Destructoid is an independently-run gaming discussion community updated nearly every 20 minutes. Get started now by creating an avatar to post comments, upload videos, meet people, and create your own blog. Returning Dtoider? login!


all platforms pc/windows wii xbox 360 playstation 3 ds psp retro indie  
most recent
most popular
editors' picks
twitter updates
buy Dtoid gear
RSS feed



Dtoid staff
Nick Chester
Editor-in-Chief
Anthony Burch
Features Editor
Jim Sterling
Reviews Editor
Hamza Aziz
Community Mgr
Niero
Mr. Destructoid
Associate Editors
Brad Nicholson
Conrad
Zimmerman
Jonathan Holmes
Chad Concelmo
Dale North
Colette Bennett
Joseph Leray
Justin Villasenor
Samit Sarkar
Brad Rice
Ashley Davis
Dyson
Jordan Devore
Mike Ferry
Tom Fronczak
Topher Cantler
Qais Fulton
Contributors
Adam Dork
Charlie Suh
Joe Burling
Jonathan Ross

 
Podcasts
Rev on Podtoid
Chad on Retroforce GO!
Jim on The Podcastle

Elephant Software
Thomas Lackner

Destructoid is made by
ModernMethod


Developer tales: The true story of an abused game tester
World Famous02.23.08 - 11:04 AM 46 comments

Developer tales: The true story of an abused game tester screenshot

[Editor's note: What you are about to read is a true story of an industry veteran and loyal Destructoid reader who has been in the business for some time. Names have been left out to protect the identity of those involved, but everything said here is the true experience of this tester. -- Robert Summa]

Most everyone in the gaming community is aware of the long hours put in by developers and testers. They whine and complain about 60, 70, even 80 hour weeks.

Amateurs.

Before I begin, I would like to point out that the following scenario is NOT TYPICAL of the game industry. This is a tale of a truly epic clusterf*ck that simply went out of control due to way too many factors. No one is to blame in my opinion, and no blame shall be placed. The following is not to discourage anyone from the gaming industry, nor is it to condemn anyone involved. It is simply a history of two of the oddest months in my life.

A few years back I worked for a certain video game company in the San Francisco bay area. I'm not giving away which one, because almost every large game company's testing facility is in the San Francisco bay area. In fact, I'm not going to give away any names of anyone involved.

This is because I don't want any nasty letters sent, subpoenas served, or hired goons dispatched. That is not my intention, I mean no harm to any parties involved. I just want to share my story. Regardless, the following is to the best of my spotty memory, all true.

This particular video game company hired me as a tester earlier in the year. Anyone who's had any contact with a game tester will explain the general malaise of the profession, so I'll leave that to them. This is about one particular couple of months that I will never forget.

In early May, I was asked to go off-site for a game currently in development by an established company in southern California. Everything would be taken care of -- hotel, transportation, food, anything I could want short of hookers and blow. And if I wanted those, they also offered a per diem check on top of my regular pay. It sounded good, so I agreed. I packed up, said my goodbyes, and got on the plane.

In the Hero's Journey, this is known as Crossing the Threshold. Of course, the Hero's Journey also involves hot chicks, but there ain't none of that here, so you can toss that assumption out the window.



Me and several other testers arrived in SoCal and proceeded to the hotel. Now, no matter how dark and brutal this story might get, I have to say that this hotel was swank. Comfy beds, HBO, free breakfast, two free drinks at happy hour, and they sold cigarettes and beer at the little hotel store. Plus, everyone got their own rooms. I half-expected it to be some sort of dorm situation with us sharing rooms, since most testers are between the ages of 18 and 25, but the company was very professional and put everyone up in their own rooms.

God knows how much that cost them. I didn't bring a computer with me, but I did schlep along my PS2 which I promptly plugged into the TV, assuming I'd have time to play it. I also brought a selection of DVDs and games. And yes, I brought porn.



The next Monday we strolled out, had a very nice breakfast of ham and cheese omelettes, bacon, and Pepsi, packed into the cars and drove to the developer's office. It was a fairly small, inconspicuous section of buildings in a purely commercial area. You'd never guess they made games there.

We were introduced to the producers. There were three of them. Two worked for the publisher, the company I worked for, and one worked for the developer. If you don't know what producers do, they're the ones that make sure sh*t gets done. They crack the whip. And with three producers, that's a lot of whips. Like in that Passion movie.

