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1:36 PM on 02.03.2013

The PSN is SONY's Silent Assassination of The PS3

This rant comes a little late to the PSN bickering party, granted. It's just unsettling that I've put a dust cover on my PlayStation because I've given up on it. I feel like I don't actually own it and that the company who manufactured it has rifled around with its insides one too many times. The following is a rant about my distaste for what I feel is the intentional defaming of the PlayStation 3.

The "PlayStation Store" application that now takes two minutes to load and has the worst frame-rates of any game or application that I have seen running on the PlayStation is a nightmare. I've seen Linux and even a modified version of windows booted on a PlayStation 3 and they ran smoother than what is supposed to be the E-commerce hub of the PlayStation brand. The store now sits like an aggravating kidney stone inside the belly of the PlayStation 3. SONY has sized it up and placed a lid on the PlayStation's pine box, pounding one single nail in the coffin. The lid of the PlayStation 3's coffin has an unresponsive swivel and squeaks.

In confidence at the launch of the new store I believed like any person who thinks that SONY has the best intentions in the 'upgrade' of the store. It is supposed to provide a better, more secure, and user friendly service. The first day I launched after waiting for it to download and update, I saw screen tearing, it ran like it wasn't meant for the PlayStation. It appeared like a format composed of advertising space and was slow between menu transitions. Hoping these things were isolated issues,I dismissed them until I had friends complain to me about the new format as they experienced the same problems. Where the issues could have been my TV they were not, where issues could have been my connection, it was not. Simply put,, an application which should support e-commerce on a platform which is created by the company who manufactured the appliance should work flawlessly. SONY has made the application less of a tool and more of a burden because it runs terribly.

I have also noticed that download speeds are not what they used to be. Conferring with other Playstation 3 owners, the consensus is that SONY is intentionally acknowledging their platform and its services as obsolete and inferior. Why would a company make a graphical user interface which does not function smoothly on a platform they created when the company knows exactly what the system can and cannot do? Why would they release the store in such a poorly functioning state?

SONY now has a unequivocal history of both removing features and functionality on their platforms. At this point branding SONY as lazy and incompetent and using the term close-minded as descriptor of the company and its operational practices is appropriate. I was able to see what the PS3 could do at a time when SONY didn't intend it to do very early on. I didn't think anything of the removal of flash card slots among other little nodes of hardware in the name of cost effectiveness. The removal of the alternate OS boot was questionable as it raised questions such as, "What is it they don't want it to do?", but I shrugged it off because realistically most people would never use that feature.

Something seems odd and overbearing when a company who manufactured an appliance does something negative with purposefulness. It is a bit of a cliche but it is true that more security often means less freedom and with the Playstation 3 now firmly shackled and chained against so many threats. Regardless of how functional the PlayStation 3 is, it is composed of outdated hardware. That is not to say the property owners at SONY should go out of their way to make the platform totally obsolete from the inside out. Steps can be taken to have content coded in a more efficient way that will allow it to run smoother and as a result more functionally. Experiencing screen tearing, lag, and a draw distance of 30vm(virtual or video meters) is silly when a few tweaks can make a profound difference in the operation of video game content and delivery and not just content presentation.

Without even taking inflation into account, marketing for the next line of consoles from Microsoft and SONY is going to have to go into a hazardous-critical red zone. I can only hope people will be critical enough to not buy into a new swindle. We run these businesses on a very basic level and we vote with every dollar we spend. Without a sense of entitlement we should make our demands clear and concise to manufacturers of these products and be willing to turn our backs to them when there is a screw up. Strive to be informed and free to say no, it will present an argument for innovation and competition. The industry will still be there, it will not spontaneously crumble. Don't be bullied into a bum deal, be ready to say no and be made to feel guilty about it. Be ready to be enticed and lead to believe something that may not be true.   read

1:27 AM on 02.01.2013

Confirm or Deny: Feb 20 Investors Conference for PS4 (image)



10:33 PM on 01.06.2013

Voxels maaan, voxels.

Ever heard of the word 'voxel' is like a buzz word in computer gaming in the same way 'nuclear' or 'radiation' was a buzz word in the 1950s.

