Saturday, April 30, 2011

Future Interviews: World War 3: Modern Conflict

Question: So when did you originally get the idea for World War 3: Modern Conflict?

After owning Joint Operations for awhile and after seeing the announcement for Ghost Recon Advanced Warfighter. Basically at first the idea was a mixture of the two, but as a played games like Ace Combat it wasn't then til I was truely inspired to have the idea of a "one year war" where there are final missions at the end of each year, and the game "reboots" back to the original premise after that.

Question: How many weapons, vehicles, and other equipment will be used in-game?

Answer: Just like GRAW, anything that seems feasible for 2015, except more practical for more "all-out" purposes, that and I plan to have more indepth class system called "MOS" which is more reflective of real militaries.

Question: How will transportation work?

Answer: For smaller areas I plan to use just standard vehicles, for larger areas I plan to have airlifting vehicles that can transport you map to map, and then there is of course the "zoning" thing where you are in a big C-130 which is pretty much equivalent to the Galaxy in PlanetSide.

Question: Can you tell us how the war ends?

Answer: Would ruin the whole part of the war, no spoilers.

Question: You said you will be an important character in the game?

Answer: Yes, I will be playing as Brio Cyrain, the C&C of the UNAF.

Question: Anything you would like to tell us before we go?

Answer: That I think every shooter fan will have something like in WW3.

Question: Thanks for your time

Answer: No problem

Friday, April 29, 2011

Nagase: Suvival/Puzzle Game

I decided to go on a twist with this one. My latest idea came to me while I was brain dead and the thought of a quirky dating game emerged. Of course I was just goofing around but some of the ideas still stuck with me. Keep it so you can still interact with an attractive japanese girl throughout the game.

The game starts off as you being an american man using the elevator to get to your next business meeting, which you JUST HAPPEN to be in the same elevator as an attractive japanese girl. A minor earthquake hits though and both of you are left traumatised and stuck in the burnout elevator, just thankful that the elevator didnt fall to its depths and killing you both. The gameplay begins and as such the game progress as a Survival/Puzzle game where of course your first objective is to figure out how to get off the elevator and into the nearest room. The puzzles and interactions can be compared to Heavy Rain or the Telltale games where you have to do certain button commands to get to the next scene. The game is always real-time rendered with everything pretty detailed.

The difficulty in this game comes from goof ups when you and the japanese girl, who tells you her name "Nagase" when you're first trap, cause the elevator to plummet or other consequences that can be lethal to you, her, or both causing a game over screen with retry options. Going forward you will be able to make interactions with Nagase (nothing Adult or Mature though) which can either make her more or less trusting of you. These scenes can be hard to predict as both of your characters have become desperate, but it would be in your best interest to find the "positive actions" that get her to like you as the game progresses. The puzzles can range from escaping rooms to finding supplies, searching and figuring out how to open, find, and solve puzzles while surviving the elements of the building.

The end-game is obtained when the both of you have reached the roof and both of you are rescued, but there is also the factor of her needing to like you by that time to really "win" the game.

Sunday, April 24, 2011

Future Interviews: If I was producer of a Robotech game.

Question: So what is basically the premise of your new Robotech game?

Answer: The game is set in all three generations of the Robotech Saga, since that what many of the true Robotech fans demanded. With all three generations we can implement different genres of gaming to suit each era. Think of it as Spore meets Sci-fi Anime.

Question: What kind of engine will you guys be using?

Answer: Given the nature of the Id Tech franchise, they have some good graphics tech suitable for sci-fi settings. I think that would be the best option.

Question: Will you guys be using cel-shading since that's what fans want?

Answer: No, and that's because Robotech came at a time before anime was styled in a way where cel-shading fits the characters. Cel-shading is simple and many of the new characters only have a few shades of coloring nowadays, but Robotech was from a time where the depth of the color was more dominant so cel-shading would negate that older style of having more color detail and realistic shading. If we want the game to really look like Robotech, some other technique will be more beneficial than at least standard cel-shading scene in games like Tales series.

Battlecry had this issue of making the models like newer, in the sense that alot of the original style was lost or negated. Robotech Invasion kind of overstepped this though and made the characters look too realistic for what you could get out of PS2. The invid and characters looked pretty good but then you met with a mad scientist who freaking looked like the main character of Half Life 2. So a happen medium would be nice.

Question: Which system will you be using?

Answer: PC/PS3/360 since we dont want to deprive any Robotech fans of being able to play the game. Like Invasion there will be online and LAN multiplayer, and this time around have co-op since in all the eras you have a group of good guys going at it.

Question: How about the cast for the game?

Answer: We will be using mostly our own characters unless Harmony Gold themselves provide for THE original voice talent behind the original animation products.

