at the four different agents that you will be taking the role as.


It's interesting that you'll be playing as four distinct agents and while I'm sure it'll add some flavor to the multiplayer experience, I feel that it does detract a little bit from the dystopian and drab vibe that is associated with the Syndicate universe.

In any case, it looks like we'll get to have fun kicking people in the balls and shooting them with large guns in the co-op multiplayer so there is always that, I suppose!

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Tuesday, January 3, 2012

The 3 biggest problems with storytelling in Star Wars: The Old Republic

BioWare has been pounding hard on the hype drum for the quality of the story in Star Wars: The Old Republic.
For the very first time we were going to be treated to a top quality narrative experience in a MMO. This was underlined by the way that BioWare proclaimed that making SWTOR was in many ways the same as making several sequels to the "Knight of the Old Republic" series, which was heavily story driven.

And indeed, after my experience with playing the Bounty Hunter class in the beta weekend in late November, I was very impressed with the way that story was integrated into SWTOR. I was propelled through a compelling narrative that saw me trying to make a name for myself as a infamous bounty hunter, and all the framing, cut scenes, voice acting and even missions design, really made me feel like I was playing through a Star Wars movie.

Fast forward to today, three weeks after I joined up for the full retail version of the game and created my Sith Inquisitor character.

I still feel that the basic story in SWTOR is a good one, but several critical problems have revealed themselves to me by now and I am unable to find the same enthusiasm for the storytelling mechanic as I did when I first jumped into the game.
Riding a speeder bike on Hoth is hard to ruin, no matter how badly you tell a story
Before I get into explaining my issues with how SWTOR does storytelling, let me start by clarifying that my issues are aimed at the class stories, which acts as the main thread that leads you through all the content in the game.
There are lots of other small stories that you come across as you travel from one planet to the next, but for the most part these are not nearly as interesting as your main story. They do the job well enough to provide an excuse for why you need to go right-click the blue glowing object, but as a whole they're a couple of notches lower in terms of quality from the class stories, and I'm pretty much okay with that.

With that out of the way let's look at the issues that I have with the storytelling in SWTOR:

1) Pacing

When you start out on your first planet the quests that advance your class story make up the significant majority of all your quests. You'll quickly start loading up on side quests, but generally you'll be advancing your main story very frequently.

As you get further and further up though the levels of the game, you'll find that the time between advancing the story quests becomes longer and longer. I'm still only at level 39, but I'm spending several hours on side quests exclusively before I get my next little bit of main story.

Monday, January 2, 2012

Coming up on Light Speed Gaming in the first week of 2012

Another week is coming to a close and it's time to...what?...the week already *is* over? But what happened to Sunday? Yesterday, you say?

Hmmm... alright, it seems that day is lost in a haze of hangovers, but that won't stop me from doing my weekly wrap up of what I had for you here on Light Speed Gaming and what I'll be serving up in the days to come.

I started last week off with my impressions on Star Wars: The Old Republic, which I formed as 3 reasons to play and 3 reasons not to play. You can really boil it down to "It's a good MMO but it's still an MMO, with all the flaws and drawbacks that come with those games".

Next up was an exclusive interview with Muse Games, developers of the dieselpunk airship piloting game "Guns of Icarus Online". In the interview, Muse Games tells us all about their thinking behind this game, which looks to be quite different from anything else thanks to its class based, first person perspective take on piloting airships.

Just before New Year I vented some of my frustration about some of the really nonsensical things of the Star Wars movies. Even within the fantastical universe of Star Wars, these are things that stand out to me as being really silly and unlikely.

Finally, rounding out the week, or rather kicking off this week, I tucked in a small Sci-Fi Do Want about the computer UI from Minority Report.

Like the deserts of Tatooine, the stream of SWTOR content here on the blog is seemingly endless
So that is 2011 all boxed up and consigned to the archives of the past. What do I have in store for you here in the futuristic year of 2012?

