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we are brobots
we are masters of the universe
we take no prisoners
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we are brobots

John:


PSN: dj_fantastica
WoW: Gallardo


Ta:


PSN: technical_ta
WoW: Poprock
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So we read the recent IGN feature about their wishlist for the party game phenon Rock
Band. Very underwhelming. Amy Winehouse? Seriously? The day Harmonix releases that
garbage will be a day that will forever live in infamy. Brobots decided to compile our own
wishlist, one that we believe you'll find actually desirable. We'll be publishing this list in a
few parts, as it is pretty lengthy, but there is something on this list for all different musical
tastes.

A-J

The Beatles - Come Together



I love the Beatles, but I don't feel many of their songs would make good Rock Band
material. "Come Together," however, would be a real blast to play. The drum, bass, and
guitar parts are all memorable.


Beck - Loser



This song has an iconic guitar riff that is instantly recognizable. Many a drunk night could
be spent singing along to this.


Blink-182 - What's My Age Again? / Adam's Song



Enema Of The State is by far blink's best outing. The Parental Advisory warning probably
hinders the possibility of its release as a full album, but these two singles would go well with
the other Rock Band songs.


Brand New - Your Favorite Weapon (Full Album) / Deja Entendu (Full Album)
/ The Devil & God Are Raging Inside Me (Full Album)



I would gladly pay for any one of these albums, as they all have some great songs to jam
to. The songs have an emotion and intensity that would make for some crazy Rock Band
sessions, and would fill a gap in the library.


The Cars - Just What I Needed



This needs no explanation.


CKY - 96 Quite Bitter Beings



Anyone who has played a Tony Hawk Pro Skater game (not THUG, or THAW, or THP8, or
THPG, but THPS1-4), should recognize this iconic guitar riff.


Coheed & Cambria - The Second Stage Turbine Blade (Full Album)
/ In Keeping Secrets Of Silent Earth: 3 (Full Album)



Coheed already has some songs in Rock Band, unfortunately their recent outings pale in
comparison to their past works. These albums have some of the catchiest vocals and riffs,
and would all be a blast to play with friends.


Collective Soul - Shine



Another classic 90's gem.


The Darkness - I Believe In A Thing Called Love



This song took the world by storm when it came out, and The Darkness proceeded to fall off
the face of the earth. Any cocky vocalist will meet his/her match when he/she tries to hit
those ridiculously high notes. The guitarist is in for quite a fun workout as well.


Dire Straits - Sultans Of Swing



Mark Knopfler is one of the greatest guitarist to ever...play guitar. The work on this song
especially is so clean and intricate that it would be ridiculously fun to play. I have no idea
why Dire Straits haven't been featured in Rock Band already.


Electric Light Orchestra - Four Little Diamonds



The guitar and vocal work really shines on this track. I'll always hold a special place in my
heart for this song since it was on the Vice City soundtrack.


Eve 6 - Inside Out



It is ridiculously fun to sing along to this song anyway. Put it in Rock Band and you have a
recipe for success. C'mon, you KNOW you can't hear this song without singing along like a
fool.


Foo Fighters - My Hero



I don't really know why this song hasn't made it yet, either. They already have quite a bit
of Foo Fighters in the rhythm games, even some from the same album this track is on. The
guitar and drums take the spotlight here, but it would be a fun song for every instrument.


The Goo Goo Dolls - Iris



This song would be great in the same way the Oasis' "Wonderwall" is great.


Green Day - Longview / Basket Case



The bass line in "Longview" needs no introduction. The guitar riff in "Basket Case" likewise
needs no introduction. I don't know why there is no Green Day, but there needs to be
some Green Day, y'know?


Incubus - Drive



Some great acoustic guitar work, catchy chorus, and neat drums. This song would be a
good mid-set jam that slows things down a little, but not too much.


Jimmy Eat World - The Middle / Sweetness



Both of these songs offer great vocal tracks, mixed with a solid offering from the guitar,
bass, AND drums. Great party jams that everyone can dance and sing-along to.



Next time, we'll look at L-R.







brobots
10:00 AM on 03.24.2008

Like many, many other people, I absolutely loved the first Rainbow Six: Vegas for the
xbox360. I put it an ungodly amount of hours into its online multiplayer, so, needless to
say, I was beyond stoked for the sequel. Having said that, I'm going to review this game
from the stance of someone who LOVED the original (and all past Rainbow Six games), so
I'm going to bring up little nuances (either good or bad) that no other reviews have really
touched on.





