Archive for the ‘Reviews’ Category

Review: inFAMOUS 2

Thursday, June 16th, 2011

By Michael Jordan


Sucker Punch, Single player, $59.99, Playstation 3

Since the original inFAMOUS, Sucker Punch studios have been striving to startle the line of the Hero and villain mind set, and for an intro to the franchise, Sucker Punch hit is out of the park on the get go with inFAMOUS. The skills where solid, the story was interesting, and the reasoning behind the good or bad actions was validated with the hierarchy of the story. One sinking flaw, was the chooses that where set in front of you being to overbearing right off the bat with no real middle ground or gradual lead to being a hero or a villain, making you a saint that understand that beyond one’s personal needs the bigger picture with death facing your loved ones or a selfish asshole that will kill anyone in site for funnzies. Then enters inFAMOUS 2, sorting everything thing out, and in many ways paving over the choses made from the original, in the favor of a more neutral good, perspective.

Right off the bat, fans will notice that the game is smoother right out the gate and has greater graphical fidelity than its predecessor, with newcomers to the series noticing a game that is graphically amazing when it comes to clear and crisp draw distances. inFAMOUS 2 really sets to explore the color palate this time around which is extremely welcome and enhances the visual style that is trying to be portrayed. Cole look and acts more free, and confortable in his body, giving him a great deal of character, that the original failed to achieve. This also extends to Cole’s new powers, as well as other characters Cole ends up meeting.

The mechanics of how the player ends up running, jumping, grinding, gliding and smashing their way through the world is marvelous. I have yet to see a game that allowed me to move so fast through its world while exercising and understanding of limitations to the powers given to you. This ability is further accentuated when you want stop really quickly to pick up a power up you might find, stop a robbery, defuse a bomb, or any of the other mini events you might find throughout your travels.

When looking back at the story and the moral system, I find it a lot more focused on strategically ideology; I could blow up a generator to fry a bunch of baddies in my way, while risking the lives of the many innocent people to help save my own ass, or a could take the more dangerous option of heading in and taking a couple rockets to the face while saving the people of said area. Players might also be a little shocked to see how they deal with the ideas of racism of the Deep South, and the ways of overcoming it or destroying it. No matter what path you pick the game will leave you emotionally jarred in the end, and shows exactly how this style of storytelling should be done.

The unique addition of user generated content functions well, but is otherwise unneeded, and just lets players experience more of a game they will undoubtedly love in the end. It is simple to use and even simpler to interact. You can customize your search to see newest, top rated, and more, while you travel through New Marais saving the day or destroying it.


So what’s the verdict?

10/10

At the end of the day, inFAMOUS 2 is a one of the best games I have played all year. It is a strong, highly polished game with no visible flaws that I noticed, and it is as damn near perfect as it gets for this style of game outside of some personal direction preferences that every player of any game has. Great set pieces, voice acting and a great feel to the setting, push the overall game to a new standard for triple A titles. Buy It without hesitation .

iPhone Review: Treasure seekers II

Friday, January 14th, 2011

By Michael Jordan

G5 Entertainment, 1 player, $4.99 iPhone, iPod touch.

As the Hide and seek genre becomes more and more complex in nature, it is nice to see that it keeps its relaxing style of gameplay with the added bonuses of quick pick up and play, added mini games and puzzles that are starting to define this style of game and give it shape, providing a deeper and less repetitive style of gaming that we see on most iOS games.

Easy to play and wonderfully done, Treasure Seekers II is a great addition to your portable device, providing you with a break from the tension of most gaming out today. I remember when this style of gaming first game to the PC, and I have to tell you, I was not a fan. Boring still images with no movement, cluttered with items for random reasons that have no purpose to what your actual doing and a just plain bad story that makes no sense when compared to what you’re doing. Treasure Seekers II has effectively taken what so many have done wrong with this style of game, and made it right. You will not feel like most of this is at random, instead you will be given tasks to find things in the environments and solve puzzles that are more than practical in to the troubles that fall on the character while she tries to find her missing brother, how is looking for the philosopher’s stone.

The game itself is beautiful and smooth, everything seems in its place and it’s easy to pick up and play. The hint system makes it easy for players to decide how much time they want to spend looking for each item as well as set there difficulty they want to experience the game at.

The story is simple and laid out for the player through a set of paintings, which the player will go in to and explore. Each area being just enough time that it needs to be, and not to heavy handed on complexity, as to lose the player, but enough to draw their attention.

