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Help support the Nova/SBOC library by shopping at Barnes and Noble April 11-19 and using ...
Disclaimer: This article is satirical, and as such should not be taken seriously. Oh Sonic, how ...
Review for Assassin's Creed 2 Developer:  Ubisoft First off, I've never played Assassin's Creed 1, but I ...
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Disclaimer: I do not recommend you attempt this on your doorstep's trick-or-treaters. You could, sure, ...
The Opera class is one fantastic gem among the wide variety of arts-related classes available ...
Halo 3: ODST is the fourth game in the series developed by Bungie and has ...
Now, I'd hate to be seen as a wimpy reviewer afraid to give out bad ...
[caption id="" align="alignleft" width="450" caption="N.W. Discount World fire"][/caption] November 23rd, 2008, Greenwood. Plenty of stores and ...

Author Archive

Top Five Reasons YOU Should Hate Sonic the Hedgehog

Posted by Benjamin Taylor On June - 8 - 2010 View Comments
Disclaimer: This article is satirical, and as such should not be taken seriously.


Oh Sonic, how the mighty have fallen. Once the mascot for one of the biggest game companies in the world, Sonic has become the laughing stock of a gaming company that is in some serious financial trouble. And you should hate this fictional character more because of that. What, not a good enough reason for you? Then let me count down the top 5 reasons you should hate Sonic the Hedgehog.

#5 – Furries


This is the Internet, after all. It is one of the few things you can count on in life. The sun rises, people pay taxes, and furries are hated on the Internet. Hey, you’re on the Internet, aren’t you? Join the bandwagon! Or are YOU a furry? If so, I hate you.


Sonic the Hedgehog is an anthropomorphic blue cartoon hedgehog, or in layman’s terms, a furry. This means that he and his other furry friends are often the subject of porn, ‘cuz furries are sex obsessed and stuff (A quick check at the Sonic the Hedgehog article on encyclopediadramatica would confirm this). Porn involving furries is what is known as “Yiff”, which is only below Jack Thompson in terms of vileness.

Simply being tied to such a community is reason enough to hate Sonic the Hedgehog. Similarly, you should hate Barack Obama, because he is tied to a man who is tied to a terrorist organization.
#4 – The Fanbase


If you were to ask somebody what the worst fanbase in the world is, chances are they would mention the Sonic fanbase. Or the Fallout fanbase, but that’s another article. Why? Because the fanbase is notoriously unpleasable, divided, and filled with furries (see above).

Earlier this year, the much-hyped “Project Needlemouse” was revealed to be Sonic the Hedgehog 4: Episode 1. And what did they do? Complain about it. And over, what, three seconds of gameplay footage? Screw analyzing the footage, you have to play the entire game before you can have an opinion about it. Except for me, of course, because the game is going to be great no matter what. Can’t they see that this is what they’ve always wanted?
And then there’s those stupid fanboys who are gushing over this game. They’ve never played the game, so why are they saying it’s the best thing ever? And how can they ignore all of the significant flaws seen in the leaked footage? There’s a freaking minecart level, in a sonic game! And there’s boostpads and springs EVERYWHERE! I’ve never played the game, but I can tell you that this game isn’t anything like the classics. How can they possibly say that this is what we’ve always wanted! Can’t they see that they’re blindly buying into the hype machine?
Obviously, you should hate the cretin that all of these raving lunatics are fawning over. Because it’s the imaginary character’s fault!

#3 – The Fanfiction

Fanfiction, no matter what it’s based off of, or who it is written by, is the literary equivalent of the plague. It’s so unoriginal, they’re not even making up their own characters, except the ones that they do, but those are just Mary Sues. Nor are they making up their own settings, except when they do, but then it’s just ruining the canon of the series. And I don’t agree with their interpretations of the story, therefore it’s wrong.

So you see, you should hate all fanfiction. And did you know that there’s Sonic fanfiction? I blame the company that made the original characters, because if they hadn’t, there wouldn’t be any fanfiction about the original characters. And by extension, I blame the original character, who in this case is Sonic.

#2 – 16 years of bad games

Fact: There hasn’t been a good Sonic game since Sonic & Knuckles, which was released in 1994. Even the supposedly good Sonic games since then suck. Sonic Adventure? It scored nearly 4 points lower on GameSpot when it was lazily ported to the Gamecube -a more powerful console- 4 years after it was originally released, with no significant improvements. For full price. Therefore, the original game sucked, and the 9 out of 10 was just launch goggles. GamesRadar said it, so it must be true!

Sonic Adventure 2? Too linear, and it introduced Shadow the Hedgehog, who is the worst character ever. Sonic Heroes? The four story modes weren’t different enough. Sonic Rush? One word: Boost. Sonic Rush Adventure? Same, with more cutscenes and motorboats. Sonic Chronicles: The Dark Brotherhood? Glorified fanfiction. Sonic Rivals (and Sonic Rivals 2)? Pfft, that’s for the PSP, and nobody cares about the PSP. Disqualified.

See? No good games in 16 years. Anyone who says different is a fanboy, and/or a furry. You should hate Sonic for this alone!

#1 – It’s Cool

If you’re a hipster, and since you go to Nova I know you are, you simply must hate Sonic the Hedgehog. If you don’t, you can just turn in your hipster badge right now, because liking Sonic is so out of style. That was the nineties, man, get over it!

And if you’re a gaming journalist, it is an absolute prerequisite for the job. A day isn’t complete in the offices of GamesRadar, Destructoid, Joystiq, Gamespot, IGN, etc. if they don’t make a snide comment about Sonic. And gaming journalist’s opinions mean more than everyone else’s opinion, you should share their anti-sonic opinions, too. It’ll make your opinions seem more credible.
There you have it, five foolproof reasons why everyone, especially you, should hate Sonic the Hedgehog. Hate Sonic the Hedgehog yet? If not, you’re a uncool, fanfiction writing, furry fanboy who should crawl into a hole and die. Because the entire Internet hates you.
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Review of Gaming Podcasts

Posted by Benjamin Taylor On June - 7 - 2010 View Comments

If you’ve ever been on a mainstream gaming website before, there’s a good chance that you’ve seen ads on the site for their respective podcast. What’s a podcast, you may ask? Well, the answer varies from podcast to podcast. Some may have tutorials on specific things, others may be in a straight-up news show format, while others still may be more like a talk-radio show. You can usually find podcasts for almost any subject, interest, or hobby on iTunes. Gaming podcasts, the subject of this article, usually fit into the talk-radio category.

