Showing posts with label Awesome. Show all posts
Showing posts with label Awesome. Show all posts

Monday, May 16, 2011

Block Breaker Bird?



Angry Birds is inescapable!



Ever since it’s 2009 debut, it seems impossible to not have heard of the gaggle of irascible, wingless (perhaps that’s why they’re so angry?) fowl and the pigs who can’t get enough of stealing their eggs. Their popularity isn’t confined to the phone either, with plush and animated versions of them popping up , and I wouldn’t be surprised if there were a movie at some point. They’re mainstream in a good way, and even though we’ve yet to see the LEGO stamp of approval on that notion, fan and master LEGO Ambassador Chiukeung has gotten the hard part out of the way and brought them to life.





If you suddenly feel like you want one as much as I do, head on over to his Facebook where there are more pictures of his handiwork on display. It’s really impressive, also a case for LEGO to get on this. Hopefully sooner rather than later!

Seriously though. I want one. Either this or a NERF version so I can literally slingshot them at random passerby.

Either is fine.:)

Continue Reading..

Monday, April 11, 2011

IRL Box?



Love Cut the Rope? If you have an iOS device, OF COURSE YOU DO. The fun, addictive puzzle game from Zeptolab is extremely hard to put down once you’ve picked it up, and semi-frequent updates ensure that adorable character Om Nom’s hunger (and your spare time) are kept at bay.

The latest update added the “Magic Box”, which, in addition to 25 new levels and three achievements, adds a new element in the form of top hats, teleporting a new layer of complexity towards players’ feeding endeavors.

To celebrate the release, the wonderful people at Zeptolab constructed a MASSIVE demo unit at Los Angeles' Hollywood & Highland Center. Looking like it was pulled straight from the game, the unit features 9 huge touch screens well suited for all sorts of rope cutting, creature feeding craziness.

I’m not sure what else needs to be said, because if you’ve played this even once, you’re probably already halfway across the state to run off and conquer this thing. If you aren’t situated on the West Coast, fear not! Another one was spotted in Atlanta International Airport.

Road trip, anyone?

Continue Reading..

Thursday, January 13, 2011

Becoming Skynet



There's no doubt that the Kinect is a fascinating piece of tech. But how does it work? Unsurprisingly, there's a lot going on under the hood of this thing. A very informative post on the Xbox Engineering Blog can clue you into that, if you're interested. Truly, it's really compelling stuff. Who knew something as simple as a hand gesture could be so radically complex to program? Algorithms? Thankfully, the tech speak is kept to a minimum, so even if you're not tech saavy, it's a great read.

I tell you, with every day I own this thing, the more I think $150 was a great bargain.

Think I'll go unplug it now before I get to bed. Feels like it's watching me.

How You Become The Controller (Xbox Engineering Blog)


Continue Reading..

Wednesday, October 13, 2010

Hot Rod Time Machine - Sonic 4: Episode 1 Review (iPhone)


Also on Chocolate Lemon!


From the outset, Sonic 4 wants to win you over with nostalgia.

It's evident in the opening splash screens, Sonic running back and forth before that iconic and instantly familiar "SEGA" scream rings out. It's front and center as Sonic pops out of his crest and shakes his finger with a 'tude. Pressing start yields the sound effect from the original Sonic Adventure. All the pieces are in place, it seems, and after numerous delays, controversial fan backlash, and the ever-present notion that this attempt to be a reboot/remake/sequel could just completely jump the shark (problematic mine carts notwithstanding), Sonic 4 is finally here, and before the console releases to boot. The #1 question in fans' minds though, is: Sixteen years after the release of Sonic 3, is it the sequel we were all waiting for?

Well....let me just say I understand "hardcore" Sonic fans a bit more now.

Now don't get me wrong, I'm not advocating the abrasive, heavy-handed way that the more dedicated of Sonic fans approach every new game in the series. Pitchforks and stakes in hand, they're ready to completely trounce every new attempt to bring this series anywhere past 1992, both aesthetically and gameplay wise.