The sound is simplistic and may be the low point of this game, making you wonder if they could improve it without ruining the relaxing experience. But even with that said, I feel I would have liked a little more in the way of sound.

To me, a simple and relaxing time is well worth its price, easy to use, with enough diverse mini games and puzzles to keep you playing without getting sidetracked. We also have to look to see if this game is for everyone, and how they would react to how this game works, which might mean this game is not for them.


So what’s the verdict?

7.8/10
While it does limit itself by the genre that defines it, it is still a fine game, and fun to play. A lot of verity breaking up the main mechanic gives it more of a all around appeal. I would have to say this would be a welcome addition for anyone that likes simple and relaxing game play. For them I will have to say Buy It.
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On a side note if you would like a chance to win this game check out their facebook page for info on how.

iPhone Review: Virtual City

Thursday, January 13th, 2011

By Michael Jordan

G5 Entertainment, 1 player, $2.99 iPhone, iPod touch.

With the growing popularity of city building games coming out, it is nice to see that other companies are trying their hand at the market, and today I can tell you they are succeeding. Virtual City shows us that you can take the classic idea of city building, and make it simpler as well as deeper.

I must state that I might have a bit of bias to city building games. Games such as SimCity as well as Tycoon series have single handedly kept me going throw many of the gaming dry-spells when I ether don’t have money to buy new games or when there are no new games in sight to play. Unlike its SimCity brethren, Virtual City feels more intimate, with a series of unlockable buildings gained through a series of puzzle style missions that give you a a vastly different style of play then just “Build a city.”

The graphics are more colorful and cartoony then most city building games, which I think is a nice change of pace. Being very simple and easy to access will make picking up this game simple and easy, but not too easy as timing to get perfect rankings on levels throughout the game will slowly become more and more challenging.

If you want to just play with your unlocks or have a fun time building your own city, Virtual City has a sandbox mode that will allow you to build a set up your own city. In this mode you will have complete control to build your own city as well as managing your own goals, setting your traffic, garbage routes, and what products go where.

One of the most interesting things about Virtual city is the ability to set up full production of items that you can send to your market or other cities, that are next to yours. If you would like to make some pies, you will need a grain farm, dairy farm, mill and bakery. Products and materials will need to be managed to interact with each other, in a simple, yet progressively more challenging way.

Hands down I have to say this is a great start of the New Year for G5 Entertainment. The game is easy to access and just the right fit for portable city building without being dumbed down. Buy It!


So what’s the verdict?

9/10
Hands down I have to say this is a great start of the New Year for G5 Entertainment. The game is easy to access and just the right fit for portable city building without being dumbed down. Buy It!

iPhone Review: Riven: Sequel to Myst

Tuesday, December 28th, 2010

By Michael Jordan

Cyan Worlds, 1 player, $5.99 iPhone, iPod touch.

I feel like mobile gaming has hit a major milestone with the release of Riven on the iOS. Originally being released on a whapping 5 CDs, this is one of the largest releases for the iOS physically and figuratively, coming in at about 1 and a half gigs, and looking as beautiful as ever.

Riven is hands-down one of the best translations of old school point and click adventure games changing platforms. The controls are fluid as water, and I dare say, make this version the definitive experience.

Following the footsteps of Myst, the ironically named, Riven: Sequel to Myst, leads players through the crumbling Age of Riven. The player must navigate the world of Riven in search of Atrus’ wife Catherine, who has been captured by the self-proclaimed ruler of Riven, Gehn, Atrus’ maniacal father. While the narrative is meant to be experienced through the world, actual narrative direction is practically none existent which might confuse and mislead players on what they are support to do if they are new to this series.

Now I will say that this game does fell slightly dated, and I really feel that this was a missed opportunity to completely revamp the game, converting it to a full 3D world that would give the player the ability to walk through, and not just click through a series of still images with a handful of CG movies. Never the less the game is still beautiful as ever, which is good considering you will be staring at some screens for quite some time trying to find what you need.

With that said, this game suffers extensively as well as prospers from the same thing; the fact that this game is not mobile friendly at all. While playing through this game on a mobile device one must realize that the majority of its players will be playing this game on the go, leaving important codes, imagery, and even players location lost in the tide of their everyday lives. These improvements would seem to be a standard for modern gaming, as this game is a now a modern release for a modern platform, I cannot excuse its lack of helpful direction or mapping of any sort. This makes the game frustrating when having to put it down for too long to do something else.

One of my favorite aspects of this game is the all-encompassing ambient sound that just projects the crumbling world of Riven. All sound queues and music are still perfectly preserved and are enjoyable with or without headphones (I favor the headphones for this game.)

