Thursday, March 27, 2008
Google is a Better Windows Help Than Windows Help Itself
Saturday, March 22, 2008
Ricochet: Lost Worlds Review

Hello again, I know I have been posting a lot recently, but that is a good thing, isn't it?
I want to do a short review of the new-ish breakout game Rocochet: Lost Worlds. I only have played through the demo, but it gave me a pretty good idea of how the whole game is, and I have played through the entire previous game in the series as well.
Reflexive Entertainment is very good at dreaming up new ideas for this game. The Ricochet games I would say are probably my favorite breakout titles, and I have played a lot of breakout games, surprisingly enough. This one, being a sequel, has to include entirely new ideas or else it would become just a hogepoge of the same old stuff. This game, however, really lays out the ideas left and right and when coupled with the new and interesting level design, a good game make it does. I do not know how they do it, but they included all of the best powerups from the first game and added more of them, and every time I see a new powerup or brick it is always a new and interesting idea that mixes the gameplay up a bit. For example, one of the new powerups is the laser ball. When picked up, the ball becomes purple and randomly fires lasers all over the place. One of the new bricks, well, every environment includes new brick art and physics, but one of the new brick types is the magnet brick. These are first seen in the space/alien environment shown above. When two magnets of the same color are activated at the same time, the blocks attract each other, sliding across the screen to meet each other in a small explosion, destroying other bricks along the way. If two magnets of different colors are both activated, they repel each other, blowing up individually on each side of the screen, destroying anything in their path of course. It's ideas like these that make the game constantly new and entertaining. It still can get old after a while of playing, especially after you go through all of the environments once, but for the most part it is a good time.
TF2 Uber Scout Batting Practice
Friday, March 21, 2008
Thoughts on Online FPSs
I haven't gotten a new game yet, so I have been amusing myself playing various first person shooters online. I played a bit of Crysis, CounterStrike Source, Team Fortress 2, Half Life 2 Deathmatch, Unreal Tournament 2004, and even Zombie Panic Source (Sorry I still don't have Call of Duty 4 yet, and Battlefield 2142 isn't working anymore). I have been thinking about online multiplayer FPS design, and I wanted to just kinda open up the can and spill out some random ideas here, for both of my loyal readers to enjoy. I will just roll out the random screenshots while explaining my ideas in no particular order.
Steam is Good for Multiplayer
Weapons, and Overall Balance of the FPS
Hardcoreness

Community
The community of an online game can make or break the game for a lot of people. This is one area that I have seen almost every online FPS fail at, and it is sad because it is not entirely the developer's fault. They could have made a great game, but just because they didn't include a good enough anticheat program or enough ways for people to help each other out their game becomes a trip to the park for younger players to learn new vocabulary words (and not good vocabulary either). "Mommy, what is a @%$*#%*!#?" I can see it now... In CSS, although the community is very hardcore, if you search a bit you can still find servers that advertise themselves as being newbie-friendly. You don't know if this is a trap, but meh. There are few ways that publishers can heal this burning hole in online game design, and I have a few tips. Players tend to get more personal if they can freely talk to everyone at once, and if no one is on their team (meaning that they can offend someone without consequences). There is a lot more flaming in an every-man-for-themself deathmatch than in a CTF match. Players also get more mad when they feel they are camped and they are quicker to point fingers at good players when their death count is on display for them to see. Especially when they also get a running overall kill/death (KD) ratio, this makes the game much more intense due to the player knowing that each death results in a permanent scar in their record. One more thing: an easy way to get a player mad is to have a feature that when someone humiliates them (a knife in the back, perhaps) on top of that you take something away from them that is of value. On the surface it sounds fun, but in practice it seems to cause more trouble than it is worth.
Closing Thoughts
A lot of people say that the multiplayer on COD4 is awesome, but I haven't had the good fortune to be able to try it at all yet. All I have is the demo, which people say is not a good representation of the game itself. I will get COD4 soon, I will. Can't really decide if I should get that or Assassin's Creed (PC) first. Anyway, I will continue to play online shooters, and I may post more on this blog about this topic if I think of something to say. Feel free to post comments, I haven't yet gotten any from someone I do not know. What? You want another picture? Ok, fine, here you go.
Thursday, March 20, 2008
S.T.A.L.K.E.R. - Shadow of Chernobyl
This isn't really a review, but more of a mini/first impressions/review-just-so-that-I-dont-have-to-break-my-promise review. I actually havent played much of stalker, just the first few quests, and I havent yet gotten to the bigger towns. This is one of those games that is really hard to review. I don't dislike it, but I don't really think that it is designed that well. It is merely ok. The problem is that for whatever reason the replay value is so low that I rarely feel like going into the game to play through the next part. Maybe it is the engine, being kind of old (the graphics are not exactly new) and that there is just no sun in the game at all. Seriously, the engine doesn't support a sun. The whole game is very dark and gloomy, with nice rain and storm effects. Maybe it is because I am spoiled from Oblivion where you get a really nice GUI and don't have to read everything the NPC's are saying. I can't pinpoint the problem, but it's there.
The greatest thing this game has given me in my opinion is the music playing on the radio at the start. You can see the radio in that first picture. That music... I have no idea what it is let alone what language it is in, but it is awesome. It truely fits the gloomy atmosphere of the game, and sometimes I just stick around in that room listening to the song play on infinite repeat while that guy changes his animations from time to time. Anyway, I am rambling. Basically, I do not feel like I can complete the game in the next... year, so I am putting this first impressions review out there just to forfill my promise, and to tell people about that music, lol... I wonder where I can get that in mp3...
Side note: I am not saying that the lighting engine is bad. Just look at the image above. The lighting there is amazing. Also note the (lame) weapon model there. I tried to install a mod to improve the weapon models, but it didn't work no matter what I tried. =(
Sunday, March 2, 2008
Oblivion Update
I am already at level 28, and had probably the best armor in the game (which quickly got replaced by the armor from the mod "Lost Paladins of the Divines"). Just to keep things interesting, I have been installing several mods as I play. I usually only get the more subtle ones, as in "not the total conversion ones". I also avoid Uber mods, just to keep the game balanced and fun. But some of them are just too hard to resist:
Between quests, I like to practice photography. There are plenty of places and opportunities to do this, thanks to Bethesda's most masterful level designers and graphics artists. One mod that really helps this is the Beaming Sunglare Mod by Sonic Ether. You can see the effect of this one in the last picture.

Update 03022008
Ok, A few things this time:

