Sunday, November 16, 2014

Whim Independent Studios - Development Log #29

Hey readers and supporters, back with the 29th development log!

It's been a few months since I've last posted about development of Selatria.

Since the last development update posted in September, we've taken a lot of steps in order to update the game and get it ready for a Kickstarter release.

The most important feedback from our initial Kickstarter draft was that the graphics were still RPG Maker default tileset assets. We took a few months to take the designs of the game back to the drawing board. Jennifer was tasked to immediately hop on developing new original scenery assets for the project.

While all of the scenery is not yet complete, and there's still a way to go, we feel we have enough to show what we're capable of doing as a team with our current small budget, and show what we'd like to do if we have even greater resources available. We want to develop more and eventually swap out ALL of the original tileset assets.

Take a look at some of the re-designed trees, grass, and wall-tiles!

We also have a new artist on the team, her name is Deborah Groves and she's currently developing new character art, sprites, and expressions for Selatria: Here's a sample of what's to come!

Progress is coming along on a new build of the demo which will launch with the Kickstarter campaign. We've delayed it a few months, but I think we're finally ready, no matter the response it may get! Please look forward to it!

Bonus Picture: We were discussing Hat's role in the later part of the story, and people began doodling their rendition of Hat on the studio whiteboard. Here are the results:

Until the next entry!


Clarence - Average Jeff - Very accurate representation of my middle school experience

This really summed up my experience at Clement Middle School around 2001-2003 ish. There were four teams, to where the C-Team was the Advanced Placement classes and the other teams were for the average students. It was a very flawed system because of me being bullied and having a terrible social experience at the on-set of middle school, my grades suffered to the point where I tested into the average classes, and was moved there being subjected to even more bullying.

Thank you, whoever created this episode/show. I'm glad they could properly show the problems of our grade school education system. Well done

Life/Serious Posts have a new tag

All serious posts before November 16, 2014 are placed here.


Friday, November 7, 2014

Showed Selatria to Day Job Today

Got to show Selatria at the day job today

Initial thoughts:

Wow, this game has voice acting!
Wow, these voices are good!

I worry about this project way too much, I was getting nervous showing it at all, let alone wondering what the reception would be like.

That being said, there are a lot of fun announcements and introduction of new team members to the project that will be coming tomorrow for the public to see!
"Please look forward to it"

Sunday, November 2, 2014

Took a Mountain Stroll

My friend left her bag in the studio so I agreed to meet her halfway between the studio and her house in the high desert to get her bag back to her. Instead of taking the freeway back home, I decided to take a rarely traveled mountain road back to my house, quite the scenic route.

It was far different than what I'm used to doing, but I wanted to go on a small real life adventure

Tuesday, October 7, 2014

I HATE Burglars

♫♫ The best part of waking up ♫♫ is seeing that someone broke into your caaaaarrrrr ♫♫

They may have run off with a really old work laptop that has nothing useful to them on it but left my book of game ideas I've written for the past five years but had no time to build just sitting there perfectly intact.
Idiot criminals are idiots.

Sunday, October 5, 2014

Yoshinoya coming back to San Bernardino

Yoshinoya is finally re-opening in the San Bernardino area - It has to have been at least 10 years or so since there was one in the area - Made my weekend to see that news

I'm happy I can get my awesome Beef Bowl fix now without having to drive 20 minutes to Riverside.

The bad news is that it's in Redlands. I don't like the city but I can put up with it if that means I get great tasting beef bowls.

Wednesday, October 1, 2014

FFXIV: Provoke 101

Last week I mentioned us having a shortage of tanks and healers in the free company - for those who are considering working on Paladin/Warrior, I thought I should probably go over Provoke 101. I noticed some people didn't know how the ability worked and were interested in tanking, so I'll do my best.
All actions in game have a hidden hate variable that's associated to it. A tank's job is to be able to use/combo actions so their hate variable is higher than the others.

The purpose of Provoke is to match you with 1 hate point higher than the person with the highest amount of hate. For example: If Paladin A has 0 accumulated hate points, and Paladin B has been tanking the whole fight and has, say, 136,331 accumulated hate points, then Paladin A using Provoke will put him instantly at 136,332 accumulated hate points. Paladin B has to immediately stop what they're doing, or they can easily take back attention from the monster.

A good tip (and this is what I do) is if you know there's going to be something that you'll need to solidify hate, and quickly. Start the combo on another monster (but don't finish it) use Provoke to match the other tank, and then finish the combo. The added hate from finishing the combo will put you a good amount ahead of your fellow tank which allows him/her to continue doing what they're doing without having to rip it off.
One last thing, say you use Provoke on a monster to pull it, and no one has any accumulated hate on it. That would give you a grand total of 1 hate point, and anyone can grab it off of you. Never use Provoke to grab adds or anything without accumulated hate. Use Shield Lob or throw a Tomahawk. Repeatedly if you have to. (Or Flash/Overpower if there's a group)

Hopefully this helps any FC members interested in tanking.

Wednesday, September 24, 2014

FFXIV Endgame Hiatus

My hardcore gaming nights on Tuesday/Wednesday have now come to an end. On a bittersweet note, we've gotten the kill on a boss we've been fighting a few months to get, and that was awesome -

But on a very important note: The Endgame changes people. Attitudes get morphed and friendships are lost over 10 ilevels of gear. Some backstab and lie just to get pieces of gear. The patience took its toll on me and I turned into a very angry gamer myself - But no more. Time to rest it off for a little while and put the energy into something else - And learn what's left at a more casual pace, if for the sake of my sanity.

Monday, September 1, 2014

Whim Independent Studios - Development Log #28

Heya, back with the 28th development log! It's been a little while since I've posted about the projects we have been working on. But it's a new month, and a new resolve to try and keep a regular log on our development again!


We were developing our Kickstarter pitch, and were originally intending to launch in July. However, problems with Amazon Payments account verification got in the way, and then we finished our pitch and put it out for feedback. While we did get some positive constructive criticism, some of the bullet points came up repeatedly that we needed to address:
  • The video is too long/slow and it didn't immediately cut to the point
  • Reward tiers need work
  • Environmental art ("tileset") is not up to snuff and need work
  • We go too much into lore and not enough into our gameplay experience
So we are not going to publish it and focus on revamping the page and our game to give it another shot. Jennifer is currently working on designing new terrain assets, and we're putting a big focus into expanding our Team Attack system. This last weekend and today is being spent expanding on Team Attacks and making them fun so we have a lot to show. Team Attacks are an important part of Selatria's battle system, so we'll need to make sure we have a small video devoted to how our battle system works and how it's different than other turn-based RPGs.

We are going to work on a new version of the demo after that which shows the changes to environments and Team Attacks.

We're going to continue working on development of the game and Kickstarter pitch. You can track our progress here or on future development updates on the blog!

The Kickstarter demo we were planning on distributing with the pitch can be downloaded here.


We're currently working on a new mini-game for ANTics that can be downloaded separately for Google Play. This version will be tentatively called "Exterminator Edition", and we want to emphasize the following points:
  • Ease of download
  • Ease of play
  • Ease of put-down and resume at any time

The original ANTics suffers from a long download and very unforgiving mechanics regarding losing the game. For example, ff you put down the game on level 12 and die, you start all over from the beginning. The game works if you can sit down and commit to it for a longer period of time, but that goes against the audience we're trying to capture with the game.

With Exterminator Edition, it's just a survival mode of the game, to where the focus is on racking up a high score. All of the powerups will return, but you're only allowed to 3-5 per game. No more, no less, and there won't be any chance of buying more without starting a new survival mode game. There will also be a list of high scores saved with the possibility of being able to share them to friends or challenge them to reach a higher score. We're currently unsure if the bosses or all of the music from the original will appear in this version, in order to keep the file size down.

Exterminator Edition will launch on Android when it's complete, and the iPhone versions of both will launch on Apple when we can get the games verified on their end.

The Future:

Due to changes in my real life schedule, we made changes to how we work on our projects. We meet Thursday nights to talk about the progress on our games and make plans for Saturday. We use Friday nights to meet up and discuss we we go about it and what we need to complete in a SCRUM-like format, and Saturdays to actually implement what we need to.

We also put our idea for an action game on hold and we are going to develop something more simple. We're currently in the early stages of developing a new sidescroller shooter like game. Can't really shed any more details on it because we're going through the phase that anything can be changed at the moment. So that's about it for now.

That's about it for now. I will promise to write a bit more frequently on our development!


Wednesday, August 27, 2014

A life guide

Something I found on Reddit, it sums up my views on life, at least how I see it.

Monday, August 25, 2014

Skin of Steel

There's nothing more demoralizing than posting a draft of the Kickstarter just to see a lot of anonymous people shoot it down. I'm all for constructive criticism calling out the who, where, what, and why. Don't get me wrong, I'm not going to lose my sanity over comments sent to genuinely help.

