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Bibbly's blog

10:23 PM on 07.02.2013

Having Good Personal Health is The Future of Virtual Reality

For those who do not know "The Oculus Rift" is a goggle-like virtual reality interface. It lets you see game-spaces in full stereo vision with the intent of delivering as close to true to life 3D imagery as possible.

It isn't the most unsightly device and people who try it out are saying it delivers on its promises. Full stereo-3D imagery with motion tracking and acceleration. That's a pretty interesting technological feat, but like touch screens did in the 1980's will it become "old hat" and be revisited twenty some-odd years down the road? If it holds mainstream appeal it might be around to stay like 3D televisions.

An "Oculus Rift" coupled with another VR device called "The Omni" will deliver the closest to a feasible mass-market virtual reality solution that has been devised in human history. But what will this combination of technology do for those interested in VR technology? And what will the societal implications of this technology bring?

A reasonable speculation suggests it will bring closer attention to the dietary issues and lifestyle choices effecting gamers. How so?

In an industry where the bar for storytelling is set mid-point with plots lines like, "Turtle kidnaps girl." its safe to say the bar is fairly low. It is because of this fact that games like "The Witcher" and its trilogy, "The Elder Scrolls" and its saga, and "Minecraft" and its value as a creativity outlet resembling that of lego, it is clear sprawling worlds with depth matter to people. I ask, do they matter enough that people will be willing to literally walk across Skyrim? Will it matter enough for people to literally want to walk around Rapture? Because the tandem concept of these two VR devices promises you will be able to do that. The problem there in is, will gamers be physically able to do it? The passion people feel for games tell me that they will try.

These two devices are a bell I want to hear ring and loudly because the industry may be changed by them. 'Couch and controller' type players may become the smokers of video game players. This may mean a step in the right direction towards how gamers are targeted in marketing with what products and by what companies. You want to walk across Skyrim? Chips and soda will not get you there. Snack foods cannot deliver the energy or focus you'll need or want in order to walk several kilometers or miles within an evening. Therein is the daunting realization of the immersion. A GameFaqs Diet section where gamers can talk to other gamers about the most nutritional bang for their snack and soda teething dollars. Before a two hour jog through Skyrim what do you eat? What makes you feel more alert? These will be questions on forums and message boards and it will be enough to get the attention of a public eye. The promise of immersion may be enough to shed pounds off of many people.

The concept is being able to build and walk to your friends house in Minecraft, to be able to walk the fields of Halo, and tread every step of Gordon Freeman. Staying sharp and being well fed will become more important this and the positive effects of exercise and physical exertion leading to more fulfilling rest is a far more impressive and real promise surrounding new VR tech.

If walking through Rapture means eating three square meals a day and getting a good nights sleep, it is a positive for a positive. Reason enough.


3:08 AM on 04.16.2013

The PSN will be Vaporware

Vaporware is a term in the computer industry that describes a product, typically computer hardware or software, that is announced to the general public but is never actually released nor officially canceled. (wikipedia: vaporware)

This sounds more and more like the PSN which in a way, has been in a perpetual BETA since its launch. This passing generation has been one of intense digital experimentation and the market has spoken, it'll continue to strengthen an online interest. Should those interests constantly be online? That's a questionable and slippery slope that should rightly garner strict criticism. It isn't out of consumer bias that people generally would not like to see an always online and purely digital. It's out of the lack of control and sense of ownership a person has when they hold a game in their hand and know it will do what its supposed to, like a toaster, when you hit the power button. Remember when games didn't need patches and just-inexplicably, you know, did what they were supposed to. They just put a playable game on screen on demand. No patches, no load times (for the most part) and that age is dead. Somehow now a selling point of the PS4 is that it'll do all the loading and downloading and patches in the background so you can play games out of box. How is this a selling point? Has the market devolved that heavily? The celebration of its mediocrity hit a high note when SONY had those 'IN SHIRT XMB' T-shirts. That was a sorry display.

Out of all the disjointed rants I've written, I can honestly say the most passionate have been about the surveillance state of gaming which is touched on in what appears to be a drug induced rampage with words, I was sober at the time but its inexcusable and difficult to translate; and A Third Video Game Renaissance. Both of these things in conjunction with the looming threat of SONY alienating and destroying a loyal consumer base on the horizon, rests like the solar flare of an atomic bomb which is waiting to abolish all of your PSN purchases. All of the terms of service agreements you and I and everyone signed by clicking [AGREE] allows companies to terminate support of that title without notice at any given moment. This gives them license to terminate your purchase history by implementing a strict policy of intellectual and digital property licensing that boarders on a rental agreement.

