Thursday, December 31, 2009
GameFAQs PotD: If you have no intentions, then what fucking system do you own?
Seriously, if that many people on each poll don't have a system, then what system do these kids own?
To me, it seems as just about the same amount of people voted on the 360/PS3/Wii polls - about 86,000 each. The "No, and I have no plans to get one" answer was the most popular amongst all the polls in this criteria, so it leads me to believe that these people prefer their PC digital distribution. Or are from the fucking future.
Wednesday, December 30, 2009
You should get your 360's Avatar's Chocobo...now [UPDATED]
That's right. Get at it. I just got the email to get my Chocobo pet for my 360 Avatar. It's been added to my que, but I haven't downloaded it yet.
Check your inboxes.
[UPDATE] I just let it download and applied it. A bit disappointing, I must say. I figured it would be a bit bigger than a chicken, as full-grown Chocobos...Chocoboes...Chocobi...whatever, are more prominent in the games than this. Considering the birds in Final Fantasy XIII are larger than they've ever been, you'd expect something with more value to it, but it's free, and when you have Square giving out free things, don't get your hopes up. Ever.
Update on my IGN Reader Reviews
If you remember a while back, I posted a collection of my IGN Reader Reviews and the overall feeling towards them are "praise". Overall, I've been well received of my reviews. I submitted my review for Metroid Prime Trilogy, and after two-and-a-half months on the site, I decided to check up on it.
Consensus: I win.
Out of 23 reader reviews, I stand at number 1 with 7 thumbs up and 0 thumbs down. With only 8 reviews published after mine - all having no votes whatsoever - I really do wonder how my review was the most well received one in the entire bunch.
I think I should submit my Destroyed Controller reviews and see how they fare.
Consensus: I win.
Out of 23 reader reviews, I stand at number 1 with 7 thumbs up and 0 thumbs down. With only 8 reviews published after mine - all having no votes whatsoever - I really do wonder how my review was the most well received one in the entire bunch.
I think I should submit my Destroyed Controller reviews and see how they fare.
Tuesday, December 29, 2009
Japan's Favorite Final Fantasy Games
Kotaku ran an article about a Japanese website asking the first 100 people in line at TSUTAYA in Shibuya for FFXIII what their top three Final Fantasy games were. Results? A little shocked, actually:
13.) Final Fantasy II: 2 votes
12.) Final Fantasy XI: 3 votes
11.) Final Fantasy: 3 votes
10.) Final Fantasy X-2: 6 votes
9.) Final Fantasy III: 11 votes
8.) Final Fantasy XII: 16 votes
6.) Final Fantasy IV: 21 votes
6.) Final Fantasy IX: 21 votes
5.) Final Fantasy V: 22 votes
4.) Final Fantasy VIII: 26 votes
3.) Final Fantasy VI: 29 votes
2.) Final Fantasy VII: 57 votes
1.) Final Fantasy X: 59 votes
Red - NES : Grey - SNES : Orange - PSX : Blue - PS2
You see that? Final Fantasy X is number 1, with VII trailing by only 2 votes. The weird thing is that this is very close to my Top 3:
3) IX
2) VII
1) X
13.) Final Fantasy II: 2 votes
12.) Final Fantasy XI: 3 votes
11.) Final Fantasy: 3 votes
10.) Final Fantasy X-2: 6 votes
9.) Final Fantasy III: 11 votes
8.) Final Fantasy XII: 16 votes
6.) Final Fantasy IV: 21 votes
6.) Final Fantasy IX: 21 votes
5.) Final Fantasy V: 22 votes
4.) Final Fantasy VIII: 26 votes
3.) Final Fantasy VI: 29 votes
2.) Final Fantasy VII: 57 votes
1.) Final Fantasy X: 59 votes
Red - NES : Grey - SNES : Orange - PSX : Blue - PS2
You see that? Final Fantasy X is number 1, with VII trailing by only 2 votes. The weird thing is that this is very close to my Top 3:
3) IX
2) VII
1) X
Sunday, December 27, 2009
[MY GAME] The Game That I Want to Make
I do have an ulterior motive for making this blog, and using it as a front to upload my game design ideas. I don't want to necessarily use it as a dev-blog, because I can't program worth shit, and won't be making progress beyond the pre-production/brainstorming phase. However, I can come up with some pretty good ideas for a game.
The game I want to make is a 2D side-scrolling adventure game in the vein of Metroid. My idea for this game came up roughly 2 months before E3 2009, where Shadow Complex was announced. My concept was to use this as my way to revitalize the genre for myself, and hopefully others. Well, SC paved the way for such a revitalized genre, and I'm hoping now that with that, I can use ideas from that game to help me with mine. Yes, you could say I'm piggy-backing on SC's success to get my game afloat.
