The End of GamerGate: What They SHOULD Have Done

The GamerGate movement drew its last breath this morning (10/17/2014) as the progressive feminists got their message out to the mainstream liberal media, including the Washington Post, the New Yorker, Rolling Stone, CBS News, the Huffington Post, and Entertainment Weekly.

The crusade against faux journalism in the gaming community has suffered a devastating blow today, and the fems fought back the only way they know how – with faux journalism and the mainstream liberal media.

Why did it end this way?

To answer this question, let’s look at what GamerGate did right and what they did wrong.

GamerGate started a campaign with the Twitter hashtag #GamerGate.  This was a brilliant move.  It made the social media tune in and pay attention, regardless of what side they chose to take.

GamerGate somehow got Intel to pull ads from Gamasutra.  Again, brilliant.

And that’s about all they did right. What followed were death threats stemming from poor planning, poor organization, poor communication, and poor management. Here’s what they SHOULD have done.

Meet in secrecy – most of the GamerGating took place on 4Chan, a site that anyone can view, including your enemies.  This is just plain stupid.  You keep your information and plans secret and launch full force, hence the element of surprise.  Are you really gamers?  Do you know anything about tactics, strategies, etc?

SCREEN YOUR PEOPLE – anyone could use the GamerGate hashtag.  That’s a problem.  You’re gonna get some crazies riled up, and you should prepare for that with a social media agenda and moderator.

BE SMART – The blow to Gamasutra with Intel pulling its ads was phenomenal.  It got mainstream media coverage.  They had the fems by their hairy balls.  What they should have done was laid low and planned their next move…everyone should have been informed to be silent until the next strike.

Designate a face – the management of GamerGate is laughable.  Who is the leader?  No one knows.  A movement needs a face or a voice to be in control, make decisions, and talk to the media.  Not just a bunch of random Tweeps saying “this didn’t come from us.”

Plan ahead – they should have seen the fems going to the mainstream liberal media a mile away.  That’s the very first thing I would have planned for.  I would have done a pre-emptive strike by contacting conservative media, since they have a wider audience anyway.  Then, you would have had a larger voice, support, and funding.  But no, you chose to be libs yourselves…so stupid.

Get ORGANIZED – if one of your members threatens death or something similarly horrific, you immediately contact the media, denounce that person, and exile them from the group.  Otherwise, the progressives take advantage of the situation, which is something they are masterful at doing.

In summary, I’m glad that GamerGate is dead.  It was a poorly thought out movement with some minor victories against the well-established liberal propaganda machine.  It’s too late for the “Gate,” but maybe we can have a civil organization rise from the ashes and maybe follow the prescription I’ve laid out here?


The Awakening of the Goddesses

Please download and share the mp3!

The Creation of Hyrule – A Musical Interpretation
Part I: The Awakening of the Goddesses

This is part one of a musical interpretation of the creation of Hyrule, as shown in a flashback in Ocarina of Time. The twist is, I incorporate the Metroid history into the story, so you should at least be aware of who the Chozo were and the importance of their statues.

The story, as I envision it, is that far into the future of the Metroid timeline, the last living creature in the galaxy has died out. (From metroids? From the X-parasite? From phazon?)

Early in the history of the Chozo, they discovered, were given, or created the three triforces. At some point, they used their abilities to foresee the cataclysm of the galaxy. With their knowledge of genetic engineering, biomechanics, and the power of the triforce, they created 3 super-human clones of Samus Aran, each endowed with abilities corresponding to one of the three triforces.

These women and their triforces were hidden in 3 Chozo statues, made of an advanced material (solid Phazon?) and were programmed to sleep until the triforces awakened them when all life in the galaxy had perished.

The first part of this piece is a bass playing alternating D minor and Eb minor triads. The D minor triad is meant to signify the three goddesses: D for Din, F for Farore, and A for Nayru.

This slow brooding part with the alternating bass chords at the beginning is similar to music from Super Metroid when the Chozo statue awakens. Thus, it is meant to symbolize the activation of the triforces. The building percussion represents the statues beginning to break up.

