<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:gd='http://schemas.google.com/g/2005' xmlns:georss='http://www.georss.org/georss' xmlns:thr='http://purl.org/syndication/thread/1.0' xmlns:blogger='http://schemas.google.com/blogger/2008' version='2.0'><channel><atom:id>tag:blogger.com,1999:blog-19921904</atom:id><lastBuildDate>Thu, 18 Feb 2016 00:13:42 +0000</lastBuildDate><category>halo</category><category>butt-kicking</category><category>gundam</category><category>preview</category><category>pc</category><category>mobile</category><category>playstation</category><category>tokyo game show</category><category>board games</category><category>360</category><category>rumor</category><category>weird</category><category>foreigners</category><category>crap</category><category>wii</category><category>oblivion</category><category>rant</category><category>rpg</category><category>star wars</category><category>namedropping Japanese stuff to sound cool</category><category>surprise</category><category>helsinki</category><category>images</category><category>last-gen</category><category>ninja</category><category>mecha</category><category>sponsored</category><category>zombies</category><category>live</category><category>tech review</category><category>x06</category><category>blog</category><category>old games</category><category>miniatures</category><category>google</category><category>ccg</category><category>video</category><category>movies</category><category>life</category><category>annoyance</category><category>music</category><category>indie games</category><category>art</category><title>71/78: A Gamer's Blog</title><description>Commentary on recently played videogames and developments in the game industry. Occasional forays into roleplaying, board games, miniatures and other gamer fare.</description><link>http://7178.blogspot.com/</link><managingEditor>noreply@blogger.com (Joonas)</managingEditor><generator>Blogger</generator><openSearch:totalResults>92</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-7975780330442878544</guid><pubDate>Thu, 11 Jan 2007 21:27:00 +0000</pubDate><atom:updated>2007-01-11T23:29:08.404+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>blog</category><title>I've relocated</title><description>With just a couple of posts to go until I hit one hundred, I've moved to self-publishing. The blog got a new name, host and address. (And re-vitalization, I hope.)&lt;br /&gt;&lt;br /&gt;Please update your bookmarks to &lt;a href="http://dustygamer.mcmuumio.net"&gt;http://dustygamer.mcmuumio.net&lt;/a&gt;.</description><link>http://7178.blogspot.com/2007/01/ive-relocated.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>1</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-473029184314502791</guid><pubDate>Fri, 05 Jan 2007 08:33:00 +0000</pubDate><atom:updated>2007-01-05T10:59:08.719+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>blog</category><title>Changes</title><description>With a new year upon us, I've looked at my blogs with a fresh eye. This one has a bunch of things I need to consider:&lt;br /&gt;&lt;br /&gt;There's the name. I regret it, since it's so obscure you can't tell at all what the blog's about. Initially I thought I didn't care about readers, but it looks like you can reach a reasonable audience these days, and now the name feels like dead weight. Then again, there are sites like &lt;a href="http://www.rllmukforum.com/"&gt;rllmukforum.com&lt;/a&gt;, which obviously don't have any problems because of their obscure name. I can't just change it, though, because -&lt;br /&gt;&lt;br /&gt;- although I'd like to, I can't just relocate. I have my own web space these days, over at &lt;a href="http://mcmuumio.net"&gt;mcMuumio.net&lt;/a&gt;. I've spent quite a bit of energy promoting the blog, getting links and some readers, and it would largely be for naught if I changed my URL or name. It'd easily be a year's work all over again. (I just got accepted for &lt;a href="http://www.text-link-ads.com/"&gt;Text Link Ads,&lt;/a&gt; which took several months after the initial rejection.)&lt;br /&gt;&lt;br /&gt;It would be so easy to set up a blog software over at my webhost and a domain doesn't cost much, if I wanted a new name (which I do). I'm quite frustrated by Blogger's limitations; simple layout changes are a pain to do.&lt;br /&gt;&lt;br /&gt;Then there's the whole Blogger image to consider; I know I consider Blogger blogs less worthwhile than ones you've set up on your own. Of course it shouldn't matter next to the quality of writing, but it does.&lt;br /&gt;&lt;br /&gt;I'm not sure what I'll do. I know I'm a lot more proficient with the whole blogosphere these days, maybe I could get off from the ground a lot faster this time, but &lt;span style="font-style: italic;"&gt;hmmm&lt;/span&gt;. Maybe I'll relocate my life blog first and see how it goes technically.&lt;br /&gt;&lt;br /&gt;Probably because of this uncertainty I've got some drafts waiting for completion; usually I post immediately.</description><link>http://7178.blogspot.com/2007/01/changes.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-6282138071164111863</guid><pubDate>Mon, 18 Dec 2006 12:09:00 +0000</pubDate><atom:updated>2006-12-18T14:46:58.193+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>butt-kicking</category><category domain='http://www.blogger.com/atom/ns#'>pc</category><category domain='http://www.blogger.com/atom/ns#'>tech review</category><title>Frets On Fire: keyboard update (Apple vs. Logitech)</title><description>So I've played &lt;a href="http://louhi.kempele.fi/%7Eskyostil/uv/fretsonfire/"&gt;Frets On Fire&lt;/a&gt; quite a lot more. It is so good. I have some issues with performance., though. It could be either the framework (I think it's &lt;a href="http://www.python.org/"&gt;Python&lt;/a&gt;-based) or maybe my dual-core rig. It's not game-spoiling by any means, but weird, as the game appears light-weight. Sometimes it skips frames in-game, and quite often the menus stutter and crawl.&lt;br /&gt;&lt;br /&gt;My initial recommendation of my &lt;a href="http://store.apple.com/1-800-MY-APPLE/WebObjects/AppleStore.woa/61244002/wo/3L18gnrjpKNu2Fupt7Q1VQ6YhfM/1.0.21.1.0.8.25.7.11.0.3"&gt;Apple&lt;/a&gt; keyboard for FOF is hereby withdrawn. I've noticed it's no good for gaming: the feel is very nice in typing, but it's too soft for gaming, where you often need to hold keys down for extended periods. My old, flat &lt;a href="http://www.logitech.com/index.cfm/products/details/HK/EN,CRID=2166,CONTENTID=11473"&gt;Logitech&lt;/a&gt; proved a better match, as it has only a little space on top of the function keys you need for playing, it's light and it has a soft, yet precise digital feel.</description><link>http://7178.blogspot.com/2006/12/frets-on-fire-keyboard-update-apple-vs.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-3583120031270127060</guid><pubDate>Fri, 15 Dec 2006 11:56:00 +0000</pubDate><atom:updated>2006-12-15T15:02:21.450+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>board games</category><category domain='http://www.blogger.com/atom/ns#'>life</category><category domain='http://www.blogger.com/atom/ns#'>ccg</category><title>Ticket To Ride: Europe edition, Pirates</title><description>We've been looking for a boardgame and have heard plenty of good things about &lt;a href="http://ticket2ridegame.com/"&gt;Ticket To Ride&lt;/a&gt;. Eventually we got the &lt;a href="http://ticket2ridegame.com/index.php?sub=europe&amp;rid=&amp;amp;S=9c009273b9ce38a661c314b30b7f77e9"&gt;Europe edition&lt;/a&gt;, because the map looked a lot more interesting than in the original US edition.&lt;br /&gt;&lt;br /&gt;We've only played it together once, but came away impressed by the simple, rich rules. The components are also first-class.&lt;br /&gt;&lt;br /&gt;What really impressed me was their &lt;a href="http://www.daysofwonder.com/?t=play&amp;rid=&amp;amp;S=9c009273b9ce38a661c314b30b7f77e9"&gt;online version&lt;/a&gt;. You get a code with the boardgame which allows you to play the game's online version for an unlimited time. It's a simple Java conversion of the original, with lacklustre graphics and token sounds. However, it's a joy to play and works very well as an online multiplayer game. They've done this with a couple of their games, but Ticket To Ride is the only with a sizeable player base.&lt;br /&gt;&lt;br /&gt;It made me think they should make a good-looking version of the online game and sell it separately.&lt;br /&gt;&lt;br /&gt;Related to this, &lt;a href="http://www.station.sony.com/"&gt;Sony Online Entertainment&lt;/a&gt; is releasing a separate &lt;a href="http://piratesonline.station.sony.com/"&gt;online version&lt;/a&gt; of the popular &lt;a href="http://www.wizkidsgames.com/pirates/"&gt;Pirates&lt;/a&gt; collectable... cardboard ship... game ("constructible strategy game", they call it), today. They're giving all their launch-day profits to &lt;a href="http://www.childsplaycharity.org/"&gt;Child's Play&lt;/a&gt;. This is the first time I'm applauding Sony for something in quite some time.&lt;br /&gt;&lt;br /&gt;Speaking of Child's Play, the gamer community has donated over half a million dollars so far, this season alone. That's really something.</description><link>http://7178.blogspot.com/2006/12/ticket-to-ride-europe-edition-pirates.