The name I have for the game is Project Dimetro. Yea, the name isn't all that great, and it'll get better over time when I figure something out, but the name isn't what's selling this game. "Dimetro" comes from two things: (1) It's an anagram - a bad one, at that - for "Metroid" (2) Considering I work in DC, the idea came to me while working there, and it's the Metro area. I have two conceptual names for my development group: "Destroyed Controller" and "8-Bit Journey." Yes, Destroyed Controller is a concept name for my studio/group, with the same meaning behind the name of this very blog. My idea is that, if my dream of a game development studio ever does come to fruition, for whatever console I release a game for, the logo of my studio that appears will use that console's controller, destroyed. The name itself has the same reason behind my blogs name; I tend to throw the controller, and I was looking at a broken 360 controller I have. The original name was going to be "Broken Controller," there's already a blogspot blog named that. 8-Bit Journey is an homage to any gamer growing up in the 80's, starting on 8-bit games and time itself is the journey we all have taken as we've grown up with those video games.
I have hand-written pieces of paper strewn about that I've collected and put into a binder. These pieces of paper were written while at work, hence keeping the -metro suffix in the Metroid anagram. One piece of paper I have is what I would have on the game's description in the App Store. Uh huh, my game's idea is an iPhone title; free SDK. But this isn't some piece of shit that would flood the App Store. Here is said description:
I look at this now, and see just how big my ambitions really are.
The game I want to make is a 2D side-scrolling adventure game in the vein of Metroid. My idea for this game came up roughly 2 months before E3 2009, where Shadow Complex was announced. My concept was to use this as my way to revitalize the genre for myself, and hopefully others. Well, SC paved the way for such a revitalized genre, and I'm hoping now that with that, I can use ideas from that game to help me with mine. Yes, you could say I'm piggy-backing on SC's success to get my game afloat.
The name I have for the game is Project Dimetro. Yea, the name isn't all that great, and it'll get better over time when I figure something out, but the name isn't what's selling this game. "Dimetro" comes from two things: (1) It's an anagram - a bad one, at that - for "Metroid" (2) Considering I work in DC, the idea came to me while working there, and it's the Metro area. I have two conceptual names for my development group: "Destroyed Controller" and "8-Bit Journey." Yes, Destroyed Controller is a concept name for my studio/group, with the same meaning behind the name of this very blog. My idea is that, if my dream of a game development studio ever does come to fruition, for whatever console I release a game for, the logo of my studio that appears will use that console's controller, destroyed. The name itself has the same reason behind my blogs name; I tend to throw the controller, and I was looking at a broken 360 controller I have. The original name was going to be "Broken Controller," there's already a blogspot blog named that. 8-Bit Journey is an homage to any gamer growing up in the 80's, starting on 8-bit games and time itself is the journey we all have taken as we've grown up with those video games.
I have hand-written pieces of paper strewn about that I've collected and put into a binder. These pieces of paper were written while at work, hence keeping the -metro suffix in the Metroid anagram. One piece of paper I have is what I would have on the game's description in the App Store. Uh huh, my game's idea is an iPhone title; free SDK. But this isn't some piece of shit that would flood the App Store. Here is said description:
This is a demo for a game that I truly want to make. I've slaved over documents about this game, trying to make it myself, but the task is too enduing for one man. That's why I'm basically marketing myself with this idea to game developers. If you enjoy my demo, please consider getting in contact with me. I have no prior knowledge of game development, but I have an ambition to make this game a great "Metroidvania" style game.
Development started mere months prior to E3 09, where Microsoft and Epic unveiled their new game, Shadow Complex. My game fell inline with the same concept; classic, 2D exploration ala Super Metroid and Castlevania: Symphony of the Night, with you fighting an armed force inside an underground fortress. Before Shadow Complex's unveiling, I thought the Metroidvania-style gameplay needed some life put into it. However, during preliminary concepts, E3 came, and now my game could easily be considered a Shadow Complex-knockoff. Of course, now, Shadow Complex will play an influential role in some instances.
I look at this now, and see just how big my ambitions really are.
Saturday, December 26, 2009
[REVIEW] The Saboteur
This game pissed me off. I'm going to try and make these reviews shorter, as judging by my feelings towards this game, I want to spend as little time writing this review.
Now, don't get me wrong, there were enjoyable parts of this game. Pandemic wanted this to be a Grand Theft Auto/Assassin's Creed, and as friends put it, those are two games that, apparently, shouldn't procreate. But the parts that were enjoyable were overshadowed by the rest of the game that, pardon my French (and the pun), sucked more than all fuck.
