Meet Ben Lesnick
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Greetings Citizens,
Today you’re going to meet one of Cloud Imperium’s first employees, Community Manager Ben Lesnick! You’ve likely seen Ben on the forums or live chat and have read his articles in the Comm-Link and in Jump Point! He’ll appear on Friday’s episode of Wingman’s Hangar, so stay tuned for that interview!
How did you get started in the game industry?
You’re looking at it! I’ve been a Wing Commander fan since the first game and active online for almost as long. I’ve run the big community site, the Wing Commander Combat Information Center, with a group of friends since 1995. We stayed active after EA lost interest in the franchise, updating every day, cataloging Origin’s history and organizing fan works. I got to know Chris over the years and he brought me on in the early stages of planning Star Citizen’s campaign. I spent the first two months with another full time job, spending my nights and weekends working on Star Citizen. When the campaign was a success, I moved to Austin to help with the game full time. It has been a big change and a great adventure! What projects have you worked on?
Star Citizen is my first full-time industry job, but I’ve helped out with a lot of Wing Commander projects over the years. As the point person for the community, I would do continuity editing for tie-in stuff (the novels, promotional material) and things like producing the extras for the GOG releases. Over the years EA would contact me whenever they wanted to relaunch the series and I ended up being involved in the planning stages for a host of projects that never worked out: several iterations of Privateer online, a Gamecube game, a television series, a browser-based Privateer, a re-release with special features on Origin and most recently (and bizarrely) a social media remake of Wing Commander II. They never understood what made Wing Commander great the way Chris Roberts does, which is one of the reasons none of those projects went anywhere while Star Citizen is thriving. My first experience on a real development team was the Gameboy Advance port of Wing Commander Prophecy in 2002. The team acquired the rights to do the game in a sort of legal loophole and EA had no interest in providing assets… so I volunteered to take apart the original game and explain to the programmers exactly how everything worked. I went on to assist with the design of Wing Commander Arena for Xbox Live Arcade in 2007,although almost everything cool we did on that game ended up on the cutting room floor. I did finally live my fantasy on that project and did the full-length in-universe Origin-style manual for the game, Star Soldier.
I show up throughout the Wing Commander universe, too! If you have a copy of the original Wing Commander Prophecy, you can find a star system named after me (there are at least two other CIG employees on there!) and I’m a character in one of the movie tie-in novels.
What will you be doing for Cloud Imperium?
A little bit of everything! I write the daily messaging, interact with the fans, help with the marketing plan and have worked on the initial design of the game! I write most of the copy you see at the RSI and CIG websites and several articles for every Jump Point. It has been a great experience so far, learning how all this works, meeting an amazing fan community and working with a bunch of my childhood heroes. (Instead of baseball cards as a kid I had Origin’s “Playtesters Guides” that introduced the team members.) What are you most excited to see in Star Citizen/Squadron 42?
There’s so much to the game, I don’t know where to start. The multi-crewed ships are on my mind right now, though, because they’re going to be such a revolution in space combat. When space sims “died” in the 1990s one of the criticisms was that there wasn’t anywhere to go with them… and we’re going to prove that thought very, very wrong. Running a Constellation or a Retaliator with your friends is going to be like living in Star Wars or Firefly… a total game changer for the genre. What are you playing right now?
The hardcore game answer is that I’m very slowly playing through Bioshock: Infinite. The real answer is that I’m spending every extra minute building my house in Animal Crossing: New Leaf. I still spend most of my gaming time in the Wing Commander universe, though! I just started playing through the FM Towns port of the original game again. Maybe I’ll do a little dogfighting on the livestream next week…
Today you’re going to meet one of Cloud Imperium’s first employees, Community Manager Ben Lesnick! You’ve likely seen Ben on the forums or live chat and have read his articles in the Comm-Link and in Jump Point! He’ll appear on Friday’s episode of Wingman’s Hangar, so stay tuned for that interview!
How did you get started in the game industry?
You’re looking at it! I’ve been a Wing Commander fan since the first game and active online for almost as long. I’ve run the big community site, the Wing Commander Combat Information Center, with a group of friends since 1995. We stayed active after EA lost interest in the franchise, updating every day, cataloging Origin’s history and organizing fan works. I got to know Chris over the years and he brought me on in the early stages of planning Star Citizen’s campaign. I spent the first two months with another full time job, spending my nights and weekends working on Star Citizen. When the campaign was a success, I moved to Austin to help with the game full time. It has been a big change and a great adventure! What projects have you worked on?
