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Quansto

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Quansto

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#1  Edited By Quansto

  

   
 Thats NBA JAM in all of its glory, on an iPhone. It looks really smooth, and pretty slick- I can't wait to pick it up. It's also some super supreme bullshit. The article (found here.) at touchArcade sums up my frustration:

According to the info EA has also sent our way regarding the game, it's coming packed with all 30 NBA teams including favorite NBA stars. But what would an   NBA Jam   game be without unlockables and secret characters? Well, the iOS version is coming packed with those too. They've even teased big head mode. Currently, two modes of play are being discussed: An instant game mode where you select a team and are thrown in to a basketball game as well as a campaign more where you defeat other teams to unlock various goodies.


I'll try not to go all Angry Video Game Nerd, whilst explaining it, but I'll give it a shot...James, help me out. 
 

    **** you, you mother****ing piece of ****-licking ****face.
    **** you, you mother****ing piece of ****-licking ****face.
  
First a little history (as you may already know): NBA JAM was going to be released alongside (at no extra cost) NBA Elite 11 in 2010, but the entire project was delayed and ultimately cancelled when this video was released:     
 
  
   
Though the real gem of the video, 10-15 seconds of video that ultimately nailed the game in its coffin, is around the 3 minute mark, the entire video is a testament to how bad the game was. Oh yeah, incase you didn't know- what he's playing is an officially released demo...meaning that the game is technically still being worked on at this point. Regardless of that fact, EA ultimately chose to cancel the game ENTIRELY, about 2 weeks after word circulated on the game breaking bugs, meaning that countless production man-hours were paid for with zero to show, and the deficit was massive.

That begins me down the path to my main point: the monetization of NBA JAM. Despite any troubles Elite 11 was having, the NBA JAM team was moving right along, and even finished the game, without a hitch. When disaster befell the Elite 11 team, NBA JAM was left hanging in the breeze. Nintendo fans would already have the chance to play JAM, because Elite 11 wasn't going to be release on the Wii, so the discs were pressed already.

But, as history has shown, nothing stops commerce. EA chose to take a game, that was originally touted as "bonus", and tack a SIXTY DOLLAR price tag onto it. Let me reiterate: a free game went from $0 to $60 in the span of a fucking week. Amazingly, no one really seemed to have a problem with this- and honestly: I would have paid money for JAM, maybe $25 at the most...as downloadable content. But $60?

Well anyways, NBA JAM is ready to be released on your iPhone/iPad within a day or so of this posting, I'm going to take a stab at the price and call it an $8 to $9 price-point. Don't get me wrong, I love NBA JAM and I will eventually pick it up for my iphone- but the parallel of a nearly identical game being released on an iOS platform, for less than $20 (hopefully), after being charged $60 for a disc based game...is no one out there going to say something?

My main problem is that lately pricing vs. game content is way out of left field- and there are plenty of examples to mention, (Limbo is a great game, one of my favorite- but $15?...too short), but I feel like I'm getting away from the point.

So, am I completely insane? Am I completely missing the point? Did I spell it out for you? Am I trollin your face? What games do you feel were completely overpriced for the amount of content you played through? Say it!     
 
-Chris M 
http://5footblog.blogspot.com/
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Quansto

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#2  Edited By Quansto

  

   
Thats NBA JAM in all of its glory, on an iPhone. It looks really smooth, and pretty slick- I can't wait to pick it up. It's also some super supreme bullshit. The article (found here.) at touchArcade sums up my frustration:

According to the info EA has also sent our way regarding the game, it's coming packed with all 30 NBA teams including favorite NBA stars. But what would an   NBA Jam   game be without unlockables and secret characters? Well, the iOS version is coming packed with those too. They've even teased big head mode. Currently, two modes of play are being discussed: An instant game mode where you select a team and are thrown in to a basketball game as well as a campaign more where you defeat other teams to unlock various goodies.


I'll try not to go all Angry Video Game Nerd, whilst explaining it, but I'll give it a shot...James, help me out. 
 
        **** you, you mother****ing piece of ****-licking ****face. 
        **** you, you mother****ing piece of ****-licking ****face. 
 
