I’ve talked a lot here and there about how my background in crude old adventure games was significant to my childhood, but today I fill in the ‘Gaming Made Me’ column at Rock Paper Shotgun with a little homage to the granddaddy of them all, Adventure (or ADVENT or Colossal Cave or however you like it to be called).
Category Archives: My Articles
Bullet Hell
Blogging’s kind of like a long, long video game for me. And you know when you get to a new area and you put the game down and for some reason you don’t get back to it for a while, it gets harder and harder to pick it up with each passing day? That’s how I get with blogging — even when I don’t post here, the world of video games marches on, and so does my work all over the place, and the catch-up mandate opens up like some beast-maw of procrastination.
-Interview: Beautiful, Creative El Shaddai Is Daring To Be Weird — it seems like it’s really “my kinda thing”, and I can’t wait to see it at E3. Related: Shane Bettenhausen (who ended up as biz dev director at Ignition, if you didn’t know) and I discuss El Shaddai and E3 on Sidequesting’s Main Quest podcast.
-Boy Meets Girl: Nival’s Unusual Prime World Goals — these Russian folks are making an online social game with a design that intends to encourage boys and girls to play together, specifically. Do most girls really prefer support roles?
-Interview: Heroes of Newerth’s Marc DeForest On Evolving Business Models — interesting data on how user bases shift depending on a company’s monetization strategy. I MADE BAR CHARTS FOR THIS ONE, Y’ALL. Leigh Alexander, renaissance woman.
-Interview: Crowdstar Raises $23M Toward Growth Efforts From Major Investors — Everyone continues to insist this space is not overvalued.
-Interview: Supercell Talks $12M Funding, Gunshine And Bridging Gaps — Big funding house likes social and browser MMOs. Surprise!!!!1
-Social Media Is Ruining Everything — My fairly controversial piece on the stress of information overload and the ability to have more social interaction than the human mind is made to handle. You can tell which commenters’ parents are currently paying for them to spend four years majoring in new media studies.
Sun Up
It’s finally warming up in New York. Of course, now that I typed that, I’ve jinxed us for another week of 45-degree gray skies and perma-drizzle, because the weather here’s sadistic. Sigh. So I’d better catch you up quickly, because I want to do as little sitting-inside-typing as possible.
While it was raining I finished watching Twin Peaks and started playing Portal 2. Early opinion, besides the obvious “it’s awesome”, is that the people who complain about its length are probably trying to wolf it down too fast. You can play Portal 1 in one sitting, but this one’s meant to be done in small bites, I think. Besides, it’s not like I can rush into co-op while PSN is still down.
I also wrote an article about procrastination and one about escapism over at Thought Catalog, being something of an expert on both of these. I also talked to Randy from Gearbox about games as art. Ha, I mean, I actually kind of did, but we’re more talking about the sophistication of content in an evolving landscape blah blah blah no don’t go away.
The FFVII Letters are still going strong as we approach the end of the game, so stick with us on that. I’ll be sad when it’s over, but then I’ll probably just start playing FFVIII or something. And if you want me to go on a podcast for an hour, having two excellent accents is probably the way to get me to do it.
[Today’s Good Song: Actually, it’s an entire album. Go listen to the new Fleet Foxes at NPR!]
Evolution
Clearly I’ve been thinking lots lately about how your relationship to games changes as you grow older. Games are changing as they grow too, and that has a lot to do with it. (I mentioned “Why Don’t I Lose Myself In Games Anymore?” from Kotaku yesterday and if you’ve been following the FFVII Letters, you’ll recognize some of the themes).
Besides the stuff I’ve already shown you, I’ve also found a slightly more obnoxious way to state my impatience with modern roleplaying games. If you follow my Twitter feed, you might have heard of Suparna Galaxy. For background, here’s a helpful transcription of the conversation that started it all. Then we began to take it really seriously, and a big group of us made a wiki of lore for our fake game world.
Now we have done a podcast with the excellent Big Red Potion crew. There is professional voice acting. There is soundtrack material. And we thusly offer ourselves for interview as the developers on the project. We are very, very serious. I can’t explain it. You should just listen.
And in more straitlaced commentary on the changing gamer, I’ve done a Gamasutra editorial today about the portable platform market and how, with his comments about how people are “too old” for the Nintendo DS, Jack Tretton suggests Sony might be misidentifying the market a little. Still really want an NGP, naturally. I get gadget-lust easily.
