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DiasFlec | What to see before Oscar night | (2/22/2012)

1329923057 32 What to see before Oscar nightFebruary 17, 2012

Think of it as cramming for a final: The Oscar show is airing in eight days, and you’re going to enjoy it a lot more if you’ve actually seen some of the contenders.

So here’s a quick guide on what to see, based on how they stand in the six top categories (picture, acting, director) along with whether they’re worth your time. Most are still in theaters, some on DVD.

1. “The Artist.” This black-and-white, mostly silent comedy was nominated for 10 awards, and what puts it at the top of this list is that it’s a strong contender, if not the favorite, for best picture, best actor (Jean Dujardin) and best director (Michel Hazanavicius). Also nominated for best supporting actress (B

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DiasFlec | Pitt, Clooney, Streep Attend Oscar Nominees Luncheon, Which Offers Hints of Voter Sentiment (Analysis) | (2/22/2012)

1329912272 24 Pitt, Clooney, Streep Attend Oscar Nominees Luncheon, Which Offers Hints of Voter Sentiment (Analysis)

(To determine where members of the press would sit, we drew lottery balls that corresponded with a table number. I wound up at table 32, along with Jean Dujardin, best actor nominee for The Artist, as well as Matthew Butler, best visual effects nominee for Transformers: Dark of the Moon; Mike Lerner, best documentary feature nominee for Hell and Back Again; Brandon Oldenburg, best animated short nominee for The Fantastic Flying Books of Morris Lessmore; Rob Friedman, the governor of the Academy's public relations branch; and Marc Dujardin, Jean's brother.)

PHOTOS: Oscar Nominees Luncheon: The Official Class of 2012

The event was scheduled to begin at noon, but Clooney arrived early, signed autographs for fans who had gathered near the entrance to the event, greeted the Academy staff who were working on-site, and then made his way into the ballroom, where the other nominees and their dates soon joined him for cocktails, mingling, and a salad-and-salmon lunch. The only well-known nominees who were no-shows: reclusive best director/best original screenplay nominee Woody Allen (Midnight in Paris) and best director nominee Terrence Malick (The Tree of Life); 82-year-old best supporting actor nominee Christopher Plummer (Beginners); and always-working best supporting actress nominee Jessica Chastain (The Help).

Eventually, Academy president Tom Sherak took the stage to formally welcome everyone. He addressed the nominees: "The Academy appreciates you being here. We know that awards season can be exhausting with everything that you have to do on behalf of your films. Today is not about that. Today is a day for stopping, taking a breath and taking time to recognize what a special family you belong to. My greatest hope for each of you is that, whether your name is called on Oscar night or not, you remember how rare this privilege is — and definitely, definitely well-deserved. So, with that in mind, give yourselves a round of applause." After they did so, he joked, "Did I mention that that's the last time you'll be rooting for each other?"

Sherak then explained the seating in the room ("In this room, all the nominees are equal and all the films are equal, which is why we don't have a 'War Horse table' or a 'Descendants table'"); reiterated there are nine nominees this year for the first time in Oscar history ("Instead of saying 'We need five nominees' or 'We need 10 nominees,' we said, 'Let's have the number of nominees that the members say we should have'"); talked up the Academy's Margaret Herrick Library; and offered shoutouts to those in attendance from the Academy's staff, past presidents, current members of the Board of Governors, and Academy CEO Dawn Hudson (who, he went out of his way to mention, has spearheaded many major changes in her first year of service, such as the construction of a new Academy museum and outdoor theater in Hollywood).

PHOTOS: Outtakes from Brad Pitt's THR Cover Shoot

He also announced that this year's post-Oscar show Governors Ball will operate differently than in years past. "By the time you get to the Ball, you'll have done enough sitting," he began. "So, instead of a sit-down dinner this year, we will have more of a party. There will be lots of food, lots of drinks and lots of chances to walk around or lounge, and, most importantly, to mingle. It will be a way for you to experience the evening for what it truly is: a celebration of our community." He also noted that the Academy will continue a tradition started two years ago of offering winners a chance to have their names engraved into their statuettes' nameplates at the Governors Ball, as opposed to having to bring the statuette to the Academy and get it back only "six or seven months later," as a way to encourage everyone to at least swing by the Ball before venturing off to other parties. "You'll be glad to bring home an Oscar that is fully dressed," he cracked.

Then came one of the cooler moments of the afternoon: when all of the nominees are summoned to a set of bleachers to pose together for a "class photo." They were called up in groups (i.e., "people whose last names begin with S to Z"), which meant that someone like Streep wound her way to the front of the room alongside, say, best visual effects nominee Dan Taylor (Reel Steel), and that competing best actor nominees George Clooney (The Descendants) and Jean Dujardin (The Artist) wound up standing next to each other. It also made for some funny commentary from the audience — for instance, best actress nominee Glenn Close (Albert Nobbs) was overheard saying with genuine concern, "Nobody's gonna be able to see Martin Scorsese, he's so short!") Once the group was fully assembled, even celebrities in the audience couldn't resist snapping photos, before being called off from doing so, so as not to screw up the official photographs, six or seven of which were taken.

Then, with all of the present nominees standing in place — or, in the case of 82-year-old best supporting actor nominee Max von Sydow (Extremely Loud & Incredibly Close), sitting in place — Academy COO Ric Robertson called each to the front, one by one, to collect their official nomination certificate, pose for a quick photograph with Sherak, and then claim their gift of an "Oscar nominee" sweatshirt.

PHOTOS: Academy Awards 2012: The Nominees

Journalists and publicists in the room carefully monitored the volume of the applause with which each nominee was greeted, as that has sometimes proven to be an accurate barometer of support from the entire Academy. By my ear, the loudest applause of all went to The Help's best actress nominee Viola Davis and best supporting actress nominee Octavia Spencer, both of whom were already regarded as the favorites in their respective categories. Also greeted particularly loudly: Albert Nobbs best actress nominee Glenn Close and best supporting actress nominee Janet McTeer; best actor nominee Gary Oldman (Tinker Tailor Soldier Spy); best actress nominee Rooney Mara (The Girl With the Dragon Tattoo), best supporting actor nominees Nick Nolte (Warrior) and von Sydow, and best original song nominee Sergio Mendes (Rio).

After all of the nominees took their seats and began eating, the two producers of this year's Oscars telecast, Oscar-winning producer Brian Grazer and 13-time Emmy-winning producer Don Mischer, addressed them about Oscar night itself. "It will be great," Grazer promised. "We had some simple goals: to try to be funny — have some comedy — and so, with Billy [Crystal] and with a lot of our presenters, I think we'll succeed at that; to have a little class; and to be on time — and, with your help, your partnership, we'll be on time."

Grazer added: "We do have a theme, and the theme sort of came to me when, one day … I just thought that seeing films in a movie theater — that socialized, electric experience of seeing in that environment — is a magnifier; it's a magnifier to how you feel emotionally. And I knew, when I was a kid and young adult, the movies that meant so much to me, the ones that were indelible in my memory — the scenes and the sequences, the movies themselves, and the themes — really resonated because there was an audience there to punctuate and magnify those things emotionally. So, to that extent, what we want to do is keep that as our theme and integrate it throughout the fabric — throughout the tapestry — of our three-hour piece. There's a lot of different things we're doing in order to do that, but the first thing you'll notice when you get into the theater is that we're going to redesign — redirect — the theater so that it looks like a timeless movie theater like The Village, or The Pantages, or El Capitan, or Grauman's Chinese, so you just feel that you're in a movie theater."

Mischer chimed in: "For those of you who win, I know that it's going to be one of the most important and significant moments of your life. And we want you to know that, at that point, you become our creative partner in the show. Your speeches are a very big part of what will make the Oscars a magical night. So … we ask that you speak from the heart, that you talk about how you feel, that you talk about what this moment means to you. … We just hope that you will give that some thought. I know this is redundant, but be memorable and you will be remembered. No one will remember you if you pull out a piece of paper and read a long list of names."

STORY: Oscars 2012 Nominations Complete List

To drill home that point, he then introduced a short, funny video in which the actor Tom Hanks, a two-time Oscar winner and current Academy Governor, provided four helpful tips for giving a great Oscar acceptance speech, as clips of Oscar speeches of yore — memorable (Roberto Benigni's got a lot of laughs) and not (many) — played in the foreground:

Tip 1: Beat the Clock: "Instead of hugging everyone within a 10-row radius … settle for a few fast high-fives as you sprint down the aisle … you'll have 45 seconds to complete your acceptance speech. It's for your own good — history shows the longer winners talk, the less interesting they become. When you have to be played off after your 45 seconds are up, it's embarrassing for you and everyone else."

Tip 2: One for All: "If you are part of a team of winners, appoint a single person to speak for the whole group. That person should talk for all of you, not just for themselves. The Academy will be in touch to find out who you have chosen to speak for your group."

Tip 3: Lose the List: "Our audience wants to look into your eyes as you reach this, the pinnacle of your professional career, but if you're staring at a piece of paper all they are seeing is your bald spot. … Backstage, right after your acceptance, you'll find the Oscar.com 'thank you cam.' There, you can talk as long as you want and thank everyone. Even groups of winners will all have the opportunity to speak. Your 'thank you cam' comments will immediately be streamed and posted online. So be prepared for this second speech as well."

Top 4: Maximize the Moment: "Spontaneity takes preparation, so memorize something memorable! Crack us up, or touch our hearts; be inspiring, intriguing, or compelling. Give the audience a gem to ponder!"

Grazer then added, to great laughter: "There was a year when I was nominated for Apollo 13, and I was sitting very close to the stage, where all the nominees are seated. Sidney Poitier went up to announce the winner, and I see him rip open the envelope — I'm completely transfixed, I'm staring at him, I can see every single thing — I mean subatomic particles. And I'm looking at him, and I see a B-rolling off of his lip; I'm thinking he's saying 'Brian Grazer.' I jump up, and I walk to the stage — and he says 'Braveheart!' So I think that's the last thing you want to do. … Anyway, have a great time!"

With the orientation aspect of the luncheon over, many nominees eschewed eating in favor of mingling. The Artist's best actor nominee Dujardin, best director/best original screenplay/best film editing nominee Michel Hazanavicius, and best original score nominee Ludovic Bource all excitedly chatted with Spielberg. Others chatted with Pitt as he waited in line with everyone else to use the men's room. And, perhaps most memorably, best sound mixing nominee Greg P. Russell (Transformers: Dark of the Moon), introduced himself to one of his cinematic heroes, Streep, as a guy who has been nominated 15 times but has yet to win, to which she replied, "I've lost 15 times, too!" [Not exactly accurate -- Streep will have lost 15 times if she loses this year!] They chatted for a bit, and she reassured him, "You'll get there — I'm pulling for you."

As the event wound down, I ran into Sherak and asked him what the highlight of his afternoon had been. He told me, "The highlight is to see all the people — the little-nervous new ones, the ones who have been here who are not nervous — just enjoying themselves."

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DiasFlec | Army Corps of Hell: The Kotaku Review | (2/22/2012)

1329900258 38 Army Corps of Hell: The Kotaku Review

Into the midst of the PlayStation Vita’s launch lineup drops a fiery comet, crashing through the Earth’s crust and plunging into the mythical underworld below to amass a massive force of evil with infernal domination in mind. The Army Corps of Hell is recruiting. Should you join up?

The King of Hell is back in town, and he’s pissed. Having been stripped of his powers and banished from his throne, this once and future king claws his way back and begins to assemble a goblin fighting force of extraordinary magnitude. His goal? Cutting a bloody path through the denizens of hell until nothing stands between him and his seat of power.

This is achieved by running around a series of floating islands (hell is floating islands) surrounded by a horde of goblin warriors, spearmen, and mages, each ready to lay down their lives for your pursuit of power. Well, they might not be quite so willing, but they don’t really have a choice, now do they? Does a Pikmin question Olimar? Does a totally different sort of goblin challenge his unrelated Overlord?

Do we question the worth of Square Enix’s PlayStation Vita launch day offering? Of course we do. It’s our job.

Loved

Fast-paced Action Strategy: There are plenty of action games and tons of strategy games, but not a lot of titles can successfully merge the two quite as well as Army Corps of Hell. Being the commander of hell’s army is not a desk job, requiring precision movements and dodging while simultaneously issuing attack orders to three different sets of troops. It’s up to you to keep them out of harm’s way while they tear apart your enemies, and you’ve got some very important decisions to make.

Do you fight in formation, opening your army up to massive damage in exchange for the quick kill, or do you play it safe, dodging and weaving about the battlefield while nickel-and-diming your foes to death? Which element should your magic users carry into each stage? What sort of balance should be struck between the three classes? There’s a lot more going on in this game than meets the eye.

WHY: While I’m still not sure the price is right, the sublime blend of death-metal fueled mayhem and off-the-cuff strategy make Army Corps of Hell worth a try.

Developer: Entersphere Platforms: PS Vita Released: December 11 (Japan), February 14 (U.S.), February 22 (Europe)

Type of game: Action-Strategy

Played through 20 levels of single-player goblin-slinging action, becoming the Lord of Hell, which I suppose was the point. There’s more (another 20 levels covering Purgatory and Tartarus), but I got the point.

My Two Favorite Things

  • Fast-paced strategic gameplay.
  • Boss fights to die for, multiple times.

My Two Least-Favorite Things

  • Getting to the boss fights.
  • Music-based power-ups aren’t a particularly impressive use of the Vita’s rear touch panel.

Made-to-Order Back-of-Box Quotes

  • “Pretty fly for a PSP game” -Mike Fahey, Kotaku.com
  • “Frantic action leaves almost no time to think… almost.” -Mike Fahey, Kotaku.com
  • “I hate the music; it’s perfect.” -Mike Fahey, Kotaku.com

Intuitive Controls: Army Corps of Hell’s action / strategy blend wouldn’t work nearly as well if not for the game’s intuitive control scheme. Left stick moves and right stick controls the cameral. Square, Triangle, and Circle buttons switch between your three squads. Left shoulder attacks, right shoulder sees your minions falling into formation, effectively an alt-fire mode for your goblin crews. It might look complicated typed out, but once the game is in your hands the control scheme is surprisingly intuitive.

The only time this Vita launch game’s controls falter is when deploying special battle items and power-ups. These require timed taps and finger slides on the Vita’s rear touch surface, and those don’t seem to register as well as they should.

So Big, So Boss:While hopping from hell island to hell island, popping minor demons gets old rather quickly, the game’s massive boss fights are a fine reward for slogging through the unblessed masses. It’s here where the real strategy of Army Corps of Hell kicks in. You can wing it as you work your way up to these marvelous main events, but when you’re facing off against a slinky succubus riding a gargantuan multi-headed worm, a fire-breathing dragon easily ten times your size, or an insect lord swarming with deadly lackeys, you’d better bring your ‘A’ game.

Crafting Up a Storm: Army Corps of Hell did not need a crafting system in which you use the bits your goblins chew off dead monsters to craft new weapons, armor, and items to aid in your fight, but it’s nice that it’s there. It gives the player motivation to hit up those earlier levels, harvesting bits of monster gobbly-goo in order to have the best equipment the damned can get.

God Help Me the Music: It’s like an entire soundtrack made up of Final Fantasy XIII-2′s horrific wild chocobo song. Packed with death metal, heavy-ish metal, and the screaming of distressed guitars, there is not one song on Army Corps of Hell’s soundtrack I would download to my MP3 player. Within the context of the game and its themes, it all works so brilliantly. I hate it so much, but I couldn’t imagine playing without it.

Hated

Pretty Ugly: If you want to impress your friends and family with the graphical prowess of Sony’s latest handheld, this is not the game to do it with. Army Corps of Hell looks like a PSP game. I’m not talking some of those fine latter-year PSP classics either. It has the look of a game that could have been a launch title when the PSP hit Japan back in 2004. Graphics aren’t everything, of course, but they do count for something, and this game’s look just doesn’t make the grade.

Slaughter, Eat, Repeat: If it weren’t for Army Corps of Hell’s boss fights (and the nifty crafting system) it’s gameplay would consist solely of hopping from nondescript infernal island to nondescript infernal island, wiping out the minions that spawn until the bridge to the next area appears. Even with the additional elements breaking the monotony, the formulaic levels do get tiresome after the first five levels pass. Increasingly difficult enemies might keep you from falling asleep, but when those enemies are basically resized and palette-swapped versions of only a handful of demonic creatures that same-old feeling sticks with you.

A Piecemeal Production: Just as the game recycles enemies, it also recycles cut scenes. Between each level you’ll see some variation of a small series of still images with different dialogue. A slow pan-in on the would-be lord of hell, an image of his minions whimpering, and a shot of those minions being shocked with new powers are repeated ad nauseum, with fresh images only appearing before major boss battles, furthering the feeling that everything but these climactic showdowns is simply padding to plod through.

My initial instinct was to give Army Corps of Hell a ‘No’ vote in the sidebar, simply because I didn’t feel a game with PSP-level graphics and repetitive gameplay warranted its $40 asking price. This is a title that would be just as at home on the iPhone as it would on the Vita; why should it cost the same as the bigger, brighter, and more beautiful Vita titles?

But I’m not here to haggle with Square Enix. I’m here to evaluate Army Corps of Hell as a game and determine if it’s a title worthy of players’ attentions.

Once I looked beyond the shelf sticker I found exactly what I was seeking: a quirky little action-strategy game with solid controls, hideously good music, and epic battles between evil and more evil. While Army Corps of Hell isn’t the technical superstar of the Vita launch lineup, it’s earned its rightful place as a herald of this new era of handheld gaming.

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DiasFlec | Does Silence Speak in the Loudest Voice?: Misconceptions about Silent Protagonists in Video Games | (2/22/2012)

1329899049 57 Does Silence Speak in the Loudest Voice?: Misconceptions about Silent Protagonists in Video Games

As far as narrative and gameplay mechanics go, the silent protagonist has a long and venerable history in video games. In fact, it is only a slight exaggeration to say that the silent protagonist has been around as along as the medium itself. In the late 70s, the text-based RPGs Colossal Cave Adventure and Zork featured silent protagonists borrowed straight out of the D&D tradition, and the advent of graphical interfaces gave the first Ultima game’s playable character an overworld to explore, though it scrimped on the verbal niceties. Even video game poster boys Mario and Sonic the Hedgehog began their careers as taciturn adventurers, and after a decade of imitation-Italian gibberish and “too cool for school” rhymes, I wish things had remained that way. Yet, despite how enduring and wide-spread its usage may be, the silent protagonist remains one of gaming’s most misunderstood tropes.

The confusion comes not from what a silent protagonist is but from what it is thought that it can do for the player’s gaming experience. As the theory goes, inserting a speechless playable character into a narrative-centric game yields the digital equivalent of the tabula rasa, and upon this blank slate, the player may imprint whatever personality she wishes. Or, as Zach Sensei puts it on his blog:

When playing a game with a silent protagonist there is no clear distinction between your voice and theirs. Having a silent protagonist is one of the best ways to ensure the player has a more personal connection to the protagonist. When another character in a game talks to the silent protagonist our emotional reaction becomes the hero’s reaction. We are no longer forced to accept the character’s emotional responses if they are different than the way we would behave.  “Silent Protagonist”, The Art of Gaming 101, 15 Aug. 2011)

This idea essentially reverses the dynamic found in traditional narrative forms such as cinema , in which the character’s voice, thoughts, and personal journey are his own and are only displayed to the viewer. More importantly, it seems logical. The less input that a developer has on a playable character’s personality and character development then the more agency the player should have. Greater agency breeds more interactivity, and more interactivity equals a deeper level of immersion. However, I understand this notion to be restrained by three misconceptions regarding the silent protagonist and its relation to the player, to non-playable characters, and to the story. A closer look at these misconceptions reveals that simply muting a game’s hero does not enhance the player’s immersion any more or any less than games with talking protagonists.