Not allowing backwards compatibility of a hard copy format is understandable, when that disc will be the same format of the new consoles-its a bit questionable. Lacking complete digital support from the previous platform when it can clearly be emulated with a couple megabytes of code-that seems like bad business sense. Especially because SONY is one of the largest multinational electronics and software heavy industry corporations with holdings across multiple industries. How can one of the largest companies in the world have such poor business sense?

I've said this before-how can the videogames industry developers and publishers alike skrew-up on so many levels and so badly when they are literally the most hand-held (pun) industry in the world. Their consumer base literally demands and petitions and guides them through open discourse about what they want and what they want to see-yet, very little in way of receptivity is observed. Instead we're given always on DRM, the surveillance state of always streaming the PS4-as if the most efficient game-data collection wasn't enough, and now legitimate threats (so it seems) of Microsoft pushing an always-on internet-connected console which will destroy their hope of even 10% of the market.

This graph is a very rough estimate. Despite the best efforts of federal governments global population is at best-an estimate. I can only hope the margin of error is within a few million ±billion(s).

Where do I get 10%? People with internet connections only make up about 20% or so of people in North America. Globally, that number is less than 5%. It'll impact sales so much that it will almost be impossible to turn a profit with inflated budgets of current generation consoles being so high.

With SimCity a lot of people had buyers remorse. They felt like they got a bum deal-and sadly it was too late for any of them because they signed agreements saying the service had to be always-on, may not be active at all times, and may be terminated without warning. They also signed away any right to a refund. Buyers remorse doesn't help and signing binding legal contracts just signs away the right for justice.

I don't want to hate on the industry and I don't want to rally people to not buy the new consoles, but you know what? It wouldn't kill the industry if you didn't and maybe all the bad things and bad trends we're seeing, will straiten up. Maybe companies will be more likely to listen and maybe, just maybe, for once- we'll get what we pay for and not what we're given.

End the schlock.

Don't buy into bullshit and don't sell yourself short.
It won't kill games to say no, it'll make them better.

Look at your hand and play your cards. If you check, I'm sure you'll see you have all of them.   read

9:19 PM on 04.02.2013

Bane Sterling presents "Jonathan Holmes is a Lovely Boy (Chungus)".

I'm sure this was made by a community member. You owe it to yourself to watch this video, especially if you are a regular podtoid listener - which you should be. It's a letter of love of hope.

Glorious.   read

11:08 AM on 03.22.2013

Un-rant a rant.

In an attempt to write something that was big and wordy and drawn out I wrote something that was stupid long-winded and pointless. BLOG POST SUCCESSFUL

Anyway, to break down that wall of idiocy I posted about contrition and hate cake, it really comes down to these one paragraph:

The video games industry has so many avenues to pursue in terms of knowing what will do well. Granted, there is always a gamble even with big name franchise titles - the market could see them as stagnant and that is never an impossibility that can be ruled out of question. Its a hard, soul destroying, corporately ran industry - it doesn't need to be all these things but for the most part it is. With data collection methods, extended public BETAs, why are unpolished mediocre titles being produced when the gaming public is always talking about what they want to see and what they are willing to pay for. The video gaming industry is an industry that is being led by the hand through a field of origami roses made out of fifty dollar bills. Gaming industry - why won't you let us hold your hand? Being sad and disappointed in a game may create buyers remorse - but its too late by then. If you want change in something you have to stop buying. Every dollar is a vote and people have been voting for dictator-like DRM and schlock. You have to break this cycle by doing without and having a commitment to a message you want the corporations to get into their tight-fists-for skulls.

^Trying to translate my 4a.m rant. I honestly don't know what else I was trying to say. Maybe I thought I was being funny? lol What an eyesore that fucking mess is. Makes me laugh at least. Why the fuck did I draw these pictures?!


4:16 AM on 03.21.2013

Contrition: The Fuck You Say

WARNING: This is a rant heavy rant.

I like how the flair up of attitudes - what with emotions running high around the Sim5 launch and all - caused a little bit of a stir with some sensitive folks - who basically stepped into the spotlight and talked big about how people should calm down.

Well, requests to 'calm down' were more like insinuations about how the gaming public will be known for being testy, opinionated, hateful, spiteful, and a slew of other adjectives with net-negative connotations.