When the cello, viola, and volin double the bass chords, that represents the awakening of the goddesses. The cello is Din, viola is Farore, and violin is Nayru. Towards the end of this phrase, the three goddesses are each awake, as indicated by the divergence in chords from the bass. The bass becomes more and more quiet and the strings and drums become louder as we progress, indicating each goddess is awake and her triforce is active.

When Din is fully awake, she (the cello) is assigned the Bb, Ab, Gb, F arpeggios from the opening of the original Legend of Zelda. Farore (viola) is assigned an original harmony to that theme, and the drums are now beating in the rhythm of the horn section from the overworld theme of A Link to the Past. Nayru (low violin) gets the melody from the opening Zelda theme.

A second, higher violin joins in, which is symbolic of the active triforce glowing and giving instructions (via radiation?) to the goddesses to terraform the new planet Hyrule.

As the triforce completes its message, a guitar slowly plays the secret jingle with the drums, indicating that the message is received, and the mission can begin.

The final blast symbolizes the three goddesses rocketing away from their dead galaxy at incredible speed. The guitar has a D minor chord, and the cello, viola, and violin each quickly descend the D minor scale, with cymbal and percussive hits for emphasis. The mission begins…

Quiet, Please! An Indie Puzzler with Charm in Spades


Quiet, Please!

An Indie Puzzler with Charm in Spades


Quiet, Please! is an indie game developed by Nostatic Software. It is available for free on Android devices and for $0.99 for PC. I will be reviewing the PC version. I should also note that the PC download also comes with the sequel, Quiet Christmas.


Quiet, Please! – an indie game for those of us who enjoy our quiet time.

Quiet, Please! is the story of a young girl who just got home from a very noisy day at school and just wants to have some quiet time. The problem is, she arrives home only to find her neighbor mowing his lawn, her father watching TV at full volume, her mother gabbing on the phone, her annoying little brother bugging the heck out of her, and kittens who just want to play! Surely everyone can relate to the premise of this game.

The fun of Quiet, Please! is in solving various inventory and environmental puzzles around the house to get everyone to be quiet so you can get this kid some sleep. The puzzles are not difficult at all, and even novice gamers should be able to complete this game within 30 minutes or so.

Without spoiling too much, the first problem is to get the neighbor Mr. Peabody (who sure looks a lot like Ned Flanders) to stop mowing his lawn.


Neighbors mowing their lawns…the bane of every quiet-lover’s existence!

You can’t sabotage the mower directly because he’ll see you. What to do? Notice the sprinkler next to the dog? You try to turn it on, but the dog barks at you.


He doesn’t look like he’d bite!

Your first dilemma. You’ll have to do some searching. You go inside the house only to find what in the refrigerator?


Take the steak while mom gabs away on the phone.

That’s right, a big juicy steak! Dogs love steaks! Eureka!


Listen all o’ y’all, it’s sabotage!…but not quite yet.

Now that the dog’s occupied, you can turn on the sprinkler and sabotage that lawnmower! But with what? And so Quiet, Please! continues, offering you several puzzles to solve with common household items.

This is one of those games that is just so charming, that it would take the darkest, most hardened soul to dislike it. Come on, just look at these graphics! Quiet, Please! also has quite a few laugh-out-loud moments, particularly in the discovery that mom is quite the lush, and from the many one-liners from the ADHD-addled little brother, who in my opinion is one of the funniest characters in video game history. (The little brother is even funnier in Quiet Christmas.)


It took me forever to get this little guy to stay still for a decent pic!

Many will also find some dark humor in the sheer amount of property and belongings this little girl goes out of her way to destroy just to get herself some peace.

Much of the game’s charm comes from the simple gameplay that reminds me of a text adventure or a point-and-click adventure on old computers. But there is also much joy to be found in many of the situations themselves. Only Quiet, Please! could make a gaming mechanic of washing and drying laundry actually fun.

Quiet, Please! is a reminder of a time when video games and life were much simpler and much more enjoyable. I hope you find it as great as I do.