Podcasts aren’t for everyone, some may find them boring, or too long. Plus, gaming podcasts will obviously only appeal to a certain demographic, gamers. And, as the name would suggest, Podcasts are best listened to on an iPod or similar mp3 player. So if you have a short attention span, are not a gamer, or do not own an mp3 player, you probably wouldn’t like them. But if you have plenty of spare time, are a gamer, own an mp3 player, and like to listen to people talk, you might enjoy gaming podcasts.

So, if you fit into that very, very small minority, you still need to find one or more podcasts that are right for you, and that’s where I come in. I have been listening to these things for about two months now, and have tried over a dozen of them in that time. And these are my recommendations.

 

Before I start, however, an overview of what to expect would help. In a typical gaming podcast, you’ll find:

 

an intro or theme song (or both),
an obligatory “what games have you been playing” segment,
a news segment,
a new releases segment,
a “deal of the week” segment,
a user e-mails segment,
a user voice-mail segment,
a “question of the week” segment,
and the part where they ask you to leave iTunes reviews.

Okay, ready? Let’s begin.

Giant Bombcast
www.giantbomb.com
Hosts: Vinnie Caravella, Jeff Gerstmann, Ryan Davis, and Brad Shoemaker. 
Length: 2:00:00 – 2:30:00
Audio Quality: Good

Profanity: Yes

Intro: Short, but memorable.

 

What Have You Been Playing: The very beginning -as well as the longest portion- of the podcast. Very in depth and usually up-to-date. Mostly spoiler-free.

 

News: Variable quality. Sometimes they have something to joke about and it’s great, other times they just kind of drone on.

 

New Releases: They almost seem to skip over the non-nintendo stuff. But the nintendo stuff is the good part, because of the hilariously bad descriptions for the WiiWare / DSiWare stuff.

 

Deal of the Week: Very short, not very enthusiastic.

 

User E-Mails: More serious in tone than other gaming podcasts, but more informative.

 

User Voice Mails: No.

 

Question of the Week: Not very memorable if there is one, because I can’t remember if there is.

 

iTunes Pandering: Not much.

 

In-Jokes: Lots. Chances are you will not get them at first, but once you do it’s very funny. There’s no way to learn about them, though, besides listening.

 

Good Episodes: The show is at it’s best when there’s a large event going on, so I would recommend the GDC episodes, the one before them, and the February 16th Podcast.
The Joystiq Podcast
www.joystiq.com

 

Hosts: Justin McElroy, Judwig Kietzmann, and Chris Grant
Length: 1:30:00 – 2:30:00
Audio Quality: Mostly good.
Profanity: Yes

 

Intro: Short pre-show chat, followed by “Gravity Don’t Let Me Go” by Jon Black (good song).

 

What Have You Been Playing: I’m going to mention this right now: The transitions are awesome. This one is no exception. Segment is similar to the Giant Bombcast.

 

News: A good 20 minutes of the show is dedicated to this segment, and is fairly entertaining and occasionally insightful.

 

New Releases: Nothing special.

 

Deal of the Week: Sort of mentioned in passing.

User E-Mails: The community segments of the show is The Joystiq Podcast’s strongest aspect, with very funny “Tip of the Week”, “Professional Voice Actor Bob Ball Reads Your E-Mails”, and “Let’s Get Visceral” segments.

User Voice Mails: Yes, but “bits” are frowned upon, making it question-only for the most part.

 

iTunes Pandering: Some, but more JPAG pandering.

 

In-Jokes: TONS. Thankfully, you can listen to (the 6-hour) episode zero, which plays the clips where the in-jokes came from, and sort of acts like a “best of” episode.

 

Good Episodes: Episodes 128, 130, 133, and episode zero.
Sarcastic Gamer Podcast
www.sarcasticgamer.com

 

Hosts: Doc, Dave, and Lono.
Length: 45 minutes
Audio Quality: Good
Profanity: TONS

 

Description: The previous format won’t work in this case, because it doesn’t have a lot of those. Most of the podcast is just the three hosts joking around, making fun of each other, games, and those who make them. Not informative in the least, nor is it insightful, but it is fairly entertaining. Sometimes they have sketches in the show, which really is the shows strongest point. 

 

iTunes Pandering: TONS
In-Jokes: Nice Lono, Lono being a d***, among other things.
Good Episodes: Episodes 110, 108, and 107.
TalkRadar
www.gamesradar.com

 

Hosts: Brett Elston, Chris Antista, Mikel Reparaz, and Henry Gilbert.
Length: 2:00:00 – 2:30:00
Audio Quality: Good
Profanity: Lots

 

Intro: An audio clip of their choosing is played, followed by “Helix Nebula” by Anamanaguchi.

 

What Have You Been Playing: No. In it’s place is a “Top 7″ segment, where they count down the top 7 of (insert subject here).

 

News: The news comes in segment 2 (split by a music/commercial/shout-out break), and is of a fairly decent length, but not incredibly in-depth.

 

New Releases: Also in segment 2, they talk about the new games of the week. It’s at it’s best when they’re talking about new games they’ve already played/reviewed.

 

User E-Mails: Like the Joystiq Podcast, the community segment (segment 3) is arguably the best part of the podcast. Especially when they get an e-mail or voice mail that really gets them talking, as in the not yes-or-no questions, although those could result in entertaining arguments.

 

User Voice Mails: The only problem with this is the poor sound quality of the voice mails, though there is not much they could do about this. This also applies to other podcasts.

iTunes Pandering: Lots. They routinely remind viewers that their boss would love to shut down their little operation, and the only way to prevent that is to tell your friends about the show and leave (positive) reviews so that they get more viewers.