Terrorist Hunts
Ubisoft added a small amount of respawns this time around, which is an extremely welcome
addition (if you're playing solo, you don't have any respawns still). But here's my main
complaint with these T-Hunts: As soon as you shoot a single terrorist (with or without a
Sound Suppressor), the entire area instantly becomes alerted to your presence, so you'll
have an influx or 7-10 terrorists on your position. If you manage to survive that, as soon
as you get your next kill, the process starts over again. This doesn't really allow you to be
as strategic as you'd like to. You can't do the nifty "room clearing" strategies with your
friends.

The Villa level is similar to a T-Hunt level in Rainbow Six 3 that I used to play all the time.
Instead of being able to creep around the entire level, slowly taking out baddies, it usually
descends into a simple strategy of "make a loud noise, wait for terrorists to flood the area,
kill them all, rinse, repeat." I'd rather the AI awareness had been "lowered" (at least if I'm
using silenced weapons! ), so that the overall hunt could be more strategic. I've done
numerous runs through Villa on Realistic, yet I've never even gone up to the third floor of
the house. Or even the roof. As soon as I open any door or shoot any terrorist, the entire
brigade converges on my position. So I'm forced to retreat back outside, and pick them off
from a distance. It's still fun, but not as fun as it should be.





Adversarial MP
The basic formula for the MP hasn't changed at all, but there are quite a few subtle changes
that haven't really been addressed in other reviews. First, Ranked Matches now have
predetermined settings, which usually involve a very small amount of respawns (0-2). If
you get into a ranked TDM, be prepared for it to be a very short camp fest. Luckily, you
don't need ranked matches to earn XP, so unless you're overly concerned with leaderboard
positions or whatever, I'd advise sticking to Player Matches.

Overall, I'm not the much of a fan of any of the new maps on this iteration. Murdertown in
particular is pretty bad, but the maps in general "feel" larger. While their actual size is
apparently actually less than many RSV1 maps, the maps have so much "clutter" that their
never seems to be a true flow on the battlefield. Remember all those choke points from
the old maps? Like the walkways at LVU, the vault at Casino Vault, or that stairwell leading
to the slots at Calypso? So far, I haven't encountered any such iconic battles on the new
maps. Hopefully, as we learn the maps, the action will pick up.

I know RS is supposed to be a slower-paced game, but I played a 20 min TDM and only
registered 13 kills. In the original in a similar increment of time, I'd register 25+. I seem
to spend a lot of time wandering around, trying to find where in the world combat is actualy
taking place. I've played entire matches without encountering anybody on the opposing
team. The maps that Ubi brought back from the original (Streets, Killhouse, as well as
Presidio and others from the map packs) seem to flow about the same as before, but the
same can't be said of the majority of the new maps. Hopefuly, Ubi will release a
Throwback pack of sorts with LVU, Casino Vault, and Calypso Casino.





Experience System
The original Vegas had an extraordinary (and revolutionary) online XP system. The second
one (perhaps also fueled by recent COD4 features) is a lot more streamlined. First, you
earn experience no matter what mode you play, single player or online. You get
experience for every kill (+1 casual, +5 normal, +10 realistic, +10 multiplayer), as well as
the ability to complete A.C.E.S. challenges in categories like CQB (Close Quarters),
Marksman, and Assault. As you complete levels in these challenges, you'll alternate
between unlocking new weapons and earning extra experience. If you max them all out,
you'll earn about 60,000 XP to aid you in your quest to become ELITE. Speaking of which,
attaining ELITE is actually possible without selling your soul to this game this time around.
Last time, you needed 675k to reach Elite, and that's without any experience from single
player/offline modes. In Vegas 2, you only need 400k. With the 60k you get from
A.C.E.S., as well as the experience you earn throughout the game, it's a lot less daunting.
Having played for only a few hours online, I'm already a Sergeant First Class. Getting to
the same rank in Vegas 1 took me MUCH longer.

It's not all good news, however, as the A.C.E.S. unlockables seem to go against basic
weapon progressions. The SPAS-12 and Desert Eagle for instance, took FOREVER to unlock
in the original. I believe you had to become an officer for the SPAS, and a Captain for the
Desert Eagle. In Vegas 2, however, you unlock both these guns relatively early in A.C.E.S.
While this wouldn't ordinarily be a problem, 90% of the matches I played had entire teams
outfitted exclusively with SPAS shotguns. The SPAS is ridiculously powerful and (with a
Laser Sight) is ridiculously accurate, even at relatively long ranges. I did grow tired of
having to deal with that constant barrage, and I wouldn't be surprised if the SPAS will finally
earn a spot on the Restricted Items list in many servers. Ubisoft did, however, make you
max out your assault A.C.E.S. in order to earn the Shield, which was also a frequently
banned item.