There was a post on the landing page that was something like We need to stop letting hate define us. OR SOMETHING LIKE THAT I DON'T KNOW.

Big business doesn't really foster the pursuit of new ideas, a formula that works is going to be worked until dissolved into a generic sludge that can be made malleable into many shapes and flavour.

There is a technical and profound reason why its appropriate for gamers to be outspoken about their distastes. There are several systems in place to reduce margins for error considerably and they stretch across the most shallow points of the internet to the deepest of deep-web code chains.

1.) Game data is collected and monitored where there is infrastructure for it.
The community pages for Little Big Planet, Joe Danger 2, and source stats for your favorite shooter of choice are the superficial tissue paper thin coating that surrounds an incredibly complex and perhaps even intrusive data collections.

This is another point that I don't see anyone really thinking about in terms of what has been said about the PS4. I thought it was incredibly poetic that someone stepped out on stage during the announcment conference and talked about freedom, secuirty, and their personal prosecution by the authorities for protesting. It was a very strong and obviously personal moment – which seemed almost out of place at the conference and has since been made fun perhaps because it came off too strong and almost like a non sequitur without a punchline. It resonated with me as a strong juxtaposition. The framework of the PS4 has been integrated to openly broadcast games at all times with the ability to be 'directly controlled' by an outside source. This also means the gameplay data is probably also going to be fully recorded as the gameplay will be fully monitored in HD. I'm sure it can be toggled but it can also give license for those amazing contracts we see at the start of most big name games. Those contracts that protect against liability, allow personal information disclosure, and allowance for game data to be collected, notices that online content may expire at anytime, etc. Usual stuff now.

Why does this matter? It matters because developers have license to aggregate data so they can cater to their audience dynamically. Do they? Not too many HotFixes are made public so we can't say for certain. Maybe this is just a gripe made out of paranoia, but I think its a valid point that will make more sense latter. I'm building and argument cake.

2.) Perpetual BETA stage development, community tools, forums, the whole E-Shabang
When you join a closed BETA a lot of the time in the disclosure releases/contracts/T.O.S. - Those forms most people don't read and usually click OK to as quick as possible so they can get to their game; contain terms which state all communications in game, through the community and forum, and other mediums connected to the game become owned by the property holders – all ideas, concepts, and essentially every word you write/express through the service and game become owned by that game and it's creators/contract holders. That means they are free to assimilate every bright idea or remark people have about the content as they play it.

Now this isn't a bad thing at all. It helped make StarHawk a really oiled and focused multiplayer experience. Too bad it didn't see great success.

Cake icing for the second piece is in place. It's a hate cake btw. It'll taste good I hope, we'll see.

3.) Third and final point – the second piece of cake and the icing to coat the whole spiteful and delicious mess. - Gamers and people who care enough to lash out are outspoken about what could, needs, and should be considered for improvement in the case something doesn't meet expectation.

Now, there is room for liability going outside of a contracted, licensed, or official services for ideas or suggestions to be assimilated. It's risky but there is room on the part of developers for plausible deniablity if someone has a gripe about their ideas being incorporated without compensation. But if cops shooting up a car killing innocent woman in L.A. tells us anything – it should tell us apathy and the ability to bury shit on the internet is easy as fuck. Also, apathy.

So basically this cake is done.
I prefer to use red icing on the lettering, I think I'll just write 'HATE' and 'ANGER' on it. Red is good. Actually, fuck I messed up. I should have made it look like hands praying, or no...


Hand Holding: The Industry

There are dozens of recipes that taste good, hundreds of thousands of complete cookbooks, a plethora of spices and wonderful flavors to incorporate, I've made this cake dick flavored.

Legit though:

Everyone is clear what they want and while you can't make everyone happy all of the time, it is so frustrating to see and hear the rattling cages of the pissed off canaries that sing the song of our people. It isn't really demands that are being set - mind you a lot are set, sure, but you can only head desk so hard or facepalm so much before you break your face and hurt your desk.

Finding something disappointing is personal and explainable. Feeling stolen from, likewise.
But in an industry as observed and controlled as gaming - usually big fuck ups or bomb titles are without any real explanation and this doesn't just leave something to be desired - that's short term. In the long-term in lowers expectations. Hate is a positive thing, being outspoken is a good thing. Buyers remorse however is not because the monster has been fed and it will go onto breed if enough people feed it - without fail. So buy smarter and talk about the best games you've played, maybe more games will be made like them if anyone is watching - and people - especially in this next generation are always going to be watching.