In-Jokes: TONS. Luckily, some people with too much spare time on their hands have constructed a TalkRadar WIKI. A freaking wiki. So if you ever need to know more about Alf-pacino or the Swedish King of Names, go there.

 

Good Episodes: Episodes 99, 95, 90, 89. And 100, but that’s 6 HOURS LONG.

 

Honorable Mentions:
Australian Gamer Podcast
www.australiangamer.com

 

Sarcastic Gamer Brown
www.sarcasticgamer.com

 

The Hotspot
www.gamespot.com

 

I would suggest starting out with one, and adding more if you want. If I were to listen to only one podcast, it would be either TalkRadar or The Joystiq Podcast, so you may want to start there. Good times to listen to a podcast are: during the ride to or from school, during free periods (unless you have work to do), while playing video games, while waiting to play video games, and before going to bed (warning: may cause morning drowsiness). They do not need to be listened to in one sitting, so space them out if you need to. And remember, no one is forcing you to listen. If you don’t like a podcast, you can always unsubscribe.
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My Experience at the International Worker’s Day March & Rally

Posted by Benjamin Taylor On May - 25 - 2010 View Comments
On Friday, Joe took me by surprise by telling the us that we had to go to an immigration march on Saturday for his History, Film, and Art Class, or we’d have to do some other form of activism. I opted to go to the protest, because I had tired of writing letters to Congress. The march began at Judkins Park, the park right behind Washington Middle School. Since it was close enough to my house, I decided to walk there instead of riding the bus, partially because I had missed the bus. When I finally got to the march, my legs were aching, but I was instantly taken aback by the sheer number of protesters who had shown up. Before getting there, I was thinking maybe 500 or 1,000 people would show up, but from the looks of things there were at least 5,000 when I got there. And more would come after that.

I brought my camera along to take pictures of the event, to help me remember it better, and for the article that I was planning on writing about the march. I couldn’t help but notice that there were two police officers standing in the street. Making sure nothing went wrong, I suppose. I dug out the camera and took a couple of pictures, mostly of signs, many of which were in Spanish. Though the crowd was fairly diverse, I couldn’t help but notice that a fairly significant portion of the crowd was Mexican American, whom the Arizonan law would effect the most. So, I guess it only makes sense.

As I was taking pictures, I was stopped by a man handing out a newspaper. A socialist newspaper. Jordan was working at a table behind him, with some other person (who was probably a Nova student as well) that I couldn’t quite recognize. I took the newspaper, and was asked to make a donation to their organization. I gave them a dollar. As I made my way up to the mob of people, I heard a man speaking on a microphone, rallying the crowd. Seizing the opportunity, I took out the camera and recorded the man (for about two minutes).

I put the camera back into my backpack, and started looking for Joe. I had told him that I would meet him at the Meany building, but that was before I realized the march was so close to my home. The search was to no avail, as the crowd was just too thick to find anyone in. And too thick to penetrate. A man in blue came walking down the sidewalk that I was on, telling everybody to move down the street and get into the mob. So I did. From then it was about a ten minute wait before we started moving.

It wasn’t until we turned a corner (a store was blasting By the Time I Get to Arizona out of some speakers at that corner. There were also a ton of cops, on foot, on bike, and on horse) and started going downhill that I realized that just how many people were there. Looking up the hill, walking backwards to stay in time with the crowd, I was awestruck by the mass of people behind me. There weren’t 5,000 people there, there were at least 10,000. Maybe even 20,000. Or more.
And so we marched, from Judkins Park to the football field next to the EMP, it was about four miles (and two hours) of walking, and you’d better believe that my legs were killing me by the end. At first I was completely silent, holding my flag against my shoulder, and walking along with everyone. But once I finally figured out what some of the chants were, and after gaining a bit of confidence, I would occasionally chant with them. Everywhere the march took us, not only was the traffic adversely effected (by the march, of course), there were people standing on roofs, on the street, looking out windows, looking right at us. It really felt like all of Seattle was watching, and that’s an exhilarating feeling.
At the football field, there was some Mexican food stalls, which I think gave free food to the participants, and a stage with some people playing music on it. I didn’t really care for the music, but I mostly ignored it, and was happy to finally get to sit down. When the music stopped, a man went up to the microphone and started saying a bunch of stuff in Spanish. I don’t speak Spanish, so I was completely lost through the entire portion of the speech that I stayed for. Impatient and tired, I decided to leave the stadium early to go look for a payphone. I’m sure I didn’t miss anything particularly important though. But all in all, this march (which happened to be my first) was a very good experience, and I can’t believe that I would have missed it if it weren’t required.
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Electronic Gaming Monthly Has Returned!

Posted by Benjamin Taylor On May - 6 - 2010 View Comments

Last year, after portions of 1up Network were acquired by the Hearst Corporation, Electronic Gaming Monthly (a part of the 1up Network), or EGM for short, was discontinued. This was very upsetting for many fans of the 20-year old publication, myself included. Shortly after it’s discontinuation, however, the founder of the magazine, Steve Harris, acquired the publishing rights for a re-launch of the magazine. For nearly a year, many have waited for the re-launch to finally come into fruition, but as of April 29th, the wait is finally over. But was it worth it?

The first thing that any previous reader of EGM will notice is that the magazine has been completely redesigned. The look of the magazine is more clean, organized, and futuristic. The order in which the magazine’s stories are put in has changed slightly, with the “Review Crew” section coming before the cover story, instead of vice versa. The paper used in the magazine is slightly weightier, has more sheen, and overall feels more professional. The font size is no longer uniform throughout the entire magazine, with some pages having smaller text than others (particularly page 21). Oh, and the page number is now on the top of the page, among other things. Though it doesn’t have the same personality as it used to, I approve of the new look.

The big new feature of the new EGM is EGMi, the online magazine. EGMi uses ScreenPaper technology, though what that is, however, is beyond my understanding. They claim that it will make “stories come alive inside an immersive platform” (immersive platform referring to the internet). Guess that’s a fancy way of saying that they put videos in there. Anyway, there are two versions of EGMi, the free version, and the premium version that requires an iPASS to access. Four-issue iPASSes are included in every print issue of EGM, and if you subscribe you get one iPASS for the length of your subscription. They release one issue of EGMi on a weekly basis, giving gamers plenty of reading material.

