<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4868128382582478534</id><updated>2011-08-02T09:37:04.694-07:00</updated><category term='HOt Games'/><category term='Resident Evil 5 Review'/><category term='Commando Games'/><category term='Computer Games'/><category term='News Views'/><category term='ps games'/><category term='Mobile Games'/><category term='Fighting Games'/><category term='Racing Games'/><title type='text'>PC Games</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>22</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-4323492305202966973</id><published>2010-08-22T09:33:00.000-07:00</published><updated>2010-08-22T09:35:21.633-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Games for Outdoors</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;Fun and Easy Party-Games for Outdoors&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img src="http://images.suite101.com/895458_com_picture1.png" alt="Water Adds Fun to Any Game, Josefine Koehn-Haskins" title="Water Adds Fun to Any Game, Josefine Koehn-Haskins" width="408" height="418" /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;All you need to get started are some supplies mostly everybody has at home anyway: Towels, a favorite stuffed animal, balloons, string, plastic cups, buckets and spoons – or just some children who are eager to play.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;h3 style="text-align: justify;" class="dynamic"&gt;Animal Races Spark Imagination&lt;/h3&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Set up a racetrack. For example, place to towels or chairs at start and finish line. Let the children imagine they are animal and practice how they move. Snakes slither on the ground, horses gallop, a cat sneaks and pounces, mice run on the tips of their toes. To be a frog, bend the knees all the way and jump forward. To walk like a spider, try to move on all four with your belly pointing upwards. Then let the children race, either all being the same animal or choosing their favorite animal. Which animal is the fastest? Let the children come up with their own four legged creatures.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;h3 style="text-align: justify;" class="dynamic"&gt;Obstacle Runs Add Fun to the Party&lt;/h3&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;For the "Egg Run" each team needs a spoons and eggs or potatoes. Set up the children in two teams. Place the egg or potato on the spoon. Ready, set, go! For a more refreshing version use little plastic cups filled with water. Place a full bucket at the start line, an empty one at the finish line. Which team can fill the empty bucket faster? Mix adult players with children. Who will get wetter?&lt;/p&gt;&lt;div style="border: medium none ; overflow: hidden; color: rgb(0, 0, 0); background-color: transparent; text-decoration: none; text-align: justify;"&gt;&lt;br /&gt;&lt;p&gt;In the "Three-legged Run" two players run together with two of their legs bound together. For "Sack-hopping" use big, sturdy garbage bags or burlap sacks (old fashioned potato sacks) if you have any. Let the players step into the bags and hop, hop, hop from start to finish line.&lt;/p&gt; &lt;h3 class="dynamic"&gt;Food-Games are All Time Favorites&lt;/h3&gt; &lt;p&gt;The traditional "Apple bobbing" is still a favorite with kids. Place some apples in a bowl full of water. Let the kids try to bite an apple.&lt;/p&gt; &lt;p&gt;For "Doughnut Jumping" tie some doughnuts on a piece of string. Let the kids jump, trying to catch the doughnut with their mouths. For a healthier version use salt pretzels, sausages, or even bananas. Make a mound of crushed ice (or flour) on a tray for this fun "Cutting Game". Place a gummy bear or gumdrop on top of it. Each child has to cut a bit of the flour mound. When the gummy bear falls, the child has to get it with his mouth. Have the camera ready!&lt;/p&gt;  &lt;p&gt;Playing "Ice Cream Faces" can get a little messy. Each two players get a cup of ice cream, an ice cream sandwich or an ice pop. One partner gets blindfolded and has to feed his teammate.&lt;/p&gt; &lt;h3 class="dynamic"&gt;Movement Fun for Little Ones&lt;/h3&gt; &lt;p&gt;For "Flying Teddy Bear" each two players hold the corners of a towel. Place a teddy bear or other soft item on one of the towels. By pulling the corners players can throw the teddy up in the air. Which team can catch the teddy bear and throw him way up again?&lt;/p&gt; &lt;p&gt;In "Blind Flea"one player gets blindfolded. He is the blind flea. The others jump around him while the blind flea tries to catch them. To make it not too hard, each seeing flea is just allowed ten hops. In another version, the blindfolded player has to follow the sounds the other players make. If he catches somebody he can feel his face to figure out who he caught. If he guesses the right, the caught flea will be the next blind flea.&lt;/p&gt; &lt;h3 class="dynamic"&gt;Balloons Encourage Dancing&lt;/h3&gt; &lt;p&gt;For this version of "Balloon Dance" blow up some balloons (on hot days you can even fill them up a little bit with water) and tie them with a string around one leg of each little dancer. Goal is to pop the balloons of everybody while you have to keep your own balloon safe.&lt;/p&gt; &lt;p&gt;For another possible way of "Balloon Dancing" hand out one balloon to each dancing couple. Players should try to hold up the balloon with any possible body-part, except the hands. The balloon could be squeezed between the heads of the two dancers or between their bellies. The last couple whose balloon falls down last wins.&lt;/p&gt; &lt;h3 class="dynamic"&gt; Inspiration More Important than Preparation &lt;/h3&gt; &lt;p&gt;There is really no big set up necessary to organize some fun games. Many of them can even be used spontaneously if the BBQ does not turn out to be very child friendly. Many of the above mentioned games are old and were played by children for many decades. Of course there are many different versions. But the fun of it is, that you can change them according to the occasion, the surroundings and the age of the children. Here you can find more ideas for &lt;/p&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-4323492305202966973?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/4323492305202966973/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/games-for-outdoors.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4323492305202966973'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4323492305202966973'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/games-for-outdoors.html' title='Games for Outdoors'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-9109444991265989396</id><published>2010-08-22T09:32:00.000-07:00</published><updated>2010-08-22T09:33:24.045-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Free PC Game</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;The Best Free PC Game Downloads&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;Computer games are big business, with users spending millions of dollars each year on the latest and greatest games for their Mac computer, PC, or video game system. With computer games averaging $35 or more for new releases, some individuals want to find something to occupy their time and expand their imagination without breaking their bank in the process. Luckily there are many places to find the best free computer game downloads for PCs.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;h3 style="text-align: justify;" class="dynamic"&gt;Free PC Game Download Options&lt;/h3&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Many web sites that specialize in providing links to PC game downloads, both free and otherwise. The key is finding the download sites that provide accurate and useful information about the game prior to the user downloading it. Large PC games can take a long time to download, even on a high speed connection. Because of this fact, look for web sites that provide user submitted or staff written reviews or comments on each file. Sites such as the aptly named Download.com and Gamespot are excellent sources of this information, however finding games that are truly free on these sites can be difficult unless the search is properly set up.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;h3 style="text-align: justify;" class="dynamic"&gt;Searching For The Best in Free PC Game Downloads&lt;/h3&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;When searching for free PC game downloads at Download.com, the user types a descriptive phrase into the search box for the genre of game that is desired. In the results that follow, there will be an option in the left column of the page that allows the user to select "Free To Try" or just "Free." Clicking on the "Free" option limits the search results down to games that are truly free and available for download through the web site. Further, each of these games may have hundreds of reviews written by users or fans of the game. Some also include professional reviews by the editors of the site.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;PC game download sites such as Gamespot are a little more difficult to navigate but still contain useful information and links. Most of the games at Gamespot are demos, meaning that they are only partial or crippled versions of the full game. By typing a search phrase such as "RPG -demo" a user can effectively remove any results that are clearly demo versions of commercially available games. At the same time, demos are not a bad way to go for people who really do not know what they are looking for in a PC game. Playing a free PC game demo can help a user decide that they are willing to pay a little more for the full version at a later date.&lt;/div&gt;&lt;div style="border: medium none ; overflow: hidden; color: rgb(0, 0, 0); background-color: transparent; text-decoration: none; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-9109444991265989396?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/9109444991265989396/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/free-pc-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/9109444991265989396'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/9109444991265989396'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/free-pc-game.html' title='Free PC Game'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-7528489248312223090</id><published>2010-08-22T09:27:00.000-07:00</published><updated>2010-08-22T09:29:07.324-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Disgaea Afternoon</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;Disgaea Afternoon &lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img style="cursor: -moz-zoom-in;" alt="http://image.com.com/gamespot/images/bigboxshots/4/935234_85999_front.jpg" src="http://image.com.com/gamespot/images/bigboxshots/4/935234_85999_front.jpg" width="302" height="526" /&gt;Have you ever wanted to download Disgaea Afternoon Of Darkness game for free on your Play Station, PSP or PSP Go, but don't know how?&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;You have come to the right place!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;If you want to find out the quickest way to &lt;strong&gt;download Disgaea Afternoon Of Darkness &lt;/strong&gt;, Loco Roco, Patapon2 and all the latest PSP games, PS Games, videos, music, movies, shows, wallpapers, comics, then read how it can be done using PS or MAC! These games can be easily transferred to and played on your hand held console (PSP, PSP Go), you console (PS), your PC, your MAC, without any special hardware or software!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;PSP Go Download Center contains over 200K Downloads making it the Largest Database for the PSP Download! PSP Go Download Center is a complete database where you can find the newest and your favorite Psp Games for free besides Movies, Shows, Music, Software, Comics, Books, Magazines, Wallpapers and much more!&lt;/p&gt;&lt;p style="text-align: justify;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;&lt;img style="width: 418px; height: 234px;" alt="http://www.cheatcc.com/imagespsp/disgaeaafternoon_00.jpg" src="http://www.cheatcc.com/imagespsp/disgaeaafternoon_00.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Access to the Biggest and Ultimate PSP Go Database on the Internet&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* High Download Speed, No Limits, No Queues!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Daily updates with the latest Games, Music, Movies and Software.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* No Fees Per Download or Per Month!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Get Started PSP Go Download Center - A Step by step guide!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Free 24/7 Technical Support for any questions&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;PSP Go Download Center Members can get Unlimited Download for their PSP Go Console (PSP) with no monthly fees with a one time fee for lifetime registration!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;And the best part is, they are now offering a promotional discount of $39 for lifetime membership versus the regular $65 price, this definitely adds further value and I'm sure that this offer is only for a short period. Just few months back, I paid $65 for lifetime but still it's a very good value since they offer ultra high speed unlimited downloads including all time favorites Soul Calibour, Loco Roco 2, Patapon 2, Resistance and Disgaea Afternoon Of Darkness&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Don't wait, you can join now and get all the benefits from PSP Go Download Center and start putting free psp games right onto your memory card.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;So what are you waiting for? &lt;em&gt;Download Disgaea Afternoon Of Darkness PSP game &lt;/em&gt;and all your favorite PSP games unlimited for Free (Yes $39 for 200k Downloads works out to just 0.01 cents/download)&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-7528489248312223090?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/7528489248312223090/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/disgaea-afternoon.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/7528489248312223090'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/7528489248312223090'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/disgaea-afternoon.html' title='Disgaea Afternoon'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-1084724579433764135</id><published>2010-08-22T09:22:00.000-07:00</published><updated>2010-08-22T09:25:10.572-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Metal Gear</title><content type='html'>&lt;p style="text-align: justify;"&gt;Have you ever wanted to download Metal Gear Solid game for free on your Play Station, PSP or PSP Go, but don't know how?&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;You have come to the right place!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;If you want to find out the quickest way to &lt;strong&gt;download Metal Gear Solid&lt;/strong&gt;, Loco Roco, Patapon2 and all the latest PSP games, PS Games, videos, music, movies, shows, wallpapers, comics, then read how it can be done using PS or MAC! These games can be easily transferred to and played on your hand held console (PSP, PSP Go), you console (PS), your PC, your MAC, without any special hardware or software!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img alt="http://unrealitymag.com/wp-content/uploads/2009/07/metal-gear-solid-2-1.jpg" src="http://unrealitymag.com/wp-content/uploads/2009/07/metal-gear-solid-2-1.jpg" /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;PSP Go Download Center contains over 200K Downloads making it the Largest Database for the PSP Download! PSP Go Download Center is a complete database where you can find the newest and your favorite Psp Games for free besides Movies, Shows, Music, Software, Comics, Books, Magazines, Wallpapers and much more!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Access to the Biggest and Ultimate PSP Go Database on the Internet&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* High Download Speed, No Limits, No Queues!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Daily updates with the latest Games, Music, Movies and Software.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* No Fees Per Download or Per Month!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Get Started PSP Go Download Center - A Step by step guide!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;* Free 24/7 Technical Support for any questions&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;PSP Go Download Center Members can get Unlimited Download for their PSP Go Console (PSP) with no monthly fees with a one time fee for lifetime registration!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img alt="http://gaygamer.net/images/metal_gear_online_beta/metal-gear-tx-55-specs.jpg" src="http://gaygamer.net/images/metal_gear_online_beta/metal-gear-tx-55-specs.jpg" /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;And the best part is, they are now offering a promotional discount of $39 for lifetime membership versus the regular $65 price, this definitely adds further value and I'm sure that this offer is only for a short period. Just few months back, I paid $65 for lifetime but still it's a very good value since they offer ultra high speed unlimited downloads including all time favorites Soul Calibour, Loco Roco 2, Patapon 2, Resistance and Metal Gear Solid&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Don't wait, you can join now and get all the benefits from PSP Go Download Center and start putting free psp games right onto your memory card.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;So what are you waiting for? &lt;em&gt;Download Metal Gear Solid PSP game &lt;/em&gt;and all your favorite PSP games unlimited for Free (Yes $39 for 200k Downloads works out to just 0.01 cents/download)&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-1084724579433764135?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/1084724579433764135/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/metal-gear.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/1084724579433764135'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/1084724579433764135'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/metal-gear.html' title='Metal Gear'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-8303686203752075346</id><published>2010-08-22T09:20:00.000-07:00</published><updated>2010-08-22T09:22:13.248-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Rainbow Riches</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;Rainbow Riches Gets A Full House&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;Regular players of this stunning game will know that the little leprechaun, the figurehood of the Rainbow Riches, is a busy little fella. His life now, rhough, is about to get even busier!&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img style="width: 312px; height: 234px;" alt="http://www.freeplaycasinos.net/images/news/rainbowriches.jpg" src="http://www.freeplaycasinos.net/images/news/rainbowriches.jpg" /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;For Rainbow Riches is now entering the wolrd of bingo with a deriritive game that, not unsurprizingly, will be rolled out in bingo halls before the online world beckons.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;It seems, on the face of it, a great idea - combining the thrill of getting a line, 2 lines or a full house in bingo with the great features associated with the classic game.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;One advantage for bingo halls are the gaming licence implications - although the game looks like a traditional gaming machine it is not; but the Gaming Commission are always quick to find machines that try to bypass the gaming fees, in this continual game of cat and mouse between operator and regulator.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;img style="width: 372px; height: 247px;" alt="http://www.empireamusements.co.uk/images/arcade1.jpg" src="http://www.empireamusements.co.uk/images/arcade1.jpg" /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: justify;"&gt;However, it is online where the real potential of the game comes alive - imagine playing bingo in the usual way, that is going for a line, full house etc. and winning an exciting figure rather than a normal fixed lump sum. Further, the game is fair - with a fixed RNG (Random Number Generator) determining the numbers, no other players with which to complete, and you win if you can get a full house within a certain number of calls - in a normal 90-ball game the jackpot would be obtained should you get a full house within 50 calls, and a prize of some kind if you call up in 80.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The cost of the game on the fixed sites will be set at 50p a board, and you will be able to play up to £2 a pop, which seems reasonable, but the games will fly by at a rate of knots, with every game finshed within 5 seconds. Online though, you would be able to play at 10p a card, that's 40p a game which is more palatable if you want a decent amount of gameplay, yet still with a reasonable chance of success.&lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Using the Rainbow RIches branding combined with bingo seems a match made in heaven, and we watch with interest when the new games get rolled out!&lt;/p&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-8303686203752075346?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/8303686203752075346/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/rainbow-riches.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8303686203752075346'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8303686203752075346'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/rainbow-riches.html' title='Rainbow Riches'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-4912376563165589182</id><published>2010-08-22T09:16:00.000-07:00</published><updated>2010-08-22T09:17:40.323-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Racing Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>X-Men</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;X-Men Legends 2 Art Director&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Tell us about yourself Dan; where are you from and how old were you when you discovered that you wanted to be a 3D animator? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I am from Toronto, Ontario, Canada, and animation was something I stumbled onto after realizing I didn't want to be a lawyer.                            &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          Are you a traditional artist turned 3D animator or did you just jump right into the 3D Software?                           &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt; I jumped right into 3d software. I had taken art courses as the majority of my electives all through high school and university, but never made it a full time commitment.&lt;br /&gt;                          &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                  &lt;/div&gt;&lt;p style="text-align: justify;" class="right"&gt;&lt;img src="http://www.animationarena.com/images/xmen3_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           Are you formally trained as an artist or are you self-taught? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt; I completed a nine-month animation course in Toronto and then landed a job on an animated feature shortly thereafter.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt; Do you think that artists with a formal education in animation or illustration have an advantage over self-taught artists? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                              &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;Although a formal education is a definite boost to your chances of landing a job, two of the best animators I ever worked with were both self taught.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                      &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt; What Programs and Hardware do currently work with? And why do you choose to work with these software packages? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                           &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;X- men Legends 1 and 2 used 3d studio Max and Character Studio exclusively. Both programs gave us exactly what we needed. &lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           Who's work do you admire?   &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                           &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I recently got a chance to work with the guys from Blur Studios and I would have to say that they jumped to the top of my list.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                       &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          Where do you get the inspiration for your art?&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;This is going to sound funny but I would have to say " tight deadlines". I tend to come up with better stuff if the crunch is on. Maybe that's more "motivation" then "inspiration" but that's my answer.&lt;br /&gt;                         &lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                       &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           How did you get your start in the video game industry? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I was working as an animation director for commercials and film when the chance to lead a team of artists on a good portion of the James Bond Night fire cinematics became available. It turned out to be a tough 6 months but I enjoyed it so much that I started thinking about doing it full time. When I got the call from Ravensoft to work on X-men Legends I just couldn't pass it up.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                           &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          How hard is it for a self taught artist to break into the video game business?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;It's not easy. The good thing about school is that you have the benefit of being taught by people who have been in the industry. They usually know how to present your work in a professional manner.&lt;br /&gt;                                              &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What steps should an aspiring Animator or Artist take to break into the video game business?  &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. Animate or paint as much as you can.&lt;br /&gt;2. Post your work on forums and listen to the advice you get.&lt;br /&gt;3. Focus on a specific area of production: animation, modeling, lighting, or texturing.&lt;br /&gt;4. Send in only your best work.&lt;br /&gt;5. Get some sleep....you're going to need it. &lt;br /&gt;&lt;br /&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;As Art Director of a major video game company what skills do you look for in an artist? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. 3d skill: the ability to produce cool looking stuff in a standard 3d package.&lt;br /&gt;2. 2d skill: a natural ability to paint&lt;br /&gt;3. Ability to economize: getting the poly count and texture size of a given asset as small as possible while making use of every inch of the base page.&lt;br /&gt;4. Presentation: sending in a reel or portfolio that is professional and represents only your best work.   &lt;br /&gt;&lt;br /&gt; &lt;/p&gt;&lt;p style="text-align: justify;" class="left"&gt;&lt;img src="http://www.animationarena.com/images/xmen2_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What classes or programs would you recommend an aspiring artist or 3D Modeler take?  &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I think there is value in getting an education at any place that offers courses specifically geared towards game production. As for actual software....I am a pretty big fan of both Zbrush and Maya.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How long did it take you to become Art Director?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Six years.   &lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What's it like working for Ravensoft? What are some of the projects that you've worked on?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Raven is a first class place to work. It's really cool to work at a studio that prides itself on the ART side of making games. As for projects, I started on X-men Legends, jumped right onto XML 2, helped a tiny bit on Quake, and am currently hammering on something new.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Take us through your typical day as Art Director at Ravensoft?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;It's fairly straightforward. I have the art Dept divided into sub departments:&lt;br /&gt;&lt;br /&gt; 1. Tile building  (backgrounds)&lt;br /&gt;2. Character models&lt;br /&gt;3. Skins&lt;br /&gt;4. Tile textures&lt;br /&gt;5. Object modeling&lt;br /&gt;6. General texture&lt;br /&gt;7. FX&lt;br /&gt;8. Menus&lt;br /&gt;9. Animation&lt;br /&gt;&lt;br /&gt;We usually get together every other morning to kick ideas around and make sure we are on track. The rest of the time I basically bounce back and forth between these groups while keeping one eye on the schedule.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Could you take us through your creative process when starting a new project?      &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Well first off, we sit down with the project lead and the story guys and explain what "looks" we really want to try to tackle, and why. Then we concept like crazy for about a month. We have multiple groups of artists working on characters, objects, tiles and anything else we think we might need. Once the majority of concepting is complete we compile all the concepts into a giant book. The book is used as the art template for the game. It gives all parties involved a solid idea of what we think the game will look like and also serves to as the primary approval stage. From that point on we are knee deep in 3d production.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;When working on a video game how much creative input do you actual have on the projects? Are all the look and feel aspect of a game set in stone or are the projects constantly evolving? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;We have boatloads of creative input. One of the cool things about Raven is how much they listen to the ideas of employees. I would have to say the projects definitely evolve. We may design an environment with a very specific layout in mind but a designer may see something different. You have to be flexible and try to foster collaboration more than a singular vision.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How much interaction do the artists have with the developers on projects?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;In our case Raven is the developer, so the interaction is fairly seamless.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;You were Lead Animator, Cinematic Director and lead lighter on the hit X-men legends, could you give a brief description of these roles and what they meant to the project? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;As lead animator I was responsible for all movement of the characters and objects. As Cinematic Director I was responsible for all aspects of cinematic creation: cameras, lighting, animation, you name it. As the Lighting Lead I was tasked with defining the color scheme for the final render of the game.&lt;br /&gt;&lt;br /&gt;  &lt;/p&gt;&lt;p style="text-align: justify;" class="right"&gt;&lt;img src="http://www.animationarena.com/images/xmen5_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Is it normal in the video game industry for one person to take on multiple roles on a project or are must jobs pretty specialized? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;Honestly I'm not sure. All the responsibilities listed above plus the role of lead artist are now included in the art director title.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What are some of the common production problems you run into when creating video games?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. Not enough time&lt;br /&gt;2. Not enough memory &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;You are Art Director on the much anticipated X-men legends 2 could you tell us a little bit about X-men legends 2? What can us gamers expect? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I think people are really going to enjoy it. It's a little darker and meaner then the original, and we went out of our way to try and double the texture resolution. A lot of effort was spent on powers, lighting, and creating original level looks.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How long has X-men legends 2 be in production?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;About 10 months.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What software packages were used in the creation of X-men legends 2?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;The art staff utilized, Max, Photoshop, and Vegas.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Did you run into any major production problems during the creation of X-men legends 2?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I can honestly say that this was the smoothest project I have ever worked on. When we started we thought we were in for a rough ride just based on the sheer volume of the game. We sat down and made some solid changes to the art pipeline to get it down to a science. All tolled we delivered roughly 20 new environments, over 4000 unique objects and about 270 skins. That's roughly double what we did on the first one. The cool part was that we managed to ship the game with artist and animators working almost no overtime for the last 7 months of a 10-month project.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Are there any other projects your working on at the moment for Ravensoft?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I got a chance to briefly help out with the cinematics on quake 4, but art directing the undisclosed title I spoke of earlier takes up most of my day.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What do you think of the next generation of console game systems (Xbox 360 &amp;amp; PS3)?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I can't wait to start producing art for those platforms. A lot of what we currently do as artists is about economizing, and can be very restrictive. The next gen consoles are going to allow us to make some spectacular stuff.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;The production values of today's video games are so high they rival Hollywood block busters do you have any interest in work on a motion picture? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;That's a tough one. Sure it would be cool to say that I worked on Kong, Return of the King, or a PIXAR film, but that would mean getting out of games. I'm really enjoying the stuff I do so I would have to say no.&lt;br /&gt;&lt;br /&gt; &lt;/p&gt;&lt;p style="text-align: justify;" class="left"&gt;&lt;img src="http://www.animationarena.com/images/xmen6_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What's next for Dan Hay as an Artist?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I am currently working on an unannounced project that is going to kick ass. &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Do you have any advice for the hordes of people out there looking to break into the video game industry?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Make your demo reel as tight as possible. If you want to animate then don't worry about creating a killer model, just make focus on quality of motion. Keep the camera work simple and don't put anything on your reel that you don't think is top notch. Artists should focus on providing samples of base pages that are easy to read. We are always looking for a person who can utilize as much of the page as possible, and not section it up into a thousand pieces that are tough to paint. I will be providing examples of what I mean in upcoming post in the tutorial section of my web page.&lt;br /&gt;&lt;br /&gt;                                                       &lt;/p&gt;&lt;p style="line-height: 120%; text-align: justify;"&gt;Thanks to Dan Hay )                            for agreeing to answer the questions I had for him. Please visit &lt;a href="http://www.danhay.net/"&gt;www.DanHay.net&lt;/a&gt; for more of Dan's Art work.                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-4912376563165589182?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/4912376563165589182/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/x-men.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4912376563165589182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4912376563165589182'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/x-men.html' title='X-Men'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-9069315350740025775</id><published>2010-08-22T09:15:00.000-07:00</published><updated>2010-08-22T09:16:28.590-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Computer Games'/><category scheme='http://www.blogger.com/atom/ns#' term='HOt Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Game Developer Jobs</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;Game Developer Jobs&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;b&gt;&lt;a name="Intro"&gt;Intro&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;To come and work in the games industry as a programmer you really, really have to be into games. Just thinking that this is more exciting than going and working on databases or in accounting isn't enough motivation. Too many people have been lured by the false image of young programmers with fast sports cars, and been predictably disappointed. Sure, it can happen, but that shouldn't be your reason for wanting to write games. If you're talented and committed then financial rewards will come, but don't expect to walk into a job earning enormous money with no experience! If you're not interested in playing games, then are you really going to do a good job at writing them?&lt;br /&gt;&lt;br /&gt;How long have you been programming? If you're on a course at college or university, do you still program as a hobby? Doing a bit of games programming as a hobby is a step in the right direction. There are lots of resources on the net to help programmers get to grips with Windows and DirectX, and that's a good education in itself.&lt;br /&gt;&lt;br /&gt;Chances are you're not going to write anything that'll change the world of gaming as we know it, but that doesn't matter. Write a version of your favourite old arcade game - retro-gaming is hip now and they're generally not too complex to put together. If you can make it play like the original then you'll have coped with the same sort of programming tasks that the original developer did. If you've done a good job, then you have the perfect demo as a foot in the door for interview.&lt;br /&gt;&lt;br /&gt;Unfortunately, most programming courses and books don't actually teach you to write tight, efficient code. Sure, the principal of programming and structure gets through, but with no respect for the memory and time constraints that plague the games programmer. There's a huge difference between coding a business application on a PC or mainframe, and writing a game for a console.&lt;br /&gt;&lt;br /&gt;Games programming demands the impossible every day, and there's only one way to do this: CHEAT! Now this kind of spoils the magic, so those who don't want to know the score should look away now.&lt;br /&gt;&lt;br /&gt;Looking back at video games of the past, there is very little in the way of realism: frogs crossing busy highways, aliens invading earth, American-Italian plumbers leaping over obstacles. But hang on a minute, today's most popular games are just the same, only more so!&lt;br /&gt;&lt;br /&gt;And it's the "more so" that's the key. Now, all these games are in 3D, and boast "proper" interaction, "proper" physics and so on. It's all nonsense of course, modelling all these things properly, the hard way, takes way too much time to do, and more importantly more processor power than today's games consoles have. This is when the cheating begins.&lt;br /&gt;&lt;br /&gt;So let's consider the notion of a character jumping. At this point we should start doing some really scary mathematical physics equations, probably using some of the laws of motion along the way, perhaps taking into account friction, aerodynamics, wind, gravity, and the weight of the frankly implausible cartoon character trying to jump. However, applied maths and physics is way too much like doing a simulation - this is games, and we haven't got time for that.&lt;br /&gt;&lt;br /&gt;Simplify the process, and fool the player into thinking that all the complex stuff is going on, even when it isn't. At the very simplest level, when you want to make your character jump to the right, you're expecting them to follow a predictable, repeatable arc. OK, perhaps if you get a power-up or something you can jump double the height, and double the distance, but it's all pretty deterministic.&lt;br /&gt;&lt;br /&gt;In the world of computer games programming, there are a million and one cheats, tricks and clever ways to get around things, and you'll find that you learn something every day - this industry grows and changes so rapidly that you just don't get time to rest on your laurels. The machines you're working on and, more importantly, the machines you're programming FOR, are changing all the time and you can't afford to get left behind.&lt;br /&gt;&lt;br /&gt;You also need to be creative, sometimes painfully so - the idea that programmers are dull, unimaginative types couldn't be more wrong. If it needs doing, and nobody else has done it yet, you could find yourself inadvertently pioneering some new area in whatever-technology.&lt;br /&gt;&lt;br /&gt;All of this may sound terribly depressing, but the last thing you should do is dive into an industry (particularly this one) half-cocked. There are, of course, great amounts of fun to be had - even when you're up until 5:30am coding a text parser. The feeling of having created something that other people enjoy, and actually playing your game at the end of it just can't be beaten. On top of this, the ability to turn up to work in a t-shirt and listen to music while drinking cola is a definite bonus. So, if you think you're up to it - the effort, the dedication, the fun and the late nights, read on...&lt;br /&gt;&lt;br /&gt;    &lt;b&gt;&lt;a name="Getting"&gt;Getting Started&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A really good way to get started in programming is to check out a package called Blitz Basic. When people such as Blitz founders the Oliver twins were getting started in the early 80s it was possible to teach themselves programming on the machines that were available at the time, such as the Spectrum, the Amiga, the BBC Micro, etc.&lt;br /&gt;&lt;br /&gt;Since then it's become a bit tougher because you can't do anything with a PS2 or an Xbox except play games. There's no access to the operating system and no simple programming language to learn.&lt;br /&gt;&lt;br /&gt;Which is where Blitz Basic comes in. It's a good easy-to-learn entry level programming tool that covers both 2D and 3D (depending on which version you buy) and is available to run on most PCs at a pretty low cost. It'll give you a good introduction intro programming and will arm you to be able to move on an tackle C++.&lt;br /&gt;&lt;br /&gt; Check out www.BlitzBasic.com&lt;br /&gt;&lt;br /&gt;    &lt;b&gt;&lt;a name="Games"&gt;Games Programmer&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;i&gt;Possible Responsibilities&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A general programmer can literally be responsible for anything from text-parsing to texture mapping, tools code to AI, it is not unusual for one person to span a whole range of jobs. Therefore, the more you know (or can turn your hand to) the better. If you feel that you have a good grasp of a whole range of topics, this could be the job for you.&lt;br /&gt;&lt;br /&gt;You will usually work specifically for someone (i.e. be given tasks and deadlines), and will be expected to complete these with a minimum of fuss, or suggest and implement suitable alternatives.&lt;br /&gt;&lt;br /&gt; What you'll need to know * How to build and maintain data structures&lt;br /&gt;&lt;br /&gt;  * How to make use of new technology (hardware and software)&lt;br /&gt;   * Basic graphics skills (how to write and use sprites, primitives and preferably simple 3D graphics)&lt;br /&gt;  * State machines&lt;br /&gt;  * Simple AI&lt;br /&gt;  * File manipulation&lt;br /&gt;&lt;br /&gt;You should also be able to work easily with other people's code. If you aren't specifically writing the engine, or AI (for example) then you will be picking up another person's work and will be expected to be able to handle this. There isn't much you can do in the way of training for this and it is something that you will certainly pick up on the job.&lt;br /&gt;&lt;br /&gt;    &lt;b&gt;&lt;a name="Lead"&gt;Lead Programmer&lt;/a&gt;&lt;/b&gt;&lt;br /&gt; &lt;i&gt;Possible Responsibilities&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Everything! The lead programmer will usually not only code a huge variety of different things, but also be involved with planning, delegation team organisation and management. This depends upon the structure of the company in question, but in most circumstances this position involves at least some level of management skills.&lt;br /&gt;&lt;br /&gt;  What you'll need to know&lt;br /&gt;&lt;br /&gt; * Everything: regardless of what the problem is, it's your job to fix it&lt;br /&gt; *  Interface skills&lt;br /&gt;  * Windows coding (windows themselves, message loops, the game loop, input, output)&lt;br /&gt;  * AI&lt;br /&gt;  * Engine skills &lt;br /&gt; * File formats, data formats&lt;br /&gt;  * How to get people to work&lt;br /&gt;  * How to delegate effectively &lt;br /&gt; * How to stay awake for 96 hours, organise your team and still get work done.&lt;br /&gt;&lt;br /&gt;This may sound like overkill, but in many situations, the buck stops with the lead programmer. If, for some reason, the game is behind schedule, the ultimate responsibility may well be firmly placed on the shoulders of the Lead Programmer. If there seems to be no way to do something that is required, the Lead must find a solution or alternative. Which is why Lead Programmer is usually the best paid job too!&lt;br /&gt;&lt;br /&gt;      &lt;b&gt;&lt;a name="AI"&gt;AI Programmer&lt;/a&gt;&lt;/b&gt;&lt;br /&gt; &lt;i&gt;Possible Responsibilities&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Adding "intelligence" to a game, whether this means working on the game from the start, developing the AI hand-in-hand with the rest of the game, or bolting it on at the end. In some cases, this can be anything but "intelligent" (see below), in other cases, this can be real theory-pushing work. The important thing from the perspective of this industry is that an AI programmer makes the CPU appear to play intelligently.&lt;br /&gt;&lt;br /&gt; What you'll need to know&lt;br /&gt;&lt;br /&gt; As AI can vary so wildly in its definition, here's a range of things that you may be required to know:&lt;br /&gt;&lt;br /&gt; * Psychology&lt;br /&gt;  *  State Machines &lt;br /&gt; * Physics (to understand how the AI players interact with their environment)&lt;br /&gt;  * Routing (a fantastically common AI problem) &lt;br /&gt; * Graph and Network theory &lt;br /&gt; * Neural Network theory &lt;br /&gt; * Genetic Algorithm theory &lt;br /&gt; * How to convert things we do every day into a general routine&lt;br /&gt; (i.e. catching a ball, working out when to attack and when to run)&lt;br /&gt;* A million clever ways to solve a fixed problem in as little CPU time as possible (choose the best weapon, find the nearest powerup, win at chess, walk from A to B avoiding C, etc.)&lt;br /&gt;&lt;br /&gt;In this industry, AI can be a misnomer - there are few games that use neural nets, genetic algorithms or agent technology (although there are some, and the technology is slowly becoming more popular). In many cases, game AI consists of some fairly simple state machine style control with some clever but fixed ways to solve a problem, or just throwing the brute force of the CPU at a problem until it goes away. The point here is that "AI" may not mean what you think it means! Nonetheless, as many other aspects of games (particularly in the PC world) are being accelerated away by hardware, the CPU is free for long enough for some really clever AI to be run, making games even more playable and dynamic.