4:01 AM on 03.12.2013

What isn't Being Said About SimCity

HEADS UP - this is a rant.

I'm noticing a huge - massive - how the fuck did you miss this and why isn't it being said firstly statement - regarding always on DRM, online authentication, and especially games which require a constant internet connection/verification/shit you need to do to even play...

Motherfuckers why are you not screaming this:

Any game which requires always-on-drm/authentication to start/community heavy/online heavy content - will fucking cease to be at some point.

Like an MMO - when the servers are turned off the game is destroyed, killed, never to recover.

Why the fuck - has no one made this the forefront of the widespread verbatim/insipid commentaries and comments?!

The poor deluded bastards who are just repeating what they are hearing are diluting a fundamental flaw that goes beyond simply needing an internet connection.

Yes it is a form of DRM as it is effectively Digital Restrictions Managment {fuck you, it's about control - not copyright} - you are restricted to play it how and when they see fit. They're playing players. EA/Maxis can at any point make an incredible change to the way the game is played, live, whenever they feel like. I blame the entire game generation for this as its too common place to sell unpolished - inflated BETAs. Because that is what SimCity5 is, it's a glorified retail BETA.

The problems with connections is slowly being ironed out, tweaks are being made to support the triple-speed function again {there were simulations problems at higher speeds causing server crashes apparently} and guess what - it all means jack shit to the consumer, the gamer, the player, the poor bastards who liked SimCity2000, 3000, and 4 and probably purchased 5... the game could just pop and not exist.

I can understand that after a few years online community support for a game goes offline. As long as players are still able to play the fucking game, any content they purchased is still accessible, and hopefully - if the damn thing had trophies or 'chiev'oes - players will still be able to create/host online games to an extent.

Think about this - Look at the PSN and current XBLA. It is totally possible that in a few years they can discontinue compatible stores which run on the PS3 and XBOX360 - we're just licencees and all we've purchased are contracts - not products. We have the right to use the software and they have the right to revoke that right whenever they want.

And you know what,
That's exactly what I'm going to think about next time piracy comes up in a conversation.
Because it isn't theft - there isn't a product.
You're just refusing to click OK when it is effectively a signature on a contractual dotted line.
Just click no, eject, alt+f4 - and get a refund.

Now as an exercise of impermanence, it is clear nothing lasts forever. But I think the expectation and precedent with interactive software has be fowled by tethers of control. Video games just don't work at launch anymore, is that really how it is? That's unacceptable and not required. Inflated development costs and expensive servers are not the problem of consumers and getting people to agree to terms and conditions of use - before they can even get a look at what they are buying is almost theft, because money has be transacted without the exchange of goods and the services you are hoping to get - that you have basically taken a gamble on apparently - is delayed. So why sign all these contracts and terms that say, "This game is a service and may be terminated without notice. --- Here is a bunch of legal mumbo jumbo that basically says you can't do anything about it if we choose to abandon this project."

When you try to play an online game, it doesn't work or you have to wait hours for it to download and setup and patch, then you play for awhile but your saves are server side and get lost the next time you log in, it's unstable. Then after some time all the harsh reviews and word of mouth has gone around that the game is toxic shit and its terminated -

You get nothing, good day sir. Like you stole from - them.   read

11:49 PM on 02.24.2013

Intrusion 2: The Intrusioning

Intrusion 2 is a well put together side scrolling shooter that starts strong and holds the momentum. It can be easily compared to other side scrolling shooters like Metal slug and Contra but it needn't be, even though it is apparent it has used these titles as inspiration it holds up as its own thing.

Within Intrusion 2 there is some very interesting points of exploration and a multitude of powerful weaponry and genuinely entertaining enemies to do away with. It is obvious at the beginning of the first level that you are in for a ride. As the protagonist parachutes into a battle field you get a clear picture of the art style which is a blend of 2D and 3D art.

There is no story to speak of within Intrusion 2. It is in its entirety a simple and well put together side scrolling shooter with some platforming elements and nothing more. The adage, "Do one thing and do it well." applies to this title as there are little to no hiccups in the setup and execution of the action throughout the entire game. The action seamlessly carries you from one checkpoint to the next with little indication of level changes. This is a good thing as much as it is bad thing as you may run the entire game in a matter of only a few hours without having realized how far along you were. To this effect there is a hard mode difficulty setting which I strongly recommend to anyone who has played games of this sort before. For the most part I only experienced one instance of true difficulty which took the form of a bullet-hell type boss that rappelled from one side of the room to the other spraying bullets and dropping rocks from above. If you play this and get to this point - conserve your ammo and wait for her to change her mode of attack, evade as best you can and be patient.