In other craziness, I am apparently a centerfold. Look, ma! In good fun, I participated in GayGamer’s ‘PlayNerd Centerfold of the Month‘, following in the tough-to-follow footsteps of friends of mine like Anthony Carboni and Andy Schatz and gave an interview and did a photoshoot. I had so much fun, as the team there’s so cool.
Today’s Good Song: via Pasta Primavera, Loud Valley, ‘The Refrain’ — there is a Red Dead vibe here, I think.
Friends Friends Friends Friends Friends
The FFVII Letters between Kirk Hamilton and I are continuing over at Paste Magazine. Right now, we’re talking about camp and immersion, and how there’s so much silly stuff going on in FFVII – weird minigames, timing challenges, and parade marching. In modern games we’d complain this kind of thing “breaks immersion,” but we don’t seem to be bothered by it in FFVII. We wonder why?
It’s been a lot of fun for us to be reflecting on simpler times in an era of being inundated by next-gen this and social that. The social media climate in particular, where there’s an app for everything and you’re supposed to share it with everyone, is a bit overwhelming. Sometimes it even looks silly.
When I wrote ‘How I Became A Social Media Millionaire in One Week‘ at Thought Catalog last Fall, it was a satire of this business culture that trades investment dollars on ideas and in trends, not products or actual market savvy. This hilarious fake ‘pitch deck’ I found yesterday (via Ian Bogost, naturally) also makes note of the silly sameness inherent in the social media biz (get your fake social media company name here).
And this SUPREMELY HILARIOUS YouTube vid I saw yesterday (also via Ian) satirizes the app developer market really brilliantly: Check out the Brother IntelliFax 2800 App Store. They want developers to be fapping all the time.
All of these apps and all of this sharing. Facebook! Twitter! Ever feel like it’s ruining the meaning of the word ‘friend?’ I certainly do, especially when I realize I have all these virtual strangers ‘friended’ on Facebook. I wanna delete some of them. You do too, right? THEN I HAVE WRITTEN YOU AN ARTICLE: It’s entitled “The Top 5 People You Should Unfriend From Facebook,”and hopefully it will help you out.
I do have some people who are actual friends. Someone on Twitter dug up this old ‘podcast’ — I think it’s from 2009? that Gillen and I did while becoming progressively more drunk on my kitchen floor at my old apartment in Bed-Stuy. Recommend listening at your own risk as we ramble, at times borderline-offensively, on abstraction and immersion — but mostly about hentai games and Japanese fetishes. When I get to the part about how maids aren’t hot in real life because of an extremely non-PC and wince-inducing reason (which I later clarify, but still!), you can hear Gillen ‘helpfully’ refilling my glass again. Good times. Embarrassing, but mostly good.
Post [About] Some Fxcking Cats (And Bulletstorm)
So I did this article about why despite the fact that research shows exponentially more people self-identify as “dog people” rather than “cat people”, cats are virtually the unofficial mascot of internet culture. Even weirder, I assert the cat phenomenon originated in the most aberrant and un-cute of places. Read it, will you?
It relies on the idea that culture’s like a living organism; like a cell culture, maybe, like a species, or like a volatile compound. It compensates for inertia, it evolves around environmental events, against homogeny and in response to its own weaknesses. Weird to think of ‘cat pictures on the internet’ as potential evidence for this concept, but I think it is.
Do you think game culture is evolving? Maybe “game culture” hasn’t really been “a thing” for long enough, but when I look at the way creators represent themselves in mainstream games and the way the consumer culture reacts, I just never see anything changing. Of course, the interesting changes, statements and reactions, are happening at the fringe.
There are things happening in indie culture and in those that consume it that are commentary on or responses to (or against) the mainstream. But in all other entertainment media, you can look at trends in even the lowest-common-denominator works and see that they reflect their times.
Film genres evolve as ways for people to represent and express the way they feel about the things that are happening in their world or in their society. Each period of music history has a sound that correlates to the unique circumstances of that era. Do games do this?
I find myself weirdly depressed reading Richard Clark’s Gamasutra analysis today about Bulletstorm. He, like many people (including myself, in general) is impatient with adolescent violence. The game’s lead designer himself responds in the heated and thought-provoking comments discussion to say he’s an adult catering to other adults; that having fun being immature is not the same thing as catering to teenage boys.