Voxels are pixels with virtual mass or volume. They are a kind of evolution to the pixel in a lot of ways. The parameters in which a 3D body will interact with an environment so too will voxel bodies on a pixel level. That's like the cellular level of 3D objects maaan. That's deeeeep.

Cube World is like if The Legend of Zelda on the Super Nintendo Entertainment System has a love child with Minecraft and that baby was voxels maaan. It's deep. When enemies die, the like, fall apart into a shadow of their former self, that's deeeeep. So deep in fact that in Cube World you can like, tunnel to hell. That's as deep as you can get without like, comming out on the other end of the sphere on that hemispheres deep end, you keep going, you get shallow and voxels are anything but shallow. It isn't about how they look, it's about how they interact or if you want to go deeper how the user, the gamer, the player, interacts with voxels in their environments. That's like if in the movie Inception, they all stopped for a moment to watch the movie Inception right when all the kicks are triggering during the climax of the film, voxels are that level of deep.

The wonderful, wonderful Voxatron

Voxatron is another voxel game, that's out. You can play this thing. It has a voxel level of detail where by if you cut a pillar in half with your pew pew bullets, that pillar will crumble without actually loosing mass, it will only dissolve kind of, it's siiiiick.

Anyway, can't wait till voxels are like in every first person shooter. Every bullet will have bullet fragments equal to the size and shape of the bullets they came from, and like, cars that explode will actually explode without loosing mass, like in GTA one through 5. When a car goes POP shit from that car goes missing. That shit is not going to happen with voxels. Like when the cars are on fire, the rubber and vinyl in them could like melt, that's a voxel level of deeep that only voxels will ever be able to do.

I guess folks in the future will have fucking awesome video games or whoever, whenever. Until then I guess I'm left waiting for Cube World and Star Bound. Fucking Star Bound. Star Bound is not voxel based but it is deeep, not voxel deep, but fuuuuck, It is like Terraria and Borderlands had a good fuck and made a Star Bound baby. Star Bound is deeeep. Star Bound and Cube World are still in development which means they are only getting deeper, like, one side of the hemisphere is growing as they travel into it, so like, they get double deep as they get deeper into development.

Cube World is going to be a breakout success without question. i look forward to it.

Wollay's Blog - The place to check up on Cube World's developer and development:

For Star Bound information:

Gonna love it. Gotta do that. Check the things out.
Get hype, feel love.

THROW A MOOSE (that's Canadian slang for have a good breakfast and feel good all day. <3)


1:36 AM on 01.06.2013

Why "Little Inferno" and its Non-formula is a formula that works.

Little Inferno can't easily be placed in any one gaming genre. It's as much a sandbox game as it is a puzzle or mystery solving game, as it is an adventure game. It's odd and quirky and dark like the Tim Burton-esque visuals would imply and yet it is as heart warming as it is unique. All of these it is in spades but non of them singularly it is completely. As a comparison Little Inferno reminded me more of Trash Panic than any other game, and like Trash Panic it has a formula of non-formula that works.

Little Inferno puts you in control of a fire place, after a very campy introduction which portrays the fireplace almost like a children's toy within which children are to burn their toys. The people behind this title "Tomorrow Corporation" know it is silly and if you get anything from reading this, know that it is fun. Little Inferno has a sense of humour about itself. In a game where you huck things into a fire place to watch them burn, explode, and animate having a levity about it makes it worth while.

The sandbox portion of the game comes from interacting static objects within the fire place. You can smash things on the sides, crumble ashes, freeze, and cut them with other objects or the mouse. Some objects have their own gravity, others may emit heat, cold, or have some other property. The properties the objects have in a static space contrasts well to the effects they have or emit while ignited. My favorite item is a laser pointing hand that dynamically cuts any object set in front of the time delayed laser.

Now, it is odd game. Granted, the main play-set of it is a fireplace. Part of the adventures in finding out what happens when the objects are together or together on fire, and that's part of a mystery you have to solve on your way to making interesting combinations. To unlock more objects you have to complete mysterious combinations of objects by igniting objects with similar properties or perhaps unique themes. The way the game progresses is by discovering these combinations. Catalogues which contain items can only be unlocked after discovering sets of objects with ambiguous tag-lines like "Generations", and you are left to figure out what items will unlock that combination when they are grouped together and ignited. It seems simple but you will literally burn through dozens of objects trying to find the combination that works. After moving forward the very odd story will progress and you will be treated with mysterious letters, which you then read and burn.