We were set up in a small conference room, lined up with PS2s, Xboxs, and PCs as this particular title was cross-platform. The reason we were down in SoCal was so we could immediately get to work on the current build instead of waiting for it to be uploaded through the intarweb tubes up north. Time is of the utter essence in the game industry.

The first week or so was perfectly fine. We worked from 9 to 6 with an hour lunch, same as every other testing job I've ever had. This gave us ample time to have breakfast at the hotel, get to work on time, and get back to the hotel in time for drinks and relaxation. We was big pimpin' just chillin' out in front of the pool with spirits in hand, shooting the sh*t with the crew.

The first week was fine. We even had that weekend off.

Things took a turn the following Monday. We started getting a little bit of overtime. This is to be expected as a tester -- 9 a.m. to 9 p.m., perfectly normal tester's schedule. The game continued to be refined and changed, and we took it all in stride. It sucked that we didn't get back for happy hour anymore, but liquor in California can be sold until 2 am. We were fine.

During this week I believe, some more testers were shipped down, plus the European testers arrived from all over those little countries across the mighty Atlantic. So we were moved to a larger conference room next to the old one.

Well, slightly larger is an exaggeration. The size increase was approximate to taking a shaved poodle and letting its hair grow in. In a room about the size of a standard human living room, we had 20 people, 20 computers, 20 LCD screens, 20 PS2s, 20 Xboxs, plus ALL the cables necessary to plug each and every one of these pieces of equipment into the wall.

I swear if an electrician had seen this, he would have shat himself. Now I don't know if you've been to SoCal in May, but it's just like being in SoCal in August. It's hot. 90 degrees hot. Now even with the meager AC running, you still have 20 nerds and 80 pieces of heat-producing appliances humming along in this space.

They gave us fans, which was like tossing a bucket of water on the surface of the sun. It was fine most of the time, but after several hours of all this crap pumping out God knows how many BTUs, rooms will heat up.

Things continued to go south.

Let me describe the game in question that had us all sweating. All you really need to know is that it had levels and had a designer that people had heard of. This is all you need, and all you get. The game itself was passable, but if you ask any tester, the longer you're on a game the more you despise it. I don't care if you're testing the greatest game in the history of mankind. If you're on it for 10-12 hours a day for months on end, you will eventually not want to sit within 90 feet of it. It's a fundamental law of testing. Here's a tip: don't ever ask a tester for their opinion on a game they worked on. It will be skewed.

Slowly the deadline approached. The title had to be finished. Two weeks passed. Hours were adjusted. 8 a.m. to 10 p.m. 6 days a week. Tensions rose. This was no one's fault, really. Put a bunch of people in a room for a long enough time and problems come up. Little things start to pick at you, like someone forgetting to apply deodorant, or someone talking just a bit too loudly.

Things don't change, just your perception of them. The occasional room-emptying fart stopped being so funny. Gay jokes began to be recycled. The stale scent of sweat, cigarette smoke, and flat soda began to dig into everyone's senses. There was very little room on the tables for food, so adjustments were continually made to accommodate.

The food. The food started to get to us as well. As with most developers, sodas are free, and once the trenches are dug to kill a game on time, dinner is brought in. But on a long enough timeline, nothing tastes good anymore. A pattern emerged of Chinese, Mexican, Italian, Indian, American in the form of burgers and fries, and whatever the hell nationality you want to put pizza in to. Eventually it stopped tasting good and became something you did to break up the monotony of testing the title. I ate salad, for Christsake. SALAD. Life was separated into two sections: testing the game, and everything else.

Occasionally we'd get a shorter day, but after so much time on the job, we had no goddamn clue what to do with the time. No one was from the area, and developers and testers very rarely intermixed, so we didn't know any cool places to go. In the downtime I'd either watch TV in someone's room, read a book, or play PS2. We went to Fry's a couple times, and I picked up some games I hadn't had the opportunity to try. Yes, I know, playing a video game after all this sounds odd, but you're missing the point. It was a different game, one devoid of bugs. It entertained. It distracted. I bought a DS game that probably saved me. More on that later.

At the beginning of June, we were met with some bad news. I had seen it coming. The title was supposed to be done, but as with most big titles, it was pushed back. So we were stuck for two more weeks. Just two more they said. June also brought another schedule. Every Tuesday a build would be checked and sent to the main office. Our job was to check every level and make sure it was playable so it could be thoroughly tested. The real trick was getting the build out the f*cking door and into the intertubes. The PS2 only has 32 megs of memory.

If it attempts to load a level that is larger than this, it will crash and the level becomes untestable, not to mention a million other tiny coding errors that could come up. Sh*t, you could forget a semicolon and the world comes crashing down. So we would receive a build, run through it, and if it worked, we passed it on.

The problem was we often didn't receive a build until 8 or 9 p.m. If there was a crash, a new build would have to be fixed and recompiled. This can take hours. Regularly we were at the office until 2, 3, even 4 in the morning to check and recheck builds until it was enough to send off. Then we went back to the hotel and slept until 8:30 in the morning to get back to it. We were allowed leeway those mornings, but we soldiered on. We had to get paid, son.

During those wee hours of darkness, the place was almost empty. At least one producer was always present, along with the lead programmer and one or two others. They did their best, I know, but there's only so many hours a person can stare at something without going off their rocker. Except maybe boobs, but I have no proof of that.



It was at about this point when the dreams started. With so many hours spent looking at the same title on the same screen, I began to have incredibly vivid dreams of the game itself. Sometimes they were accurate, perfect reincarnations of certain scenes within the game. For some, my brain gave itself a little dancing space and went ga-ga. But for many of those few hours of sleep, the game stayed with me. I almost demanded to be paid to sleep if I was testing in my dreams.

At one point some of us got sick. It may have been the food, or someone had brought a cold in, or God decided to punish us, but whatever it was several of us were knocked out, including myself. The strong ones delivered medication to the weak for a few days. But the deadline fast approached, so we willed the disease away and continued. The game changed, and changed, and changed again. They weren't fixing bugs, I thought, they were actively changing the game. This should not happen once a game is in beta. It always does no matter where you are, but whatever.

For the life of me I cannot remember the details of the second week of June. It was supposed to be the last week. We could finally end this chaos and go home. But before that, we had to pass through the belly of the beast. Every day we would submit a new build to the home office. That meant every day we were in the office until 3 in the morning.

Once until 5, and another until 7 a.m. The developers that had left at 7 the previous night greeted us that morning. I can only imagine how we looked. Nearly two dozen zombies toying away with controllers, numb from everything, even the slowly rising sun. Twenty-four hour days are not unheard of in testing land, but rarely are there several in a row.

I clocked over 110 hours that week. Consider that. 110 hours. Let's stop and run the numbers. There are 168 hours in a week. 168 minus 110 is 58. Subtract the lunch breaks, dinner breaks, and commutes, and you end up with 44. That's 44 hours that week not spent in the office, near the office, going to the office, or leaving the office.

Even if I had spent every single second not at work sleeping, which didn't happen due to basic hygiene, that's only 6 hours a day to sleep. Plus, I'm an insomniac. So that's why I don't remember it. It was because of that week that once, just once, the first time in five years and the only time since, that I smoked pot. I know I'm not supposed to say this, but it helped. I had visions from when I was a 3-month old baby, but it helped.

Then the news came. We were to stay down in SoCal for another two weeks. I could almost feel my psyche shatter in my skull and tiny little pieces of my personality fall out of my ear. After a month of incredible hours on a title that threatened to open its maw and swallow reality, I was about to lose it. I smoked three cigarettes after hearing that news. That's a lot for me.

There wasn't another 110 hour week, but they came close. More late nights, more of the same food, same levels, same faces, same room, same routine, same same same. We had no Internet connection. There was Internet at the hotel, but I had no computer. There was HBO, but no Skinemax. The only porn I had I brought with me was my DVDs, and I had used them all up. There was no masturbation. I always thought if I had nothing else, I'd have that. Then I lost that. If that's not losing the last vestige of humanity, then I don't know what is.



Those last two weeks I simply became numb to everything around me. I had no sense of humor, no sense of propriety, no sense of style. I stopped showering and shaving. My clothes were dirty. I came in, sat at my station, and just ... was. The hours eased back, but I was gone far before that. I sat back and accepted my fate. Bugs were fixed, and the game was changed and changed again.

The bug count continued to swell. It had gone far, FAR beyond anything I had ever seen or have seen since. I lost track of days. I stopped watching a show on HBO that I had discovered and liked. In fact, in those last couple weeks, the only thing that kept me from going off the deep end was that certain DS game I mentioned before. It made my brain spark just enough to keep me going.

