This is great! A re-enactment of the final play of the Vikings game against the 49ers when Brett Favre hits Greg Lewis in the back of the end zone to pull out a victory with twelve seconds on the clock. Found at YouTube from MrNFL.

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So Reggie Bush’s two punt returns for touchdowns are all punter Chris Kluwe’s fault? Really?

It’s more than a little pathetic to see coach Brad Childress taking out his special teams coverage unit’s incompetence on one player of that unit, or, as ProFootballTalk.com (the blog the pros read) says, .

The coverage units have been woeful all year and most of it has to do with missed tackles. And by the way, the coverage units are just as bad when Kluwe is not on the field during kickoffs.

So, , Childress is working out punters either for the purpose of signing one or to send a blunt message to Kluwe to get better at kicking the ball out of bounds.

That, and calling Kluwe out publicly, are pretty classless.

Kluwe has been a top-notch punter for several years. In 2005, he was the franchise. He doesn’t deserve the berating he’s getting.

Besides, the guy’s awesome at Guitar Hero ( via :

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will be available Monday. This year Madden should be much more fun to play than last year because of the additions of , , , and should be rated like 98 or 99. With at QB, it should be a lot easier to hit open receivers, too. GameStop is featuring the Madden version of Adrian Peterson in their commercials:

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My college writing professor used to say that the novel is dead. I didn’t really agree with him then and I don’t know that I agree with him now, but it is true that film and, now, video games, are the preferred media for enjoying long-form fiction.

Video Games As Literature

Film has clearly proved to be a superb medium for telling stories; the jury, however, is still out on video games. Role playing games such as and are the genre most suited to storytelling but I’d like to see a literary genre emerge that allows the player to explore much deeper issues and themes that have thus far escaped the video game industry.

In short, .

The Obstacles To Video Games As Literature

A primary obstacle to the development of such a genre is the video game’s absolute need for action. The player has to do something and the action always has to be compelling or entertaining if the video game is to be successful. That’s a big challenge. I think it will become easier as video games get more immersive, as the graphics become more photo realistic and once someone figures out how to apply virtual reality technology to video games.

I love first person shooters but more often than not, the story line, such as it is, is merely a pretense to kill. ’s story was deep and well conceived but it was mere surface science fiction, it did not deal with any social, political, or psychological issues. And it’s story was told entirely through cut scenes.

The Call of Duty franchise’s story succeeds in large part on our understanding of World War II history and, in the case of , our understanding of current events.

The best most recent example of storytelling within a first person shooter that I can think of is , with its dystopian themes and its remarkable sense of place:

Even so, video games in general and first person shooters in particular have a long way to go before they reach the level of literature. I’ve been thinking about this for some time, but a recent visit from got me thinking about it again and the result is a brilliant idea for a first person shooter that would allow you to explore any number of literary themes.

My Brilliant Video Game Idea

My working title is The Short, Miserable Lives Of Fran McNeal.

So here’s my idea:

You begin the game being pursued by some shadowy government agency that is out to get you. A long, elaborate adventure ensues during which you need to evade your persecutors while engaging other characters you meet along they way, evaluating their trustworthiness, and obtaining help from them in your efforts to escape.

Eventually, however, you will be cornered and required to kill or be killed. By killing your antagonist, you obtain the ability to become other characters in the game. With that ability you are able to see your character from the perspective of other characters and it begins to dawn on you that your character is a paranoid schizophrenic. With multiple personalities.

A power struggle ensues between your personalities; you get to play as each personality. That power struggle maintains the paranoia of the game and becomes the rationale for the game. The object is to conquer each personality by killing it.

Upon killing that personality, you absorb the characteristics of that personality and therefore obtain or become stronger for the characteristics that were unique to that personality. So, for example, if one of the personalities could speak French, was extremely witty and charming, and was an expert driver, by killing that personality, you would gain those characteristics: You would be able to speak and understand French, your charm would make you more persuasive and give you the ability to make friends with ease, and your driving skills would improve significantly.

The game then would also have a strategic aspect to it. If, for example, you wanted to take down personality X, you may first need to kill personalities Y and Z in order to obtain the skills and/or characteristics you would need to kill X.

Through each personality, you can explore a separate literary theme and the game would conclude in any variety of ways, depending upon which character you ended up becoming.

Now I just need to learn how to write video game scripts!