Some commenters seem annoyed that gloriously, silly-stupid violent games like Bulletstorm keep on getting made despite the fact that the primary negative stereotype about games and gamers is that they are silly, stupid and violent. That stereotype doesn’t just make us look weird in front of our friends and families, it results in ignorant government and legal trouble.
Yet others ask an equally-valid question: Is Bulletstorm supposed to feel responsible for “elevating the medium”? Does it need to feel guilty if people think it’s “bringing it down?” It’s just one product, one idea in a sea of many.
I had no problem with the silly-stupid sexuality in Bayonetta because I thought it was refreshingly different camp stylization, so I’m probably not in a position to complain about the visual and auditory stupidity of Bulletstorm.
I bet I’d even have fun playing Bulletstorm. I’m a hundred percent behind the idea of a statement that modern shooters, with their bald heads, sullen frowns, “gritty” landscapes and lobotomized attempts at creating “emotion” through hackish and often offensive storytelling, take themselves way too seriously, try way too hard to be “adult.” I love that the designers see Bulletstorm as a protest of that tradition.
After all, people complained about Bayonetta, I rolled my eyes and thought, “stop taking yourselves so seriously; not every video game needs to be a Good Example.” I felt that letting Bayonetta be weird and naked if she wants to be was a more positive statement than telling me if I wanted to respect myself as a woman I was only allowed to play as a turtlenecked androgyne.
I saw nothing destructive, and I was disappointed that people feeling alienated by Bayonetta prevented them from seeing what a fun, stylish freak of a game she was in.
And I still feel that way — and maybe more others would too, if exploitive shit wasn’t the rule, not the exception. I don’t really fault people for disagreeing with me and for being unable to smile much at Bay-bay-bay’s naked hair wolves. We’ve been looking at CGI boob physics for too long to be anything less than cynical and bored.
That’s probably why some of the Gamasutra commenters are uncomfortable about Bulletstorm. I could sit here and say “but Bulletstorm doesn’t look stylish, it just looks gross and childish,” but plenty of people felt that way about Bayonetta and I saw that as just a matter of taste; that mine was simply different from theirs.
So I see both sides, I guess. Most of all, I’m just bummed that this is a conversation we keep having, that big fancy new games are either so samey-same as to cause no ripple when they sink down quietly in the fast-moving river of this industry — or controversial in the same old way, over and over again.
What’s more boring — an endless parade of man-child bloodbath games, or endless circular conversations about them?
Old Dudes And Internet Romance
Things change so fast, don’t they. By that, I mean there’re some things we accept about the video game landscape that we maybe couldn’t have imagined even a few years ago, like motion controls, glasses-free 3D, or buying small download titles without packages.
The internet’s changed pretty quickly, too. I am not especially old, but as I was an early adopter and eager to get online from a young age, my earliest memories of “going online” are of a glitch-addled land of the weird, some exciting and foreign country.
This isn’t a video game article, but it’s about an adventure I had in the “world” of ancient internet — my first INTERNET ROMANCE, where I was 14 and the poor fellow was 30. It’s a fun story, so please give it a read.
Out With The Old

Are you tired of it by now, how I have big gaps in blogging and then open my newest post with a statement about how busy I’ve been? Yes? Okay, then I’ll skip that part.
Who’s playing Halo: Reach? I must say, I’ve never been much of a Halo, player, which is to say I dabbled in Halo 2 (by “dabbling” I mean ‘held the controller for approx 5 mins, watched someone else play for approx 15 mins, and wandered off’) and never played the others at all.
But it’s easy to see why, regardless of personal taste, the launch of the title has been a big deal from every angle.
Hello, Halo
There’s the business aspect: Bungie’s last game before it’s officially independent, and the information it can offer about trends in packaged software sales. Those are declining, of course, but a launch of Reach‘s scale promises to offer some answers on whether the core gamer will still show up at retail for the right kind of game.
There’s the scope of the tech and design, too; I’m told they rebuilt the engine from scratch and used a mocap studio because having a lifelike world was so important to the game’s aim. There’s the design angle — how do you iterate on such a huge property and still please your core audience? And then, of course, there are numerous critical angles to explore, as Reach is arguably the most narrative-focused iteration in a franchise that no one would have ever called contemplative or narrative-driven in the past.
