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The Ill Communication

Show ‘em what you got

November 23, 2015 | 22:22 | Written by: snake911

One thing I like about this new place is there’s enough space to fit the majority of my gaming collection together in one place, along with other media like DVDs, Blu-rays, books, and magazines. A bit embarrassing because it’s near the front door for all to see, but I guess ones hobbies tend to show themselves at some point so might as well show them it as soon as they enter.

Consider it the coolest nerd corner in southern California.

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The Fort

November 18, 2015 | 21:49 | Written by: snake911

While catching up with shows I missed during the last two weeks, I added a new one to my list: Into the Badlands.

I’m still holding judgement and keeping my expectations in check because only the first episode has aired, but I like what I’ve seen during the series premiere. If you’ve watched the trailers for it, the setting is like a weird blend of timelines from different parts of the globe smushed together and formed into this time period that takes place hundreds of years in the future. With it you get a mix of 1800s Southern United States that include things like barons, plantations, and Antebellum styled buildings; 1930s urban Chicago living and vehicles; and East Asian combat where both sword fighting and hand-to-hand battles fill the actions scenes.

After some great war that occurred, a few people helped rebuild civilization but barred guns to prevent from what happened in the past to happen again. These people are called Barons and each has a kingdom of sorts that they rule over. The story follows a guy named Sunny, a Clipper, which is a sort of like an elite soldier, who has access to just about everywhere so we can see how both the privilege and those at the bottom live.

There’s a lot of mystery to the show and I loved how each block of the first episode had something that keeps you interested so you won’t change to another channel during a commercial break. Hopefully this feeling of intrigue will last throughout the season. As of now, I think you can watch the first episode online for free without needing to have an account or a cable subscription. So watch it while you can.

As for the title of the show, the badlands refer to the areas outside of the forts where the Barons rule and keep everyone safe. Everything outside in the badlands is up for grabs and anything goes. I’m guessing the majority of the show will take place there, so a lot of action should show up in the coming episodes. Obviously there were a lot of character introductions during the premiere so there wasn’t a whole lot of fighting, but when there was some, boy howdy was it cool.

AMC is playing it safe by having the first season be short with only six episodes, so I’ll be watching the rest of it since it won’t take too much time to invest in. It’s very much like a comic book (I thought it was based on one like The Walking Dead is until I checked) so if you’re into stories like that then I think you’ll enjoy this show. But remember: I’m keeping my expectations in check.

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Back to the routine

November 17, 2015 | 22:27 | Written by: snake911

The dust has settled with moving and now I can finally take a breather and catch up on some shows. Who’d of thought missing just 2 weeks of TV would have you be so far behind. One of these shows is the special, Intruder 2, currently airing on Toonami.

Geez, what a bad time for the Intruder to come back. 15 years since the original aired and I had to move the week it comes back. Oh well, viva the Internet and on demand services which allowed me to catch up on it. It’s just been two episodes but I’m digging what I’ve seen so far. Love how it’s mirroring some aspects from the original and glad to know that the Intruder, whatever it is, is still an organic being rather than a robot or something similar.

Though I do wonder if this will be a Total Immersive Event where we the viewers will have any interaction with the event that affects final outcome. Like the original Intruder, we got to vote on what new pair of engines the Absolution received. If there was an interactive part of this, it would make sense to include something that comes from that Toonami app that hit the app stores shortly before the first episode aired. In addition, I still need to check out the comic that stars Tom 4 and his crew.

Oh yeah, love how the bumps are also affected by the Intruder event. All the vids have a scrambled signal while alarms are squealing in the background. Really ties everything together. The next few weeks are going to be great!

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Back from the other side

November 11, 2015 | 22:56 | Written by: snake911

Moving sucks.

I’m finished moving to my one bedroom apartment and helping my brother move around. The last few days have now been figuring out how to arrange the furniture, but it’s been challenging because this new place doesn’t have a large walk-in closet like my previous places did to store away much of my belongings. Meaning: I have too much crap! So I’ve been doing a big purge by donating clothes to Goodwill, dropping off books at a nearby book store, and throwing out useless stuff I’ve been accruing over the years. Part of me doesn’t want to part with anything (that’s why I kept everything), but for every bag of junk I toss out of my life I feel like a weight has been lifted off my shoulders. I’m sure this feeling has to be the ecstasy minimalists love to feel.

Content for the site should start again soon. Probably next week.

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Tales from a scaredy cat

October 31, 2015 | 13:01 | Written by: snake911

It’s Halloween, so I figured I should get into the spirit of today’s festivities by writing about the top three most spooktacular games I have ever played. Games that kept me up at night questioning if every noise I heard was coming from someone -- or something -- that was shuffling their way around the house, slowly making their way to my room.

