Saturday, September 18, 2010

FPS Pre-history

Let me preface this entire thing by stating that MineCraft is the greatest and worst thing ever conceived. It's the most fun game I've played in quite a while and because of this I've not been writing my articles. I'd apologize, but no one reads this anyway. The guy who made MineCraft goes by the nickname "Notch" and has made over two million dollars on his game since last September so if my glowing praise of this game doesn't convince you maybe some hard numbers will. Go to here immediately and get your 'craft on.

This is what I was supposed to be writing

First Person Shooters and I go pretty far back. To the beginning, actually. In the 1980's games were mostly played from a sort of omniscient viewpoint. Games were generally either viewed from above the action (Pac-Man/River Raid) or to the side (Mario Bros./Mountain King). There were a few exceptions here and there with the text-based adventure, racing genres and assorted miscellaneous titles but for the most part visual immersion wasn't a huge consideration.



In the mid-80's my experience playing games was limited to platformers like Conan or the popular arcade games such as Q*Bert or Choplifter, along with the games listed above. So when, in 1987, a kid decided to show me Maze War running on his Xerox I didn't know what the fuck. Here's a video showing gameplay on a different model computer to the one my neighbor had. He also didn't have another Xerox to play with so it was just lonesome wandering around an empty maze. As far as I was concerned there wasn't anything remotely like it and I wanted more. Unfortunately I have ADD and Mario Bros. and later Sonic the Hedgehog stole my gaze for few years.



I didn't realize until a few years ago that MazeWar was the first FPS ever, but it certainly wasn't the only first-person game you could play during the 80's, only the most important. British lads got a taste of first person mazery in 3D Monster Maze, a much better game for the single player involving a vicious tyrannosaurus on the prowl for chubby, pimply meat. In arcades I'd played the wireframe-only vector glory of Battlezone, an early tank game where it's shot or be shottened. I was never very good at it.

Honestly, the 80's were very spotty at best for first person games, let alone the variety focused on lethal projectiles. It wouldn't be until the dawn of the grunge and g-funk era that this genre would begin showing its potential as a contender for players' hearts, minds and souls. The mad geniuses over at id were busy preparing one of the most important games in history by learning how exactly to go about it. Both Hovertank 3D and Catacomb 3D were released in 1991 and gave PC gamers a taste of the future. Almost a year later, Wolfenstein 3D would hit shelves and give everyone else a case of the what the fucks.

Notes: Try this Conan music out. The Atari 800 version sounded better and was the one I played all the time. I realize I'm missing quite a few first person games made in the late 80's (especially some of the Interplay adventure/RPG games like The Bard's Tale) but I'm not intending this to be encyclopedic.

Friday, September 10, 2010

This is a placeholder until someone with talent arrives.

With the recent announcement of Gearbox purchasing all things Nukem and subsequently deciding to finish Duke Nukem Forever, I thought now would be a great time to talk about shooters. First Person Shooters. They're all I can think about now. One of my teenage dreams was to one day throw pipe bombs and ride subway cars in full 3D with the glory of the Quake 2 engine to back it all up. Well that'll never happen but Unreal Engine 2.5 is good enough, I suppose. I doubt it'll have all that awesome coloured lighting though :(

Since I have a sizable collection of Eff Pee Esses's I thought it'd be good to go through them and highlight what they did for me as a game enthusiast and general fat lazy slob, starting from the beginning before I hit the twenty-year speed bump and became this eating machine. I blame George Broussard.

Stay tuned for some really spergy trips through gaming history.

Thursday, April 1, 2010

Great news: I'm still alive!

It just came to my attention that Ferrari built a station wagon, or as the British call it for some fucking reason a "Shooting Brake". Fucking hell Britain, get Parliament to change that shit it sounds completely asinine.

Anyway, before I become too distracted over dumb car naming conventions I've got to show you guys this:



Sultans and oil barons tend to show off how much money they have by plating Mercedes-Benzes in white gold or making fancy shapes in the ocean, so by this standard a Ferrari station wagon is pretty subtle. Ferrari asked for 1.5 million dollars to make a single car, so what does the Sultan of Brunei do? He buys six of them. Why does a man need six station wagons? To better balance out the other 5,994 cars, I guess.