Sci-Fi Do Want: Minority Report gesture based computer UI's

Last time on Sci-Fi Do Want I raved about the coolness of the ED-209 from Robocop. With its menacing visage and absurd background, it soared straight into my sci-fi loving heart.
But this time we're going to be looking at something without the ability to blast you into pieces with 20mm cannons, though we stay in the realm of law enforcement.

Yes folks, it's the computer interface from the department of PreCrime, as featured in the 2002 sci-fi movie "Minority Report"

If you've seen the movie "Minority Report" then you know that the mouse and keyboard is going to be made obsolete by slick gesture recognition.
Never mind that holding up your arms in front of your face for 8 hours would certainly lead to excruciating amounts of pain and chronic injury to your shoulders and elbows. A little physical disability is a small price to pay to look that cool while checking your inbox.

Work with Excel spreadsheets *and* work out your upper body at the same time!
The interface in Minority Report works by the user putting on a special pair of gloves that enable the computer to track your hand movements. This is then coupled with a very large screen that allows you to easily grab and manipulate anything that's on the "desktop".

It's a system that is reminiscent of the gesture controls that we already see today on smartphones and on the Kinect, but of course without any of the many hitches and flaws that are present on these existing platforms.
I think that it's even cooler because you can almost imagine what it would be like to use it in real life, because it is so close to technology of today, yet it is clearly on a whole other level from anything that we have experienced so far.

Old Republic personal play journal entry up on MMOCrunch

Just wanted to let you all know that I'll be doing a journal series over on MMOCrunch where I'll be sharing my thoughts on Star Wars: The Old Republic.

The first entry is up now and details my adventure through the starting planet of Korriban, as my baby Sith Inquisitor took his first steps on the dusty planet and faced the hard challenges of trying to become a Sith Lord apprentice.

"Feel the burn!"
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Saturday, December 31, 2011

Gamespot puts together a cavalcade of the games of 2011

I wanted to share a pretty neat video that I saw over on Gamespot the other day. It's a cool little piece that goes through 2011 and the games that came out over the months.

I think it's a nice way to go out of 2011:


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Friday, December 30, 2011

Happy New Year and a big thank you!

It's almost time to drink ourselves senseless and celebrate the end of another trip around the Sun by exploding large amounts of colored chemical compounds into the unsuspecting atmosphere of our planet.

From me here at Light Speed Gaming I hope that 2011 brought you good things and that 2012 will be even better. Try not to blast off any extremities that you care about and may your hangovers pass quickly.

I also want to thank every one of you for spending time here on Light Speed Gaming and reading my semi-daily reviews, opinions, rants and so on.

Light Speed Gaming has now been around for a good three months, so obviously we're still very much in the opening phase, but I am really happy about how many people are choosing to stop by and take a gander at my writings.
I love the smell of fireworks in the evening. Smells like... money burning
I'd like to encourage you all to leave comments on my posts as it will greatly help me with working out what kind of things that you'd like to see more off, and I also just really enjoy engaging with readers, so please do leave a comment, they are very much appreciated!

Looking into 2012 I intend to keep going with near daily updates to the blog if at all possible. It's been quite a lot of work for me to keep making a new post every day so far, I'm just one guy that also has a full time job after all, but I think that frequent posts help to keep me in the "blogging zone" and I'd also very much like to give you all a reason to spend a few minutes checking in every day.

I'm not sure how you guys are liking my split between video games, sci-fi video games and other sci-fi stuff (mostly movies and books). Obviously I spend the vast majority talking about video games, which is also keeping with the naming of the blog, but I'll try to throw in a little more movie, book and other sci-fi related content where possible.

Please do let me know if there is some particular gaming or sci-fi area that you'd like to see more coverage of.

You may also have noticed that I've had a few guest posts up. I think that it's very nice to mix up my writing with the thoughts of other people, and if you're out there with an itch to write about something gaming or sci-fi related, then you're very welcome to send me a mail or contact me on Twitter and we can discuss a guest post here on the blog.

That's all from me. Again, Happy New Year and best wishes for 2012!

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