To access EGMi, you must also create an account on egmnow.com, which is a simple enough process. I don’t particularly like the look of the website, it seems a bit unfinished, but they have plenty of time to improve on it. The digital magazine however, is very nice looking, and uses the internet “medium” to expand on what a magazine can do. For example, you can’t watch videos in the physical magazine, because it’s on paper, but in the online magazine, they can have video and audio embedded onto the page. The pages also have a good deal of interactivity to them, which I hope they continue to use in interesting ways. Loading appears to be an issue, albeit a minor one that could be improved.

The online magazine itself appears to contain a mixture of content from the magazine, and new, web-exclusive content. Although some of the content can be viewed for free with your egmnow account, a good portion of the content can only be viewed if you have an iPass. For example, the current issue of EGMi’s “Cover Story”, about the history and future of Final Fantasy, can only be viewed with an iPass.

Despite all of the new stuff, the magazine itself is still very much the same magazine it always was. Thankfully, some of the original staff has been brought over to the new magazine, including Dan “Shoe” Hsu, and Seanbaby, who are still just as great as ever. The writing is the same informative and occasionally funny style readers are used to, and the reviews are still very honest. The reviews themselves, however, have changed too. Instead of multi-man reviews, it’s just one reviewer, and is usually accompanied with a “second opinion” mini-review. But thankfully, they returned to the old scoring system, 1.0 – 10.0 in increments of .5, as apposed to the lettered scoring system. I’ve always hated those.

Whether or not you think that the new magazine was worth the wait is a matter of opinion, but at the very least it looks incredibly promising. The innovative online integration of the magazine is very well done, and is something that I hope to see more in magazines. And it smells good, too.

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Shadow Complex Review

Posted by Benjamin Taylor On April - 27 - 2010 View Comments
Shadow Complex was released last summer during XBOX Live’s “Days of Arcade” promo to much fanfare. The game, developed by Chair Entertainment, creators of Undertow, is a 2D platformer in the vein of Super Metroid and Castlevania: Symphony of the Night. As such, it contains a huge explorable game world (estimated to be three times as large as Super Metroid’s) filled with hidden items.

The game’s story is based on the Orson Scott Card (author sci-fi novels such as Ender’s Game) novel Empire, and bridges the gap between it and it’s sequel, Hidden Empire. Written by Peter David (author of works such as Star Trek: The Rift and The Amazing Spiderman #266, 278, 289, and 525), the game revolves around Jason Flemming and his new girlfriend Claire, who get separated by a secretive militia known as the “Progressive Restoration”, which Jason later finds out is trying to take over the United States. Over the course of the game, the player must rescue Claire, and stop their sinister scheme.

The Good

Character Progression

  • At the start of the game, Jason has no tools except for a flashlight and some climbing gear. But over the course of the game, you find more and more weapons, gadgets, and upgrades to aid your adventure. And by the end of the game, you’re an unstoppable bad-ass in robotic armor with a shotgun. It’s really, really satisfying, and a great reminder of why this genre of games is beloved by so many.
Level Design
  • Though a bit more linear than Super Metroid or Symphony of the Night, Shadow Complex’s huge game world is a blast to explore. It strikes a great balance between teasing the player with items that are just out of your reach, and giving the player enough stuff to keep him interested. A few of the items are quite tricky to obtain, making it very satisfying to finally reach them. There’s also quite a bit of room for sequence breaking (playing the game out of the order intended by it’s creators), which will surely lead to some very entertaining speedruns.

Ooh, Shiny!

  • The game’s graphics are powered by the heavily used Unreal Engine 3, and to great effect. The environments are highly detailed, and make great use of lighting and shader effects. But it’s the explosions and certain underwater segments that are really impressive. You’ll know what I’m talking about once you get there (it’s right after getting the scuba mask).

Music

  • The background music in this game is really well done, and is used appropriately as well. The epic, action movie-esque combat music is only used in big, action movie-esque fights. The calmer, moodier music is played during specific sneaky parts, and the piano music that is played during that certain underwater segment makes the already great moment even better. The licensed music isn’t quite to my taste, but nonetheless works well in its context.

Achievements

  • I admit it, I’m an achievement addict. You guys probably don’t care so much about them, but this game has a really good achievement list that rewards replaying the game and trying new things you might not usually do. There’s an achievement for completing the game with all of the items, an achievement for completing the game with 13% or less of the items, and an achievement for kicking 20 walking bombs.

The Secret Ending

  • Shadow Complex is a rare breed of games with a secret, non-canon “joke” ending. It’s a fun little addition to the game that made me giggle a bit. I won’t tell you how to get it, though. Google it if you want.
The Story
  • The story of this game is mostly told through overheard conversations that do not interrupt the gameplay one bit, and it works wonderfully well. And not unlike Mass Effect, the game’s story really picks up as it reaches it’s pulse-pounding conclusion. The twist ending is also fairly interesting, and I hope that there will be sequels in the future, as there certainly is room for one.
The Bad

Too Friendly

  • No matter how satisfying plowing through enemies near the end of the game is, there’s an unshakable feeling of that it should be harder, after all, games are supposed to get harder as they progress. And once you hit level 20, the entire map is revealed to you, including all of the locations of the secrets. It’s the same problem I had with Metroid Prime 3, once you know where everything is, the feeling of exploration is gone. Yes, I know that if you play on insane difficulty (the hardest one) the game doesn’t show you where anything is, but it’s hardly the difficulty you’d want to choose on your first playthrough. And there should be a way to turn that off, anyway.
Anticlimax Boss
  • The final boss is epic and cool and all, but it’s just a puzzle boss, and it’s not even a hard puzzle. You fire three nukes at the boss. That’s it. The tons of enemies constantly shooting at you isn’t even a threat, because there’s a health recharge station in the middle of the arena. It makes Saddler from Resident Evil 4 seem like a formidable foe by comparison.
Point of No Return
  • Though technically not a true point of no return, the explosion escape sequence near the end  of the game does prevent you from exploring a sizable area of the map for the rest of the game, potentially ruining an unsuspecting gamer’s 100% run. It’s not even like there’s any warning given, you may just randomly walk into the room without even knowing it’s important to the plot.
Frame Rate Dips
  • Once you gain access to the friction damper, you can move at really, really fast speeds. Unfortunately, the game may not be able to load fast enough, causing the game to temporarily pause while it renders the scenery. And many times, when using the foam gun, the game just can’t handle the sheer number of polygons on screen, slowing the game down a touch. It’s nothing too major, but it’s very noticeable.
Uncanny Valley
  • The faces in this game are just… off. From Claire’s dead looking eyes, to Jason’s tiny baby face, they just don’t look right. Same goes for the facial animation in certain spots.

