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mordecaix7

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So first level, I suddenly can't use the capture grenade?

I started playing Ghosthunter for PS2 on Sunday.  I began playing through the beginning "tutorial" level and was having a ton of fun.  You get rid of enemy ghosts you had to capture them (ala Ghost Busters) with a capture grenade that you throw at a ghost.  It embeds itself in a ghost and then you have to keep shooting the ghost until it's health is depleted before the ghost is captured with the grenade.  A ghost's health can be wore down without the grenade but there's no indicator of how much health it has left until you throw the grenade.  The advantage is that the grenade imobilizes some ghosts making it a slight bit easier to get a bead on it.

Pretty cool mechanic.  But then I began playing the first level.

I get through what I think is about halfway through the first level and I get a message in my journal saying "there's a weird ghost type coming up and you can't capture it with the grenade".  Ok, I figured it was a type of boss which is fine, because a boss is always different or more powerful than the average enemy.  No, I was wrong.  Every enemy henceforth has been an "uncapturable" type.  One of the coolest mechanics of the game was "ineffective" in the first level!

I really hope this doesn't continue throughout the game as I really enjoy the strategy of using the capture grenade with multiple enemies.  It was interesting and fun but just running around shooting "ghosts" is kind of dull, especially since the cover system isn't good and there's no quick dodge.  It feels more like a bad shooter.  But since I haven't completed the first level yet, I'll keep playing for awhile still.  These levels are long.

4 Comments

Sins of a Solar Empire Get!



Picking this game up today.  It’s been quite a long time since I’ve been interested in a real time strategy game but the demo really impressed me.  Some of the reason is simply because a newer game like this can run with some pretty impressive settings on my old pc.

1 Comments

I Hate How Much Dissatisfaction Is Pushed In The Gaming Industry

The idea that what I just purchased is already obsolete kind of irks me, in the gaming industry at least.  Very few games get the privilege of being talked about frequently for some time (e.g. Left 4 Dead, Half-Life 2) and of course those games earn the privilege because they’re great games.  I don’t like knowing that playing games long after their initial release date usually means no one online is talking about it, much less making a post about it and getting many people to talk about it.  Now that it’s out and the public can have it, makes it not quite as interesting as something that hasn’t been released yet.

This happens to most games (that aren’t hugely popular) usually about a month after they’ve been released.  Forums stop chit chatting, news posts slow down to almost nothing unless there’s new content or issues with the game.  Any people you do find still talking about it, unless it’s a problem, there’s not very many willing to chat about it.

This of course only applies to what is called, as coined by Topher Cantler from Retroforce GO!, Retro-Limbo; games that are too old to be new but too old to be retro.  Currently, these Retro-Limbo (R.L.) games fall between the latter years of PS1 - the Xbox, PS2, Gamecube era, with Dreamcast being excluded (because of the game types that were home to the system).  It even seems like early 360, Wii, PS3 games are included in this R.L. category.  There exist an incredible amount of games during these years that are just not talked about anymore, at least online.

What generates this frustration for me is that the gaming industry constantly pushes the “next big thing” always saying it’s better than this or better than the last one.  It makes you feel like if you don’t pick up now you’re “missing out” on something.  Nothing else compares to this game.  Of course these expectations are virtually never real, but everyone falls for it anyway, me included.  So us gamers rush to get all the new games, afraid we’ll miss something.  Then we end up with too many games at one time, with no time to play them all and some games either sit on the shelf for a long time or we get frustrated and stop playing at all for awhile.

Before you can play all the games the industry says you should, holy cow here come more and they’re better than everything you just purchased.  The cycle of never being satisfied starts.  When you’re not satisfied with something it makes it really hard to enjoy the item in question, and the gaming industry wants to make sure you’re never too satisfied so we keep biting the worm on the hook.

I know that this is how it goes with any product-demand situation, but if gamers love gaming in general so much, why are R.L. games just forgotten?  There are many retro minded websites and podcasts out there but the R.L. games are avoided as a subject and sometimes as a rule.

I love playing video games.  Not just new ones, but all of them.  I’m sure there are others out there who share in my frustration, and I hope they can overcome the pressure of the gaming industry.

10 Comments

[NO LONGER WORKING] Writing Spoiler Tags for Giant Bomb

Please Disregard

The following no longer works due to some issues with Giant Bomb's CSS overriding (or stripping out, haven't looked into it deeper) the background-color style.  The article is still informative for general CSS and HTML knowledge but will not work on Giant Bomb anymore.


Introduction

A few times while posting in the forum, I've really wanted to post some sensitive information that might really make some people mad if they accidentally read it and haven't gotten that far in that particular game, or whatever the topic is about.  Lots of sites have BB Code for spoilers that you can use to hide sensitive information.  Some make you press a button to show the spoiler, and some simply black out the text and force you to highlight it if you wish to see it.

Giant Bomb does not, on the surface, appear to have any of this type of functionality.  Browsing the forums, you'll see many titles with "Spoilers Within" or just simply "Spoilers".  When the main topic is about a potential spoiler, this works effectively well, but sometimes, during conversation, an example may arise where you may be inclined to use a spoiler to show your point.  This is when simple "SPOILER NOW"   "END SPOILER" but still allows the wandering eye to glimpse a few words they may not have wanted to see.