Finally, on the last day, late in June, we finally sent off the last build and finished our task. The stations were stripped down, and everything was returned to its place. The producers took us out to lunch to a fancy restaurant, and later to a barbecue. It was a nice attempt.



When I returned back home up north, I didn't go into work for a week. I hadn't had a haircut since I left for SoCal. I hadn't washed my clothes for weeks and I apologize to whomever I sat next to on the plane. The night I returned I got fall-down drunk and passed out on my cold, abandoned bed, not giving a shit about anything or anyone. My e-mail was so full I just got another account. In essence, for those two months, I did not exist in the real world. And once I got back, it took over a week for everything to really go back to the way it was before I disappeared.

Once I got back to work, I found out that the game had been delayed. The famous lead designer apparently did not like the final product and wanted more work on it, so they needed some people to go back to SoCal. I politely declined.

I did recover, and I was perfectly fine after a week off. And to further clarify, this debacle was no one's fault in my eyes. It was a product of impossible expectations. Things just ... happen. Perhaps that's the lesson to be learned, if anything should be learned at all. Sh*t happens, and everyone has to roll with it. You can have the best intentions, the finest crew, and the best equipment, and sh*t's still gonna go south. The magic, you see, lies in surviving the twists, rolling with the punches, and bringing it all together.

Also, bring more porn than you think you need. Because you're gonna need it.

[Editor's note: If you're in the industry, and want to tell your story or get something off your chest, then let Destructoid know. E-mail me at robert.summa@destructoid.com]



MORE IN OUR sucks 2bu SECTION

Latest comment by kuai900 |view all 46 comments
Bonjour, ‘ ‘‘ ‘‘‘‘ ‘ ‘...



skankerzero's Avatar
skankerzero at 02/23/2007 11:14

hey! I made all the character models Eternal Death Slayer in Grandma's Boy! :)

/not famous
hinkmania's Avatar
hinkmania at 02/23/2007 11:14

I used to work at SCEA, I had to test Rise of the Kasai, what a trainwreck of a game THAT was. For two months we did 7 day work weeks, 12 hours monday through friday, but only 8 on the weekends! When that project ended, I had to work on MLB 06 and then whatever that offroad game is, for the PSP. That was some of the weirdest time in my life.
galagabug 's Avatar
galagabug at 02/23/2007 11:21

wow. thats rough. i won't complain about my job for 24 hours.
SP420's Avatar
SP420 at 02/23/2007 11:22

110 hours of Gears of War would numb anyone, I think.

-D-'s Avatar
-D- at 02/23/2007 11:25

Imagine if it was Barbie's Horse Adventure
elgemusio's Avatar
elgemusio at 02/23/2007 11:27

Testers are so important in gaming industry, but they are treated like shit. There's only a few companies out there that treat them correctly. Like hiring two-three teams of testers that work in constant cycles instead of asking people to do crazy stuff.
elgemusio's Avatar
elgemusio at 02/23/2007 11:28

Hope it was at least DOA Xtreme 2 !
Snaileb 's Avatar
Snaileb at 02/23/2007 11:29

PS2 Xbox and PC...hmm... I got it! Smash Bros Brawl!
Snaileb 's Avatar
Snaileb at 02/23/2007 11:31

110 hours of Gears a week is like dead naked hookers in my trunk. Exeptional. I might play more than that.
Nick Chester's Avatar
Nick Chester at 02/23/2007 11:33

I can confirm, via Clown Shoes, that the game in question is Demonik. That game was featured in Grandma's Boy, did you know that? Breaking news.

I kid. It doesn't matter what the game was -- that was an excellent, entertaining write up. I look forward to more in this series.
Chris Taran's Avatar
Chris Taran at 02/23/2007 11:46

I want to be a game tester so damn bad!
toast!'s Avatar
toast! at 02/23/2007 11:51

what was the DS game that kept him sane? i was looking forward to finding that out so i could go buy it :( but he never told
cnote81's Avatar
cnote81 at 02/23/2007 12:00

I complain about my 4X10 work schedule. Maybe I should just shut up now.
Wi-Fi Puppet's Avatar
Wi-Fi Puppet at 02/23/2007 12:02

I feel your pain. I've done the whole 120+ hrs thing for 4 and a half months straight once upon a time. I was so burnt out I couldn't even look at another computer without feeling the urge to smash it with a sledgehammer for the following year.
PetiePalo's Avatar
PetiePalo at 02/23/2007 12:03

There needs to be mandatory escort services every night. I don't want to test all day long I just want BANG BANG BANG!
KilgoreTrout XL's Avatar
KilgoreTrout XL at 02/23/2007 12:07

"A few years back" Ok.