Relatively Short

  • Clocking at about ten hours for a 100% run of the game, the game just feels shorter than other games of the genre. Of course, ten hours for $15 is a really good deal considering that many full-priced retail games are even shorter than that (I’m looking at YOU, Call of Duty!) compared to Super Metroid or Symphony of the Night, it seems a bit short. This is not due to a lack of content, however, but because of it’s more modern design philosophies.

Shadow Complex is something of a rarity. A downloadable game with more content and depth than it’s retail counterparts, and looks just as good too. It is incredibly fun, and is the kind of game you can play over and over again. Not only that, it may yet bring back the slowly dying MetroidVania genre from the brink of extinction. If you have an Xbox 360 connected to the internet, you owe it to yourself to try this game out.

Gameplay:    4/5

Visuals:        4/5
Audio:          5/5
Value:          5/5
Fun:            4/5

Overall:        4.5/5

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How To Beat Up An Electric Guitar

Posted by Benjamin Taylor On January - 13 - 2010 View Comments

We’ve all been there. You’re looking for affordable instruments, when all of a sudden you see a beautiful electric guitar/bass/stringed instrument. It’s on sale. But it’s still more expensive than you’ll ever be able to afford. You just want to beat it up, but don’t know how to go about doing it? Well, look no further, because this is the definitive guide to beating up electric guitars.

First off, don’t smash it on the ground. Not only will you have to pay for it, the guitar’s life dream is to be smashed on the ground, on stage, by a rock star. While you’re probably not on a stage, or a rock star, it still counts. You also can’t set it on fire, even if you aren’t Jimi Hendrix. Because being on fire is cool, and all guitars strive to be cool. Don’t kill or beat up the guitar in a cool fashion, because you’ll only be doing it a favor.

Physically abusing the guitar doesn’t work either. It doesn’t feel pain, don’t even bother. It will just laugh at you and your feeble attempts to make it feel worse about itself. Instead, physically abuse the strings. How do you do that, you may ask? First put your non-dominant hand on the neck of the guitar, and depress the strings. Next, strum with your other hand. Now move your neck hand randomly up and down the neck of the guitar, while strumming as fast as you can. The guitar hates it when it’s being used to make bad music, making this one of the most effective ways of beating up a guitar.

Even more effective, however, is playing a song poorly. This is more difficult, however, because you must know how to play a song before you can play it poorly. To play the song poorly, use the whammy bar at inapropriate times, and put your fingers in between frets occasionally. This works because guitars really hate bad cover bands, and being in one is even worse.

The only known method in which you do not play the guitar badly to beat it up, but you still play it, is to play Stairway to Heaven. Or Free Bird. Or Green Grass and High Tides. Or some other song with a really famous guitar solo. Why? Because it’s already seen this done a million times while it’s been sitting around in the store. The repetition is unbearable for the guitar.

Finally, the only known method to beat up a guitar without playing it is to hide the guitar. The guitar wants to be the center of attention, to be in the spotlight. Hiding the guitar robs them of this opportunity, and it will hate life until it is found again. To be extra ironic, hide the guitar in the bass section (if you’re beating up a bass, hide the bass in the percussion room).

And that, my friends, is how it’s done. Beating up a guitar will fill you with a new sense of pride, the feeling of knowing that you have just taught that guitar a lesson it will never forget: don’t be an expensive guitar. Your friends will be so jealous of your guitar beating-up skills. But be warned, if the word spreads too far, you may find yourself forbidden from going to any concerts involving string instruments, for fear of the instruments getting a good pummeling.

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Rating: 2.5/5 (2 votes cast)

Ben’s Video Game Rating System

Posted by Benjamin Taylor On January - 11 - 2010 View Comments
BTaylor’s Video Game Scoring System: A Guide
By Benjamin Taylor
(Last Revised 1/8/10)

I know what you’re probably thinking. “What is BTaylor’s Video Game Scoring System’ [From now on, I'm going to be referring to this as "BVGSS"] anyway,” right? Well, I’m going to be answering that. BVGSS is a hybrid rating system, combining the generalness of X-Play’s 5 star system, the in-depth-y-ness of Gamespot’s old rating system, and some names taken from IGN’s rating system (to avoid people accusing me of ripping off gamespot’s old system entirely). BVGSS is the reviewing system I will be using for all of my game reviews, and even though I don’t expect anyone else on the site to use it, I might as well explain it now in order to avoid any confusion.
The overall rating made from a review using BVGSS is generated from five different (one out of five, with no decimals) ratings in five different categories: Gameplay, Visuals, Audio, Value, and Fun.
The Visuals rating is based on how visually pleasing a game is, which is affected by many things. Things like graphical glitches, frame rate dips, and blurry textures will negatively affect the score. But things like a good art style, visual effects, and good animation will positively affect the score.
The Audio rating is based on how aurally pleasing the game is, which is affected by not only the quality of the music, sound effects, and voice acting, but how fitting they are in the game.
The Gameplay rating is based on how well the game plays, how well they map the actions the player needs to perform on the controller, how well the game responds to the player’s interaction, and basically how well the game plays.
The Fun rating is very odd. Unlike the others, it is highly subjective (the rest are somewhat subjective too, though). It pretty much reflects how much I enjoyed playing the game, and how much I think you might like it as a result.
The Value rating is affected by many things. First of all, if the game is free, it’s based on how long the game is, and how high quality it is. If it costs money, I also take into account how much the game costs at launch, and weigh it with the previous two components.
These five ratings affect the overall score in different ways. The “Gameplay” and the “Fun” ratings contribute 5 points to the overall score per star, the “Visuals” rating contributes 4 points to the overall score per star, and the “Audio” and the “Value” ratings contribute 3 points per star, adding up to a possible total of 100 points, with a minimum of 20. I then take that score, and check in between which and which scores it places in to give the game its final score. The Score/Rating relationship is shown below.
20 points                                 “Abysmal”
21-25 points = 1/2 star               “Terrible”
26-35 points = 1 star                    ”Bad”
36-45 points = 1 1/2 stars             “Poor”
46-55 points = 2 stars                ”Mediocre”
56-64 points = 2 1/2 stars            “Decent”
65-72 points = 3 stars                   “Fair”
73-79 points = 3 1/2 stars             “Good”
80-85 points = 4 stars                  ”Great”
86-91 points = 4 1/2 stars        “Outstanding”
92-99 points = 5 stars               “Incredible”
100 points = 5 platinum stars      ”Masterful”