It's those that criticize the project and calling it a failure or bashing the ability of the team which I feel is unwarranted. I certainly don't think it's a failure, and we'll keep improving and going forward.

I will have a thick skin, a skin of steel.

Sunday, August 24, 2014

My current issue with the current Patch 2.3

I think my biggest beef with FFXIV's game design philosophy (or most of WoW-ish MMO's) is that people will always go for bigger better gear but never really appreciate the adventure along the way.

That's probably what I liked most about playing Final Fantasy XI. Level 75 itself was okay, but it was the time spent getting to 75, all of the long quests and storyline to get there. The ring you were given at the end was decent-ish, but it was the long adventure with friends and the really hard boss battles along the way that I remember.

But even that game has changed too.

I understand the desire to keep carrots dangling above players' heads to keep them playing, but some effort should be given to the journey itself instead of simply modifying the carrot at the end.

This has been your friendly neighborhood gamer rant.

Saturday, August 23, 2014

Viva Eorzea Real Life Meet-Up

Our Free Company Viva Eorzea had a real life meetup at the Main Street Casino in Downtown Las Vegas two weeks ago!

Top Row (L to R): Naztear Korengin, Thien Thien, Lelonde Godard, Ashko Yama'ley, Elyrion Erdos, Grover Eyeveen (Me!), Fayn Kaldin and Ois Zalure
Bottom Row: Zell Drakkengaard, Kitana Masters

Saturday, August 16, 2014

Thanks, Robin Williams

From August 11:

I battled a depression of my own in 2009, and there was a certain Robin Williams movie that helped me get through that relatively tough time. Because of this, my close friends and I joked around to this day that he was the greatest actor in existence because of it.

Rest in peace, Robin Williams. And thank you.

(The movie was 'What Dreams May Come')

Wednesday, August 6, 2014

Another Ramble

I ended up getting the job offer with SQA Squared! I start next Tuesday. I won't disclose the exact details of the package they offered me or the starting pay, but it's certainly enough to live reasonably as a 20's something single person.

I can't argue with that. I want to use the full-time employment revenue as means to really work on my indie game design passion. The studio needs a lot of infrastructure improvements. New lighting, better voice recording equipment and software. Licenses, sound card for our studio work station...

There's lots to do, and I'm heading out tomorrow to get some work clothes. It's a requirement for the company, I can't say wearing business casual attire is something I like doing, but I'll have my normal clothes worn underneath... or maybe in the car to change at the end. I haven't decided.

I'm also heading to Las Vegas twice. Once this weekend to meet up with Viva peoples at Main Street Casino and again in October for the FFXIV Fan Festival. I'll probably head out late Friday after work and stay Saturday and Sunday and return in the evening. All while reporting back to work on that Monday afterward. I'll be sure to invest in some energy drinks. My real life friend Azu La (Chster in FFXI) and Holo Foxblood will be carpooling with me to the XIV Fan Festival. It's going to be tons of fun.

I have to get back to video editing Selatria's Kickstarter movie. I said I'd do that...

Tuesday, August 5, 2014

Life Update for August 2014

Hello, blog! It's been a little while since I posted. Almost a month, perhaps. A lot of things have changed, and I haven't had too much time to post about all of what's going on.

For Selatria, we're currently working on the Kickstarter campaign. Amazon Payments seems to insist that I'm not a real person, no matter what legal documentation and EINs I send them to prove my identity and the identity of the business, it gets rejected and the account shutdown. I've been talking to them on the phone almost every other day hoping to get the issue sorted out. It's a mess, but at least it gives us time to continue working on the video and getting it as smooth as possible. I hope I can get it sorted out soon.

I also may have full-time employment with a quality assurance company called SQA Squared. I had an interview with them on Monday and I thought it went well, they were going through a background check and are going to get back to me on Wednesday to see whether or not I got the job. I'm excited to be able to have a stable career to build on and grow within as well.

If plans go accordingly, here's what my life schedule will be like going towards the future if these plans go into fruition.

Monday-Friday 8AM-5PM - Work at SQA
Tuesday-Wednesday 8PM - Coil Static with Viva on FFXIV
Thursday-Friday 6:30PM-8PM - Selatria Development at the Studio
Saturday 10AM-4PM - Selatria Development at the Studio
Sunday - OFF

Because of the shift in scheduling, I will be semi-retiring from leading Viva Eorzea west coast events. I will probably be making the announcement on the Facebook group if I do get the job offer. I love leading all of these things, but personal growth in the real world takes precedence, and I'll be sure to find a good replacement to lead west coast events as well as I could.