&lt;br /&gt;&lt;br /&gt;    &lt;b&gt;&lt;a name="Engine"&gt;Engine Programmer&lt;/a&gt;&lt;/b&gt;&lt;br /&gt; &lt;i&gt;Possible Responsibilities&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Making the game tick (no pun intended). The engine programmer provides a way for the game to communicate with the outside world. These days, this involves graphics (often 3D) and possibly sound. You would be responsible for constructing the systems that everything in the game (objects, players, enemies, etc) use, exist in and interact with.&lt;br /&gt;&lt;br /&gt; What you'll need to know&lt;br /&gt;&lt;br /&gt;  As AI can vary so wildly in its definition, here's a range of things that you may be required to know:&lt;br /&gt;&lt;br /&gt; * Maths&lt;br /&gt; *  Physics&lt;br /&gt; * Rasterising&lt;br /&gt; * 3D geometry/transforms&lt;br /&gt; * Collision theory&lt;br /&gt; * Hardware tricks&lt;br /&gt;  * Assembler (handy in case anything goes wrong/something needs optimising)&lt;br /&gt;&lt;br /&gt;Having a brain the size of a planet is recommended for this job - you really need to specialise - but (and here's the catch) - in a huge range of things. Some of the maths and physics can get really hairy, plus it's getting worse as games get more complicated. Do not expect to have a life!&lt;br /&gt;&lt;br /&gt;     &lt;b&gt;&lt;a name="Tools"&gt;Tools Programmer&lt;/a&gt;&lt;/b&gt;&lt;br /&gt; &lt;i&gt;Possible Responsibilities&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;You will provide the utility and applications programs that the rest of your team/the company will use to put together their games. If something is broken, you will fix it. If someone needs a converter from this to that, you'll be writing it.&lt;br /&gt;&lt;br /&gt; What you'll need to know&lt;br /&gt;&lt;br /&gt; * How to maintain existing tools&lt;br /&gt; *  How to provide compatibility and flexibility between programs, formats and platforms&lt;br /&gt;  * How to create new tools to fit a need&lt;br /&gt; * How to liaise with the people who will actually use the tool&lt;br /&gt; * How to survive feature creep the likes of which God has not seen ("Yeah, but wouldn't it be nice if...")&lt;br /&gt;&lt;br /&gt;Tools programmers provide a very worthwhile service to the other people at a company, even if they are not directly involved with a single, given game's creation. Flexibility and patience are a must.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-9069315350740025775?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/9069315350740025775/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/game-developer-jobs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/9069315350740025775'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/9069315350740025775'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/game-developer-jobs.html' title='Game Developer Jobs'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-2454980580820789208</id><published>2010-08-22T09:12:00.000-07:00</published><updated>2010-08-22T09:15:13.090-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Assassins</title><content type='html'>&lt;h3&gt;Pegboards vs Polygons:&lt;br /&gt;Animating for Video Games&lt;/h3&gt; &lt;div style="text-align: justify;"&gt;       &lt;br /&gt;             By:&lt;strong&gt; Mark Garabedian&lt;/strong&gt; on behalf of&lt;strong&gt; Animation Mentor&lt;/strong&gt;.&lt;br /&gt;&lt;br /&gt;             &lt;br /&gt;The venerable art of animating still images has existed in some form or another since the 1800s. Today, however, new evolutionary offshoots of the artform make the industry more diverse than ever. Video Games in particular, offer a variety of opportunities and restrictions not found in previous forms of animation.&lt;br /&gt;&lt;br /&gt;Regardless of the platform, video games offer a cornucopia of rich animation, be it in the Full Motion Video cut-scenes or the abundant in-game engine animations. FMV can be either hand drawn or CG, and is generated in much the same way one would produce content for film or video. With limited or non-existent user input, FMV sequences are mostly employed for narrative purposes. The in-game engine animations are the real source of the mediums' potential. It is here that a talented artist is able to tell a story using body language and limited graphics. "How a character walks (e.g. slouching sadly or bouncing happily) is telling the character's story," points out Sam Yip.&lt;br /&gt;&lt;br /&gt;Sam Yip is a senior animator at Disney Interactive. His portfolio includes such games as "Pirates of the Caribbean Online," "Saints Row," and "Golden Eye: Rogue Agent." A fan of both traditional animation and recent interactive mediums, he believes the major distinction between games and film lies within the mediums' objectives. "The goal of [film] animation is to serve a story/narrative, and in video games, the animation's goal is to serve the game play, so the game player can create his own story."&lt;br /&gt;&lt;br /&gt;While voice over and scripted story sequences are common place in today's games, the artist's task is to inject as much personality into the player's avatar as possible. Yip reminds us that "Video game animations will have a lot of body movements such as running, walking, swinging a sword, and a lot of them will be cycled." This is where many genre restrictions come into play. Since a player commands the character, an artist is given the task of creating believable movements that can be transitioned to at a moment's notice. Much of this affects how anticipation is handled.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://www.animationarena.com/images/BossFightPrinceofPersia.jpg" /&gt; Anticipation, in both traditional and interactive animation, is how a character physically prepares for a movement. This is a simple process in film and television, since the animator has the storyboard and can prepare accordingly. In games, an animator will be asked to strike a fine balance between instantaneous character response and believable movement.&lt;br /&gt;&lt;br /&gt;Technological limitations further challenge this process, such as an engine's frame-rate. "The anticipations in video game animations could be just a few frames," reiterates Yip, "if the frame rate is low and those few frames are skipped, then the player will not see the anticipation at all, which lessens the impact and believability of the animation." This can be overcome by creative planning, and the abbreviation of movements.&lt;br /&gt;&lt;br /&gt;Modern games use diverse animation techniques and styles, though the majority achieve 3D through Maya and 3DS Max software. This opens up new considerations. In traditional animation, the focus is placed on the action within the frame, yet video games allow us to view the events from nearly any angle, thus requiring a universal approach and wider attention to detail.&lt;br /&gt;&lt;br /&gt;As with theatrical CG, the choice between MoCap and Keyframe exists. Some games require a cartoony style that only time-consuming keyed animation can reproduce, while others benefit from the tangible realism of MoCap, though an extensive cleanup process may be necessary.&lt;br /&gt;&lt;br /&gt;Video game animation offers a plethora of exciting opportunities and hurtles. For those involved, this digital playground offers a rich and rewarding experience, creating animation that connects to the audience on a more personal level then ever before. (Most sudios also mostly hire full time, rather than by contract!) For those interested in pursuing a career in this field, Sam recommends, "Find your passion, and just do it."&lt;br /&gt;&lt;br /&gt; &lt;strong&gt;Mark Garabedian&lt;/strong&gt; has been an animation aficionado from a young age, having worked his first job mowing lawns in Massachusetts to buy cels. An Emerson College alum, Mark is now a freelance animation writer and member of the Animation Guild, residing in Burbank, California. &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-2454980580820789208?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/2454980580820789208/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/assassins.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2454980580820789208'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2454980580820789208'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/assassins.html' title='Assassins'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-601514456839293939</id><published>2010-08-01T12:21:00.000-07:00</published><updated>2010-08-01T12:22:08.148-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Shattered Horizon</title><content type='html'>&lt;h1 class="tight" style="margin-bottom: 15px; text-align: justify;"&gt;Shattered Horizon Beta Impressions&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Shattered Horizon Beta Impressions&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;" class="introduction"&gt; Futuremark Games Studio has been cooking up their first game, Shattered Horizon, for over two years. A closed beta over the last couple of months has polished up the game with each build and the launch is getting closer. With the NDA lifted, it is time to take a look at the game based on the beta test. Get ready for EVA! &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; &lt;i&gt;First up, a disclaimer; Both YouGamers and Futuremark Games Studio are part of Futuremark Corporation. This preview is based on my experiences during the closed beta test of Shattered Horizon. YouGamers is not going to post a review or otherwise score Shattered Horizon due to the obvious conflict-of-interest issues, but I'm still going to give my own impressions on the game while sticking to journalistic principles - FGS guys didn't write this, I did. So, a preview, with some opinions based on close-to-final beta version of the game. &lt;/i&gt; &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="astronaut_vs_astronaut"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Astronaut vs. Astronaut&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_08_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Moon Mining Cooperative troops. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Shattered Horizon puts the players into space - you fight for survival either as a member of International Space Agency (ISA) or Moon Mining Cooperative (MMC). There is quite a bit of backstory for the setting but for gameplay purposes, they are the blue team and the yellow team with enough story to explain why Earth suddenly has a ring of rocks orbiting the planet and why some astronauts are shooting each other. Being a multiplayer-only game, there really is very little room for storytelling. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Both sides have identical equipment - a highly advanced rocket pack for zero-G manouvering, a multi-purpose assault rifle with a sniper scope and a grenade launcher. The unique bit is obviously the full six-degrees-of-freedom movement system which has been developed around the basic WSAD+mouse control standard. Shift pushes you down, Space moves you up and by holding the right mouse button you can roll. It feels instantly natural, yet there is a definite learning curve before you can fully wrap your brain around the concept of being able to go anywhere and adjust your orientation freely. Newbies that keep "thinking two-dimensionally" are usually easy to spot and those who have hard time adjusting would probably flunk at the NASA astronaut selection tests as well... &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Realism is a key point in design, but playability has trumped over hardcore realism in that your rocket pack is a "fly by wire" system. It caps out your speed and keeps you stable, yet it doesn't require you to keep thrusting to move - inertia will carry you on and it is actually somewhat hard to stay put unless you actually land on a surface. For those quick getaways, there is a limited temporary boost that recharges over time. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; The maps that were available during beta actually help you adjust to the idea gradually. &lt;b&gt;Moondust&lt;/b&gt; is closest to a conventional FPS map with some enclosed areas inside a large asteroid - a map where you can easily start without really using all the freedoms given, but with places where unconventional approach leads to juicy kills. &lt;b&gt;Flipside&lt;/b&gt; develops the idea further - it is a large boulder with two distinctive sides. It is possible to fight by just deciding that the side you are on is the "ground" but once you figure out the possibilities given by the map, the unique style of fighting in Shattered Horizon becomes much clearer. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; The other two maps, &lt;b&gt;ISS&lt;/b&gt; and &lt;b&gt;The Arc&lt;/b&gt; then go all out, expecting you to be comfortable with full six degrees of freedom, ready to fight no matter which way you are pointing. flying along the "spine" of the ISS feels a bit like fighting along the sides of a tall building, yet if you cling to the "this way is ground" thinking, as soon as some real spacemen come along, you are up for a surprise or two. The Arc goes one step further and as you fight in the middle of numerous smaller rocks, there really is no "up" or "down" to speak of and it is not uncommon to get somewhat disoriented. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Up to 32 players is the currently supported and while ISS and The Arc are probably best with something like 16 or 24, both Moondust and Flipside have plenty of room for full 32 player fights. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_11_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; "Moondust" &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_02_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; "Flipside" &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;       &lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_01_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; "ISS" &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_12_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; "The Arc" &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Overall the fact that you can encounter hostiles from any angle breeds teamplay - you really can't cover every direction, so the only way to avoid nasty surprises is to work together. This also means that random teams without comms tend to work even worse than they do in most average shooters. In fact, it may end up being a huge hurdle for new players - if you just go in guns blazing, it is easy to get discouraged as you are ripped to shreds - you have both the unique zero-G environment to adjust to &lt;i&gt;and&lt;/i&gt; you are playing with a far larger "blind area" around you than in more conventional games and you can never cover it alone - plenty of opportunities for veterans to exploit. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="limited_toolset"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Limited Toolset&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Each astronaut is sporting identical assault rifles. No lasers, railguns or other futuristic Sci-Fi stuff - just good old "target opponent, apply liberal dose of bullets" tech. And yes, gunpowder-based arms work just fine in a vacuum - the oxygen needed is in the gunpowder and as there is no air resistance to slow down a bullet, if anything, they'll work better than inside the atmosphere. Recoil is modeled with a slight inaccuracy over long bursts but the same rocket pack computer that keeps you from spinning out of control will counter-thrust against the recoil. As is common, "short, controlled bursts!" is a good idea. You can also zoom in with the scope for some juicy headshots but in practice sniping is feasible only when you put your feet down and anchor yourself to a surface. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The rifle also includes a bayonet for those up close &amp;amp; personal encounters and a multi-mode grenade launcher for some much-needed tricks. No, these grenades are not for spamming multi-kills as all three different grenade modes are non-lethal. You can control the fuse length before launching and in zero-G there is no arcing - grenades go in a straight line and bounce off any objects, allowing you to pull off some nice trick shots. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_09_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; ICE grenade in action. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; &lt;b&gt;MPR&lt;/b&gt; grenades create a shockwave that is useful for flushing out hostiles from behind cover or (more often) bouncing them far into space which results in a death by hail of micrometeoroids. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; &lt;b&gt;ICE&lt;/b&gt; grenades spread out water that instantly freezes into a white cloud of ice particles - in practice it is the space version of a smoke grenade and can be used for cover. Handy, but the cloud is somewhat limited in size - works okay in close quarters and on smaller maps, but feels weak when fighting in more open areas. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; &lt;b&gt;EMP&lt;/b&gt; grenade is probably the most powerful offensive tool - anyone caught in the blast radius, friend or foe, finds himself "dead in space" with all suit electronics shut down. That means your thrusters are almost dead and there is no audio simulation or HUD. Pop one of these and then commence operation turkey shoot as your opponent is severely hampered until his suit systems boot up again. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;And... that's it. The equipment list is decisively spartan and while this is somewhat unconventional, it is not necessarily a bad thing. First, as both sides use identical equipment, things are naturally balanced. Limited set of equipment also means that tactics and pure twitch skill play a bigger part. You cannot rely on creating uneven engagements with equipment.&lt;br /&gt;&lt;/p&gt;&lt;h2 style="text-align: justify;"&gt;Zero-G Combat&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_05_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Moondust fighting. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; At launch, three game modes will be present. &lt;b&gt;Skirmish&lt;/b&gt; is a bog standard team deathmatch mode - kill the other team, don't get killed. &lt;b&gt;Battle&lt;/b&gt; adds multiple control points to each map and whoever gets them all wins the round. &lt;b&gt;Assault&lt;/b&gt; modifies the Battle mode by putting one side on the attack while the other side tries to defend each control point in turn. Pretty standard stuff really, and the game could have definitely used something more in this department. On the other hand, this is tried and true - all these modes are known to work from numerous earlier team-based shooters. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Some persistence is added with web-based rankings that track your performance from game to game. You gain military ranks as you go and just about every little bit is recorded to your stats. It would appear that everything is there for related achievements, but we didn't see any during the beta so at this point it is unknown if Steam achievements are going to be included. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;All game types are easy to grasp and the challenge comes from adjusting to the full freedom and the way how movement works. While it would appear that staying on the move is beneficial, it is not quite that simple. When floating around, the accuracy at range is limited and if you do land and stay put for improved accuracy, you are also sitting duck - especially for enemy snipers. In general, fighting feels more like "maneuver to a superior position, get a kill, get out, reposition" rather than "circle strafe guns blazing". Shattered Horizon does feel a bit slower than most shooters, but the extra rocket pack boost ability does allow quick escapes and fast dashes into close quarters when it is needed. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;There is also a noticeable learning curve to tackle - nothing too harsh, mind you, but there is a new skillset to learn. It was funny to see how during the first day of beta, new testers were mostly fodder for those who had already played the game during in-house testing sessions. It was laughably easy to ambush people from unexpected angles as the gut reaction was to "think two-dimensionally". However, as the hardcore FPS gamers got a few hours of play under their belt and figured it all out, the tables were turned and the devs were often getting completely owned in their own game. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="space_the_final_frontier"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Space, The Final Frontier&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_07_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Harsh sunlight and realistic space look really makes Shattered Horizon visually distinct. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Visually Shattered Horizon is quite distinctive - it really goes for that &lt;i&gt;real&lt;/i&gt; space look with bright and harsh lighting and many shades of gray dominating the scene. At highest settings there is a ton of detail everywhere and at all times you are playing against the backdrop of Earth - which really looks massive and detailed, like it should. I guess nobody expected anything other than great visuals from the guys who have worked on 3DMark benchmarks, but personally I'm impressed how true to the real space photos and videos Shattered Horizon looks. It really is a lot like what human built structures in space could look like in a few decades. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Same goes with the audio. Shattered Horizon is one of the &lt;i&gt;very&lt;/i&gt; few games that actually acknowledges that no, there is no sound in space. Okay, practical considerations mean that there has to be audio cues for fighting but they actually come from your suit that is running a simulation software. Should you get hit by an EMP and lose all your suit electronics, you get to hear what it would probably sound like in space - you hear only muffled bass from your thrusters and your gun transmitted through your suit and the sound of your breathing. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;FGS also added a stealthy "Silent Running" mode to the game during beta for added super-cool factor, allowing you to shut down your suit on purpose for the same effect. Your maneuverability is reduced as thrusters are working only at minimum power, but importantly your thrusters no longer light up the area as you move and you won't show up on the HUDs of other players (friend or foe), making it much easier to pull off ambushes. Very very cool.&lt;br /&gt;&lt;/p&gt;&lt;h2 style="text-align: justify;"&gt;A Bit Thin...&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; While Shattered Horizon succeeds in many ways, it is not perfect. Personally my biggest worry about Shattered Horizon is that no matter how you count it, it is a bit thin in content. Mind you, it is supposed to be priced accordingly and the gameplay is fairly strong even with the amount of content that is included, but the obvious question is - what are the plans post-launch to support the game and the community? All the really important parts are there with some truly unique aspects that make things entertaining, but as usual, gamers always want more &lt;i&gt;stuff&lt;/i&gt;. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; So I poked the FGS guys with this very question and got this back from the Marketing Director; &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;div style="text-align: justify;" class="quote"&gt; &lt;p&gt; Our community is very important to us. For example, there are several features in Shattered Horizon, and even a whole level, which were designed and added to the game as direct result of feedback from our beta testers. After Shattered Horizon launches we will continue to listen to our community and support the game. We'll be making an announcement about our post-launch plans for Shattered Horizon soon. &lt;/p&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;And yes, it is true - a lot of good things were done during the beta and as far as levels go, "The Arc" was pretty much developed based on beta feedback, so if that is any indication... &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="tech_bits"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Tech Bits&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_10_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Fighting inside the "spine" of ISS, there is a ton of detail at the highest settings. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Shattered Horizon may not be the &lt;i&gt;first&lt;/i&gt; DirectX 10-only game (I think Stormrise grabbed that title), but it is one of the first ones developed from ground up around DX10. That means it will require Windows Vista or Windows 7 to run simply because DX10 is not available for XP. Minimum requirements ask for Core 2 Duo E6600 / Athlon 64 X2 5600+ paired with GeForce 8800 GT / Radeon HD 3870. Not really that much by today's standards, but obviously a step above your average DX9 title. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Personally I played mostly using two systems - one with a GeForce 9800GTX 512MB and one with a GeForce GTX 285 1GB. Both with Intel Core 2 Quad (Q6600 and Q9650). On both systems the game ran without issues when suitably configured - Q9650/GTX 285 combo allowed me to max out all settings at 1920x1200 while the slower Q6600/9800GTX setup didn't quite manage that and "medium" setting worked out better. I think the highest texture settings actually eats up more than 512MB of video card memory when AA/AF is enabled, so cards with more than 512MB may fare better at maximum settings. Also, in my experience the video card is the bit that matters the most. Naturally this is all based on the performance of the last two beta builds - it is quite possible that the performance is still getting tweaks before the release. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; It should also be noted that the game used to run a &lt;i&gt;lot&lt;/i&gt; worse during the early days of the beta, so if someone tells you that you need a monster rig to even play the game, take it with a grain of salt. It may have been true two months ago, it is not true any more. A fast dual core and a good "midrange" DX10 card (9800GTX/GTS 250, HD 4830) will do just fine at acceptable settings, even if it may have trouble with maxed out visuals. Some have actually played on something as low end as GeForce 8600 GTS, even if such a card does struggle quite a bit. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; At this time (at the end of beta) SLI was supported while Crossfire was still "being worked on". &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="hey_this_is_different"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Hey, This Is &lt;i&gt;Different&lt;/i&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/26247_shattered_horizon_beta_impressions/images/shattered_horizon_ss_04_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; The Moon - slightly worse off after a little accident, but it really gives a cool setting for Shattered Horizon. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Anyway, while Shattered Horizon is fundamentally "just another team-based MP shooter", it manages to stand out from the crowd with some genuine innovations. Zero-G is not just a gimmick - it really changes the gameplay, requiring a whole new learning curve. Luckily the controls are well thought out and help you adjust. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The other really impressive bit is the visual style. I can't recall any other recent game that has managed to capture the look of space - harsh lighting and dark shadows - so well. The only unrealistic bit I can think of is that the starry backgrounds are too visible compared to the NASA imagery - in reality reflected sunlight from Earth and from any nearby objects would drown out the stars from the view - but I guess a pitch black background wouldn't work in practice. In every other way Shattered Horizon is visually probably the closest thing to "being there". &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;So, not perfect but a very impressive and decisively unique multiplayer shooter. Can't really comment on the value side as final price has not yet been announced, but if priced right, even the "lack of content" (as far as we got to see during beta) is not really a huge deal - I'll take innovative gameplay over dozens of useless toys any day. In summary, not bad for a small development team working on their first game, not bad at all. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-601514456839293939?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/601514456839293939/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/shattered-horizon.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/601514456839293939'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/601514456839293939'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/shattered-horizon.html' title='Shattered Horizon'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-5339469768870248367</id><published>2010-08-01T12:19:00.000-07:00</published><updated>2010-08-01T12:20:23.243-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>X-Men Legends 2</title><content type='html'>&lt;h1 style="text-align: justify;"&gt;X-Men Legends 2 Art Director&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Tell us about yourself Dan; where are you from and how old were you when you discovered that you wanted to be a 3D animator? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I am from Toronto, Ontario, Canada, and animation was something I stumbled onto after realizing I didn't want to be a lawyer.                            &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          Are you a traditional artist turned 3D animator or did you just jump right into the 3D Software?                           &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt; I jumped right into 3d software. I had taken art courses as the majority of my electives all through high school and university, but never made it a full time commitment.&lt;br /&gt;                          &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                  &lt;/div&gt;&lt;p style="text-align: justify;" class="right"&gt;&lt;img src="http://www.animationarena.com/images/xmen3_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           Are you formally trained as an artist or are you self-taught? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt; I completed a nine-month animation course in Toronto and then landed a job on an animated feature shortly thereafter.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt; Do you think that artists with a formal education in animation or illustration have an advantage over self-taught artists? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                              &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;Although a formal education is a definite boost to your chances of landing a job, two of the best animators I ever worked with were both self taught.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                      &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt; What Programs and Hardware do currently work with? And why do you choose to work with these software packages? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                           &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;X- men Legends 1 and 2 used 3d studio Max and Character Studio exclusively. Both programs gave us exactly what we needed. &lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                          &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           Who's work do you admire?   &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                           &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I recently got a chance to work with the guys from Blur Studios and I would have to say that they jumped to the top of my list.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                       &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          Where do you get the inspiration for your art?&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;This is going to sound funny but I would have to say " tight deadlines". I tend to come up with better stuff if the crunch is on. Maybe that's more "motivation" then "inspiration" but that's my answer.&lt;br /&gt;                         &lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                       &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                           How did you get your start in the video game industry? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I was working as an animation director for commercials and film when the chance to lead a team of artists on a good portion of the James Bond Night fire cinematics became available. It turned out to be a tough 6 months but I enjoyed it so much that I started thinking about doing it full time. When I got the call from Ravensoft to work on X-men Legends I just couldn't pass it up.&lt;br /&gt;                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                           &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;                          How hard is it for a self taught artist to break into the video game business?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;It's not easy. The good thing about school is that you have the benefit of being taught by people who have been in the industry. They usually know how to present your work in a professional manner.&lt;br /&gt;                                              &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What steps should an aspiring Animator or Artist take to break into the video game business?  &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                            &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. Animate or paint as much as you can.&lt;br /&gt;2. Post your work on forums and listen to the advice you get.&lt;br /&gt;3. Focus on a specific area of production: animation, modeling, lighting, or texturing.&lt;br /&gt;4. Send in only your best work.&lt;br /&gt;5. Get some sleep....you're going to need it. &lt;br /&gt;&lt;br /&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;As Art Director of a major video game company what skills do you look for in an artist? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. 3d skill: the ability to produce cool looking stuff in a standard 3d package.&lt;br /&gt;2. 2d skill: a natural ability to paint&lt;br /&gt;3. Ability to economize: getting the poly count and texture size of a given asset as small as possible while making use of every inch of the base page.&lt;br /&gt;4. Presentation: sending in a reel or portfolio that is professional and represents only your best work.   &lt;br /&gt;&lt;br /&gt; &lt;/p&gt;&lt;p style="text-align: justify;" class="left"&gt;&lt;img src="http://www.animationarena.com/images/xmen2_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;                                         &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What classes or programs would you recommend an aspiring artist or 3D Modeler take?  &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I think there is value in getting an education at any place that offers courses specifically geared towards game production. As for actual software....I am a pretty big fan of both Zbrush and Maya.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How long did it take you to become Art Director?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Six years.   &lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What's it like working for Ravensoft? What are some of the projects that you've worked on?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Raven is a first class place to work. It's really cool to work at a studio that prides itself on the ART side of making games. As for projects, I started on X-men Legends, jumped right onto XML 2, helped a tiny bit on Quake, and am currently hammering on something new.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Take us through your typical day as Art Director at Ravensoft?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;It's fairly straightforward. I have the art Dept divided into sub departments:&lt;br /&gt;&lt;br /&gt; 1. Tile building  (backgrounds)&lt;br /&gt;2. Character models&lt;br /&gt;3. Skins&lt;br /&gt;4. Tile textures&lt;br /&gt;5. Object modeling&lt;br /&gt;6. General texture&lt;br /&gt;7. FX&lt;br /&gt;8. Menus&lt;br /&gt;9. Animation&lt;br /&gt;&lt;br /&gt;We usually get together every other morning to kick ideas around and make sure we are on track. The rest of the time I basically bounce back and forth between these groups while keeping one eye on the schedule.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Could you take us through your creative process when starting a new project?      &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Well first off, we sit down with the project lead and the story guys and explain what "looks" we really want to try to tackle, and why. Then we concept like crazy for about a month. We have multiple groups of artists working on characters, objects, tiles and anything else we think we might need. Once the majority of concepting is complete we compile all the concepts into a giant book. The book is used as the art template for the game. It gives all parties involved a solid idea of what we think the game will look like and also serves to as the primary approval stage. From that point on we are knee deep in 3d production.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;When working on a video game how much creative input do you actual have on the projects? Are all the look and feel aspect of a game set in stone or are the projects constantly evolving? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;We have boatloads of creative input. One of the cool things about Raven is how much they listen to the ideas of employees. I would have to say the projects definitely evolve. We may design an environment with a very specific layout in mind but a designer may see something different. You have to be flexible and try to foster collaboration more than a singular vision.&lt;br /&gt;&lt;br /&gt;             &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How much interaction do the artists have with the developers on projects?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;In our case Raven is the developer, so the interaction is fairly seamless.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;You were Lead Animator, Cinematic Director and lead lighter on the hit X-men legends, could you give a brief description of these roles and what they meant to the project? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;As lead animator I was responsible for all movement of the characters and objects. As Cinematic Director I was responsible for all aspects of cinematic creation: cameras, lighting, animation, you name it. As the Lighting Lead I was tasked with defining the color scheme for the final render of the game.&lt;br /&gt;&lt;br /&gt;  &lt;/p&gt;&lt;p style="text-align: justify;" class="right"&gt;&lt;img src="http://www.animationarena.com/images/xmen5_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Is it normal in the video game industry for one person to take on multiple roles on a project or are must jobs pretty specialized? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;Honestly I'm not sure. All the responsibilities listed above plus the role of lead artist are now included in the art director title.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What are some of the common production problems you run into when creating video games?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;1. Not enough time&lt;br /&gt;2. Not enough memory &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;You are Art Director on the much anticipated X-men legends 2 could you tell us a little bit about X-men legends 2? What can us gamers expect? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I think people are really going to enjoy it. It's a little darker and meaner then the original, and we went out of our way to try and double the texture resolution. A lot of effort was spent on powers, lighting, and creating original level looks.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;How long has X-men legends 2 be in production?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;About 10 months.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What software packages were used in the creation of X-men legends 2?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;The art staff utilized, Max, Photoshop, and Vegas.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Did you run into any major production problems during the creation of X-men legends 2?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I can honestly say that this was the smoothest project I have ever worked on. When we started we thought we were in for a rough ride just based on the sheer volume of the game. We sat down and made some solid changes to the art pipeline to get it down to a science. All tolled we delivered roughly 20 new environments, over 4000 unique objects and about 270 skins. That's roughly double what we did on the first one. The cool part was that we managed to ship the game with artist and animators working almost no overtime for the last 7 months of a 10-month project.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Are there any other projects your working on at the moment for Ravensoft?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I got a chance to briefly help out with the cinematics on quake 4, but art directing the undisclosed title I spoke of earlier takes up most of my day.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What do you think of the next generation of console game systems (Xbox 360 &amp;amp; PS3)?    &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;I can't wait to start producing art for those platforms. A lot of what we currently do as artists is about economizing, and can be very restrictive. The next gen consoles are going to allow us to make some spectacular stuff.&lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;The production values of today's video games are so high they rival Hollywood block busters do you have any interest in work on a motion picture? &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;That's a tough one. Sure it would be cool to say that I worked on Kong, Return of the King, or a PIXAR film, but that would mean getting out of games. I'm really enjoying the stuff I do so I would have to say no.&lt;br /&gt;&lt;br /&gt; &lt;/p&gt;&lt;p style="text-align: justify;" class="left"&gt;&lt;img style="width: 352px; height: 264px;" src="http://www.animationarena.com/images/xmen6_l.jpg" /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;What's next for Dan Hay as an Artist?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/div&gt;&lt;p style="text-align: justify;" class="content"&gt;I am currently working on an unannounced project that is going to kick ass. &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;span style="background-color: rgb(244, 244, 244);"&gt;Do you have any advice for the hordes of people out there looking to break into the video game industry?     &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;                                          &lt;/p&gt;&lt;p style="text-align: justify;" class="content"&gt;Make your demo reel as tight as possible. If you want to animate then don't worry about creating a killer model, just make focus on quality of motion. Keep the camera work simple and don't put anything on your reel that you don't think is top notch. Artists should focus on providing samples of base pages that are easy to read. We are always looking for a person who can utilize as much of the page as possible, and not section it up into a thousand pieces that are tough to paint. I will be providing examples of what I mean in upcoming post in the tutorial section of my web page.&lt;br /&gt;&lt;br /&gt;                                                       &lt;/p&gt;&lt;p style="line-height: 120%; text-align: justify;"&gt;Thanks to Dan Hay )                            for agreeing to answer the questions I had for him. Please visit www.DanHay.net for more of Dan's Art work.                           &lt;/p&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-5339469768870248367?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/5339469768870248367/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/x-men-legends-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/5339469768870248367'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/5339469768870248367'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/x-men-legends-2.html' title='X-Men Legends 2'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-2769592457440830117</id><published>2010-08-01T12:17:00.000-07:00</published><updated>2010-08-01T12:19:38.965-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Age of Conan</title><content type='html'>&lt;h1 class="nomargin" style="margin-bottom: 10px; text-align: justify;"&gt;Age of Conan: Hyborian Adventures&lt;/h1&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;" class="introduction"&gt; Funcom has been cooking up their Massively Multiplayer Online chop-em-up Age of Conan for the past five years. They have plenty of experience as they did pretty much every possible blunder when launching Anarchy Online back in 2001, and while AO turned out to be a fair MMO if you gave it an year to "grow up", it made terrible damage to Funcom's reputation. Unsurprisingly the hardcore MMO junkies have been watching the development of Age of Conan with &lt;i&gt;some&lt;/i&gt; reservations. After some wholly unsurprising delays and some worrying noises out of the closed beta, Age of Conan is here - and heads will roll. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt; &lt;p&gt; &lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"&gt; &lt;param name="allowScriptAccess" value="sameDomain"&gt;  &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=34331"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=34331" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" align="middle" height="392"&gt;&lt;/embed&gt; &lt;/object&gt; &lt;/p&gt;  &lt;p&gt;&lt;br /&gt;&lt;/p&gt;  &lt;p&gt; &lt;i&gt;Launch Trailer&lt;/i&gt; &lt;/p&gt;  &lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;It's impossible to give a fair review of a huge MMO game within few days of a launch. Some journalists apparently think it's fine to review the game based on first ten levels, some publisher-supplied screenshots and other second-hand material. I personally despise such "reviews", and scores dished out to MMOs very early should be taken with some reservations. The truth is that &lt;b&gt;nobody&lt;/b&gt; has really played Age of Conan like it is as a finished game, simply because it wasn't anywhere near finished until last week. Arguably it's still not finished, with plenty of room for polish and bugfixing, but in this case the game was almost unplayable during the beta only 3-4 weeks before launch, and you just can't digest a game like this in a couple of weeks. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;So instead of a proper review, I'm going to give you my (lenghty) first impressions based on what I've seen so far. I'm still undecided if the game is good - it has good things going for it, but the list of problems is also a mile long. As you probably don't want to wait for a month while I figure out if the whole game is any good, here is a set of first impressions - both good and bad. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Your honor, the Case &lt;i&gt;for&lt;/i&gt; Age of Conan... &lt;/p&gt;&lt;h2 style="text-align: justify;"&gt;The Case For Age of Conan&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Age of Conan is pretty. At times it's &lt;i&gt;very&lt;/i&gt; pretty. The engine and the visuals definitely push the technical boundaries of MMO games, and while the system requirements are high, they are not unrealistic. It doesn't look quite as pretty as some of the "Kodak moment" screenshots would want you to believe. It's not a massive jump from Everquest II or Lord of the Rings Online, but Age of Conan does have the most advanced MMO graphics engine out there today, and once all the rough spots are polished out, if pretty is what you are seeking, look no further. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Postcard_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Some places are just plain pretty. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_PrettyHarbor_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Shame that it can't be so picturesque everywhere. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Servers have also been &lt;b&gt;remarkably&lt;/b&gt; stable. There has been couple of issues with specific zones causing client crashes due to bugs, but for the vast majority of the play area there are no issues - the game actually works from day one. Personally I managed over ten hours of play on the EU launch day while running into just *one* bug that forced me to restart the client, and the servers stayed up without any performance issues. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;In a way Funcom pulled off the closest thing to that ever-mythical "launch day patch" with Age of Conan. In MMO circles the "secret patch that comes on launch day and fixes everything" has an unicorn-like mythical status. Everyone wants to believe it will come and save the day, but it never does. Except with Age of Conan &lt;i&gt;it did&lt;/i&gt;. People were worried everything would crash and burn just two weeks prior to launch, but during the last week prior to the opening of Early Access, things improved at an amazing rate. Considering the state the game was in just a few weeks prior to launch, this is very impressive - my respect to Funcom for the bug squishing during the last weeks of beta. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="interesting_gameplay"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Interesting Gameplay&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Gameplay, while building heavily on what went before with titles like Dark Age of Camelot, Everquest II and World of Warcraft, is not just pure copy-paste from the tried and true. Many proven solutions are used, but there is some actual innovation as well. The first 20 levels remind me more of a single-player RPG game complete with voiceovers, dialogue options and somewhat involving storyline that partially depends on your class archetype. There are even some cutscenes to liven up the storyline. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Cutscene2_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Gasp, cutscenes, in a MMO! &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The early story is broken to a "day" and "night" mode - at day you are playing a normal MMO and can adventure with your friends. At night you are playing alone in a separate instance version of the starting area. You switch between the two by visiting the inn. The concept works and is a nice way to re-use existing area for more content. This feature appears to be limited to the early bits of the storyline and beyond the newbie zone, day/night cycle becomes normal. Days and nights go by fairly fast, and the visuals support the day/night cycle very well. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Combat system tries hard to innovate, and I like the idea of melee attacks that affect multiple targets based on positioning. Yet it's not so groundbreaking as Funcom might want you to believe. Sure, there are no autoattacks, and you can swing the enemy from multiple angles, trying to avoid his defenses. There are also multi-button combos where you first hit a special attack, and then to complete it you must swing from the right angle to execute the move, but it's not that revolutionary and constant button mashing feels repetitive pretty quickly. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Blood_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Yes, there is plenty of blood and gore. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Fatality_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; If you finish off your opponent with a combo, you might be rewarded with gory animation and a nice Fatality buff. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Far more interesting is the whole idea of actually trying to make a MMO with proper collision detection. That's right - in Age of Conan you just can't run through monsters or players. It remains to be seen how that works out in practice when in larger fights and raids, but it's a welcome addition that helps with immersion - even when soloing. Spellcasting is more traditional, but there are some quirks - again, spells can often hit multiple targets, and there are numerous cone-based effects that demand careful placing during the fight. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_SpellCombat_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Tempest of Set (a priest class) dishes out some pain. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The available character classes and their feat trees appear to be varied and interesting, and in this regard AoC doesn't have to dish out any excuses when compared to the competition. Sure, some abilities and feats (AoC's talents) seem familiar to veterans of the MMO genre, but that's to be expected. Interestingly the healing classes of Age of Conan have plenty of offensive capability as well. In a way this is a logical extension of the current trend. Back in Dark Age of Camelot healers were healers, and could not do damage no matter how the character was built. In World of Warcraft all healing classes have a damage-dealing talent build available to them, and the recent modification to item bonuses helped healing classes to lay down some damage even in healing builds. Age of Conan goes one step further by ensuring that every class in the game can do it's fair share of damage and healing is considered to be a "support" ability even to the priest classes. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Overall, playability is mostly fine - there is some warping and rubberbanding, and characters have a tendency to go sliding around from time to time, but the problems are thankfully minor. Most of the time things move around as you'd expect them to, and while animations are not quite as smooth as I'd like, things look far better than with the immersion-breaking animations seen in Lord of the Rings Online. Blizzard still rules supreme in this regard, but Age of Conan isn't too far off. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; I rest my case. Age of Conan appears to be a good MMO. Ah, but not so fast... Your honor, the case &lt;i&gt;against&lt;/i&gt; Age of Conan.&lt;br /&gt;&lt;/p&gt;&lt;h2 style="text-align: justify;"&gt;The Case Against Age of Conan&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Climbing_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Climb points are back from DAOC. Hurray for vertical travel! &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; While Age of Conan is, at times, very beautiful, it's also maddeningly inconsistent. The visuals are best described by a single word - "uneven". There are places where you can take postcard-quality snaps, and there are places where you see something that looks like it was lifted out of Vanguard: Saga of Heroes and then made uglier. Some of the issues are just lack of final polish. Occasional bugged animation, individual unpolished models and terrain features, specific illogical map design choices or unpolished visual effects. The visual problems don't matter that much, but they betray the rush to launch and reflect poorly on the otherwise pretty game. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; But that's just eye candy. Far more fundamental issue is the design decision to go instance-happy. Age of Conan is &lt;i&gt;heavily&lt;/i&gt; instanced and zoned. If you found EverQuest II or City of Heroes zoning systems annoying, Age of Conan will annoy you as well. At times it feels like a single player game. I can understand the pros of instancing - no need to dynamically adjust spawns to match the players in the area, and no risk of massive overcrowding in the adventuring areas. Just have static spawns and instance new copies of the adventure zone as the player count goes up. Sadly it harms the "massive" feeling of the game. Same goes for constant, if short, loading screens - heck, when you are resurrected, even by your group member, you get a loading screen before you are on your feet. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_UIproblems_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; It's nice that the UI tells me these things - it's not that I would like to see where I'm going... &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_SelectInstance_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt;You can switch instances manually from a small icon at the minimap. Funnily the list doesn't show which instance you are in - it's the one that is missing from the list. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;There are also issues related to zones and grouping - it can be hard to find your friends as the game tries to hide the whole instancing aspect of the zones. In practice, you have to group up in a "hub" zone (city or village) and then venture out as a group from there to avoid issues. Poor grouping UI doesn't exactly help either. In fact, the whole UI needs some &lt;i&gt;serious&lt;/i&gt; work - it's clumsy, unintuitive and lacks configuration options. Supposedly you can modify the UI to some extent, and first player-created UIs have appeared, but the system appears to be very limited when compared to the fully programmable UI of That Other Game. It's still early days, and UI is something that can be fixed later on without big problems, so I'm willing to cut some slack here. The basics are there, and many important features have made the transition from the competition. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="content_-_never_enough"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Content - Never Enough&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;MMOs always run out of content - things to do, places to see. But in Age of Conant there is a notable lack of starter content. While Tortage area is not bad for a newbie zone, it can get very repetitive very fast. The whole game has exactly one starting city zone (Tortage) and three "adventure zones" (Underhalls, Acheronian Ruins, White Sands Isle) around it for the first 20 levels of the game. While you can level to 20 and out of this area in less than ten hours, it makes the prospect of rolling an alternate character very painful. There are some alternate quests you can do within the area, providing interesting content for maybe two characters, but by the time you are running through it all for third or fourth time, it really sucks. Here Age of Conan could have copied from the competition - Lord of the Rings Online, Dark Age of Camelot, Everquest II and World of Warcraft &lt;i&gt;all&lt;/i&gt; understood the issue and provided several different "noob areas" based on your race to ease the pain of starting a second character. No such luck here, and it's a big downside for the alt-a-holics among us. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_CharacterCreation_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Character creation has a ton of options, but it still feels somewhat limited. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Tortage_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Welcome to Tortage - stay a while (well, first 20 levels). &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Based on second hand information, same issue apparently also raises it's head around level 50-60. While there are several alternate adventuring zones beyond level 20, the high end game again funnels you through a single set of zones and quests with no alternative content available. Unless Funcom can pull off more unicorns out of their hat with rapid introduction of additional content, this also means that the replayability of Age of Conan is questionable at this point. This is a common issue with the competition as well - I guess right now only World of Warcraft can provide multiple fully redundant leveling paths, and even there the choices diminish greatly at level 60 as everyone is pretty much forced to do the same stuff at Outland. Naturally this is a non-issue &lt;i&gt;right now&lt;/i&gt; as you will be busy taking your first character to 80. The problem is, once that's done - 250 hours /played is the often quoted figure - what then? Let's hope that the maximum level content is plentiful and fun, and there is no need to go alt happy. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The content also has another fairly annoying issue. Many quest-related points of interest inside zones are designed with a single person in mind. Should you wish to level up with a group of friends, or happen to the area with several other people doing the same quest, you will run into problems. While mob kills are credited to everyone in group, looting quest items - either off mobs or off the ground - often isn't, and you &lt;i&gt;will&lt;/i&gt; end up waiting for quest respawns a lot. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt; Experience from kills is split evenly in group without any grouping bonuses, and as experience from kills is a substantial part of the expected advancement curve, group leveling will run you into trouble as you run out of quests and have to resort to grinding - all because the monsters you killed during your quests gave you only fraction of the experience you would have gained if soloing. Effectively the only way to level at the moment is to solo or duo. There are some "group" flagged quests that support 3-4 man groups better, but even they are not &lt;i&gt;that&lt;/i&gt; difficult, and are often quite soloable. Some may consider this to be a good thing, and it's said that you can level to 80 completely solo if you choose, but in my book the poor grouping support is a downside. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Funcom did add an "epic" mode to all the adventuring zones just before launch and it seems the idea is to address this very issue by offering the choice of "solo" or "group" versions of zones. The problem is, whole Epic mode is very much unfinished, and the only practical difference is that the mobs in the Epic version of the zone got their hit points bumped up. That's all. Extra risk without any extra reward. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="other_annoying_bits"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;Other Annoying Bits&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Trader_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Trader - Bank, Mailbox and Auction House - all in one. Shame they don't work yet. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;At the top of my "omg, fix this now" list is the inventory system - it needs some serious work. The UI is clumsy and there is far too little inventory space. Separate quest item inventory is a good idea, but the general inventory is always full, requiring constant trips to vendor off the trash. For comparison, think "World of Warcraft, except you only get your backpack and one slot for an extra bag". It doesn't exactly help that the vast majority of loot you find doesn't stack. No matter how you cut it, "Your inventory is Full" comes up far too often and in this case playability should be put above realism. Honestly it all feels a bit like Dungeon Siege, except you don't get mules to carry your loot. Sure, you can leave the junk behind, but with money being as tight as it is, you really need every tin piece you can muster. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;You also can't offload your junk to your bank or to other players just yet, all due to some nasty exploit involving the Trader NPCs. The game definitely has a fully featured bank, mail and auction systems, but they are currently disabled. I &lt;i&gt;hope&lt;/i&gt; the issue is fixed in short order as this is definitely one of the most embarrassing faults of the game at the moment. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;div style="width: 210px; float: right; margin-left: 20px; margin-bottom: 15px; text-align: justify;"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) no-repeat scroll left top; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_BossDown_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Another boss down, and once again no loot. &lt;/p&gt;   &lt;/div&gt;  &lt;/div&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt; For the munchkins among us, the loot is unimpressive and has confusing bonuses. The character sheet displays only small bits of the relevant information and far too much of the detail is hidden from view. There are numerous non-obvious bonuses on items with no documentation telling us what they actually do. What does "+0.01 defense rating" actually mean? We need formulas and math! &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The Quest UI could also use some polish, but the issues are minor and it works, perhaps even too well. What disappoints me is the design choice made with questing - Funcom wanted to be "realistic" with limited inventory space, but at the same time they provide players with a full map and GPS system with dynamic quest updates. You can safely ignore all the quest text and just look up the arrow, head that way, X marks the spot and by the time you get there, it's usually obvious what you need to do. Quest items glow and can be seen a mile away, and even quests that ask you to "kill X mobs" show up on the map with clearly defined spawn area of the mob in question. All that text and dialogue is wasted as you can just click through the conversation (no, 99% of the time those dialogue options don't really matter) and zoom onwards based on your map and quest indicators. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;table style="margin: 15px 0px; text-align: left;" border="0" cellpadding="0" cellspacing="0"&gt;    &lt;tbody&gt;&lt;tr&gt;   &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Cutscene_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt; Cue dramatic music... &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;         &lt;td valign="top" width="210"&gt;  &lt;div style="background: transparent url(/images/thumbs/bg.gif) repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; width: 210px; height: 162px;"&gt; &lt;img src="http://www.yougamers.com/previews/18859_age_of_conan_first_impressions/images/AgeOfConan_Dialogue_t.jpg" style="margin-left: 9px; margin-top: 9px;" width="191" border="0" height="144" /&gt;&lt;/div&gt;  &lt;div style="text-align: center; font-size: 10px; line-height: normal; padding-left: 8px; padding-right: 8px;"&gt; &lt;p&gt;Dialogue system reminds me of some single player RPGs - sadly it's mostly for show, as the dialogue options don't actually do much. &lt;/p&gt;   &lt;/div&gt; &lt;/td&gt;   &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Recorded dialogue, while nice, goes MIA after you leave the newbie area, and after that all the NPCs are silent. I don't know if Funcom plans to add dialogue to later parts of the game post-launch. The dialogue provides atmosphere, but to be honest - why bother when most players will just click through it all as the all-powerful "Adventuring GPS System 1000" directs them to where they need to go. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;a name="the_nasty_bits_and_beyond"&gt;&lt;/a&gt; &lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;The Nasty Bits And Beyond&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Then there are the bugs... most are minor, but some are fairly game-breaking. Like when you go to feat fixer to re-spec your feats, and find out that it wiped your feats &lt;i&gt;and&lt;/i&gt; your gathering professions - and you can't re-take the gathering professions as the quest NPCs no longer talk to you. Or the fact that if you are a leader of a guild, and accidentally hit "Leave" on the Guild UI, you leave the guild - no warnings, no confirmation dialogs, and no way to promote anyone back to leader status. And if you all leave the guild, the name is still taken and you have to re-form under another name. &lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;You may notice that I haven't said much about PvP or the promised huge battles... I don't have much personal experience with any of that yet, but Funcom already scored some negative faction by announcing that the "massive" battles would actually be instanced as 48vs48. Not much better than your average battleground fight... I can understand the technical hurdles, but at the same time Dark Age of Camelot managed to pull off 200-300 player battles years ago - sure, the lag was epic and servers cried for mercy, but it looks like Age of Conan isn't going to even try to match that. It'll be interesting to see how ambitious EA Mythic will be with Warhammer Online, but those seeking massive armies clashing in the fields of battle - I can already say that Age of Conan ain't it. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-2769592457440830117?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/2769592457440830117/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/age-of-conan.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2769592457440830117'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2769592457440830117'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/age-of-conan.html' title='Age of Conan'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-7514057962489595384</id><published>2010-08-01T12:14:00.000-07:00</published><updated>2010-08-01T12:16:00.540-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><title type='text'>Riddick</title><content type='html'>&lt;div style="text-align: justify;"&gt;        &lt;img src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/logo.jpg" alt="The Chronicles of Riddick: Assault on Dark Athena" class="right gamefeature" width="225" border="0" height="127" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;But he’s not there for a tan; how he found himself on a beach is a detail to be revealed later. Riddick makes his way into a ruined city, where his unique eyeshine lets him see in the dark and eliminate enemies, even though he has no weapons. Stealth and seemingly superhuman physical abilities are his modus operandi, and he puts both to good use as he explores the desolate environment.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Riddick is one of the last surviving Furyans, an offshoot of the human race possessing extraordinary traits. He’s much stronger and faster than an average human, with greater endurance and more acute senses. No one knows if his eyeshine ability is unique or if all Furyans have it; Riddick has little to say on the subject, aside from offhand comments that seem to contradict past history.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;img src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/shot1.jpg" alt="Man pointing a large gun." width="435" border="0" height="237" /&gt;   &lt;/div&gt;&lt;p style="text-align: justify;" class="caption"&gt;&lt;strong&gt;When Fists Aren’t Enough.&lt;/strong&gt; Any of you mercenaries feeling lucky?&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Vin Diesel reprises the role of Riddick, which he made famous in the cult hit film “Pitch Black” and its sequel, “The Chronicles of Riddick,” as well as in the animated movie “The Chronicles of Riddick: Dark Fury.” Diesel also had heavy involvement in the game’s storyline; director David Twohy provided input too.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;blockquote&gt;   &lt;p&gt;“Impossible to escape [from Butcher Bay]. But they never met me.”&lt;/p&gt;   &lt;em&gt;- &lt;strong&gt;Riddick&lt;/strong&gt;&lt;/em&gt;   &lt;/blockquote&gt;  &lt;/div&gt;&lt;h3 style="text-align: justify;"&gt;Impossible to Contain&lt;/h3&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Assault on Dark Athena actually comprises a pair of Riddick adventures that serve as a prequel to the Riddick movies. The first is Escape From Butcher Bay, in which Riddick finds himself incarcerated in one of the galaxy’s most notorious prisons. He refers to it as a “triple-max slam” and says: “Toughest in the system … So they said … Impossible to escape. But they never met me.”&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;img style="width: 319px; height: 173px;" src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/shot3.jpg" alt="Man brandishing a knife." border="0" /&gt;   &lt;/div&gt;&lt;p style="text-align: justify;" class="caption"&gt;&lt;strong&gt;Surprise!&lt;/strong&gt; Ulaks are perfect for dispatching the unaware.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;You’ll want to chat up your fellow prisoners to learn more about the prison and uncover clues that will help you escape. Some inmates also give you assignments to complete; they’ll give you handy objects as rewards. Eventually, Riddick instigates a riot and slips away in the chaos, but when he heads into the prison’s sewer system, he finds himself fighting mutants that make his fellow maximum security inmates seem like galactic Boy Scouts. We even see him gain his infamous eyeshine, albeit via vague circumstances. And that’s just the first of what turn out to be multiple attempts to seek freedom.