Looking back, we see the evolution of gaming in stages that are familiar to us, as a nostalgic link to the past through modern gaming. We now see the iOS bridging one of the major cross-roads of computer gaming reading the now more powerful handheld space that personally was aweing to me, and I believe will be aweing to everyone else filmier with gaming in the late 90s.


So what’s the verdict?

8/10
Even with it’s lack of adaption necessary for the mobile space, Riven is still beautiful, smooth, and totally immersive, as long as your willing to sit down with the game rather then playing it off and on as more of a mobile game. New players to the series need to play this, old players will want to play this. Buy it.

iPhone Review: BattleStar Commander

Wednesday, December 15th, 2010

By Michael Jordan

Bulkypix, 1-2 player, $0.99 iPhone, iPad, iPod touch.

When I was a young lad, there was nothing more that I liked then playing strategy games. There was just something visceral and fun about it; taking my tiny little army to crush some heads after building my base to how I wanted it. But wait; fast forward 15 years and what to my eyes see? BattleStar Commander came to me this year as an early gift of nostalgia with a new twist to save me from the December shopping blues accompanying me to every fitting room, shoe shop, restaurant line, and even seasonal gaming events.

One of the most difficult game brands I would think to translate over from the Computer Platform is the strategy game. Unit control, slow paced build up and even quicker reflexes over a map that is not entirely visible are just some of the major challenges that must be considered. Enter Bulkypix to turn the idea back on its head and redefine the concepts of strategy gaming for iOS platform. Being almost 1/3 table top strategy, 1/3 action strategy, and 1/3 tower defense, BattleStar Commander (BSC) has become one of my favorite concepts of this year, all be it a little difficult to control. The game runs smooth and loots great. Taking a journey over many different landscapes and planets, to complete a huge verity of challenges to earn cash, medals, as well as improve your rank.

The table top strategy end of the game is shown through its turn based system that gives players about 10 seconds a turn to maneuver there ships, attack key points, as well as produce units to fight. When the players 10 seconds are up it is up to the opposing player to do the same while they try to defend using Laser Cannons, Gamma Cannons, and missile launchers in a tower defense styled part of the game, with the player controlling each tower and flicking shots at the opponent. Action strategy also plays a major part in all this as you control each and every individual unit by flicking them in the direction you want to go and attack, making this system easy to understand and viable while relaxing anywhere you might happen to be.

There is a slight RPG system in place with the use of currency used to buy upgraded ships (if destroyed, these ships will not carry over to other missions so plan wisely) Repair and upgrade armor for you base/mother ship to allow extra protection or more ship production, and buy a variety of towers that will allow you to defend agents hostile attacks as well as asteroids when traveling through space.

I will say that there is one thing that slightly upset me buy is very manageable and does not have to do with anything major in the game, and that the game tends to rotate from menu to game play, making you face the phone upside down, which is very bothersome and makes you wise the menu interface was designed so that you would not have to rotate the phone at all, but this is just a miner grip and is barely noticeable when logging many hours in to this game while waiting in lines or playing at home.

So what’s the verdict?

9/10
This is a must buy for anyone looking to get in to strategy on the go, simple without being too simple, fast pace and fun, all at your fingertips makes me tell you to BUY IT!

iPhone Review: Mystery of the Crystal Portal 2: Beyond the Horizon

Friday, December 10th, 2010

By Michael Jordan


G5 Entertainment , Artogon Games , 1 player, $4.99 iPhone, iPad

Now typically we see games explored through player interaction and reaction from the game environment. This is nothing shocking to anyone even remotely close to reading this. Something that so many of us miss is how much work actually goes into it and is usually lost in some sort of gamer tunnel vision. this is where Mystery of the Crystal Portal 2: Beyond the Horizon(MCP2) comes in and will always be, a shocking reminder of what we miss in looking at video game visuals as a whole.

There are some slit issues with playing a game like this, and it is more of a philosophical issue then an issue with MCP2. We tend to have our minds set in the idea that all games need to have some tension, even in puzzle games, where a timer or something of this nature is always ticking away, stressing our minds to try and find the answer. Now, I am not going to say that MCP2 is a great game, but I am defiantly say it is a good and competent game that has more uses to its player then what they can really see at face value when you play it.