There is some formulaic exploration in the level design which isn't bad but it isn't really inspired either. Exploration consists mostly of getting past the half way mark in an area and back tracking on the roof tops and high wires to reach a hidden weapon or witty remark on a sign. Back tracking does not always respawn enemies but it may and farther along into the game that means machine gun wielding mechs with laser swords come back, be advised.

The sound is fitting to a game in this genre. The sound effects are on point although they are nothing exceptional or unexpected. The music consists of only a few tracks and is on a two minute repeat. The music being slightly repetitive isn't such a bad thing at times as the metal guitar riff track is fitting. With a playthrough running of about 3 hours or so, I suggest your own music, anything electronic or metal would fit.

Intrusion 1 is a free online flash game check it out.

Intrusion 2 is a very honest attempt and a good attempt at being a short and sweet side scrolling shooter. Fans of the genre may like this honest attempt at the genre. If you haven't checked it out and enjoy the side scrolling type genre you'll probably really like Intrusion 2. Check out the first at the link above, if its to your liking check out the demo for Intrusion 2 and then please consider helping out the talent behind it by purchasing Intrusion 2 from their official site or on steam. You can check out a demo of Intrusion 2 right here it is also available for download from the official site.

Without spoiling what weapons or enemies you'll encounter I think its best if you play the demo and play the first one in the series. If you like the demo I assure you this game does not stop its fast paced action, it really carries through the entire game and for that I have to commend the talent behind the title.

GLaDOS Potatoe 5 Quality Images FTW   read

11:39 PM on 02.21.2013

Plants Vs Zombies is Free on iOS until February 28th

There is no better price than free!
If you have an iPad or iPodTouch or iPhone, get this while you can because nothing says time well wasted like a free award winning multiplatform title that's on a mobile device is is actually a video game. If you have a compatible device download it or you a square do-nothing know-nothing who has an iPad just cause'. Not that there is anything wrong with a 'got-dat jus'cause' kind of crowd, but there is something to be said about a person who doesn't accept a free cupcake, when they have friends who like cupcakes. Do you know what I'm saying?   read

10:25 PM on 02.21.2013

Rumormill: Bioshock Infinite Delayed Until Next-Gen

So, let's say I heard a thing and I can't exactly call someone to confirm this because that would be harassment, but I heard a thing. I'd like to head up this rumor with an official statement but when I call the offices of 'Levine and Sons Co.' I get an answering machine, something about fresh fish in New Port. No idea.

What I do know is that Bioshock Infinte is slated for a Marsh 2013 release this date is supposed to be beyond set in stone. Do you think it will be delayed yet again until after E3? Or do you think that it may in fact be delayed all the way until Fall 2013 or perhaps even early 2014?

It's almost insane to think it would come out next year instead of this spring. That's a big step away from what seems to be etched in stone. Someone please - come out of the wood work, official comments on this need to be had.

It seems possible but not likely that this will happen, cross all the fingers.   read

12:56 AM on 02.16.2013

Infinity Blade Free Until February 22nd 2013

Jump while you can!

Infinity Blade has been hailed as a serious attempt at making a hardcore mobile game. It uses the Unreal Engine, doesn't require any micro-transaction, albeit those are supported, and the game takes a measure of skill to master.

Toting a $5 price point and delivering on content, it raised the bar for cohesive mechanics and graphic design on a mobile platform. With art direction that stands up to the likes of Dark Souls, the appeal is there. It's dark Gothic atmosphere sets the tone for sword and shield combat.

Infinity Blade 2 is seeing the light of day and in celebration Infinity Blade has become free for a limited time. If you have an iOS device and enjoy eye candy, there is no reason not to download this right now, and you should - because Free is best kind of price. Did I mention its actually a game that isn't pay-to-win? You can play this for more than 20 minutes without it wanting some kind of in-house currency to be re-buffered, ever - at all.

You can't get a better price than free.