For someone like me, there were tons of brand-new angles to consider. So I attended the game’s launch in Times Square and covered it for Gamasutra. I interviewed senior staff from Bungie and also from 343 Industries, Microsoft’s internal division that will take the reins from here on out.
Are you worried about the future of the franchise now that it’s effectively changing hands? Concerned by Microsoft’s suggesting that it could decrease the time between installments and annualize the franchise more? You may or may not have noticed that the talented Chris Morris writes on current events for us at Gamasutra now — he sees cause for concern about Halo‘s future.
Doesn’t Anybody Stay In One Place Anymore?
Change is always hard, though — particularly for gamers. Innovation and evolution seem especially difficult to achieve successfully in this space. If you change what fans are used to, they react poorly. But if you give them more of the same — if, for example, a sequel doesn’t change much over its predecessor — they also react poorly.
This has been hard for game developers to keep pace with as it is, but now we’re in a long console cycle where there’s no new hardware on the horizon whereby tech advancements can refresh a property all by themselves. Notice an increasing number of franchise tangents, reimaginings, reboots under discussion? That’s because it’s so hard to sequelize in the current environment.
I’m impressed with the industry’s approach to combating staleness. Lots of designers have told me later that a long console cycle means that development on the hardware itself — you know, the basics — are pretty well down pat, so they can increasingly focus on refining less tangible elements like story, gameplay, and the interplay between the two.
In order to make things evolve and keep gamers engaged, devs are going to have to try some things they’ve never done before, and while they won’t always hit the mark, ultimately an environment of experimentation and learning is an excellent thing for games. It’s pretty exciting, actually — at this point in a long lifecycle you’d expect us all to be getting a little restless and bored, but the future’s full of possibilities that I, for one, can’t wait to check out.
But again, we’re talking about gamers, here, and many of them freak and pre-judge when they see something different. Easy for me to say — even I had a teeny episode of nerd rage when I saw the trailer for the new Devil May Cry reboot. If my reaction had been any more knee-jerk, my cat would have gone flying across the room.
So I decided to examine the deceptively complex situation in an in-depth analysis at Gamasutra. What a double-edged sword for Ninja Theory, appointed as the new steward of a beloved Japanese franchise. I don’t really envy them at all. I admit, I don’t like it much more than some of you guys do, but let’s be optimistic, because one trailer is not at all enough information on which to create a judgment.
Part of my hesitation comes from the ways I don’t like to see Japanese art and design trends so quickly sloughed away in the eagerness to “globalize.” Certainly, something’s gotta change over there, but I don’t know if the reason Japanese games don’t sell in the West as well as they used to can be fixed by exporting properties to European studios. We’ll see, I suppose.
All Together Now!
All of the major interviews and coverage I’ve done in the past few weeks, in fact, seem to point to the theme I’m discussing here: Innovation, freshness, evolution and change. In case you have missed:
Interview: Atari GO Goes For Online, Social, Mobile Publishing Strategy — The head of Atari’s newest and largest online publishing initiative explains why being a true online publisher is a key survival strategy in the changing climate.
In-Depth: THQ’s Farrell Thinks Outside The Old Hardware Lifecycle — speaking to investors, THQ’s CEO talks about our new climate and where publishers would be served to reallocate their attentions.
Interview: DeLoura On The Rapidly-Evolving Tools Space, New Divergence — longtime tech strategist, most recently of Google (briefly), talks about changes in the development tools space that both respond to and influence changing business models and design paradigms. Similarly, they’re both creating and reacting to a major gap between the AAA and the new mobile/social/indie space.
Interview: IGN Provides Free Office Space To Indies With New ‘Open House’ Program — speaking of indies, IGN has a cool new no-strings-attached program to support and network with indie developers.
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Interview: Building On BioShock 2 With Minerva’s Den — And pursuant to what I said on the narrative-building side, our friend Steve Gaynor talks challenges, opportunities and process in creating a compelling tangent to BioShock 2 and the world of Rapture with the new Minerva’s Den DLC.
I Ain’t Done, This Ain’t The Chorus
I have written a satire of the Gizmodo-browsing, startup-starting, latte-drinking social media entrepreneur over at Thought Catalog. It is all intended in good fun, so please read How I Became A Social Media Millionaire In One Week.