Thank you for your time

It's a pleasure.

Saturday, April 23, 2011

Gaming crushes and say what?

So yeah, I'm guilty of having crushes on Gaming girls, so what? I bet every gamer whose played a game with a girl has had a similar experience at some point. I guess it's time to get my hands dirty and tell you the gaming girls I find attractive.

Kei Nagase(Ace Combat 5): Smoking!

Tifa Lockhart(Final Fantasy VIII): Cute and Sweet

Yuna(Final Fantasy X): Got the looks!

Chun-Li(Street Fighter): Yeah I know

Kairi(Kingdom Hearts): Kind of cute

Aya Brea(The Third Birthday): Has some charm

Lightning(Final Fantasy XIII): Hot..and legs!

Okay that's my list for now.

Shooters and cliches: What is exactly plagueing FPSes and why people say "meh".

Everyone knows that shooters are my favorite gaming genre, and that I can dish out some real pain on them. That said I can also understand why some of my friends call them "yawn", "boring", or downright "trash". It's true in some ways, if not in most ways. Shooters is probably in the the top 2 league of having the most repetive, generic, and downright cheesey titles and utter shovelware. Whether it be PS3, 360, Wii, past consoles ,and especially PC, not only does shovelware come to mind but in the most crude sense of term, there is "cloneware" and "crossoverware" to be had.

Call of Duty has been the same game for many generations, to the point of creating an almost endless divide between it's base. There are people who are willing to buy any version possible even though they get pwned at it, and the people who scorn, hate, and downright say "Add vehicles already!".

Battlefield being my former favorite series, has plagued itself with bad PR, interesting but gimmicky physics, non-consistent gameplay, and a fanbase growing slowly but surely tired of its development tactics. That and the utter and almost yawning motivation to dethrone COD.

Fallout is mostly the bane of my existence, even more than COD. Bethesda has practically turned my favorite genre into a genre filled with casual noobs who need some "training wheels" just to get a few missions done. Not only that but it has ran the post-apocalytpic setting into the ground thanks to its nuclear fallout settings, you can't really get more redundant than Fallout, unless you REALLY tried.

Quake/Doom/RAGE: Id Software is known as the creator and/or pioneer of FPSing, and with that said they have a timid but massive following, that like COD, most of their fanbase are willing to buy any or all their products. Quake 3's engine is also known for being the standard coding for many shooters outside of Id Software, and to this day supposedly some of that engine's coding holds to newer titles such as COD. Doom is nothing but Quake in semi-horror form, but besides that I don't see any other appeal. RAGE is pretty much Id's Quake version of Fallout, but without the wheels and all hardcore. That said if Id is going cliche, does this mean the end of the FPS genre as we know it?

Star Trek/Wars: These two licenses have had their fair share of hit and misses in the shooting genre. While Elite Force proved be a good contender(supposedly running on Quake 3 code), I think LucasArts did pretty well with the Republic Commando and Battlefront franchise. The only thing urking me is they have not had the brains to make RC2 or BF3...and I hope to say "yet".

Warhammer: Another bane of my existence, inbetween Fallout and COD, is Warhammer 40k. The developers have taken a run-of-the-mill RTS series and slapped on an FPS camera and gun....desecration to the genre with no mercy. It's tasteless sub-fantasy and semi-Sci-fi appeal has garnered many praises, but it looks like nothing more than WoW on steroids with FPS controlling. Get out Warhammer...now!

Resident Evil: While this is a quite respected series, it is another crossoverware that many shooter fans find downright corny. While the originals were known to be totally appealing to the suvival/horror genre. The series has turned into "Horror for shooter fans", and with that Horror on training wheels, a similar demeanor like Fallout. That said it comes no where to as bad as fallout, but does get a bit cheesey.

Halo: goodness do I hate this series, it has committed so many shooter sins that I have lost count. This series has caused more noobs to enter the shooter genre while it's sleeping than COD can do when it's awake. Most non-shooter fans claim this series as the main reason why they dont play or buy shooters, its cheesey story and dialogue, ultimately-casual and repetitive gameplay, and it's foul-mouthed underagelings can be more annoying than Fallout itself. Die Halo...die.

Well that pretty much wraps it up for me...if you have more additions to this list..do tell.

Wednesday, April 20, 2011

My views on Game engines and their strengths, weaknesses, and utter failings.

Now people might think me as an avid gamer on the outside, but only a few would suspect that ever since E3 2005, that have trained myself as a Game Engine Buff as well. Delving into the technical side such as graphics, gameplay, and other nerdy things.

This blog is my views and/or opinions on the plethora of game engines that have graced(or plagued) the gaming market, especially for shooters.