And delayed at least a month. Check.

I Type "2004 delay" into gamespot's search engine and... voila!

You tested "Death Duel" for the Sega Genesis. (Or "doodle", a 1977 release for the RCA Studio 2)

I'm a genius.

/leans back in large leather chair

Im OK's Avatar
Im OK at 02/23/2007 12:32

One of the projects (not a game, but close enough) on which I worked, we had about two weeks of crunch time during which we were there from 8:30am to increasingly later, between a range of 11:00pm to 3:00am. It only lasted a couple of weeks before things got back to normal though, thank God.
afalker's Avatar
afalker at 02/23/2007 12:38

Wow. Crazy stuff. Enjoyed the article immensely.
UnknownHeadFeelings's Avatar
UnknownHeadFeelings at 02/23/2007 12:47

You know, as insane as it sounds, I would love to do something like that. The only problem:

I don't know anyone in any industry. And that's what kills you.
IronRinn's Avatar
IronRinn at 02/23/2007 12:48

Great article and props on the pic from Akira Kurosawa's Dreams.
dvddesign 's Avatar
dvddesign at 02/23/2007 12:57

It must've been Penn & Teller's Smoke and Mirrors.

That's about the only game that would drive people to posting on Destructoid.

I always wondered who would suffer through that game.
Barbara's Avatar
Barbara at 02/23/2007 13:27

This is normal testing. It's only interesting because he couldn't handle it.

BahamutZero's Avatar
BahamutZero at 02/23/2007 13:35

I don't feel bad if he was getting paid appropriately for a 110 hour week. He probably made more than I do in a month
BahamutZero's Avatar
BahamutZero at 02/23/2007 13:36

FYI I do the "testing" equivalent in the film industry: Tape operations (glorified dubbing robot). I use to do freelance graphics but this pays more for now
Laconic's Avatar
Laconic at 02/23/2007 13:57

Don't become a tester because you like to play games. Become a tester because you like testing. No matter what you're testing, the work will probably be similar... heck, it might even be more interesting. And hopefully you'll work for a company that actually values you and your services. Sure, every tester will have to pull 60+ hour weeks when something is late or goes wrong, but it pains me to see people called 100+ hours a week "normal" testing. That's simply not true and I'm stunned that people want to keep those jobs. This all screams poor/no management and planning and feature creep... or that however studios get funding is like working at a startup company that restarts every two years. Brutal.
manupkp's Avatar
manupkp at 02/23/2007 14:07

Ohkay.
- PC, Xbox, PS2.
- DS was out, with some good game, so probably 2005.
- Game with levels.
- Somewhat famous designer.
- Was delayed.

I say PSYCHONAUTS.
Necros's Avatar
Necros at 02/23/2007 14:13

I'd hate to be told how to play my games, so I doubt I could ever be a tester. Still, I'm sure that the idea of getting paid to play games is attractive to some people. I'd much rather do something like play a finished build as a game critic.
Cory_t_'s Avatar
Cory_t_ at 02/23/2007 14:15

I would seriously be in heaven... no lie!
Rainbowblack's Avatar
Rainbowblack at 02/23/2007 14:43

That was a very entertaining read, thank you Mr anonymous game tester

Bud light owes you a commercial
BlueWolf72's Avatar
BlueWolf72 at 02/23/2007 15:05

6months in Saudi or your testing issues...Hmm which one sounds dangerous
Teamjesus's Avatar
Teamjesus at 02/23/2007 15:32

I really would not mind doing this, really, I barely get enough time for games as it is. It might get boring at the end of a month or so but I'd still enjoy it.
Kex's Avatar
Kex at 02/23/2007 15:36

Hmmm. Poor things. >_> Makes me feel bad for playing games sometimes because of all the pain I cause these designers, programmers and testers... >_> Atleast they're paid for it.
BritiniMartini's Avatar
BritiniMartini at 02/23/2007 17:50

I'd go crazy... The worst part would have to be no porn.