Let’s just start off by saying, this is a beautiful game on the iPhone, and really makes it easy to look at for long periods of time, which is good, because you will be looking at every inch of the screen, trying to find the next piece to the puzzle to advance. Gameplay is based on a type of hide and seek method, where players need to find highly detailed items scattered throughout your landscape to advance though the levels (8 in total) and is occasionally broken up between 8 mini games. It’s a simple idea that plays out simply. Relaxed, visually appealing, and a simple game play concept that will keep you engaged. It only makes me wish this was in a 3D space instead of their 2D space, just so I could explore more around me.

I would like to now explore what this game can do for you, its players. As I touched on before, most of us tend to look past the area around our character, most the time we rarely give credit to those we should unless it is in a cinematic. (MCP2) really makes you open your eyes. It was almost shocking to me how many times I looked at an area only to find something new with every step of the puzzle, which was there the whole time. It was mesmerizing to see this happen and is really what drove me to complete this game.

So what’s the verdict?

7/10
While being a very competent game and beautiful the game is lacking the type of diversity that I would hope a game of this nature would hold but still gets high merits for what it can really do and show the player as well as looking and sounding really beautiful and relaxing. This might not be a game for everyone, but the people who try it will really appreciate the virtue of this game. I would say You at very least HAVE TO try it.

iPhone Review: Survivium

Wednesday, December 8th, 2010

By Michael Jordan

BulkyPix and Little-Worlds, $0.99(also has online item store) 1 player offline/online dueling and leader board, iPhone.

The gaming world never ceases to amaze me. It is a true breeding ground for unique ideas, worlds and scenarios. Today I have in my hands Survivium, a quite unique title released on the Apple Appstore earlier this week. I have seen quite a few apps in the last couple of weeks, and by far is this the most unique. Your goal in Survivium is to create a virus, and not just any virus, but a virus to kill all viruses.

Making a virus to your fancy is made fun and simple (as well as oddly funny and cute, considering your making something that would probably wipe mankind from the face of the earth if real) Starting with a name of your choosing,(mine being T-Virus to start with), then moving to the body, eyes, and up to two accessories(such as hats, noses, and even a dead octopus.) Next you will come to the Virus action customization screen that has 12 basic instructions to program the genome of the viruses, from Eat to Clone (you start off with the basics and unlock the other 8 instruction as you complete training missions.) Once you have finish this step it is time to try out your virus against the A.I. Viruses in your training missions to unlock more customizable options and accessories, and when your finally feeling confident, its time to try out the other game modes.

The game is divided up in to 3 game modes: Training missions (kind of a practice set of viruses to unlock goodies and to test out and play with your viruses), Inter-virus duels (duels to test out your viruses against each other), and on-line duels (which as you upload your viruses to the cloud where people challenge each other with their submitted viruses).

Now one of the key things that struck me was the way they got around the idea of match set up for the online component and leader boards that was quite interesting. When you finally up fell up to the task of taking on the world with your virus, you literally upload it to their database cloud and will now be able to challenge other with your virus, but once you do this, remember you can no longer edit your virus AT ALL. I found this out the hard way, and would have really liked to at least have a warning. Other than that the online functionality and duel matching really comes down to a secret war of wits, hiding your genome instructions from players online, leaving you to try out and test every possible strategy and to really get comfortable with understanding how it all works, which is somewhat addictive in nature, and gives me a little bit of a feeling of nostalgia, reminiscent of the days when everyone on the block was playing the latest card game.

The game does have some solid game play and new and interesting game play, but it is still not perfect and has room to be improved, which I hope will happen in the future when the games bearings are settled in to the Appstore. The instructions for your virus tent to leave you a bit puzzled, or acting in ways you didn’t think they would after reading the description. A nother problem that might put some off is the fact that once you use up your first 50 duels online, you will only be able to do 3 duels a day, unless you want to buy more, which honestly was not a problem for me, but it is something to take note of.

So what’s the verdict?

8.5/10
It’s an amazing game well worth the price, a way better than many of the games in the top 10 of the Appstore. Its flaws are nothing to its triumphs and should be finding itself a nice worm spot in the top ten if it gets its name out there. Buy It.

iPhone Review: Espgaluda 2

Wednesday, December 8th, 2010

By Michael Jordan

Cave Co., Ltd., 1 Player, $8.99 iPhone 3GS/4, iPad, 3rd Gen iPod Touch 32MB/64MB

Now I don’t know about most of you but there is one game type that will never get old for me, and that is Shmups. When living in Japan, I could not help but to go and at least spend 100 yen on a game or two. It was a feeling of pure nostalgia from back in the days, when arcades were the place to be State side. Now to my surprise, the iPhone of all platforms (missing the standard equipment of a joystick and at least 2 buttons in favor of a touch pad) is quickly becoming the new home for arcade style Shmups, and boy is it good.