That's about it for now. I'm not dead! I miss blogging, and I realize I need to do it a bit more.

Love, peace, and chicken grease.


Monday, July 14, 2014

Useful Final Fantasy XIV Macros

Hey all, I wanted to post some of my macros I use for gameplay for my jobs in Final Fantasy XIV. I think macros are a great way to make some shortcuts and make the gameplay experience a bit easier for all. I'll write down the macro, the instructions, and an explanation of what each one does.

Some commonly used terms:
/ac - Stands for "action".   
/macroicon "Name of Ability" or /micon "Name of ability" - Replaces the icon of the macro with the icon and cooldown of the name of the ability it's tied to.   
<t> - The current target. "<t>" is replaced for the current target of the player.   
<tt> - The current target of the target. "<tt>" is replaced with the target of your target.
<me> - Your character. "<me>" is replaced with yourself.
/wait # - The amount of seconds (denoted by #) one will wait before executing another line in the macro. Note if you hit another macro, the current macro is ignored in favor of the new one. So hitting different macros in succession for a lot of different wait timers will overwrite one another.
/echo "Insert text here" - Speaks to yourself and alerts you about anything you want.

Example: /ac "Cure" <me> would begin to cast the spell "Cure" on myself.

So let's get started! If you're on PC, you can copy/paste these right into your macro pages and they should work. Drag them onto your hotbar and you're good to go! If you're on PS3/PS4, print this page out or write these down and input them in manually. Good luck! (Just copy and paste the bolded parts.)


Paladin/Gladiator/Warrior/Tank Macros:

Provoke Macro - Every tank should have this, especially for fights that require hate swapping in order to succeed. This macro effectively uses the provoke action and sends a ding on party chat to alert the party and/or the other tank that you just got the monster's attention.

/macroicon "Provoke"
/ac "Provoke" <t>
/wait 1
/p <<- Provoke @ <t> <se.10>

I play very nervously which causes me to spam the macro repeatedly. The /wait 1 before the final line ensures that the line at the end will only play once since hitting it repeatedly would cause the macros to override one another.

This macro effectively replaces my Provoke button on my hotbar and I've removed the original Provoke button from my ability list.


Spirits Within  (Paladin Only) - Not exactly necessary, and may be borderline annoying. Considering taking this out depending on the viability of silencing monsters in the future. But this is mainly used as a heads up to other people on a Silence rotation that you're using your ability. 

/macroicon "Spirits Within"
/ac "Spirits Within" <t>
/wait 1
/p Spirits Within ---> <t> 
/wait 45
/echo Spirits Within is now up. <se.10>

This macro effectively replaces my "Spirits Within" button on my hotbar and I've removed the original "Spirits Within" button from my ability list.


White Mage Macros:

Benediction Macro - I made this one as a safety catch. In normal gameplay, if you hit Benediction, it will automatically heal yourself and waste a cooldown on an important ability. For this reason, I wrote a macro that would force you to have someone targeted to use the ability so it wouldn't go to waste if you accidentally hit the wrong key.

/macroicon "Benediction"
/ac "Benediction" <t>
/p Benediction used on <t> --


This macro effectively replaces my Benediction button on my hotbar and I've removed the original Benediction button from my ability list.


Eye for an Eye/Virus Macro - This can be used with Scholars as well. Casts "Eye for an Eye" on the target so they take reduced damage and then applies Virus to their target so they do less damage to it. Great for preparing for a strong attack on the tank like Titan's "Mountain Buster" which can do 1500-2000 damage+ if hitting an unmitigated tank.

/macroicon "Eye for an Eye"
/ac "Eye for an Eye" <t>
/wait 2
/ac "Virus" <tt>
/p Using Eye for an Eye on <t> and Virus on <tt>

This macro effectively replaces my "Eye for an Eye" and "Virus" buttons on my hotbar and I've removed the original "Eye for an Eye" and "Virus" buttons from my ability list.


Divine Seal/Surecast Combination Ability - These two abilities are used together on my set. Surecast being used by itself is likely a waste of space, but feel free to correct me if you use White Mage and the ability often. I play White Mage very casually.