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-1041636469317151788</guid><pubDate>Tue, 05 Dec 2006 13:40:00 +0000</pubDate><atom:updated>2006-12-05T15:52:03.290+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>playstation</category><category domain='http://www.blogger.com/atom/ns#'>wii</category><title>Next generation sales</title><description>So all of the next-gen consoles are upon us. Well, unless you live in Europe, that is, but regardless, I found the &lt;span style="font-style: italic;"&gt;NexGen Wars&lt;/span&gt; site (&lt;a href="http://nexgenwars.com/"&gt;NexGenWars.com&lt;/a&gt;) interesting. They claim that the sales data is up to date - I'm not at all sure about it. The "how many people prefer which console" data isn't at all interesting as the site is obviously targeted at the nerdcore. But if the sales data is anywhere close to the truth, it'll be interesting to follow how the market develops, instead of forming your opinion based on separate claims made by the console manufacturers over the next year.&lt;br /&gt;&lt;br /&gt;Not surprisingly, the 360 is leading the pack with its year-long headstart (over 7M sold), but the Wii has really gotten off to a running start (over 1M sold), leading Nintendo to &lt;a href="http://www.gamesindustry.biz/content_page.php?aid=21530"&gt;speculate&lt;/a&gt; that it may well surpass its financial projections for the year. Sony's 400K doesn't sound like much, but of course they did "launch" well before they had the stock to support it. I haven't been following the news that closely, but it seems that Sony is really getting beaten in the massmarket reviews, while Wii is welcomed everywhere.&lt;br /&gt;&lt;br /&gt;I'm still fearing that Nintendo goes all &lt;span style="font-style: italic;"&gt;Gamecube &lt;/span&gt;with Wii, though. Launching a fine console and supporting it with good releases are two different things.&lt;br /&gt;&lt;br /&gt;Personally, I'm entrenched in the "wait and see" camp regarding the Playstation 3. It needs quality titles and a lower pricepoint to become desirable. Lacking a PS2, I'm willing to shell out a bit more for the third-gen Playstation, but so far I've heard nothing good. The Wii I'm ready to buy the minute there's a couple of quality titles for it.</description><link>http://7178.blogspot.com/2006/12/next-generation-sales.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>2</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-7400324716335132247</guid><pubDate>Tue, 05 Dec 2006 12:17:00 +0000</pubDate><atom:updated>2006-12-15T16:13:38.813+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>board games</category><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>rpg</category><title>Roleplaying for the masses</title><description>I've been reading the Finnish tabletop roleplaying scene's thoughts on making a low-threshold game meant to attract new people to the hobby. This has resonated with my own thoughts on roleplaying. I do believe there should be a low-threshold game, however, I'm on a completely different track to the majority of people discussing this.&lt;br /&gt;&lt;br /&gt;The common idea seems to be a rules-light game based on a popular stereotype (generic fantasy). Why bother? If all you want is vanilla D&amp;D, there is already vanilla D&amp;amp;D. You'll never get into it unless you're into rules, so the very high threshold to entry should work merely to deter those not cut out for it anyway.&lt;br /&gt;&lt;br /&gt;A better take I've seen is taking a pop-culture icon and turning that into an easily digested game. Say, &lt;span style="font-style: italic;"&gt;Lost&lt;/span&gt;. Or &lt;span style="font-style: italic;"&gt;Alias&lt;/span&gt;. Then the game should be found in places where non-gamers tend to shop. The less there is to study about the game's framework, the better.&lt;br /&gt;&lt;br /&gt;What I haven't seen discussed is breaking the ages-old roleplaying methods down a bit. Boardgames are living a new renaissance right now. The practice of playing a roleplaying game could be moved more towards that - use a board, a theme everyone gets without explaining it and have goals for everyone. This could be good because a boardgame doesn't have the gamemaster vs. players setup, and everyone is working together to gave fun - there is no gamemaster doing all the work.&lt;br /&gt;&lt;br /&gt;It probably shouldn't be marketed as a roleplaying game, though, if mass market appeal is sought.</description><link>http://7178.blogspot.com/2006/12/roleplaying-for-masses.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>1</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-4600132729151206961</guid><pubDate>Thu, 23 Nov 2006 14:18:00 +0000</pubDate><atom:updated>2006-11-23T17:29:00.043+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>life</category><category domain='http://www.blogger.com/atom/ns#'>annoyance</category><title>On disability (Nintendo Wii)</title><description>I am a healthy person. Regardless, I can't play &lt;span style="font-style: italic;"&gt;Burnout&lt;/span&gt; for more than around half an hour at a time: I can't keep gas (RT) and nitro (A) down all the time without my right hand aching. I have often wondered how much my life would change if I was no longer able to hold a joypad or use a keyboard and mouse. (It's pretty scary, actually: people break their hands all the time.)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.kotaku.com/gaming/wii/the-disabled-and-the-wii-an-open-letter-to-nintendo-216826.php"&gt;Everyone is not as lucky as I am&lt;/a&gt;. I find the people's dickheadedness in this post's comments section astonishing. The guy is just saying that it would be nice if there were consistent options to adjust the Wiimote's sensitivity to accommodate people who can't move their hands that well, and people are crying "cheat!" and "tough luck, disabled guy, live with it!". This being the internet, many are drawing ridiculous parallels like "well, the guy with no hands can't play either, next we'll have to help him!".&lt;br /&gt;&lt;br /&gt;I've ranted about usability issues before. Microsoft has pushed the developers into conforming to their standards on the usage of the 360 joypad's buttons, on respecting customized soundtracks and incorporating &lt;span style="font-style: italic;"&gt;Live&lt;/span&gt;. They even have a setting for console-specific "preferred controls" to avoid having to set your invert, gearbox and viewpoint preferences in every FPS and driving game you play.&lt;br /&gt;&lt;br /&gt;Is it possible that they haven't even thought about demanding customizable controls while at it? What about all the people who prefer "southpaw" layout, with movement on the right stick?  Like many left-handers? There are no technical reasons to limit the user's customization of controls, yet it's extremely rare to see that an option.&lt;br /&gt;&lt;br /&gt;I imagine there are a lot of people with minor hand problems, like missing fingers, aching joints and whatever, who could be helped just by giving them the option of, say, using RB instead of A for the majority of gameplay.&lt;br /&gt;&lt;br /&gt;Even very common disabilities like hard of hearing and colorblindness are usually not taken into account. This could be remedied with simple rules on user interface design. I understand that these options can be the last thing to finetune before shipping and thus being very barebones, but we're talking about the overall quality of not just the one game, but the industry. If accessibility (to a sensible point...) was taken into account in the planning and design stage, these would be non-issues.&lt;br /&gt;&lt;br /&gt;Since developers don't seem to take this up and publishers won't make them to, some industry entity should take up the accessibility flag. There's a lot of cheap, good PR on the offer, if you need an incentive beyond being as good as you can be.&lt;br /&gt;&lt;br /&gt;I find this especially depressing because playing videogames can be one of the few ways a disabled or bed-ridden person can communicate with her peers on an equal level. To limit their options for no good reason is a shame.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Update:&lt;/span&gt; A couple of links to complement the post. First, there's &lt;a style="font-weight: bold;" href="http://www.oneswitch.org.uk/4/games/4campaign.htm"&gt;One Switch&lt;/a&gt;, which is a campaign for greater accessibility in games. Then it appears that the &lt;span style="font-style: italic;"&gt;International Game Developers' Association&lt;/span&gt;, or &lt;span style="font-weight: bold;"&gt;IGDA&lt;/span&gt;, &lt;a href="http://www.igda.org/accessibility/"&gt;has already&lt;/a&gt; taken accessibility into account in a special interest group's blog.</description><link>http://7178.blogspot.com/2006/11/on-disability-nintendo-wii.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-661585525393089657</guid><pubDate>Wed, 15 Nov 2006 12:30:00 +0000</pubDate><atom:updated>2006-11-15T15:25:12.496+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>last-gen</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>live</category><title>Happy birthday Xbox</title><description>The &lt;span style="font-style: italic;"&gt;Xbox&lt;/span&gt; is five years as of today. It really doesn't seem like so many years. Allow me to recall some Xbox moments in my life.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Xbox party. &lt;/span&gt;I went to this Microsoft-sponsored Xbox party, given out by the &lt;span style="font-style: italic;"&gt;Pelit &lt;/span&gt;magazine. Our crew were all readers of said magazine. It was a hoot, and I think I decided that I needed an Xbox at the event.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dead Or Alive 3. &lt;/span&gt;I could not believe how good DOA3 looked. It still ranks among the top cats, mind. Instalment 4 doesn't have nearly the same impact.