General Online Interface
The interface has been greatly streamlined since the original, but it still has nothing on the
likes of Halo 3 and Call Of Duty 4 in this department. After playing those titles all fall,
having to go back to the ol' manually-joining-games-with-friends set-up seems outdated.
For an outdated system, however, it works surprisingly well. First, you can now invite
friends in both ranked and player matches. When your friend accepts your invite, you'll
automatically be matched to be on the same team. Teams don't have to be balanced (as
in, you can launch a game 6v1), which actually proves to make the online experience
better, as it helps in getting all your friends on the same team.

Unfortunately, the "Ready" option still seems to be useless, as the host can launch the
game before anyone is ready. This can lead to teams launching 7v3 (which happened to
me at least twice). Most frequently, however, the host will launch before you've had a
chance to change your equipment. It's a little frustrating, and I wonder what's the point of
a Ready button that does nothing. On the flip side, having a Ready system that required
EVERYONE to Ready up before a match would also be aggravating. So I guess it's the
lesser of two evils. Also, if you enter a match that has Restricted Items, the game will
automatically alter your equipment, but won't switch it back to its previous configuration
after the game. Due to the previously mentioned equipment issue, this can be pretty
annoying. It sucks to have just left a game that has explosives banned, enter a new game
with no restrictions, and get annihilated by grenades because you didn't have time (or
forgot) to switch your equipment back to its default. Again, minor complaint, but a
complaint nonetheless.


Overall, the game still remains unbelievably solid. The MP is a mixed bag of alterations,
but the overall package remains stellar. While some changes lead to annoyances, some
changes lead to a more rewarding experience. Actually being able to attain Elite this time
is definitely good for my morale (I only got to Lieutenant Colonel in RSV1). The maps are a
bit sketchy, but over time I'm sure all will work out. It's just a matter of finding what
modes work for what maps. (I highly recommend Total Conquest @ Convention Center and
Team Leader @ CQB Training or Villa).

Again, my gamertag is: dj fantastica and Ta's is technical ta. Drop a
message if you wanna kill terrorists or each other.







brobots
1:52 PM on 03.17.2008



Tomorrow, Tom Clancy's Rainbow Six Vegas 2 ships to retail stores all over. I, for one, am
extremely excited. Although the SP campaigns haven't really been good since the R6's of
long past, the multiplayer in the last Vegas was absolutely stellar. I played it far too much,
although I never attained the elusive ELITE ranking. (So I guess you could argue I didn't
play it enough).

With Vegas 2, Ubisoft seems to have addressed quite a few of the problems associated with
the first title, but they've still left some to be desired in terms of feature sets. The P.E.C.
(Persistent Elite Creation) system returns, and also extends to the SP portion of the game.
That'll be a nice touch, and will reward gamers for replaying SP and co-op segments, as
well as grinding hundreds of hours into the multiplayer portion. The added co-op story will
also be a nice addition, allowing you to progress through the game with a buddy. From a
story standpoint, Ubi also said that this game will actually have a real ending, as opposed to
the blatant cliff hanger that ended the last game. They've also further refined the Terrorist
Hunts by adding respawns, which is definitely welcome.

In terms of the multiplayer, they've kept the basic XP system of the previous iteration, but
added some features which are pretty obviously inspired by COD4. There are now
challenges for each weapon/play style, and you earn XP from kills as well as match
performance. Luckily, they've also added Join In Progress to help aid us in finding games,
but they have neglected to add a Party System. I don't know why Ubisoft/Tom Clancy
games refuse to implement this time saving feature. After playing Halo 3 and Call Of Duty
4, having to manually find games with friends is going to feel very outdated. It's only a
minor annoyance, but as long as I plan to be playing this game, I can see it driving me
crazy.

All in all, I'm very stoked for this release and can't wait to pick it up. Any other
Dtoiders excited about it? If you guys want to play it up on LIVE, my gamertag is:
dj fantastica.
I'm looking forward to spending countless hours freeing the world (or at least Las Vegas)
from terrorists hell-bent on destroying our way of life (or at least our casinos).