Star Citizen is my first full-time industry job, but I’ve helped out with a lot of Wing Commander projects over the years. As the point person for the community, I would do continuity editing for tie-in stuff (the novels, promotional material) and things like producing the extras for the GOG releases. Over the years EA would contact me whenever they wanted to relaunch the series and I ended up being involved in the planning stages for a host of projects that never worked out: several iterations of Privateer online, a Gamecube game, a television series, a browser-based Privateer, a re-release with special features on Origin and most recently (and bizarrely) a social media remake of Wing Commander II. They never understood what made Wing Commander great the way Chris Roberts does, which is one of the reasons none of those projects went anywhere while Star Citizen is thriving. My first experience on a real development team was the Gameboy Advance port of Wing Commander Prophecy in 2002. The team acquired the rights to do the game in a sort of legal loophole and EA had no interest in providing assets… so I volunteered to take apart the original game and explain to the programmers exactly how everything worked. I went on to assist with the design of Wing Commander Arena for Xbox Live Arcade in 2007,although almost everything cool we did on that game ended up on the cutting room floor. I did finally live my fantasy on that project and did the full-length in-universe Origin-style manual for the game, Star Soldier.
I show up throughout the Wing Commander universe, too! If you have a copy of the original Wing Commander Prophecy, you can find a star system named after me (there are at least two other CIG employees on there!) and I’m a character in one of the movie tie-in novels.
What will you be doing for Cloud Imperium?
A little bit of everything! I write the daily messaging, interact with the fans, help with the marketing plan and have worked on the initial design of the game! I write most of the copy you see at the RSI and CIG websites and several articles for every Jump Point. It has been a great experience so far, learning how all this works, meeting an amazing fan community and working with a bunch of my childhood heroes. (Instead of baseball cards as a kid I had Origin’s “Playtesters Guides” that introduced the team members.) What are you most excited to see in Star Citizen/Squadron 42?
There’s so much to the game, I don’t know where to start. The multi-crewed ships are on my mind right now, though, because they’re going to be such a revolution in space combat. When space sims “died” in the 1990s one of the criticisms was that there wasn’t anywhere to go with them… and we’re going to prove that thought very, very wrong. Running a Constellation or a Retaliator with your friends is going to be like living in Star Wars or Firefly… a total game changer for the genre. What are you playing right now?
The hardcore game answer is that I’m very slowly playing through Bioshock: Infinite. The real answer is that I’m spending every extra minute building my house in Animal Crossing: New Leaf. I still spend most of my gaming time in the Wing Commander universe, though! I just started playing through the FM Towns port of the original game again. Maybe I’ll do a little dogfighting on the livestream next week…
Grüße Bürger,
Heute treffen Sie einen der ersten Mitarbeiter von Cloud Imperium, Community Manager Ben Lesnick! Du hast Ben wahrscheinlich im Forum oder Live-Chat gesehen und seine Artikel im Comm-Link und im Jump Point gelesen! Er wird am Freitag in der Episode von Wingman's Hangar erscheinen, also bleibt dran für dieses Interview!
Wie bist du in der Spieleindustrie gestartet?
Du siehst es dir an! Ich bin seit dem ersten Spiel ein Wing Commander Fan und seit fast ebenso lange online aktiv. Ich leite seit 1995 mit einer Gruppe von Freunden die große Community-Seite, das Wing Commander Combat Information Center. Wir blieben aktiv, nachdem EA das Interesse an der Franchise verloren hatte, indem wir jeden Tag aktualisiert, die Geschichte von Origin katalogisiert und Fanarbeiten organisiert haben. Ich habe Chris im Laufe der Jahre kennengelernt und er hat mich in den frühen Phasen der Planung der Star Citizen's Kampagne mit einbezogen. Die ersten zwei Monate verbrachte ich mit einem weiteren Vollzeitjob, wobei ich meine Nächte und Wochenenden damit verbrachte, an Star Citizen zu arbeiten. Als die Kampagne erfolgreich war, zog ich nach Austin, um bei dem Spiel in Vollzeit zu helfen. Es war eine große Veränderung und ein großes Abenteuer!
An welchen Projekten hast du gearbeitet?
