I want hair like that, someday.
This is one of those games that it's nearly impossible to talk about. For one thing, people listening will think you're completely insane. Secondly, you keep thinking of awesome bits to mention. It's sort of like an even more ridiculous Psychonauts in the latter sense. For starters, these three tend to be nearby whenever someone screams out OUENDAN. Should a potter need inspiration to create pottery, they'll just happen to be nearby, spinning their own pots. Or perhaps a schoolteacher isn't getting respect from his students - they'll be sitting at desks at one side of the classroom, studying. Hell, even their various missions vary a fair amount. From those aforementioned ones, through assisting a kid impress a girl he likes by beating a rival at dodgeball, to helping a father rescue his daughter from a Godzilla-sized mouse (by growing to the same size as it and punching it in the face, obviously). Hell, there's even a surprisingly touching one where they cheer on a spirit who's come back from the grave because he can't rest easily without telling his girlfriend he loves her.
And yet, the game's quite obviously in Japanese. So how do I know this? Because, by and large, the stories are fairly obvious. Before each level you get a little cutscene across both screens summing things up in a manga comic-book style, albeit with some minor animations. No, I can't read Japanese. I don't need to. By and large you can ascertain what's going on from these, and the little cutscenes that crop up on the top screen mid-level. One particular laugh-out-loud moment involves the battle between the giant man and the Godzilla mouse - right when he's about to hit it, the mouse pulls out a piece of paper. I can't read what's on the paper, but it's fairly obvious that in the next frame, the bloke's looking for a pen. And then, brilliantly, he wonders exactly why the hell he's doing this and smacks the mouse in the face. That's only if you're doing well, of course - if you're doing badly the mouse hits him instead.
That's another thing, you see. Each level has three checkpoints. If you're doing well, then the person you're cheering on has a minor success at each point. If not, then they fail. There don't appear to be any adverse effects for failing them, mind you, and in some cases it's funnier to do so (though less desirable, as you're closer to losing). So, what exactly constitutes failing and succeeding? I guess I'd better describe the game, then.
Considering how much space I've spent describing how fantastic the style of the thing is, it'd be reasonable for you all to assume that the game itself is quite bad. Stunningly, this is not the case. The game itself is fun, and gives that feeling of Just One More Go as much as, say, Tetris. Part of this, at least, is down to the music - ah, but I'm getting ahead of myself. The top screen is used for cutscenes, the whole way through. Even while playing, the top screen is showing what's going on. Sadly, you'll rarely get a chance to look at this, as you'll be staring intently at the bottom screen. This is where the entirety of play commences. In the background are your three black-clad cheerleaders. They dance away in time to your button presses. You see, coloured buttons, numbered from 1 to 9, pop up on your screen. Circles slowly close in on each of them. When the circle reaches them, you tap them with the stylus. Obviously, the 1-9 helps you ascertain the order in which the circles are going to close in on them. There might be three yellow buttons, 1-3, and then five green buttons, 1-5. But the yellow buttons appeared first, so you tap them first. Making it a bit easier is that the circles close in time to the music - you can take it for granted that if you tap them in time to the beat, or along to certain riffs in the tunes, you'll get full marks for each one. Miss too many and the person you're cheering on will fail spectacularly in their task, and you'll have to try again. And yes, it's fun. To make things a bit more complex, occasionally you have to drag things around, or spin up wheels. By and large, though, it's all about tapping those circles.
The top screen shows what you're supporting, while the bottom shows where and when to press.
Helping this out, certainly, is the fact that the music is catchy and addictive. It's pretty much all licensed J-Pop and J-Rock, but damn, it's catchy. After a few tries at each level you'll be tapping your feet to the beat. You'll giggle along at the cutscenes. You'll thoroughly enjoy yourself, and every aspect of the game. That's the thing, you see, and it's fairly rare these days. The reward, in a sense, is the game. Whereas in, say, an RTS, where you feel great after smashing an enemy base - you feel great just playing this. It's one of those games where you really get into the spirit of the thing just playing it.
Downsides? Well, it's all in Japanese, but you don't really need to know it to get by. Menus are fairly obvious - the button marked with one person is single player, the choices on the menu after that are the difficulty levels, and you'll probably have worked out which button is Retry and which is Quit at least by the second time you've failed a level. That's another thing - you will fail levels. After a piss-easy first few levels, the difficulty ramps up enormously. That, or I'm just rubbish. Once I get into a song though and start working out the rhythm and remembering how it goes, I sail through, though. It may also be that there's an order that's only implied in the Japanese text - you normally have a choice of which level to go for, so perhaps some levels are easier than others, and this is shown. Regardless, do expect to fail every so often.