For those that have ever had this problem, I present a solution to you.  The HTML code button.

As I said above, on the surface, Giant Bomb does not have a spoiler tag.  With a little bit of basic knowledge of HTML, you can roll your own spoiler tag.  Here's how to do it:

*EDIT*:  Once you get to the "Adding CSS Section" the code does not apply as Giant Bomb has updated their stylesheets.  Please see the *EDIT* section below for correct code.  Thank You.

Edit HTML Button

Edit HTML Button
Edit HTML Button
The Edit HTML Button is your friend.  This button, as many of you already have used, allows you to add html coded objects into the page such as embedding Gamercards or other data.  This is also the button we're going to use to make our spoiler tags.  You can of course, put any html you wish into this box but be forewarned, Giant Bomb has stated in their FAQs page that any code that breaks the layout of the page will be rejected and/or most likely deleted.  So please be mindful of what html your placing in the box.

Span Tag

The span tag will be our spoiler tag.  The reason I chose a span tag is because it is one of the few html elements that does not have any "styling" associated to it.  If not given any CSS styles (cascading style sheets), the tag will not do anything.  This is good for our purposes because it gives us a blank slate for our spoiler tag. 

Span tags look like this:

<span>CONTENT GOES HERE</span>

The greater than and less than characters denote the start and end of a particular html tag.  When a forward slash "/" is introduced, that denotes the ending set of a span tag.  By design, html tags have a start and end tag to denote what content the tag will be affixed to.  Since there isn't any styling associated with the span tag, we'll use CSS to add some.

Adding CSS To Span Tags

To hide the text between the <span> tags, we need to add a background color and a text color of the same color.  In this case, I'm going to use blue.  In html tags, the style="" attribute is used to denote CSS styles that are attached to that particular tag.  A CSS style consists of an attribute, followed by a colon, the attribute value and then a semicolon to denote the end of the particular style.

To add the background color, type into the Edit HTML Box (lets say your spoiler is "Mario and Luigi actually aren't brothers!"):

<span style="background-color: blue;">Mario and Luigi actually aren't brothers!</span>

This will give you:

Mario and Luigi actually aren't brothers!

To edit the color of text, you would use this code:

<span style="color: blue;">Mario and Luigi actually aren't brothers!</span>

Which gives you:

Mario and Luigi actually aren't brothers!

Putting It All Together

If we combine both of the styles, like so:

<span style="background-color: blue; color: blue;">CONTENT GOES HERE</span>

We get a spoiler tag!

Mario and Luigi actually aren't brothers!

Effectively keeping away wandering eyes and does not break any page layouts!   Remember that this code must be placed in the Edit HTML Box or nothing will happen.  It will just render as text instead of valid HTML and your spoiler tag won't work.

I hope this write-up saves you from any flame wars or nasty private messages caused by bad spoiler warnings!  Thanks for reading!

*EDIT*

It would seem that Giant Bomb updated their style sheets and the background-color style doesn't work anymore.  Try using this method:

**SPOILER** <span style="color: #292929">SPOILER GOES HERE</span> **END SPOILER**

The color in the span tag is the exact color of Giant Bomb current background (as of 2/16/2009) so text gets lost which is why i put the words **SPOILER** and **END SPOILER** to denote where the user wanting to read the spoiler should highlight.  Here's a working example:

**SPOILER** Mario and Luigi aren't actually brothers! **END SPOILER**

I hope this helps!
13 Comments

Unboxing: Fallout 3 Collector's Edition

Just for you guys, I've taken the time out to take some photos of the collector's edition of Fallout 3.  Follow the images down and explore the very nice packaging of Fallout 3!


Wrapper front
Wrapper front
Wrapper back
Wrapper back
Lunch box front
Lunch box front
Lunch box back
Lunch box back
Lunch box side 1
Entire collection unboxed.
Entire collection unboxed.
Vault Boy size comparison
Vault Boy size comparison
Inside the Art & Commentary Book
Inside the Art & Commentary Book
Making of DVD
Making of DVD
Vault Boy in the lunch box
Vault Boy in the lunch box
Art & Commentary Book in the lunch box
Art & Commentary Book in the lunch box
DVD in the lunch box
DVD in the lunch box
First opening the lunch box
First opening the lunch box
Lunch box bottom
Lunch box bottom
Lunch box side 2
Lunch box side 2
Lunch box side 1
Lunch box side 1
Lunch box top
Lunch box top
15 Comments

The Fallout 3 Blitz!

Collector's Edition of Fallout 3
Collector's Edition of Fallout 3
Tomorrow my reserve for Fallout 3 comes in!  Just like the rest of the gaming community I am super excited to play this game!  I've reserved the Collector's Edition which will come with a metal lunch box, a vault boy bobble head, art and commentary book, making of dvd and of course the game itself.

