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Here's The Next-Gen Gaming Toothbrush
i.kinja-img.com posted by Kotaku Apr 03 2014 18:30 GMT
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I'm guessing that you've played a lot of video games using your hands. Well, how many have you played with your mouth? Probably fewer. Maybe none?Read more...
Family Guy: The Quest For Stuff Release Date Revealed
ign.com posted by IGN Apr 03 2014 18:41 GMT
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Fans of the show will recognize much of the game's madcap humor.
EA Snags Uncharted Writer Amy Hennig For Star Wars Game
ea.com posted by Kotaku Apr 03 2014 17:23 GMT
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A post on EA's corporate site says that the woman who helped give Naughty Dog's Uncharted series its distinctive feel will be working on Star Wars for the Battlefield publisher.Read more...
Harry Potter Complete, Tomb Raider Definitive, FFXIV Limited
wbshop.com posted by Kotaku Apr 03 2014 17:15 GMT
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The Harry Potter Hogwarts Collection is a massive 31-disc set of everything Wizarding World. Blu-rays of all the films are of course included, along with some extended versions, some 3D versions, digital copies, 45 hours of special features, all in beautiful packaging. Use codes RETAILME20 and RETAILME20HE to get it for $163, the cheapest it's ever been. [WBShop] Read more...
Meet the Clones
auth.giantbomb.com posted by Giant Bomb Apr 03 2014 17:38 GMT
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Video games do not exist in a vacuum. Part of the medium’s magic comes from developers taking cues from one another, leveraging each other’s breakthroughs to develop their own. The reliance on borrowing is both a blessing and a curse, and these days, the ethics in-between are very, very blurry.

You might have played Threes, the card stacking number game, except you know it as 2048. There’s a chance you know it as 1024. There’s a chance you know it as the countless other clones of Threes. 2048 and 1024 are their own riffs on the concept of Threes, though neither could exist without Threes.

Clone is a curious word, especially in the context of video games. What constitutes a clone, and what's the difference between stealing and inspiration? The question becomes tougher as the games become smaller, and the democratization of development tools makes it easier and easier to make games.

If you search for 1024 in the App Store, here’s what comes up:

You'll find a similar situation on the Google Play store. Searches on both stores for 2048 are just as prolific:

In short, the popularity of Threes proved attractive. Clones don’t arrive unless there’s something worthy of cloning. Threes, like Flappy Bird, is worth cloning. There's money in this banana stand.

Our journey into the world of Threes clones begins at ground zero. 1024, which first appeared on the App Store on February 27, was created by 28-year-old designer Yeung Jason in Beijing, China. Threes first appeared on the App Store on January 22.

A look at 1024 and Threes side-by-side.

Jason told me he’s a big fan of thatgamecompany’s Journey, and Threes co-creator Asher Vollmer once worked at that studio. That’s how he found Threes, and became entranced by it. 1024, he told me, was created for his fiancée, and he only later decided to publish it to the App Store and Google Play.

He does not consider 1024 a clone.

“No,” he said over email. “Never. As I said, I made it for fun and for my fiancée.

Jason explained that the reason 1024 not only borrows the design of Threes but the game's visuals, as well, is because he wanted to make the game “fast.” His work on 1024 led him to create Monster Grow!, a conceptually similar game for “kids and girls” with a new look and without any of the math. The numbers turned some players off.

“Good artists copy, great artists steal,” he said. “Clone=Copy. Inspiration=Steal. Any design cannot be completely free of plagiarism. But the difference between clone and inspiration is how much thought was put into it. It does not matter what it looks like.”

As of this week, Jason said he’s made around $1,000 off 1024.