When I get Sultan-rich (because it's happening based on the strength of this blog alone) I'm going to commission Ferrari to build an extra-wide 456 with a bench seat that sits three across and call it the Ferrari 457 America. Here is an artist's concept:



And after I take delivery of those, I'll ask Lamborghini to make a PopeMobile, as seen below in this (terrible) conceptual rendering:



He'd be all "it's-a getting mighty hot in here arrivederce!" and I'd be like "Shaddup the engine's right under your feet quit yer bitchin' and start your forgivin'." The man would be going SO FUCKING FAST he'd better be giving out his blessings at record speed. I'm talking "Guinness Book of Records for Fastest Holy Handwaves Ever."

In other news, apparently Stan Lee has become so angry at the fact that Japan decided to stop doing action animes in favour of those that ogle nine-year-olds that he decided to make his own hero cartoon, appropriately titled Heroman.



Here's hoping Stanime is a success.

Friday, October 2, 2009

Something about video games.

Sometimes a hiatus is required when you go gallivanting around Japan.

What? Yeah I was in Japan what of it?

I don't really speak or read Japanese so it was sort of difficult for me to get around and it turned out I flew into the wrong city altogether. I wanted to rent a GT-R and replicate what Top Gear did a couple series' back but apparently those credit cards you get in the mail don't work in Japan. I figured any establishment worth their salt would recognize the clout of having credit with the Platinum First Premier Bank and fall atop themselves to serve my every whim, but it was not to be. So in order to get to Kazunori Yamauchi at his Batcave in Polyphony Digital I ended up having to walk the entire way from Miyakojima to Tokyo. It is quite a hike, let me assure you.



After I straightened out my financial situation I promptly bought several hundred flavours of Kit Kat and a translator. My mission was clear: Seek out the head of Sony's biggest racing producer and ask him what the fuck was taking so long with Gran Turismo 5.

Interview with a vampire Kazunori Yamauchi

Snakes and Sparklers: Gran Turismo 5 has been a long time coming for everyone involved: you, your company Polyphony Digital, Sony, fans, Sony's shareholders and even your dear old mum. What importance does this iteration have as compared to previous installments in the series?

Kazunori Yamauchi: It is the most important thing we have done to date; it is life to me (laughs). All of the experience we have accumulated over the years culminates in this and I'd like [Gran Turismo 5] to represent everything we've learned up to now.

SnS: Was Gran Turismo on the PSP a major goal for you or was it an obligation to Sony to branch out?

Yamauchi: I had been wanting to do a portable Gran Turismo since the PSP was released but other projects put [GT PSP] on hiatus. With the upcoming release of Gran Turismo 5 it was now or never (laughs). It was never only an obligation to Sony, it is a project I've been wanting to pursue from the beginning.

SnS: After hinting so much at a 2009 release date for so long and announcing a 'major advancement' before Tokyo Game Show 2009, the March 2010 [Japanese-market] release date for Gran Turismo 5 came as a shock to some fans. Was this the only announcement you had on hand for TGS?

Yamauchi: (laughs) We actually had several things to announce about Gran Turismo 5 at the show but when I got the chance to try Forza Motorsport 3 at the show I became quite nervous about the state of my game and asked Sony for a six-month extension to the development time, which they graciously entertained.



SnS: This begs the question: What the fuck's been taking so long? (Okay I didn't word it like that but it's what I was thinking!)

Yamauchi: Well, I was taking a cue from George Broussard and pretty much just spending investor money on doing stuff I loved, like eating endangered animals and driving a submarine and then occasionally releasing a screen shot or other news that I was really working on the game so I could get some more investment money, but when 3DRealms went bankrupt I became scared and decided to actually seriously work on the game.

After a series of expletives were thrown from my mouth to Kazunori's face I was unceremoniously kicked to the curb for being disrespectful, and they took my recorded interview, too. It's a great thing I've got such an excellent memory for me to transcribe the entire thing here for you today.

Unfortunately I don't have much to show for my Japan trip because I couldn't find a way to bring all 4,358 Haruhi statues I bought in Akihabara back on the plane with me.