It's even more bizarre and excellent than it looks. Really.
This game is bonkers, charming, addictive, bonkers, brilliant, and utterly mental. If it sounds at all like your sort of thing, then import it. Don't be put off by not reading Japanese, because it's almost completely inessential, though if you need to get through the menus there are translation FAQs up at www.gamefaqs.com. A don't worry - DS games don't have region encoding. You won't need to chip your DS to get a foreign game to work in it. Because it's extremely quirky, and it uses Japanese songs, it's unlikely to ever be released in the west, so you'll likely have to import it.
So just buy it. If you like rhythm action games, if you like games that make you giggle, if you like any aspect of this - buy it.
And the name roughly translates, in my broken Japanese, to something like Support! Fight! Cheerleaders!
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COMMENT:
AUTHOR:
EMAIL:
URL:
DATE: 14:18
When you said you were playing a game about a Japanese male cheerleading squad, I thought I'd imagined the most fucked-up possible mental image to equate it to.
I wasn't kidding about that mullet.
Fire Force (ICE 1992, Amiga) is a rad game.
Yeah, a rad game.
One of the greatest stabbing games ever, period. The main character, a random commando-ish fellow on a mission, is one tough mofo. While stabbing his arm moves way faster than a sewing machine. Oh yeah. Within a split-second you've already stabbed that evil terrorist-ish person thrice in the chest area (results in a satisfying scream), or just quickly slit his throat. Slice!
The guns aren't bad, either. Good ol' AK
and CAR-15 are the basic tools of the trade, but the M-60 really packs a punch (eliminates any enemy with one round). The M-16 (with M203) is pretty much useless, but the MP5 is silenced and really useful. The main character also has remote bombs, grenades, medkits and LAWs available. Choosing your own equipment within certain weight limits is swell. Swell, I tells you.
So, armed with your trusty STABBETY knife and one automatic rifle you're being sent on a mission.
One out of twelve. Some missions consist of simple assassinations, where you have to search bunkers, tents and multi-story buildings for the evil enemy commander. On some missions you have to mark strategic enemy buildings with GPS transmitters. There's even a few hostage rescue missions, the last one being really EVIL (every bloody time that I enter the first building I shoot the hostage (itchy trigger finger)).
The time limits in these missions are usually pretty darn tight,
and you have to reach the evac zone before the limit expires. Failure to do so means your commando will be tagged MIA and you have to start a new career. During said career your commando will earn promotions and medals. Which is neat!<Kyosho> Okay, the thing in the chick's upstairs apartment, with the dog and all... Yes that was somewhat scripted. It was all AI, but they put in some specific things they wanted her (and the dog) to do, and whether they did them (and the order they did them, I believe) was up to the AI <Kyosho> They wanted something cool for E3, so they fixed it a bit so the player wouldn't have to stand around for an hour to see something cool happen. <Kyosho> meaning, it wasn't completely random. <Kyosho> But think about it, why on earth would you ever want an NPC to kill her dog? and what real person would EVER go to bed while a stranger is in the room? it was all set up. <Knyght> so if you wait around, that stuff might actually happen, should the right potions and spells be known by that character? <Kyosho> yeahand:
<Kyosho> Okay, the thing about killing plot-related characters... <Kyosho> If you try and kill them, they won't die. They'll just fall down. They'll stand back up after a while. Once they've played their part in the main storyline, you can kill them properly. <Kyosho> Of course, Bethesda has gone through many changes of this system. But I think they're finally sticking with that one.So, trying to end this gracefully, I'll just say that I'm expecting great things from Bethesda. If I don't get them, they *will* be killed. ----- COMMENT: AUTHOR: Olaf EMAIL: URL: DATE: 20:00 Fuckin' hell. Apparantly I am He Who Posts Comments.
The n64 version, has a lot of improvements. For instance, when you wreck, you start at the back of the pack. In the PC version, you had to run back to your bike, and continue from where you were, playing catch-up. At first, I thought the back-of-the-pack thing was stupid and took some of the challenge away, but now I like it. The enemy AI is better now, too. The physics are a little more realistic this time around. No more crashing your bike into a sign and your rider flying a mile away. The graphics are nice improvement.
I realize they look similar in these shots, but when in motion, the PC version looks very bad compared to the n64 version. The PC version is 2.5D, not 3D, ala Doom, I think. Lots of jaggies.
Overall, I suppose it's a superior version. The only thing that detracts from it is that even though I'm very far in the game, the sense of speed is nowhere near as cool as in the PC version. For some reason, I don't ever feel like I'm going very fast. I accidently turned on Frameskip on at one point, and of course things were twice as fast. It was kind of fun, but it's not the way the game was intended to be played.
So, which do I like better, the PC version or the n64 version? I really can't decide. The n64 version has so many obvious improvements, but it's also missing the little touches that made the PC version so much fun. In the PC game, you'd get to see funny little FMVs after the races. Sure they were repetative, but I liked them. Also, the whole back-of-the-pack thing completely removes the ability and the satisfaction of making a truly spectacular comeback.
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COMMENT:
AUTHOR: Joq
EMAIL:
URL:
DATE: 17:18
The PC version was great back in the day. At least the bits that I can remember were. Nice menus and music. Or something. Something something something.
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COMMENT:
AUTHOR: Olaf
EMAIL:
URL:
DATE: 20:19
I played shitloads of Road Rash on the Genesis, back in the day. The first one, mostly. I seem to remember a friend (who I'm now out of touch with) borrowed Road Rash 2 from one of his friends and we spent, like, a day, sitting in my room, playing through the thing in its entirety. I don't remember much about it, though.
Astounding.
"So you might actually have negative six hundred words?!", he yelled. "Well, I've been known to eat my words. Ha.", I snappily replied. John didn't appreciate my bad pun and actually set me a new deadline. Before the end of the year, he said. So maybe I should start writing after I finish doodling and playing Sudoku.
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TITLE: I Like those Rogues
AUTHOR: bjarke
DATE: 10/25/2005 06:50:00 ip.
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BODY:
Bjarke goes nuts with his first article. It's about roguelikes. How nice.
Once upon a time, there was a man. The man was bored, so he wrote a computer game. The game's name was Rogue. Little did the man know, that he was to start a whole new genre of games, all based around his game.
Today, we call them roguelikes. I refuse to try and define the genre, since it's quite varied. I instead refer to the wikipedia article. This article discusses my two personal favourites. We'll start with:
Ancient Domains of Mystery
(or Adom)
Now, this is the most kickass one of the lot. Roguelikes, lacking graphics, have the intrisic abillity to provoke the player's imagination to fill in the blanks, so to speak. It's like reading a book. Since Adom is the only roguelike that manages to combine fun, lethal gameplay with an actual setting and something that resembles
a plot, it does a better job at sparking the player's imagination. Hell, I sometimes find myself relating to my faceless character - inventing a background. Sometimes, I even act "in character" in the game.
And that isn't something you do when you're playing roguelikes. All roguelikes tend to be merciless. First of all, there's no saving. Well, there is, but it ends the game. Of course, you can just backup the resulting savefile but I never do so - why play a game of extraordinary difficulty if you're just gonna cheat? Defeats the
whole goddamn point. Sidetracked there. Roguelikes are merciless. They'll kill you - and they'll do it often, sometimes seeming human in their efforts to make your life as miserable as at all possible. Ever try dying with an unidentified amulet of life saving in your backpack? You'll know what I'm talking about.
Other times, you'll get very lucky. You'll pick up an eternium longsword of devestation in the first dungeon, get a wish from a pool, and otherwise experience incredible luck. Such is the variety of roguelikes. As they say on rec.games.roguelike.adom, "The RNG giveth, and the RNG taketh away."
Of course, it's not all luck. The enemies are a varied lot and thus so must your tactics be. Don't rely on your fire bolt spell, 'cause at some point a fire-resistant monster'll come along which will promptly reduce you to a bit of splat on the floor. So, what would you do to get past that fire-resistant badass? You could flee. You
could glup that potion of invisibillity. You could place some sort of obstacle in the way. You could teleport away. You could try to make it over the river. And my personal favourite, you could desperately start zapping, reading, and drinking unidentified items in hope of getting exactly what you need - your pulse pounding all
the while.
We continue on to: Linley's Dungeon Crawl
(or dcrawl)
This one is way cool. It doesn't have the mood and atmosphere of Adom, but it has something else. This one requires you (to an even greater extent than Adom) very your tactics. With its incredibly amount of races and classes and the large difference between them, it becomes a very varied game. It's also very difficult. It's in my opinion the hardest of the roguelikes I've played, mostly because the huge difference between the races tend to astound you. You have to play an ogre-mage wizard
very differently than a spriggan enchanter - even though they're both magic users.
Because of its lethality, it also quickly became very replayable and addictive. I like to randomly choose race and class everytime I play, and just plunge into the dungeon. I'm then quickly killed whereafter the next character comes along, randomly generated all the way. And that's fun, because of the incredible variety of
starting playing characters. I've yet to get below level 12, despite of my eighty-something tries, and that's only counting the ones I actually counted.
