How I Could Just Kill a (Virtual) Man

RPGs, simulations, and strategy games are my preferred genres, but I've played and enjoyed several shooters that prioritized story over gameplay (BioShock Infinite), explored the moral gray areas of violence as a solution (Spec-Ops: The Line), or whose sci-fi settings simply put things in a less problematic context (Halo). The timing of Hardline's switch from military fantasy to militarized police fantasy couldn't possibly be worse, either, in light of the ongoing problems in Ferguson, MO, one of the more egregious examples of a systemic cultural problem in this country that most video games either completely ignore or cynically tap into.

On Llamas, Dresses, Net Neutrality: A Clue(Train)!

That desire for community, to connect with others who share your interests, is what drives the best and worst of what, as a whole, makes the internet so invaluable -- from the early days of Usenet to Tumblr and whatever comes next -- and for some (including business execs who don't get it), so dangerous. I'm sure there are plenty of business lessons to be learned from all of this, and I'm sure there will be plenty of think pieces and hot takes addressing those, but I'm far more interested in grappling with the human element.