The release of 1024 is where the worm began to turn. Two clones of 1024, each called 2048, sprung up. One was created by a French designer by the pseudonym of Samig. This version of 1024 lacks any charm, and the coder was aggressively hostile about his game’s origins in a FAQ on the website:

Q: You're just a shitty ripoff

A: That's not a question. But yes, I did copy the concept from other guys. However they had it on Android and iOS only and my mobile isn't compatible. You know what is compatible with almost anything ? A web page. That's compatible with PCs, tablets, smartphones, consoles... hell even some fridges. I don't put make the visitors pay anything to play the game, that would be morally bankrupt.

The version of 2048 most are familiar with, however, is from 19-year-old Italian designer Gabriele Cirulli. Though it doesn’t have the colorful characters and voices from Threes, the animation channels the playfulness that helps make Threes such a delight to mess around with.

Cirulli’s version of 2048 did not launch with a credit to Threes for a good reason: he hadn’t played it. The hat tip to Threes came later, once Cirulli’s 2048 became a viral sensation. Though his version of 2048 has taken some of the attention away from Threes, he’s not trying to hide the reason 2048 exists in the first place.

“Essentially, it is a clone of Threes, although an indirect one,” he said over email. “I was inspired by 1024, which is an actual clone of the game. Due to that, it probably wouldn’t exist without Threes. Personally, I only use the word clone when something is the exact same, both visually and in terms of gameplay, to the allegedly cloned game. Personally, I believe spin-off, or 'inspired by' is a more appropriate term for the other cases.”

When Cirulli launched 2048, he actually sent an email to Jason, the Chinese designer of 1024.

“I built this as a fun weekend project, with no intention to profit off it,” wrote Cirulli in an email exchange that I confirmed with both designers. “I credited your original game in the footer as the source of my inspiration. […] I wanted to be proactive in email about his hoping that this wouldn’t give rise to any problems. I’m not planning to profit over this game concept either now or in the future.”

The email is proof of Cirulli's naivety about what he was actually cloning. This is the slippery slope, and reflects how the Internet both connects us and disconnects us at the same time. Threes is both present and not present.

A clone of a clone of a clone. This is a comparison of 1024, Cirulli's 2048, and Threes.

Cirulli does not have ads on his website, but he does have an option for fans to submit donations. Though he hasn’t disclosed how much he’s made from people’s charity, he told me he's “happy” with them so far.

The young designer is aware that 2048 has impacted Threes, and doesn’t appear he takes that notion lightly.

“I can understand the frustration of the creators of Threes, though, and I believe it’s motivated,” he said. “ […] The amount of effort they put into Threes is very appreciable, and I’m sorry that I accidentally damaged it in part with 2048."

The difference between 2048 on the web and 2048 on iOS and Android? Ads.

If Cirulli couldn’t have anticipated how far 2048 would spread, he likely didn’t anticipate what would happen as a result of making 2048’s code open source on GitHub, either. Making the game open source meant anyone could take the code and make their own variations on 2048. Some of them, like Doge2048, are hilarious, and very much in the spirit of the Internet’s collaborative nature.

Right now, 2048 is at the top of the “free” spot in the App Store. It hasn’t budged for well over a week, and it only seems to be accelerating in popularity. Cirulli did not make this version, which not only does not mention Threes or Cirulli’s original work. And this version has a very key difference: ads.

Who made this version of the game? Based on my reporting, it’s French designer Antonie Morcos.

This mobile version of 2048 was published by a company called Ketchapp, whose website has zero information about the people behind it. An email to the address listed went unanswered. I know about Morcos because I looked up the domain for ketchappstudio.com, and found him talking about other Ketchapp games:

His Twitter and Facebook feeds do not make mention of 2048, though the company is credited with publishing the game on the App Store. On Google Play, it's listed under Presselite, another mobile company Morcos is associated with. Morcos did not return any of my repeated attempts to discuss his business.

“I think it’s up to the people who are doing it to judge whether they’re doing the right thing,” said Cirulli.

Here are the other games Ketchapp has been responsible for in the last few months. Notice a trend?