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Completing Halo for the first time. &lt;/span&gt;I've done it quite a few times since. I lost count, but I imagine I've been through something like five times since. Also, playing Halo in co-op is a unique experience.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hooking up on Live. &lt;/span&gt;I only did this with the 360 this year, but it was a revelation, nonetheless. How easy can you make online gaming?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Losing myself in Morrowind. &lt;/span&gt;The Xbox certainly saw many PC ports, which was nice since I couldn't afford a gaming PC. The PC crew may boast about their mod-support all they like, they can't take away my dozens of experiences with Morrowind on TV. Although the bugs did grate.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Listening to my music while carving up a mountain in Amped 2. &lt;/span&gt;Customizable playlists are a big thing to me and it's great they've only made them better with the 360. I was so into &lt;span style="font-style: italic;"&gt;Amped 2&lt;/span&gt; for some time that whenever I got a new record, I ripped it to the Xbox and listened to it on board.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Kung Fu Chaos. &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Kung Fu Chaos&lt;/span&gt; was the very first item on my Xbox "want" list and I finally got it a month or so ago. It's very good indeed and feels like a fitting goodbye to the console.&lt;br /&gt;&lt;br /&gt;I will be playing on my Xbox for a good time to come, but I can't see myself buying very many new games. There are still some titles I want to check out, like &lt;span style="font-style: italic;"&gt;Otogi 2&lt;/span&gt;, but my heart is very much in the next-gen playground already.&lt;br /&gt;&lt;br /&gt;It's also fitting that the five-year old has finally learned how to &lt;a href="http://www.360voice.com/"&gt;talk&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;GamesIndustry.biz has &lt;a href="http://gamesindustry.biz/content_page.php?aid=21094"&gt;an article&lt;/a&gt; up on this, check it out.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Update: &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Eurogamer &lt;/span&gt;has put together &lt;a href="http://www.eurogamer.net/article.php?article_id=70000"&gt;a pretty cool list&lt;/a&gt; of quality Xbox titles you probably missed. Handy shopping list if you're picking one up now that they're as cheap as a &lt;span style="font-style: italic;"&gt;Gamecube&lt;/span&gt;.</description><link>http://7178.blogspot.com/2006/11/happy-birthday-xbox.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-5766721993630634449</guid><pubDate>Tue, 14 Nov 2006 14:20:00 +0000</pubDate><atom:updated>2006-11-15T09:40:06.363+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>google</category><category domain='http://www.blogger.com/atom/ns#'>sponsored</category><category domain='http://www.blogger.com/atom/ns#'>blog</category><title>Sponsored post: Review Me</title><description>This is a &lt;span style="font-style: italic;"&gt;sponsored post&lt;/span&gt; about the &lt;a href="http://www.reviewme.com/"&gt;Review Me&lt;/a&gt; service. It's not like I need the $15 USD I'm getting for this or that it's even adequate money for the sign-up effort and writing the post; I'm doing this simply because I think this is a great idea. I came upon this via &lt;a href="http://www.gameproducer.net/"&gt;GameProducer.net&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The problem is that old-fashioned mass marketing or even targeted marketing like &lt;a href="http://adwords.google.com/"&gt;Google AdWords&lt;/a&gt; is just not cutting it for some products. To get that community interest you need to engage people. Review Me features products which need community exposure but don't work well with mass marketing. They pay bloggers to discuss their products: it's essentially a global media agency for reaching bloggers.&lt;br /&gt;&lt;br /&gt;Of course I'm thinking here that videogames could work very well in this context. I know I can rely on &lt;a href="http://www.penny-arcade.com/"&gt;Penny Arcade's&lt;/a&gt; coverage of the games they play. Even at the risk of sounding much more influential than I am (and I really have no illusions: I've got a total of 2'000 visitors), it's the old ethos of reaching the opinion leaders.&lt;br /&gt;&lt;br /&gt;Take the online RPGs I &lt;a href="http://7178.blogspot.com/2006/11/massively-multiplayer-eve-stormreach.html"&gt;discussed&lt;/a&gt; earlier today. You can use banner ads to reach potential customers for &lt;span style="font-style: italic;"&gt;Eve Online&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;D&amp;D Stormreach&lt;/span&gt;, since they have popular imagery and USPs you can throw at the audience. But what about the real niche games, like &lt;a href="http://www.atitd.com/"&gt;A Tale In The Desert&lt;/a&gt;? Games which are too out there to be explained in a single sentence? You can't tell about them if people don't talk about them. Review Me might be just the thing to help get the word out there about these more obscure games without excessive PR efforts.&lt;br /&gt;&lt;br /&gt;So there you have it, a way to get bloggers to discuss your product (or site, or service, or...). The only requirements for the sponsored reviews are to write 200+ words (this post is 444 words) and be clear about the fact that it's a paid-for post. There's no need to be positive about the reviewed thing.&lt;br /&gt;&lt;br /&gt;As a blogger, I feel good about this. The products it's good for are the kind of stuff I'd likely write about anyway, and since the advertiser hand-picks the sites they want to feature in, the content I'm proposed should fit my line well. Since writing a post is a relatively big effort anyway, I don't think this is "easy money" - it's a bonus, sure, and if you've got a popular site, you can make $50 USD per review.&lt;br /&gt;&lt;br /&gt;Now, this is all theoretical. I don't think I'll see many propositions from the Review Me advertisers, but I just want to be clear that I wouldn't categorically say no to them.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Update 15/11/06: &lt;/span&gt;We broke the 50 visitor threshold yesterday. Nice, that.</description><link>http://7178.blogspot.com/2006/11/sponsored-post-review-me.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>2</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-1712512661120207350</guid><pubDate>Tue, 14 Nov 2006 08:33:00 +0000</pubDate><atom:updated>2006-11-14T11:48:35.305+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>life</category><category domain='http://www.blogger.com/atom/ns#'>pc</category><category domain='http://www.blogger.com/atom/ns#'>rpg</category><title>Massively Multiplayer (EVE, Stormreach, World Of Warcraft, CCP + White Wolf)</title><description>I've been intrigued by the &lt;a href="http://en.wikipedia.org/wiki/MMORPG"&gt;massively multiplayer&lt;/a&gt; games for a long time. I've played some &lt;a href="http://www.anarchy-online.com/"&gt;Anarchy Online&lt;/a&gt; and tried free demos of a couple of others, but haven't really gotten into any of them, mostly due to the grind of the games being such a bore: the games don't properly start until you've invested dozens of hours and made friends with other players.&lt;br /&gt;&lt;br /&gt;These games are commonly called  &lt;span style="font-style: italic;"&gt;massively multiplayer online something-or-other&lt;/span&gt;, usually &lt;span style="font-style: italic;"&gt;roleplaying games&lt;/span&gt;. The "massively" is just needless gloating, and "multiplayer" says the same as "online", really. If it's an RPG, I like to stubbornly call them net-RPGs or something of the sort, as I feel just stupid saying "MMORPG" aloud. Don't you? If it's not an RPG, can't we just say it's an online game? Or a net-game?&lt;br /&gt;&lt;br /&gt;There is one game in which the "massively" part rings true, which is one of the reasons I'm itching to try it out. &lt;a href="http://www.eve-online.com/"&gt;Eve Online's&lt;/a&gt; players truly are all in the same world, running it in unison. It's a grand social and economical experiment, hailed by some as the ultimate game and by others as the, well, ultimate bore. There's been a lot of cool stuff done in Eve, like the way the economy actually works and the way the players have set up the world's allegiancies on their own, without GM intervention. We intend to check out EVE with my wife in the Christmas holidays.&lt;br /&gt;&lt;br /&gt;Then there's &lt;a href="http://www.worldofwarcraft.com/index.xml"&gt;World Of Warcraft&lt;/a&gt;. It's massive in the sense that everyone and their cats have played the game and there's a truly massive amount of players at it at any given time, regardless of how many separate servers they inhabit. The games has one thing going for it: it's visually &lt;a href="http://www.blizzard.com/wow/ssotd/screenshot.aspx?ImageIndex=772&amp;Set=0"&gt;so pleasing&lt;/a&gt; that I find it hard to resist jumping in whenever I see it running on-screen. We had already decided against ever trying it out, wary of some of our friends' regret over the time they'd put into it, but last weekend the fever hit again.