I am not one of those people. I'm in fact a huge fan of Sonic since the series' beginning and couldn't care less about their petty grievances, but immediately upon starting the game, something does stick out like a sore thumb.

The series trademark physics, something very easy to take for granted, seem off here.

Sonic games have always had a tangible, weighty sense of speed and inertia, and what developer Dimps have come up with here is a system that works, albeit inconsistently. Navigating Sonic is rarely a serious problem, But rarely does he feel like he has inertia, as he often just feels heavily programmed. It leads to jumps being floatier than they should be, speed getting marred by an almost erratic acceleration that's simply too fast to start or too slow to peak, a strangely magnetic attraction to flippers and bumpers, and things like ramps and loops occasionally defying gravity by making Sonic lose all momentum when curled into a ball.


This should NOT be happening.


It's as if a heavier sort of physics system from Sonic Rush was in play, but where the former had almost an entire focus on speed and moving forward with very little platforming, Sonic 4 shares level design quirks with the Sonics of old. Given that this was the general spirit, having controls that are slanted towards his new gameplay design is a bit ill advised. It works, but it's something to adjust to. If I had any abrasive fanboy whine of theirs to subscribe to, it would be this one, yes.

With that immediate gripe out of the way, I can finally let you know that despite that odd quirk, Sonic 4 is an absolute blast.



From the outset, the game's four Zones outright let you know this is a sort of retro revival, as the Splash Hill, Casino Street, Lost Labyrinth, and Mad Gear zones all have the distinct look and feel of previous stages in the series. Splash Hill has the rolling hills and corkscrew loops that made the previous Green and Emerald Hill Zones iconic first stages, Casino Street has the neon, oversaturated feel of Casino Night Zone, Lost Labyrinth is a trap filled maze akin to the Labyrinth Zone, and Mad Gear has all the tricky platforming and infuriating enemy spawns that made the Metropolis Zone one of the toughest Sonic levels ever. The music filling each stage is great as well, emulating many of the original 8-note compositions from the Genesis originals, and sounding truer to the spirit of Sonic than the horrible butt-rock that has plagued the series since 2000.



But make no mistake -- while these levels are clearly a homage, their designs are completely original, matching and in some ways even besting their inspirations. Massive, and filled with alternate paths, shortcuts, and secrets aplenty, they very closely nail that perfect balance long forgotten since the franchise's heyday. Well timed jumps and tense platforming sections are rewarded with stretches of speed or alternate (usually faster) paths through a stage, and each stages three acts are all detailed enough to warrant multiple playthroughs, especially for the boss battles that balance looks from the past with surprising new moves. (Special stages have returned as well, with a special surprise for anyone who collects them all) There are also clever gimmicks thrown into a few of the stages, and while they don't all work, tilting the phone to direct a minecart through a high speed maze, or keeping up momentum as a grinder bears down on you are nice diversions from the action.



The control, something I didn't mention until now, is very nice as well. The d-pad and single button given are very accurate, and very responsive (save for the occasional crouch), which is something considering the fact that you're forced to use a touch screen. However, as great as it is, a lot of this wouldn't feel as tight without the newest addition to Sonic's arsenal: The homing attack. It seems like a minor convenience at first, but what you'll find is that it lends a subtle rhythm to his usual run 'n' jump formula, something you'll notice as seemingly innocuous strings of enemies become paths to a shortcut, a botched jump gets corrected, or previously impossible jumps become manageable with just that small boost. It's a fun, logical addition to Sonic's classic gameplay, and its one of the many factors that make this truly feel like a real sequel.

All of this does not make for a perfect game however, and Sonic 4 is not without its flaws. Some levels still feature the series much maligned bad enemy placement and cheap shots, and while some can arguably be avoided with sharp enough reflexes, others simply have to be tripped in order to be aware of their presence. Some of the gimmicks are suspect as well, with one in Lost Labyrinth that doesn't explain itself until you've spent a life or two, and a particularly nasty one in Casino Street that makes the level impossible to finish if you mess up a homing attack on a string of enemies towards the end. The homing attack is a bit suspect as well, sometimes not locking on to targets right away, or locking on when they can't be reached (sending you flying into a wall or to your death) There's also a funky screen rotating effect when going through loops that you'll either love or get motion sickness from, depending on your cup of tea. I thought it was cool, frankly, while it drove a friend of mine crazy.


