What role does morality and choice play in our videogames? Recently on Offworld, Simon Parkin takes a deep look into Sucker Punch's just-launched PlayStation 3 debut inFamous, where the "villainous choice in any moral decision the strategically superior one", and talks to Far Cry 2 designer Clint Hocking about a future of games where creators can "model a system wherein the player is able to be or not be racist or violent and see the repercussions of those decisions." We watched Japan based designer Mark Cooke's recent Tokyo Pecha Kucha presentation in which he attempted to create 10 games in 10 hours and mostly got there (and will be expanding one idea into an official game), and discovered both a wonderful repository of hi-res artwork from Fumito Ueda's PS2 masterpiece Shadow of the Colossus, and the possibility of an Ico/LittleBigPlanet crossover (above). We also saw the first video teaser for Harmonix/TT Games' fantastically unlikely Lego Rock Band game, saw a homebrew version of Mega Man enter a new dimension, and new open-source software to turn your NES into an art gallery, and spotted Etsy designer's SaltyandSweet's home-made Team Fortress 2 mobile. And our 'one shot's for the day: Tom Gauld's terrifying end of level boss, circa 1865, and the posthumous regret of not bringing your Game Boy to the grave.