There are more than 50 objects to interact with and a strange story and almost point and click adventure feel to some portions of the game. It is a fun and silly game that is worth your time and attention. The game's story is about warming the world - the gameplay is about a feel-good experience. It delivers again and again. In fact, deliveries are how you receive objects to burn after having selected them from interestingly themed catalogues. If you are in the least bit interested or confused, don't wait another second check Little Inferno out! As a title that is beautiful in its simplicity, experience it.

Recommended Most For Those Who Liked The Art and Play Style of:
-Don't Starve
-World of Goo
-Burning Sand
-Katamari Damacy
and especially
-Trash Panic
- Also recommended for anyone with abstract pyromania.

My strong suggestion is do not look up anything for Little Inferno at all.
Ever. Not so much as a trailer or a screen shot.
That's a lot to ask but trust me, get a copy of Little Inferno.
It will feel so good not knowing what to expect.
Go in cold. Play it and then show it to a friend..   read

11:46 PM on 01.03.2013

We Are In A Third Video Game Renaissance

TLDR: poor edits in this, vid console sales drop - does innovation drop? maybe. CITATIONS NEEDED also tits

Disclaimer: This is an unedited rant about personal speculation concerning the future of the video games industry. I am not trying to side with any extremes nor do I.

There have been three electronic entertainment renaissances to date. We are within the third. Here is how, why, and what it means for the industry we love:

Because of Atari, Intelevision, Nintendo, Sega, Sony, and much latter to the party Microsoft we have had incredible leaps and bounds in the electronic entertainment industry. The last two decades of gaming has been an age of incredible innovation that goes beyond entertainment. As a more recent example gyroscope research has found its way into biomedical science, motion tracking has lead to smart monitor and camera technology, video games and technology developed for gaming has gone well beyond its intended purposes and mostly for the better.
What are you even saying when you say that?!

Now, many people, consumers, gamers, - the central audience and computer savvy core of PC gaming has for the most part given home video game consoles the cold shoulder. For apparently valid reasons mostly concerning the aesthetics or practicality of the entertainment software medium. The very rational and albeit valid reasons not to purchase or invest in home video game consoles has led to consoles becoming more multipurpose in design, thus pushing innovations which may benefit other fields. So in a way I suppose PC gamers who boycott or speak bitterly about the pros of video game consoles have done well.

Fortunately or perhaps unfortunately because of this third renaissance we're just starting, it appears there is a branching path of forks leading to our imminent and very real future. One absolutely leads to competition and innovation, one leads to a mish-mash singularity of PC gaming and home video game consoles entertainment, etc.

Totally lost here.

Cloud gaming works and it's cheap. You don't really need to make any kind of actual investment beyond a subscription and perhaps a few other things like an Internet connection, but no big expensive products or physical products need to, for the most part, be purchased. OnLive has/had a home console box that worked fairly well and their PC service did as well. They received generally positive reviews and as any new company trying to profit on the edge of an entertainment razor does or will do, they have had financial and technological setbacks which can only be expected. The SteamBox is similar in a lot of ways and may have a few tweaks or work in conjunction with a home computer, the end result is similar as OnLive which is to produce less strenuous and expensive demands on consumers by producing an effective means to access entertainment.

The PSVita, 3DS, and Wii-U are all working as a mish-mash of designs and ideas all crammed into a package that like the Wii and motion tracking arcade games, may never have their potentials fully realized by producers and developers. That isn't to say these things are failures but the Wii for example is the culmination of years of research which has lead more into other industries than anything else. Touchscreen technology even more so as a means of cost effectiveness and ease of access for devices.

Anyway, what does all this mean for our technological future?
I think the biggest and best questions to ask is, "What are the current major companies in home entertainment going to do to compete in a more PC centric future?".
This is the question that is the umbrella which all of what I have said above falls under. Beyond applications and devices with multi-purpose designs, they are all trying to emulate personal computers. Netflix, Facebook, Crackle, YouTube, Internet browsers, friends lists, multimedia servers, and more are all native to personal computers. OnLive and SteamBox accept that fact more blatantly, openly. Console ports to PC, an independent video game surge, the prevalence of purchase bundles, and . . .