I'll post some unboxing photos as soon as I get the game home, with a few relative size pictures for the bobble head to give you an idea of it's size.  Maybe I'll get lucky and Play n' Trade (franchise owned game store) will call me today instead of tomorrow! :)
2 Comments

Spider-Man: Web of Shadows Defense Force

IGN's Review of Web of Shadows was just released and was given a score of 5.7.  You can find the review here.

But I don't normally trust IGN either.  I tend to disagree with their reviews alot.  It seemed like he was really nit-picky with the review as well.  Mostly was disappointed that the graphics had some issues sometimes and that the missions and combat were repetitive....  I'm going to attempt to save everyone reading this from dismissing this game based on the fact that: 

A)  it got a 5.7
B) it's not as good as spider-man 2 before it (according to this reviewer)

The reviewer really likes Spider-man 2 and is basing his review on that game.  I want to make sure that you don't make the mistake of blindly agreeing with him that Spider-man 2 is SO much better.

The Accusation

"Early last year, I stated that Spider-Man 2 was one of my favorite PlayStation 2 games of all time"

"Now, Spider-Man: Web of Shadows is upon us, and while it's no where near the slap in the face that Spider-Man: Friend or Foe was, it's got nothing on Spider-Man 2 either."

Excerpts from his review of Web of Shadows

"See, as cool as these attacks can look, they're just button mashing. When I needed to steamroll the bad guys, I just tapped X-Y-X-Y-X-Y."

"See, Spider-Man: Web of Shadows is redundant and repetitive. Infuriatingly redundant and repetitive. In the beginning, Luke Cage will teach you a move, have you do it a certain number of times to him, send you out to do it to a certain number of villains, and then have you do it all over again when you come back to learn a different move."

"It gets old. Fast. Only making this process worse is the fact that you'll be attacking these enemies in the same way over and over."

"Sure, the kick to the head and riding the bad guy like a skateboard moves look cool the first few times you see them but not after a few dozen viewings in the same battle. When the Kingpin's goon showed up to assassinate some gang leaders, I was required to do the hop-zip-kick attack more than 30 times as I went from one sniper to the next around the perimeter of a New York park. That's not fun."

The Defense

 Although he really liked Spider-man 2 and was obviously comparing it to WoS (Web of Shadows), didn't Spider-Man 2 also suffer from similiar problems?  Review is here.

Excerpts from IGN's Spider-man 2 review (different reviewer)

"Sure, there is the dull repetition of the Hero missions, the missions drag down, and the boss fights range from stupid to incredibly annoying -- especially the Doctor Octopus...and well, even the Mysterio fights -- and the voice acting is downright shameful."

"After a good couple of hours goofing around with Spider-Man 2, however, the elation of slinging around the neighborhood wears a bit thin. Part of what brings you down is the game's repetition."

"...to progress you have to engage in all those little crime-stopping missions that seem to matter so pointless. Unlike the Grand Theft Auto series, wherein players have the freedom to choose taxi, fireman, telephone booth, or police missions, players must play the civilian mission here. It's forced."

"...the mission types are very limited, and only after a few hours you'll be scratching your head in wonder, saying, "Is that it?" "

"There are essentially six kinds of missions that you'll play endlessly...you'll quickly grow bored of these missions."

Conclusion

Now you can see that alot of the things he's complaining about also show up in Spider-man 2, supposedly one of the greatest spiderman games of all time.  It would seem to me that Greg Miller (WoS Reviewer) is looking through retro-goggles.  Yeah Spidey 2 was fun but it did get boring doing those same 6 missions all over again and swinging around did get boring. 

Did you not also end up doing the most effective combat move in Spider-man 2 as well?  In the last quote for WoS was the reviewer really required to do that?  I'm betting with some experimentation there were different ways of taking care of those assassins.

It seems to me that this reviewer is wearing retro-goggles while comparing his precious Spidey 2 game to Web of Shadows.  Yes I know I haven't played WoS yet, but based on both reviews, it doesn't make sense why one is better than the other if they both seem to be suffering from similiar issues.
1 Comments

Jonathan Coulton: My New Geek Hero

I've recently discovered the artist Jonathan Coulton.  He's recently become popular for writing the song for the Valve video game Portal called "Still Alive".  After hearing the song at the end of the game, I became interested in discovering more about this artist.  I found his website and was surprised to find as much material as there was! 

I quickly browsed through his songs and got them all.  His songs range from being about everyday complications to girls to video games and more!  It seems he's got a least one song that would appeal to someone.  Very creative lyrics and ranging musical styles really keep everything interesting.  My current favorite is "Code Monkey" from "Thing a Week Three". 

For those of you who've only heard his Still Alive song, I encourage you to check out the rest of his material.  I don't think you'll be disappointed.

1 Comments

The Starcraft Split Is Unfair To New Gamers

I feel that splitting Starcraft into a separate game for each respective race will mainly be unfair to new gamers who didn't play the first game but would like to get into it.  Some people can't truly find the one they like by just playing a quick and limited demo to determine which one they would like.  I think it's going to lock out a good amount of newer players simply because they won't know which game to get. 

It rewards the hardcore players because, yes, there will be added value for the veteran that knows he's a Zerg player but the new player won't have a clue.  Maybe a bundle should be offered at a lower price for users that want all three race campaigns?

2 Comments
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