Something went wrong. Try again later

Wizardtrain187

This user has not updated recently.

26 0 21 7
Forum Posts Wiki Points Following Followers

Wizardtrain187's forum posts

  • 13 results
  • 1
  • 2
Avatar image for wizardtrain187
Wizardtrain187

26

Forum Posts

0

Wiki Points

7

Followers

Reviews: 0

User Lists: 4

#1  Edited By Wizardtrain187

We tend to play scary games and watch horror movies with a sense of sheltered fear. Sure the images can be shocking and at times disturbing, but as soon as the screen goes blank we transport back to reality and the fear is gone.

But what happens when reality collides head on with the fictional landscapes we toil away at from a distance? Will you make it alive or even last the first 48 hours? More than likely not, unless you're a Navy SEAL. You're not? Well no worries,you can use your inherent abilities to avoid these situations all together and live another day while others get disembowled by the feverish hands of horrifying creatures.

 
1.Resident Evil

"Damn the sun is bright, I better put all my efforts into shading my eyes"

The economy is down and you're desperate for work. No worries, your friendly neighborhood pharmaceutical company is here to help you out! Competitive pay, extraordinary benefits, a security squad comprised of mercenaries and inmates, what more could you ask for! All they need for you to do is relocate to a quiet little mountain town in the midwest. Not ideal? How about an island get away or Antartica? You options are almost limitless.

What you should do? The Resident Evil scenario is one that is best avoided all together. Even elite commandos were torn to shreds when Umbrella's creations got loose, I'm doubtful you'll be able to take enough from this blog to make up for years of military training and experience. Sleepy towns that suddenly find themselves knee deep in cash flow are usually sure signs that something iffy is going down. Be on the look out for contruction projects being completed far away from prying eyes and job postings that prefer people without loved ones.

The biggest reason the folks of Raccoon City got blindsided is because they were too excited about all the cool new things coming to town as a result of Umbrella's intrest in the town and surrounding areas. They never asked themselves why the labortory was being built under the city or how the hell the police chief had such an extensive collection of art.

If you don't happen to have the luxury of uprooting everytime a sketchy company comes into town, keep your eyes peeled for strange occurences and missing peoples reports. If nothing happens within a year or so of the company's arrival, maybe they aren't so bad, but the second that guy down the street startings shedding skin and screams himself to sleep everynight, you might want to take a permenant vacation.

 
2. Doom

"Hindsight is definately 20/20 on this one"

Space...the final frontier. Most science types think we'll need to find alternate places to call home in the future. Why not head for Mars? Its close, theres evidence that at one time water existed, people already love Mars bars...its a given.

That is until the jackass  in charge of finding a cheap way to transport goods stumbles upon teleportation and opens the red planet up to the forces of Hell itself. Then Mars doesn't seem so ideal.

What should you do? Avoid space travel. I've yet to see a movie or play a game where people go into space and have a good time. They're either fighting aliens, fighting each other in ships or trying to detonate asteroids.

If asked "Hey friend, would you like to come to Mars?" you're welcome to respond by saying "Abso-fucking-lutely not".  Hold out until there is no possible way to live on Earth, then head for the Moon. Mars will be the fad planet, so all the guys with common sense will stick to the moon. Sure its dark and the cute girls will be on Mars, but so will the teloporatation guy and cute girls aren't so cute when trying to eat your face. 
 
3.Silent Hill

  
 
"Little girls with no mouths tend not to be very approachable" 

So you're driving along and suddenly a heavy blanket of fog overwhelms your car. Thinking it will pass, you speed up, only to come inches away from running head on into a little girl wandering the street. Your car stalls and your tires screech as you skim the guardrail and come to a stop right before plumetting off the cliffside.

You're shaken up and your pants are a darker shade of khaki around your crotch, but you survived intact. You wonder why that little girl is all alone in the middle of nowhere and decide to look around and try to help her. You can make out the outline of a cityscape off in the distance and a green sign reads "Silent Hill next exit".