First a little history: NBA JAM was going to be released alongside (at no extra cost) NBA Elite 11 in 2010, but the entire project was delayed and ultimately cancelled when this video was released: 
 
  
   
Though the real gem of the video, 10-15 seconds of video that ultimately nailed the game in its coffin, is around the 3 minute mark, the entire video is a testament to how bad the game was. Oh yeah, incase you didn't know- what he's playing is an officially released demo...meaning that the game is technically still being worked on at this point. Regardless of that fact, EA ultimately chose to cancel the game ENTIRELY, about 2 weeks after word circulated on the game breaking bugs, meaning that countless production man-hours were paid for with zero to show, and the deficit was massive.

That begins me down the path to my main point: the monetization of NBA JAM. Despite any troubles Elite 11 was having, the NBA JAM team was moving right along, and even finished the game, without a hitch. When disaster befell the Elite 11 team, NBA JAM was left hanging in the breeze. Nintendo fans would already have the chance to play JAM, because Elite 11 wasn't going to be release on the Wii, so the discs were pressed already.

But, as history has shown, nothing stops commerce. EA chose to take a game, that was originally touted as "bonus", and tack a SIXTY DOLLAR price tag onto it. Let me reiterate: a free game went from $0 to $60 in the span of a fucking week. Amazingly, no one really seemed to have a problem with this- and honestly: I would have paid money for JAM, maybe $25 at the most...as downloadable content. But $60?

Well anyways, NBA JAM is ready to be released on your iPhone/iPad within a day or so of this posting, I'm going to take a stab at the price and call it an $8 to $9 price-point. Don't get me wrong, I love NBA JAM and I will eventually pick it up for my iphone- but the parallel of a nearly identical game being released on an iOS platform, for less than $20 (hopefully), after being charged $60 for a disc based game...is no one out there going to say something?

My main problem is that lately pricing vs. game content is way out of left field- and there are plenty of examples to mention, (Limbo is a great game, one of my favorite- but $15?...too short), but I feel like I'm getting away from the point.

So, am I completely insane? Am I completely missing the point? Did I spell it out for you? Am I trollin your face? What games do you feel were completely overpriced for the amount of content you played through? Say it! 
 
-Chris 
http://5footblog.blogspot.com/
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Quansto

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#3  Edited By Quansto

The great thing about Superbowl parties, is that theyre not usually "sitting on the couch intensely watching the game", obviously people will be watching the game but its usually a drinking/eating fest with funny commercials. 
 
I'm not a huge football fan but the superbowl is a day that I can claim the television from the wife, breakout the laptop, eat food thats terrible for me (but amazingly tasty), and have a beer or two without any snickering.

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Quansto

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#4  Edited By Quansto

Likely I'll be watching it as well- but since I don't have any interest in either of the teams, (and the Super Bowl is typically over in the first half), I'll probably be redoing the picture of myself to match the valentines day holiday. 
 
 
Or just drink and enjoy some 7-layer dip! :D

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Quansto

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#5  Edited By Quansto

 My miiinds tellin me noooooooooooooo, but my body....mah BODYS tellin me YEAAAAHHH
 My miiinds tellin me noooooooooooooo, but my body....mah BODYS tellin me YEAAAAHHH
 
What are you doing instead of watching the superbowl?
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Quansto

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#6  Edited By Quansto

 
 
What do you guys think would be the next step for the Duke Nukem franchise? Does Gearbox continue to hold onto the IP? How far do you think they'll take it?

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Quansto

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#7  Edited By Quansto

While I do think that Bulletstorm and Duke Nukem share similarities, I think it's only in the area of being shooters- I don't really think they're going to share more than that...ofcourse, I couldn't possible know for sure because neither game is out in a capacity to be tested by the general public. DNF is definitely a throw-back because, well, it took forever to make and a lot of what made the core game what-it-is...started 13 years ago. Atleast I HOPE SO...just think if the game got completely rebooted several times and somewhere along the thing that made Duke the king, got lost. Boy...nurdrage would be pungent in the air and the fires could be seen for miles.
 