Espgluda 2 is one of the most beautiful games on the iPhone and iPod touch. A pure joy to play, every time I pick it up. The great sprite work mixed with immersive backgrounds is truly something to behold on the iPhone. The fast pace but smooth environments and skills used make for a beautiful mix of player interaction and environment.

The controls are selectable for all player styles (even the option to pick which side the buttons appear), skill, and will vary depending on the game style you choose. In the iPhone play style version ; Simplified, players only control the Awakening Button (the main point and massive bullet wave dodging skill that turns all enemy bullets in to gold when inactivating it.) and everything else on auto; Normal, Players control the Awakening Button as well as the Guard Barrier(A skill that lets you charge up a powerful blast while taking no damage from enemies.) with the rest on auto; Expert, where players control Awakening, Guard Barrier, Shooting on/off, as well as letting the player to change their firing pattern from a more spread out firing pattern to a focused beam attack that does more damage to whatever is in front of the player.

But once you enter the Arcade Mode, the game almost changes to a different beast, with the changes to the Awakening Button. You will no longer be able to get the brief break from the bullet spray that you had in the iPhone mode, but instead gain the ability to slow all bullets and maneuver around them with ease while having a more powerful standard attack until your gems run out in which case you will keep the stronger fire power but enemy bullets will travel at twice the speed. This also makes the only way to gain gold, by actually defeating the enemies that fired the bullets. You may not gain any gems at this time as well, increasing the risk and reward style of this mode.

Now while most of you will be reading this and beating your chest yelling at the idea of playing games on a touch screen is for casuals and ruins the Shmup experience, let me just ask you if you have ever played a Shump on the touch screen? If not there is a free demo, which if you have not downloaded already and then complained, all I have to say to you is “Fuck right off, good sir.” Cave as done not only a wonderful job, but what I would call a flawless job converting the controls. Simple, clean, and elegant.


So what’s the verdict?

10/10
One of the best games on the Appstore. If you don’t own it already, buy it, if you know people that have not bought it yet, make them read this, and if they don’t buy it, they are not your friends.

iPhone Review: Pixeline and the Jungle Treasure

Tuesday, December 7th, 2010

By Michael Jordan

KREA Medie, Osao and Progressive Media, 1 Player, $2.99 iPhone ~ $3.99 iPad

I remember a simpler time, when platformers ruled the console market. Running, Jumping, and sometimes, stomping on the heads of unwitting simpleton monsters. Now while most have forgotten this genera of gaming besides Nintendo, and adopted worlds of brown and grey, once in a while it is nice to take a step back and play something a little simpler, little happier, and a little more portable.

Pixeline and the Jungle Treasures(PJT), might fool you in to thinking it is a simple children’s platformer, but the game has some interesting game mechanics that would catch the eye of any gamer. While most games of this genera focus on power ups that are scattered throughout the level, PJT uses a system of earned abilities that can be used and alternated freely, gained every 4-5 levels, which keeps the system of platforming, simple but varied. The change of 5 different area types is also quite nice and keeps you more engaged.

Now while PJT is enjoyable and well worth the time to finish for any platform enthusiast, it does have one very noticeable problem, being that the buttons are less responsive and have limited range of recognition on the touch screen. There will be times when you’re trying to perform an exact jump that will kill you if you do not make it, and the game will recognize the jump, but not the follow-through of you holding your thumb on the jump button, making you come up short and fall to your death. On the other hand, it does boost some of the best platform controls on the iPhone.

All in all, this is a great game, colorful, simple and fun. The $2.99 seems a bit high but is definitely better than most games of the same price. While I would like to see KREA Media, Osao Progressive media use the knowledge and money that they will gain from this to dive in to a more universal platformer,(Little less hearts and more universal color and creeps.)

So what’s the verdict?

8/10
While the game has some simple problems with controls, the smooth and colorful animations and world and great platforming vastly overshadow it. I say buy it.

Gamer Grub, a hands-off mouth-in Review.

Wednesday, July 14th, 2010

By Michael Jordan

While most of us play games it is quite the common occurrence that we eat while doing so. Most of what we eat these days is questionable at best and even worse for most gamers. Even with the difficulty of eating normal foods while gaming, many adapt (my weapon of choice is a folded paper plate and a piece of pizza.)