I feel ya
Mxyzptlk's Avatar
Mxyzptlk at 02/24/2007 00:24

Awesome article, glad the mystery tester lived to tell it. My random guess is the game was American McGee's Bad Day L.A. And Akira Kurosawa's Dreams FTW.
questworld's Avatar
questworld at 02/24/2007 01:18

Can we at least know if the game turned out well, either critically or sales-wise (or both) so that we'll know that it was all worth it and at least appreciate the effort put into it more.
T0ig0z's Avatar
T0ig0z at 02/24/2007 01:59

Its Doom 3 I'm sure of it.


or wait... maybe

Hello Kitty Island adventure :0

great article!


atheistium's Avatar
atheistium at 02/24/2007 09:02

O_o daym. I havea game testing friend, she works for sega. She said it is mind numbingly painful. But she loves the industry lol.
teknohed's Avatar
teknohed at 02/24/2007 22:53

Hey free food is free food. When I was a tester I pulled about 20 16-hour-days in a row and was only allowed to drink what was left in the coffee pots after the Devs were done with it. Room and board...must have been a classy outfit.
Venefican's Avatar
Venefican at 02/25/2007 04:47

I'm pretty sure it was Starwars Battlefront 2, it was released for PC PS2 and XBOX on Nov. 1 2005, that would make sense being that you found out it was delayed when you got back, and since it would have to be in 2005 sometime because of the whole DS thing.....
Soylent_Green's Avatar
Soylent_Green at 02/26/2007 07:15

Look at all these dumb bastids violating thier NDA's or those of a loose lipped friend....title names, company names, it all screams BREACH! in my lab we have a little something called SECURITY. my lord...
UnknownHeadFeelings's Avatar
UnknownHeadFeelings at 02/26/2007 14:48

@Soylent_Green

I'm pretty sure game testing isn't a matter of national security, nor would anyone really be interested in tracking down people telling stories though the joy that is the Interwebs, when no one knows who they really are. Chill out.
Remz's Avatar
Remz at 02/27/2007 06:50

The DS game was totally Phoenix Wright. I'd bet my [u]cat[/u] on it.
commish's Avatar
commish at 02/18/2008 10:59

Heavy story, I feel your pain also bro, Testing Happy Feet for midway must of been tough

You must be logged in to post a comment. Click here to login or create a user account now.

RELATED ARTICLES

Nintendo stock drops after DSi announcement
33 comments

Microsoft to open new dev studio in Ensemble's wake
9 comments

Take-Two doesn't need anybody, declines all offers
7 comments

Take-Two shares plummet after EA drops their bid
7 comments

Gametap acquired by Metaboli, aims to create 'global gaming service'
2 comments
Got gaming news?   Email:   tips@destructoid.com


community blogs (28263) members strong

Post a new community blog
October call for entries: The fear! THE FEAR!
Game with us: Friday Night Fights
Meet Dtoiders near you

popular right now
ContestsMega Man 9 giveaway contest and introducing the Mega Man Boss Maker!
326 comments + 26575 views
Things gamers doRamblings of a colorblind gamer
143 comments + 10515 views
HAHA Weird!Sony did NOT win an award for SIXAXIS
56 comments + 10090 views
Final FantasyLittleBigPlanet user creates a tribute to Final Fantasy X
62 comments + 9920 views
MusicIt only took three months, but I think I finally get Wii Music
38 comments + 9075 views
More top stories

contests & giveaways

Little Red Riding Hood BBQ winners announced: it's a man in a dress!
Mega Man 9 giveaway contest and introducing the Mega Man Boss Maker!
Final reminder: Show us your arts and crafts skills, win Mushroom Men prizes
view all contests and previous winners

games reviewed   more games

Silent Hill: Homecoming review

Spectrobes: Beyond the Portals review

NHL 09 review

de Blob review

B-Boy review

Kirby Super Star Ultra review

Fracture review
view more game reviews

new podcast shows   free on iTunes

Hey, Podtoid records tonight

RetroforceGO! episode 62: Mega Man 9

The Podcastle episode 20: Podcastle LIVE II
download back episodes

game figures & toys  via Tomopop
more video game toys and collectibles

     
Free Infinite Undiscovery DLC up on Marketplace
Xbox 360 version of Age of Conan not a 'key priority'
My Faith is faster than yours: Speeding through Mirror's Edge's Time Trial mode
1 + 1 = WIN! Working calculator created in LittleBigPlanet
My Faith is faster than yours: Speeding through Mirror's Edge's Time Trial mode
Behind the wheel of Midnight Club: Los Angeles