- john







brobots
1:19 PM on 03.11.2008

So when I first played the Subspace Emissary I was actually having good time and I
thought the whole concept was pretty neat. The gameplay was entertaining and I really
only had a problem with the co-op camera which only follows Player 1 (whyyyyy?).

This enjoyment all came to an end when I started the last level of the game, "The Great
Maze." The worst thing I have experienced in gaming since I played Prey. So it seems
that the developers of SSBB thought it would be fun to just rehash all of the levels again in
this maze of portals and then make you find and beat all of the bosses and characters all
over again. Why is it that, according to the save file percentage, that I come into the last
level of the game with about 50% completed and come out with 83%? This was just such a
lazy design choice. I know that SSE is basically an afterthought to the normal Brawl modes
but they could have done better with this ending.

I found myself having to retrace my steps over and over again because I really didn't know
what I was suppose to do or where I was going until I was almost finished. I just love
running around with my head up my ass and fighting the infinite respawns of retarded
enemies. This was not so much a challenge but actually a big middle finger to the player. I
hate games that make me fight bosses I've already beaten. There is no point whatsoever
besides artificially lengthening the game.

So I say this: Do not play this fucking mode. I know you think its the easiest way to unlock
everything but that is false. John started to do 1 stock suicides when I was half way into
this level and he beat me in unlocking every character by about 10 minutes. So screw
Nintendo for SSE and I will get back to Brawling with Toon Link!

-Ta







brobots
1:07 PM on 03.10.2008

So we've now had the pleasure of owning Super Smash Bros. Brawl for over 24 hours.
Having logged at least 10 hours of gameplay already, it's pretty easy to say that Brawl
shaped up to be one of the greatest fighters of all time. Like other reviews have said, if
you've played any other Smash game, you'll be instantly familiar with pretty much
everything Brawl has to offer. The only difference is the sheer volume offered. Brawl has
tons. Of everything. Stages, characters, music, customization, etc etc. And it all works
extremely well, and will provide hundreds of hours of zany gameplay.



Perhaps our only real complaint about the game centers around the Subspace Emissary
mode. The mode itself is fine (albeit a little too long/repetitive, but nothing major). The
mode allows you to co-op with another player locally, which seems like a great idea. The
only problem is that the camera will only follow Player 1 as you journey through the levels.
As Player 2, I frequently found myself lost and stuck behind obstacles I couldn't get around,
getting hit by enemies I couldn't even see. Nintendo should have definitely used a better
camera/movement system for the co-op gameplay, as we grew tired of having to deal with
the camera issues pretty quickly. On top of all that, your character will take damage as
soon as they're off-screen. So Player 2's damage counter will go up the entire time, and
there really is little you can do to avoid it. In our opinion, it's best just to go through this
mode solo.

The music is by far our favorite part of the game. Combining both original and remixed
tracks of hundreds of classic Nintendo tunes (as well as special remixes from Sonic and
Metal Gear Solid), it is literally impossible not to find a song you like. Or love.
Furthermore, you can choose which songs play in the background of your own created
stages and adjust sliders to determine how frequently certain themes play on the built-in
stages. You can also unlock songs using the game's "Challenges" feature, which is also a
really neat feature. Whenever you unlock something, the game will show you a matrix of
blue squares. The square that housed whatever unlockable you just freed will also reveal
hints as to how to unlock any adjacent squares. As you earn more and more unlockables,
you'll continue to garner more hints as to how to unlock even more goodies. It's really
intuitive, and (as a self-proclaimed 360 achievement addict) very addicting. Instead of
receiving arbitrary points, you earn stages, music, characters, etc.



Obviously, the focus of any fighting game is on the fighters themselves. Brawl brings an
impressive 35-man roster to the table. Almost all of the fighters from Melee are back
(except Mewtwo, Dr. Mario, Roy, and Pichu), as well as quite a few new additions. In our
playtime so far, we've unlocked Marth, Ness, Falco, Snake, Luigi, and Captain Falcon. As
with Melee, you can unlock most characters by either completing Classic Mode while
satisfying certain requirement (difficulty, time, no game overs, etc.), or just by playing the
game a ton. We unlocked Captain Falcon for playing 70 brawls. You can also unlock
characters by getting them to join your party in the Subspace Emissary. You'll have to get
pretty far in that mode before you really start unlocking characters though. There are 31
levels, and most new characters are unlocked in Stages 18-24. You can also unlock
characters like Jigglypuff and Toon Link by returning to various stages in this mode after
you've beaten it. Unfortunately, the SSE just isn't anywhere near as fun as the basic
Brawling. We're going to play through it once, and probably only once.