Do the sciences push technology or does technology push science?

And a singularity of console and PC gaming is kind of plausible. Almost necessary really. With every game headed by a major player in the video game industry having a checklist of mandates and insane budget plans, release schedules, and narrow profit margins, it is almost needed and I'm sure would be openly accepted. Online video games need to bridge between all versions of that title to form a cohesive online community, or else what's the point? It isn't environmentally ethical to produce a product annually just so you can push all of your customers onto the next new thing on some bastardized form of consumer product symbiosis. The industry isn't respecting people enough nor granting them access or use of their services and products beyond how they dictate. They can shut the servers off when they want to and owe you nothing. Console gamers get the short of the stick because of this because they are so sharply bound to comply to the rules and regulations to the games they play. While a PC user can just make a server or session for essentially any title, even titles which were not produced or developed to have online support. Because of this you'll still find Quake and Doom being playing. As an example what of the diluted online communities of the Call of Duty, Halo, or Madden games? DefJamRapstar and MMO titles are still on store shelves for consoles in many areas when they have no more support or even a means to experience the title, someone forget to send a memo to retailers? The market in that way is not in favor of consumers or gamers.

What do you do if you want to play a game yet you do not agree with the companies practices, terms of services, or DRM? As a PC gamer you'd probably pirate whatever software it is you want to play. As a console gamer, you pretty much have to say yes to everything, no question.
Part of the renaissance I hope, is a more friendly almost entirely DRM free future for video games on the PC. While I also hope consoles begin to form bridges between services to allow for more accessibility, but not only is this suggestion a stupid one and flawed on too many levels to count - it is perhaps a suggestion that is too late.
I hope Sony innovates.
I hope Microsoft innovates.
I hope Nintendo stays crazy and quirky and fun.
I hope PC gamers get their better graphics, not because they need it, but because they are paying for it and driving the consumer interest investment portion of the engine that drives computers forward.

I hope people will realize technology, like life, is impermanent and that no matter in what way your entertainment is delivered to you - you will be bound by the means of content delivery. With many terms of service going the way of 'this service is granted on a temporary license' we can say no and force them to come up with something better.

Personal prediction: A lot of people are going to go with PC gaming as a cost effective way to get everything they want and with the added bonuses of cool shit home consoles don't do.   read

12:43 AM on 12.09.2012

You gotta see this: Skrillexquest

Say what you will about Skrillex or dubstep music in general, this has to grab your attention if you are a classic Zelda fan. Someone has written a love letter to the digital frontier by incorporating the music of Skrillex with a Legend of Zelda inspired adventure.

In Skrillexquest you take on the role of the P1, the one who will save a Nintendo cartridge from falling into glitched obscurity because of a fleck of dust that fell onto a connector and started to make the game unreadable.

As the game world begins to fall apart and corrupt into the glitch, artifact pixels begin to attack and stain the landscape with corruption. As the hero it is your job to collect the artifacts and keys to preserving the land.

The game uses the sounds of Skrillex's music to transpose broken lines of code and corruption as a character, Skrillex's music is also used for the soundtrack as well. So if you're not a fan of Skrillex's music, this might be a pass. As someone who isn't that big of a fan, I still laughed when I found the 'bangarang' an odd pun in place of the blue boomerang from The Legend of Zelda fame.

It's a fairly short game with a few collectibles. On my first run I had a 47% completion rating so I am unaware as of yet if there is some kind of bonus for a 100% clear. It made me smile more than once which I think makes playing this game worth the while.

Check out Skrillexquest here:   read

1:37 AM on 11.30.2012

Why Portal is Shit and Quantum Conundrum is King

I don't like Portal and I really do not like Portal 2. I'm not saying it just to say it, I'm saying it because I mean it and because I feel it to be true for myself. It is a genuine distaste I am sharing and I don't believe any amount of community maps or mods will effect my opinion.