In case you don’t understand anything I just said, I’ll provide an example for you.

The Secret of Monkey Island: Special Edition

GAMEPLAY 3×5=15 points
VISUALS 4×4=16 points
AUDIO 5×3=15 points
VALUE 4×3= 12 points
FUN 5×5= 25 points
OVERALL Total= 83 points


By getting 83 total points, The Secret of Monkey Island: Special Edition for Xbox 360 got 3 more points than the minimum requirement for getting a 4 star rating.
So there you have it, BVGSS: probably the best video game reviewing system I’ve ever come up with. You don’t have to like it, and you don’t even have to understand it, I’m going to use it anyway, so you should probably get used to it.
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Rating: 5.0/5 (1 vote cast)

The Modern Warfare 2 Controversy

Posted by Benjamin Taylor On January - 6 - 2010 View Comments

The Modern Warfare 2 Controversy

As many of you are aware, Call of Duty: Modern Warfare 2 was recently released to much fanfare. It sold over 5 million copies worldwide in it’s first week alone, and hundreds of millions of online games have already been played. It’s arguably one of the biggest game releases of all time. With big games come big controversy, though, and Modern Warfare 2 has plenty. From the slaps in the faces of PC gamers and online retailers, to a certain gut-wrenching scene early on in the game, it has received a lot of attention from the media.
Steam. To many gamers, steam is the ultimate platform for online distribution. To others, it’s the gaming equivalent of the plague. But why the hate? Well, for starters, it’s DRM, or “digital rights management”, which is put in place by game developers or publishers to prevent piracy, the illegal downloading of their game. The problem is, pirates have, and always will, find a way around the DRM, and it treats the people who bought the game legally like criminals. Steam’s DRM isn’t as insidious as SecuRom, it doesn’t limit you to fixed number of installations, but it does require the player to validate the installation over steam, which people with no internet can’t do. So if you bought, any Valve game since Half-Life 2, and you don’t have any way to access the internet for some reason, you won’t be able to play it.
Modern Warfare 2 uses the Steamworks, which is a Steam-based software development and publishing suite. As such, playing the PC version of Modern Warfare 2 requires Steam (much like every Valve release since Half-Life 2), much to the dismay of many PC gamers, not to mention Steam’s competitors. Yes, soon after it was revealed that steam was required to play Modern Warfare 2, Direct2Drive, another major online game distribution service, boycotted the game, stating:
At Direct2Drive, we believe strongly that when you buy a game from us, you shouldn’t be forced to install and run a 3rd party software client to be able to play the game you purchased. Because Call of Duty: Modern Warfare 2 requires you, the consumer, to do that, we aren’t able to offer the game via Direct2Drive at this moment.
Following Direct2Drive’s announcement that they wouldn’t be carrying Modern Warfare 2, many other online game stores followed suit, including GamersGate and Impulse, who said:
We share some of the same concerns as Direct2Drive over the bundling of the Steam client with the game. The most obvious issue is the forced inclusion of a competitor’s store that blocks us from carrying the game.
But it’s not just online retailers that are boycotting the game. The PC version of Modern Warfare 2 is, for all intents and purposes, a straight up port of the 360 version of the game. Unlike previous Call of Duty games on the PC, you can’t lean from side to side, similar to the console versions of the games. Online, there can only be 16 players in a match, 1/4 the amount that could be playing at one time in Call of Duty 4.
There are also no dedicated servers, meaning you can’t start a game that other people you don’t know can join, or join a server started by someone you don’t know, you can’t choose the map or game type you want to play, you can’t use mods, and so one. Instead, the game has a matchmaking service similar to that of Halo 3, but worse.
The game automatically chooses the person with the fastest Internet connection to host the game, no matter how distant said person is from everyone else, or how much of his or her internet is being used by other programs. This means that it is more than likely to join a game with a ping of 100ms or more, which is practically unplayable. The lack of dedicated servers means that there is no host for the game, which means that there’s no one to boot players who are misbehaving, or even cheating.
There are also no console commands, or any modding tools of any sort. To top it all off, the game is incredibly buggy on the PC. Obviously, PC gamers didn’t appreciate getting the short end of the stick, and many have threatened to boycott the game, a threat which many failed to follow up on, several Internet petitions have gone up requesting fixes to the many problems of the game, and even an entire website dedicated to bashing the game.
Modern Warfare 2 is also the most recent game to become controversial for its content.   This is because of a certain mission that occurs near the beginning of the game. In this mission, “No Russian”, you play as a member of the CIA who is posing as a member of a Russian terrorist organization, who just so happens to be performing a mass shooting at an airport. And you have to witness it, and can even choose to participate in it. Though you can skip this mission, that doesn’t change the fact that it’s in there.