So far, here are our favorite characters to use in Brawl.

John:
Kirby
Meta Knight
Donkey Kong
Pikachu
Luigi

Ta:
Ike
Meta Knight
Pit
Link
Fox



Of the new characters, Meta Knight is by far the most badass. His moves are so fun to pull
off, and he can do some sick damage. Pit is also a favorite, as he is extremely fast and
has unbelievable recovery. We're really looking forward to unlocking Sonic, Lucario, Toon
Link, and Mr. Game & Watch, as they all have potential to become one of our elusive top
5s. We've also unlocked quite a few stages (mostly old favorites from Melee), but we plan
on progressing through the Events mode to get the rest of those. If it weren't for pesky
midterms, we'd have it all done already. But alas, college is far too time consuming. Once
we've unlocked all the characters, we'll begin posting our character profiles.

If you guys wanna post your Brawl codes, we can start getting online and Brawling with
fellow Dtoiders.

John: 2249-4328-2984
Ta: 1246-8419-8284


Ta's Take:

I'm going to try to not repeat what has all ready been stated above because I agree with
almost everything he said. But I have to admit I was never a big fan of the Super Smash
Bros series since its debut on the N64. The concept really never clicked with me as I was
accustomed to the traditional fighters, such as Mortal Kombat and Street Fighter.

That being said Brawl has converted me to the series in a serious way. All of the hype that
Nintendo generated with the DOJO really got me interested in the game and I finally gave it
a fair shot and boy am I glad. This game is just pure joy. I haven't been sucked into a
game like this in a long time. There is just so much to do in Brawl. Do I want to take on the
objectives and try to unlock all the characters right way? Or maybe create my own level?
Or do I play Subspace Emissary? (which I think is pretty good) Or hell just do a good old
fashion Brawl with friends in the living room? I don't think I can be bored with this game
around. As a former "hater" of the series I can honestly say that Brawl is one of the
greatest games I've ever played and definitely the best game currently on the Wii. Okay
back to Brawlin'!







brobots
4:32 PM on 03.07.2008

Life occasionally toys with me, usually through the means of technology. About two months
ago, my Xbox 360 bit the dust. Without access to my 360 library, I turned my attentions
toward World Of Warcraft, spending almost all my gaming time exclusively on my first
character (Level 60 - Warlock). Ironically enough, my 360 is returned to me, allowing my
laptop to decide that it no longer wants to work. The fan started making impressive
impersonations of a lawn mower of shorts, and then just flat out cut out. The part (of
course) was on back-order, meaning a wait of nearly three weeks just to get this thing
back. Finally, I'm back with my full arsenal of technological gadgets and ready to party.

It's of no secret that last year's fall season was awesome for gamers everywhere. I
remember when Bioshock came out, it was basically the "start" of the whole season. It was
the first extremely anticipated AAA title to release, and from that week on we had need-to-
have titles rolling out every week or so. In the same way I view Bioshock, I see Super
Smash Bros. Brawl as being the first title in a flurry of must-haves. Brawl releases, then
Rainbow Six Vegas 2, then GTA IV, then MGS4/Ninja Gaiden II. Only a month or so later
the whole fall rush starts again, with the promise of Fable 2, Resistance 2, LittleBigPlanet,
Mario Kart, Gears Of War 2... And this is happening in the SPRING, generally a pretty dry
spell for gamers. Every spring we'll get a gem here or there (GRAW2, Crackdown from last
year). Personally, I find myself very excited. It's such a great time to be a gamer, really.
Even with my short tenure so far on this earth, I've seen the industry come so far, I can't
help but get excited for what's to come.

Basically, we'll be heading to the midnight launch of Brawl and we'll play it nonstop. Then
we'll report our impressions on here. We're starting up a "reviews" section, in the sense
that we'll be sharing our thoughts on major releases, and Super Smash Bros Brawl is going
to be our first game. We're going to try to avoid giving any scores, just our basic opinions
on the game's particular nuances. I'm also going to be doing features specifically related to
Brawl, doing Character Profiles of each of the 35 brawlers, listing (what I view) are the pros
and cons of each, ultimately leading to me revealing what my favorite character is (I don't
even know yet...). Then we'll ask you guys for your input concerning the best characters
and we'll see who thinks the same way/different way, etc. It should be rad.

Until then (expect the first Brawl posts sometime Sunday afternoon), happy gaming guys.
And brace yourselves, this season is going to be a big one.