Half way through Portal I felt like I was drifting away from the game because it didn't feel so much like a puzzle game as it did a series of linear events, like a shooter on rails or something. I had similar thoughts about Portal 2 after I had completed it, which I had done only because it was gifted to me by a friend who wanted me to so desperately play it and enjoy it. I told my friend I was enjoying it while I was playing it but really I was bored. The extra animations and voice work didn't seem all that inspired. It was all very predictable for me. When I told him how I felt he had a reaction that I'm sure any Portal fan would. He called me stupid.

This was all months ago now and I'd only just launched Portal 2 since I'd seen it to its end. I decided I was going to go in cold and make my own map with the editor. So I started a map, something simple at first. The level starts, you fall five or six meters, to your right a cube is spawning inset from within the ceiling, dropping orbs continuously into a vat on ambiguous game-over-juice. You take the orb and place it on the orb button, which turns on acceleration gell and spawns a cube in the same fashion nearby. You then place this on the cube button beside the orb button, which triggers the blue jump juice to drop beside the orange gel. using a combination of both or neither, you are then to make your way to a switch which is oddly place on a wall. Hitting this switch in conjunction with the two activated buttons draws back doors in the floor opening to a new level. This level requires a timed loop jump and latter I was going to make it so you'd need to link both gels to get across a precipice.

I invited the friend who called me stupid over to test what I had so far.
He played my level and told me that, "Portal isn't meant to be played like this." I asked him what he meant. He says,
"You don't just do one thing and then another thing." I tell him,
"This is exactly what Portal is to me. A linear chain of events." He says,
"No, this isn't on purpose. Your level is just terrible and you don't know what you're doing." To which I tell him the title,
"Check the name, I've called this level Initiate Step 2." I laugh at him. And he checks the description which reads:
-Step 1: Initiate Step 2
-Step 2: Initiates Step 3
-Step 3: Initiate Step 4

I am then assured that 'this' is not what Portal is about. I tell him that is all it is to me. That it didn't stimulate me even slightly. If Portal is a profound example of a puzzle game then Cathrine is the best puzzler I've ever played.

Some days passed and I realized that yes, Cathrine might really be one of the best puzzle games I had ever played. You have to think quickly and make logical choices with some variance of randomization being thrown in, it really is a great puzzle game and if Portal is hearkened by the public because of the personalities and characters, Cathrine has that in spades. You are left to make critical choices that progress the story and change the tone of and cinematic nature of some characters. The moral questions the game asks players is a level of interactivity on top of the cinematic presentation and well done puzzle mechanics. Not to mention it had challenge maps, multiplayer, and is too difficult for most people to play through on Normal. With all of this criteria, it should have been the best selling puzzle game of all time. Why wasn't it? Maybe because some of the imagery is overtly sexual and has anime overtones, but I digress.

So I thought Cathrine was among the best, probably the best I'd played. Until I played Quantum Conundrum. How did I miss this, how did I not see or hear, or even have any interest in this title?! It has all the qualities that Portal does that people say they liked, it has some level of randomization and quick-thinking required like in the tense situations of Portal, Portal 2, and Cathrine... and you actually have to THINK about solutions to solve puzzles. Not to mention it is as entertaining as it is stimulating. To date; Quantum Conundrum is the best puzzle game I have played with Cathrine coming in second. Braid is an honorable mention but perhaps not in my personal top five.

Please, please, do yourself a favor if you find you enjoy puzzle games and play Quantum Conundrum. You might enjoy it. If you don't, well... I don't know what to tell you. Good puzzles are hard to find.   read

10:14 PM on 10.13.2012

Survival Horror is Dead, Long Live Survival

I remember when survival horror was actually kind of spooky. With that said, I was also the kind of kid who would peek through his fingers during the cartoon Ghost Busters Animated Series introduction. Fucking ghosts flew at the screen.

Also, Fantasia with those harpy tits - the faces were fucking scary.

Now, what scares me is the idea of have to do without the bounty I just spent four hours cultivation. What's scary is the idea of going broke and having everything I've worked for destroyed. And you know what? That's a genuine terrifying thing.

As I've gotten older I've learned that everything died and decays. When I realized that everything that was once alive becomes dead and is gone, I began to think, "What would life be like if who you thought you were died... but you were still alive?"

Luckily I began to play Minecraft around the same time I would have started having a personal crises of identity. It came up at a time that felt so real and well meaning.