What should you do? Learn to drive asshole, there's no reason to speed around in unknown places when its foggy. If its too late for that, get back in the car, call AAA and avoid the hellish alternate dimension that lays before you. If I've learned anything from life, its that little girls playing in the street at night don't usually have the best intentions.

Ever notice how evil towns like Silent Hill only capture desperate,stupid or pig headed people? That's because those people are usually blind to the reality of the situation. Drive during the day if you don't know where you're going and if it can't be avoided, learn to be patient when the shit hits the fan. Sleeping in the backseat until sunrise isn't looked down upon in certain situations, as long as its not outside a strip club or in your parent's driveway.

 
4.Eternal Darkness

"Grandpa didn't tell me about any weird green ghost lights"

Your { insert family member} died mysteriously ( in the sense that their head was gnawed off and is nowhere to be found, that kind of mysterious). You are awash with despair and sadness, wanting vengeance so badly that you'll do anything.

Your { insert family member} owned a large mansion filled with strange magic antiquities and you feel that perhaps you can investigate and find the answers that you want/need so badly.

What should you do? Are you a detective? If you are, do you think your feelings might cloud your judgement? If not, then does all the creepy shit your { insert family member} was into not make you the least bit nervous? If you answered Yes,No,No then do whatever you want. Its obvious you're going to make a stupid desicion despite what anyone tells you.

If not, then stay home and mourn in more appropriate ways. For good measure, demolish the mansion or sell it to some asshole that prefers occult studies over meaningful conversation and safety. If the planet depends on you taking action, then at least come prepared. Logical arguments can only get you so far with demonic beasts, bring a friend and a wagon of guns.

Sure you may look like a bit of a pansy and perhaps the world will end because you didn't take a stand or accidently stumble upon some encroaching evil, but maybe it won't and you'll make friends that respect solid forethought over machismo.     
 
www.horriblenight.com

Avatar image for wizardtrain187
Wizardtrain187

26

Forum Posts

0

Wiki Points

7

Followers

Reviews: 0

User Lists: 4

#2  Edited By Wizardtrain187

"Indie Underdog vs Undisputed Champ" 

The squad based survival horror genre is a relatively untapped market. When Left For Dead first came out, people were confused as to what exactly they were playing however, that fact did not prevent LFD from becoming a critical and commercial success. Its been about two years since people first discovered the importance of being team players while surviving against hordes of the undead and in that two years we've seen the arrival of the much improved Left for Dead 2 and the new kid on the block, a former Unreal Tournament 2 mod converted into a stand alone game called Killing Floor. Both games involve gruesome enemies, frantic combat and a focus on team mechanics, but which is the top dog and what kind of gamer is going to enjoy either or both of these titles?

 
 Game Play-In LFD, your motley crew of gruff survivors must navigate their way through zombie infested locales, all the while battling off the undead and doing their best to stay healthy. While there is a bit of path finding to be done, their is a goal destination that your characters must reach in order to either win the scenario or move on to the next area. KF feels closer to the horde type mode seen in Gears of War 2 where waves of enemies spawn from random directions, their difficulty increasing which each wave that you eliminate. One cool thing about KF is the ability to seal doors off from attacking monsters, an ability that brings about all kinds of different approaches to the many levels. Each game has a "safe zone" where players can restock and take a breather, but KF has a shopkeeper that allows you to buy weapons and ammo, LFD just has piles of weapons and ammo strewn about. KF is the more organized safe zone of the two, but LFD is slightly more realistic. Why that saleswoman is hanging around in those horrific areas is beyond me.

 
 While KF is loads of fun, it can grow a bit monotonous at times. You can switch weapons and levels, but the best strategy utilized isn't too different throughout. LFD seems to throw different challenges at you as you move through each level, which makes for some interesting scenarios. I give the nod to LFD by a slight margin.

