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EndgameRadio Prime: Episode 180

Published on November 28, 2007 by zug | one comment
Categories: News, Audio, Endgameradio Prime, Chiptune, Fallout, RPGs, PC, Xbox 360, Steampunk, First Person Shooters
THIS WEEK on EndgameRadio Prime we talk about stuff! I’m still stuffed from Thanksgiving. So we had a few 3’s: Deus Ex 3, (with a side pit stop to gush about Shadowrun for Genesis), Fallout 3 - screenshots, a perk, omg it’s coming out. We cry about not being able to go to Blip Fest, Oizys gets the new New Nintendo zapper! Also he’s been playing the hell out of Final Fantasy XII for the DS.

Bewitchered

Published on November 13, 2007 by oizys | 0 comments
Categories: Features, Rants, RPGs, PC

Regardless of how many games I have that are begging to be played, there always winds up being one game that steals most all of the attention when I’m

  1. Sitting at my computer
  2. Laying on the couch
  3. Going to sleep

Right now those would be The Witcher, Fire Emblem, and probably Advance Wars 2 again. This post is really going to be just about the first one however. The Witcher is really well done though the beginning has been a little more linear than I’d like. It is quite possibly the first game I’ve purchased that has really really taxed my machine (I’ve got a decent setup for a year ago: dual 7950s). The game is unplayable on the highest settings, but on around medium I have no problems - for the most part. The problem is that the game has a very high dynamic range of graphical effects. Most active playing maybe sits at around 5% of how heavy it gets during certain cut-scenes (which are in-engine). The problem with this is you can be playing along just fine, and then a scene happens where you suddenly are left tightly grasping on to the last few as you watch your FPS fall through the cracks in your incapable fingers. … I couldn’t save them… Quite often there is a sort of critical mass (Let’s call it: “2 fans 1 shit“) and the game just freezes - this is always when you need it most in a large fracas. So I have started learning to be psychic: I reduce the settings when I think there will be a heavy fight or cut-scene soon and then raise them again when I know it’ll be just wandering for a while because I’ve tasted the nicer lighting settings and it doesn’t feel right without.

That and the load times - which are pretty bad. Plain file access as well - saving and loading becomes a bit of a chore (and the saves are easily 11mb to start). I have a theory, that as long as we’re willing to put up with load times, technology won’t erase them. This is because if there is more available memory and processing power we will devise things that push the limits. Disk access has always been a soft spot of games, but most disk access problems are solved by using more memory in some way. I actually reboot the computer and play The Witcher on a clean conscience because it will use almost the entire 2 gigs and my load times will be somewhat alleviated - at least when my character ducks into a port-o-let and out again it’s not like I’ve never seen the outside of it before in my life. However, even when resources are in memory there is only so much memory on the graphic card(s) - and for a new scene, you must transfer all these resources on and off the card to set up the new scene. Since our idea of what we can do is limited by these factors we naturally will devise the most complex thing possible within the ‘recommended’ requirements.

This extends beyond just games - internet sites, operating systems all expand to fill the available processor, memory and network resources - resulting in a net stasis over time for someone on the same part of the technological curve. Systems do not become more responsive (I’d venture to say they have become steadily less so) over the advance of progress. It’s not something I’m at all happy with either.

At times when it becomes frustrating however, I can always lie down and play some Wii or play an older computer game - the passage of time finally delivering unto me the experience that I wanted when I purchased the game.

EndgameRadio Prime: Episode 176

Published on October 10, 2007 by zug | 0 comments
Categories: News, Reviews, Raves, Endgameradio Prime, Wii, PC, Asian, Cosplay, Conventions, First Person Shooters, Psychology, Local Events
This week we’ll talk about Anime Con Carne, Portal, and all the crazy Nintendo news that dropped this week. Anime on Carne was a blast, Oizys won a prize. We support the effort totally and are going to rock that stuff out hardcore next year. Nintendo news!~ Sonic vs. Mario?! Finally?! Games games games?! Miyamoto’d all over us. Lasty but not leasty, we fanboy over Portal, a masterfully crafted game. Come drool with us.

The True Multimedia Era

Published on August 9, 2007 by oizys | 0 comments
Categories: News, Features, Wii, MMOs, History, Movies, PC, Xbox 360, Metamedia, Story, NES

Sony and Virgin Comics are teaming up to make an MMO based on Ramayan 3392 AD.

It’s hard to put into words how awesome this is. Sony Online… you may not have delivered on the previous lasting promises - but you currently have so much win lined up I think it’d be impossible not to at least get ONE of them right.

In relatedy news, Sierra is bringing Spiderwick to a gaming form. Also as you probably know, Northern Lights (The Golden Compass) is slated for the same movie/game treatment.

I think at this point it’s quite safe to say that we’ve entered the realm of MULTIMEDIA storytelling. You could argue that I’m about 10 years late to the game in saying that but I will argue back: Movie treatment was reserved for books with very discernable action/visual elements (usually to the extrapolation of only thus a la Starship Troopers), and were required to have the screenplay/pitch before being considered. Now I think we’re at the point where movies are not made without at least shopping around and discussing the game tie-ins, and books are either made with the tie-in rights well establish and on the market or are shopped as soon as they hit the smallest glimpse of fame. This multimedia experience, for the consumer being able to experience the story either on their medium of choice, or on many if they are not satiated by the first - is reliant on the translations producing a good quality product.

I’d say at least two major events can be blamed for this success: the first being probably the Lord of the Rings and Harry Potter movies. The huge commercial and artistic successes brought two things to America: the ‘fantasy adventure blockbuster’ - opening up a huge genre of video game-ready stories and amazing novels (some of which had previously gone straight from novel to game with no movie like Dragonlance for example), and the destruction of the 90-minute movie formula. With movie stories being able to fill the time mold and episodic devision most appropriate for the story that they are telling (much like games easily vary from 2-hour-to-end to 50+ hour epics), the “you can’t fit that/translate that into a movie’ stigma was largely erased.