Thankfully, Gearbox swooped in. From the trailers, the Bombcast, and hearing Randy Pitchford everything *seems* ok, buuuuuut I think I'll reserve judgement until anyone is able to play more than minutes of the same area of the game in an observed situation. Again, if the game fails, I don't think this reflects badly on Gearbox- in any way.
 
I think Duke is going to be a lot of fun, I think a lot of people are going to buy it but I just don't think that its going to be sticking around in the market based completely on it being a "shooter"; its a Duke Nukem game, so you know the jokes will be around long after the game is. To that point, I give the game a month. To color the situation a little more:  
  

"Regardless, I'm buying the game.  I've been waiting for twelve years to play it, and I'll be in like day one to get it.  Why?  It's Duke fucking Nukem."

To borrow an intarwebz term: "^^ This" 

 Theres absolutely nothing wrong with this statement, but in a lot of people will be buying the game based on this school of thought. I think they are going to be the ones who are arguing with people in month 2 or 3 about "how to appreciate the Duke Nukem". 
   
I'll probably pick up both, but I really like...and I'm going to kick myself for saying this...I really like the way that Epic handles the graphical-side of their games. Obviously the tactical elements of their games are ground breaking as well, I just know that a game like Bulletstorm is going to lend *something* to the genre. 
  
http://5footblog.blogspot.com/
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Quansto

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#8  Edited By Quansto

Exactly. 
 
I know that Randy and the Gearbox gang took this on as a solid for the previous team: 

   
 
But in reality its a nice little bump for the guys, which they rightly deserve, in that they get to save one of gamings FPS icons....as well as attach themselves to the biggest debacle of gamings' Hall of Shame. The game won't really bring anything new to the table, per-se, but I know that actually playing it will be exciting. 
 
Which actually brings me to another point: Money. I'm wondering how well it will actually do; I'm wondering if people will continue to buy it in June or July...the strong chance that the game is going to be marginal will be negated by the name DUKE NUKEM, but will people really care after it actually comes out?

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Quansto

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#9  Edited By Quansto

 
 
I still don't believe that Gearbox is working on this, and I still don't believe that it's coming out. Everyone has jokes, everyone has cuts and digs. The truth is, I don't think people really give a shit anymore- I think its all morbid curiosity. But, according to Gameinformer, Randy Pitchford sez:

"...I cannot imagine any better video game news source team than Game Informer to reveal the moment of truth for the most inconceivable, incorrigible and inspiring turn around story in the history of the video game industry – the coming of Duke Nukem Forever on May 3, 2011."


 May 3rd...?
 May 3rd...?

 
  
  
 
  Honestly, I hope that its good, but realistically I don't think that Gearbox has any stake in it, if the game is bad. If Duke Nuke'em Forever fails, if its terrible (which, theres a high level of FAILURE already associated with the IP), then Gearbox still stays golden. At this point, I don't know if I'd care if the rest of the game we haven't seen yet is just filled in Laura Croft: Angel of Darkness levels...I hope we can just get passed it and on to better Duke Nuke'em games.
    
http://5footblog.blogspot.com/
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Quansto

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#10  Edited By Quansto

Link to the first story here.


(!!!!!!!!!!)


I know that I'm reading WAY into all of this, and I know that if Phoenix Jones continues in this fashion- it'll likely not end well for him...but...


But...


BUT...

  

  

Jones busted up some guys fighting and and and he got his nose broke and and and a guy pulled a gun on him and and and Phoenix Jones...he...called the police?

Whatever. PJ's just playing it cool till he gets his Phoenix-Flashbombs™ or a Phoenix-Freezegun™ or Jones-a-Rangs™. (whatever. let's see you come up with a name on the spot.) Whats a broken nose? Bleh. Even Batman had to start somewhere.

Despite the setback, he's right back out; hittin' the fucking street! Straight outta the comicbook into your law breaking face, scumbag. Goddamnit, I love everything about this guy. I love that the newsreporters are even talking about "Super Heroes problems", you have to know that they love it too- everyone, fucking everyone loves comic books.

I have to believe theres some editor in chief walking around the office with a cigar in his mouth, chip on his shoulder, belittling women and slamming his fist onto his desk with yesterdays copy: "JJOOOONNEEESSSS!!"


Please be real, please be real, please be real, please be real...