Dark Seed

This one gave the creeps. PC games were still foreign to me at the time and a lot of them seemed to have horror themed stories. Dark Seed was no exception. My cousin’s dad had this game on his computer and showed it to me when I think I was 12, so I was at that point in my life where things like this shouldn’t be scary so I was putting on an act that it wasn’t, but on the inside I was terrified. I think the most unnerving thing about Dark Seed was my cousin telling me that you die on the 6th day (the story takes place over a period of a few days) by seeing your character wake up and then getting stuck on the ceiling, having the game be in an unwinnable state where you would have to restart from the beginning. I don’t know if he was lying or may have noticed a bug in the game, but just the thought that your death was imminent within just a few days gave me chills.

Blood

A game full of dark humor, but I was unaware of it all when I was playing Blood. I was taking it all in face value and being frightened by seeing a mass of zombies, occultists, and gargoyles running towards me with their axes, Tommy guns, and sharp claws. I will admit I only played the shareware version, but couldn’t even finish that because Blood scared me enough that I had to stop playing and I never got around completing it. And that’s a real shame because that game was so cool with all its weapons and level designs. Take for an example the flair gun. Shoot it at an enemy and nothing will happen at first. Only sparks will be firing out from their chest. Soon after they will combust into flames, running towards you screaming until they drop and turn into a pile of smoldering ash. Scary, but efficient since it’s a one hit kill. Levels were fun to explore and involved running around places like a train station, a moving passenger train perfectly named the Phantom Express, and a carnival.

Silent Hill 3

Of all the games I’ve played throughout my life, this is the one I was forced to stop playing because the palms of my hands would be so sweaty from fear that the controller would slip out from my grip. So I would have to rest for a bit, dry the controller and wash my hands before I could continue on. I don’t’ know. Maybe the reason it was so scary to me was because the level designs were so great with details that the world looked incredibly real to me. Couple it with the fact that the locations you visit are more in line with actual places you would go to like a mall or an office building, then it has a stronger ability to resonate with you and pull you deeper into its world. Check it out yourself. That game came out in 2003 and graphically it’s aged pretty well.

Happy Halloween, everyone.

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For the kids

October 29, 2015 | 19:15 | Written by: snake911

Still getting ready to move out, but just in case any kids happen to wander to our door on Halloween looking for candy, at least I’ll have a bags worth to hand out. But this year I’m limiting it to just one bag because last year no kids came to our door, or any of our neighbor’s too and we were stuck with four bags of candy to eat through. In fact, we got so desperate towards the end of the night that we were planning to dump a whole bag on the first lucky kid who would knock on our door. But alas, it never happened.

I’m guessing all the kids go up the hill to where all the fancy, tract houses are at where they probably hand out full size candy bars. If that’s the case, then no way are kids going to waste their time trick-or-treating at an apartment complex. I wouldn’t blame them if that were the case. I’d do the same thing, too.

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Feelin’ it at 150–180 bpm

October 27, 2015 | 20:50 | Written by: snake911

I fell into a pit recently, listening to video game soundtracks that have DnB tracks. More specifically, I’m focusing on games from the latter half of the ‘90s when that genre of electronic music was fresh and popular.

Need for Speed III: Hot Pursuit - Romulus 3

Rage Racer - Lightning Luge

Street Fighter III: 3rd Strike - Psyche Out

Need for Speed III: Hot Pursuit - Pi

Wipeout XL - Photek - The Third Sequence

Street Fighter III: 3rd Strike - Psyche Out

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Early Edition

October 22, 2015 | 19:42 | Written by: snake911

Yesterday was the biggest celebration for nerds as it was Wednesday, October 21, 2015, the date when Marty McFly traveled to the future and got a taste of things to come thirty years from his present time in Back to the Future Part II. Well, 10/21 has come and gone, but the real deal came today a day later when USA Today put out their special edition on newsstands that mimicked the one seen in the movie from the year 2015.

I knew this issue would sell out fast so I made the extra effort to get up way earlier than I normally would, got my morning workout out of the way, and then booked it to a nearby gas station where I know sells USA Today; all while still wearing my workout clothes and sweating profusely, no less. When I got there, and to my surprise, there was only one copy left on the stand. I was hoping to get three: one for me, one for my brother, and one as an extra copy, but that plan wasn’t meant to be. I quickly snatched up the last copy, paid for it, and got the heck out of there before any other BTTF nerds seeing that they just missed it try to hassle me for taking their copy. But thank goodness I made it back home without and confrontations.

It’s so cool that they went out of their way to publish this goofy special edition for us fans of the movie. Gotta love that futuristic looking USA Today logo.

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Amnesia Fortnight 2014: The Triple-A Game Jam

October 21, 2015 | 20:34 | Written by: snake911

Amnesia Fortnight. Double Fine’s totally awesome two week break where all at the studio stop working on whatever game they’re doing and instead build small prototypes of game ideas that come from fellow DF employees.