 Story- Comparing the stories of these games is like comparing the protein content of apples and oranges. This isn't a bad thing, but neither is going to strike a chord with Final Fantasy or Metal Gear Solid fans. LFD has a host of subtle story elements, such as the banter between the survivors and environmental details like writing on walls, but you never really know what happened to cause the zombie outbreak or too much about the characters back-story. In KF, the genetic monstrosities that have overtaken England are the result of experiments by the Horzine company (a very Umbrella like corporation). Aside from a few bodies and bloody words on the walls, the world you're battling in feels pretty stale and there is not much to be gained from exploring the environments. Your characters have little bios that pop up when you select them before a game, but KF lacks the interactions that the LFD crews had.

 I like that each game made you fill in the gaps, but LFD did a better job of making you want to imagine what happened. That’s not knocking KF in the least, any excuse to kill monsters is good enough for me, but I didn't think about the game too much after I stopped playing.

Umbrel...I mean Horzine is up to no good again.

 
 Combat Mechanics-There is a pretty drastic difference in the style of play these games offer. While LFD has a game play style all of its own, KF is geared more towards your experienced shooter fan. The best way to describe the feel of each is in the actual characters you control. The survivors in LFD are not experienced fighters (except LFD's Bill, but he's an older chap) and it shows in their combat mechanics. The "spray and pray" approach to gunplay is seen heavily in LFD, and besides a sniper rifle, there is not any sort of down the sight style aiming. In KF, you guide soldiers and police officers into battle, and the gunplay feels tighter and more shooter like. On top of that, the crew from KF have perks that they can level up through combat, each resulting in a bonus to a specific characteristic. LFD feels much more like a survival horror game, as ammo and other important items are strewn about the level sparingly. KF gives you about a minute in between waves of enemies to visit a shop, stock up on ammo and buy new gear.

 While LFD is going for a more realistic approach to combat, KF just feels tighter and the hardcore fan is going to pick it up rather quickly and without feeling too handicapped by the controls. It'd be interesting to place the LFD crew in the world of KF and vice versa, but I don't think Lois would far as well dealing with chaingun fire and invisible creatures.

 
 Environments
-LFD has a very cool approach to environments in the way it links levels together to make you feel like your frantically running to safety. Each location has a particular feel, from hospitals and office buildings to freeways and farmhouses. The environments look very lived in, and its cool to spend time looking at the subtle little details that were put into the game to make you feel connected to the places you're escaping from. KF has some nice looking environments, but because of the style of game, they often feel fairly similar. Also, KF is going for a more claustrophobic feel in most of its environments, which is fine except when you're playing long sessions in one of the inside levels. You'll get tired running down hallway after hallway, and its easy to get confused as to where you should head. The KF environments were a lot creepier than the ones in LFD though as there were very few area in the game I could imagine sleeping in, before or after the Horizine crisis.

 LFD takes this one hands down. There is just more to look at and each place you go has a unique feel.

 
 Enemies
- LFD has zombies, KF has mutated clones, the source material is not that different. Each game has your standard low level zombie(or clot in KF) your bile blowing fat guy, your powerhouse and the creature you do your best to not piss off. Each LFD enemy had its own particular function, which made the game interesting and at times super terrifying. For example, while lowly zombies were pretty much cannon fodder, a hunter had the ability to leap onto a character and take them out of the battle until a teammate came to help. This gave tension to the game as running around a corner too quickly could result in your group going from 4 to 3, and numbers count in LFD. While KF enemies had different abilities, very few of them prompted the kind of fear that the LFD unique zombies did (except for maybe the end boss called a Patriarch, but the bright red letters announcing his arrival took the steam out of his appearance). However, the KF enemy design is much more varied and up close they are truly horrifying creatures. You'll also see the more powerful versions of the KF enemies more often, which is cool. To top if off, the KF enemies show up with weapons like rocket launches and chainsaws fused to their bodies, the LFD group only have the biological abilities that resulted from their zombification.