Some have called this a “groundbreaking attempt to further gaming as an art form”, others have called it a “unnecessary attempt to one-up the nuke scene from the previous game”. In the mainstream media, Fox news had a mostly calm and collected, if somewhat insulting, segment about the mission on Fox and Friends, saying “you essentially get to be a terrorist and kill people and it’s very realistic…”, but ”It’s mainly for adults and a well made game, but there’s no doubt there’s a link between violent video games and kids… It’s up to the parent to decide whether they buy the game for their son or daughter. You need to use common sense“. CNN notes how disturbing the mission is, and similarly, MSNBC had nothing really interesting to say on the matter.
Call of Duty: Modern Warfare 2 went on to sell over $550 million in it’s first week, making it the largest game launch in history, and is still going strong. It’s received nearly universal acclaim from professional video game critics, lauded as the “best Call of Duty yet”. But the way Infinity Ward mistreated of PC gamers and online game retailers is simply inexcusable. And with the “No Russian” mission, people like Jack Thompson have yet another video game to blame for yet another tragedy.




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Rating: 5.0/5 (2 votes cast)

Review on Fallout 3

Posted by Benjamin Taylor On November - 23 - 2009 View Comments
http://www.stephenschappler.com/blog/wp-content/uploads/2008/12/fallout3_boxart.jpg

Review: FALLOUT 3


The history of Fallout 3 is a long and troubled one. It was originally being made by Black Isle Studios, the creators of the Icewind Dale series, Planescape: Torment, and the Fallout Series. It was going to take place in Utah and Colorado, and some surrounding areas, and used a 3D-game engine, and a heavily modified game engine. But, due to poor decision-making skills from their higher-ups, Interplay, it never came to be. At its cancellation, the engine was nearly complete, many of the game’s resources, such as character models and and locations were more than halfway done, and the story was pretty much completely written.In 2004, the single-player rights to the fallout series were sold to Bethesda Softworks, the creators of the popular elder scrolls series, for about 1.175 million dollars. Though development of Fallout 3 technically began in 2004, it was just pre-production at that stage, and the production of the game actually started around 2007, after Oblivion and its expansion, the shivering isles, were released.
Now, Bethesda has a lengthy history of angering their existing fanbases. Morrowind angered the fans of Daggerfall, who claimed that they “dumbed-down” the series, Oblivion angered the fans of Morrowind, for the same reason. And now, they’ve angered the “glittering gems of hatred” known as the fans of the Fallout series, for making Fallout 3 like Oblivion.

So, is Fallout 3 good? Well, you probably already know the answer to that by now. It was released over a year ago. So, why am I writing a review of a game that is over a year old? Because this game is very divisive. How you feel about this game defines what kind of gamer you are, and what communities will trust you. So, here’s my review.