Appstore for iOS


6:31 PM on 02.12.2013

The Poison of Electronic Arts in Dead Space 3

tldr: Don't buy Dead Space 3 because it'll make everyone at Visceral Games alcoholic unemployed industry professionals.
Also this:
Isaac's Face at 5 minutes says it all

Nothing says desperation like a burst of varying underhanded marketing tactics being thrown at a single title. I'm sure the thought process behind co-op multiplier is that it directly correlates to more single sales of a title so that more people will play together. The counter to this of course is that most online and multiplier experiences are re-hashed, overused, and bland ideas which hold little to no footing for a consistent audience. Because every other title and those titles squeals contain a multiplayer experience and that directly invalidates and dilutes a consistent online audience even further. Dead Space 3 does just that to by directly invalidating the online experience of Dead Space 2, just as Uncharted 3 does to Uncharted 2. Minor improvements over previous installments might as well be swept aside with the overwhelming avalanche to conform and purchase the latest title. However, this criticism is not based on Dead Space 3's multiplayer experience, it is a far more superficial analysis than that. Instead, the purpose will be to direct the attention to disgusting, lazy, and unintentionally horrific details about Dead Space 3 which contrast with such atrocities as the Geoff Keighley Mountain Dew and Doritos incident, as well as the worst most tasteless tri-colour pasta of videogame endings even conceived at the end of Mass Effect 3. Wherein then does this rant fall onto Dead Space 3 and lend itself to previous rants/expositions/editorials about industry trends? This is a forecast of the Dead Space franchise and Visceral Games.

Dead Space 3 is a well sculpted piece of shit that Electronic Arts has special selected out of the intestines of Visceral Games. EA's fist is so far in and so deep into the ass of Visceral Games that over time EA will have worked that companies asshole into a seamless cloaca. Blending the virtues of a penis, a vagina, and an asshole into a single entity capable of being both fucked and sucked synchronously by a single puppeteer arm. This cloaca will piss a scientifically engineered cocktail with which EA sustains itself.

EA is without a doubt enforcing policies and creative control at Visceral Games. There are some interesting changes that go beyond blending more action into the title. Dead Space did well enough to spawn a very well executed sequel. By no means are the Dead Space games a pinnacle of the interactive arts, but they are examples of how a narrative can compel and captivate an audience. Unfortunately to promote a franchise with unique story elements that diversify it from other current titles certain aspects of that story may be engineered into a marketing ploy to make it appear more original that it actually is. A franchise may even become dependent for cliff hangers to be present to establish the facade of a continuation of what was once a compelling or original narrative.

The presentation and quality of Dead Space 3 is disturbing in the most unintentional and stupid of ways at times, laughably so. Elements which are essentially redundant are in place as filler around every corner. Specifically speaking, Dead Space 3 is notorious for offering up moments of uninspired superficial player interaction. There are ladders, elevators, and stairs visible everywhere in Dead Space 3 which may require some running around to get to, power up, or operate. These interactions use every other excuse to invoke some kind of trivial switch box for the player to click on to activate or drop, this is superficial player interaction at its worst and it is rampant throughout the title. Go to X, do X, go all the way over to Y, enemies came back between X and Y take them out, pat on the back by npc, player is made to feel like they did something, get to the chopper, reward for getting back to X, narrative continuation, etc. This is an adventure game algorithm which is setup to deliver an allocated amount of time for a reward system to deliver. If the player spends X amount of time doing Y the reward and the continuation of the narrative should happen at an interval that won't cause boredum or gameplay stagnation and ceases to be entertaining. Basically, it's chunks of gameplay that are in place to make the game feel like a game without delivering anything more than mechanics which have been done in videogames since Quake 25 years ago. It is uninspired and lazy. These moments leave something to be desired of the capabilities of current videogames. As open world games and fps titles become more advanced the players interaction can develop into new types of gameplay. See a door you can't open but you've got a rocket launcher that took five hours to get, blow it up. You hate an NPC because they annoy the shit out of you and are portrayed in a way that irks you, do away with them. Creating situations outside of a linear algorithm is actually very easy as they are mostly fully automated mechanics. So why is it that Isaac can't climb over a guard rail? Why does he need to use a ladder to get up a two foot high blockade? The worst instances of superficial player interaction include the interaction with a four foot ladder, no more than a few inches from the ground, it requires the player to interact with a switch box which is larger and more impractical than the ladder. It does not focus the gameplay experience or narrative it takes players out of the game and says, "This is a videogame." its condescending, but I suppose in the name of branching to a 'wider audience' dumb is the way to go.