Star Citizen ist mein erster Vollzeitjob in der Industrie, aber ich habe bei vielen Wing Commander-Projekten im Laufe der Jahre geholfen. Als die erste Person für die Community würde ich Kontinuitätsredaktion für Anknüpfungspunkte (die Romane, Werbematerial) und Dinge wie die Produktion der Extras für die GOG-Veröffentlichungen übernehmen. Im Laufe der Jahre kontaktierte mich EA, wann immer sie die Serie neu starten wollten, und am Ende war ich an der Planung einer Vielzahl von Projekten beteiligt, die nie geklappt haben: mehrere Iterationen von Privateer online, ein Gamecube-Spiel, eine Fernsehserie, ein browserbasierter Privateer, eine Wiederveröffentlichung mit Sonderfunktionen zu Origin und zuletzt (und bizarr) ein Social Media Remake von Wing Commander II. Sie haben nie verstanden, was den Wing Commander so großartig gemacht hat, wie Chris Roberts es tut, was einer der Gründe dafür ist, dass keines dieser Projekte irgendwo hinging, während Star Citizen erfolgreich ist. Meine erste Erfahrung in einem echten Entwicklungsteam war 2002 der Gameboy Advance Port von Wing Commander Prophecy. Das Team erwarb die Rechte, das Spiel in einer Art Gesetzeslücke zu spielen, und EA hatte kein Interesse daran, Vermögenswerte zur Verfügung zu stellen.... also meldete ich mich freiwillig, das Originalspiel auseinanderzunehmen und den Programmierern genau zu erklären, wie alles funktionierte. Ich habe dann 2007 beim Design der Wing Commander Arena für Xbox Live Arcade mitgewirkt, obwohl fast alles, was wir in diesem Spiel cool gemacht haben, auf dem Boden des Schneideraums landete. Ich habe endlich meine Fantasie für dieses Projekt gelebt und das vollständige Handbuch im Origin-Stil des Universums für das Spiel Star Soldier erstellt.
Ich tauche auch im ganzen Wing Commander Universum auf! Wenn du eine Kopie der Original Wing Commander Prophecy hast, kannst du ein Sternsystem finden, das nach mir benannt ist (es gibt mindestens zwei weitere CIG-Mitarbeiter dort!) und ich bin ein Charakter in einem der Film-Fesselromane.
Was werden Sie für Cloud Imperium tun?
Ein bisschen von allem! Ich schreibe die tägliche Botschaft, interagiere mit den Fans, helfe beim Marketingplan und habe am ersten Design des Spiels gearbeitet! Ich schreibe den größten Teil der Kopie, die Sie auf den RSI- und CIG-Websites sehen, und mehrere Artikel für jeden Jump Point. Es war bisher eine großartige Erfahrung, zu lernen, wie das alles funktioniert, eine erstaunliche Fangemeinde zu treffen und mit einem Haufen meiner Kindheitshelden zusammenzuarbeiten. (Anstelle von Baseballkarten hatte ich als Kind Origin's "Playtesters Guides", die die Teammitglieder vorstellten.)
Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?
Es gibt so viel am Spiel, dass ich nicht weiß, wo ich anfangen soll. Die mehrfach besetzten Schiffe sind mir jedoch gerade in den Sinn gekommen, weil sie eine solche Revolution im Weltraumkampf sein werden. Als Weltraumsimulationen in den 90er Jahren "starben", war eine der Kritikpunkte, dass es keinen Platz gab, um mit ihnen zu gehen.... und wir werden beweisen, dass dieser Gedanke sehr, sehr falsch war. Eine Konstellation oder einen Vergelter mit deinen Freunden zu betreiben, wird wie in Star Wars oder Firefly zu leben sein.... ein totaler Wandel für das Genre.
Was spielst du gerade?
Die Hardcore-Frage ist, dass ich sehr langsam durch Bioshock: Infinite spiele. Die wirkliche Antwort ist, dass ich jede zusätzliche Minute damit verbringe, mein Haus in Animal Crossing zu bauen: Neues Blatt. Ich verbringe aber immer noch die meiste Zeit meiner Spielzeit im Wing Commander Universum! Ich habe gerade wieder angefangen, durch den FM Towns Port des Originalspiels zu spielen. Vielleicht mache ich nächste Woche einen kleinen Luftkampf auf dem Livestream.....