After my first house burnt down I switched to stone, after stone, I made a ladder and built in the sky. I'd lost everything too many times and learned the lessons that go along with it. But I also learned how to play, what to do, and all by doing and playing. There were no tutorials, no readings, maybe some Internet searches but I had to want to find out. It was rewarding and with each update it was like that same odd unknown becoming known again.

Then Day-Z. It was THAT experience but so much more real and extreme. Having to find your friends, wanting to stick together, wanting to do well and make it out together. It was a whole new experience. Something about it was more frightening than anything I'd ever played. Dead Space 2 at 3a.m. in the dark with headphones, System Shock 2 at midnight on a school night - nothing compared.

And for me, these experiences beg the question, "Is survival the new horror?" and to this question I ask, "When did the idea of just getting by become so frightening?".

This is a wonderful trend in video gaming. Where MOBA can become too formulaic and boring, survival games are going to be uniquely refreshing and new experiences. This is already true. Survival is as terrifying and frustrating as it is rewarding and wonderful. I want to see more of it and I know I am not that only one.

I want to see what CUBE WORLD is going to turn into, I want to see where STALKER and FALLOUT are going to take it. The stage is set and advances have been made and oddly, I think we owe it to a lessoning on GRAPHICS MAKES PERFECT. The constraints and contrasts, and the indie explosion has made gameplay a more refined and enjoyable experience.

Video games are fun again, and not just for me. Everyone who plays is having more fun now than they have had since 1997. Real fun and genuine experiences are being had.

It is a really, really, - really good time to be someone who plays video games.   read

11:07 PM on 10.12.2012

Tokyo Jungle is A Casual Mobile Game

Tokyo Jungle is a casual game. A player can play Tokyo Jungle in short bursts and level up their animals or play for anywhere between twenty minutes to two hours maxing out animal's challenge lists. In either scenario, the gameplay remains the same.

By highlighting that Tokyo Jungle is a casual game, by no means should a negative contrast be made. Casual games can be very successful and fulfilling gameplay experiences that excel in a low to mid range of difficulty and often feel rewarding. Casual games are defined by several short and pleasant experiences that you can have many times over. Games like Burger Time, Tiny Tower, even The New Super Mario Brothers excel in delivering a short, sweet, casual experience.

Tokyo Jungle has a lot of qualities that define it as a game that could do very well on IOS platforms. Tokyo Jungle also has a control scheme and focused gameplay experience which could be suited for even the PSP and Vita platforms. The simplified controls and unvaried locals could do well on any touchscreen multimedia device.

With all of the available DLC being taken into consideration, Tokyo Jungle costs around $25. Sadly it suffers from the 2kb to 2mgb DLC unlock codes of several games before it. That's sad because those animals - sounds, models, and animations are already in the game. Not only do they appear on the selection screen but many of them appear in game zones as enemies as well. This fact is both frustrating and unfortunate as a gamer and consumer.

Something about Tokyo Jungle screams 'modern mobile gaming', but that isn't what it is. It is, if anything, a budget title at best and at worst an over priced downloadable console game.   read

9:17 PM on 09.09.2012

I tried to make a video game. *several of them

I used to try and make video games.

The best mod I ever made was as close to a total conversion of Warcraft 3 I was going to get without having to make my own assets. It was based only on the woodland creatures and elves. It was set so that energy could be siphoned from water, plants, and animals. The energy would be collected and then transformed into Ents, when imbued onto plant life. I had everything worked out so that the energy would take the form of balls of light, so they could be sent to objects or characters without the need of a transport unit. I was fairly proud of myself having made this all possible in under 30 minutes.

With that I went into RPGMaker 2000 and decided to try more of the same. So I created objects that could be changed and grant a stat that would either be invested or used for any number of things. I created some items that would activate a transformation sequence, trees that could be siphoned - causing them to wilt, and I made a story to incorporate these elements around a young boy who grows up and joins a corrupt military. Everything seemed good to go, I only had to keep pumping time into the content to flesh it out.

Yet, I had several other projects on the go. Several game ideas were set in the RPGMaker2k engine that broke away from the supported mechanics. I was making my own art, music, sound effects, and incorporating it all in an easy to use - top down RPG engine.

So what was the problem?