Motion Sickness!


The graphics are nice too, featuring colorful backgrounds and a great looking 3D model for Sonic himself, but the game inexplicably lacks retina display support, which means that the game looks great on anything but an iPhone 4, where the low resolution becomes more apparent and the game takes a bit of a washed out tone more akin to a DS title. For a iOS game released after June 24th, this is not just a minor oversight, it's inexplicable. The console versions feature some of the most gorgeous high-res CG I've seen in a downloadable title, it would've been nice to say the same here.

A list of complaints is a bit moot however, when the overall package is so well done. Despite its minor and occasionally major flaws in the design and gameplay department, Sonic 4 on the iPhone is not only a sequel that successfully updates classic Sonic gameplay for the next generation, but is a great sneak peek of what to expect from the HD versions as well. If the small bugs and annoyances are ironed out of the next installments of this planned episodic series, then we are all in for a real treat indeed, as Sonic Team (with help from dimps) seems to have tapped what made Sonic successful in the first place, and man, are they on the right track.


Just like '91.


Here's to many more.

Continue Reading..

Thursday, July 15, 2010

LittleBigRevelation - Bringing a Solo Gamer Back to the Fold..


Also on Chocolate Lemon!

I'm not a multiplayer kind of guy.

No--scratch that. For as long as I could remember, I've always enjoyed playing games with others. Fighting games, shooters, adventure games, if a game had some sort of multiplayer, I was game. This went on until around 2004, when I'd gotten Xbox Live for the first time. After years of Halo, and Need for Speed local sessions, food and insults being passed around, it was all slowly coming to a close due to the advent of online gaming. Why play Burnout with half the framerate? Why play Halo on my (then) cramped screen when I could have one all to myself? It answered itself.



But with this revelation, with this newfound convenience, came it's own form of double edged sword. My friends and I started hanging out less, and more online. My beloved Halo--the first FPS I'd taken seriously enough to learn its nuances and play at a competitive level-- had a sequel with a insufferable campaign, and was seemingly focused only on its (newly broken) multiplayer. I started seeing great games being neglected for lack of multiplayer (Oddworld:Stranger's Wrath), or being played solely because of it, despite strong campaigns. I've even seen a game lose its integrity in favor of a strong multiplayer component (Conker: Live and Reloaded). It was a problem. It seems, for every great experience I had playing Doom 3's fun co-op, or even Splinter Cell: Chaos Theory in counter-ops, I had a bunch of other reasons disenfranchising me from the whole endeavor. Annoying online brats, braindead allies, shoddy mechanics, apathy towards individuality, and lag were at the top of a very long list of reasons to just let it all go.



Flash forward a year or so, and it stuck.

I don't buy games for multiplayer anymore. In fact, it's the very last thing I'll buy a game for, and my years since have been spent indulging in the campaigns of various games, playing them to completion at my pace, on my terms. I've also very much enjoyed my solitude, sparingly indulging in strong co-op centric expriences like Crackdown, or Gears of War, but largely maintaining my stance. After all, games that had multiplayer seemingly tacked on despite quality elsewhere (The Darkness), games still with insufferable campaigns but robust multiplayer (Halo 3), and games still losing integrity in favor of strong multiplayer components (Resident Evil 5) continued to exist. Sure, I still played the odd racing or fighting game here and there, but my days were still long since past. I can't even stand the thought of multiplayer, and attempts to the contrary with games like Modern Warfare 2 still just cement the notion in my head.

You know, that insufferable notion of buying a game against one's judgement solely for it's online modes, playing them for a while, and never even finishing the campaign due to latent disinterest? I've been there.