Heute treffen Sie einen der ersten Mitarbeiter von Cloud Imperium, Community Manager Ben Lesnick! Du hast Ben wahrscheinlich im Forum oder Live-Chat gesehen und seine Artikel im Comm-Link und im Jump Point gelesen! Er wird am Freitag in der Episode von Wingman's Hangar erscheinen, also bleibt dran für dieses Interview!
Wie bist du in der Spieleindustrie gestartet?
Du siehst es dir an! Ich bin seit dem ersten Spiel ein Wing Commander Fan und seit fast ebenso lange online aktiv. Ich leite seit 1995 mit einer Gruppe von Freunden die große Community-Seite, das Wing Commander Combat Information Center. Wir blieben aktiv, nachdem EA das Interesse an der Franchise verloren hatte, indem wir jeden Tag aktualisiert, die Geschichte von Origin katalogisiert und Fanarbeiten organisiert haben. Ich habe Chris im Laufe der Jahre kennengelernt und er hat mich in den frühen Phasen der Planung der Star Citizen's Kampagne mit einbezogen. Die ersten zwei Monate verbrachte ich mit einem weiteren Vollzeitjob, wobei ich meine Nächte und Wochenenden damit verbrachte, an Star Citizen zu arbeiten. Als die Kampagne erfolgreich war, zog ich nach Austin, um bei dem Spiel in Vollzeit zu helfen. Es war eine große Veränderung und ein großes Abenteuer!
An welchen Projekten hast du gearbeitet?
Star Citizen ist mein erster Vollzeitjob in der Industrie, aber ich habe bei vielen Wing Commander-Projekten im Laufe der Jahre geholfen. Als die erste Person für die Community würde ich Kontinuitätsredaktion für Anknüpfungspunkte (die Romane, Werbematerial) und Dinge wie die Produktion der Extras für die GOG-Veröffentlichungen übernehmen. Im Laufe der Jahre kontaktierte mich EA, wann immer sie die Serie neu starten wollten, und am Ende war ich an der Planung einer Vielzahl von Projekten beteiligt, die nie geklappt haben: mehrere Iterationen von Privateer online, ein Gamecube-Spiel, eine Fernsehserie, ein browserbasierter Privateer, eine Wiederveröffentlichung mit Sonderfunktionen zu Origin und zuletzt (und bizarr) ein Social Media Remake von Wing Commander II. Sie haben nie verstanden, was den Wing Commander so großartig gemacht hat, wie Chris Roberts es tut, was einer der Gründe dafür ist, dass keines dieser Projekte irgendwo hinging, während Star Citizen erfolgreich ist. Meine erste Erfahrung in einem echten Entwicklungsteam war 2002 der Gameboy Advance Port von Wing Commander Prophecy. Das Team erwarb die Rechte, das Spiel in einer Art Gesetzeslücke zu spielen, und EA hatte kein Interesse daran, Vermögenswerte zur Verfügung zu stellen.... also meldete ich mich freiwillig, das Originalspiel auseinanderzunehmen und den Programmierern genau zu erklären, wie alles funktionierte. Ich habe dann 2007 beim Design der Wing Commander Arena für Xbox Live Arcade mitgewirkt, obwohl fast alles, was wir in diesem Spiel cool gemacht haben, auf dem Boden des Schneideraums landete. Ich habe endlich meine Fantasie für dieses Projekt gelebt und das vollständige Handbuch im Origin-Stil des Universums für das Spiel Star Soldier erstellt.
Ich tauche auch im ganzen Wing Commander Universum auf! Wenn du eine Kopie der Original Wing Commander Prophecy hast, kannst du ein Sternsystem finden, das nach mir benannt ist (es gibt mindestens zwei weitere CIG-Mitarbeiter dort!) und ich bin ein Charakter in einem der Film-Fesselromane.
Was werden Sie für Cloud Imperium tun?
Ein bisschen von allem! Ich schreibe die tägliche Botschaft, interagiere mit den Fans, helfe beim Marketingplan und habe am ersten Design des Spiels gearbeitet! Ich schreibe den größten Teil der Kopie, die Sie auf den RSI- und CIG-Websites sehen, und mehrere Artikel für jeden Jump Point. Es war bisher eine großartige Erfahrung, zu lernen, wie das alles funktioniert, eine erstaunliche Fangemeinde zu treffen und mit einem Haufen meiner Kindheitshelden zusammenzuarbeiten. (Anstelle von Baseballkarten hatte ich als Kind Origin's "Playtesters Guides", die die Teammitglieder vorstellten.)
Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?
Es gibt so viel am Spiel, dass ich nicht weiß, wo ich anfangen soll. Die mehrfach besetzten Schiffe sind mir jedoch gerade in den Sinn gekommen, weil sie eine solche Revolution im Weltraumkampf sein werden. Als Weltraumsimulationen in den 90er Jahren "starben", war eine der Kritikpunkte, dass es keinen Platz gab, um mit ihnen zu gehen.... und wir werden beweisen, dass dieser Gedanke sehr, sehr falsch war. Eine Konstellation oder einen Vergelter mit deinen Freunden zu betreiben, wird wie in Star Wars oder Firefly zu leben sein.... ein totaler Wandel für das Genre.
Was spielst du gerade?
Die Hardcore-Frage ist, dass ich sehr langsam durch Bioshock: Infinite spiele. Die wirkliche Antwort ist, dass ich jede zusätzliche Minute damit verbringe, mein Haus in Animal Crossing zu bauen: Neues Blatt. Ich verbringe aber immer noch die meiste Zeit meiner Spielzeit im Wing Commander Universum! Ich habe gerade wieder angefangen, durch den FM Towns Port des Originalspiels zu spielen. Vielleicht mache ich nächste Woche einen kleinen Luftkampf auf dem Livestream.....
Greetings Citizens,
Today you’re going to meet one of Cloud Imperium’s first employees, Community Manager Ben Lesnick! You’ve likely seen Ben on the forums or live chat and have read his articles in the Comm-Link and in Jump Point! He’ll appear on Friday’s episode of Wingman’s Hangar, so stay tuned for that interview!
How did you get started in the game industry?
You’re looking at it! I’ve been a Wing Commander fan since the first game and active online for almost as long. I’ve run the big community site, the Wing Commander Combat Information Center, with a group of friends since 1995. We stayed active after EA lost interest in the franchise, updating every day, cataloging Origin’s history and organizing fan works. I got to know Chris over the years and he brought me on in the early stages of planning Star Citizen’s campaign. I spent the first two months with another full time job, spending my nights and weekends working on Star Citizen. When the campaign was a success, I moved to Austin to help with the game full time. It has been a big change and a great adventure! What projects have you worked on?
Star Citizen is my first full-time industry job, but I’ve helped out with a lot of Wing Commander projects over the years. As the point person for the community, I would do continuity editing for tie-in stuff (the novels, promotional material) and things like producing the extras for the GOG releases. Over the years EA would contact me whenever they wanted to relaunch the series and I ended up being involved in the planning stages for a host of projects that never worked out: several iterations of Privateer online, a Gamecube game, a television series, a browser-based Privateer, a re-release with special features on Origin and most recently (and bizarrely) a social media remake of Wing Commander II. They never understood what made Wing Commander great the way Chris Roberts does, which is one of the reasons none of those projects went anywhere while Star Citizen is thriving. My first experience on a real development team was the Gameboy Advance port of Wing Commander Prophecy in 2002. The team acquired the rights to do the game in a sort of legal loophole and EA had no interest in providing assets… so I volunteered to take apart the original game and explain to the programmers exactly how everything worked. I went on to assist with the design of Wing Commander Arena for Xbox Live Arcade in 2007,although almost everything cool we did on that game ended up on the cutting room floor. I did finally live my fantasy on that project and did the full-length in-universe Origin-style manual for the game, Star Soldier.
I show up throughout the Wing Commander universe, too! If you have a copy of the original Wing Commander Prophecy, you can find a star system named after me (there are at least two other CIG employees on there!) and I’m a character in one of the movie tie-in novels.
What will you be doing for Cloud Imperium?
A little bit of everything! I write the daily messaging, interact with the fans, help with the marketing plan and have worked on the initial design of the game! I write most of the copy you see at the RSI and CIG websites and several articles for every Jump Point. It has been a great experience so far, learning how all this works, meeting an amazing fan community and working with a bunch of my childhood heroes. (Instead of baseball cards as a kid I had Origin’s “Playtesters Guides” that introduced the team members.) What are you most excited to see in Star Citizen/Squadron 42?
There’s so much to the game, I don’t know where to start. The multi-crewed ships are on my mind right now, though, because they’re going to be such a revolution in space combat. When space sims “died” in the 1990s one of the criticisms was that there wasn’t anywhere to go with them… and we’re going to prove that thought very, very wrong. Running a Constellation or a Retaliator with your friends is going to be like living in Star Wars or Firefly… a total game changer for the genre. What are you playing right now?