/macroicon "Divine Seal"
/ac "Divine Seal" <me>
/wait 1
/ac "Surecast" <me>

This macro effectively replaces my "Divine Seal" and "Surecast" buttons on my hotbar and I've removed the original "Divine Seal" and "Surecast" buttons from my ability list.


Stoneskin Macro - Stoneskins the whole party automatically. This one is admittedly a bit broken if you have less than a full party. I would recommend keeping Stoneskin by itself as well on the hotbar so you can apply during the fight as needed.

/ac "Stoneskin" <1>
/wait 4
/ac "Stoneskin" <2>
/wait 4
/ac "Stoneskin" <3>
/wait 4
/ac "Stoneskin" <4>
/wait 4
/ac "Stoneskin" <5>
/wait 4
/ac "Stoneskin" <6>
/wait 4
/ac "Stoneskin" <7>
/wait 4
/ac "Stoneskin" <8>


Aero/Aero II/Stone/Stone II Macros - The nuking spells for White Mage have to be cast on enemies. I've re-written these to work so that hitting these buttons will cast these spells when you have a party member targeted. Of course, the party member has to be attacking the boss. I usually do this with the tank targeted if everyone's good on HP in order to dish out a little DPS on my healer class. These macros make use of the "target of target" <tt> function I was talking about earlier.

Aero -

/macroicon "Aero"
/ac "Aero" <tt>

Aero II -

/macroicon "Aero II"
/ac "Aero II" <tt>

Stone -

/macroicon "Stone"
/ac "Stone" <tt>

Stone II -

/macroicon "Stone II"
/ac "Stone II" <tt>

The problem with these macros is that they're no good if you're soloing. If you want to solo, you could likely add the a third line below it that will cast it on <t> instead of <tt>.


Black Mage Macros:

Manawall/Manaward Combo Macro - I find having Manawall and Manaward as separate abilities a waste of an ability space. If I am going to be hit by one devastating ability, I would rather have all my resistances go up at one time, so keeping them separate does me no good. I may get rid of this macro if fights in the future require these to be used separately, so this isn't an end all solution.

/macroicon "Manawall"
/ac "Manawall" <me>
/wait 2
/ac "Manaward" <me>

This macro effectively replaces my Manawall and Manaward buttons on my hotbar and I've removed the original Manawall and Manaward buttons from my ability list.


Bard/Archer Macros:

Blunt Arrow Macro - Alerts the party and other silencers when you're silencing a monster if you need a silence rotation.

/macroicon "Blunt Arrow"
/ac "Blunt Arrow" <t>
/p << Silencing <t> with Blunt Arrow <se.11>
/wait 30
/echo Blunt Arrow is now up

Wednesday, July 2, 2014

Whim Independent Studios - Development Log #27

Hey all, back with the 27th development log!


The Selatria Kickstarter is expected to go live this month, and we're working with testers and getting feedback to get a fair analysis of the game before we put it live to the public.

The storyline for the final chapter is almost done, the team and I are talking over some details on the plot and getting that straightened out. After that, we will send to the voice actors to record and finish up, and then cast the missing voiced roles.

The semi-final version of the new title screen, with a new horizontal section menu that was developed by Matt a few weeks ago. We're trying to figure out a good place to put the logo without ruining the essence of the art. Any suggestions?

Here's also some footage from Chapter 3-3 of Selatria in development!

Christopher Nuño is in the process of developing new music for the project. We tentatively meet every Thursday ish to hash out new music for the game project. We are keeping some themes under wraps to make a debut with the Kickstarter pitch, but take a preview of what we have in store to show the public when we go live in a few weeks!

The first is a preview of the new title theme as it was being composed in real time! I requested that the new title theme is more consistent with the rest of the music in the project in order to give the game some cohesion in terms of musical style. Pieces of Selatria's overarching main theme are present in the new title theme and the ship theme. Take a look and a listen if you please!

That's about it! It's a very short development log, because I want to save a lot of surprises for later this month. Please look forward to our Kickstarter later this month and thanks for your support of our project!


Tuesday, July 1, 2014

E3 2014 Pictures+Videos+Commentary

(Note: This was originally written on June 21, 2014. I just published it due to uploading issues.)

So last week was my first time at E3 2014, as usual I do my yearly Facebook spam with lots of ranting on what I like and don't like to do. This year was different, I got to play the games they talked about in person.