But something still nagged at me, because, it isn't as if I didn't enjoy playing with people. I just think I was simply tired of the compromise that online gaming had saddled me with. If a game had a strong single player component, the multiplayer usually suffered. If it was strong in multiplayer, it's easy to see in single where the compromises were made. Even mediocrity was being settled for if the multiplayer was functional (Aliens vs. Predator). The stigma more than anything else got to me, got under my skin, and left me with an extreme distaste where there should've been joy at being able to enjoy rounds with my friends and company. I had no problem with multiplayer as a whole, but when it started to compromise the way games were being made and appreciated on a fundamental level, I took offense. Even so, while I was still up for even a good co-op experience at the very least, my heart wasn't fully in it. Even the most recent Transformers: War For Cybertron, with its co-op component front and center, is something I'll admit to be great fun, but it's something I won't rush to invite friends to right away.

Then, a bit of change..

I bought my girlfriend LittleBigPlanet a while back, and even though I'd personally had the game for well over a year, I'd never finished it because it was simply one of those games I'd bought to play with friends, and eventually dropped out of unintentionally because other experiences simply took precedence. Getting it for her however, made me pick it up for a bit, and while I never denied the game's strong design all around, playing it filled me with a different kind of feeling than before.



I invited her, a friend of mine, and we were off. It was a great, fun night, one we running around, solving puzzles, pushing each other into pits and amicably competing for points. That night, I went to bed that night with a few pictures, memories in hand, and an odd feeling that I initially ignored. The next night fared better, I jumped back on and played with her for a few hours, logging more adventures in my head, and after we parted ways, I jumped onto my 360 and played Blur. While it was strange and odd to me at first, I was suddenly bombarded with great thoughts that helped clarify. I was actually looking forward to more nights of LittleBigPlanet, more nights, more games where I could gather a few friends and have a good time. I also started to reminisce.

I remembered running around Pacific City with my best friend in Crackdown, watching them toss gang members with ease, and fondly remembered leaping across rooftops. As weak as I considered Resident Evil 5 to be, I couldn't have named it "Chris and Sheva's Racist African Handcannon Tour 2009" without the help of friends. How did I ever forget Castle Crashers, and its old-school, 4-player mayhem? Did I forget the hysterical fun that rhythm games like Rock Band have brought me? Blur and it's impossibly stable 4-player mode?! Had I taken them for granted? There was a certain tangible, lively energy that went along with this kind of gaming that I'd long since forgotten during my tenure of solitude, and I felt almost as if I'd unfairly snowballed my bad experiences into the whole of the genre. There were worthwhile co-op experiences. I'd just been too cynical to notice or appreaciate them fully since I'd been so put off to playing with others for so long.

(My lady's LBP pod, adorned with pictures of our adventures does much to help this sentiment as well..)

While it seems like a very abrupt shift, and I can't completely undo years of anger and bias against the entire endeavor (though, I did forget to mention, I do respect those who have the stomach for it), I certainly do think very differently now, and look forward to sharing experiences with my friends moving forward. While competitive multiplayer likely won't be something I'll seriously devote myself to moving forward, I definitely still have a soft spot for the co-op experiences. To think I'd almost forgotten the memories, stories, and even the run home enthusiasm that comes with social gaming!



It is, after all, a large part of what helped this industry grow. Shame on me. :)

Continue Reading..

Tuesday, July 6, 2010

Skills for Kills - Crackdown 2 Review



The original Crackdown was a bit of a sleeper hit. Deftly combining a Grand Theft Auto esque sense of freedom and scale with an empowering, stat building mechanic that mimed the addictive, collect-a-thon nature of Rare's best titles, it seemingly came out of nowhere, gave players an sandbox, and told them to run around and have as much fun as possible, either alone or with a friend. The fact that the game came packaged with the Halo 3 Beta was also a boon, as it meant that many gamers who wouldn't have played it otherwise were exposed to it's unique blend of platforming, shooting, and open world mayhem, and it's a design that games like inFamous play off of to this very day. The aformentioned co-op was also unheard of at the time, and it ensured that the game would have a dedicated following, many of which were clamoring for a sequel.

Three years later, we've gotten our answer. Crackdown 2 is among us, boasting a new developer, new aesthetic, and all around more content. A new 4 player co-op, more weapons, more enemies, just MORE all around. It's risky after three years to go the route of refine rather than redefine, and while I'm not one to mess with an already winning formula, does it work a second time around?