&lt;br /&gt;&lt;br /&gt;I really don't want to spend all my spare time on a (single) game. However, there's nothing wrong in playing something for a while. There's another online RPG I'd really like to check out, &lt;a href="http://www.ddo.com/"&gt;Dungeons &amp;amp; Dragons Stormreach&lt;/a&gt;, but I always thought that I shouldn't touch it as I wouldn't have the time it required, anyway. But so what if I only played for a couple of months, as with other games? If the game can't offer proper gameplay during the opening moments, it's probably not worth my time anyway.&lt;br /&gt;&lt;br /&gt;As I had pondered about these things and settled on rying out at least the free demos of these games, the news hit that &lt;a href="http://www.ccpgames.com/"&gt;CCP&lt;/a&gt;, the company behind EVE, had agreed on a merger with &lt;a href="http://www.white-wolf.com/"&gt;White Wolf&lt;/a&gt;, the company behind my beloved Vampire tabletop RPG. Something good is bound to emerge from this union.</description><link>http://7178.blogspot.com/2006/11/massively-multiplayer-eve-stormreach.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-3433302600088423733</guid><pubDate>Thu, 09 Nov 2006 14:13:00 +0000</pubDate><atom:updated>2006-11-09T16:17:39.327+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>annoyance</category><title>XSATA</title><description>With Microsoft's outright weird decision to bundle the 360 with a 20GB hard drive (with a mere 12GB free for use!), &lt;a href="http://www.play.com/Games/Xbox360/CART/3-/1021322/-/Product.html?cur=258"&gt;this Datel product&lt;/a&gt; may soon become a common item among the gamer hardcore. I know I'm tempted. It isn't strictly necessary yet, but with TV and movie downloads on the horizon, an easy solution to the storage problem is needed.&lt;br /&gt;&lt;br /&gt;There are also relatively straightforward guides to exchanging the 360's HD to a bigger capacity one, but those would all void my warranty.</description><link>http://7178.blogspot.com/2006/11/xsata.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-7097313998883565892</guid><pubDate>Wed, 08 Nov 2006 08:54:00 +0000</pubDate><atom:updated>2006-11-08T14:34:09.393+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>pc</category><category domain='http://www.blogger.com/atom/ns#'>old games</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><title>Previews (Warhammer, PC FPS titles)</title><description>&lt;span style="font-weight: bold;"&gt;PC back catalogue&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;With a gaming PC in the house after a long hiatus, I've naturally seeked out demos of interesting PC titles I've missed over the years. Some initial impressions, then:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Far Cry&lt;/span&gt;: highly interesting. Runs super-smooth with high settings and looks lovely. The sense of freedom is something I haven't previously experienced in a shooter title and it really feels like you can approach situations any way you care. I was initially lured by the bright, tropical graphics, but the gameplay feels like a winner, too.&lt;br /&gt;&lt;br /&gt;I played the demo through obsessively, delighted at how challenging it was. As a sidenote, I remain a fan of the checkpoint system. I don't want to break my immersion with quicksaves - which often leads me to forgetting to save my progress if the game doesn't have a checkpoint system. Checkpoints also split the game into bite-size chunks. This demands further play.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;FEAR&lt;/span&gt;: FEAR is perhaps the PC title I was most looking forward to, but I'm a little disappointed. The controls feel as off as they did with the 360 version (a Monolith mainstay, unfortunately) and the graphics stutter more than they do on the Xbox. I remain intrigued by the premise, so I'll likely look more into it, but with diminished expectations. It could be I'd be better off with the 360 version, which runs smoother.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Half-Life 2&lt;/span&gt;: that's correct, I haven't played Half-Life 2 yet, though the original game is among the best games I've ever played. I intend to, especially after playing the demo. The game still looks good and runs super-smooth.&lt;br /&gt;&lt;br /&gt;Gameplay feels more like, well, &lt;span style="font-style: italic;"&gt;playing &lt;/span&gt;than running and gunning in the classic FPS sense. With limited ammunition and the environment-manipulating gravity gun, you're left thinking of other ways to solve the problem of staying alive. The aesthetic design is so cool, too.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Warhammer: Mark Of Chaos&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I only briefly treid the demo of the new Warhammer real-time strategy title. It felt a lot like actual, miniatures-based Warhammer, which is only a good thing. I'm not sure, but it looked like they were even playing by the "real" rules. Units are counted in models, not "men", and that kind of thing. There is an option customize some unit colors, although it would be awesome to be able to actually "paint" the models.&lt;br /&gt;&lt;br /&gt;I was worried they'd go the popular &lt;span style="font-style: italic;"&gt;Warcraft &lt;/span&gt;way of candy colors and high fantasy, but it seems they've kept the premise down low and gritty. My other fear was that they'd go all Warcraft on the gameplay, too, with base-building and whatnot, but this seems unfounded. You pick forces, set them up and go at it.&lt;br /&gt;&lt;br /&gt;This is very much the way I envisioned a computer-Warhammer back as a kid when playing around with the models. Only that with a computer game, you can field a thousand-strong army and it'll only cost you the 50€ for the game.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;</description><link>http://7178.blogspot.com/2006/11/previews-warhammer-pc-fps-titles.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-4236256116162689271</guid><pubDate>Sun, 05 Nov 2006 19:25:00 +0000</pubDate><atom:updated>2006-11-05T21:34:31.112+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>life</category><category domain='http://www.blogger.com/atom/ns#'>blog</category><category domain='http://www.blogger.com/atom/ns#'>foreigners</category><title>Child's Play 2006</title><description>&lt;a href="http://www.penny-arcade.com"&gt;Penny Arcade&lt;/a&gt; is again organizing &lt;a href="http://www.childsplaycharity.org/index.php"&gt;Child's Play&lt;/a&gt;, the gamer charity for children's hospitals. I'm going to participate with my wife. It would be great to have you along.&lt;br /&gt;&lt;br /&gt;We haven't participated in earlier years because it's been a US thing, but now that there's an Egyptian children's hospital to donate to, we really have no choice but to chip in. We've been to Egypt a couple of times, since my wife studies Egyptology. The last time we visited an orphanage for handicapped children in Luxor, and the people and their need has stuck with us.&lt;br /&gt;&lt;br /&gt;You can buy toys (including videogames) or donate cash via &lt;span style="font-style: italic;"&gt;PayPal&lt;/span&gt;. It's a great Christmas gift not only for children, but for the gamer community: there really is no better PR for the often criticized and ridiculed gamers than this campaign.</description><link>http://7178.blogspot.com/2006/11/childs-play-2006.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-4079812374988056591</guid><pubDate>Sat, 04 Nov 2006 17:07:00 +0000</pubDate><atom:updated>2006-11-05T10:02:54.857+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>surprise</category><category domain='http://www.blogger.com/atom/ns#'>pc</category><title>Tech survival +1</title><description>I'm writing this on my new computer. It is the first I've built myself, right from choosing parts to assembling the thing. It's not quite done yet, there's a bunch of cables hanging from the case which need to find their counterparts on the motherboard, but it works and I've got everything installed with just one day of tinkering.&lt;br /&gt;&lt;br /&gt;Thankfully, the speed increase does seem worth it. Of course I've ran some old 3D Mark benchmarks to see the delicious 100+ FPS scores, and I also intend to test-drive some old games which used to be too much for my old rig (&lt;span style="font-weight: bold;"&gt;Update: &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Half-Life 2, FEAR, Unreal Tournament 2003&lt;/span&gt; all run well. Great!). I'm doing something wrong, though: one guy on the &lt;span style="font-style: italic;"&gt;3D Mark 05&lt;/span&gt; benchmark has an identical system to mine, yet he's scored over double the points.&lt;br /&gt;&lt;br /&gt;Anyway, I'm just glad I've got it all together. There was a brief feeling of desperation when I couldn't get the graphics card to display anything, but apart from that, it's been remarkably trouble-free. (&lt;span style="font-weight: bold;"&gt;Update: &lt;/span&gt;Simply unplugging and replugging the GPU did the trick.)&lt;br /&gt;&lt;br /&gt;And what games am I anxious to try out, apart from the great &lt;a href="http://louhi.kempele.fi/%7Eskyostil/uv/fretsonfire/"&gt;Frets On Fire&lt;/a&gt;? There's at least &lt;span style="font-style: italic;"&gt;Dawn Of War, FEAR, Far Cry&lt;/span&gt; and just to see how the rig handles it, good ol' &lt;span style="font-style: italic;"&gt;Doom 3&lt;/span&gt;. And some indie stuff I couldn't handle previously.&lt;br /&gt;&lt;br /&gt;So far there's just one let-down: it makes a lot of noise. I'm real happy that I chose slightly less noisy components, but it could be that a couple of low-noise fans and a proper power supply would be in order. At least the hum is stable and low in frequency.</description><link>http://7178.blogspot.com/2006/11/tech-survival-1.