Going to GDC Austin? Are you a student, aspiring student or recent grad? If not, does the sound of me standing behind a podium asking questions of teachers who are sitting at a table sound awesome to you? Did you answer ‘yes’ to any of the preceding questions? If so, have I got the panel for you.
My article on first-person shooters is in GamePro’s October issue, which I think might still be on newsstands. I don’t know! I forgot that I even wrote it! I’m sure I’m forgetting some other things here, but hey, this is enough for you guys, right?
So lastly, I want to thank everyone who has checked out Babycastles and made a donation to help their fundraising efforts. Since I pleaded for the support of the SVGL Army, fundraising has really ramped up, and we owe so much of that to you guys, and those of you who passed the word along. Thank you so much for believing in the ideas that are important to me and my friends. I can’t say it enough.
The New Immersion

As social networking has surged, I’ve found myself blogging less. When I began SVGL, I used to post sometimes multiple times per day, if my time permitted; I was full of ideas and I loved having the opportunity to regularly connect and engage with the community that was building itself here.
So I’ve observed the slowdown in my blogging habits with some concern. Has it meant I have fewer ideas now? Am I just too busy with my pro work to keep up my dear little blog anymore? Am I less interested in video game conversation than I used to be, now that the majority of my waking hours are spent in that space? Am I burning out, or something?
Then I realized I still produce just as much community content as I did before; it’s simply taking a different shape. Many of you have transitioned with me from SVGL to the venues I use with far more regularity: Twitter and Formspring. I imagine that if one accumulated the sum total of text related to the video game community that I place on Twitter and Formspring on a regular basis, the result would be pretty parallel to the amount of content that I used to produce blogging. I’m still sharing my ideas with the community; it’s just taken on a different shape.
I remember when N’Gai Croal, one of the most venerated writers doing the work that I hoped to join, began to post less on his Level Up blog. Alongside that, he was becoming a real power Twitter user. I didn’t see the point of Twitter at the time; “why would anyone be interested in what I am doing all day, and what do I care what all these strangers had for breakfast,” I wondered. When I heard trendy folk saying that Twitter was anything close to “journalism”, I was scornful. It seemed preposterous.
I teased N’Gai a lot about his early-adopter Twitter evangelism. But he is well-reputed among us all for his prescience and his big-picture thinking, and I now realize that at the time, he had immediately realized something that took me a lot longer to grasp: Twitter is a brilliant communication platform, and it does, in fact, serve the same function for many that a lot of blogs do.
The first time I attended events like GDC or E3, people came up to me and said, “oh, I read your blog.” The most recent time I attended these events, people came up to me and said, “oh, I read your Twitter.” I found it bizarre, but it makes sense.
Twitter and Formspring are quick-hit, instant-access experiences. 140 characters are more effective than 1400, sometimes. Rather than cull my RSS feeds and read sprawling forum threads to discover what the community is interested in and speak to it, you use these social networking venues to bring your interests to me directly (that plenty of Formspring questions are about my sex life and shoe size or whatever is an unfortunate side-effect).
And I realized recently that these new media are having a similar transformative effect on the video game industry. We’re being trained in this socially-networked era of bite-size communications, and all media are evolving alongside it. I used to read music blogs to discover new songs, but now I simply follow those bloggers on Twitter and when they post a new track, I just pick and choose what links to click from their feeds. My favorite book right now is a reflection of these new fashions of interaction.
When it comes to video games, sales of traditional 60-hour packaged software video games are declining, but sales of smaller, easy-access digitally-distributed titles are on the rise. Even someone who was a “light” gamer before has new options: instead of downloading and installing some kind of PC executable, they’re playing iPhone apps while they wait for the subway.
Much conversation takes place in the social gaming space about how they will cannibalize the console industry, as if the two platforms were mutually exclusive. This message is often reduced to its barest bones, and translated as “Facebook games are the new ‘video game’, and console video games will cease to exist.”
Certainly that message is worth scoffing at; gamers still want depth. But the way they want it delivered is definitely evolving; social media is gaining steam, and we, the primary ‘gamer generation’, are growing older. Maybe the adolescents of the coming era are begging not for a gaming console, but for a Steam account. We want our content available in an accessible, jump-in-jump-out way. We want it always on, always there, living intangible and persistent on invisible digital strings.
