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Teenage Engineering OP-1

Status Symbols are devices that transcend their specs and features, and become something beautiful and luxurious in their own right. They're things that live on after the megapixel and megahertz wars move past them, beacons of timeless design and innovation.

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Jon Brodkin writes "Few game series other than Final Fantasy have consistently provided epic adventures for 25 years—and perhaps no company outside of Nintendo capitalizes on its history like Square Enix. In its latest attempt to merge the best of past and present into one experience, Square Enix has produced the music game Theatrhythm Final Fantasy for the Nintendo 3DS. Joining Guitar Hero-style mechanics, 3D perspective, RPG-like character building and battling, and the rich music catalog of the Final Fantasy franchise, Theatrhythm is impressive, enjoyable, and one of the best examples of why it's worth owning a 3DS and that wacky stylus." Read below for the rest of Jon's review.


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PlayStation Vita delivers what many thought impossible: a current-generation HD console experience in the palm of your hand. It's an exciting achievement, made possible by the most advanced gaming architecture of any mobile device on the market today combined with what many believe to be the most varied, high-quality launch line-up we've seen for any console launch.

While Uncharted: Golden Abyss has gone on to achieve considerable critical and sales success, many believe that the true star of Vita's launch line-up is Studio Liverpool's WipEout 2048 - a title that delivers a full-fat console experience and even improves upon WipEout HD in terms of game design and raw playability.

In this special Digital Foundry tech interview, we talk with Studio Liverpool's technical director Stuart Lovegrove and technical director of graphics tools and technologies Chris Roberts. We wanted to know just how closely Vita development mirrors that of PlayStation 3, what assets and coding techniques can be shared across the two platforms, and how closely involved the team was in the development of the platform.

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Thanks, God. Thod.

Sssh! Keep it quiet or someone will hear. I’m going to post about a Mac game. You see… wait, what was that? Did you hear something? Better hide.

OK. OK. The coast looks clear. Macs are just PCs in better clothes but with narrower minds, so we can write about them here. We’re not big Mac users ourselves, but that’s mostly because most of the games are on PC, mostly. There is a new exception to that, and a game that I dearly wish was on PC. It’s called 100 Rogues, and it’s a jolly, accessible but thoroughly brutal roguelike originally created for the eyeTelephone. I played the hell out of it on my Pad of Eyes for half of last year, and would confidently call it one of my favourite games of 2010. Now, it’s also available for Mac computers, via the dark devilry that is the OSX App Store.
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