Now, the roguelike-wise reader might've noticed that I haven't even mentioned the 'bands. The 'bands are all derived from Angband, a roguelike written ages ago. This game spawned hordes of deriatives; zAngband, Animeband, Troubles of Middle Earth, OAngband, SAngband, the list is endless. The problem with them, is that they all manage to completely kill the imagination I mentioned in the beginning.
They've got dungeon levels that aren't the same the second time you visit them, a town with shops that stock large quantities of magic items (you're bloody well supposed to find them in the dunjon, not buy them for gold you lazy fuck), and general videogameyness. Bjarke does not approve.
Also, I haven't mentioned NetHack, perhaps the most famous of all roguelikes, and that's pretty much for the same reasons as above. Too videogamey. Though it has persistent levels, the tinning kits and magic markers does not feel right in a fantasy setting.
And don't even get me started on IVaN which is just fucking bizarre. Jim seems to like it, though. Editor's Note: (PINK EROTIC WIGGLY MUSHROOMS)
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TITLE: The corner, the gun, the interrupt and me, or why I just got shot to pieces
AUTHOR: Jim9137
DATE: 10/16/2005 08:01:00 ip.
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Long due post. I shall return to talk about turn based games after getting my arse kicked repeatedly in Silent Storm, but I have few news to announce. First of all, I'm baffled at the recent exposure of this small blog to the world in the form of Wired article about Knyghtmare's post which dealt with unfair pricing. I'm going to stop buying games completely if the price hits 60€ per game over here, which is how much a console game costs around this cold part of the world. But whee, exposure! Anyway, the self gloating bit done, I have a slightly worse, and also at the same time, good news.
Knives has left Bastard Numbered permanently, and unlikely will come back. He told me he got a job as game reviewer, and thus won't be able to review games for us anymore. Sad to see you go, but it was fun while you were aboard. Knives was also the very first one who joined this blog with me, so a part of history dies with him. And so on, imagine cheesy moments hugging and mancuddling here. And keep your hands off my rear, thankyouverymuch.
Without further ado, to the article.
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Silent Storm and its expansion Sentinels, are one of the most biggest turn-based squaddie strategy games to hit the markets since Jagged Alliance 2, which is no wonder because it was and is one of its kind in the more recent games. Despite the Jagged Alliance 3/3D projects going, they're switching titles and games more often than I change my panties, I fear it might be that way for some time. Thankfully, it has one kickass modding tools and community fervently using them, so it's not that bad situation.
But, Silent Storm, as do any kind of turn-based game, has it's quirks and kinks. I shall be particularly focus on one certain feature on Silent Storm. Something that has been a source of huge frustrationg and anquish in the recent days, and I know I should be reviewing a ton of roguelikes for another site, but god damn it, that german soldier must die. Oh, um, the feature, yes. The feature I was talking about, is the interruption system.
I just hate it honestly.
It's sensible solution, soldiers have a chance to react before the enemy shoots their brains off and all in real life, but in Silent Storm it means that if your poor Scout walks behind the corner, no matter how hidden and sneaky s/he is, s/he'll have no brains left when the enemy's done with his/her full-auto. Full-auto, as in 40 bullets from a Suomi SMG in the head, and such. On easier levels the character would just get knocked unconscious, but on harder levels, it means you'll have a dead 10 level character on your hands. Just because you couldn't avoid going around that corner in anyway, and the interruption system seems to work for the enemy ALWAYS.
Hand hurts, but bravely I shall carry on.
Personally, I think it gives the enemy an unfair advantage. They stand around doing nothing mostly, giving them tons of action points to spent on poor unsuspecting scouts and soldiers a like, who in the worst cases run right into enemy they just couldn't see and run out of action points. But here comes the thing, it's quite rare occassion that a player will have any action points left, due to the high costs of moving around and shooting. So enemy can waltz right into my crosshairs without breaking a sweat. That's the thing.
Completely frustrating, and most importantly, reasonable.
Reasonable, not only because of the realism, but because game mechanically. The AI would stand no chance against the grenades and endless ammobelts of players, without resorting to such unfair system as that. It's a common feature on turn-based strategies, and especially on the squaddie ones. Even X-Com, as everyone who has played it can attest to, has an interruption system. You run through a field, and next thing you know the whole field has been blown out in the sky because a trigger-happy alien just happened to spot you. But it works quite well in those situations, because you still have some chance to survive. Indoors? You should be gambling at Las Vegas if you managed to survive MG32 in full-auto, aimed right into your head.