  
This is a tough one. Functionality wise, LFD enemies really pump up the tension, however the varied designs and incredible bloodlust that the KF enemies exude gives them a slight edge. I feel like I would have a far better chance in LFD than I would in KF.

 

Shit just got real

 
 Team Play
-This category is a tough one to judge as different gamers are going to flock to one or the other based on multiplayer mechanics. It comes down to the importance of teamwork. In LFD, surviving with 4 people is tough, 3 risky and anything below that is nearly impossible. You must stick with your crew throughout, and the lone gunmen types have little function in this game. The weakest link can't be ignored, and as frustrating as it can be, babysitting becomes almost as important as watching each other's backs. While KF is easier with more people (the average is 6) its not entirely unheard of to stand alone and actually survive, especially on the beginner difficulty level. The asshole player who likes running around by himself and causing problems is more than welcome to, his death will probably be advantageous. Its not to say teamwork is unimportant, I saw a huge difference in experience when grouped with a solid squad, its just not a deal breaker the way it is in LFD.

 If you're not a people person, try KF but you're going to need to take some happy pills and a cupful of patience if a trip into LFD is what you want.

 
 Graphics
- Real gamers don't care about graphics except to enhance an already great package. That being said, neither game is going to win awards for their looks. Both games have an outrageous amount of action going on onscreen, so Crysis like graphics would make most systems explode with the power needed to throw a hundred zombies on screen.

 I'm going to go with KF in this category, as much as it pains me to rate the looks of a game. It just has a grittier feel and LFD seemed flat at times.

 
 Multiplayer Options
- LFD is really cool because not only do you get to shoot zombies, you can jump into the saddle of one of the unique undead and stalk your friends. I actually played the versus mode more than just running through the solo game online, and had a lot of good times planning guerilla like attacks on the unfortunate souls that got separated from the pack. On top of that, the addition of Realism Mode, Scavenge Mode and Last Stand add to the variety or game types and I believe there is something for everyone in that package. KF is KF, and even with certain mutators (which LFD now has) and the ability to play games with 24 people, it doesn't stray too far from the formula that it started out with.

Again, LFD takes this one without a struggle.

  
The Verdict
-Both are great games and its hard to say one is better than the other because they are slightly different. When looking at who produced them, the comparison compliments KF more than LFD. Valve is arguably one of the greatest developers out there, and Tripwire even being considered a worthy adversary will probably get a few people hot and bothered.

 LFD is a classic and its unique game play puts it ahead of KF for me, but if you want to take a quick 15 minutes to blast some baddies, KF is a good investment. At 20.00( I got it for 13.00 on Steam) KF shines even more at half the cost of LFD, but I feel the price of LFD is worth it, especially with the intense mod community being a Valve tradition. 

 

We are the ambiguously chosen champions!?

 
 Who wants LFD? The multiplayer fanatic that understands teamwork and has grown weary of by the numbers online shooters, but doesn't want to stray from FPS genre.

 
 Who wants KF?
The bargain shopper who wants to have a fun online experience without the constraints of babysitting a newbie.

 
 What I'd like to see in LFD3?
Aside from more levels included in the base game, I'd love to see some type of character progression and/or customization. Sure I liked playing as Coach, but I'd rather play as myself. Character progression could be subtle, and feature perks like in KF or Modern Warfare 2, while also retaining the feel of the game. Perhaps you character has better aim but isn't as fast or can deflect unique undead attacks with a timed parry. I don't want to shake up the formula too much, just make me feel like those hundreds of matches are giving me something to work for besides achievements.

  
What I'd like to see in KF2?- Intermingle the horde mode levels with progressive levels ala LFD. Fighting is fun, but fighting your way to a destination opens up more diverse scenarios. Destructible environments would definitely add to the game (obviously they would add to most games) but I could imagine hiding behind a sealed door only to have a weakened wall burst open and spew forth clots. Character customization would be nice here too as well as a more refined progression system. I also think class functionality could be tweaked and KF could lend itself to a Battlefield Bad Company 2 model.    