THE GOOD
CHOICE
A defining characteristic of the RPG genre is choice. Not those wishy-washy BioWare choices that only amount to “Save the world as a hero” or “Save the world as a jerk”, ACTUAL choices. Like save the world, or join the bad guys and take over the world. And unlike many games, Fallout 3 actually has some of these.
While most of them are fairly black and white, like “blow up megaton or not”, some of them have a sort of gray area. Like “Let the ghouls into tenpenny tower, which ends up with them killing all of the previous inhabitants of tenpenny tower,” or “Kill the ghouls for the racist bastards living in tenpenny tower”. No matter what, someone dies, and no outcome is inherently better than the other.
WIDE OPEN WORLD
Bethesda games are known for letting the player explore a wide-open sandbox world, and Fallout 3 is no different. There are literally hundreds of locations for you to discover, and none of them are quite the same. This is a major improvement over Oblivion’s copy-and-paste environments, which became tiresome after the third time you explore the same cave.
Another improvement over Oblivion’s locations is that the places actually look like they may have served some purpose before the great war obliterated them. Near the exit of the vault, there’s a small town called Springvale, where many of the descendants of the people living in the vaults probably would have come from, which is nearly completely wiped out by the bombs. Near that town is a school, where the kids would have gone to before the war. In the other direction is a grocery store, where the inhabitants of Springvale would’ve gotten their food and other supplies. If you walk down the road some more, you’ll find a subway station, where the adults would’ve gotten on trains to get to and from work.
Not every location in fallout 3’s large game world makes as much sense as the area surrounding Springvale does, but it’s still far, far better than Oblivion’s “Hey, look, some abandoned ruins! Why is it there, you ask? ‘Cause it is,” mentality.
DIALOGUE
In Oblivion, and many other recent RPGs, dialogue, for the most part, is static. You may get a choice to respond as a jerk, but it won’t affect anything, though you’ll get some nice flavor dialogue. You’re pretty much railroaded through the whole thing. Though the main quest in Fallout 3 also falls victim to this, the side quests generally don’t. If you act like a jerk to someone, they may withhold information from you. But if you pass a skill check, you can make them tell you it anyway. Someone might be lying to you, and if you pass the speech/skill check, they’ll tell you the truth, and the quest may become radically different.
FACE MODELING
In Oblivion, the faces looked pretty bad. They looked like they were sculpted out of clay. Everyone looked the same age, and everyone of the same race had the same complexion. This has been fixed in Fallout 3, the faces look somewhat realistic, and you can actually tell if the person you’re talking to is old or not. They have a fair amount of detail to, like dirt and stuff. Though the faces are a far cry from Mass Effects’ faces, they look good enough.
CHARACTER CREATION
One problem with RPGs these days is that the character creation systems are… lacking. Usually, all they amount to is choosing a name and choosing a face. And maybe a class. Well, in Fallout 3, you create a somewhat unique-ish character (as unique as they let you) using the SPECIAL (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck) character creation system. You choose the values of your seven attributes (above), which then effect your starting skill levels, and also effect derived attributes like “HP” and “Carry Weight”.
It’s not as in-depth as the previous versions of the SPECIAL system, but it’s still one of the best out there for Sci-Fi role playing games. And it’s certainly more in-depth than mass effect’s very simple system, and is far less awful in comparison to oblivion’s poorly implemented skill system.
VOICES
Remember the days when only some characters had voice actors, the rest were just written text? Good times. Full voice acting, as it is, is never really as effective as the voice/text combination. Having less voice files clogging up your disk allows for more dialogues. But, full voice acting is here, and it doesn’t seem like it’s going to be going away any time soon. And Fallout 3 does a fairly good job with the voice acting. It’s not up to mass effect standards, but it’s far more varied than Oblivion’s six voice actors. If only they could get more of the skilled actors like Liam Neeson to voice their characters.
LENGTH
If there’s one thing that Fallout 3 does better than it’s predecessors, It would be that Fallout 3 is a much, much longer game. Though you could argue it’s a quality over quantity type thing, you can’t deny that Fallout 3 is really, really long. If you are the kind of gamer that only likes to invest in games long enough to justify the $60 admission price, this is the game for you. Have I mentioned how freakishly long this game is yet?
GORE
Bethesda Softworks made it clear that they wanted the gore to be over the top in Fallout 3, and that it is. It may not be realistic, a lot of the time the enemies explode into glorious piles of gore when killed, but it sure is satisfying. It does temporarily break the immersion, but for the most part, it’s an acceptable break. It’s also some of the most detailed gore in years, instead of the enemies exploding into non-descript gibs, there’s actually legs, arms, eyeballs, and so forth. It’s a very cool effect.
THE BAD
COMBAT
Role-playing games are defined by their combat system. It’s why there’s a character creation system in the first place. It’s what separates them from choose your own adventure stories. And, well, Fallout 3’s combat… leaves something to be desired. This could be caused by the games’ choppy, fast, jumpy animations. Or the path-finding A.I. that moves faster than you can turn, and randomly. Or the artificial intelligence in general, it’s more like artificial stupidity. Sometimes, you’re above a raider, on a grating or something, and he just swings his knife at you in a vain attempt to get at you, instead of, you know, going up the stairs leading to you. Or their seeming inability to jump. It’s probably a combination of all these flaws that add up to more than the sum of their parts.
STUPID
Hey kids, did you know that a laser pistol is no more powerful than a regular old pistol? Or that guns somehow become more powerful, not more accurate, the better you are at using them? Or that radiation can last over 200 years without getting even slightly less deadly? Or that 200 year old food is perfectly good to eat? It’ll restore your health, just radiate you a little! Or that nuclear blasts put things in the wackiest places (Tires and toilets in storm drains, tin cans in mailboxes)? That’s what Fallout 3 wants you to believe, anyway.
KARMA
The Karma system in Fallout 3 has a very christian view of morality, something that is as un-Fallout as light bloom. Killing is almost always bad, like if you kill a scientist who through his experiments killed an entire town by accident, without showing any sort of remorse. Instead, he tells you to help him do more experiments. You get negative karma for doing that. Killing people in the virtual “tranquility lane” world also gets you negative karma, even though you’re actually ending their endless torment by Dr. Braun by doing so. I’m not advocating killing here, I’m just saying that there should be a little gray area in between, where you neither gain or lose karma. Stealing is also treated in the same way.
CONSEQUENCE
Remember how much I was talking up the game’s choices before? Well, yes the game has choices in it. A lot of them, actually. But, the problem is those choices have no consequence to them. Besides blowing up megaton, anyway. Enslave the robot? Three dog tells you how much of a jerk you are. Let the ghouls into tenpenny tower? Three Dog (the Galaxy News Radio guy) tells you how nice you are. Complete the Blood Ties quest? Three dog tells you that you completed the Blood Ties quest, with no differing messages based on how you completed it. Nothing ever effects the game world in any way, shape, or form. Just gives you some flavor dialogue here or there.
LEVEL SCALING
Level scaling is the process by which the game makes enemies scale to the players level. It is considered worse than the plague in many circles, for reducing the feeling of character progression. Fallout 3 has level scaling. Not as bad as Oblivion’s, but it still has it.
MAIN QUEST
While the side quests in Fallout 3 are great, the main quest is pretty bad. It starts out with your character searching for his or her father in the wasteland, gathering clues and learning more about his past, but once you find him, it quickly degrades into a series of fetch quests. It also loses all of it’s originality, becoming a quest to purify the water (Fallout 1) and defeat the enclave (Fallout 2). And then there’s the ending.
The ending consists of a slideshow, that slightly differs based on your choices. In the original Fallouts, the endings varied greatly based on your in-game choices, the announcer describing how they affected the game world in the future. In fallout 3, the announcer gives you a different speech based on your karma level, tells you what decision you made for the final main quest-quest, and gives you a slideshow of your accomplishments. It’s underwhelming to say the least.
BUGS
Bethesda has a perfect track record of making buggy games. From Daggerfall’s infinitely spawning guards crashing the game, to Oblivion’s floating paintbrushes, they have always been extraordinarily buggy, sometimes even game-breakingly so. Fallout 3 is no different. Sometimes, character models will stretch out towards the sky. You can also escape the vault as a baby, if you know how. Or, you could end up having to restart the game when VATS fails to make your character shoot. Or, you can climb over the walls of say, megaton, and end up in a vast, invisible wasteland, with no way out besides fast travelling, or using the door, backwards. Then there’s Nova’s head spinning vertically into her body when she’s talking to someone. Or the fact that the wooden box can be used to effortlessly pick up NPCs due to the broken physics. And the list goes on and on. Don’t worry, they’ll never be fixed. Bethesda prefers to make new games instead of supporting their previous ones.

CONCLUSION
Overall, Fallout 3 is a good, but flawed game. It’s a definite step up from Oblivion, and is one of the best mainstream Role Playing Games released in years. It doesn’t live up to the impossibly high expectations set by it’s predecessors, but that’s to be expected, because Fallout 1 and 2 are arguably the best role playing games ever created. On a side note, The down loadable content for this game feel like rip-offs, and if you didn’t buy the recently released game of the year edition, I wouldn’t recommend you buy them, unless you really like fallout 3. If you liked oblivion, you’ll love Fallout 3, But if you’re a fan of the originals, you’ll probably be sorely disappointed by it.

GAMEPLAY
VISUALS
AUDIO
VALUE
FUN
OVERALL

FAIR

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Rating: 5.0/5 (1 vote cast)

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