Damn wrist, hurts more than it should now.
I personally think this is quite critical problem which developers and programmes alike should strive to solve, as at the moment it's providing rather unbalanced gameplay. Sure, you could work on throwing grenades around corners or trying to be sneaky and out maneuver the enemy, but at the moment, if the corridor is just two squares wide, will one square in the distance make a huge difference? Not really. And the grenades will eventually run out, not to mention the added fumbling factor. Personally, again, I would strive to discard the whole interruption system althogether. Gasps from the audience, the shock has landed I shall deftly move out of the speaker box with a Luger P08 hidden in my pants before screeching in. Or not. I don't have an alternative to say at this point, so we might as well forget what I said few lines above and I shall offer few solutions. Why can't we peek around corners? That would give us some kind of idea what's ahead of us, and even if the enemy did spot us, we would be offering smaller frame to shoot at. Then again, that could potentially make it more unbalanced. Another possibility would be giving huge accurary penalties to interrupts happening at low range, because when an enemy bops into your crosshairs in random FPS, don't you tend to get a bit startled? That could work. Then again, it probably doesn't make much of a difference if 20 or 30 bullets hit your head from 40, now does it?
But, the ball's with the developers and we shall see if they notice this problem at all, which I sincerely hope they do. Turn-based squaddie strategies still hold a lot potential, as Laser Squad Nemesis and Silent Storm itself has shown, but the genre still carries few silly things which should have been solved ages ago, interrupt being one of them.
Now, sandwiches.
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COMMENT:
AUTHOR: Joq
EMAIL:
URL:
DATE: 21:07
I do hope that Hammer & Sickle will be a neat game. And will improve on some of the... not-so-great aspects of SS.
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COMMENT:
AUTHOR: Knyght
EMAIL:
URL:
DATE: 01:16
We should play Laser Squad Nemisis sometime.
Okay I have no place to go. Today, when I was dying from the heat and peering at the grey clouds of doom with fervent rage, I happened to notice System Shock 2's CD underneath few miniature bases and a red Staedler pen. If you don't know what Staedler pen is, don't ask me, because I have no clue what the most stuff on my table is. Also, my current candies are worst ever. So as I was looking at the CD, I got this odd sense of feel. I started wondering about the names of the game industry. I also like to twist names according my own whim, but that's just me. Most of the classical names, such as Blizzard, Fallout, System Shock, Warcraft, Half-Life and such, rarely bear anything more to the game than a little funny word play.
Blizzard is a classic example of such name. But then we have Infogrames, which has no point at all except having extra r and info in it. I don't really understand the naming scheme behind company name's, it's so weird. Lucasarts, that makes sense. George Lucas founded it and he's such an egomaniac anyway. But then we have... Looking Glass. It sounds nifty, it has that clang on it. But what does it mean? How do you apply a Looking Glass into gaming? Is it a metaphor, is it something else? I have no idea dear sir.
Apogee switched it's name to 3D Realms. From obscurity to straight "Ah! It's gotta be a game company!" you know, it helps us common folk. But I suppose company names don't need much of a naming anyway, I tend to use Mono-Cel in my business simulations, just because it's snazzy and most of all, boring name.
Game names, now this is something I particularly wuuurve. They always have some sort of meaning in them, at least I pray that they do. Because I just remember I have ZPC on my shelf and I have no idea what it means. But mostly, yeah. It's a good policy you know, inform gamers about what you're going to except from the game. You aren't looking at Hack N Slash when you see "Stars above the Hemisphere of Ogzillian." Or you might, depends on how retarded the name designer is. Which in my case, is quite retarded. What does one except from a guy who has taken something else than regular substances? Anyway, I'm pretty darn glad games names have a proper meaning most of the time. Because otherwise we get the movie/book syndrome where the names very rarely mean anything or refer to the book's events. But still... I just wish I'd stop seeing Half-Life 2 and Half-Life 3 and X-Box freaking 360. Half-Life! What does it even mean! I cry! You fight zombies and you're suddenly Half-Life! AAEEEEI. And I'm not going to get into the X-Box freaking 360 business because it's so bloody silly I could rant about it for hours with ease.
But names, figuring names is a hard task. Anyone who has played RPG's or anything similar where you're supposed to think of a name and you just don't want to use your possibly stupid sounding name in that particular universe because it makes you feel uneasy, knows what I'm talking about. Sure you can have a stock of names, you can use random name generators, but figuring names from the air is HARD. And especially if they should have some sort of meaning as well, as it happens to be in fiction these days. So understandably we get a freaking Master Chief occasionally, and I my unborn first child is crying baby tears on my dream girl's stomache whom I haven't had the chance to meet yet. Yet, it's silly. Creativity is something everyone has, but it rarely means that if you can figure huge plots of drama and epochal proportions, figuring names out of thin air is hard. But bloody Master Chief! HAVE MERCY ON MY UNBORN FIRST CHILD!