UDK/UE3: While this engine made some huge promises during E3 2005, and the initial showed promise for the engine....that promise slowly but surely died around the year 2010. Tim Sweeney is a great speaker and CEO, but the rest of his company slows his massive campaigns down as most of Epic Games own software is either controlled be EA or Microsoft, leading to biased publishing when it comes to platforms. That and while the engine bestows a good "graphics vs launch" approach, you can never shake the fact that all UE3/UDK games look the same, no matter what product.

This is further wound salting when while the engine is advertised to be multi-genre, the process is painstaking and to which even RPGs fall short of looking unique after massive and heartbreaking reverse-engineering. Key examples would be Too Human, Star Ocean 4, and Lost Odyssey. That said while 6 years behind the grill, Epic Games has finally taken the iniative to massively upgrade their bubonic workings to DX11 with version 3.971, goodness only knows if it will be another curse or the redeeming of the gaming market.

Id Tech(3+): While this engine has been around for years with the behemoth-of-a-programmer John Carmack, he does built them to last for generations. Even now it is said that franchises like COD(bleh) are still using libraries or source code from the Quake/Id Tech 3 engine. That and Id Tech 4 has survived two gens with Doom 3 back in the early 2000s up to Brink that comes out next month. Also while this is all going on, the graphical god-like nature of Id Tech 5 bestowed upon RAGE and Prey 2, you can probably name at least 10 other shooter or action games that can significantly benefit from such an open-like FPS engine. That and with RAGE, you can Preeetty much say that Id Tech 5 is the "CryEngine 3 of non-realism FPSing"

I wouldn't mind winding up at Id Software for my pending gaming career. That and John Carmack is planning on releasing Id Tech 4 open-source when RAGE hits(for those who dont know what open-source is, that's when you get the engine completely free and any respectful programmer can recode and make the engine their own)

CE2/CE3: One of the most realistic graphical benchmarks(engines) around, and a early-partron of the amazing power of DX10, this engine duo still impresses me with it's detail-splattering appearal and now newly-obtained cross-platform ability, that and the announced companionship of a "UDK-like" alternative, who couldn't be more happier?(Besides UDK/UE3 licensees?)

MT Framework: Capcom's proprietory(in other words in-house only) engine has served as a benchmark, not really for graphics but how streamlined and cross-platform-crazy the engine is. While the engine shines it's best on PC(with fabulous DX10 and DX11 support, I mean you RE5 and LP2), the engine is so versatile that Capcom was able to get the engine up and running on the 3DS and NGP in a matter of weeks, and the graphics are practically identical save for textures.

Not only that but it's in my opinion the ONLY TRUE Multi-genre engine with Shooters like RE/LP, Fighters like MVSC, and Action/RPGs like Monster Hunter. If Capcom allowed licensing of MT Framework they would probably have at least third the licensee market sitting on their door in about 5 minutes.

Frosbite(1+) This engine is one of my favorites since it was born and breed in my favorite shooter franchise, Battlefield. As such it's an FPS-only and non-licensable engine, but it's graphics-flexing and gameplay-benching techniques practically make the key-essential Military combat-shooter software on the market. The graphics, physics, and gameplay is nothing short of fluid, with it's only plague being networking with low pings and sometimes eye-tearing lag.

That said Battlefield 1943 many people believe(and I think so too) is my most played PS3 game. That and with the new graphical king BF3 on the horizon, nothing short of awesomeness comes from the new-born Frostbite 2.

Crystal Tools: I have a love/hate relationship with this engine as it is the engine used for Squenix's RPGs. The engine first announced with the jaw-dropping, 1080p-blessing Final Fantasy XIII, and even more daunting with Versus XIII, has definitely shown is expansive-less flaws with Final Fantasy XIV.  An engine made to do RPGs and MMOs, it just goes to show when a gaming company can be WAAAAAAAAAAAAAY too ambitious. Final Fantasy XIVs buggy, laggy, broken-yet beautiful graphics and gameplay has plagued and belittled those fans of FF11, who were either expecting more optimization, or failed to comprehend the necessisity of being "a new rig".

That said with my disappointments with XIII gameplay and XIV, I still look to give XIII-2 and Versus XIII a first(for me second) chance. That and hearing they're working on Crystal Tools 2.0(or whatever) just shows how some engineers at Squenix are doubtful of even their own created frankenstein.

Source engine: This engine is a given, you can pretty much say this engine is somewhat a crossover of how MT Framework and Id Tech 3+ functions. While having somewhat more genre-versatility than UE3/UDK, and the generation-proof acknowledgement of Id Tech 3+, this engine's graphics capability have given gamers good graphics on underpowered hardware unlike other engines(CryEngine 3 cough). That and this is due to Valve's explicit knowledge of upgrading the graphics were it counts, little knooks and crannies here and there. If you know my friends we have practically dubbed the Source engine the "Cheat-code" engine due to how multi-rig friendly the engine is. And that's saying alot.