The things that were done with physics and space ships in "Star Wars: The Force Unleashed" was as fun to interact with as it was to watch. The ability to use the environment in a way that impacted gameplay in a positive way was everywhere. Gameplay interactions which impacted the environment in a way that benefited the gameplay and narrative and could have been done with ease in Dead Space 3, instead it appears almost as though intentional steps had been taken to add as much stiff filler gameplay moments as possible. With the incredible plethora of tool available why can't metal bars and doors be melted or destroyed? At times its less like you are playing the game and more like EA has its hand up your ass playing you saying, "This is how the game is meant to be played." while also saying implying that if you want to express individuality to express it by creating inefficient weapons, it is literally the only way the player can actually express themselves in some way in this game.

There is nothing worse than an overarching story which spans books, movies, and videogames to have conflicting story elements between mediums. Retroactive continuity and continuity problems effect a medium in a lot of ways, for the most part it stops you from enjoying it. A little thing like a blue cup turning red or perhaps entire set pieces like islands or buildings disappearing between shots in a movie can disturb and actually subconsciously distort an audiences perception and make them less receptive. A lack of continuity or even a spelling error in a book may even create deep feelings of doubt and dread. A lack of continuity can alienate fans, as a producer you never want that to happen. This is one of the reasons why the “The Last Air Bender” movie fell apart, the director fucked up very badly.

A lack of continuity can be as easy as writing dialogue for a character and having a misstep in what that character may think or feel in a given situation. When Isaac had a needle pierce his brain through his eye he didn't shout, “A goat made of pudding killed my girlfriend and lick my asshole she drowned. Whores!”. It wouldn't have been realistic or relevant for that kind of dialogue. The sequence was exceptionally well done, the animation on Isaac's face perfectly reflected the tense situation. If the fourth wall were to be broken during the sequence I'm sure Isaac would have been muttering, “Don't fucking kill me, don't fucking kill me.” but because the sequence is so well done, nothing needs to be said. You understand how tense the situation is each time you try and manipulate that needle into position. The sequence is exceptional and is an example of how interaction between narrative elements, gameplay, and digital performance can consume a player in the atmosphere of a videogame and truly captivate them.

In Dead Space 3 after Isaac and Elie's ship is ripped in half, he has a blank face. His character looks clearly not animated at all. Ellie's face on the other hand had been distorted and exaggerated beyond recognition. Ellie in this scene is adorned with a low cut red top and for the most part her chest remains clearly visible as fire and debris scatter around. I'm sure Ellia was originally written to maintain her persona and really her entire character from Dead Space 2 and that during this scene she was meant to die. Ellie comes back latter on to serve as a superficial love interest with two cardboard cutouts for antagonists trolling behind her. What's with the low cut top? Why does she have to be a love interest? If it's so easy to find a spaceship, why doesn't she just get into one and fly home? What in the fuck is she even doing?

The story elements take a turn for the worse when Isaac reffers to himself as the 'marker killer' at which point I'm sure many fans of Dead Space face-palmed a little bit. In the first game Isaac was a voiceless nobody with nothing but tools at his disposal. Not only did his character work well in Dead Space but he was actually developed as a character when he took on a voice in Dead Space 2, it was an addition which also helped players to care about the character so that in desperate moments players wouldn't be just be thinking, “I don't want to die and have to start over.” but that they would also take into consideration Isaac as a character and not want to watch him get killed. Isaac had been through some hard times between the first and second installments if you cared about the story it would be second nature to really feel as though Isaac Clarke, an unsuspecting engineer who went to fix a radio, became hunted by the decomposing irradiated remains of people he may have known. Not to mention he was uncertain about his girlfriend being alive and was dealing with conflicting psychological issues revolving around her disappearance. On top of that in Dead Space 2 the introductory gameplay is a cross referencing of other canonical material from books and two side-story games. It's a full circle of material that continues to develop throughout and then suddenly contrasting to all of these developments Isaac looks and acts like a douche and talks funny. The fuck Visceral?