And as far as the current naming goes in hardware -> It's pointless, no one reads the names, you're just fooling your customers with fancy numbers and I wish you'd stop breathing or give us some useful data in the name instead of pretending.
Thank you, back to Dungeoncrawling. Damn those imps are hard.
P.S: I love the Image uploading feature on Blogger.
Yeah, those crazy people at Capcom. Specifically, those crazy people tasked with creating the Street Fighter series. I played Capcom Ultimate Mambo Mega Giga Jam Max, or whatever the hell the new one is called, and after 10 minutes I wondered why they bothered. It's exactly like SNK vs Capcom, which is exactly like Marvel Vs Capcom, which is exactly like Street Fighter Alpha, etc, etc ad infinitum. Sure, some have had more interesting looking moves (Marvel Vs Capcom, with the screen-filling combos comes to mind), and some have even had NEW CHARACTERS, but still. I'm playing with Ryu, and he still has all the same moves. Quarter-circle forward punch for Hadokun, etc. He still has the same combos, heavy jump kick, standing jump kick, dragon-punch, etc. I learnt how to beat people easily with Ryu when SF2 was released. And now, over 10 years later, I can complete -any- Capcom fighting game on my first credit on any difficulty level.
WHY DO YOU KEEP CHURNING OUT THE SAME GAME OVER AND OVER AGAIN CAPCOM. Did you not learn your lesson with the seventeen bajillion variations of SF2 you released? Was Hyper Super Alpha Street Fighter 2 Turbo not enough? WHY, CAPCOM, WHY?
* beats relentlessly on wall *
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COMMENT:
AUTHOR: Trey
EMAIL:
URL:
DATE: 03:29
Silly Gremmi. It's because fanboys still buy the games no matter how much of a clone they are.
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COMMENT:
AUTHOR: Olaf
EMAIL:
URL:
DATE: 18:45
Hurrah for more people thinking SA is horribly overrated!
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TITLE: Resident Evil 4
AUTHOR: Olaf
DATE: 6/23/2005 07:53:00 ip.
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BODY:
Going to warn you right now that there are a few spoilers in here, though it's stuff you almost certainly already know, and it's all covered within the first couple of hours of gameplay. Regardless, if you don't want to know anything about it, then don't read.
I don't like the Resident Evil series much. This may not come as a shock to some of you - I'm fairly well known for disliking things. The first RE was fun enough, aided by some hilarious voice acting and my love for games taking place in mansions, but the sequels never held any real allure for me. This is why my absolute adoration for this game may come as quite a surprise.
So what's changed, then? Just about everything. Hang on a moment, you'll doubtless say when you first fire up the game. What's happened to the obscure and utterly useless camera angles? Where are the zombies? Why are there no save ribbons? What's happened to those silly door animations? How come I don't have to shuffle weapons and puzzle items around in my inventory anymore? Why is the combat *fun*? Is this really Resident Evil, or did they give me the wrong game in the shop? Yes, it's Resident Evil, and yes, they've purged most of the problems with the series. Patience, and I'll explain.
The game takes place six years after the destruction of Raccoon City in Resident Evil 2. Umbrella, the evil corporation responsible for the events in the past RE games, has been rather forcibly disbanded. We learn that Leon Kennedy - one of the playable characters from RE2, and one of the few survivors of Raccoon City - has been working with the uS government and has received some training from one of their more shadowy divisions. He's given the job of defending the President and his family, but shortly before he assumes this role, the President's daughter is kidnapped, and Leon's assignment is changed to that of tracking down and rescuing her. As the game opens, he's discovered that she was moved to a small, remote village in Spain, and he's travelling there with a pair of Spanish policemen. Predictably, it's not long before Things Go Horribly Wrong. Leon's inquiries in the village are met with hostility and violence, and the policemen (who elected to stay in the car and wait for him) are rather brutally murdered.