[REVIEW] Assassin's Creed II
Here it is, a review I've been wanting to do for a while. Possibly the review for myself of the year...well, can't say "year" as DC has only been up since September. Nonetheless, I've been eager to review the ever-living shit out of this game.
I had a lot of fun with this game. More so than it's predecessor. Scavenging the city for targets is much more colorful with Italy, as opposed to the Middle East and sand. And grey. And brown. There's a lot more to do in Italy's provinces, which you get to hit up Florence, Monteriggioni, Venice, and Tuscan. Monteriggioni - which is a hell of a recreation in the game - is your central hub, where you can upgrade the shops, or open new ones, to increase the value of the city. With this value increasing, you earn 10% of the Villa's value every 20 minutes. Dedicate your time and cash to the Villa and you'll be rolling in the money, which will allow you to earn new weapons, armor and the such. A great addition to the series.
I've never been to Italy, yet I would love to go. But free-running throughout Venice is a treat, as hoping across the poles sticking out from the water to get across the creak, only to continue up the side of a building and further pursue whatever is you've decided to go after. Free-running, the staple of the series, is where I still have issues. There are multiple speeds to run at, varying depending on which combination of the A and RT buttons you have held. It goes in this order: Nothing > A > RT > A + RT. With both held, your running becomes unstable, as holding A acts as a permanent "jump over everything" command. The joystick doesn't help here, as you may make Ezio do something completely different than what you may want him to. Take, for example, hopping across wooden beams protruding from a building. Holding RT allows you to free-run. Holding A allows you to continue jumping. However, with that "always jump" command given, if you don't have the joystick held in the one degree that matters, he'll go off in a different direction, losing your track on a courier that isn't on your map. That really pissed me off.
Friday, December 25, 2009
Lulz from Club Nintendo survey
As I'm registering New Super Mario Bros. Wii on the Club Nintendo site, as I just got it today for christmas, question number 12, the final question, asks who gave me the game as a gift. Just look:
Oh yea, I'm going with Santa's fat-ass.
Tuesday, December 22, 2009
Why did I just now find out about this? Girlzwhogame calls Dead Space "FPS"
I was reading the Kotaku article about Game Informer's Dead Space 2 screenshot whatchajiggit (seriously, thought, I'll pass on the Photosynth bullshit; just give me a fucking screenshot), and there was a comment that caught my eye. So I checked it out, and this chick is saying that Dead Space is a "really fun first person shooter." Keep in mind, this post was made last December. I nearly shat myself, thinking it was nothing more than ad space, and she didn't care.
Then I read the comments.
I won't spoil anything, just read them. Just...when you get to RHR's comment about kittens at the bottom linking to a tinyurl site, do NOT click the link. It's nothing but vag that's been cosmetically pierced, and, well, some aren't all that great to look at, honestly. Enjoy.
[Via girlz who game]
Then I read the comments.
I won't spoil anything, just read them. Just...when you get to RHR's comment about kittens at the bottom linking to a tinyurl site, do NOT click the link. It's nothing but vag that's been cosmetically pierced, and, well, some aren't all that great to look at, honestly. Enjoy.
[Via girlz who game]
Left 4 Dead 2 Title Update for 360 Now Live
I just loaded up L4D2 and got the title update, which hit PC players earlier this month. The update mainly fixes multiplayer issues, but there is one that I did see that is much welcomed for single-player, and it's something I ran into during the Hard Rain campaign: Spitter spit on a moving elevator now fizzles quickly. Thank god.
[Via Steam]
- Changed rules for ghost placement in Scavenge Mode
- Player controlled Special Infected are no longer forced to un-crouch and lock strafe when they crouch attack
- Spitter spit that damages players on a moving elevator will now fizzle quickly
- Allow the survivor and infected to rotate the camera yaw while being attacked by a Charger or Smoker
- Smoker that has dragged a survivor to the end now gets the same cinematic flashlight as the Hunter and Charger
- Fixed a crash in physics
- Updated the Charger's hit boxes
- Updated the Jockey's hit boxes
- Updated the Spitter's hit boxes
- Fixed player health on being revived after a Charger slam over a high ledge
- Fixed versus scores not resetting after a vote to change campaigns
- Fixed being able to use defibrillator on dead players who were far above or below you
- Fixed pink glow on dead survivors
- Fixed being able to hold crouch while incapped to get better weapon accuracy
- Fixed players pushing against some props causing them to accumulate downward velocity and then take falling damage when they let go of the forward key
- Fixed a case where an incapped survivor inside a rescue vehicle would trigger both the escape sequence and a round restart
- Fixed the helping hand from getting stuck when extended
[Via Steam]
Subscribe to:
Posts (Atom)



