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Lovecraftian horror is something I only really discovered earlier this year. Sure, I'd seen the superhero episodes of South Park, where Cartman teams up with a My Neighbour Totoro-style Cthulhu, but it wasn't until recently that I started diving into the stories and mythos -- as well as the legacy they left behind. One of my favourite ways the now-public domain sub-genre has continued to this day is the Lovecraftian roleplaying game.

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The latest blog post from NBN outlines a number of reasons why comparing the broadband rollouts of Australia and New Zealand is like comparing apples and oranges. To make his point, NBN CEO Bill Morrow finds an orange.

Comparisons between Australia and New Zealand are natural -- both countries think they invented the pavlova and neither wants to claim ownership of Russell Crowe. In this morning's post, Morrow tries to explain why we didn't do things the way the Kiwis did.

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A locked room, a mystery to solve, team work and a little magic. Over 80 escape rooms have popped up across Australia in recent years, so we talked to Chris Krajacic -- one of the owners and game designers at Canberra's Riddle Room -- to find out more.

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Last weekend's Hearthstone championships at the new Blizzard arena in Los Angeles were filled with the kinds of moments that can shape a competitive esports scene. Not only did the tourney feature one of its first female competitors, it also raised questions about the thin line between playful animation and outright rudeness when playing Hearthstone in person -- and it all came to a head in a single match.

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Dungeon Keeper is one of my favourite games, so any new spin on the formula is always going to catch my eye. And that's the rough gist of Dungeons 3: an RTS that mixes dungeon management with a simplistic RTS action above the surface.

But rather than blending two of the most iconic strategy games of the '90s and early '00s, it ends up working better as an introduction to RTS games in general, helped in part with a humour that's best suited to younger gamers.

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Game developers have been trying to figure out how to paddle their way through pirate-infested waters for decades. DRM, "glitches" designed to thwart pirates, and more DRM have done little to stem the tide.

Seeing this, a handful of developers took less combative approaches, putting their games on sites like the Pirate's Bay themselves. Months (or in some cases, years) later, they say it was a worthwhile experiment, even if it didn't improve their sales all that much.