We all remember the large blue and gold plaque with an R in it, and a lot of us have seen the modern logo which takes away the plaque and is just a large stylized gold R (which, well, doesn't look as good in some of the animations, but still looks nice enough).
...I know I said that "emblems" and such are out and just stating the name in a clean font is "in", but they managed to make a logo that has NO flavor, no character, whatsoever. And it STILL has a big emblem in it so they fail twice.
It looks like a logo for a propane company, like they teamed up with Phillip 66 or something. The R's themselves look like lazy road signs.
I don't mind a remodel, and I do love "neat and clean" as an aesthetic choice, but this just seems like... boredom incarnate.
It's not like it's a big deal, but I get the impression, just looking at it, that some just out of college marketting students "wow'd" Rare executives in some meeting with made-up nonsense about prioritizing opportunities and pointing to graphs without numbers or data-points on them to suggest this is some super science optimized logo that'll grab everyone's attention, and they probably spent a lot of money on it. They should just focus on the games, that's where they are losing people, not the logo. The sales of Perfect Dark Arcade should confirm no one is skipping out just because of that.
The funny thing is, to this day Nintendo has NEVER changed their logo. It's the same thing it's always been, the word Nintendo in a round outline. The most variation it gets is sometimes it's some color other than red.
These guys have done a really good job doing a "Blair Witch done right" documentary style "investigation". They do a good job making it incredibly creepy, and so far there's no stupid fights over lost maps, which is always a plus. It also helps that the way they've set up this series is intentionally "out of order" (though they're put in ordered "sessions" so you know which way you should watch them). It's pretty interesting so far, though I've not watched the whole series.
I sometimes think of these sorts of things, but my goals are mild, TO THE EXTREME! Namely, go back to the 80's, sit next to some kid playing a Gameboy and crack out my PSP, load up Dissidia and/or Lumines (Tetris? More like SUCKTRIS! Eat this awesome!) and BLOW THE KID'S MIND APART. Then I'm OUT.
Ya know leaving that farmer there... he'll be stunned for a while but he'll adapt, he'll adapt, and then he'll know more than those kids, and go back in time to mentally torture them in revenge.
Arcanum: Of Steamworks and Magick Obscura - Troika's second RPG and one of the few steampunk RPGs ever. It suffers from many of the same problems that have plagued both post-Black Isle devs, in that it's a bit rough around the edge and has various glitches and bugs. Fortunately, there's a dedicated fanbase that has plugged most the holes with fan patches and other mods. Also, it's a deep, well-written RPG that allows a great deal of choice and freedom, which certainly doesn't hurt.
Tomb Raider: Underworld - Actually the only Tomb Raider game that I've ever purchased or played for more than five minutes. I'm not sure why, but the series has never really done much for me, however I really like Underworld. It looks great, for one thing, and it's got a big focus on puzzles and platforming over Gears of War-esque gunplay against waves of enemies.
Vampire the Masquerade: Bloodlines - On several occasions I've made a valiant attempt to complete what I consider to be one of the best Western RPGs of the past ten years, but the greatness of the first two-thirds fades quickly in the final stretch and I'm left with little desire to continue. As with Arcanum, there are numerous problems here, many of which are fixed by the fans but far from all, that are thankfully overshadowed by greatness elsewhere. It's also probably one of the best pieces of vampire fiction this side of Bram Stoker.
Atelier Annie - An entry in Gusts long-running alchemy-based RPG series that focuses on resources gathering, sidequests, and item creation, more than anything else. There's combat and "dungeons", but neither are anything special and really only exist to give resources-gathering even the most minor degree of difficulty. There's also a metric ton of dialog scenes between characters, most of which are meant to be amusing rather than dramatic or insightful.