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The Shock & Awe level of  Call Of Duty 4: Modern Warfare   Shock & Awe Gameplay may be the most exciting level of the game, or maybe just the most fun. How can you get more entertaining that manning the side gun of an attack helicopter, taking out tanks and nests of hostiles wielding RPGs? Mayhem and explosions galore!

See also:

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Death From Above is one of the coolest levels from  Call Of Duty 4: Modern Warfare   Death From Above Gameplay. You control the guns from an as you loiter over a village of hostiles in Western Russia:

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I just finished  Kickin It With Call Of Duty 4: Modern Warfare last night and I gotta tell you, it kicks big time. It’s entirely too short, but makes up for it with nonstop, hyper-real action.

The most realistic next-gen game I’d played thus far was but Call of Duty 4 looks much realer. Maybe the technology has improved that much between the release of the two games or maybe it’s because Call of Duty 4 is set in the real world, but in Modern Warfare it’s like you’re right there in the thick of it. The only thing that breaks the realism in seeing closeups of people’s faces. Faces must be the hardest thing to replicate in video games.

Anyway, here’s some gameplay footage of a mission I failed because I didn’t know you had to find a console to upload code to stop a launch of nuclear missiles.

but with a level restart:

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is one of the best channels on cable and is largely the reason why. This is a hilarious segment from ’s brilliant show, , about what might happen if you pitted against :

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The is trying to convince gamers to set aside their controllers long enough to mobilize against legislation in various states and nationally that would put restrictions on the sale of video games and/or fine retailers who contravened those laws.

They’ve created the as the vehicle to activate gamers. It’s not a bad idea but count me as skeptical because those who are most likely to be most offended by such laws–hard-core gamers–are the hardest to reach because, you guessed it!, they’re playing games.

, the average gamer is 30 years old (just the age  when people tend to become more politically active) and the vast majority of game buyers are over 18 years of age; six in ten gamers are men; and most expect to be playing as much or more video games than they do now. That tells me they’ve got a vested interest in easy access to their pasttime.

I don’t think games should be treated any differently than books or movies or music. I do think they are a legitmate form of artistic expression that deserves every bit as much constitutional protection of any other form of artistic or political expression. And I most emphatically do not believe that there is a causal link between video game violence and it’s real life counterpart.

Video games are an easy target for politicians looking to bolster their "family values" credentials. As a Democrat, it pains me to admit that these politicians are largely from my own party. Chief among them are , , and . All three are sponsoring the so-called "," and all three have or have had presidential ambitions.

There was a study recently that demonstrated heightened levels of agressiveness in people just after they’d played certain video games. I’ve no doubt that’s true. But the implication that that violence carries over into everyday life does not follow.

A game like is crime and fighting game; it requires agressiveness. That doesn’t mean I am more likely to go out and put a cap someone’s ass or run someone over because I just did it in the game.

But if it’s discovered that some school shooter played Grand Theft Auto, then it must be the game that caused the violence. It’s certainly an easy explanation, however flawed.

A more realistic explanation–yet harder to fit into a news segment–is that the violence is a result of a whole host of reasons, many of which may be specific solely to that individual. I just find it an incredible stretch to believe that playing video games will cause an otherwise normal and healthy kid to commit violence in real life.

That’s not to say that kids should be able to play any type of video game they want. I don’t. My sixteen year old nephew was visiting some time ago, grabbed Grand Theft Auto from the shelf, and said let’s play this.

I do not for a second believe that playing the game would do him any harm and I think he’s mature enough to responsibly handle the game’s content. But it wasn’t my call. Until he’s 18 years old, that’s his parent’s decision. I’ve no doubt he’s played it before, but at least I was sending him the message that even his cool uncle thinks the game is not yet appropriate for him.

Had I let him play it, the "Family Entertainment Protection Act" would not have prevented him from playing the game and I guess it would have made me a criminal if not in fact, then in spirit.

The fact is that families already have the tools to "protect" themselves from entertainment (which is a rather absurdly hilarious thought, when you think about it). Their called .

The missing ingredient here seems to be the parents themselves. The parents need to read the ratings before buying the games for their kids. The parents need to be involved enough in their childrens’ lives to know when they’re consuming something that is inappropriate. My sister, for example, locks up the controllers so her kids can only play video games when she approves. She knows what games they play. That’s a fine solution.

What is intensely annoying about things like the "Family Entertainment Protection Act" is that I do not want to live in a locked-down child-safe world.

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