But these rising trends are having massive impacts on the economic models of the businesses they’re enabling. To use the music example again, I can listen to 20 new songs a day if I want to, just by following artists and music bloggers on Twitter. Do I spend money, though? Not too often. I buy records often when I’m in love with a band, but I listen to free digital music much more. Most of the music I own, I found or someone gave it to me. How are bands supposed to make any money?
That the game industry is so high-risk has been my greatest lament regarding traditional games; when success is so hard and so much cash is required to even give it a shot, no one wants to lose millions because they tried something new and interesting that didn’t work. If people are buying fewer console titles — and they are — then the game industry becomes even more hit-driven than it used to be.
We’ve always looked to indies to use their freedom and agility to create real innovation, but independents have long had challenges of their own — low risk doesn’t mean no risk, and lower cost doesn’t mean “affordable.” If indies can’t reach their audiences, they’re still disabled. And broke, probably. The upside of this online shift in the way we consume is that the indie scene becomes even more relevant. When the real good content is discovered by crowdsourcing on social networks and obtained by a one-click download, the playing field of AAA guns and indie developers looks a lot more even.
That doesn’t mean I feel convinced we’re not losing something in the transition. My least-favorite phrase in developer interviews used to be “bite-sized chunks.” Not only is that aesthetically unappealing, but to me it spoke of a design philosophy that eschewed depth in favor of accessibility. I’m still not so sure it doesn’t.
I hope I never stop blogging, and I hope game developers will still make hours-long walled gardens for me to escape into, just like I’ve done since I was a little girl. There’s hope for console devotees in games like the rightfully-flourishing Red Dead Redemption, which seems to face an easy skate from here to Game of the Year for pretty much everyone. One can play that game for hours. One can also play it for five minutes.
The chronology of the gaming consoles I’ve owned is now finished over at Thought Catalog. I notice a marked decrease in sentimentality from the first installment to the last. Chalk it up to nostalgia, but my changing relationship with the landscape has a lot to do with it, too.
Squeaky Clean

Dear ‘gamers’ — I’m surprised at you. You have been showing up here at Sexy Videogameland to swoon over Catherine trailers; you pile on my Formspring to ask me about my nerdy Metal Gear Solid theories (when you are not asking me creepy questions about my sex life and/or shoe size). If you are really cool, you’ve tossed a couple bucks the way of Babycastles, because you believe that the work of indie designers should have a home in New York City. To be a part of something special! For the future! For your children! Or because you want a copy of We Love Katamari autographed by Keita Takahashi, whatever.
You don’t just enjoy video games; you love them and you live them. Maybe you grew up with them, like I did, as described in my current series at Thought Catalog (now up to Part Two! Part One is here.) But when I told you about how developers tell me some game publishers overuse focus testing to rationalize developing only formula-driven, risk-averse status quo video games, (thus stifling creativity and making innovation scarce) so many of you shrugged breezily and told me, “it’s just a business.”
It’s naive and idealistic to think that games are more than simple consumer products and that there’s more potential in the medium than its ability to make tons of money. So lemme be naive and idealistic — I’m the one that has to get up in front of everyone and yak about it, so you guys can nod along or not.
So, uh… why aren’t you all nodding along? Are games just consumer products to you, like soap or something? At Kotaku this month, I examine the schism between our experiential, artistic and emotional fondness for games and the biz-driven “product” identity games have carried since the 1980′s when they were sold as novelties beside VCRs and music players. Check it out!
Fun ‘insider info’– while editing my column Stephen Totilo and I took bets on how long it would take someone to post a picture of Soap McTavish. Guess how long it took.
Wii remote soap in the image was found here, along with some other pictures of crazy/awesome video game soap. The new banner was a present from Matthew Carstensen, who has a pretty interesting blog.
Today’s good song is the chip-ish and flipping excellent cover of Japandroids’ Wet Hair done by Teen Daze. I’m posting it here rather than tucking it away in brackets because it has a game-like sound you guys might like. This looks like a fan-made video done, appropriately, to animations from the Scott Pilgrim video game.
And while I am slamming amazing things into your faces, let me remind you that you pretty much have to get the soundtrack to that game. Duh, Anamanaguchi.
Remember when I did an interview article on them circa 2k9? Think I said they ‘might break through’. Think I was ‘totally right’.