"Harris and Klebold were fans of violent video games such as "Doom". (Harris often created levels for the game; these were widely distributed, and can still occasionally be found on the Internet as the Harris levels. Rumors that the layout of these levels resembled that of Columbine High School circulated but have been debunked [3] ). Some analysts argued that part of the killers' problem may have been a result of their constant exposure to violent imagery in such video games, as well as music, and movies, theorizing that their obsession with these forms of media may have led to them having difficulty telling the difference between reality and fantasy. Several unsuccessful lawsuits against several video game manufacturers were filed as a result by parents of some of the victims."No one will ever know what their real motive in the end was, but video games can and will continue on affecting players. In both good and bad ways. There have been rumours and even documented evidence of MMORPG players, playing Everquest/etc 24/7, forgetting to eat and rest, and eventually reaching their untimely death. Because of the pixels on the screen. It's fanaticism, but it exists. And that's not the end of it; there have been rumors of whole companies just focusing on selling virtual items on eBay, items which they have hired kids from low-income countries. But hey, it's just entertainment! On the brighter side, there have been numerous counter-arguments, claiming that games are good for one's mind, at least better than TV has ever been. They allow you to think, work on the why and when and who, rather than just taking everything they spill at your face. Chess improves logical thinking, and so do video games. Interactivity is from what your mind lives from after all, and games are widely used in education these days. It's far more fun way to learn than reading from book, but Educational titles sometimes tend to be rather limited. I think I should mention The Get-Well Gamers Foundation, who are a voluntary group devoting their time and effort to spread games to hospitals which don't have them yet for children to play, as it significantly reduces the time spend in hospital. Saves money! But still we hear horror stories constantly from various media outlets, how another gamer has gone loco, inspired by GTA or Manhunts to go on a killing spree. We hear stories from our friends how they get so addicted to a Civilization game that they just don't notice it's morning and they should go to work, actually my friend who rarely plays anything else than racing games was subjected to this, we hear stories of people who worship the game designers as gods or at least semi-gods (Derek smart syndrome)... And so on. Catholics and other conservative relentlessly crusade against games, while they are doing the exactly same thing with their bible and their "better way to live". And games are in fact, bigger business than movies these days. It's not some geeks Amstrad of Commodore anymore, it's huge battle between console makers and eternal struggle with few big publishing companies. But I think the issue in the end really is, which ticks these conservative parties, is that games are violent by nature. Only few game genres can claim to be non-violent, and these are business, puzzle, adventure and sports, pretty much. Exceptions do exist, but even Super Mario Brothers could be considered violent. Just in a pretty scene. HOLD THE PRESS! It's part of the human nature, has always been. Violence in various forms, we can see this starting from the bible, sports (American football?), books, music, movies... It's integral part of entertainment! I'm not saying that it's the only thing, but it's very huge part of it. And that my dear reader(s), is part of the human nature. The urge to compete, the urge to be superior. Heck, it's how nature works in it's purest, no matter what the bible said. A tiger won't bow to your superiority just like that, it'll struggle. Survival is the oldest game in the books. But to shift the focus back on players. This "getting too addicted" isn't really only games' problem, it's with games that harder because the experience can be so intense sometimes. That's what we call a good sign for a good game, right? But some people... they don't notice the difference between game and reality. Even a regular look person, who otherwise could be a perfectly decent citizen, might fall to this. I pray that they are on the minority, but they exist. And then we have the ones with real mental issues. But as it is, any form of entertainment can "trigger" a person. And not only entertainment, even his own life! But that's beyond the scope of this article. Let's take an example from another form of entertainment for change, the one that is probably more relentlessly pursued by Catholics and the like, the one that might take the experience further than the games at the moment can. And that's Role-Playing. I have personally roleplayed for few years, not very much I admit, and only through internet. And this mostly applies to freeform games, not the pen & paper games as such. But I've been exploring the internet, and I've noticed few common things with roleplaying and games. First one is In character (IC)/Out of Character (OOC) difference. Again, bear in mind that my following examples are in the minority, and there is nothing particularly wrong with roleplaying. There are few stereotypes of "bad" roleplayers. Mary-Sues are the heresy of any decent roleplayer it seems, where the player creates him/herself to play. Which, of course, is not particularly wise since you are there to play a role. And IC insults directed at the IC persona of the player might carry over OOC and essentially harm their relationship. This brings me to the second stereotype. The one who lives his life through his creations. Stalking people, attacking people OOC just because they killed his/her character in a game... In fact, I have seen a video where a roleplayer tried to justify to cops why