The second major event I’d have to argue is video games themselves. We’re a far cry from movie tie-ins that do lip service to the characters and plotline involved while being completely auxiliary to the experience. We don’t routinely have to suffer-or-avoid such atrocities as the ‘we-gotta-have-a-tie-in’ game that really can’t succeed to begin with (Home Alone anyone? - LOL at Bethesda). These days, even the most forced tie-ins are of average gaming quality at worst (on average anyhow) or are ground-breakingly good. Now that we can almost rely on a decent product and a return on investment it’s easy for investors to treat video game rights as part of the package.

Better yet we’re now in the era of true cohabitation at times. The BBC finally announced its shrouded MMO project as a co-released game to tie in with a children’s television show that they are working on. This is a bit of an interesting break for virtual worlds in general as the story of this game world itself revolves around the dualism of a real world and an alternate world. The game is tied in by being the real players’ alternate world analogue - bringing the players to the role of main story characters directly as opposed to through a virtual or roleplay abstraction. More about this in another post, as this post is almost big enough to get movie rights and I’m sure the game for this one won’t be the blockbuster it’s expected to be.

Duke Nukem Forever - 10 Years!

Published on April 27, 2007 by zug | 2 comments »
Categories: News, PC, Rumors, Controversy

Duke Nukem Forever - Wikipedia, the free encyclopedia

PC Gamer: July: Duke Nukem

Going off the Wiki:

Duke Nukem Forever was officially announced on April 27, 1997 along with the purchase of a license to use the Quake II engine.

I was 16? 17? I think we were playing the Duke Nukem 3D around that time. Our favorite thing to do was to play either the first or second levels, but only play with pistols and shotguns; the fights were slow enough that you could get some really cool gunfights.

It’s been TEN FUCKING YEARS. What were you doing a DECADE AGO?

Continuing DNF coverage on Kotaku.

EndgameRadio Prime: Episode 143

Published on February 21, 2007 by oizys | 0 comments
Categories: Audio, Endgameradio Prime, MMOs, Griefing, RPGs, PC, Pro Gaming, World of Warcraft, Social Networking
This week, we do a run-down of some recent news in the bloggery-land. Stuff like the re-affirmation that play games make you better surgeons, Vivian Redding is the new Villain of the Year of the Internet, and some lovely lawsuits against Blizzard. Then we hit a tangent about botting in games, and how there’s been similar concepts made by creative players. Games within games is fun, and we’ll probably see more of it. We invaded the Barcade with Xenon and Anniex0r, out here in Los Angeles, and had a blast. A chat about the concepts of skill vs. ‘grind,’ and skill vs. RMTs ties up the show, which is punctuated with Oizys whipping up his world-famous tourettes set!

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Heart Factory

Published on February 14, 2007 by oizys | 0 comments
Categories: Journal, Raves, PC, Religion, Robots, Real Time Strategy, Supreme Commander

Being that it’s valentine’s day, I thought I’d dish out some valentines card greetings/pick up lines and poetry dedicated to my valentine right now:
Supreme Commander

So here goes:
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Supreme Commander Demo

Published on February 8, 2007 by oizys | one comment
Categories: News, Reviews, PC, Robots, Real Time Strategy, Supreme Commander

The Supreme Commander demo is available for download. You can get it off of the official site or you can get it straight from FileShack here.

My initial impressions (now that the demo works fine on my computer, the Beta didn’t) are thus:
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Interview with Chris Taylor of Gas Powered Games on Supreme Commander

Published on by zug | 3 comments »
Categories: News, Features, Audio, History, Game Development, Interviews, PC, Game Design, Board Games, Robots, Real Time Strategy, Supreme Commander

For a long time the top spot of our ‘We want to interview’ list has been occupied by Chris Taylor.

His early work on such games as Hardball II, 4D Boxing, Triple Play Baseball. Then moving on to create Total Annihilation and it’s expansion pack, The Core Contingency, and Dungeon Siege. He is now currently the CEO and Creative Director of GasPoweredGames.

Total Annihilation has been acclaimed as a masterpiece and the defining example for the classical period of the RTS genre. Supreme Commander is shaping up for similar praise, as it carries Chris’s trademark technological and gameplay innovations. With it’s up-and-coming release, we were honored to get a live interview with Chris during his busy pre-launch schedule to talk about Supreme Commander, epic ping-pong-table-sized games of Risk, and other bedlam. My favorite quote being:

CT: Well then I would crush and destroy everything, with my new robot body, and I think that’d be pretty fun.

Download the MP3 here. (33 minutes, 11.6megs) The text transcript for the interview follows, as well.

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EndgameRadio Prime: Episode 141

Published on February 7, 2007 by oizys | 0 comments
Categories: Cats, Audio, Endgameradio Prime, Griefing, Modding, PC, World of Warcraft, Fail, Katamari Damacy, First Person Shooters
The internet is serious business. No, really. We used it to interview Chris Taylor of Garage Games this week (companion post with audio and transcription here). Our ‘doctored’ up video of Cakeamari Damacy hits the interweb. Ganking and Addiction are serious business in World of Warcraft but television and PURR PALS still beat it up and Honor Kill it. Unreal helps you deal with the Real a little easier, but no amount of FPSing can prepare you for Pinball Construction Set or the awesomeness that is/was Rogue. Also, somewhere during the show Oizys notices that an article about the internet proclaims that it is serious business. See? We don’t lie.

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