Misconception: A silent protagonist is a blank slate for the player to write on

A player will always leave a unique fingerprint upon her gaming experience. It’s a given in this medium. However, this misconception arises from the belief that a player’s voice, emotional responses, and subconscious thoughts become those of the playable character by virtue of its silence. To begin with, a silent protagonist is often anything but silent. Although it may not utter a single line of dialogue throughout an entire 30-40 hour campaign, a silent protagonist does employ facial expressions and use body language. These instances of non-verbal speech are generally brief, but since they lay outside of the player’s control, they define the playable character to the player rather than letting her agency shape its characterization. This fact can be illustrated by examining one of the most famous characters used to promote this misunderstanding’s veracity: Link from the Legend of Zelda series.

Granted, Link does “hiyah,” “eyah,” and “ahh” his way through all of his post-64-bit adventures, but no amount of elfish interjections can change his status as a silent protagonist. He doesn’t speak, non-player characters talk to, around, or through him, and only every now and then, the player gets to decide if his head shakes or nods during a dialogue sequence. According to Sensei, even his name refers to the “link” that the player is meant to have with him (“Silent Protagonist”, The Art of Gaming 101, 15 Aug. 2011), and it can be substituted for anything the player desires at the start of the game (though I’ve never seen him referred to as anything but Link except in instances of naming that occur during spates of extreme drunkenness and/or childishness).

But no amount of bad nominal jokes can change the fact that Link is a full character unto himself, complete with character arc and personality. Take The Wind Waker, for instance. At the beginning of Link’s character arc, he is a young, lazy boy with no responsibilities. As the game progresses, Link has an adventure and matures into adulthood—well, slightly older boyhood, anyway—by growing in strength, wisdom, and courage, the three thematic pillars of the Zelda franchise. It may not be the most original or dynamic of character arcs (of course, this is the company that thought Metroid: Other M had a solid story going for it), but it is an arc nonetheless and one that the player will follow no matter how many varied approaches they take towards gameplay.

Personality-wise, Wind Waker uses a cel-shaded graphical style to endow Link with a range of facial expressions. When Link first leaves Onset Island, his facial features are doleful and anxious, and Tetra remarks that she can tell that Link will get sentimental on her. While on his adventure, during cutscenes and the in-game sections, Link’s face can reveal him to be happy, angry, sad, confused, whimsical, hurt, enraptured, and more. Finally, when he leaves Onset Island at the game’s conclusion, his facial expressions brim with confidence and eagerness to start another adventure. Every one of these emotions, from the beginning of the game to the end, is produced by Link himself and is based on his placement in his personal arc. And these emotions are not limited to the newer Zelda titles. In A Link to the Past, Link has a variety of 16-bit expresses that the player has no control over. Perhaps most notable is the animated sprite used when he first enters the Desert Palace (the only place that this awestruck face is used in the entire game). In both cases, no input from the player can alter Link as a character.

The reason that a silent protagonist like Link can’t be a true blank slate is because a person’s reaction to any stimulus can have myriad responses, any one of which can be considered accurate and appropriate to the situation. Given this fact, it is hardly possible for programmers to account for every possible emotion that a player could engage in while witnessing any give event, or for that matter, even accommodate a way for the player to input the information via the system’s controller. Instead, by giving Link a character outside of the player’s own (silent or no), the developers create a means for the player to connect with Link and his emotional response, not through the player’s agency alone, but through empathy. The player vicariously agrees with Link that worry is the proper response to being fired out of a cannon and into an inescapable pirate fortress of death or that he should shy away from any encounter with Tingle. Sure, it may be the same kind of empathetic connection that we have with characters in media like novels and movies, but when it’s done right, the experience is powerfully immersive nonetheless.

Misconception: The silent protagonists enhances interactions with NPCs

The second misconception proposes that a silent protagonist boosts the interplay between the player and the NPCs inhabiting the game’s world. The idea follows that if the protagonist doesn’t speak with the other characters, then any response imagined by the player can fill the void of interaction. But problems arise when we scrutinized this misconception within the context of two games from the first-person shooter genre: Half-Life 2 and Duke Nukem Forever.

No matter how one plays Duke Nukem Forever, the NPCs in the digital world will always regale Duke with the praise and adoration that all matter of manchild can only dream of. Should the player try to show the women of Duke Nukem’s world respect beyond considering them merely breast transportation devices, well, good on him, but the ladies will still debase themselves as per the enjoyment of Duke and not necessarily the gamer. The player can draw whatever he wants on the whiteboard in the game’s opening sequence, but the security guard will still act befuddled by Duke’s genius, not the player’s. This pattern persists throughout the game, and no action taken by the player can alter the NPCs’ views of Duke in any way, save for perhaps death, which only really amounts to a small hiccup in the game’s narrative.

One would think that Half-Life 2 would change this experience dramatically, since Gordon Freeman doesn’t speak a word, even to the game’s deuteragonist Alyx. Yet, as we saw in the example of Link’s silence, Valve couldn’t possibly program Half-Life 2’s underlying structure to feedback on the infinite ways that a player could react to a circumstance. During any conversation sequence with Alyx, the player may choose to salaciously eye her up close or listen with candor but at a distance, or he may be uninterested in what she has to say and just stare at a particular bit of the paraphernalia in the game’s world, waiting for the sequence to end. The point is that none of these actions have any consequences within the gaming world, and Alyx will always flirt, be sincere, and joke about Freeman’s reticent nature at the same points across the campaign regardless of how the player chooses to represent Freeman in the game space. In the end, the silent protagonist may not lessen the interaction with the game’s non-playable characters, but the interaction is certainly not heightened by it either.

Misconception: Silent protagonists allow the player to make the story her own.

The third misconception asserts that having a silent protagonist increases the player’s immersion within the story. I won’t spend a lot of time repeating myself here, but once again, the developer is limited by the infinite ways that a player could engage with a narrative’s conflict and plot, and so the story’s path becomes mostly linear, barring a few possible offshoots here and there. For example, RPGs with silent protagonists often employ sections in which the player is asked to do something or go somewhere and is then prompted to answer yes or no. Whether it’s Chrono Trigger, Breath of Fire, Golden Sun, or The Illusion of Gaia, the illusion of narrative volition is actually a Hobson’s choice, and players can never answer in a way that will distort the necessary elements of the plot of the narrative. Answer yes and the game continues as normal. Answer no and the game prompts you to answer over and over again until you answer yes or an NPC redirects the conversation in a way that voids your choice entirely. Either way, the game pushes you down the path you were that you were intended to travel from the start.

But what about multiple endings and sidequests presented in games like Chrono Trigger? Well, it is true that multiple endings certainly do increase the kinetic consequences of the player’s actions, as different choices can result in wildly different outcomes. However, we again come to the counterargument that games with fully voiced characters are able to construct similar multiple ending scenarios, such as Grand Theft Auto 4, Prince of Persia: Warrior Within, and every Silent Hill game. The same can be said for sidequests. Also, the advent of a sequel generally cancels out this argument anyway. In the case of Chrono Trigger, Chrono Cross’s story necessitated a canonical ending for Chrono Trigger (the Dino Age ending, for example, simply will not allow for a fit between the two plots), presenting Crono with a fixed characterization, through some dialogue on the side.

 

So, I hear you ask, what could advance interactivity and immersion in video games if not the silent protagonist? Well, it’s not a matter of whether or not a character talks, but rather how that character’s dialogue is handled through the game’s deep mechanics and narrative structure. I think the best example of this is Bioware’s Mass Effect with Dragon Age Origins, the Elder Scrolls series, and the Fallout series coming in right on its heels.

What sets these games apart are not purely how they deal with a protagonist’s dialogue, but the measured approaches that they take towards it. By providing the player with limited dialogue options, they create a narrative structure in which the player can have their chosen dialogue result in consequences in the game’s world, for its characters, and in its stories. I know it sounds counterproductive, as any predetermined option must at first glance seem to take immersion and agency away from the player. However, when the developer can dole out a certain number of interactive dialogue options at a time, they can also predetermine the various outcomes. Therefore, each conversation may then have a small or large—but either way, meaningful—effect. By incorporating the game with more and more instances of these branching paths, the developer exponentially multiplies the amount of total paths that the game may have.

Increasing interactivity this way leads to greater immersion for the player because they are witnessing and dealing with the direct alteration of the game based on their input, an agency that does not simply determine how they will get from part A to part B but what exactly part B will become as a result of their actions. Here we see that true immersion in a gaming experience is a middle ground between developer and player agency, not the “all or nothing” approach supposed by the silent-versus-talking protagonist.

Let me finish by saying that my goal here is not to suggest that the silent protagonist does not add any immersive quality to a video game. Quite the opposite is true. Silent protagonists do provide a wonderful means of accessing the play mechanics and narrative of a game, but it’s just simply not a means of increasing interactivity and immersion in and of itself. What I am instead trying to show is that what the silent protagonist once was (or what it was once thought to be) has changed with the medium. As video games continue to evolve, we must reconsider even the tropes engrained as deeply into gaming history as the silent protagonist, not only so we can reassess what they mean for our own gaming experience but also to reconsider aspects of the medium—for example, the relationship between the developer and the player.

Either way, the silent protagonist can still have a lot to offer gamers. If nothing else, re-implementing the trope might make the next Sonic game far more enjoyable.

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DiasFlec | Dragon Quest X Beta Announcements Being Sent Out « Nintendo Okie | (2/21/2012)

1329860704 99 Dragon Quest X Beta Announcements Being Sent Out « Nintendo Okie

Many of the off-air conversations we have when we’re recording the podcast revolve around Shelby and Micah talking about how they live in the wrong country. Japan gets all this cool gaming related stuff that we just don’t get over here in the United States. One of those things that make me wish I lived in Japan is the upcoming Dragon Quest X. The game is coming to Wii and it is going to be one of the biggest online experiences that you’ll get on a Nintendo console.

Japanese gamers were recently able to get signed up to participate in a beta for the game and word is going out now that final preperations are being made for the Japanese Beta of Dragon Quest X. I’ve participated in a few betas over the years, but this was one I really wanted to get into and I just won’t be able to.

The game hasn’t been officially announced for North America just yet, but with the success of the last few games in the franchise it makes total sense that the game will be coming to this continent as well.

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DiasFlec | FFVII: Again for the first time « The Idler | (2/21/2012)

 FFVII: Again for the first time « The Idler

I’ve long considered myself a big Final Fantasy fan, but for someone who talks about the series so much, I’ve always considered it something of a shameful secret that I’ve never played more than a couple of hours of the game that many people consider to be the greatest RPG of all time, Final Fantasy VII.

I played the original Final Fantasy as a kid on an old 8-bit NES, but never owned a Super Nintendo, so if pushed I would have to admit that for a long time I preferred the competing Dragon Warrior series (now known as the Dragon Quest series). There were four Dragon Warrior games released for the NES, and I played through at least two of them (which wasn’t bad for a 10-year-old). While it’s common knowledge now that there were three Final Fantasy games for the NES in Japan, only the first one made it to the US, and it was really long, pretty hard, and compared to the original Dragon Warrior, kind of dull. Sure Final Fantasy gave you four playable characters to Dragon Warrior’s one, and even better, you could choose between warriors, fighters, thieves, and mages, but in Dragon Warrior, the princess had the hots for me, and even though I could only fight one monster at a time, they just looked cooler than the bad guys in Final Fantasy.

Final Fantasy II (which was actually the fourth game in the series, if the Japanese games were included) changed all this. It was a revelation. The graphics and music blew my mind, but even better, I was playing actual characters with actual stories. Palom and Porom are still my all-time favorite FF characters. I would buy a Palom and Porom game. (You hear me, Squre Enix? Get on it!)

For all that, this was right about where I dropped out of console gaming. I’m not sure I even knew at the time that there was a third game released in the US. I came back in when I played Final Fantasy X on my roommate’s PS2 in 2002. It’s still my favorite game of the series.

I picked up Final Fantasy VII back in 2004, when the store where I worked was having a clearance sale on Playstation games. I plugged it into my brother’s PS2 and played for a couple of hours, but didn’t make it very far. My wife, infant daughter, and I were living with my parents at the time. I was working a lot of nights. I didn’t have a lot of free time, and the game, well, looked kind of muddy after the gorgeous PS2 and GameCube games I had been playing. When my family moved out on our own, we took my GameCube but not the PS2, so FFVII went back on the shelf.

So I’m really excited to plug my FFVII disc into my PS3 and give it another go. I’m looking at the game with fresh eyes as much as I can, but don’t worry too much about spoilers—I’m a strategy guide kind of guy, I’ll admit, and I do already know what happens to Aerith (is it possible not to?), although I don’t know exactly when it happens, so I’m hoping there’s a surprise or two left in the old game.

Read Daniel J. Hogan’s introduction post

Read Andrew Simone’s introduction post

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DiasFlec | TSR Blog: Nick Allen Reacts to Oscar Nominees – Old is Gold — The Scorecard Review | (2/21/2012)

1329788664 94 TSR Blog: Nick Allen Reacts to Oscar Nominees – Old is Gold  — The Scorecard Review

Internet, before this Oscar nominations rant explodes into a tirade of curmudgeon grumbles, let me start off by offering a shiny, non-copyrighted mantra, free of charge, that best describes this race: “Old is gold.”