Wednesday, May 27, 2009

Terminator rides again.



For the past few months I've been trying to figure out whether Terminator: Salvation is a sequel or a prequel. The John Connor of the future sends his dad back in time to stop the the Terminator from killing present John Connor's mother before present John Connor could be born by Connor's dad who is younger than future John Connor, so by the time the first movie starts the future's already happened and we're looking at the past but it takes place in the present time so it's now. So Salvation begins before future John sends his dad to the past so that two sequels could be made but yet it still happens in the future and after the events of the first three movies but at the same time before them.

Fuck there's blood coming out of my left ear.

As a picture, Salvation is a very pretty one that visually fits better with the series than did the third movie. There are also touches here and there that tell me the movie was made by people who actually care about the franchise and paid attention to details. Unfortunately these caring individuals can't write a good twist so by the end of the movie I felt a bit cheated at how inept and human they made Skynet. Also some of the robots were clearly men in rubber suits. That was a shameful detail considering how expensive this movie was to exist.

On the very plus side, sound was fucking excellent and I really wanted to see more of the obsolete endoskeletons so I could hear their joints move. The title animation for this film puts Bay's Transformers to shame. It's too bad that Bay's movie has fun being dumb while Salvation is hampered with a nearly suffocating seriousness at times. Oh well, it's either that or Terminator 3 again and if something that awful happens again I'll shoot myself seventeen times.

If this review sounds confused and muddled well...it is. I can't really figure this thing out. I enjoyed myself and didn't want to hide my face in shame like I did while watching Wolverine, but I still wouldn't call it a good movie. I guess if you had to put this movie on the "Omni Consumer Products Scale of Goodness" it'd go like this:

Terminator 1&2 ≥ Robocop
Terminator 3 ≤ Robocop 3
Salvation = Robocop 2

EDIT: Ha ha I just noticed Star Trek already used "The Future Begins" tagline so you fail, Warner Bros.

Sunday, May 10, 2009

ReStar Trek



The long-awaited and newest entry in the absolutely elderly Star Trek franchise is a welcome addition to both the sci-fi and action genres. The film starts with a bang as we see a fast-paced and explosive ship battle and the stride rarely slows from there. The few lulls in the movie seem placed to allow the viewer to rest from the heady action but allow for a good deal of character development and humour. When dealing with Star Trek you inevitably have the theme of time-travel woven into the plot and that does a good job of explaining the many contentions one might have with what they've done with the events tied to some of entertainment's most beloved characters. It doesn't really explain the ship and tech design changes but the re-imaginings of things like the communicator and the Enterprise itself are done with great respect to the source material and 'feels' very Star Trek.

Die-hards are going to pick these things apart but everything was done so well I have little argument with the way things were presented. A couple of plot devices used seemed a bit silly, but it was of little demerit when measured up against the rest of the film. The movie only seemed to be an hour long despite its 127 minute run time, an extremely telling yardstick of how engrossing it really is.

I can't help but say I thoroughly enjoyed the experience and would recommend it to anyone who enjoys an exciting feature. I know I'm gushing and it's perhaps not the Star Trek I was expecting but it's definitely the Star Trek Paramount needs.

Thursday, May 7, 2009

Always Bet on Duke's Unemployment.



With news that George Broussard's extra-tardy baby will probably never see the light of day, I must confess that my first reaction was to sit in a darkened room clutching my Duke Nukem 3D box whilst sobbing quietly, the only other sound the occasional patter of tears on cardboard. My red tank-top is off and my shades have been placed in a drawer to be forgotten about until the next owner finds them in five years after I've hawked the nightstand in a yard sale.

Then I realized I'd be dead before Duke Nukem Forever released anyway so I've gotten over it. Funny comparisons to John Romero and Ion Storm aside, it's actually been a fun ride watching several different versions of the same train wreck repeatedly for thirteen years. I think the most frustrating thing is that we could've had several major Duke Nukem games if it hadn't been for crippling perfectionism. Imagine a genius kid creating a cure for cancer but completely scrapping it because the cure didn't also taste like cotton candy.

Here's to you George, you magnificent retard.

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