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-2767473747924837001</guid><pubDate>Thu, 02 Nov 2006 08:23:00 +0000</pubDate><atom:updated>2006-11-09T14:16:08.265+02:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>pc</category><category domain='http://www.blogger.com/atom/ns#'>indie games</category><title>Frets On Fire, new computer</title><description>One of my reasons for finally getting around to upgrading my computer (see below) was that even indie games are too heavy for my old setup. Luckily this latest gem I came across does work, and it's sweet indeed! &lt;a href="http://louhi.kempele.fi/%7Eskyostil/uv/fretsonfire/"&gt;Frets On Fire&lt;/a&gt; is a simple clone of the hugely successful &lt;a href="http://www.guitarherogame.com/"&gt;Guitar Hero&lt;/a&gt; series on the consoles. Holding your keyboard like a guitar feels great one you're past the "I can't believe I'm doing this" stage. At least my &lt;a href="http://www.amazon.com/Apple-M9034LL-A-USB-Keyboard/dp/B0000ACOBG"&gt;Apple keyboard&lt;/a&gt; works great this way.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;New computer&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Might as well mention what I ordered and why, since this is the kind of information I looked for in the net for weeks before figuring out what I need. We wanted a rig to last us for the next three or four years in mostly light home use, with forays into graphical applications (Photoshop, InDesign mostly) and gaming. Some care was taken into keeping it upgradeable.&lt;br /&gt;&lt;br /&gt;Processor: &lt;span style="font-weight: bold;"&gt;AMD Athlon 64 X2 4200+ &lt;/span&gt;boxed, 2.2GHz, 1MB(2x512) Cache. We settled on a dual-core because it felt like with Vista right around the corner, now would be a good time. Our heaviest resource loads are graphics applications, which could really benefit from better multitasking. I simply picked a dual-core processor in the mid-range price, landing at 215€.&lt;br /&gt;&lt;br /&gt;Motherboard: &lt;span style="font-weight: bold;"&gt;Abit AN9 32X AM2 nF590-SLI.&lt;/span&gt; We needed an AMD M2 socket for the processor and the price difference between the recent nForce 590 and ageing nForce 4 chipsets wasn't huge. This one cost 180€. Reviews suggested that this board or one of its variants was a good choice for a powerful, upgradeable setup. I wanted the AM2 socket for future-proofing, too; it seems like socket 939 is phased out byt the time we'd need a new processor. It could be I went overboard with the motherboard and it doesn't help with the next upgrade after all, but I like knowing that the base of the rig isn't shaky. I went for SLI because I wasn't going to buy a high-end graphics processing unit, but I wanted the option to boost GPU power cost-effectively. Oh, and the mobo is passively cooled.&lt;br /&gt;&lt;br /&gt;GPU: &lt;span style="font-weight: bold;"&gt;Club 3D GeForce 7600GS 256MB Silent&lt;/span&gt;, PCI-E. The choice in GPU was basically between the GeForce 7600GS and GT. The 7600GT is currently the mass market choice in the around 150€ range. GT is only slightly more expensive and considerably more powerful than the GS, but I really wanted a passively cooled GPU. The GS should be enough for our needs and since it's SLI-capable, I can always just plug in another similar card to boost the power to something approaching the levels of mid to high -end cards (I think). You can get a passively cooled 7600GT, too, but delivery would take several weeks and they cost over 200€, compared to the 120€ for the GS.&lt;br /&gt;&lt;br /&gt;Case: &lt;span style="font-weight: bold;"&gt;HyperCell2 6211L-CA &lt;/span&gt;with a 400W power source, at 70€. I did think about purchasing a separate power source as my old computer has an Antec power source which alone cost 70€, but we settled on a cheap case which looked good.&lt;br /&gt;&lt;br /&gt;Memory: &lt;span style="font-weight: bold;"&gt;Kingston 1024MB (1GB) 533MHz DDR2&lt;/span&gt;, PC2-4200, CL4, for 130€. we were tempted by 2 GB, but 1GB felt adequate for now. It can always be added to later.&lt;br /&gt;&lt;br /&gt;I won't bore anyone with the DVD toaster and hard drive details, especially since I don't really understand anything about them. I do expect the SATAII HD to feel lightning-fast compared to the IDE (PATA) drive I currently use. Well, as far as "triple-speed" equals "lightning-fast", anyway... I also think we'll get a major reduction in noise, since the thing will only have a processor and power source fan. Well, it may be that we need a case fan, too, but I'm only adding one if necessary.&lt;br /&gt;&lt;br /&gt;Expect massive complaining once I get to assembling the thing and find out that nothing fits.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Update &lt;/span&gt;(9 November 2006): Some clarifications!&lt;br /&gt;&lt;br /&gt;The motherboard is not passively cooled. It just has a heatsink &lt;span style="font-style: italic;"&gt;in addition to&lt;/span&gt; two small fans. I was distracted by the "Silent OTES Heatpipe" designation. I ended up getting an &lt;span style="font-style: italic;"&gt;Abit AN9 32X Fatal1ty AM2 nF590-SLI&lt;/span&gt; for the motherboard. It's basically the same board, I can't tell of any major differences between the two.&lt;br /&gt;&lt;br /&gt;The case does have one case-fan to begin with.&lt;br /&gt;&lt;br /&gt;I also picked up another GPU, as the one I wanted initally wasn't readily available. I got an &lt;span style="font-style: italic;"&gt;Asus GF7600GS 512MB PCIE&lt;/span&gt;, which is basically the same unit, except with more memory. I'm slightly mystified by the card's performance in tests, as it routinely rates lower than the 256MB variant. Oh well, runs well enough.&lt;br /&gt;&lt;br /&gt;The SATA2 hard drive is sure fast, and silent. Actually the more silent HD and optical drive are maybe a bigger thing than more silent fans would be.&lt;br /&gt;&lt;br /&gt;I'm thinking about overclocking, too, since the Athlon 64 X2 4200+ AM2 should go up to &lt;a href="http://www.legitreviews.com/article/373/3/"&gt;2,9 GHZ with ease&lt;/a&gt;, with just air-cooling. I don't want to risk my new hardware, though, so we'll see. If performance becomes an issue.</description><link>http://7178.blogspot.com/2006/11/frets-on-fire-new-computer.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-7175481773310224498</guid><pubDate>Tue, 24 Oct 2006 20:23:00 +0000</pubDate><atom:updated>2006-10-25T09:21:10.397+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>surprise</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><title>Taking down Las Vegas (Rainbow Six Vegas)</title><description>The same night I checked out the very promising &lt;span style="font-style:italic;"&gt;Tony Hawk's Project 8&lt;/span&gt;, I got to get a taste of the &lt;span style="font-style:italic;"&gt;&lt;a href="http://rainbowsixgame.uk.ubi.com/vegas/"&gt;Rainbow Six Vegas&lt;/a&gt;&lt;/span&gt; demo. I've been a fan of the Tom Clancy's series since &lt;span style="font-style:italic;"&gt;&lt;a href="http://roguespear.com/"&gt;Rogue Spear&lt;/a&gt;&lt;/span&gt; on the PC, and especially the original &lt;span style="font-style:italic;"&gt;&lt;a href="http://www.ghostrecon.con"&gt;Ghost Recon&lt;/a&gt;&lt;/span&gt; I played far too much of.&lt;br /&gt;&lt;br /&gt;Put simply and based on the demo, R6 Vegas is the game I always imagined when playing Rogue Spear back in 1999. It looks so good, the animation puts you right in the midst of things, the effects (especially being wounded) are great. The action feels believable and played on the "realistic" setting, there's quite enough of a challenge. After the disappointing but popular &lt;span style="font-style:italic;"&gt;Rainbow Six 3&lt;/span&gt; on the original Xbox, I was cautious about this, but I'm a convert. (In case you're wondering, I'm not going to touch &lt;span style="font-style:italic;"&gt;&lt;a href="http://www.eurogamer.net/article.php?article_id=60857"&gt;Lockdown&lt;/a&gt;&lt;/span&gt;after the reviews it got.)&lt;br /&gt;&lt;br /&gt;I imagine that this will be a Live hit, too, but the single-player experience feels a very worthwhile effort on its own.&lt;br /&gt;&lt;br /&gt;It's a little hard to put your finger on any single facet of the game to explain why it leaves you breathless. The excellent cover mechanic and animation are important, the instantly spot-on controls are certainly a part of it. Ragdolls are done well and you can even collect enemy weapons, always a pet gripe of the series' fans. Facial animation is a big thing, as are the excellent weapons.&lt;br /&gt;&lt;br /&gt;Based on demo versions, this is probably the game Ubi was hoping &lt;span style="font-style:italic;"&gt;Ghost Recon Advanced Warfighter&lt;/span&gt; would've been, if it had more time to polish.</description><link>http://7178.blogspot.com/2006/10/taking-down-las-vegas-rainbow-six-vegas.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-5630757005260761771</guid><pubDate>Tue, 24 Oct 2006 19:51:00 +0000</pubDate><atom:updated>2006-10-24T23:22:51.816+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>surprise</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>live</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><title>Goddamn! (Tony Hawk's Project 8)</title><description>If there was something I felt fairly certain about in the videogaming world, it was that I really was not going to buy another &lt;span style="font-style:italic;"&gt;Tony Hawk's&lt;/span&gt; title. &lt;span style="font-style:italic;"&gt;Underground&lt;/span&gt;, in my opinion, was just boring, and its predecessor &lt;span style="font-style:italic;"&gt;Tony Hawk's Pro Skater 4&lt;/span&gt; really had everything I wanted.&lt;br /&gt;&lt;br /&gt;Until &lt;span style="font-style:italic;"&gt;Tony Hawk's Project 8's&lt;/span&gt; demo rolled out in Xbox Live. Skating never felt this good. Sports never felt this good. Indeed, I daresay videogames have very rarely felt this good. I noticed I was breathless after I figured out how to Nail The Tricks.&lt;br /&gt;&lt;br /&gt;The new instalment is "next-gen"; it looks a lot better than last-gen skating titles did, but that's not a lot said about a Tony Hawk's title, which never looked that good. The physics are a lot better, but nothing exceptional. Animation, if anything, is truly good. They say the gameworld (naturally, a city) is entirely seamless, which sounds promising. It feels a lot more realistic, with less over the top air.&lt;br /&gt;&lt;br /&gt;The new thing is the Nail The Trick mode, which is initiated during any aerial, including your most basic ollie (tap A), by clicking both control sticks. This zooms the view into your feet and deck and engages a very slow motion effect. In Nail The Trick, the sticks no longer control your spin or speed - instead, they directly control your feet, one for each stick. Then you kick the deck to make it spin and time it correctly to land with your deck upright. Naturally, you can combine half-spins and using both feet, kicking the deck into another direction in mid-spin. Everything is directed and animated to perfection.&lt;br /&gt;&lt;br /&gt;You use Nail The Trick all the time and it feels &lt;span style="font-style:italic;"&gt;sublime&lt;/span&gt;. The most basic leap down a curb feels so &lt;span style="font-style:italic;"&gt;right &lt;/span&gt;when you add a perfectly executed simple spin to it. I couldn't stop doing the basic tricks.&lt;br /&gt;&lt;br /&gt;Something comparable can be found in &lt;span style="font-style:italic;"&gt;Amped 2's&lt;/span&gt; style meters, which encourage balletic, slow arcs, timed to perfection with your landing. Those felt very good, too, but Project 8 finally tops the sensation. Do yourself a favor and check it out.</description><link>http://7178.blogspot.com/2006/10/goddamn-tony-hawks-project-8.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-7887947385384745901</guid><pubDate>Wed, 18 Oct 2006 07:41:00 +0000</pubDate><atom:updated>2006-10-25T13:50:11.005+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>live</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><category domain='http://www.blogger.com/atom/ns#'>annoyance</category><title>Phantasy Star Universe beta, Lumines Live outrage</title><description>&lt;span style="font-weight: bold;"&gt;Phantasy Star Universe&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;So I played one night in the PSU beta on Live. I loved the character creation. I made a chick robot. I like the setting a lot - it's so unpretentious: you have a dedicated shopping mall/lobby, you select a mission and get to it. The unplausible yet aesthetically pleasing mix of fantasy and science fiction appeals to me.&lt;br /&gt;&lt;br /&gt;The graphics are lame. They do the job and the design is very good, but you really do expect more on a next-gen console. The visuals are basically Dreamcast era graphics moving smoothly and somewhat smoothed over with anti-aliasing. Textures are poor and the models have nothing going for them... but on the whole, it's a pleasing sight.&lt;br /&gt;&lt;br /&gt;Based on that one evening's play, I'm not going to pay the separate online fee Sega is asking for the privilege. There isn't enough variety of stuff to do and for me, the social elements wouldn't be enough, since I definitely wouldn't be hanging online every day.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Lumines Live&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Lumines &lt;/span&gt;finally came on Live. It caused an uproar. First there was the price of 1200 points (around 14€)  and then it turned out that the so-called full game is anything but. There are mere samples of most game modes, with only the time attack and online versus modes completely unlocked for your 1200 points. I could stomach that, if the basic "challenge" mode featured more than seven skins (levels), which is really pushing it. They're going to release a lot more skins for a further 600 points, with individual game mode packs coming later, too.&lt;br /&gt;&lt;br /&gt;I can see what they're trying to accomplish here (besides money), and I &lt;a href="http://www.eurogamer.net/article.php?article_id=68866"&gt;applaud it&lt;/a&gt;. However, the decision to ask for a record-breaking 1200 points for the demo version ("Base") is an unwelcome move. I'd buy the bits and pieces happily if the base pack was a lot cheaper or indeed free.&lt;br /&gt;&lt;br /&gt;The game does seem worth of 14€, I really like the demo, but they should never have called it a "full game". Obviously Live Marketplace is a still evolving thing, but incidents like this don't really help people's willingness to indulge in micropayments. And, well, 14€ isn't exactly "micro" in any fashion.</description><link>http://7178.blogspot.com/2006/10/phantasy-star-universe-beta-lumines.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-905999961493581589</guid><pubDate>Tue, 17 Oct 2006 06:23:00 +0000</pubDate><atom:updated>2006-10-17T09:55:26.040+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>weird</category><category domain='http://www.blogger.com/atom/ns#'>last-gen</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>live</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><title>Profit, weird dream, Burnout Revenge</title><description>&lt;span style="font-weight: bold;"&gt;Profit&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dailytech.com/article.aspx?newsid=4558"&gt;This article&lt;/a&gt; sheds light on the retailer side of things on the console war front. I was surprised to see how little the retailer makes on the sale of a single console. I'm not sure what I was expecting, but certainly more than $15 for an Xbox 360.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dream&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I had a weird videogame dream last night. There was an article on &lt;a href="http://www.eurogamer.net"&gt;Eurogamer &lt;/a&gt;or &lt;a href="http://www.joystiq.com"&gt;Joystiq &lt;/a&gt;(both of which I follow daily) that an &lt;a href="http://www.insertcredit.com/"&gt;Insert Credit&lt;/a&gt; (which I read irregularly) forumite from Finland (where I live) had declared a competition to come up with four-letter words used as combat phrases in a JRPG. You know, like "ATTK", "PASS" and so on. Can't say what was significant about that. No, I haven't been thinking about JRPG combat phrases lately. Weird. I remember my dreams very rarely.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Burnout Revenge&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I got &lt;a href="http://www.eurogamer.net/article.php?article_id=61175"&gt;Burnout Revenge&lt;/a&gt; for Xbox yesterday. Based on a single sit-down with the game, it's cool enough. None of that &lt;a href="http://7178.blogspot.com/2006/06/and-more-demos.html"&gt;darkness &lt;/a&gt;I witnessed in the 360 demo, which I dare to guess is an issue with 360 games being designed for HD displays, which are most of the time (back-lit) LCD, not CRT.&lt;br /&gt;&lt;br /&gt;The game is entirely in Finnish, which is hilarious. The voice-over doesn't much impress, but otherwise it really brings another level of absurdity to it all. As to why I chose the Xbox version over the 360 version, well, you can't say no to 10€.&lt;br /&gt;&lt;br /&gt;It's weird how fast I've become accustomed to the 360 being online all the time. I was so let down that I didn't get to see global leaderboards after a race in Burnout Revenge. And I got no Live achievements for my time investment, what's up with that?</description><link>http://7178.blogspot.com/2006/10/profit-weird-dream-burnout-revenge.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-1603659661670534850</guid><pubDate>Wed, 11 Oct 2006 16:54:00 +0000</pubDate><atom:updated>2006-10-11T20:02:46.096+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>live</category><title>Online fees (Phantasy Star Online)</title><description>I'm completely happy with paying for &lt;span style="font-style: italic;"&gt;Xbox Live Gold&lt;/span&gt;. Around 7€ per month is not much and I get a lot for that money.&lt;br /&gt;&lt;br /&gt;However, paying for the service makes me extremely wary of paying more for individual games. I was super excited about &lt;a href="http://www.phantasystaruniverse.com/index.php"&gt;Phantasy Star Universe&lt;/a&gt;, but I find it highly unlikely that I'd pay the further (around) 7€ they're asking. I do understand that online RPGs require money to operate, but publishers (Microsoft included) should understand that the consumer view of things is that they're already paying for the online experience.&lt;br /&gt;&lt;br /&gt;In the case of PSU, I'm quite skeptical about the publisher's need for the money, in any case. It's a very simple game. I don't have a clue as to how the load is spread between Microsoft's infrastructure and Sega's (the publisher in this case) - for all I know, they could be just asking for more money for the sake of it. It's not like PSU requires ongoing development, new storylines or whatnot - it's a social dungeon bash.