I’ll leave precise predictions on this year’s awards to a later date, but let’s talk about the nominations themselves. There’s a lot to cover, (I’ll miss a few things), but first let’s look at how Oscar likes to look back, with its directors and what it considers be the year’s top films.

And for your guide, please refer to this list of nominees, which features all of our reviews of the nominated films.

I. “Best Director” and “Best Picture”

Especially when looking at the “Best Director” category as a more concise picture of this year’s race, this Oscar year is a veteran’s hall of filmmakers. With an exception of Hazanavicius (more on him in a second), the works of previously nominated (if not awarded) “auteurs” dominate this list. Some directors have plenty of gold behind them, such as Martin Scorsese and especially Woody Allen. Terrence Malick has been nominated for “Best Director” before, and Alexander Payne was nominated for Sideways, but didn’t win. (He lost to Clint Eastwood that year, who is now completely MIA from this nomination list).

There are three movies with direct nostalgia for the older days of art, and two of them come from the “vets” – Woody Allen’s Midnight in Paris and Scorsese’s Hugo.

The only fresh nominee to “Best Director” is Michel Hazanavicius, who is able to sneak into this vet’s club by being an “old soul” with his film The Artist. Nominated ten times, The Artist plays into nearly the same heart-strings of those who gave great kudos to Hugo, but does so with an even more unique touch. (How Beginners doesn’t win more of the “old soul” vote is beyond me.)

Though they are not recognized by the “Best Director” category, two other filmmakers are given a shot at “Best Picture”, (a shot they will undoubtedly lose): Steven Spielberg for War Horse, and Stephen Daldry for Extremely Loud and Incredibly Close.

We all know how much the academy loves Spielberg, but Daldry has been personally nominated three times – and hasn’t won. Whoever the hell is out there voting for snoozefests like The Reader and Extremely Loud and Incredibly Close, you need to step your game up. Or better yet, apologize for voting for this movie up to “Best Picture.”

In terms of “old,” every “Best Picture” nominee explores its stories with earlier time settings, with an exception of one – The Descendants. Even “current” movies like Extremely Loud and Incredibly Close and Moneyball distance themselves from 2012 by at least four or five years.

Perhaps its a coincidence, or there really is some screenwriting science to it – Oscar prefers to look back, then look ahead.

SNUBS: The Girl With the Dragon Tattoo. I don’t want it to be on this list, (it could be Fincher’s least interesting movie of all), but the film’s nominations for Best Editing, Best Actress, and even Best Cinematography have me thinking this one could have snuck into the top of the race if it had more mojo.

And yes, Drive. Nicolas Winding Refn is more than deserving of a “Best Director” nod, and more so than, dare I say, Woody Allen. Refn was able to make the most groan-worthy pitch into a fresh roaring beast. He proves the vitality of Hollywood’s storytelling abilities, and the importance of a director’s vision to every nook and cranny of a film.

II. Acting categories

On top of the general sense of competition, this year’s acting categories receive a delicious boost by featuring a large amount of performers who have been nominated, but have never won. Under this list you’ll find Brad Pitt, Nick Nolte, Christopher Plummer, Max von Sydow, Kenneth Branagh, Michelle Williams, Viola Davis, Glenn Close, and Janet McTeer. Not only will this year’s voting take into account an actor’s performance, but their overall impression on academy members as a whole. Will the same people who gave Nolte his two Oscar nominations before push him towards a victory with Warrior? What about Glenn Close and her history of having five nominations?

Of course, there are also new faces in this race, some of whose presence is exciting, if not already triumphant. For example, it’s certainly a victory for the Judd Apatow Hollywood Family Tree with Jonah Hill’s nomination for Moneyball, as he reminds us of the potential for those who start off in goofy comedies (a la Tom Hanks). Perhaps this will boost people towards accepting actors like Seth Rogen when they try more projects like 50/50.

Look, even Gary Oldman is getting a nomination for finally being quiet after shouting for two decades!

I don’t understand or agree with Rooney Mara’s nomination for Dragon Tattoo. There was never a point in which she made me completely forget Noomi Rapace, the original Listbeth Salander from the Swedish films. And in fact, there was hardly a point in which director David Fincher had me forget the Swedish version too. Do academy members make up for “Best Picture” snubs by throwing actor accolades around?

Or, Bridesmaids got its revenge against those who wrote it off as a “female Hangover” by earning Melissa McCarthy a nomination for “Best Supporting Actress,” reminding viewers that it’s possible for a comedy with “pooping in the sink” jokes to have some merit.

As 2012 has been the Year of the Chastain, (since she was in every movie except The Smurfs) it’s not surprising she got an Oscar nomination. It’s just surprising that it’s for The Help over The Tree of Life, especially since Terrence Malick’s movie has “Best Director” and “Best Picture” going for it, but not even a single performance. And because her work is much more significant in Malick’s movie as the mother to the film’s spirit, as opposed to being a woman whose ditziness (and tight dress) make her endearing.

My favorite surprise is Demian Bechir’s nomination for A Better Life, which gives more credit to non-hyped movies still catching the academy’s eye. (Let’s be honest, have you even heard of it? I gave it a 4/10 back in July.) Bechir has little chance of winning, but this nomination is a victory nonetheless. It’s this type of unexpected recognition that makes Oscar season more exciting.

Of course, with all of this talk of newcomers, there are two previous award winners who have a strong chance of taking the top categories and shutting down the previously nominated pity party, Meryl Streep and George Clooney – veterans of the Oscar gambit for sure. Streep could very likely punch Michelle Williams’ impersonation of Marilyn Monroe right in the face, and George Clooney could kick away Brad Pitt’s cane, while also telling the guy from The Artist (Jean Dujardin) to shut up. Streep and Clooney – just two a**holes.

And lest we not forget my incredibly original motto, “old is gold” – especially for the “Best Supporting Actor” nominees. Everyone except for Jonah Hill is over the age of fifty, and the two oldest candidates, who carry heavy “veteran” presence appearing in numerous lauded films throughout their entire careers, are both 82.

SNUBS: As we have probably figured out already, this movie year has been populated with more notable performances than in the past few years, but that doesn’t give the academy an excuse to miss over some top-notch turns. For example, Charlize Theron Young Adult. It’s a challenging performance, and Theron plays it like a queen. (Just watch her last interaction with Patton Oswalt’s on-screen sister – magnificent stuff). If Oscar voters were really so wrapped up in Rooney Mara’s f**ked up character, why not choose a performance that really challenges American audiences, instead of gives them more of the same, but with no subtitles? Overall, the academy really didn’t gel with the film from Jason Reitman and writer Diablo Cody, but maybe that’s because it’s about being 35, and not 55 or 82.