Avatar image for wizardtrain187
Wizardtrain187

26

Forum Posts

0

Wiki Points

7

Followers

Reviews: 0

User Lists: 4

#3  Edited By Wizardtrain187

 Video games have been the been the current scapegoat for violent behavior ever since gangster rap let Ja Rule and Ashanti duets slip past their filter. Given the right person and right circumstances, anything can cause violent behavior including but not limited to poor eating,stress,illness,injury,confusion...shall I go on? The truth is, video games do not breed human killing machines nor do they teach children behaviors that solid parenting can't prevent. They, like books and movies, are an outlet for energies that are difficult to express in the real world. In fact, video games, especially those based on horror, can in fact teach children and young adults skills that will help them and others survive in both real life and the potentially life threatening horror themed scenario.

 
 1.Teamwork

Model Game(s): Left for Dead 1 and 2

"Odds are definately not in their favor...the zombies that is"

 Kids these days act like little assholes because their parents were little assholes who weren't taught the importance of teamwork. Nowadays, stepping across the backs of your dead friends in order to cross a river is more likely than linking arms and braving the currents like ants do. A lot of video games bought into this mentality as well, with singular game-play or competition offering more rewards than teamwork.

 That changed with the Left for Dead series, a game where losing even one team member could spell disaster for the entire squad. In Left for Dead, zombies could appear from anywhere at any time, and gunfire had to be focused in every direction in order to insure the group didn't get mobbed. The impatient jerk who tended to run off would usually be found a few minutes later in a puddle of his own blood and could garner a reputation that could make it difficult for him to be accepted into a game later on.

 Sure there were rankings throughout the game based on who killed the most zombies or got the most head shots,but there were also achievements for the person who saved the most friends as well. This game isn't built for the lone gunman who has the skills to be a solitary force, this is a game for the average Joe who is going to need his friends around when the shit hits the fan.

 The game has the potential to teach kids the importance of everyone, including the chubby kid or the girl who wears black all the time. In real life, these individuals could have a lot to offer and their outward appearance could just be a defense mechanism or phase they are going through. If kids could find potential in all their peers and not just the rich or attractive ones, then they'll be much better leaders in the future and could even alleviate the vicious bullying problem runs rampant in the world. A bully isn't so tough when four kids meet him behind the playground.

 
 2.Resource Management

Model Game(s): Resident Evil Series

"This knife is a lot smaller than I remember"

 The financial crisis we are currently dealing with is the direct result of poor resource management. People are very confident that the supply of money they possess will never run out and if it does, someone will bail them out. Very few know that this isn't the case.

This will be especially important for the next few generations who are going to have to clean up the mess that their parents left them with much less than their parents had. Unfortunately, this is a lesson that is still not getting through to people, especially to the spoiled generations who've learned that whining and thievery will get them what they want.

 What these kids need is a trip back to July of 1998, a trip into the mountains outside Raccoon City. In Resident Evil, your role as part of a rescue team known as STARS depended on efficient resource management. For some reason (and despite the missing hikers and chewed up bodies) your team went into the spooky old mansion armed with little more than 9mm Beretta's and hope for a peaceful resolution. This wasn't the case and you were forced to fight zombies and mutants with the little ammo you could find dotted around the mansion and its grounds. Every shot had to count and you couldn't presume that your last kill was the last zombie in the place. If you ran out of ammo, you did have a knife but that didn't help too much against giant snakes and 9 foot super soldiers.

 The same could be said for financial crisis. In the future, kids will have less to work with and when its gone, its gone. Social programs are already in the red, so the financial back up that our parents knew may not be there for us and our kids. You'll need to scrape by and use your resources intelligently until you have enough acid rounds...or I mean savings to keep you afloat.