he shot his friend with a crossbow to the chest, with dice rules. And then promptly fled while shouting "BOOTS OF ESCAPING" and got a bullet in his leg. Anyway. This has been happening on MMORPG's lately as well. There was a news article about a player who tracked down and killed a person who stole his sword in enrage. He didn't mean to do it, but he did. But who can play games then? You can only answer for yourself. And the education system better start pouring money on teaching this to kid before virtual reality truly kicks in, or otherwise we'll have some real problems. Parents, watch your kids. Talk to them; ask why they play what they play. Ask them why they watch their movies, why do their listen to their music. Or just talk about their hobbies; mention how you would like to play games some days. Everyone has responsibility, I do, you do, they do. You can't pinpoint on anyone, so start acting like it. ----- -------- TITLE: Gaming blindspots AUTHOR: Jim9137 DATE: 6/20/2005 03:33:00 ap. ----- BODY: Frostymakes a spazzy guest appearance, and what kind of guest appearance it is! For those who don't know who Frosty is, he is the grumpy, (old), British person who tends to hate everything and has a great music taste which he so willingly spreads around, and well, I somehow managed to make him write something. Now, lean back on your chair, take some popcorn and let the man say what he has to say about gaming blindspots! --- I'm trying to work out what it is about the later stages of Half-Life 2 that I dislike. Thinking about it, I'm pretty sure it's the sections where there are enemies in front of me and enemies behind me that do it. In most of my early gaming, you see, there was total situational awareness. Mario can see the Goombas and the Koopa Troopers and the Hammer Brothers, all over the screen, all the time. I'm pretty sure this holds true for every single game I played until X-Com, which introduced to me the idea that there could be something there, but that I couldn't see it. The black parts of the screen I was okay with, those were places I hadn't seen yet, I didn't know what was there. My problem came when I saw my first alien, then turned my soldier around. Each of the next few soldiers took a shot at the alien, then turned away to do something else. It happened that at the end of the turn, nobody was looking directly at the alien. At the start of the next turn, three of my soldiers were dead. This confused me. I had seen the sectoid. It was a seen thing. Then it did things. And I didn't see them. Blew my mind. X-Com gave me a lot of trouble. Not seeing things was a problem my gaming mind was not prepared to deal with. I still don't check rooms thoroughly enough in games of that type. And I still get shot in between turns by aliens I didn't see. Fast forward ten years. Half-Life 2 is progressing nicely, I'm having fun. I'm actually having the most fun I've ever had in a shooter. Half-Life 2 is a fantastic game. Suddenly, I get to a section where I'm asked to defend a square with entrances on two sides. Look down one road, enemies. Kill them, turn round, more enemies coming down the road on the other side of the square. I got killed about twenty times getting past that section. Mostly from being shot in the back. By enemies I couldn't see. Don't get me wrong, I knew those enemies behind me were there. The game's quite obvious about pointing out that there will be enemies coming down these two streets. Not a fault in the game. Also, not something I wasn't expecting after having been shot in the back th first three times. I knew what my problem was, it was the enemies behind me. They were coming up on me while I dealt with the group on the other side of the square and they were shooting me in the back. I knew what was happening. I expected it to happen. And I couldn't deal with it. I ended up using cheats to get past that section. Not only that, I ended up needing cheats to get past several similar areas through the rest of the game. Apparently my gaming mind isn't geared to dealing with threats that aren't obvious and on-screen. I have learned, for good or bad, that the things I need to deal with are the things on the screen that I can see and while I can recognise threats coming from elsewhere, the parts of my brain that deal with the playing of computer games apparently haven't learned this yet. Now, thinking about it, I haven't played too many games where the threats I face aren't coming straight at me. Most of HL2 is played in areas where the threat is in front of me. Most of most FPS games are like this. In fact, most games are constructed in such a way that I'm only dealing with one great threat at a time, only loooking for that threat to come at me from one direction. And games that aren't? I can't deal with them. That's my gaming blindspot. Other people I know can't play driving games without a steering wheel controller. Driving is dealt with with the same part of their brain that steers with a steering wheel. I used to know someone who couldn't play platform games because he couldn't judge the jumping distances. He played Prince of Persia and Abe's Oddysee just fine, now that I think of it. Mario Brothers, on the other hand, was a complete mystery to him. One guy couldn't play Minesweeper by using the left-and-right-click check function. He'd learned to play it without and couldn't play it with. It needed him to use a whole different part of his brain and he would make mistakes he knew were mistakes if he tried to use that control method. I could watch him playing, watch him pause, try not to make the mistake, then click and make it anyway. He knew what he had to do, but his brain simply wouldn't cooperate with him. Don't think you've got any gaming blindspots? Think you can cope with pretty much anything a game can throw at you? Check back later. --- P.S: What the heck is the left-and-right click check function? ----- COMMENT: AUTHOR: EMAIL: URL: DATE: 14:27 FROSTY DEMANDS REAR VIEW MIRROR ACTION IN HL2.