The distaste towards the villain seems to have taken effect in supporting actor as well – where is Albert Brooks for Drive? How do academy members vote for performances like Heath Ledger’s Joker or Javier Bardem’s Anton Chigurh without at least throwing a bone towards the year’s best villain?

Those who seemed to love Shame are probably up in arms on Michael Fassbender not getting a nomination for showing his penis and acting shifty, and I feel they might be on to something. It’s certainly an – excuse me – ballsy performance. And if not for Fassbender, why not Carey Mulligan’s performance?

And lest we forget, Shailene Woodley in The Descendants seemed to be a straight-shot for a nomination, but somehow that changed over the course of many The Help-themed slumber parties at academy member households.

III. Screenplay Categories

“Best Original Screenplay” and “Best Adapted Screenplay” might be the least stressful section of all the Oscar categories, but my teeth still slightly gnash in confusion when certain movies are taken into account (you can read about them in the more organized “Snubs” section below).

“Adapted Screenplay” has little surprise in my book aside from The Ides of March, which is a perfect place for that movie. It doesn’t deserve to win, but it deserves to be acknowledged (at least, if you’re going to already ignore Philip Seymour Hoffman’s and Paul Giamatti’s performances).

The category with a bit more color is “Original Screenplay.” While Bridesmaids may not seem the same type of film to get similar recognition to a Woody Allen script, the more surprising inclusion is JC Chandor for Margin Call. Like Kristen Wiig and Annie Mumolo for Bridesmaids, Margin Call is Chandor’s first script. On top of this, a screenplay for a highly-praised foreign film (I haven’t seen it yet) A Separation has been thrown into the ring, making Hazanavicius’ likely victory a tad more questionable.

SNUBS: As far as recognizing independent first-time scripts go, Margin Call isn’t the one I’d put at the top of the pile. Where is 50/50, which even the hacks at the Golden Globe sought to recognize? Or Martha Marcy May Marlene?

In general, I’m surprised Beginners hasn’t caught more steam with voters. If you’re looking at it from an incredibly shallow perspective, what components is it missing? It has cancer, homosexuality, death, parents, and it’s all based on a very true story. Please tell me the subtitled dog didn’t have anything to do with this.

It would have been nice to see Win Win pop into the category of “Best Original Screenplay,” but I suppose that’s the fate you face when releasing your movie in March.

Also, insert here more grumbles about Young Adult not being included.

Animated Feature: How do you nominate the abysmal Puss in Boots and not The Adventures of Tintin? Show me one sequence you find to be impressive in Puss and I’ll show you triple that in Tintin. The script may not be the best, but it’s certainly more involving than a Shrek spin-off.

Best Cinematography: Where’s The Descendants? Take out Dragon Tattoo, replace it with the gorgeous yet humbling depiction of Hawaii captured in Payne’s movie, and call it a day. David Fincher cinematographer Cronenweth deserves kudos for better work, which I’m sure isn’t too far down the line. (If he wasn’t up against Inception last year, he should have won it then.)

Best Original Score: The fanboys and girls who keep voting John Williams need to step up their game, or just submit to the fact that they will lose again to The Artist … even with Williams being nominated TWICE in the same category. The biggest surprise here is Tinker Tailor Soldier Spy. I didn’t think anyone liked the muted jazz score as much as I did.

Best Make Up: Looks like The Iron Lady and Albert Nobbs are going to fight over the award Norbit was once nominated for.

Sound Editing: Okay, yes, the sound in Drive is great. But that’s it? If you’re going for technical kudos, why not give Drive a nudge towards “Best Cinematography”?

Best Visual Effects: Here’s hoping Hugo loses to a summer blockbuster just because. This might be the one category that Harry Potter fans will get to claim their own as their movie franchise disappears from movie calendars forever (until the inevitable remake).

OVERALL

As outsiders to the academy, we can at least be glad that this year’s ceremony holds little guarantees. The same people who voted for Demian Bechir could help flip this movie awards showboat away from the direction of The Artist, and in the direction of something like The Help. Academy members, if you are reading this, please, please, please, please, please, please, please, please make sure that doesn’t happen.

TSR Blog: Nick Allen Recaps Oscar Night, With PointsTSR Blog: Nick Allen Recaps Golden Globes Night, Plus & MinusMovie Reviews by Nick AllenThanks from Oscar nominees – Coraline & A Serious ManThanks from Oscar nominees – Precious & Up in the Air

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Weekend calendar – Feb. 18

 Weekend calendar   Feb. 18

Hagerpex

Hagerpex – Hagerstown Stamp Club show. East Coast stamp dealers and four postcard dealers, plus U.S. Postal Service and a youth table. 9 a.m. to 3:30 p.m. today. Ramada Plaza Hotel, 1718 Underpass Way, Halfway. Call 301-714-1423 or email .

Family movie

A PG-rated animated movie featuring a fairy tale cat. 7 p.m. today. Bridge of Life, 14 S. Potomac St., downtown Hagerstown. Free. Go to bridgeoflife.org.

‘Kung Fu Panda: The Kaboom of Doom’

Po, the dragon warrior, must protect the Valley of Peace from a villain trying to destroy Kung Fu. Rated PG. 11:30 a.m. today. Boonsboro Library, 401 Potomac St., Boonsboro. Call 301-432-5723, go to washcolibrary.org or facebook.com/boonsborobranchWCFL.

Washington County Senior Idol

The winner and runner up will represent Washington County in the statewide contest in Prince George’s County. 2 p.m. today. Broadfording Church of the Brethren Fellowship, 14010 Greencastle Pike, northwest of Hagerstown. Inclement weather, Saturday, Feb. 25. Call 301-790-0275, ext. 205.

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DiasFlec | Dragon Warrior monsters cross stitch 38: Blue Dragon | (2/20/2012)

1329719049 34 Dragon Warrior monsters cross stitch 38: Blue Dragon

The Blue Dragon is only found in Charlock castle en route to the Dragonlord. He’s actually not quite as tough as the Red Dragon, but he’s still a dragon. I’m not certain if it was intentional or just a happy accident, but if the toughness scale for Dragon Warrior dragons goes Green, Blue, and then Red there’s an actual sensible progression. This Blue Dragon is rather blue-green rather than standard blue. These dragons must start out green and progressively get redder and redder as they age.

I like this one quite a bit. He’s maybe not as nice as the Green Dragon, but he’s a nice color scheme. You can actually see his little tongue. Plus, I love any monster with prominent pink. It just makes me giggle.

So, here’s the last regular monster in the game. There’s only one guy left: the Dragonlord. He has two forms. I hope I’m not spoiling anything for you, but seriously. The game is 20 fucking years old now.

