John Gabriel's Greater Internet Fuckwad Theory - Video Games

Video Games

Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness is an episodic video game based on the strip. The first episode was released worldwide on May 21, 2008. The second episode was released on October 29, 2008. It is developed by Hothead Games, and is built on a version of the Torque Game Engine. The game is self-published via PlayStation Network and Xbox Live as well as the playgreenhouse.com service created by Penny Arcade to distribute independent games. The game features many elements of the Penny Arcade universe in a 1920s steampunk setting. However, a Hothead Games representative confirmed that the developer is not working on a third episode and the series was in fact canceled. At PAX Prime 2011 however, it was confirmed that the third episode is still alive and will be developed by Zeboyd Games. The game will have retro style similar to Zeboyd's past titles. The third episode was released on Steam and on Penny Arcade's webshop June 25, 2012.

A teaser trailer released by Telltale Games on August 28, 2010, revealed that Tycho would appear in an upcoming game alongside Team Fortress 2's Heavy, Strong Bad and Max. The game, called Poker Night at the Inventory, was officially revealed on September 2, 2010.

Both stories which were published on the site "The Last Christmas" and "The Hawk and the Hare" were released as motion comics for iOS developed by SRRN Games.

Tekken 6 has a skin for Yoshimitsu based on the Cardboard Tube Samurai. An official DLC skin pack was released for Dungeon Defenders featuring Tycho, Cardboard Tube Samurai Gabe, Annarchy and Jim Darkmagic to play as.

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Famous quotes related to video games:

    I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.
    Ronald Reagan (b. 1911)

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)