&lt;br /&gt;&lt;br /&gt;I predict that the game doesn't sell very well and the community ends up being too small to really sustain itself. I do hope all the best for the game and I'm not saying I'd be immune to its lures despite the additional cost, but the threshold for taking part has suddenly gone way up. Let's just say that without the additional "GUARDIANS License" monthly fee, I'd likely pick this up without a second thought.</description><link>http://7178.blogspot.com/2006/10/online-fees-phantasy-star-online.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-4227386558229965854</guid><pubDate>Fri, 06 Oct 2006 19:49:00 +0000</pubDate><atom:updated>2006-10-06T22:55:09.733+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>blog</category><title>Introducing: The inner nerd</title><description>We've talked about it for years, and finally I got a domain with my wife. It's called &lt;a href="http://mcmuumio.net"&gt;mcMuumio.net&lt;/a&gt; per our shared Live Gamertag. There isn't &lt;a href="http://mcmuumio.net/j/index.html"&gt;a whole lot&lt;/a&gt; in there yet, and I don't know what I'm going to do with the space, either. But it's there. A &lt;a href="http://roguepolitical.net"&gt;friend&lt;/a&gt; helped us settle in, I'm not at all sure whether I'm tech-savvy enough to do it all on my own. We chose &lt;a href="http://www.dreamhost.com"&gt;Dreamhost&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;This notification is merely to let you know what the new link in the sidebar is. I'm actually pretty enthusiastic about this, just to know that I have a technological playground when I need one. There have been many times in the past when I've wished I had one, and now I do.</description><link>http://7178.blogspot.com/2006/10/introducing-inner-nerd.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-6699864947820713029</guid><pubDate>Tue, 03 Oct 2006 07:53:00 +0000</pubDate><atom:updated>2006-10-03T13:11:56.182+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>pc</category><category domain='http://www.blogger.com/atom/ns#'>old games</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><category domain='http://www.blogger.com/atom/ns#'>annoyance</category><title>Online leaderboards (feat. Doom), 3D platformers (feat. Sonic), Defcon</title><description>&lt;span style="font-weight: bold;"&gt;Doom&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I purchased the 360 version of classic &lt;span style="font-style: italic;"&gt;Doom &lt;/span&gt;at 800 MS points (roughly 9€). It's a no-frills conversion, exactly what I wanted - no tricks done to the original graphics or sounds, all four episodes, controls work very well. It's a great game. I have one thing to complain about: the map is utterly worthless on a non-HDTV. Really, you need to take the massmarket (like all of Europe) into account when designing your game views.&lt;br /&gt;&lt;br /&gt;A couple of things came up during playing the first episode through in one sitting.&lt;br /&gt;&lt;br /&gt;First and foremost are the online leaderboards, viewable per level. &lt;span style="font-style: italic;"&gt;All games need this feature.&lt;/span&gt; It plays straight to my competitive spirit. It feels so good to be the best player among your friends and to, say, finally break the &lt;span style="font-style: italic;"&gt;global &lt;/span&gt;top-1000.&lt;br /&gt;&lt;br /&gt;Leaderboards are what keeps me playing &lt;span style="font-style: italic;"&gt;Geometry Wars&lt;/span&gt;, too. It bugs me that I'm sitting right on the average level (according to &lt;a href="http://profile.mygamercard.net/MC+Muumio"&gt;MyGamerCard.net&lt;/a&gt;). I need to break that half a million to get above the crowd!&lt;br /&gt;&lt;br /&gt;Then there are Doom's controls. As per the original version, there is no Y-axis; you don't aim up and down. The character automatically targets monsters above and below you, provided that they line up with your gun. I'd really like to see a modern shooter do the same. Sure it needs some clever level design (Doom's essentially flat), but it would keep things much more free-flowing and immediate.&lt;br /&gt;&lt;br /&gt;I recall the makers of the original &lt;span style="font-style: italic;"&gt;Unreal Tournament's &lt;/span&gt;Xbox version attempting something in this vain, via level design. I don't know how that worked out, though.&lt;br /&gt;&lt;br /&gt;I didn't buy Doom merely because I loved it as a kid. I imagined that it would be a great game, period. And it is. If anything, provided you can look past the low-res graphics, it's even better today. It absolutely wipes the floor with so many modern shooters, despite being released in 1993. The lighting is very effective, the level design is engaging, the overall aesthetic design hasn't aged at all.&lt;br /&gt;&lt;br /&gt;Oh, and like reviewer Kristan Reed on &lt;span style="font-style: italic;"&gt;Eurogamer &lt;/span&gt;&lt;a href="http://www.eurogamer.net/article.php?article_id=68301"&gt;put it&lt;/a&gt;, this game features bodies which do not disappear. Thirteen years ago. Get with the times, shooter designers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sonic: The Hedgehog next-gen&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I've said it before and this latest offering only enforces my position: platform games should never have made the jump to 3D presentation. It doesn't work! I tried and tried and tried and simply could not hit the lines of rings with any confidence. The automatically aimed spinning attack does work, but as usual, the camera is worthless (you wouldn't &lt;span style="font-style: italic;"&gt;believe &lt;/span&gt;how slowly it spins).&lt;br /&gt;&lt;br /&gt;There's been a single instance of 3D platforming working well - &lt;span style="font-style: italic;"&gt;Prince Of Persia: Sands Of Time&lt;/span&gt; - but even that one stellar example of the genre had some problems with the camera.&lt;br /&gt;&lt;br /&gt;So in a nutshell: &lt;span style="font-style: italic;"&gt;kill 3D platformers, kpls.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Allegedly the original &lt;span style="font-style: italic;"&gt;Sega Megadrive/Genesis Sonic &lt;/span&gt;is coming to XBLA in the near future. That's an almost guaranteed sale right there and I imagine it will work much better than this entirely competent, but by its nature, awkward offering.&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Defcon&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I've liked &lt;a href="http://www.introversion.co.uk/"&gt;Introversion &lt;/a&gt;ever since I found &lt;a href="http://www.introversion.co.uk/uplink/"&gt;Uplink&lt;/a&gt;, the awesome hacker game they released in 2001. Their latest release &lt;a href="http://www.everybody-dies.com/"&gt;Defcon&lt;/a&gt; has generated a lot of hype. The game was released a few days ago and the demo is now out, too, go get it.&lt;br /&gt;&lt;br /&gt;I had trouble imagining how the game would play out in practice, but having played through the tutorial, it's all clear now. I've yet to try a full-fledged game, but it's pretty safe to say at this point that it's a sure sale for me (PC hardware permitting, my home machine's ancient). At 14€ for a brand new game, I really can't complain. Although I might go for the boxed copy, which is priced a little higher, but even that's a ridiculous 21€! And it feels good to know that you're paying straight to the developers themselves.&lt;br /&gt;&lt;br /&gt;It's also interesting how cool and distinctive Introversion's games look, despite the authors claiming that it's all "programmer art". Their soundscapes are thoughtful, too. I hear that Defcon sports "situation room ambient" consisting of cigarettes lighted, coughs and so on, which is really a magnificent idea. Can't be witness to that myself, yet, because I didn't have audio on the laptop I tried it on.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Update: &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Defcon &lt;/span&gt;runs just fine on my 900 MHZ/512 MB RAM home system. I've taken a beating from the computer twice, now. Well, at least it runs fine with only two players, that is.</description><link>http://7178.blogspot.com/2006/10/online-leaderboards-feat-doom-3d.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>2</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-4979521436195622038</guid><pubDate>Thu, 28 Sep 2006 06:40:00 +0000</pubDate><atom:updated>2006-09-28T10:08:15.916+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>last-gen</category><category domain='http://www.blogger.com/atom/ns#'>tokyo game show</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>ninja</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><category domain='http://www.blogger.com/atom/ns#'>video</category><title>Guitar Hero 360, the lack of a PS2 and Tenchu Senran, DS</title><description>All right, &lt;a href="http://www.guitarherogame.com/"&gt;Guitar Hero II&lt;/a&gt; &lt;a href="http://www.kotaku.com/gaming/top/guitar-hero-360-controller-203727.php"&gt;is coming&lt;/a&gt; to the 360. This is very cool, now there's no pressure to finally get that PS2 I still haven't bought. However, as you can see from the link, the proposed controller looks &lt;span style="font-style: italic;"&gt;hideous&lt;/span&gt;. That cannot be the finalized product.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;PS2&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;While I'm on the subject, let's see why I still have a craving for a PS2, despite not sating my hunger years ago. I'd like to say why I don't have one yet: because I'm cheap. I haven't been able to justify paying so much for one when the technology is so outdated and Sony are being so arrogant. I know I'll have to, eventually, but I've put it off for a long time, now.