My favorite games I'm looking forward to:

Super Smash Bros. for Wii U (Wii U) - A given. The game plays almost identical to 2008 Super Smash Bros. Brawl with some modifications, so if you were looking for a change of gameplay like there was between Melee and Brawl, you're unfortunately in for a wake-up call. The game looks promising, but I could see some influences from the Project M mod, notably the complete redesign of the character "Pit" in terms of gameplay. I did get to play as Wii Fit Trainer and absolutely loved it. There will be an adapter for GameCube controllers to play on the WiiU as well, and they showed it off extensively. That's all we could play with in the demo. I would list Smash Bros for 3DS as well, but the controls are awkward and unintuitive in my opinion. I think the game needs to be pushed back or the 3DS launches with a periphreal to allow for easier inputs and movements. That's just my opinion. Other than the poor controls, the game plays very solid.

Yoshi's Woolly World (Wii U) - I got to play through the first couple of levels of this game, and the gameplay footage didn't do it justice. It plays a lot like Yoshi's Story and Yoshi's Island games of old, but done in a complete Yarn setting and includes New Super Mario Bros. like co-operative gameplay. The yarn graphics are completely detailed, and you can lick and "unravel" hidden points in the game and it's done in a very aesthetically pleasing manner. I'm looking forward to this game in 2015!

Splatoon (Wii U) - A first-person shooter I really enjoy playing! (For a change). The object of the game was to splatter as much of the battlefield as you can with paint. The Splatoon Booth was designed to be a 4 on 4 player game, with each person on each console controlling the Wii U touch controller. My strategy was to sneak past the other players and douse their home area in paint, hehehe. I wear Splatoon squids on my glasses from now on in real life in support of this game. It was honestly my first enjoyable shooter since Goldeneye for the 64.

Mario Maker (Wii U) - A really fun one. You can make Mario levels and play through them in both the 1985 graphics or the New Super Mario Bros. style graphics. The use of the engine was pretty limited though. They only had Overworld levels available, I can't wait to see if there will be underwater and Bowser castle levels.

Captain Toad: Treasure Tracker (Wii U) - I played this at E3 and it was the first time I heard of the game. It's a platformer that puts more emphasis on problem solving and camera turning than platform hopping. Definitely a game I'll look into getting.

Mortal Kombat X (Various) - I like the old-school direction the series has taken in regards of the last title, and Mortal Kombat X seems to be going in the same direction.

Starwhal: Just the Tip (PS3/PS4): A fun simple multiplayer game where you control sharks and have to stab them in the chest with the shark tip. It's hilariously fun to play.

Pictures and Commentary:

The look of the badge, I didn't picture the barcode for obvious reasons.

This was in the main entrance hall. Square-Enix got center stage! A nice look of Shiva on the center of FFXIV with Kingdom Hearts 2.5 and Theatrhythm taking the sides of the panels.

 Evolve was a big attraction and won a lot of "Best of E3" awards.

 Lots of interesting stuff to see all around.

I got to play Sonic Boom, both the 3DS version and WiiU version. The controls don't feel very natural and the game doesn't give a lot of direction on where to go and what to do. I had to ask the attendant for help on where to go and how to advance at times. Hopefully they fix it before release.

The Square-Enix bag from E3. It's huge. After the show ended, I turned it into a poster!

I was coaching our artist for Selatria and ANTics on how to fight Leviathan! She was Black Mage. Unfortunately, she didn't win that one...

But then we got the whole studio in and kicked its ass. T-Shirts for everyone!

Did I also mention I got to meet some friends from Viva and we beat Leviathan there too!?


Letter from the Producer LIVE... live! And I got to meet Naoki Yoshida FFXIV Producer/Director shortly after! One of my game design inspirations!

Square-Enix plushies and figurines!

Hatsume Miku from the Sega booth!

Sega statues at the booth. Wow, I look awkward!

Splatoon, a really fun game. Read my thoughts on it at the top of the post if you haven't! 

The Nintendo booth! Where I spent most of my time.

Ryan Homme (Selatria writer) posing for the camera!

Capcom figurines!

Atlus booth!

I didn't know they were coming up with a new Gauntlet game! I loved Gauntlet Legends and Gauntlet: Dark Legacy as a kid. The co-op for those games were awesome. It might be a little harder to compete in this day in age with online cooperation.

Figurines from Destiny, an upcoming game by Bungie (creators of Halo series)


For the Smash Bros. video, a Nintendo representative interrupted me several times saying I had to show the people playing the game, so I had to make sure I switched between the people playing and the footage.