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DiasFlec | SPORTS IN BRIEF | (2/19/2012)

1329674653 82 SPORTS  IN BRIEF

Hall unbeatable in Marauders’ victory

Travis Hall made 29 stops to post his second shutout of the season, backstopping the Metro Marauders to a 2-0 victory over the Pictou County Crushers on Friday night in the Maritime Junior Hockey League.

At the Dartmouth Sportsplex, Bradley MacDonald scored both Metro goals to help the Marauders move into third place in the Bent Division.

The Marauders peppered Crushers netminder Jean-Sebastien Boucher with 50 shots.

Ramblers 5, Lumberjacks 2: In Bridgewater, Jamie Bishop and Trevor Layton each had a goal and an assist as Amherst climbed back into first place in the congested Bent standings.

Brandon Street, Kody Orr and Justin Matthews also scored for the Ramblers.

Luke Warner and Brennan Saulnier countered for Bridgewater.

Western Capitals 3, Commandos 1: In Summerside, Mike Szmatula, Marshall Ellis and Colton Parsons had two-point nights as Summerside clipped Dieppe.

Tigers 4, Timberwolves 1: In Campbellton, Kodi Estey notched two goals and an assist to help the hosts dump Miramichi.

Stuart leads way in King’s volleyball win

The King’s Blue Devils knocked off the Universite Sainte-Anne Dragons 3-1 Friday night in ACAA men’s volleyball at Pointe-de-l’Eglise.

King’s won 20-25, 25-18, 25-15, 25-6.

Geoff Stuart earned player of the match for the Blue Devils. Tanner Sullivan was the top player for the Dragons.

Otmar, Woodfine pace hockey Flames

Adam Otmar made 18 saves and Justin Woodfine scored twice to lead the Sir John A. Macdonald Flames to a 6-0 shutout of the Sackville Kingfishers on Friday in metro high school boys’ hockey.

At St. Margarets Bay Arena, Jack Fraughton, Matt O’Brien, Devin Tivey and Andrew Kempster added singles for the host Flames.

C.P. Allen 5, Halifax West 2: At the LeBrun Centre, Thomas MacDonald had a two-goal night to lead the Cheetahs past the Warriors.

Luca Sartore, Andrew Foster and Robbie Grant had the other C.P. Allen goals.

Bryan Anthony and Keelan O’Malley scored for Halifax West.

Magic suspend forward Davis for two games

ORLANDO, Fla. (AP) — Orlando forward Glen Davis has been suspended for two games by the Magic for conduct detrimental to the team.

Davis will miss Friday’s home game against Cleveland and Saturday’s game at Indiana.

Orlando coach Stan Van Gundy acknowledged before Friday night’s game that some sort of verbal incident took place during the team’s walkthrough Friday morning, but denied anything physical occurred between the two.

The Magic are also expected to play Friday night without starting point guard Jameer Nelson, who missed his fourth straight game with concussion symptoms.

Expansion not on NFL horizon, says Goodell

INDIANAPOLIS (AP) — NFL commissioner Roger Goodell says expansion is not on the table at the moment.

At the start of his annual state of the NFL news conference Friday, Goodell was asked about returning a team to Los Angeles. His response was the league hasn’t thought about it "at all."

However, he said Thursday if the 32-team league puts a franchise in Los Angeles, it would probably expand to 34 teams.

Goodell reiterated the league would like to have a team in Los Angeles but added there are many issues that have to be worked out.

Mattatall tops Jones as senior women’s opens

Mayflower’s Mary Mattatall stopped defending champion and clubmate Colleen Jones 8-6 Friday afternoon in the opening draw for the women at the Nova Scotia senior curling championship being held at the Halifax Curling Club.

In the other women’s game, Truro’s Colleen Pinkney, the 2010 world senior champ, defeated Glooscap’s Jocelyn Nix 8-6.

Mattatall, Pinkney and Nix all played in the Scotties provincial women’s championship last week at CFB Halifax. Mattatall lost the final to Heather Smith-Dacey.

Only four women’s teams are competing for the senior title this year.

Dartmouth’s Lowell Goulden, a former Tankard and senior winner, is the last of the unbeaten in the nine-team men’s draw after an 8-5 win over Mayflower’s Dave McCusker in the morning draw. Goulden is 3-0.

Defending champ Scott Saunders is 3-1. The unaffiliated Saunders’ rink beat Kevin White, also unaffiliated, 9-6.

Conrad reaches final in halfpipe competition

Dartmouth’s Sarah Conrad was the only Canadian to advance to today’s final of the women’s halfpipe at the Canadian Burton Open international snowboarding event in Calgary.

Conrad finished seventh in the halfpipe semifinals Thursday to qualify for the eight-person final. Alex Duckworth of Kingsburg, Lunenburg County, was 11th in the semis.

Duckworth also competed in slopestyle and placed 13th in qualifying. Only the top five advance to Saturday’s final.

Rocket explode in third to beat Eagles 9-6

A six-goal third period propelled the P.E.I. Rocket to a 9-6 win over the Cape Breton Screaming Eagles Thursday night in Charlottetown.

The teams were tied 3-3 after two periods before Cape Breton’s Jonathan Brunelle scored while short-handed 36 seconds into the final frame.

But P.E.I. scored five straight goals in the period to give the Rocket a 8-4 advantage. Blake Millman and Raphael Corriveau scored 25 seconds apart to bring the Eagles to within two before Lower Sackville’s Ben Duffy netted his second of the period into an empty net with 1:11 remaining on the clock.

Duffy, with two, Jimmy Oligny, Olivier Jodoin, Jessyko Bernard, Josh Currie, Olivier Croteau, Yan Pavel Laplante and Matthew Bursey were the goal scorers for the Rocket.

Brunelle, with a pair, Corriveau, Millman, Kyle Farrell and Alexandre Lavoie answered for the Eagles.

Rangers’ Hamilton admits to relapse

Josh Hamilton’s relapse with alcohol created a number of emotions for Texas Rangers general manager Jon Daniels.

While Daniels says there is disappointment, he says the overriding emotion and concern is for Hamilton and his family.

Hamilton, the Rangers slugger and 2010 AL MVP, said Friday that he had a relapse that started with "three or four" drinks at a Dallas-area bar Monday. He says he had more drinks later that night.

The recovering drug addict apologized for what he called a "weak moment."

Terry removed as England’s captain

LONDON (AP) — The Football Association says John Terry has been removed as England captain after his trial for racist abuse was delayed until after the European Championship.

The FA says the Chelsea defender will still be available for team selection.

Terry denies making racist comments to Queens Park Rangers defender Anton Ferdinand during a Premier League match in October.

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