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;img style="width: 369px; height: 201px;" src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/shot2.jpg" alt="Gun firing at robot." border="0" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;p style="text-align: justify;"&gt;However, Riddick’s eventual success is fleeting: his escape vessel is taken aboard the massive mercenary ship Dark Athena, and once again he must prove that no one can keep him captive for long. Eluding Captain Gale Revas, her second-in-command, Spinner, and their deadly crew, Riddick seeks a way off the Dark Athena; along the way, he runs into others held prisoner by Revas, and they offer to help him if he’ll do a few things for them.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;“The dark can’t protect you,” Riddick says at the beginning of Escape From Butcher Bay. That statement holds true of his foes, but does it apply to him too? What is the toughest man in the galaxy running from, besides the mercenaries and bounty hunters who want to cash in the price on his head?&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;img style="width: 305px; height: 166px;" src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/shot5.jpg" alt="Man punching a robot." border="0" /&gt;   &lt;/div&gt;&lt;p style="text-align: justify;" class="caption"&gt;&lt;strong&gt;Punch-Out.&lt;/strong&gt; Riddick takes care of a mercenary on board the Dark Athena.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;h3 style="text-align: justify;"&gt;By Any Means&lt;/h3&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;In addition to characters willing to lend him a hand, Riddick also comes across various useful objects: UD money, which can be traded for weapons, packs of smokes, or other items; drugs, another form of currency in Butcher Bay; NanoMED cartridges, which let you recharge spent NanoMED stations and recover some lost health from them; vent tools for gaining access to air ducts; and bounty cards. The bounty cards and packs of smokes unlock special in-game collectibles, including concept art from the game and the movies, movie sets and props, and more.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;While Riddick gets a few opportunities to use weapons during his adventures, he relies mostly on his physical abilities to survive. Crouch to activate Riddick’s stealth mode, which lets you remain hidden in the shadows; it’s the best method for sneaking up behind an enemy and killing them without raising a ruckus and alerting others nearby. Riddick can also shimmy across ledges and move along hang rails; if he needs to, he can drop onto an enemy from a great height, killing them while breaking his fall.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;    &lt;img style="width: 342px; height: 186px;" src="http://images.apple.com/games/articles/2010/04/chroniclesofriddick/images/shot4.jpg" alt="Man holding onto bar." border="0" /&gt;   &lt;/div&gt;&lt;p style="text-align: justify;" class="caption"&gt;&lt;strong&gt;Just Hanging Around.&lt;/strong&gt; No one here but us mice.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;h3 style="text-align: justify;"&gt;Plunge Into the Black&lt;/h3&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;“You cannot escape your destiny,” Riddick is told at one point. If he has his way, the galaxy’s most notorious Furyan (and perhaps the Alpha Furyan) will manage to avoid whatever eats at his soul. Something keeps him embracing the dark. If you want to survive, you’ll do the same.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-7514057962489595384?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/7514057962489595384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/riddick.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/7514057962489595384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/7514057962489595384'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/riddick.html' title='Riddick'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-8557965298002297163</id><published>2010-08-01T11:58:00.000-07:00</published><updated>2010-08-01T12:04:53.864-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps games'/><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Heroes of Newerth</title><content type='html'>&lt;img src="http://images.apple.com/games/articles/2010/06/heroesofnewerth/images/logo.png" alt="Heroes of Newerth" class="right" width="250" border="0" height="117" /&gt;&lt;p style="text-align: justify;"&gt;Heroes of Newerth boils down that unit versus unit confrontation, giving you control of a Hero from the Hellbourne or the Legion — the former consists of invading demons created from fallen soldiers and the latter is an uneasy alliance between men and beasts, the last line of defense against the attackers. Choose your Hero from the more than 60 available and join up to four teammates in the struggle over the fate of Newerth. (You can also go solo in a one-on-one contest.) You can help decide which n&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 261px; height: 209px;" src="http://4.bp.blogspot.com/_hTEBu8HFjUg/TFXEmL5MUcI/AAAAAAAAAAM/lC4ePC0BwaM/s320/shot1.jpg" alt="" id="BLOGGER_PHOTO_ID_5500518680209674690" border="0" /&gt;ew Heroes will be added to the game at HoN Dream, where players can design Heroes and vote on the ones submitted by others.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The game comes with an impressive pedigree: it’s based on the classic custom Warcraft III scenario Defense of the Ancients, although its story roots lie in S2 Games’ previous efforts, Savage: The Battle for Newerth and Savage 2: A Tortured Soul (see the sidebar below to learn more).&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Your goal is to destroy the opposition’s command structure, which is heavily guarded by a series of towers as well as a group of computer-controlled defenders known as “creeps.” You begin each session with a stash of gold, allowing you to buy some basic items from the more than 100 available in the game.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;h3 style="text-align: justify;"&gt;Heroic Efforts&lt;/h3&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;As you kill creeps and opposing Heroes and destroy enemy towers and barracks, you accumulate additional wealth, along with experience points. The more gold you earn, the better the items you can buy, and ever-increasing experience points allow your Hero to ascend levels, from first through 25th, and become more powerful. Heroes fall under three main types — agile, strong, or intelligent — that play differ&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 293px; height: 234px;" src="http://3.bp.blogspot.com/_hTEBu8HFjUg/TFXFEZZqC9I/AAAAAAAAAAU/6k0HhjFCnSM/s320/shot2.jpg" alt="" id="BLOGGER_PHOTO_ID_5500519199231577042" border="0" /&gt;ent roles, although some may offer a mix of the three.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;   &lt;/div&gt;&lt;p style="text-align: justify;"&gt;To ensure maximum gold and experience for you and as little as possible for the opposition, be sure to master the concepts of last-hitting and denying: the former involves striking a creep, barracks, or tower just as its health is about to hit zero, allowing you to reap the rewards; the latter involves doing the same to your side’s defenses so the enemy gains nothing from their defeat. (Hold down the A key when you click an allied creep, tower, or barracks to strike it.)&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Each side’s creeps come in two types, ranged and melee, and emerge from the appropriate barracks, growing stronger as a match progresses. When your team destroys an enemy barracks, your creeps of that type become more powerful; when all enemy barracks crumble into dust, your side gains high-level creeps that quickly turn the tide of battle in your favor. Neutral creeps also roam each map, offering opportunities to gain extra gold and experience; just don’t assume they offer easy kills, as some of them can go toe-to-toe with the toughest Heroes.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;h3 style="text-align: justify;"&gt;For the Discerning Strategy Gamer&lt;/h3&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Whether your side wins or loses, each match you play adds to your cumulative statistics, including your kills and deaths, the number of creeps you’ve denied to the opposition, and more. Like most strategy games, Heroes of Newerth features ladder rankings listing the best players, and integrated clan management tools allow you to easily start and run your own clan, or join an existing one. You can even watch replays of past matches to see which strategies worked and which ones didn’t.&lt;/p&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt;&lt;p style="text-align: justify;"&gt;And if you want to create your own maps set in the world of Newerth, you can do that too with the included editor. Just as this game is based on a popular Warcraft III map, perhaps you’ll leave your mark on the strategy world with a unique creation that will engage other strategy game enthusiasts for years to come.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-8557965298002297163?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/8557965298002297163/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2010/08/heroes-of-newerth.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8557965298002297163'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8557965298002297163'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2010/08/heroes-of-newerth.html' title='Heroes of Newerth'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_hTEBu8HFjUg/TFXEmL5MUcI/AAAAAAAAAAM/lC4ePC0BwaM/s72-c/shot1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-4936539430822737906</id><published>2009-10-10T12:35:00.000-07:00</published><updated>2009-10-10T12:36:52.197-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mobile Games'/><title type='text'>Mobile Games</title><content type='html'>&lt;div align="center"&gt;         &lt;p&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/articles/fishlabs/logo.gif" width="115" border="1" height="120" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;         &lt;p&gt; &lt;/p&gt;         &lt;p&gt; &lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt; &lt;/p&gt;         &lt;p&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/robot_alliance/robot_alliance_4.gif" width="176" border="1" height="221" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;              &lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Robot Alliance&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt; &lt;/p&gt;         &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt; &lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/galaxy_on_fire/GOF_40.gif" width="176" border="1" height="220" /&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;&lt;br /&gt;        Galaxy on Fire&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;         &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/heli_strike3d/screenshot_hs_01.jpg" width="176" border="1" height="220" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;        &lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Heli Strike&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt; &lt;/span&gt;&lt;/span&gt;         &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/burning_tires/bt_vulcano_019.gif" width="176" border="1" height="220" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;Anyone who is both a fan of mobile gaming and a longterm follower of the gaming world in general must have been struck a little by a sense of deja vu over the past couple of years. Almost exactly a decade after console gaming went through the 3D revolution, we began to see a few 3D titles trickle through the release schedules and onto our mobiles. However, things have only got really interesting fairly recently.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;The first 3D games generally fell into two camps, the 'tech demo' or the '3D dealbreaker'. The tech demos were those where a game had been shoehorned into a 3D experiment. A good example of this type is Rollerbot, a game released in late 2004. Whilst it boasted full three dimensional environments and free movement, it was never going to sell by the barrel. The 3D dealbreaker is the opposite, where an existing 2D game has been butchered in order to make it into a 3D one. If you've played a disappointing 3D game in the past couple of years, it was probably one of these.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style=""&gt;It is a good job that Fishlabs came along in 2005 to try and raise the bar otherwise we might have forever been mired in useless 3D ports rather than the top quality titles that can be found such as Glu's &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Project Gotham 3D &lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;and Gameloft's &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Brothers in Arms. &lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;However, whilst Fishlabs may lack these ultra high-end licenses that are guaranteed to have oodles of copies flying off virtual shelves, they are still coming up with the goods today. Before we look into their current catalogue, though, maybe we should have a little stroll down memory lane and look at their past two years. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/p&gt;&lt;br /&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;         &lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Burning Tires&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;         &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/blades_and_magic/Blades%20&amp;amp;%20Magic_27.jpg" width="176" border="1" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Blades and Magic&lt;br /&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;p style="font-style: normal;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;b&gt;Moving on Up&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;You’re probably wondering right now what has caused this little article if we’re only going to mildly criticize Fishlab’s games. Most long-term mobile gamers will probably already know the answer, but for the uninitiated it can be summed up in three little words: &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Galaxy on Fire&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;This game managed a feat that has only been completed sucessfully on the PC, a much more likely platform. That is, &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Galaxy of Fire&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; managed to create a whole galaxy of planets to visit, where the player was free to trade, fight or just cruise to their heart's content. An Elite impersonater to a certain extent, the game proves the true scope of the Abyss engine, and indeed the thing it does best: the wildly ambitious.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;Thankfully, around this time Fishlabs also got into the groove with more standard mobile 3D fare. Probably still the best futuristic &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Wipeout-&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;style racer available, &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Planet Riders&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; is a hyper-shiny slick game and &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Heli Strike&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; features the solidity of the traditional arcade shooter wrapped around a gorgeous 3D play world.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;Of course, after the huge critical acclaim that &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Galaxy on Fire&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; received, Fishlabs would have been foolish not to follow up on the victory. Thankfully, &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Deep&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; was recently released. Instead of flying about in space, you find youself scooting about the bottom of the ocean, but this game still features a gargantuan, cohesive gameworld. It even manages to plug-in the gaps in the presentation that, whilst they weren't noticeable first time around, makes the interface of&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt; Galaxy on Fire&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; look a little like a top-notch fan project by comparison. Other than basic trade, you also get to fish all the weird sorts of creatures that roam about the darkest deeps.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;        &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/asphalt3_3d/6.gif" width="176" border="1" height="220" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;&lt;br /&gt;        &lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Asphalt 3 3D&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;         &lt;hr  style="font-size:78%;"&gt;&lt;br /&gt;        &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;img src="http://www.midlet-review.com/images/reviews/j2me/4WheelX2D/4WheelX3D_Screenshot2_DE_EN_ES_FR_IT_NL_US_176x208.jpg" width="176" border="1" height="208" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;&lt;br /&gt;        4 Wheel Xtreme&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;       &lt;br /&gt;    &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;p style="margin-bottom: 0cm; font-style: normal;"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0cm; font-style: normal;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0cm; font-style: normal;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;Way back in February 2005, we got our first glimpses into Fishlabs' intentions. A couple of months later, the Abyss engine was announced, which is the little work of genius behind all of the Lab's full 3D games.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0cm;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;Admittedly, the first wave of games certainly had its share of faults. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Robot Alliance&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt; &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;was a great first-person shooter hiding behind a barricade of tricky controls and &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Motoraver's&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt; &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;controls were even worse. The game somehow made driving a car about as comfortable as giving birth, and &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;&lt;span style=""&gt;Cloud Commander&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt; &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;was flat out not that great. However, while these games are easy to criticise, they are positively drenched in passion and conviction.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;br /&gt; &lt;p style="margin-bottom: 0cm; font-style: normal;"&gt;&lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;&lt;b&gt;Why Sink into the Abyss?&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0cm; font-style: normal;"&gt; &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;Okay, so far we've looked a little at some of the Abyss engine's star contenders, but there are a few more reasons why this little bit of technology is a little bit special. The main one is its sheer compatibility. You could easily make the mistake of thinking that many of the Fishlabs titles were symbian games, yet they all work perfectly on the majority of current J2ME (Java enabled phones). Part of this is down to sheer hard work on Fishlabs' part. Unlike most developers who use dozens and dozens of game versions for different handsets, the Fishlabs games only require a handful of versions for compatibility across over a hundred handsets. &lt;/span&gt;&lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0cm; font-style: normal;"&gt; &lt;span style="font-family:Arial, sans-serif;"&gt;&lt;span style="font-size:85%;"&gt;This in itself it pretty extraordinary, but having personally played hundreds of games over the past few years, I feel I can say that Fishlabs games outperform the majority of comparably splangly-looking 3D titles on lower end handsets. That's not to say that if your handset still tells war stories on the weekends it won't chug along like the ancient phone it is, but for anyone with a K700 or above, you can look forward to highly impressive framerates.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-4936539430822737906?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/4936539430822737906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/mobile-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4936539430822737906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4936539430822737906'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/mobile-games.html' title='Mobile Games'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-3689403256646345932</id><published>2009-10-10T12:32:00.001-07:00</published><updated>2009-10-10T12:32:28.007-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Uncharted 2: Among Thieves</title><content type='html'>&lt;span style="font-family:Arial;font-size:85%;"&gt;athan Drake is rather forthcoming when he states that everything he touches seems to turn sour … Ok, that’s not precisely how he phrases it, but you get the drift.&lt;br /&gt;&lt;br /&gt;Uncharted 2: Among Thieves is a visceral romp that takes the formula from the first highly successful game and pushes it to new heights – both figuratively and literally. There are a lot of inside jokes and some really good chuckles stemming from the dialogue and cut scenes. There are new characters and familiar ones.&lt;br /&gt;&lt;br /&gt;The story revolves around the adventures of Marco Polo and, specifically, his return from China. When Polo left China, he had 14 ships with more than 600 passengers and crew. When he finally made his home port, only one ship remained with 18 passengers. The initial idea that intrigues Drake and draws him into the adventure is what happened to those other ships. But as is usually the case, it evolves into something much bigger – the Cintamani Stone (purported to be a fabled jewel that grants the owner great power … as in world-conquering power) is one of the items in the equation, the other is the path that leads to Shambhala. Of course, this swings Drake into full adventure mode, but one of the elements here is not knowing exactly who to trust.&lt;/span&gt; &lt;p align="center"&gt;  &lt;span style="font-family:Arial;font-size:85%;"&gt; &lt;img style="margin: 4px;" src="http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/37/1/34/s37134_ps3_37.jpg" width="450" border="0" height="252" /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="left"&gt; &lt;span style="font-family:Arial;font-size:85%;"&gt;(There will be no spoilers here.)&lt;br /&gt;&lt;br /&gt;Drake’s initial adversary is a war criminal who heads a private army and is on the trail. Along the way he teams up with Chloe, who seems to have her own agenda in all this and eventually he meets Elena, and there are nasty, voracious monsters that seem to crawl out of legend and are very hard to kill.&lt;br /&gt;&lt;br /&gt;Developer Naughty Dog has crafted a game that is somewhat linear, and has a fair amount of repetition in terms of raging gun battles and puzzles, incorporating the platform elements very well. It is simply a case of if you think there is an easy path, but look around and find that there appears to be handholds in the wall, then that is usually the way you will need to go. You kill the bad guys, pick up weapons – all of which seem to range from nice guns to RPGs. And lest you think some of those weapons are a bit extreme, wait until you go up against a tank and you will definitely see the need.&lt;br /&gt;&lt;br /&gt;The game starts out in Borneo and moves into the Himalayas. True, some of the mechanics in the journey are similar, but the pacing seldom slows – something that Drake often comments on. &lt;/span&gt;&lt;/p&gt; &lt;p align="center"&gt; &lt;span style="font-family:Arial;font-size:85%;"&gt;  &lt;img style="margin: 4px;" src="http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/37/1/34/s37134_ps3_31.jpg" width="450" border="0" height="252" /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;From a control standpoint, Uncharted 2 is nothing that is too difficult to learn. In fact, the control scheme is rather straightforward in design. That alone helps to put the focus on the game itself. The dialogue is often quite humorous, and even pokes fun at itself. When Chloe and Elena are first introduced, Chloe says she senses some history between Elena and Drake. Elena then introduces herself as “last year’s model” – an obvious but entertaining reference to the first Uncharted title.