The hardcore game answer is that I’m very slowly playing through Bioshock: Infinite. The real answer is that I’m spending every extra minute building my house in Animal Crossing: New Leaf. I still spend most of my gaming time in the Wing Commander universe, though! I just started playing through the FM Towns port of the original game again. Maybe I’ll do a little dogfighting on the livestream next week…
Today you’re going to meet one of Cloud Imperium’s first employees, Community Manager Ben Lesnick! You’ve likely seen Ben on the forums or live chat and have read his articles in the Comm-Link and in Jump Point! He’ll appear on Friday’s episode of Wingman’s Hangar, so stay tuned for that interview!
How did you get started in the game industry?
You’re looking at it! I’ve been a Wing Commander fan since the first game and active online for almost as long. I’ve run the big community site, the Wing Commander Combat Information Center, with a group of friends since 1995. We stayed active after EA lost interest in the franchise, updating every day, cataloging Origin’s history and organizing fan works. I got to know Chris over the years and he brought me on in the early stages of planning Star Citizen’s campaign. I spent the first two months with another full time job, spending my nights and weekends working on Star Citizen. When the campaign was a success, I moved to Austin to help with the game full time. It has been a big change and a great adventure! What projects have you worked on?
Star Citizen is my first full-time industry job, but I’ve helped out with a lot of Wing Commander projects over the years. As the point person for the community, I would do continuity editing for tie-in stuff (the novels, promotional material) and things like producing the extras for the GOG releases. Over the years EA would contact me whenever they wanted to relaunch the series and I ended up being involved in the planning stages for a host of projects that never worked out: several iterations of Privateer online, a Gamecube game, a television series, a browser-based Privateer, a re-release with special features on Origin and most recently (and bizarrely) a social media remake of Wing Commander II. They never understood what made Wing Commander great the way Chris Roberts does, which is one of the reasons none of those projects went anywhere while Star Citizen is thriving. My first experience on a real development team was the Gameboy Advance port of Wing Commander Prophecy in 2002. The team acquired the rights to do the game in a sort of legal loophole and EA had no interest in providing assets… so I volunteered to take apart the original game and explain to the programmers exactly how everything worked. I went on to assist with the design of Wing Commander Arena for Xbox Live Arcade in 2007,although almost everything cool we did on that game ended up on the cutting room floor. I did finally live my fantasy on that project and did the full-length in-universe Origin-style manual for the game, Star Soldier.
I show up throughout the Wing Commander universe, too! If you have a copy of the original Wing Commander Prophecy, you can find a star system named after me (there are at least two other CIG employees on there!) and I’m a character in one of the movie tie-in novels.
What will you be doing for Cloud Imperium?
A little bit of everything! I write the daily messaging, interact with the fans, help with the marketing plan and have worked on the initial design of the game! I write most of the copy you see at the RSI and CIG websites and several articles for every Jump Point. It has been a great experience so far, learning how all this works, meeting an amazing fan community and working with a bunch of my childhood heroes. (Instead of baseball cards as a kid I had Origin’s “Playtesters Guides” that introduced the team members.) What are you most excited to see in Star Citizen/Squadron 42?
There’s so much to the game, I don’t know where to start. The multi-crewed ships are on my mind right now, though, because they’re going to be such a revolution in space combat. When space sims “died” in the 1990s one of the criticisms was that there wasn’t anywhere to go with them… and we’re going to prove that thought very, very wrong. Running a Constellation or a Retaliator with your friends is going to be like living in Star Wars or Firefly… a total game changer for the genre. What are you playing right now?
The hardcore game answer is that I’m very slowly playing through Bioshock: Infinite. The real answer is that I’m spending every extra minute building my house in Animal Crossing: New Leaf. I still spend most of my gaming time in the Wing Commander universe, though! I just started playing through the FM Towns port of the original game again. Maybe I’ll do a little dogfighting on the livestream next week…
Links
| Text | URL |
|---|---|
| iframe | http://www.youtube.com/embed/MzjJBHdpr7g?rel=0 |
Metadata
- CIG ID
- 13064
- Channel
- Undefined
- Category
- Undefined
- Series
- Meet the team
- Comments
- 74
- Published
- 12 years ago (2013-06-19T00:00:00+00:00)