Now after I was trying not to lose my hair from the Metal of Honor beta and all it’s crash-tastic glory, my then delicious piece of pizza became a stain on my favorite shirt that was laying at my feet (yes, I am a slob sometimes….) Well without a doubt I was pissed, it got me thinking back to E3, wasn’t there a snack called Gamer Grub that they where handing out on the show floor?

Now at first, I have to be honest, I did not think much of it before it even entered my mouth. I could not find it at any of the places around me that where advertised. Combined with the stigma of “Gamer“ (A mostly sweaty over weight man-child) with “Grub”(being defined as larva: the larva of various insects, especially beetles, being its primary definition) did not help it’s efforts in my eyes, but remembering my angry fit with the slice of pizza made me buck up more on my search. I am going to tell you now, that I am glad I did.


This reminded me of the Card that I received when I passed by Gamer Grub’s E3 Booth while almost missing my appointment. I decided well it couldn’t hurt to just asked the man directly where to buy it and so I got in contact with Keith Mullin, Founder of Gamer Grub, so that he might be able to point me in the right direction, not only was he nice enough to do so, he also sent me a couple of samples and offered to answer some questions that I had after trying the gamer enthused snack products.

Lets start with the snack. I’ll give a mini description of the two flavors I tried;

Pizza:
I got to say, most snack food companies, when they attempt to create a Pizza flavor, it tastes like there is a party in your mouth and everyone is throwing up. Not so with Gamer Grub to my surprise. The flavor was quit appetizing. But don’t mistake the fact that it tastes good to mean that it tastes like pizza. I actually think its better that they did not go the full on pizza path that most try to do and fail at. This is when it dawned on me, Gamer Grub, and in particular the pizza flavor, is a great substitute for trail mix.

The listed components are Cheese Curls, Tomato Almonds, Sesame Sticks, Pita Chips, Fried Onions, and Pizza Cashews. As you might have noticed there are two types of nuts mixed in there, adding to the trail mix feel and taste, and the bag makes it easy to eat on the go (I myself took it with me to a horse ranch and was able to eat it without any problems or worry about dust in my food).


PB&J:
This was my favorite flavor and I was stunned. I couldn’t even imagine that this flavor would be executed so well. It almost seems like a waste to market this snack to just gamers. This made me fairly sad thinking about it, as with it’s limited marketing comes it’s limited market of where it is sold and I would love to be able to buy this every time I am at the gas station as a quick pick snack.

The components of this mix are Peanut Butter chips, Peanuts, Strawberries, Strawberry Jelly Chips and Sweet bread. I also noticed that it seemed there were little globs of peanut butter in the bag as well, which made it go from good to amazing for a no mess bag snack. I am really surprised and delighted by this. The taste was spot on to a peanut butter and jelly toast sandwich. Everything you would imagine without the glass of milk provide inside the bag, and was great on my three hour morning drive to college.


As to better understand what quickly became an oddity of marketing, for a product I quickly saw many more uses for,wouldI decided to hit up the man himself, Keith Mullin, Founder of Gamer Grub:

Mukyou: What originally made you want to start your own snack food, specifically aimed toward gamers?

Keith: “I basically told the other snacks to Mukoff since I was tired of getting
yellow goop on my keyboard.”

Mukyou: Why did you focus a product to gamers only and not to everyone that might
not be able to get a snack when on a job, like pc techs or people with jobs
that have them using their hands allot when they can’t wash them?

Keith: “I was going through the Unreal maps when I came up with the idea and
found other gamers that had the same problem. Sure, Gamer Grub could have
been named “Digit-snacks” or whatever, but the truth of
being must remain at the core.”

Mukyou: What is your favorite flavor?

Keith: “I really like them all. In the morning I like the sweet flavors and in
the afternoon the savory, like BBQ.”

Mukyou: What where you eating when you choose to open this business.

Keith: “I do not know the specific snack, basically I could not find a snack
that I could eat efficiently while multitasking at my PC. I wanted to find a
better way.”

Mukyou: Where do you want to expand your food reach down the road, I know that when
I was in Japan(2 years), most of their food was made to be eaten on the
go.

Keith: “That really depends on what the gaming community wants, we work through
new concepts constantly.”

Mukyou: Thanks for your time.

Keith: “Thank you for putting this together, great questions. If you have any
others, please let me know.”

I want to thank Keith Mullin for giving his thoughts and willingness to help better understand his product. I would run out and try it yourself if you can find it, I know I will be looking forward to more and hope that stores around me make it easier for me to find. Check out http://gamergrub.com/ for more info and flavor list, as well as some cool extras.