Fair warning: This week of Spoiler Warning is really strange. I don’t know why, but every single member of the cast takes a turn at going absolutely bonkers at some point this week.
Link (YouTube) |
Just wait. It only gets worse from here.
Fair warning: This week of Spoiler Warning is really strange. I don’t know why, but every single member of the cast takes a turn at going absolutely bonkers at some point this week.
Link (YouTube) |
Just wait. It only gets worse from here.
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I’m actually taking a break from the project this week to work on some other things, but there are a few completed features I want to cover. Let’s start with the particle engine.
Continue reading 〉〉 “Project Frontier #18: Particle Man”
We quote a bit of Die Hard in this episode. Trivia: Mumbles saw Die Hard for the first time ever last week. Welcome to the party, pal.
Link (YouTube) |
We’ve been raving about the game, but some people are still foggy on the details of why we like Half-Life 2 so much. So here is Rutkarn’s answer, taken directly from the episode. (As nearly as I could, given the combat sounds and the other two idiots talking over him.) THIS is Half-Life 2, as made by ANY OTHER FPS STUDIO:
Here is a run down of what would have happened if any other studio had made this:
Cutscene intro: NEW YORK – You see citizens being mowed down in the streets. A narration plays over, “It is the future. Aliens have invaded the planet and begun oppressing the masses. Humankind can make no defense against it. But now, GORDON FREEMAN is being released by the G-man…”
Gordon wakes up: What? What’s going on? You’d better start giving me some answers, G-man!
GMAN: Well, Freeman… you are my pawn in this matter. I’m sending you to this place for my own reasons. Go kill some dudes.
You arrive there, and your sexilicious bikini babe companion will immediately start accompanying you, spouting wise-cracking one-lines and getting hung up on the environment while you go through the vert narrow New York streets, firing uninspiring guns and hiding behind cover.
And your enemies would be called, like… the Necro-forms. And they would all be these horrible half-human creatures that would howl and shriek.
And then the final boss would be the G-man.
Valve, thank you for not making that game.
Next week we’ll be back in the Mojave Desert. See you there.
So you didn’t get a free copy of the game last time. If you had been luckier, it could have been yours, so you have nobody to blame but yourself.
But!
Designer Roberta Taylor is giving away another copy of the game. This time, she’s giving a shot to you luck-impaired folks by giving you an opportunity to win through creativity.
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See, every deck comes with 4 blank cards – 2 full, like the outlaws, and 2 half and half, like the leaders. And so:
To enter this giveaway, just use the comments to tell me one character you would create, and what your character's special ability is if they have one. There will be 2 winners- one randomly drawn and one Designer's choice, chosen by yours truly. So you can trust to luck, or you can imagine something fun and amazing and WOW! me to increase your chances. The contest is open to anyone living anywhere on earth, and will remain open until July 27th at 3pm Mountain Standard time.
PROTIP: Enter your entry at the Whimsy Games Site, not this one.
Link (YouTube) |
In this episode we mention SoldierHawke, who is currently doing a blind run of Half-Life 2. You should check it out. It’s pretty rare to find people who can go into this game truly “blind”. Much of it has been spoiled in discussions, comics, memes, and songs. To have gone seven years without having any of the major plot elements being spoiled is quite an accomplishment.
We also mention Concerned, the Half-Life 2 webcomic.
So, the proper order of things is:
Step 1) Get the game.
Step 2) Play the game.
Step 3) Read the webcomic.
Step 4) Play the subsequent episodes.
Step 5) Watch the let’s plays, listen to the developer commentary, listen to the soundtrack, play through the game on all the difficulty levels or with various self-imposed restrictions, play the mods, play co-op, try to find all the secret areas, mess around with cheats, go for all the achievements.
Step 6) Join the everlasting flame war against the heretics who refuse to acknowledge the purity and goodness of the series and fail to revere it as the very zenith first-person shootery. Remember, you can’t enjoy the game properly until you convert everyone else, everywhere on the internet, to our way of thinking.
Steps 7-one million) Join the rest of us in the eternal and hopeless wait for Half-Life 3. Welcome to purgatory, dumbass.
Enjoy!
Edge Magazine has a nice article talking about procedural worlds. Project Frontier makes an appearance, as well as Procedural World by Miguel Cepero.
The two projects make a nice contrast, and the fact that they are so different underlines one of my main points: We have not even begun to explore this technology. Ten more programmers could show up. launch projects of their own, and I doubt we’d have a lot of overlap. There are simply so many possibilities and so many approaches to building things. We have long since solved problems like pathing, bump-mapping and in-game physics, to the point where everyone knows how to do those things. But nobody can say definitively, “THIS is the best way to generate topography” or “HERE is the ideal system for making trees”. There is so much ground to cover and so few people working on it. (When compared to the number of people exploring the nuances of “crouching behind brown chest-high wall” technology.)
After a year and a half of constant rage and bile, Spoiler Warning brings you a long, uncomfortable love letter to Half-Life 2. Will our sickeningly sweet gushing throw you into a diabetic shock? Let’s find out…
Link (YouTube) |
Note how City 17 is run-down, disheveled, and dirty, while at the same time still colorful. Everyone who has ever inflicted a brown shooter on the public should be made to sit in the corner and watch these first few levels. And then they should have to write on the chalkboard, “I will not squander tens of millions of dollars making colorless gameworlds which are devoid of contrast have no visual separation between foreground, background, and character elements.” 100 times.
The comments on most sites are a sewer of hate, because we're moderating with the wrong goals in mind.
Here are four games that could have been much better with just a little more work.
Crunch-mode game development isn't good, but sometimes it happens for good reasons.
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
The game was a dud, and I'm convinced a big part of that is due to the way the game leaned into its story. Its terrible, cringe-inducing story.
Did you anticipate the big plot twist of Batman: Arkham City? Here's all the ways the game hid that secret from you while also rubbing your nose in it.
Did you dislike the ending to the Mass Effect trilogy? Here's my list of where it failed logically, thematically, and tonally.
It's not a legend. It was real. There was a time before DLC. Before DRM. Before crappy ports. It was glorious.
Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.