Flappy Fish - Bird Flyer, Bird in the Dark - Flappy Flyer, Hoverbird Rider, Skater Monkey - No Flappy No Bird, Kitty Jetpack, and Grabby Bird - Flappy Bird Flyer are all shameless grabs at Flappy Bird's massive success. None of them appear to have really taken off, which cannot be said about the chart-topping 2048.

Ketchapp's business model, at least in games, seems to largely be about finding existing designs and looking for a way to ride the wave. One could argue 1024 and 2048 were creative riffs on Threes. One cannot make the same claim for Ketchapp's published version of 2048, which does not acknowledge Threes.

In 2048, Morcos found a goldmine. People love free, 2048 is a beloved riff on Threes, Threes isn’t free, and mobile-ready code was available for free online. The money was gift-wrapped for someone like Morcos.

There's nothing illegal about what Morcos pulled off, but that doesn't mean it sits well with everyone.

“That’s the incarnation of unethical behavior,” said Threes co-creator Greg Wolhwend. “That’s the culmination of it all right there in this long chain of clone of clone of clone of clone of clone blah blah blah. That’s the end thing. I do think if it wasn’t him, it would have been someone else. I’m betting that he rests on that at night when he goes to sleep. ‘It had to be somebody, it might as well be me.’’

Wohlwend has made his peace with most of this, including the web version of 2048. But not the app.

Wohlwend was also involved with Ridiculous Fishing, a game that went through its own cloning saga.

The designer doesn’t try to hide his obsession with reading what people think about the game. Google Alerts send him updates to articles written about Threes, and he will often spend hours browsing Twitter looking for idle conversations about his game. That means he’s constantly looking at 2048, too.

“I still sort of check the App Store top charts,” he said, “and it’s still number one, ‘’Oh, maybe it’ll go down a little bit!’ [laughs] It’s like checking your ex-girlfriend’s Facebook or something. You just shouldn’t do that. It still stings.”

As half of the team behind Threes, Wohlwend has reason to be frustrated. Though the clones of Threes vindicates the design, it not only means money and attention diverted elsewhere, it means others ran off with the game that took more than a year to create.

In response to the clones, Wohlwend and co. published a novel-length blog that outlined the lengthy creative process behind Threes, and how the seemingly simple game almost never came to be.

“We were thinking about so many different ways to tackle it,” he said. “‘Should we just throw a free version out there? We should try to compete! Maybe we should try to open source and put it on the web.’ It’s not like we’re not still thinking about those things because…how can you not? We felt like this was our answer, and it was the right answer.”

The nature of what defines a clone is complicated, and Wohlwend has given it substantial thought as this arc in the Threes story has played out. We talked about how when DOOM was originally released, games that would now be called first-person-shooters were commonly referred to as DOOM clones.

“When people see something new and they don’t know what else to call it, they call it that kind of clone,” he said. “With Threes, this is why it is complicated. In development communities especially, it’s not exactly a clone. It’s not the exact game system, but it is heavily borrowing and heavily derivative of what we’ve done.”

“I think Threes came out and people didn’t really know [how to classify it]” he continued. “It’s the beginnings of what I think are a bit of a genre thing, even though it’s very hard to call it a genre. Threes still does borrow from plenty of games, too. That’s how game development works, and that’s another complex thing.”

"Threes still does borrow from plenty of games, too. That’s how game development works."

Some prefer 2048 and 1024 to Threes, partially because of the easier learning curves. That’s fair, but a huge part of the viral success came from both being free.

Charging money for Threes was, in some way, a design choice. The price point for Threes might change in the future. Free was considered during the game's development. At one point, it could have been free with in-app purchases, such as the ability to “undo” moves on the board.

“That was a terrifying endeavor,” he said.

Ads were considered, but few games reach the popularity to make the ads a viable business model. Flappy Bird is an aberration, with a success that's impossible to replicate. A closer examination of in-app purchasing prompted them to back off the idea.