&lt;br /&gt;&lt;br /&gt;I already have a PS2 game I really want to play: &lt;a href="http://www.atari.com/us/"&gt;Atari's&lt;/a&gt; &lt;a href="http://www.atari.com/transformers/"&gt;Transformers&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Then there's a bunch of games I think I &lt;span style="font-style: italic;"&gt;need &lt;/span&gt;in my game library: &lt;span style="font-style: italic;"&gt;Metal Gear Solid &lt;/span&gt;three, &lt;span style="font-style: italic;"&gt;R-Type Final&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Gradius V&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Dragon Quest VIII&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;God Of War, &lt;/span&gt;the &lt;span style="font-style: italic;"&gt;Devil May Cry &lt;/span&gt;series&lt;span style="font-style: italic;"&gt; &lt;/span&gt;and the platform also has the best versions of the &lt;span style="font-style: italic;"&gt;Dancing Stage &lt;/span&gt;series. There are a whole lot more, but these are among the titles I'm most looking forward to.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tenchu&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I went to the trouble of getting myself a Japanese Xbox Live account in order to download the demo of &lt;a href="http://www.gamespot.com/xbox360/action/tenchu360/news.html?sid=6158022&amp;mode=previews"&gt;Tenchu Senran&lt;/a&gt;, published at Tokyo Game Show this week. I'm sorely disappointed. It looks like a mediocre Xbox game, albeit with a good draw distance and a solid framerate. The animation is shoddy, the controls are clunky and it's still constructed from the same blocks of scenery that made up the game way back in the original &lt;span style="font-style: italic;"&gt;Tenchu &lt;/span&gt;on the Playstation.&lt;br /&gt;&lt;br /&gt;I really liked the first and second installment of Tenchu on the PS, but I did expect the series to mature and evolve by now. If the only change is draw distance, I just can't get excited. I'll stay posted for reviews, though, because this is a game I really want to like. And &lt;a href="http://www.xboxyde.com/news_3488_en.html"&gt;the trailer&lt;/a&gt; (pop-up warning!) was so exciting!&lt;br /&gt;&lt;br /&gt;However, the DS ("Dark Secret", heh) version &lt;a href="http://ds.ign.com/articles/660/660057p1.html"&gt;is interesting&lt;/a&gt;, if only because it doesn't use the same age-old presentation of the series. Instead, it takes the old &lt;span style="font-style: italic;"&gt;Metal Gear Solid &lt;/span&gt;top-down viewpoint, which might fit the series very well.</description><link>http://7178.blogspot.com/2006/09/guitar-hero-360-lack-of-ps2-and-tenchu.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-8680979067394350765</guid><pubDate>Tue, 26 Sep 2006 07:37:00 +0000</pubDate><atom:updated>2006-09-26T10:53:40.553+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>surprise</category><category domain='http://www.blogger.com/atom/ns#'>tokyo game show</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>mecha</category><category domain='http://www.blogger.com/atom/ns#'>video</category><title>I am weak [Edit: And increasingly popular!]</title><description>I don't know how on Earth I'd missed this before, but &lt;a href="http://www.armoredcore.net/ac4/"&gt;Armored Core 4&lt;/a&gt; is coming to the 360, too. Previously a Playstation exclusive, &lt;a href="http://en.wikipedia.org/wiki/Armored_Core"&gt;AC &lt;/a&gt;is pretty much the one true mecha videogame. I loved the series &lt;a href="http://en.wikipedia.org/wiki/Armored_Core_%28game%29"&gt;debut&lt;/a&gt;, even with its weird and difficult controls (yes, I get the &lt;a href="http://7178.blogspot.com/2006/09/on-fearsome-controls.html"&gt;irony&lt;/a&gt;).&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.xboxyde.com/news_3557_en.html"&gt;The TGS06 trailer&lt;/a&gt; takes while to get going, but there is mecha goodness to the point that I'm exhausted. The series' mecha design has always been top-notch, save for maybe the weird hover and tracked models.&lt;br /&gt;&lt;br /&gt;Even better is that the 360 version (it's also out on the PS3, naturally) is supposed to be all about online warfare, which suits me fine indeed. &lt;a href="http://en.wikipedia.org/wiki/From_Software"&gt;From &lt;/a&gt;is fast becoming a defining 360 devhouse for me.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Edit: On popularity&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;My &lt;a href="http://7178.blogspot.com/2006/08/gundam-operation-troy.html"&gt;post &lt;/a&gt;on &lt;span style="font-style: italic;"&gt;Gundam: Operation Troy&lt;/span&gt; is my single most popular page. This is no surprise, as it is a relatively hot and upcoming game and I am currently on the first page of &lt;a href="http://www.google.com/search?hl=en&amp;q=gundam+operation+troy&amp;amp;btnG=Google+Search"&gt;Google hits&lt;/a&gt; on it.&lt;br /&gt;&lt;br /&gt;While this is not particularly newsworthy in itself, studying the page popularity rankings I also noticed that my visitor count has &lt;span style="font-style: italic;"&gt;doubled &lt;/span&gt;over the last two months. At this rate, we'll hit the 2K mark in a little over a month.&lt;br /&gt;&lt;br /&gt;I really am trying to provide useful and/or interesting commentary for your consuming, even though the focus is on my personal gaming experience. Feedback is always welcome.</description><link>http://7178.blogspot.com/2006/09/i-am-weak.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>0</thr:total></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-19921904.post-8416474869121711204</guid><pubDate>Tue, 26 Sep 2006 06:34:00 +0000</pubDate><atom:updated>2006-09-26T10:09:05.163+03:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>rant</category><category domain='http://www.blogger.com/atom/ns#'>tokyo game show</category><category domain='http://www.blogger.com/atom/ns#'>360</category><category domain='http://www.blogger.com/atom/ns#'>preview</category><category domain='http://www.blogger.com/atom/ns#'>annoyance</category><title>On fearsome controls</title><description>While I understand that development time is limited and you have to make sacrifices, your game's controls simply cannot be at stake.&lt;br /&gt;&lt;br /&gt;I've waited for &lt;span style="font-style: italic;"&gt;FEAR's &lt;/span&gt;360 demo with baited breath. Granted, I've only yet played it for fifteen minutes, but they have some polishing to do with the controls. There are two big problems.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;One: &lt;/span&gt;you need to hold the left stick in to crouch. Never do this. It has to be a toggle: &lt;span style="font-style: italic;"&gt;crouch/stand up&lt;/span&gt;. Even if it's intentional because they don't want you to move while crouched (I doubt), it's a pain.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Two:&lt;/span&gt; unless tweaking the sensitivity of the sticks alleviates the problem, the movement and aiming feel horribly off. I tried upping the sensitivity a lot, which didn't help at all. It feels to me like they've copied the PC original's control scheme directly - movement doesn't feel analogue, which it really has to be on a twin-stick setup, and aiming feels like you're using a mouse. Which doesn't work at all. You need to factor in a little auto-aim, you need to make the smallest movement of the stick to register, you need to fine-tune the acceleration until it's natural. I spent many a frustrating second trying to move my aim a head's or a limb's width to get a shot at a stationary target. I didn't have a hope landing shots without the use of the - incredibly nifty - slow-motion power.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Halo &lt;/span&gt;did the twin-stick console FPS control scheme so well that each and every FPS designer needs to study it. If you can't make it any better, just copy it. There have been examples of working alternatives; for instance, I never cringed at &lt;span style="font-style: italic;"&gt;Battlefield 2's&lt;/span&gt; controls. You can look past spotty graphics, but if you don't feel like you're in control, you just can't enjoy the game.&lt;br /&gt;&lt;br /&gt;All that said, I remain enthusiastic about the game. Maybe  I can learn to live with the controls, but that's really the wrong way around.&lt;br /&gt;&lt;br /&gt;Regardless of controls, there were also quite a few graphical glitches, but I'm willing to look past that to bask in the glory of the supremely satisfying bullet-trails, particle effects and chunks blown off the environment. We'll see how it all hangs together after a couple of play-throughs of the demo.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Edit: &lt;/span&gt;All right, taking the sensitivity down a lot helped with the aiming. The movement still feels clunky, but I believe I can live with it, now.&lt;br /&gt;&lt;br /&gt;Come to think of it, I shouldn't be surprised. &lt;a href="http://www.lith.com/home.asp"&gt;Monolith's&lt;/a&gt; games have always felt weird to control, all the way back from &lt;a href="http://www.lith.com/games.asp?id=9"&gt;Shogo &lt;/a&gt;and &lt;a href="http://www.lith.com/games.asp?id=8"&gt;No One Lives Forever&lt;/a&gt;. Regardless, those two titles are among my all-time favorite games, which just proves that a game is more than the sum of its parts.</description><link>http://7178.blogspot.com/2006/09/on-fearsome-controls.html</link><author>noreply@blogger.com (Joonas)</author><thr:total>2</thr:total></item></channel></rss>