Similar to the previous AF in 2012, this one was open to the public so we can witness what goes into developing these prototypes. With assistance by 2 Player Productions, AF was documented, interviewing all who was involved during the two week process, including artists, animators, programmers, special effects artists, audio engineers, etc. Everyone recorded their pitch for an idea for a game and placed them online for the public to view and vote for. The ones with the most votes would be selected for having a prototype built, with the person whose pitch won acting as the project lead.

With four prototypes built during AF, three were ideas coming from DF employees while the fourth was reserved for a very special guest: Pendleton Ward, who is the creator of the animated TV series Adventure Time. For Pendleton, he pitched four ideas for the public to vote from. The winning one would have a prototype built for it. In addition he would also be assigned as project lead for the team that was assigned to his prototype.

Not long after voting came to a close they announced the top three finalists plus Pen’s project. The top three (in no particular order) were Steed from John Bernhelm (Game Designer), Mnemonic from Derek Brand (Artist), and Dear Leader from Anna Kipnis (Senior Programmer). For Pen, Little Pink Best Buds won. Afterwards, teams were assigned to each prototype, having John, Derek, Anna, and Pendleton taking on the role of team leads.

After watching the documentary (minus the last episode that contains spoilers for some of the stories) I played the prototypes to see what two weeks of highly concentrated creativity resulted in. Personally, I’m totally blown away at how much these small teams can do in in that short of a time frame. I guess it goes to show how well versed everyone is with their jobs and Tim Shafer having a keen eye on noticing potential creativity and hiring those people who come from all aspects of games development (like programmers, animators, writers, audio engineers, etc.). Okay, let’s get to the prototypes.

Flipping the script, Steed has the player not controlling the rider of the horse, but instead taking the role of the horse! Boom! Mind blown.

These two roles remind me of question that was mentioned in the manga Bleach. Ichigo was battling his inner hollow -- a sort of demonic venison of himself whom Ichigo gains skills and powers from -- when during the fight, the hollow Ichigo asks him a question. “What’s the difference between a king and the horse he rides? Is it shape, ability, strength? ...How do they decide which of them will be the king and lead them into battle and which will lend its strength to the other, like a horse?” For the story of Steed, it seems like it’s the horse that has taken the role as king. Either that or I’m reading too deeply into what Steed is about.

Because you’re not playing as the rider, the controls are fine tuned for the horse, which has an impact on movement and attacks. But especially for attacking as there is a move where you can bump the rider upwards into accidently execute a spell.

By the way, they both have names. The horse is Bell and the rider is a boy named Twig. There is a short story with a few scenes to get things setup, but it ends with the ability to explore the fairly large world and gallop around to your hearts content; which looks absolutely gorgeous. I love how the clouds in the sky tend to eclipse the sun from time-to-time, dimming the light and where you can even see the cloud’s shadow slowly roll across the hills.

From the documentary, the prototype has inspirations from the movie Tangled for how the characters look, and from the game Shadow of the Colossus for the gameplay and camera angles. The team for Steed seemed to be the one that coasted fairly well throughout AF to where they had time to even add a few easter eggs. I found them and thought they were pretty hilarious.

Of all the prototypes, this is the one I wanted to see the most. Its original pitch tells of a story focusing on the death of the woman you loved. Your memories are the clue to solving this. Unfortunately your head is foggy and can’t remember the details (did something happen to you too?), so you have to retrace your steps starting with the one memory that sticks out the most: the location of where she was murdered.

Having the look of a noir film, the game is in black and white and takes place during the 1940s. Lighting and shadows help with the metaphor of having parts of your memories having fuzzy spots. Solving puzzles will light up certain areas to regain some of those lost fragments.

It’s a surreal experience as you are dipping in and out of memories, gathering items to solve puzzles and reading clues in figuring out what may have happened. You begin in a dark room where the only source of light is focused on a door. Behind the door leads to one of your memories. As you regain more of what you remembered, another door with unique characteristics is lit in the room, allowing you access to another memory.

I was very pleased with the Mnemonic prototype. Its story kept me interested with it and propelled me forward. The puzzles were interesting and fit well into the world. I would so love it if Double Fine went forward with Mnemonic to fully flesh out the story and the gameplay like they did with other prototypes like Costume Quest and Hack 'n' Slash.

Unlike the other prototypes, this one is not in 3D. It’s all 2D, baby! With Dear Leader, you are the new ruler of a country that just got out of a civil war. Your side -- the revolutionists -- won the war and threw out the old regime and executed the Tsar. Now you are tasked by sitting behind a desk, approving decisions given from your advisors that will shape your country’s future…hopefully for the better.