“To do that well,” he said. “It takes a village. [laughs] The worst kind of village, a village you don’t want to be in or visit. You need an economist, you need a psychologist, and you need all this testing and analytics people. It feels gross, and it’s nothing I ever want to be a part of.”

Threes is not the first time Wohlwend has experienced the consequences of cloning. He worked on the updated version of Ridiculous Fishing, a game that was cloned before it was released. (Read about that here.) But Wohlwend learned an important lesson on Ridiculous Fishing that informed the price of Threes.

“People are just so thirsty and so starving for a game that’s just honest,” he said. “Just get it, and you don’t have to deal with any of these psychological yearnings.”

All that said, Threes has soured Wohlwend on the prospect of making more mobile games. He hasn’t ruled it out, though, and he’s working on finishing a completely separate mobile project--another puzzle game--that will be released in the next few months. But the experience has given him pause on future designs.

“I’m trying to go towards the uncloneable games,” he laughed.

(Full disclosure: On some afternoons, I work in the same office as Wohlwend.)

Amy Hennig Is Headed to Visceral Games
auth.giantbomb.com posted by Giant Bomb Apr 03 2014 17:15 GMT
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Amy Hennig is the new creative director on Visceral Games' upcoming Star Wars title.

Amy Hennig has found a new home.

The former creative director and lead writer on Naughty Dog's Uncharted series has landed at EA's Visceral Games. She will once again assume the role of creative director, this time on the studio's upcoming Star Wars project.

"As both a colleague and friend, I’ve always admired [Hennig's] approach to creative development," said Visceral studio head Steve Papoutsis in a statement posted on EA's website. "Focusing on nailing down the soul of a game first, and then making sure the writing, the gameplay, the design and the art comes together to form a unified, interactive experience for the player. This fits in perfectly with what we’re trying to do here at Visceral and Amy’s going to help us continue in our pursuit to make the most thrilling, immersive games in the world."

This is actually a return to EA for Hennig. She once worked for the publisher as an artist and animator in the early '90s, before she eventually moved on to the jobs at Crystal Dynamics and Naughty Dog that would define her career.

Little is known regarding Visceral's Star Wars project. The studio will be developing it alongside multiple other games, which will come from DICE and BioWare, and though they're planned for release in the vicinity of the upcoming JJ Abrams-directed movie sequels, EA has repeatedly said that these new games won't be movie tie-ins.

Hennig has taken to Twitter today to talk about both her excitement to be "home" at EA, and the prospect on working on a franchise that heavily influenced her.

I began my career @EA almost a quarter century ago (I have the 1991 Rising Star award from @realtriphawkins to prove it - ha! ;) ...

— Amy Hennig (@amy_hennig) April 3, 2014

... It might've taken me 23 years, but I'm back - and it's good to be home @EA !

— Amy Hennig (@amy_hennig) April 3, 2014

It's a privilege to have the opportunity to contribute to the Star Wars universe, after it's had such a formative influence on my life.

— Amy Hennig (@amy_hennig) April 3, 2014

Wait, SOMA Doesn't Take Place In Space?
giantbomb.com posted by Giant Bomb Apr 03 2014 17:01 GMT
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The monstrous creatures waiting for us in 2015 are actually much closer nearby.
Quick Look: Goat Simulator 2014
giantbomb.com posted by Giant Bomb Apr 03 2014 17:00 GMT
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We run the latest new simulator through its paces, and as an expert, I'd say this is fairly accurate.
Help The Creator Of Spaceteam Make More Free Games, Please
kotaku.com posted by Kotaku Apr 03 2014 16:15 GMT
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Spaceteam is a really fun game that was successful partially because it was free. So Captain Spaceteam is trying to fund more free games with the "Spaceteam Admiral's Club"Read more...
Quick Look: MLB 14: The Show (PS3)
giantbomb.com posted by Giant Bomb Apr 03 2014 16:00 GMT
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Another rainy day in New York City won't stop Jeff and Vinny from beaning each other with baseballs.
Kids webcomic Dreamland Chronicles gets trading card game for iPad
joystiq.com posted by Joystiq Apr 03 2014 16:00 GMT
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Indie developer Protobird Games launched its Kickstarter project for The Dreamland Chronicles, a trading card game for iPad, Kindle and Android tablets this week. The game is based on the long-running, kid-friendly fantasy webcomic of the same name, and has players collecting animated trading cards featuring characters from the series.