ZIP DISC. Most people know what a zip is, but do they know what a ZIP disc is? . . .
I was stuck at a point where 3.5 inch 2mgb floppy discs were the USB stick of the day. They held little data and were not a viable way to transport or save any graphic or sound data at all. So, I opted for the ZIP DISC. It was a floppy disc with 100mgbs of storage.

Basically, the zip drive broke and my games were locked away from me. Saying Zip drives are obsolete is like talking about BETA max, which was a failed cassette tape format from the 80s that didn't really officially die until the mid 90s. I only say the mid 90s because I knew some people who used the format.

I didn't let the technological setbacks trip me up. I worked with a few different engines and programs, progress was made. Nothing serious ever came out of it. I want to make a new game, a finished game, something I can put on a sky drive and hang out to, something I can send around, or forbid - make money from it.

Apparently I'm not alone. A few people I've talked to from the Dtoid community have done essentially the same thing. Except on worse platforms... like RPG maker for the PlayStation. Or short games made from Flash 4.

Don Miguel was kind of an asshole.   read

2:04 PM on 08.29.2012

Uber Entertainment's 'Planetary Annihilation' is happening!

It's a real thing, has it's own official website and everything.

Check out the site: CLICK HERE

Now, keep in mind if you have not contributed to this project - have this as the top-most idea about this project, you are effectively purchasing this title while it is in development. If you contribute, you buy the game. The benefit to this is that the money will go into its development - making it better.

So if you are even remotely curious, interested, or a fan of RTS games, Cortex Command, Fragile Alliance, dare I say a fan of Star Craft - consider contributing to this project.

Here is the breakdown of their stretch goals, as posted on the official website.

Now, large water planets sounds kick ass. It might mean a more detailed environment, possibly under water combat - not to mention organic life or alien life that may be present. Possible not H2O water, maybe sulphuric acid or something - they're freaking Uber - which means if you go on their official forums you can suggest shit to them and they will probably put it into the game. If you think you have any good ideas or anything worth while to contribute at all - even dick bumps and cocaine would be appreciated. Just go on the forums and say things.

Personally, I want to see orbital stabilization with the engines. Satellite/planetary surveillance and probing for materials. I'd like to possibly see planet cracking *the removal of large pieces of a celestial object for extraction of materials, etc. Also I'd like to see atmospheric swapping between close objects *see 'Melancholia'.

It's safe to say that I'll be throwing every idea I have at Uber.

DO NOT HESITATE. Contribute if you're interested or have ideas.
You'll only be rewarded with a richer game to play. Sounds good!   read

2:31 PM on 08.15.2012

Uber Entertainment of Super MNC, needs YOU!

Super Monday Night Combat's developer and Free to Play service provider Uber Entertainment wants to create a new hyper-stylized RTS game. It's called Planetary Annihilation and its a cluster bomb of awesome.

What it will incorporate is a planetary war over asteroids, planets, and takes place within entire solar systems. The presentation is a very stylized and visually stunning art style. If you could take the visually stunning nature of a game like Torchlight and put that into an RTS, you'd be pretty close to the look of this new game.

Please check out Uber Entertainments kickstarter page and support this great looking, fun and exciting RTS.

Check out the kickstarted and support the project!

Things worth mentioning:

-Hyper stylized look that will not age with time.
-Unit construction plays on a 3D printing kind of idea which is new and from a sci-fi point of view, understandable.
-Full orchestra score - nothing pumps up the will to blow up a planet like a brass section blaring low notes.
-Articulated structures which have multiple functions and animate according to function. - in the trailer you can see a unit attaching to a rocket for launch to an orbiting asteroid, a highlight of interplanetary RTS titles like Fragile Alliance.
-Uber Ents. little personal touches. - Super Monday Night Combat has a lot to offer to Free to Play gaming, the new generation of the MOBA genre, and skill-based gameplay. Expect all the wit Uber has to offer.
-Planetary engines -you're loosing your base? Turn up the throttle and throw your planet into the enemies home world!
-Economic pricing - Game will launch with an amicable price tag. - discounts are available for contributions with the title being available after $20! Get in on this!

*something interesting here, if you pledge $10,000 you become a fully accredited part of the development team.   read

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