&lt;br /&gt;&lt;br /&gt;The game also brings multiplayer into the mix, with some nice cooperative sessions through game maps. There are also a bevy of achievements that can be earned; you can gain achievements particular to each weapon, as well as score for the type of attack, such as headshots.&lt;br /&gt;&lt;br /&gt;For the most part, Uncharted 2 does not reinvent the action-adventure wheel, but from a graphic standpoint, and from a pure fun stand, this game soars on the PS3. This is a lot of fun.&lt;br /&gt;When you play a game that stops non-gaming members in the family dead in their tracks to watch and enjoy the way the game is playing out, that says a lot. Uncharted 2: Among Thieves did precisely that. &lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-3689403256646345932?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/3689403256646345932/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/uncharted-2-among-thieves.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/3689403256646345932'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/3689403256646345932'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/uncharted-2-among-thieves.html' title='Uncharted 2: Among Thieves'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-2795595329102549428</id><published>2009-10-10T12:28:00.000-07:00</published><updated>2009-10-10T12:29:12.797-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Demon's Souls Review Page 2</title><content type='html'>&lt;p&gt; These ghosts are only one of several ways other players will be assisting you on your journey. You'll notice plenty of bloodstains coating the ground; by activating them, you'll witness an instant replay of another player's final few seconds before the unfortunate victim succumbed to death. These bloodstains may warn you of an upcoming drop into nothingness, a particularly difficult enemy encounter, or a deadly trap waiting to be sprung. If you wish to assist a player more directly (after all, self-sacrifice might drop a helpful bloodstain for your fellow players, but it doesn't do you much good), you can leave a note. You must choose from a preselected list, but there are dozens of messages to choose from, and you'll likely find a sentiment that communicates exactly what you need to share. If there's a deadly drop ahead, leave a note (which appears as a rune on the ground) warning your fellow players. Not only will it help them out, but if they find it useful, they can rate it. When a note is rated, it replenishes some of the note-givers health. Low-rated notes fade away quickly, while high-rated ones stick around longer. It's a superb system of give and take in which the writer and the reader can both benefit. Those who offer and receive true help are rewarded, and those who provide incorrect, pointless, or misleading information are simply wasting their own time. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/270/954345_20090928_embed006.jpg" alt="" /&gt;&lt;p class="embscreen_caption"&gt;The mines of Stonefang Tunnel have really gone to the dogs.&lt;/p&gt;&lt;/div&gt; &lt;p&gt; The most direct way of helping other players, however, is to join them on their quest. Demon's Souls' ingenious implementation of co-op play is hardly straightforward, though it is incredibly imaginative. Players exist in one of two forms: body form and soul form. If you are in body form, you have full hit points, while in soul form, your hit points are generally halved (though a terrific ring you can find early on will give you a boost). You start your adventure in body form, and when you die, you are resurrected in soul form. Because you are only restored to body form when you defeat a boss or use a relatively rare stone, you'll spend most of your time as a soul. When in soul form, you can drop a soul marker; a player in body form can then activate that marker to summon you to his or her world. At that point, you join the player in his or her realm and tackle the challenges at hand together. If you are in body form, you can summon either one or two players, for a maximum party of three. There is no way to invite a friend, and no voice chat to communicate strategies or warnings. Yet while that sounds limiting, this imaginative system works in the context of Demon's Souls' harsh world and backstory. You feel as if you occupy a single node on a vast web of interconnected realms that mesh and overlap in mysterious ways. &lt;/p&gt;&lt;p&gt; The result of this unique and amazing set of online features is a curious sense of camaraderie. On one occasion, we joined two other players in the host's instance, and using Demon's Souls' built-in emotes, all three players bowed to one another at the same time. That friendly moment was a microcosm of the sense of community that the game's tightly balanced cooperative features create. By dropping your soul mark, you are not only offering your service to a player in need, but also reaping rewards in the way of souls, as well as learning new combat strategies in your own realm. This is particularly helpful when it comes to Demon's Souls' exceptionally difficult--and exceptionally rewarding--boss fights. The first main boss you fight may give you an idea of the awesome character designs you'll see elsewhere, but its relatively low level of challenge won't prepare you for the dual monstrosities known as maneaters or the nail-biting and exciting storm king battle. Not all of these boss battles are as hard as the gameplay that leads to them, but they are tough nonetheless, and the boss designs are deliciously grotesque. &lt;/p&gt;&lt;p&gt; Nevertheless, other players aren't always your best pals; sometimes, they may be your worst enemies. Once you've progressed far enough (and procured the necessary item), you can invade another player's realm as a black phantom--and other players can invade yours. Don't worry that you'll suddenly be attacked by another player many, many levels above you: your invader must be around the same level as you, so you should be on more or less equal footing. Even so, the presence of an enemy player changes the very nature of your exploration. Not only must you cope with the array of demons seeking to slaughter you, but you must also be on the lookout for the telltale blood-red shimmer of your intruder. As a result, you'll move ahead much more cautiously--and when you do finally meet, the ensuing encounter is tense and exciting. Don't be surprised if you let out an audible gasp when you receive the notification on your screen that another player has penetrated your realm; no matter how often they happen, invasions never lose their potency. If you're the one being invaded, the intrusion is exciting and a little bit scary; you'll look around, wondering if you're being followed, and listen for signs of your foe. When you're the invader, you'll feel vaguely evil scouting about, trying to stay out of your victim's sight, and looking for the best opportunity to attack. And there may be surprising moments in which these various systems coalesce. For example, you may join another player in his or her realm, only to have a black phantom appear. The unspoken (there is no voice chat) partnership between you and your collaborator makes banishing a black phantom from his realm almost as satisfying as banishing one from your own. Of course, the souls you earn sweeten the deal. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/270/954345_20090928_embed004.jpg" alt="" /&gt;&lt;p class="embscreen_caption"&gt;Yes, you can kill him. But chances are, he'll kill you multiple times first.&lt;/p&gt;&lt;/div&gt; &lt;p&gt; Amid all of its elegance, Demon's Souls has a few small but noticeable flaws that bear mentioning. The game's targeting system is picky, so you may find it a chore to lock on to certain enemies when you need to most. The camera is occasionally hard to control when you're targeting demons, like when you need to deal with multiple flying gargoyles as you simultaneously climb a narrow, suspended staircase (there's no death in Demon's Souls more heartbreaking than a falling one). And there are a few areas where the frame rate tends to stutter, though these occurrences aren't frequent and are never overwhelming. Of course, the game's greatest potential drawback is its level of difficulty. If you are easily frustrated, or looking to unwind for the night, Demon's Souls isn't going to fit the bill, though that doesn't mean it's generally cheap: it always abides by its own laws. When you die, it's because the section is legitimately hard--but when you die, you learn. And you can minimize death by paying close attention to the tools you're given: player spirits, notes on the ground, bloodstains, and the cackles and groans emanating from around the corner. You know that walkway that crumbled underneath you and dropped you in the middle of some menacing fiends? Chances are you simply didn't read the note another friendly player left urging you to sprint across. &lt;/p&gt;&lt;p&gt; Demon's Souls harbors many more intricacies as well--nooks and crannies loaded with extra loot, a mechanic known as world tendency that changes the difficulty level depending on certain actions you take, and additional benefits (and risks) should you rescue (or kill) certain non-player characters you encounter on your travels. There's a lot to discover, and the game wants you to figure it all out on your own. But while Demon's Souls doesn't serve the answers to you on a gilded platter, it gives you a number of refined and inspired tools to help you succeed, and its astounding, oppressive world will cast its spell on you. If you crave true innovation, a fair but relentless challenge, and gripping exploration in which every step has consequences, then you crave Demon's Souls. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-2795595329102549428?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/2795595329102549428/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/demons-souls-review-page-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2795595329102549428'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/2795595329102549428'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/demons-souls-review-page-2.html' title='Demon&apos;s Souls Review Page 2'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-6825871995856180158</id><published>2009-10-10T12:27:00.000-07:00</published><updated>2009-10-10T12:28:03.713-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Demon's Souls Review</title><content type='html'>The Kingdom of Boletaria is an unforgiving place. Entering it means embracing a seemingly endless cycle of death and resurrection as you slowly tread through sullen swamps, scavenge dark caverns, and sneak between looming castle walls. It's dark and dreary, as if the residents of hell have plunged a dagger into the very idea of happiness and left its lifeless form to wither away. Developer From Software's action role-playing game Demon's Souls houses this kingdom, and you should not expect the game to welcome you as an old friend and willingly share its deepest secrets. This is an uncompromising RPG of the highest order--and a brilliant, atmospheric, and visionary one. It is at once old-fashioned and innovative, a stubbornly difficult dungeon crawler loaded with wholly unique mechanics. Perhaps the game's greatest triumph, however, is that it takes qualities normally associated with frustration and discomfort--constant trial and error, slow progression, harsh enemies--and makes them virtues. It may have an unusual and unforgiving set of rules, but it stays true to them and, in the process, draws you in like few RPGs can. Demon's Souls is a stark and sulky beauty and is one of the finest games of 2009.&lt;br /&gt;&lt;p&gt; Demon's Souls' uncanny ability to ensnare you in its web starts with its five gloomy, meticulously crafted worlds. It takes some of the usual elements of dark medieval fantasy--roaring dragons, demon knights clad in well-worn armor, crumbling stone castles--and then molds them into a cohesive and enthralling universe. Every element is in exactly the right place, from soaring demons that look like manta rays to rows of fiends using their pickaxes to unearth unspecified valuables. Each world feels and looks authentic, as does the hub world (called the Nexus) from which you access them. There isn't much narrative to speak of, just some basic but intriguing backstory regarding the giant beast called the Old One and the demons infesting the kingdom. But you'll barely notice how thin the story strands are, for the kingdom itself weaves a story of its own as you slowly investigate its nooks and crannies, and the characters you encounter seem totally within their element. When you kneel before the Maiden in Black and she prays in her halting, affected speech, you believe in her conviction. When Blacksmith Boldwin sneers at you that he needs your business, you hear the contempt in his voice. Their lips don't move when they speak, but it hardly matters: these world-weary people, and the frightening realm they inhabit, are immediately believable. &lt;/p&gt;&lt;p&gt;The game doesn't just look and feel unforgiving--it plays that way too. You may tackle any of its five main regions at any time, but that doesn't mean you will easily slice your way through each one. If the first few minutes of the tutorial don't betray the challenges in store for you, the same level's gargantuan end boss certainly will. You are meant to die, and you are meant to die often. When you do, you return to the archstone at the beginning of the area and do it all again. When you are resurrected, you get to keep most of what you had on your person--your weapons, your armor, your healing grasses, and so on. However, you lose the most precious commodity you possess: collected souls. Souls are the game's currency, and the primary way of accumulating them is to kill demons. You can't sell looted weapons that you don't need, nor can you put souls in the bank for use later. You can hold onto them, spend them on important items like spice (which replenishes your magical energy), or use them to improve your core attributes (such as endurance, strength, and so on). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/277/reviews/954345_20091005_embed001.jpg" alt="" /&gt;&lt;p class="embscreen_caption"&gt;If you're afraid of the dark, the Tower of Latria may not be the best choice of vacation spots.&lt;/p&gt;&lt;/div&gt; &lt;p&gt; Should you die on your travels, the souls you've amassed aren't necessarily gone for good, however. You can return to the location of your death and touch the bloodstain you left behind, which returns the lost souls to you. Be careful, though: if you die on your way to your bloodstain, it will disappate and be gone forever, along with all your hard-won souls. The whole thing may sound incredibly harsh, and on the surface, it is. You'll cautiously traverse the same hallways and stairwells to find your bloodstain, only to have a lamp-carrying demon shock you with electricity, lift you into the air with the tentacles growing from its face, and take half of your health away with one fateful stab. The constant specter of death means you should plan how you want to spend your souls in advance. Once you get enough, you'll want to hightail it back to the Nexus and improve an attribute, upgrade your weapon, or repair your armor. Eventually, you'll make a breakthrough, and enemies that seemed so dastardly the last time will be mere speedbumps the next. Yet even when you accumulate thousands upon thousands of valuable souls, and you know that the sensible thing to do is to return to the closest archstone and teleport back to the Nexus, your curiosity may push you onward. There always seems to be a terrific surprise lurking around the bend, in the way of awesome new enemies (a giant blob made up of flailing corpses), amazing environments (the thin suspended walkways hanging over Latria's murky swamp), and precious loot (stones used to upgrade your crossbow). &lt;/p&gt;&lt;p&gt; The monsters may be tough, but the game grants you the flexibility you need to take them on as you see fit. You'll create your character using Demon's Souls' robust customization options and select a class when you first begin, but you aren't stuck with one particular play style. As long as you meet the necessary statistical requirements and own the requisite item (a talisman for casting miracles, for example), you can use any weapon, any armor, and any magic you please. It's a good thing, too, for certain circumstances may dictate that you follow an unplanned path. Perhaps you had no intention of using magic, but a simple soul arrow spell can come in mighty handy when you're dealing with flaming bugs fluttering about in the sky. You may plan to pour all your souls into your strength attribute, only to realize that leveling up endurance is the better idea, because you'll be able to absorb more damage with your shield before losing health. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/277/reviews/954345_20091005_embed002.jpg" alt="" /&gt;&lt;p class="embscreen_caption"&gt;These soaring demons don't just look dangerous--they'll pummel you with spears if you aren't careful.&lt;/p&gt;&lt;/div&gt; &lt;p&gt; What makes extreme difficulty and incessant trial and error such wonderful qualities in Demon's Souls, when they are so loathsome in other games? It starts with the deliberate and wonderful combat, which doesn't seem complex at first, but reveals its subtleties in time. Rarely will mindlessly hacking and slashing get you anywhere, unless death is your ultimate goal. You need to contemplate every move, swing only when you are sure you won't be countered, and switch weapons or use items only when you are sure your window of opportunity is wide enough. You'll encounter all sorts of awesome and unnatural beasts, from tumbling skeletal fiends to frightful three-faced larvae, and while they have a set number of attacks, they still behave unpredictably. You will undoubtedly take a lot of damage until you learn the subtleties of fighting each enemy, but combat feels just right. You move with the right amount of weight, combos take time to pull off, and animations are silky smooth. Everything moves and interacts in the way you'd expect. If your sword hits the wall instead of the enemy, it will glance off. If a demon knight rears back just before you do the same, his sword will make contact at the part of your body that you left unprotected. These touches may seem small and unimportant, but when every second counts, and when life and death are separated by a millimeter or two, you rely on such consistency. &lt;/p&gt;&lt;p&gt; The challenging combat is enhanced by a number of innovative online features that invite players to interact with each other. To survive, you not only need to pay careful attention to your environs, but you must be mindful of the clues other players have left for you, both purposeful and accidental. The game's online integration is nothing like you've ever seen, and it's a core component of the Demon's Souls experience. The signs and indications of other players are everywhere. You'll see translucent white ghosts roaming your world, moving about and swinging their weapons, though you can't directly interact with them. These spirits are actually other players. They are fighting the same enemies and sprinting across the same bridges, but they inhabit their own worlds, not yours. You see only their apparitions, but those apparitions may be enough to clue you in to a surprise ambush up ahead or a bit of hidden loot around the corner. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-6825871995856180158?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/6825871995856180158/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/demons-souls-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/6825871995856180158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/6825871995856180158'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/demons-souls-review.html' title='Demon&apos;s Souls Review'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-8886880507328467031</id><published>2009-10-10T12:25:00.000-07:00</published><updated>2009-10-10T12:26:05.407-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Operation Flashpoint: Dragon Rising Review</title><content type='html'>Realistically simulating a modern military operation is no easy task. Every element, from the top-level command communication down to the way you reload your gun must be accurately tuned to create a believably engaging experience. Operation Flashpoint: Dragon Rising takes on this formidable challenge, and, for the most part, it succeeds quite well. The campaign is made up of long, tense missions in which you and your squad must traverse kilometers of terrain at a methodical pace, engaging enemies from long range and responding to dynamic battlefield conditions. Success requires patience and execution, and the reward for a completed mission is a strong sense of hard-won satisfaction. While most of the game elements combine to create a realistic atmosphere, there are some issues that hamper your immersion. Some sundry bugs will catch your attention, but the most notable problems occur in the behavior of your allies and enemies, whose battlefield awareness takes some awkward stumbles. Fortunately, you can ditch your computer allies for human ones in the four-player online cooperative mode. There are also two competitive multiplayer modes that offer a more action-packed experience and provide better opportunities to utilize your command abilities. Despite the issues that threaten to steer it off course, Operation Flashpoint: Dragon Rising stays on mission and provides a tough, yet rewarding, tactical experience.&lt;br /&gt;&lt;p&gt; The campaign takes place on a fictional island off the coast of Russia that has been occupied by the Chinese. The slick, stylish intro details the island's embattled history and sets the stage for your insertion. From there on out, there are no more cutscenes. There are just missions and briefing screens, the latter of which are accompanied by stirring Chinese and American musical themes. As you endeavor to complete the 11 campaign missions, you'll engage in a variety of conflicts. One afternoon you'll be flanking alongside an armored advance, while one night will find you and your squad traveling over hilly terrain to scout an enemy target. Each mission has multiple objectives and can take longer than 30 minutes to complete, which makes for a substantially varied campaign. &lt;/p&gt;&lt;p&gt;Though the missions are long, Dragon Rising's inherent difficulty level can extend them to be even longer. This is not an easy game, and it is easy to lose your life in the course of battle. You'll generally engage enemies from long distance, and a foe that is 100 yards away is dangerously close. By being cautious and handy with a scoped weapon, you can usually out-snipe your enemies. But hilly terrain, groves of trees, and small clusters of buildings ensure that you won't always be able to pick them off from a distance. Mortar fire, mounted machine guns, or a few bullets from an enemy rifleman can bring your mission to an abrupt end. On normal difficulty, there are a fair amount of checkpoints throughout each mission, so the penalty for dying is softened. As you bump up the difficulty level, your enemies don't actually get tougher. Rather, the game strips away helpful onscreen elements, such as indicators of your squad's health and the positions of your enemies. With these game elements removed, Dragon Rising feels more realistic, and the action is more tense and immediate. This makes victory taste much sweeter, but it also means that one bullet can erase 45 minutes of progress. &lt;/p&gt;&lt;p&gt; When you do get killed and have to play a section again, don't expect things to play out the same way. Depending on your squad's movement and effectiveness, the enemy may maneuver differently and employ different tactics. The same goes for any allied squads that are accompanying you. This flexibility makes the game more dynamic, and, for the most part, this is a good thing. Having to actively adjust your strategy is an appropriate challenge that adds realism to the proceedings. Yet because events can vary so widely, you may sometimes find yourself in a situation where it is nearly impossible to succeed--or even survive. Sometimes you can overcome these tough spots with persistence, but sometimes, you'll have to bite the bullet and restart the entire mission. Again, Operation Flashpoint's dedication to realism makes frustration easier to come by, which is something players will have to embrace if they hope to enjoy the game. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/279/reviews/939188_20091007_embed002.jpg" alt="" /&gt;&lt;p class="embscreen_caption"&gt;&lt;br /&gt;&lt;/p&gt;&lt;/div&gt; &lt;p&gt;Unfortunately, there are some causes for frustration that can't be chalked up to realism. These come primarily from your AI squadmates, who occasionally exhibit a serious lack of battlefield judgment. For example, if you are crouched and firing regular shots at an enemy position, an ally will think nothing of walking in front of your gun as he tries to gain a better position. Your buddies can also get confused about cover; sometimes they position themselves on the wrong side of a barrier or just outside of a protective wall. And be very careful about where you issue the "treat wounded" command. In their efforts to find a safe place to administer treatment, your medic and the injured soldier are likely to expose themselves to enemy fire by crossing an open field or leaving the safety of a bunker. There are also sundry movement issues, such as soldiers getting stuck on trees or failing to follow commands. Sometimes giving them a push or a shot in the leg can actually remedy this, and when enemies do similar things, it can be easier to pick them off. Still, this kind of stupidity definitely dampens the realistic tension. &lt;/p&gt;&lt;p&gt;These issues notwithstanding, friendly and enemy soldiers often act in helpful and authentic ways. Your squad usually responds quickly to your commands and tends to be cautious and mindful of enemy positions. Likewise, enemies will go prone when fired upon, head for cover, return fire, and often maneuver to flank your position. You will often feel legitimately threatened, and overall, your enemies feel like trained, battle-ready soldiers. That said, much of the campaign is made up of long-range encounters, and you'll rely heavily on your ability to cut down enemies from a distance. Most of the time, you can command your squad to follow you, and they'll do a good job of staying alive and spotting targets. You can easily issue more specific orders using the quick-command radial or by pulling out your map, and as long as you avoid testing their not-so-great vehicle-piloting skills, they will prove to be more of an asset than a liability. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="embscreen_large"&gt;                                                  &lt;img class="thumb" src="http://image.com.com/gamespot/images/2009/279/reviews/939188_20091007_embed017.jpg" alt="" /&gt;&lt;/div&gt; &lt;p&gt; Alternatively, you can recruit up to three other players and play the entire campaign in cooperative mode. There are some bonus stand-alone missions that can be unlocked as well, and these offer quicker encounters better suited to short play sessions. There are also two competitive modes that support up to eight human players: Annihilation (Team Deathmatch) and Infiltration (defend/destroy the objective). Even at full capacity, every human player can have a squad under his or her command, and providing your teammates have a working knowledge of the command radial, multiplayer matches are intense and hotly contested. Though the AI players suffer from the same kind of missteps, the nature of these conflicts make them more of a strategic asset. The air is thick with bullets and squads are usually on the move in Annihilation, while Infiltration presents a lop-sided strategic contest that is engaging in its own way. &lt;/p&gt;&lt;p&gt; The competitive and cooperative modes round out the game nicely, though they suffer from occasional bugs. For example, your gun may become temporarily invisible or you may shoot bullets that appear to hit enemies, but in actuality, they neither hit nor deplete your ammo count. Both of these can often be fixed by reloading, but there is a certain roughness that can detract from the realistic tone that the game tries to set. Despite its various issues, Operation Flashpoint: Dragon Rising is largely successful in its endeavor. The environments and core action create a great feeling of tension and immediacy. The various weapons and vehicles also give you a great array of ways to accomplish your objectives. With a lengthy campaign and solid multiplayer action, Dragon Rising is a tough and engaging tactical action experience. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-8886880507328467031?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/8886880507328467031/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/operation-flashpoint-dragon-rising.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8886880507328467031'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/8886880507328467031'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/operation-flashpoint-dragon-rising.html' title='Operation Flashpoint: Dragon Rising Review'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-6948253474454412415</id><published>2009-10-10T12:10:00.000-07:00</published><updated>2009-10-10T12:19:09.212-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Games'/><title type='text'>Halo 3</title><content type='html'>&lt;div class="content_area" id="content"&gt;&lt;!-- content start, article 7637, 3 pages --&gt;   &lt;div class="accentbox"&gt;   &lt;div class="tableleft compat-1"&gt;&lt;b&gt;&lt;img src="http://i.somethingawful.com/u/acetone/10_07_07/10_07_07_01.jpg" alt="" class="left imgcap" width="175" height="244" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/b&gt;&lt;div&gt;   &lt;p&gt;That's what I would have said had Microsoft dumped a boatload of free crap on my doorstep, which is just a Garfield doormat with the lettering worn away except for half of the word "lasagna". There's also a fake rock that can store an extra key inside but I haven't gotten around to making a backup key to the backup key I had to use when I lost my keys while going out and buying the game in the first place (yes, this will factor into my review).&lt;/p&gt;   &lt;p&gt;Since nobody showered me with riches or a free review copy I'm left with the task of forming my own opinion about a game, a fate worse than death or eating anything from Burger King. I don't really have anything against 7-11 though.&lt;/p&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;p&gt;Every review I've read has started by talking about the hype surrounding this much-anticipated title. Because I'm just as uncreative as them, I'll be doing the same. The hype surrounding Halo 3 has been impossible to ignore even if you've been living under a rock, with Osama bin Laden, and he was always hogging the television. Even if you cut out your eyes, well, the Braille Institute is currently sponsored by, you guessed it, Halo 3.&lt;/p&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;div class="right imgcap" style="width: 300px; margin-left: 8px; clear: both;"&gt;&lt;img src="http://i.somethingawful.com/u/acetone/10_07_07/10_07_07_02.jpg" alt="" title="Video games are more mainstream than ever." class="right" width="300" height="228" /&gt;&lt;div&gt;Video games are more mainstream than ever.&lt;/div&gt;&lt;/div&gt;Like Sony did with the PlayStation, Halo 3 is helping to make video games more mainstream which means a two minute story on The Today Show about this hot new game coming out while showing footage of a bunch of faggots waiting in line for it. Thanks. Now even the lowest form of life on Earth, bored housewives, think we're nerds. If you really want to see video games hit the mainstream, kill all people who currently play video games.   &lt;/div&gt;   &lt;div&gt;   &lt;h3&gt;&lt;img src="http://i.somethingawful.com/bluesquare-dark.gif" alt="" width="10" height="10" /&gt; Single Player&lt;/h3&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;p&gt;The general consensus is that Halo 3's single player feels more like an episodic installment than a full, robust campaign. There isn't much to it and what's there isn't particularly exciting. Of course, the most common defense to those claims is that the multiplayer is so refined that it more than makes up for the sloppy solo campaign. Besides, multiplayer-only games that don't even afford players the opportunity to shoot at the same stupid aliens in the same corridors with the same reflective shader for roughly six hours aren't punished for it, so why is Halo 3?&lt;/p&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;p&gt;If you went to two steakhouses that made similar quality steaks but one included a baked potato free of charge but the baked potato was short, didn't offer anything particularly new over other, more competent potatoes, and had an unsatisfying ending, you would probably prefer the other steakhouse.&lt;/p&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;p&gt;But wait, the other steakhouse is themed after the Irish famine and doesn't even have potatoes. So? If you're going to offer potatoes to video game diners in your stupid analogy, it might as well be a good potato or none at all. You still have to look at the potato, which makes you depressed when you think of what that potato could have been like had they had actually put the effort into it and tweaked the A.I. a little bit.&lt;/p&gt;   &lt;/div&gt;   &lt;div&gt;   &lt;p&gt;If Halo 3's single player is a moldy old potato, then the multiplayer is the steak. But the steak is from Outback Steakhouse and someone spit on it. It's okay, not great, but mom likes going there and it's close to the house. And if the single player is the potato, and the multiplayer is the steak, Xbox Live must be the spit.&lt;/p&gt;   &lt;/div&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-6948253474454412415?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/6948253474454412415/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/halo-3.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/6948253474454412415'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/6948253474454412415'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/halo-3.html' title='Halo 3'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-476576066131554115</id><published>2009-10-10T12:05:00.000-07:00</published><updated>2009-10-10T12:10:18.319-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Commando Games'/><title type='text'>Ten Minutes With ArmA 2</title><content type='html'>&lt;p&gt;I'm also horrible at shooters. Like, really bad. I'm the reason for those "WALK HERE" and "SHOOT THIS" reminders in Perfect Dark Zero. Bullet Time wasn't quite slow enough for me to get a bead on the bad guys in Max Payne. One time I ate shark meat and in the middle of the night I ran into my best friend's bathroom and projectile vomited but it was pitch black and so I couldn't see that the toilet seat was down and my vomit was rebounding in a million directions.&lt;/p&gt;   &lt;p&gt;That didn't have anything to do with FPS games, but I felt like sharing.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;Given my knowledge of the series and my level of expertise in shooters, it's only natural that I give the ArmA 2 demo a try.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;&lt;img class="imgcap" src="http://i.somethingawful.com/u/ctstalker/2009/2009_06_27_arma01.jpg" alt="" width="598" height="374" /&gt;&lt;/p&gt;   &lt;p&gt;I approach Miles. The green text floating near his shoulder informs me that he is the Leader of Fire Team, which sounds impressive all around. In the absence of a Bossman of Nuclear Team, I decide to follow his orders.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;My first task in the service of the proud and glorious nation of my birth, Miles tells me, is to find a box.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;&lt;img class="imgcap" src="http://i.somethingawful.com/u/ctstalker/2009/2009_06_27_arma02.jpg" alt="" width="598" height="374" /&gt;&lt;/p&gt;   &lt;p&gt;Unfamiliar with my surroundings, I approach a nearby group of soldiers in the hopes that they've seen a box somewhere around here. One man stands to the side and smiles as two of his brothers-in-arms exert themselves. The soldier on the left does traditional push-ups, the other holds his arms out to his sides with some degree of uncertainty and wiggles his hips, bracing himself for a fall that never comes.&lt;/p&gt;   &lt;p&gt;I'm not really sure how to communicate with these men. After a few moments I find a button that lets me salute. By timing the snap of my hand to my forehead to a rough approximation of morse code, I try my best to inquire about the box. Unfortunately, my flailing gets elicits no response, not even a missed push up.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;&lt;img class="imgcap" src="http://i.somethingawful.com/u/ctstalker/2009/2009_06_27_arma03.jpg" alt="" width="598" height="374" /&gt;&lt;/p&gt;   &lt;p&gt;Thankfully, there's another soldier nearby who goes by the name Squad Leader. Before I can launch into my morse code routine once again, his highly reflective sunglasses bring me to a halt. Something about them isn't quite right, but what?&lt;/p&gt;   &lt;p&gt;The horrible truth settles in - I can't see myself in the reflection.&lt;/p&gt;   &lt;p&gt;My mind races. Has Obama repealed Don't Ask Don't Tell yet? Does it even apply to vampires? Shit shit shit! Play it cool, man. Just turn around, real slow-like, and find somewhere to think this through.&lt;/p&gt;   &lt;p&gt;&lt;img class="imgcap" src="http://i.somethingawful.com/u/ctstalker/2009/2009_06_27_arma04.jpg" alt="" width="598" height="374" /&gt;&lt;/p&gt;   &lt;p&gt;Perfect, an empty barracks. I'll just duck in here, hide between a few cots-&lt;/p&gt;   &lt;p&gt;&lt;img src="http://i.somethingawful.com/u/ctstalker/2009/2009_06_27_arma05.jpg" class="imgcap" alt="" width="598" height="374" /&gt;&lt;/p&gt;   No! I sprint as hard as I can, but the cots' endposts hold my body in place, just as they were undoubtedly designed to do. As my legs and arms continue to move as though my movement were unhindered, I begin to accept my fate, embracing the vampirism that has made me stronger than ever.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-476576066131554115?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/476576066131554115/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/ten-minutes-with-arma-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/476576066131554115'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/476576066131554115'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/ten-minutes-with-arma-2.html' title='Ten Minutes With ArmA 2'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-4119947412874352260</id><published>2009-10-10T12:02:00.000-07:00</published><updated>2009-10-10T12:04:01.254-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='News Views'/><title type='text'>That Duke Nukem Thing</title><content type='html'>&lt;h3&gt;That Duke Nukem Thing&lt;br /&gt;&lt;/h3&gt;   &lt;p&gt;You've heard the news by now, of course. Is it even possible to have a passing interest in video games without getting blasted with a face full of details when something happens that's even remotely related to Duke Nukem Forever? No.&lt;/p&gt;   &lt;p&gt;&lt;img src="http://i.somethingawful.com/u/ctstalker/2009/2009_05_16_duke.jpg" class="right imgcap" alt="" width="167" height="193" /&gt;When the 3D Realms site posts a Help Wanted ad for modelers with experience in "crafting compelling and evocative shades", it's front page news. When George Broussard gets into a heated debate about the best degenerative disease (it's progressive supranuclear palsy by a mile), he gets quoted on snarky forums across the internet so nerds with absolutely no sense of irony can revisit the eternal riddle of how he has so much free time.&lt;/p&gt;   &lt;p&gt;So yeah, you probably know that 3D Realms has met a ghastly fate.&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;I'm sure there will be plenty of outlets beating this dead horse for a few more cheap laughs. Lots of timelines detailing the things that have happened since Duke Nukem Forever was first announced. A few "...and I'm all out of funding!" one-liners. Maybe a drawing of Duke with a mustache and devil horns by an unemployed Demetri Martin as he struggles to find a style of humor that isn't Mitch Hedberg's.&lt;/p&gt;   &lt;p&gt;Really, though, this isn't the time for that. DNF was the source of countless jokes for lazy writers for more than a decade. It's disrespectful to keep joking when real human beings have been affected by this news.&lt;/p&gt;   &lt;p&gt;I'd like to extend my sympathies to all those who lost their loved ones when a DVD drive that began burning the gold copy of the game in 1998 finally overheated, leveling the entire 3D Realms offices in a massive explosion that killed nearly 80 people.&lt;/p&gt;   &lt;h3&gt;Tony Hawk Can't Lose (gracefully)&lt;br /&gt;&lt;/h3&gt;   &lt;p&gt;Activision has finally unveiled the controller for Tony Hawk Ride, warming the hearts of the hundreds of thousands of fans who have been anxiously awaiting Skate 3. Here is the metaphorical cube which you will have a chance to gleam at your earliest convenience:&lt;/p&gt;   &lt;p&gt;&lt;img alt="" class="imgcap" src="http://i.somethingawful.com/u/ctstalker/2009/2009_05_16_ride.jpg" width="598" height="436" /&gt;&lt;br /&gt;&lt;/p&gt;   &lt;p&gt;Personally, I think it's sort of a dud. That thing does not look like it will be comfortable to hold. Is anyone on the design team familiar with ergonomics?&lt;/p&gt;   &lt;p&gt;If nothing else, it has a nice, flat surface to hold your snacks/partially diffused bombs/infants while you play.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-4119947412874352260?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/4119947412874352260/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/that-duke-nukem-thing.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4119947412874352260'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/4119947412874352260'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/that-duke-nukem-thing.html' title='That Duke Nukem Thing'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4868128382582478534.post-1645874454140908941</id><published>2009-10-02T08:44:00.000-07:00</published><updated>2009-10-02T08:45:26.780-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Resident Evil 5 Review'/><title type='text'>Resident Evil 5 Review</title><content type='html'>&lt;h2&gt;Resident Evil 5 Review&lt;/h2&gt;&lt;p align="left"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt;All gripes aside, it’s generally easy to spot the appeal of Resident Evil games. They’re full of guns and zombies, and it doesn’t hurt that they’re usually in the upper-echelon of graphical prowess whenever they’re released. Granted, some things have changed over the years. Jill isn’t around anymore, and the game’s pace has become a bit more arcade-like. That hasn’t stopped players from sinking their teeth into each new Resident Evil that Capcom offers, and with Resident Evil 5, the developers seem to have outdone themselves once again. &lt;/span&gt;&lt;/p&gt; &lt;p align="center"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt; &lt;img src="http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/27/3/83/s27383_pc_1.jpg" width="450" border="0" height="252" /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt;Granted, the title of “greatest Resident Evil game” is a hotly contested issue among diehard fans, but this should be seen as a positive sign. If folks seem to have trouble deciding which is the best, surely the developers have consistently dedicated themselves to achieving a high standard of quality. Of course, one of the biggest draws for any game is found in its visual style. This is one area where RE5 shines brightly, no questions asked. Detailed textures in the hair and musculature of characters, dynamic physics and luscious bump-mapping, lifelike animations and intense lighting – the list of graphical goodies is virtually endless. There can be little doubt that Resident Evil 5 has never looked as good as it does on the PC, making this title an outstanding tool for tech demos, or just showing off the power of your processor. &lt;/span&gt;&lt;/p&gt; &lt;p align="center"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt; &lt;img src="http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/27/3/83/s27383_pc_3.jpg" width="450" border="0" height="252" /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt;The setup for this incredible zombie fest is a bit more tightly packed and thoughtfully layered than what you might expect to find in your average shooter. The premise quickly shifts from simple to shocking, and despite the game’s Japanese origins, all the voice work is nicely executed. Resident Evil 5 is a game that feels expertly paced, offering a very pleasant variety of gameplay scenarios to ensure that the game stays intensely exciting without getting too exhausting. The writers were not even afraid to throw in a bit of humor, which is a nice plus, as any scenario involving zombies should never take itself too seriously.&lt;br /&gt;Veterans of the series will obviously get a big kick out of Resident Evil 5, but fortunately, previous experience with the franchise is not mandatory. Everything from intense shootouts to frantic boss battles will take the player on an outrageous rollercoaster of adrenaline-fueled combat. Much of the time, it isn’t just the big scary monster that’s making you sweat, but the quiet moments of palpable fear, passing through a dusty, quiet street, knowing that something is always lurking and waiting to kill you. &lt;/span&gt;&lt;/p&gt; &lt;p align="center"&gt; &lt;img src="http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/27/3/83/s27383_pc_2.jpg" width="450" border="0" height="252" /&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-family:Arial;font-size:85%;"&gt;One of the big frustrations with the console version of RE5 was the inventory system. For newcomers, the system takes some getting used to, because there are limits on how many objects can be carried around. Searching and scavenging are still an important part of the game, of course, and you’ll still be trying to conserve your ammunition as much as possible. That being said, the keyboard makes item selection a breeze. Instead of cycling around with a console controller, you just tap a button to whip out your shotgun, and you’re good to go. Another positive aspect of the PC is the good old mouse control, making aiming and firing at incoming zombies far less frustrating. These improvements might not come as a surprise, but they are certainly welcome and may even persuade console players to give the PC version a try.&lt;br /&gt;The second protagonist, Sheva, remains the defining element of Resident Evil 5. As an AI player, she holds her own pretty well in combat, but her behavior can be a bit inconsistent when things get rough. This is why the two-player cooperative mode is so fundamental to the game. Having a living, thinking human to assist you on each mission really brings the experience to a whole new level. This also allows for the implementation of more advanced strategies, an important asset to have, as we all know that video game zombies will not play fair. There is really no question that RE5 was meant to be played this way, but it certainly stands tall with its single-player mode. If you missed out the console release, you have absolutely no excuse for passing on this version. There can be little doubt that Resident Evil 5 will make the other games in your software library quite jealous.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4868128382582478534-1645874454140908941?l=pcgames919.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pcgames919.blogspot.com/feeds/1645874454140908941/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://pcgames919.blogspot.com/2009/10/resident-evil-5-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/1645874454140908941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4868128382582478534/posts/default/1645874454140908941'/><link rel='alternate' type='text/html' href='http://pcgames919.blogspot.com/2009/10/resident-evil-5-review.html' title='Resident Evil 5 Review'/><author><name>Petsanimalcare</name><uri>http://www.blogger.com/profile/14084655218132990742</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