In short, YES. Crackdown 2 may not be radically different from its predecessor, but its list of upgrades and expansions do well to augment what was already a great game.

Read the rest of the review on CLgamer.com!


Continue Reading..

Wednesday, June 16, 2010

Groovy!.....IN HD.



I have fond memories of the original Earthworm Jim. In a Sega Genesis-laden childhood formerly dominated by the Sonics and Disney characters, EWJ was a breath of fresh air. Featuring quirkky, odd characters, a strangely disjointed yet bizarrely cohesive collection of worlds, and a difficulty level that I struggled to keep up with as my friends fell prey to it one by one, I'd found my new favorite game. As someone who doesn't regularly play favorites, this is significant to me. I've played the original Earthworm Jim so much, I practically know it backwards, and welcome any opportunity to play it again.

So when an iPhone version was released, I was there, and was blown away by what developer Gameloft had done; this wasn't just a quick and dirty port, this was a redrawn from scratch, enhanced, high definition version of the game I'd grown up loving. Imagine my surprise when I heard it wouldn't stop there, and that a fully HD version would be released for the home consoles. Moreover, I'd heard that not only would it be based on the most amazing version of the game (Special Edition - Sega CD), but that it would not only have extra stages, but multiplayer!

How could I resist?


I COULDN'T. DIDN'T YOU READ THE FIRST PARAGRAPH?

Earthworm Jim HD
For: Xbox 360, PS3 (PS3 Release: tentative, July)
Price: 800 MS Points, $9.99 PSN
Released: 6/9/2010 (Xbox 360)


I'll get the obvious out of the way first, I enjoyed Earthworm Jim HD. Was it the definitive, ultimate version of the game I was hoping for? No, that title still goes to the original Sega CD version. Is it a painstakingly remastered, remixed, content filled version of the game I know and love that isn't perfect, but will draw in a load of new fans? Most definitely.



The story hasn't changed any, and in a very welcome change to the original, moments after pressing start, you're treated to a redrawn version of the original Earthworm Jim origin comic as an intro movie. While it never really did provide context for the world hopping madness that is Jim's quest to rescue Princess-What's-Her-Name, it's a welcome setup for the rest of the game, which is remarkably intact for the most part. I say for the most part, because while the game does feature many things from the Sega CD version, two levels; "Big Bruty" and the secret "Who Turned Out The Light" are surprisingly absent. It isn't a dealbreaker, as the game still retains its trademark schizophrenic approach to platforming--one minute, you're navigating an underwater maze in a pod created by a fish, the next, you're bungie battling a booger--, but it's a loss that will sorely be missed, as the latter level was one of the most unique ones in the game.



What won't be missed however, is the original game's resolution. Seemingly not content to just upscale the game and throw a blurry filter on top, Gameloft actually redrew the game from the ground up, and it shows. Not only do the stages look sharp and crisp, but they found time to add new details as well; New Junk city has a light fog tracking the ground, Down The Tubes has bubbles and several schools of fish swimming around (look for a VERY special cameo!) and Andy Asteroids wouldn't look out of place in a 3D game. Unfortunately, some of the remastered animations aren't as well done as others, and you can tell some corners were cut, likely because the original was SO well animated, it would've been too massive an undertaking to redo every single frame in HD. People new to the series won't notice, but fans of the original definitely will, and it has the unfortunate side effect of occasionally making the game look unpolished, because some of the original frames ARE intact. (Giant Hamster, I'm looking STRAIGHT at you)



Sound was paid a similar amount of care as well. A ton of new sound effects and added voice work were added to the game, and in some respects it makes the game funnier. Strangely, some iconic ones have been lost (where's Jim's high pitched scream?) or replaced (PLASMA! instead of WHAM!). Tommy Tallarico's fantastic score also remains mostly intact, though some liberties were taken with some of the older tracks (title screen) and similarly what's been done with the new tracks sometimes stick out like a sore thumb. This isn't to say they're bad, but it's more a testament to the original score and how strong it was that the new tracks actually throw things off a bit. Music can really make or break atmosphere, and a few of the new songs actually throw off the psuedo-serious and dark, yet lighthearted humor of the original, making things just a bit goofier (Read: The EWJ2 humor problem**).