I played Dead Space[i/] without really knowing what it was. Finding out it had an intesting corporate and religious subtext present in its story I really felt there was some depth to it. When EA noticed Visceral Games was amassing a bit of a following it was like watching Chris Hanson asking them to take a seat like they'd done something wrong. There was something reserved about the press material presenting itself near the [i]Dead Space 2 launch. Like some EA QA analysts sat down and verified that the product would make money, giving EA the go ahead to send in some foot soldiers to oversee the development of the third installment. Then rumors about taking some of the horror out of the game surfaced which presented questions like, 'If you take the horror out of 'Survival horror' what kind of game do you get?” And then a co-operative campaign was announced and that Isaac would have a partner who looked like a Gears of War COG reject. Fans across the internet intensified their worries exclaiming that if the narrative was still in place everything would be fine. Then the biggest bomb dropped before release, micro-transactions. EA probably had a lot to do with all of these design decisions probably more than anyone at Visceral Games would like to admit. I'm sure they had something to do with the low cut top, the mobile game pay to win formula seeing an inception into a multiplatform title, I just tell myself Isaac's face in that scene where that ship is getting torn apart is the expression of a metaphor. The metaphor a separation from a company and its creative license and control over something it worked so hard to create.

And then it get's reincarnated with breast implants and suddenly everyone around you is mental handicapped and nothing makes sense.

The boss is a moon.

That's fine.

I don't care anymore.

Please don't buy Dead Space 3, you'll only be supporting the problems with underfunded and overstaffed development projects. It leads to mass layoffs and the destruction of beloved stories and characters. Not to mention, if you purchase Dead Space 3 it will only provoke EA to seize even more control over the development process and cause the senior staff at Visceral to mail-it-in so hard that it'll make shit worthy of a Andres Serrano exhibit. I loved Dead Space, I have the zappy gun flashlight happy meal toy and everything. But what it was is dead. I'm not saying this because I'm a purist. Too much evil is taking place between EA and its partners and the masses appear to be supporting their idiocy and manipulation. I can't support microtransactions and the condescending mediocrity that comes with it.

If you want a review score it's:

A sign of entrenched mediocrity out of two micro-transactions.

These people never played the game either.

12:36 AM on 02.06.2013

I Just Shit in Your Toilet (could be fun)

Open heart surgery hasn't been so much fun since Trauma: Life in the ER came out. Nothing like a little one handed open heart surgery after a few beers.*

*if you have no idea what I'm talking about check out

Playing this game got me thinking, this could be an entire genre of video games. Imagine, the struggle to get a glass out of a crowded cup cupboard with the objective of not breaking any, or having to take exactly three squares of toilet paper from the roll without ripping them somewhere down the middle and then trying to stuff that square between your legs or around your legs and then wiping without getting shit smeared on the hand. It would be fucking glorious. Other games could include:

- Open The Door
*get keys from pocket which has a pocket knife, and some tissue and candy wrappers. Throw it all away and hen you have to fumble with the keyring.

-Turn your PlayStation/XBOX/WiiU On
*plug the fucking thing in, pick a game to play, take it out of the case, get that thing in the console and get it to run

-Take a Piss
*open the toilet lid, lift the seat, unzip your fly, GOGOGO, don't hurt yourself, - flush, wash your hands, don't be a douche, wash your disgusting hands - Future DLC: Take a Piss Girl; undo that button, unzip that fly, pull those pants down, address your panties like a real lady, and do your business, centered on the toilet, wipe so you don't get AIDS, pull em up, do em up, flush, unlatch the door, wash up - chunky DLC WORTH THE BIG $$$$

-Open The Bag of Chips
*OLD DUTCH - fucking box of chips, open that shit, grab a bag, open that fucking bag, eat a fucking chip, and another, until you eat the whole bag, then you crumple the bag and throw it across the room at your garbage bin/can/corner.

-Make Tea
*boil water, grab a tea bag, place it in the kettle or the cup, don't be a douche, pour some creamer if you're a douche DLC: Loose leaf tea, in a a clear glass bot with an infuser, this DLC requires the Drink a Beer full version with the Get a Drink DLC to operate

-Drink a Beer
*get it from the fridge, get the bottle opener magnet off the door, open that shit without spilling it DLC available at launch; Get a Drink aka the cup-from-a-cupboard-DLC

-Pick Your Nose and Don't Die Doing it
Pick a winner! *get in there and don't kill yourself

-Sign for Your Parcel
*signature required, sign for it, take the package, close your dorrs

-Do the Dishes
*holy shit why



I will gladly be the designer for these titles.
I will accept if asked because I am a professional who brushes and flosses.

Unfortunately I'm probably going to change my life and career path soon. So professionally I will be stuck being pre-professional, but as long as I think, feel, and act like a professional, I am professional.

Professionally yours,

Aaron (Bibbly)   read

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