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	<title>Bliterations</title>
	<link>http://www.bliterations.com</link>
	<description>Thoughts/Gaming</description>
	<lastBuildDate>Thu, 21 Jan 2010 02:21:01 +0000</lastBuildDate>
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	<item>
		<title>Some Banjo-Tooie Picking</title>
		<description>


Please note that this piece contains spoilers, some of which are significant.
Banjo-Tooie (2000) marks a significant place in 3D platforming history, yet it appears to be somewhat forgotten now, perhaps buried amongst its own brand obscurity. To be fair, the Banjo-Kazooie "brand" doesn't lend itself to ubiquity in the first ...</description>
		<link>http://www.bliterations.com/2009/12/some-banjo-tooie-picking/</link>
			</item>
	<item>
		<title>Collision Detection</title>
		<description>



 </description>
		<link>http://www.bliterations.com/2009/11/collision-detection-5/</link>
			</item>
	<item>
		<title>Games/New York</title>
		<description>Part of a continuing series of images. Click on photo to view full-size. 

The things you find in New York alleys. Actually, this garbage depository on the side of my apartment building has been bearing some interesting fruit lately: About a month ago I found a stack of gently-read Edge ...</description>
		<link>http://www.bliterations.com/2009/10/gamesnew-york-3/</link>
			</item>
	<item>
		<title>Yorda&#8217;s Elbow</title>
		<description>
Ico (2001) requires nothing less than complete investment in its construction. Every crumbling stone and rusty lever serves to reinforce an exacting and authoritative design, as staged and artificial as the huge obtrusive castle that serves as the only environment. The game remains strangely ironic in this way, exhibiting a ...</description>
		<link>http://www.bliterations.com/2009/10/yordas-elbow/</link>
			</item>
	<item>
		<title>Collision Detection</title>
		<description>



Images from VGMuseum. </description>
		<link>http://www.bliterations.com/2009/07/collision-detection-4/</link>
			</item>
	<item>
		<title>My Summer Conundrum</title>
		<description>



We are now officially done with one-third of our summer, and I couldn't be feeling more pressure with regards to the videogames that I'm currently playing. It's not like the old days: Summer slammed into our soft impressionable minds like a freight train of liberation, and the possible configurations of ...</description>
		<link>http://www.bliterations.com/2009/07/my-summer-conundrum/</link>
			</item>
	<item>
		<title>Pipelines, Spirals, and Betweeness</title>
		<description>
Space is a crucial element in a video game. It helps dictate the environment, defines the limitations of the player, and establishes the boundaries that can either help or hinder one from progressing through what can sometimes be many many hours of real world time. The way that the interactive ...</description>
		<link>http://www.bliterations.com/2009/06/pipelines-spirals-and-betweeness/</link>
			</item>
	<item>
		<title>Collision Detection</title>
		<description>




Breath of Fire image source: VGMuseum </description>
		<link>http://www.bliterations.com/2009/05/collision-detection-3/</link>
			</item>
	<item>
		<title>Prelude to Pixelation: Norman McLaren and Early Video Games</title>
		<description>Frame from Synchromy 
Now that bump mapping and real-time shadow rendering are common vernacular, 3-D modeling is a career path to aspire to, and the consciousness of the gamer/consumer has been invaded by industry buzzwords and comparison charts, we often forget that the visual representation of the video game centers around ...</description>
		<link>http://www.bliterations.com/2009/05/prelude-to-pixelation-norman-mclaren-and-early-video-games/</link>
			</item>
	<item>
		<title>A Little Thing</title>
		<description>Sometimes, that's all you need.



Download Amazing Spider-Man Cut-Scene MP3 </description>
		<link>http://www.bliterations.com/2009/05/a-little-thing/</link>
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