Control however remains flawless, and feels surprisingly tight, even on an HDTV. Weapon switch from the SNES version was also added, making the game even more fun to play, as managing your plasmas actually becomes a possibility, opening the game up to new strategies. Jim's helicopter no longer requires a thousand button presses, and the whip swing is faster too. These changes are not only well recieved, but welcome because even though new difficulty levels were added, the original's brutal difficulty is still a selectable option.

Multiplayer was also a pleasant surprise, and while the initial reaction would be to hiss at the fact that yet ANOTHER game has had multi shoehorned into it, it's actually pretty well done. With support for up to 4 players, and redesigned levels from the single player game featuring all sorts of clever co-op puzzles and situations that force teamwork, it's a real hoot. It's a real shame that hardly any people are playing it over live, but local is a blast, and definitely will distract for an hour or two.



Many of my comments on this game keep going back and forth, similarly praising and criticizing each aspect of the game, making it sound like a mixed bag, but it isn't as polarizing as seems. Overall, I was satisfied with EWJ HD. The high definition upgrade makes an artistically great game even better, the updated sound effects and voiceovers add a ton of personality to a title already brimming with it, and even though it wasn't necessary, the multiplayer is an absolute hoot and extends an already great title. I can't recommend it enough to fans of the original, and for new ones, I hope they're prepared to play one of the most challenging, personable platformers around.



**The EWJ2 humor problem is simple to explain. The original Earthworm Jim, and part of its charm was being a game that didn't take itself too seriously, though it's intimidating boxart would've had you thinking otherwise.

The game starts with Jim's pants falling as he showboats for the camera, and moments after you've pressed start, he's on-screen sporting the angriest "GET TO THE CHOPPA" look you could ever possibly imagine on an annelid. But this was the balance--for every clever 'serious' red herring the game threw you, there was a clever joke waiting not too far away. Jim fights his way through a rabid junkyard, then he's in hell listening to elevator music. One second he's working his way through an underwater labyrinth constructed by a fish, then he's caught up in a freefall battle with a robot chicken. The best part was, Jim for the most part did it stone faced, and carried himself like a champion, like he was embarking on the greatest rescue mission ever, and like he was going to succeed...somehow.

Then in the second, it seemed as if it were all about the punchline. Gone was the deathly serious Jim surrounded by absurdity, he was now consistently bug-eyed and jogging in place. The levels were clever, but one huge punchline. The enemies were punchlines. The puzzles, onscreen words--everything seemed like a setup for a joke bigger than the next, and while it's fine in the grand scheme for a character like Jim to occupy the role of Jester--it was the fact that he wasn't in the original that made his quest so endearing. He was ridiculous--but not as ridiculous as what was going on around him, and that's why the humor worked so well. The second felt juvenile and undercooked by comparison.


(This article's also on CLgamer.com!)

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Wednesday, June 9, 2010

I've waited for this..



Do the words "Pirate Baby" or "Kings of Power 4 Billion" instantly bring a telling, self-indulgent nerd grin to your face? If so, then you're already well acquainted with Paul Robertson, creator of both aformentioned (and critically acclaimed) sprite movies.

However, he doesn't make 'actual' games.

Anyone who has seen his movies can all unanimously come to a conclusion: That they would be AWESOME as actual games. His art style and execution reek of Metal Slug, Contra, Final Fight, River City Ransom and even Guardian Heroes. Over the top, impeccably animated, and showing an attention to detail and personality to even make SNK blush, it isn't hard to imagine that Robertson himself is an avid fan of videogames, being that it shows in every inch of his work.

The same can be said for Bryan Lee O' Malley's Scott Pilgrim comics. Drawn in an endearing Americanime style and filled to the brim with videogame inside jokes and references cleverly woven into its narrative, with an upcoming movie that seems like it will do the film (great) justice, surely a game tie-in is inevitable.