Protobird is seeking $35,000 by May 2 to fund the game, which features card battles in which players summon allies, cast spells and use items, similar to other popular trading card games. The game is in development for iPad first, and the project's $40,000 stretch goal unlocks the game on Android tablets. The developer plans to offer character customization features as well as multi-screen support, so players can watch their card battles play out on TVs.

The project is led by Protobird Games CEO Scott Hyman and President Parker Davis, each veteran developers with credits in series such as Tony Hawk's Pro Skater, Tomb Raider and Red Dead Redemption. Both are also parents, and cite a partnership with Privacy Vaults Online (PRIVO) along with a planned series of parental controls to harbor safe online play for younger players. The duo self-funded The Dreamland Chronicles' development since late 2012. According to the Kickstarter page's reward tiers, the developer plans to deliver the game to backers in June. [Image: Protobird Games]
Today's selection of articles from Kotaku's reader-run community: Why Skyward Sword is The Best Zeld
bit.ly posted by Kotaku Apr 03 2014 14:20 GMT
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Today's selection of articles from Kotaku's reader-run community: Why Skyward Sword is The Best Zelda • Ignorance is Bliss: The Immersion Factor in Video Games • Talk Amongst Yourselves: The TAY Review • TPS versus FPS: The Battle of The Islands • Why is Innovation Not Selling Games?Read more...
Monument Valley's Peaceful Weirdness Looks Lovely
giantbomb.com posted by Giant Bomb Apr 03 2014 15:00 GMT
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And just the kind of relaxation I need after finally finishing Dark Souls II.
One Year Ago Today, Disney Shut Down LucasArts
bit.ly posted by Kotaku Apr 03 2014 14:00 GMT
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On April 3, 2013, the executives of Lucasfilm gathered the staff of LucasArts in a big room and dropped a bomb: Disney had decided to shut down the iconic video game studio.Read more...
PS4 and PC Horror SOMA Takes Place Under The Sea
ign.com posted by IGN Apr 03 2014 14:27 GMT
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Frictional Games sci-fi horror title SOMA has received a new trailer, revealing the game takes place under the sea.
Tropico publisher creates mobile division, launching three games this year
joystiq.com posted by Joystiq Apr 03 2014 15:00 GMT
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Kalypso Media, publisher of games such as Anna, Rise of Venice and the Tropico series, announced the launch of a new mobile division today. Based in Berlin, Kalypso Media Mobile GmbH will develop games for iOS and Android smartphones and tablets.

While the publisher didn't unveil any projects in the announcement, Kalypso did note that the mobile studio plans to launch three games this year. The developer also intends to "port and/or re-design our own IP for mobile platforms such as tablets and smartphones." It will focus on paid content at first but will also look into the free-to-play model "as this will also play an important role in our growth strategy."

As for the publisher's other games, satirical construction sim Tropico 5 received a May 23 release date for PC just yesterday and Kalypso revealed the "comprehensive" Gold Edition of Omerta: City of Gangsters in late March. [Image: Kalypso Media]
It's Time for a New Mario Kart 8 Trailer
giantbomb.com posted by Giant Bomb Apr 03 2014 14:06 GMT
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I think I'm feeling the new piranha plant weapon most out of what new stuff they show here.
Darth Vader Is Too Good At Force-Choking
posted by Dorkly Apr 03 2014 14:00 GMT
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I've got a hard feeling about this.

