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Reading your magazine is like a taking in a fresh breath of pure oxygen for me - the opinions are close to mine, the layout is not teenager-friendly with garish colors and type (I work in an Information Agency, and all my designers who've spent 7 years studying typography and art love the layout too), the stories are on refreshing topics, and the content is insightful to say the least. Brilliant!

And I know you probably don't take requests, but it would be great to see an article on the Fallout games - I'm sure there are a lot of fans out there who'd love you for it, and it would be interesting to read your opinion in any case.

Please keep up the good work, and know that you have a person who's willing to work for you (free of charge) in India in case you want a perspective on the gaming scene here.

-Zubin

To the editor: I enjoy your online mag, but when the fonts are resized by force, it loses it's formatting. Not a big deal, but one of the things I like about your magazine is that it has a nice format. T'would be nice to have a font size option which makes the font bigger and reformats the sheet.

-Cezanne Farris-Gilbert

To the editor: As one of the people involved with making all those cryptic story messages and all that.. I can only say that you stated almost exactly in your article what our intentions were when we created the games - that is a game that had a story and that we liked to play.

At the time, we told the story via terminals because we simply didn't have the resources (computer or manpower) to do anything else. I think the success of the terminals was due simply to it's incredible limitations. We were forced to tell a story in sets of 3 paragraphs..

all the other crazy stuff came from that. Nowadays, games can do anything that can be done in a full length film. Would anyone still read a terminal in a game if it was there?

I enjoyed the article, it certainly brought me back - as for the link between halo and marathon, I can only say that anything more than a causal link would have been rather difficult since there were only a few people on earth who knew the story well enough to keep the tie- ins accurate. Hamish, myself, and maybe a few other people - none of whom worked at Bungie by the time even Myth was in production.

-gk

Issue 8: Dungeons & Dollars