Oh to hell with it. Paul Robertson's doing it.





I'll pause for a second. Let that digest. Yes. There is a game coming out to coincide with the release of the Scott Pilgrim movie, and it's being made with Paul Robertson's artwork! Game Informer has the scoop on what looks like it's shaping to be an awesome beat-em up of awesome awesomeness. (see what I did there?) Masquerading around as a beat-em-up (perfect!), sporting a delicious old-school look and booming with chiptunes by Anamanaguchi (!!!!), I think we're all in for a treat come August on the PSN and 360 Live Arcade.

For now, I have no footage, only a shaky cam video of the intro, and a few screenshots, courtesy of the Fort 90 blog..Be amazed!



I'm crossing my fingers for more info post-E3. Stay tuned!

And really...if you haven't seen these by now, you need to. BOTH of his movies in easily digestible form. Watch and daydream about how great this is going to be.

Pirate Baby's Cabana Battle Street Fight 2006





Kings of Power 4 Billion%





I'll be back for the pieces of your skull that are surely all over the floor.

Continue Reading..

Tuesday, April 13, 2010

Ashes to Ashes..



That is a female COG soldier. End statement.

Sera looks to be in complete ruin. Ashes cover the city, the remaining few silhouettes of it's populace match the surroundings. Dom has a beard. Their suits seem to have undergone a bit of a redesign, apparently everyone's as confident as Cole now.

Or they can't afford to be bulky anymore, what with new gorgon-esque Locust running around.

They're all fighting together. Marcus, Cole, Baird, Dom, and this new mystery woman. Glad to see everyone's around. Brothers to the end. Heh..

Wait, you're still reading this? C'mon. This is Gears of War 3 we're talking about here. Premiere trailer's after the jump, baby. Woo!





Continue Reading..

Thursday, January 28, 2010

How did...but isn't that...huh? Awesome.

Among a bunch of amazing announcements from Capcom two days ago, Monster Hunter Frontier on the 360, Super Street Fighter 4 being released April 27th, They still had one in store, curiously about Lost Planet 2, and it was more than its May 18th release date.

There aren't words. Though YouTube's own embedding scheme already ruins my buildup, you're still going to watch. Because it truly has to be seen to be believed.



(I love how sure of themselves they are. Pff. Not that they're strangers to battling monsters that are several stories tall)

THIS is why I tell anyone who will listen that the 360 is the successor to the Dreamcast, and Capcom's open love/support for the system is similarly indicative of this.

Just look at the signs like this one.

I never would've guessed.

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Tuesday, January 19, 2010

Why....what's this?



To me, that looks like a screenshot of some crafty individual about to get himself some Sonic Adventure on the Xbox Live Marketplace.

This excites me. The first game was obviously the high point of Sonic Team's many attempts to translate Sonic in 3D, and with a pretty decent cast of characters aside from himself featuring gameplay types ranging from pursuit to fishing(?!) to round out Sonic's breakneck speed (and it DIDN'T interfere with Sonic's quest, they had stories of their own), it was actually...good. Imagine that.

I know I can't wait to play this. Even watching it makes me feel like I'm 13 all over again. I loved Sonic's gameplay. His was nothing but breakneck speed across a variety of stages filled with shortcuts, hidden paths, and ridiculous setpieces like running down the side of a skyscraper, or escaping the jaws of a killer whale on a bridge being reduced to splinters by the second.

As far as 1999 was concerned, they were the coolest things I'd ever seen in a game.




Sega, please announce this soon. You've already been caught with your pants down.

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Tuesday, January 5, 2010

Definition of Awesome - I



Awesome is getting a Big Daddy stuck on a desk, and having him try to charge at you for so long that the particle effects from all the dust he's kicked up makes the framerate drop to ungodly levels.

Killing him in his frenzy and having the game return to normal is the icing on the cake.

While bending a game's world to your will is one of the most fun things a gamer can accomplish, sometimes the undesired result is the most memorable. I simply wanted to bottleneck the guy in a tight space so I could wear him down. Not cause a graphical meltdown.

Bonus, eh?...


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