The Wolf Among Us: Episode 3 launching next week
joystiq.com posted by Joystiq Apr 03 2014 14:03 GMT
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Telltale has lupus'd in on when we can fetch the third The Wolf Among Us episode. It'll be April 8 for PC/Mac and PS3 in North America, followed by Xbox 360, PS3 in Europe and iOS the next day.

Telltale put out a trailer for episode three yesterday, but if you've yet to begin the adventure game from The Walking Dead studio, you'll want to skip watching it and wolf down the first two episodes first (there be serious spoilers in the trailer).

[Thanks, Marc]
The Super Lucky Cat Has Its Own Buddhist Temple
kotaku.com posted by Kotaku Apr 03 2014 11:40 GMT
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You've might have seen the super lucky cat in restaurants and shops. But did you know the cat has its own temple in Tokyo?Read more...
Korean TV Network Bans Pop Song for Using Japanese
kotaku.com posted by Kotaku Apr 03 2014 09:40 GMT
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Crayon Pop, the popular South Korean idol group, was banned from broadcasting its latest track on one of South Korea's biggest networks. The reason? It contains the Japanese word "pika."Read more...
Cockroaches From Mars are Out to Kill You
i.kinja-img.com posted by Kotaku Apr 03 2014 10:00 GMT
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Imagine if the king of scavengers was 6 and a half feet tall, bipedal, and had a bone to pick with humanity.Read more...
Daylight, the procedurally generated horror game, has a new release date--April 29.
posted by Kotaku Apr 03 2014 09:20 GMT
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Daylight , the procedurally generated horror game, has a new release date—April 29. The date was revealed in the above trailer, released by Atlus yesterday. Hope that guy bought one of those extended batteries for his phone, 'cause he's gonna need it. In any case, nota bene, horror fans: Daylight, PS4, PC, April 29.Read more...
These Schoolgirls Will Kick Your Head In
eiga.com posted by Kotaku Apr 03 2014 09:00 GMT
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As noted on Eiga.com, the movie's tagline is: "Ever get your ass kicked by a high school girl?" Read more...
A Facebook Page Dedicated Entirely to Hamster Butts
kotaku.com posted by Kotaku Apr 03 2014 08:00 GMT
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I guess this truly means there is a Facebook page for everything?Read more...
Hands-on With Hearthstone’s Awesome iPad Edition
ign.com posted by IGN Apr 03 2014 07:50 GMT
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It's available now in select countries and we're playing the hell out of. Get our impressions and see it in action.
The Attack on Titan Movie Will Be Filmed on a Deserted Island
en.wikipedia.org posted by Kotaku Apr 03 2014 07:05 GMT
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Earlier today, Japanese site Sanspo announced that actor/singer Haruma Miura will be starring in the live-action version of popular anime Attack on Titan. It also revealed where the movie will be shot: Battleship Island. Read more...
It's OK To Want To Eat Art, Right?
i.kinja-img.com posted by Kotaku Apr 03 2014 03:00 GMT
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Tey Bartolome is a concept artist who has done work for companies like Fantasy Flight, Disney and 2XL Games.Read more...
A Halo Movie Is Getting Made (Sort Of)
i.kinja-img.com posted by Kotaku Apr 03 2014 02:30 GMT
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Microsoft just announced a Halo "digital feature project". Ridley Scott and David Zucker (Naked Gun, Scary Movie) are involved as executive producers, while Sergio Mimica-Gezzan (who has directed some episodes of Heroes and Battlestar) will direct.Read more...
New Album Disguised As Old PS2 Game
i.kinja-img.com posted by Kotaku Apr 03 2014 01:30 GMT
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I'm a sucker for gimmick record packaging, and it doesn't get more gimmicky (and awesome) as Cex's latest album, which comes packed inside an old PS2 case and features GameFaqs-style print-outs for liner notes.Read more...