 
 3.Social Skills

Model Game: Fallout 3

"Before we attack the ghouls, lets chat about expectations."

 

 Most people lack very basic social skills. Whether its bad grammar, poor etiquette or the inability to speak to a variety of different people, the decline of communication comes from the lack of focus early on in a child's life. While actions do speak louder than words, you're going to look kind of silly if you attempt to act out everything you want to convey to your peers.

  Fallout 3 exemplified the importance of communication by assigning it as an upgradable stat.

 A lot of games offer multiple ways to end conflicts, but that meant either silently killing someone,setting them on fire or cutting them in half with a chainsaw. Fallout 3 allows you to talk your way out of or into certain situations and at times avoid physical conflict all together. This worked well for the game because while there were giant scorpions and no nonsense mutants to deal with, there were also distinct groups and individuals that were integral to maintaining the infrastructure of the wasteland. Piss someone off and you may have their buddies to contend with, calm a dispute and you may just have a few new allies. Either way, talk wasn't always cheap.

 Sure the game wouldn't be as interesting if all you did was mediate conflict, but every now and again it made sense in the scheme of things. This translates well to teaching kids that fight and flight are not the only reactions when faced with a difficult scenario. Children will see the rewards achieved with keeping open lines of communication and not jumping to conclusions.

 
 4.Time Management

Model Game: Dead Rising

"There is a time and place for sweet crowd dispersing wheelies"

 In today's high paced world, taking your time isn't always the best thing to do when flooded with multiple responsibilities. Sometimes you have to do many things at once and have very little time to do them. A lot of people complain about pressure and stress when their biggest problem is time management. Sure certain people are built to be busy bodies, but its not out of the question to go to school and have an after school job as well. Time is not infinite, at least for humans, and in order to hang with the big boys, you gotta be efficient.

  Dead Rising(while sometimes frustratingly so) made it very apparent that in order to complete your main objectives and save people in the mall, you couldn't spend too much time putting buckets on zombies heads or making smoothies. You had to dash from one side of the mall to the next, completing objectives while resisting the temptation to waste time killing zombiesin amusing ways. It was tough because there were so many things to do, but not enough time, and to get the best ending possible, you had to be quick.

 People, especially of the younger variety, let themselves get distracted with multiple things (I know I know, including video games) instead of accomplishing their important day to day responsibilities. A few hours(after chores) spent with this game would highlight the importance of time management and balance between work and play. Sure you can driver around and smash zombies with a delivery truck, but you had better kill the clown and the psycho grocery clerk first.

 
 5.Perseverance

Model Game: Doom

"I wish it was Sunday...thats my fun day."

 In my opinion, people give up way too easily. There are very few Jackie Robinson and Harriet Tubman stories out there for kids these days to strive for. Our role models have millions, but turn to drugs and alcohol as soon as the going gets tough. This sets a bad example for children because life is full of ups and downs, and at times the downs seem like they never end.

 Kids these days could take a page out of the “Doom Guide to Getting Lemons and Making Lemonade”. The guy from Doom basically shows up for work on Mars one day and realizes “Shit, everyone's a fucking zombie or a demon from hell.” Does he turn back and take a job waiting tables? Fuck no, he grabs a bunch of guns and gets to work. Even when his health gets low and bad guys appear out of teleportation machines, he knows that a blue,yellow or red key is just around the corner.

 Kids quit sports, extra curricular activities and even school for stupid reasons like getting dumped or being fat. That's a bunch of bullshit! Push on you little dumplings and maybe a little hard work will get you somewhere. The Doom guy didn't just wait for his space marine cohorts to show up and solve his problems for him, neither should you.

 The list could go on and on, but see the forest from the trees people. Video games should be featured as learning tools and not reasons to retract the first amendment. Either way, a new technology will come along in the next few years to replace video games as the number one cause of deviancy, so we'll just sit back until holographic blow job booths catch the attention of the bible belt.    

  • 13 results
  • 1
  • 2