When someone from your cabinet needs your approval for something, they will talk to you via an intercom. Next they will give you a document with some options to pick from. It won’t go forward unless you give approval by brandishing the document with your official stamp. Get ready, though, as there’s a lot of stamping in this game. In fact, all this stamping reminds me a lot of Papers, Please.

I love what Dear Leader is trying to do, but the prototype doesn’t appear to be fully fleshed out as the choices I was making seemed to leave me at dead ends where the game wouldn’t progress anymore. I was stuck at my desk without anyone calling for more options for me to choose from so the game never moved forward. The only ending I got was a bad one where I was too weak as a leader where another country took the opportunity to invade my country and threw me out of power. The only way I got to that ending was by following every bit of advice I received from my advisors.

The take away I got from Dear Leader the most was the art. I loved how everything had a sketchy outline and the zooming in and out of everything on your desk and around the office was a cool effect. The art style was in the same vein as soviet era propaganda posters, so there were a lot of straight lines with shades of red painting the world. The music was amazing by including a number of orchestral tracks that can be heard by turning on the radio which sits on your desk. I can see this game has potential, but the prototype was pretty bare bones in what you can do. If Double Fine were to make this a game, I can only imagine all the cool extras they could allow the player to do in addition to just approving things with a rubber stamp.

It begins with a cutscene from your prospective where you’re being driven to an unknown location. You are in the trunk of a car, seeing other object rattling around. Suddenly the car stops, the trunk opens, and a man wearing a ski mask takes you out. He gets back into the car, drives away, and then the car disappears into thin air, leaving you alone…or so you thought. Soon after he leaves, little pink creatures emerge from over a hill and start grabbing for your attention.

Little Pink Best Buds is an ambitious prototype where you can interact with these pink beings by speaking to them. And by speaking I mean typing in a question or answer and having them respond to it. This is possible because the team is using an engine called ChatScript, which allows developers to have bots process natural language. In this case, written English.

Each of the Pink Buds -- around 17 of them -- has a unique characteristic to separate them from the others (good thing, too, because they all basically look the same) and each is voiced by an employee at Double Fine.

LPBB takes the perspective from first-person, so it has an immersive quality to it. You can see your shadow on the ground and you can interact with the buds by poking them with your finger. When you are close to one, you can talk to it by typing in whatever you want to say. Most have a number of answers to respond with based on what you type in. The prototype is far from being perfect in their responses, but it’s amazing just how much dialog is in this game. In fact, I believe I remember the audio guy saying during the documentary that LPBB has about one-quarter of dialog that was in Broken Age. For a two week prototype, that’s nuts!

Unlike Mnemonic, Little Pink Best Buds has an ending, with is satisfying to know and cool because it’s a self-contained prototype, so I guess you can call it a game. A rushed gamed that’s rough around the edges, but a game nonetheless. Although it is tough to complete the game without going online and figuring out what you need to do after a certain point, but it was still fun to play. I don’t wanna spoil anything, but the ending is worth reaching, if you’re interested.


The documentary of Amnesia Fortnight 2014 can be viewed online for free. It was originally placed behind a wall where you had to pay to view it, but it’s now on Double Fine’s YouTube page for all to see, with the exception of the last episode that shows all the teams playing their prototypes, spoiling the stories of some of them along the way.

As for the prototypes, they are available on Humble Bundle, but you need to pay to download them. As for me, back when AF14 was happening, I bought the physical version that includes both the documentary and the prototypes. In case you’re wondering, I don’t think you can buy the physical version anymore, but the link above should get you the prototypes and the documentary.

The physical version comes with three disks with one containing the prototypes (data DVD), the next one containing the documentary (Blu-ray video), and the third one being labeled "Everything Else" (Blu-ray video) which includes all of the pitches, the launch video, each team playing their game and giving commentary, and some interviews.

The disk case for the physical release resembles the case for Amnesia Fortnight 2012 with the wood gain layout on the outside but with the inside incorporating a beautiful collage displaying all four of the prototypes, which I believe was drawn by Lee Petty, an artist at Double Fine. Also included is a card that brandishes the art previously mentioned on one side while back has a URL and a code. After going to that website and punching in the code, I found out that it gives you the links to download the video files for the documentary plus the prototypes.

If you have the faintest bit of interest in seeing how the concept of a game comes to life, crammed into a short two week time frame blossoming from idea to playable prototype, then I highly recommend checking out the documentary on Double Fine’s YouTube page. And if you want to play what you saw in the doc, then throw a few bucks at the Humble Bundle widget to get access to them. It’s been nearly two years since the last Amnesia Fortnight, and I hope they do at least one more that is open for the public to watch before they decide to turn it back into a private event (that is if they ever decide to make it private again). Here’s to Amnesia Fortnight 2015/2016 and…Bad Golf 3!

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