That pretty much wraps it up for me. If you have any opinions or missed "facts" on this subject, do tell.

Wednesday, April 13, 2011

Battlefield 194Wii: How a Wii version of BF 1943 would work

Seeing how the Battlefield franchise hasn't (and probably will never) grace itself a version on the Wii, I decided to take my spare time to "design" how a version of the 1943 spin-off would play on the wii. Since there aren't many vehicle-based shooters on the wii this may be troublesome to some developers or designers, but I think I got (the basics at least) figured out.

Infantry:


Like other shooters the wiimote would be to "move" the gun around, the Z button to "aim", the analog stick to "move" the character,  and B to shoot. The left and right d-buttons would cycle weapons, grenades would be thrown with B, and "charges" would be planted using Z and "set off" using B. Reload option would be A.

Ground Vehicles:



With normal vehicles the Analog would be used for movement with the Z button used for reverse and the C button used for acceleration. With the tank it would be the same except for the wiimote would be used to "aim" the tank barrel and same for the "gunner" but without any driving options. The left and right control your "seat" in the vehicle, while the up and down d pad control camera angle

PLANES:

Planes will be tricky, but it's not too difficult to map the controls. The Wiimote can be used for steering the plane(pulling back a little will make the plane turn, etc), and the Analog stick can be used to make more extensive moves(barrel rolls, etc). B would be firing and Z would be bombing. Same with the air strike bombers but you would use the d buttons to switch camera angle.

That's pretty much all there is to it.

Tuesday, April 5, 2011

BLOOD STONE 007 REVIEW

After just finishing the game I decided to write this review with the game still fresh in my mind. I decided to buy this game after constant temptings that came from the utter confusion of IGN's and other reviews that didn't seem to add up, which I will comment on later in the review.

First off, like many people said on Amazon...If you a 007 fan you'll love this game more than others, and Daniel Craig's presentation through the game will please fans of both the newer takes as well as those who were fond of Brosnan. There is no doubt about it that the game retains a more "classy" feel than maybe what you remember in some of the post-1990 movies, and this holds true since the game uses several rendering effects that bare tribute to the "film-quality" of pre-1990 takes.

Second, the game is almost perfectly fluid with the new CQC, vaulting(also featured in the new Goldeneye), and the Focus Aims that are practically "one-hit-kills" you earn from CQC takedowns. The game emphasizes stealth but not requires it unlike games like MGS where being spotted is almost insta-death. There is also a variety of weapons that range from silenced pistols to boom-bang grenade launchers, with the only frustration being the not-so-obvious-and-tedious "boss battles". That and you'll need a good gaming rig if you are aiming for the PC version(lag is scarce but its definitely there).

Third: The graphics are AMAZING, the art team did well in what seems to be "Mo-scanned" versions of the likes of Daniel Craig, Judi Dench, and others that the game has a very movie-like feel to it even in-game. I think it's a great competitor to the likes of Ghost Recon: Future Soldier, FFXIII, and Soul Caliber IV in terms of how much detail is being produced. As theatre buffs would call it, as long as you're not "doing bad" the game does seem(at least to me) to produce a "Suspension of Disbelief" at times and you just think it's your typical James Bond flick, but in video game form.

Fourth: While the game does end in a cliffhanger and the MP is not as "powerful" as Goldeneye...I'd say it's better if not as good when it comes to this due to it's amazing Single Player that Goldeneye seemed to lack at times.

In My Opinion?

9.0 out of 10

Sunday, April 3, 2011

Blood Stone 007 and what it means for gaming.

Having played almost hours of this game, it sickens me how low the reviews for this game are. Blood Stone 007 is not a 5.0 game, it's not even your typical game, and in some ways I think Blood Stone is an unique pinnacle when it comes to "game storytelling".

Though I have not finished the game, this game sets some bars for several movie-games. That said the game isnt based on the movie, but the cast, directors, and writers were all pull from the 007 movie legacy of such hits as Goldeneye. This game is the key-essential bridged-divide from what seperates games from movies. Many games suffer from non-movie approaches to storytelling even though some of their brands could benefit from such approaches. Also what some people think is a good movie idea could do well in an action-game environment, and this is why I think Blood Stone was born...A bonding of both movie and gaming monikers mixed into a nice offspring known as Blood Stone.

Simply imagining what a Star Trek, Star Wars, or other movie brand could do if it had a game with the same hybriding as Blood Stone, say being able to in the shoes on Captain Kirk or Picard in an Action packed game that's movie-like in presentation and storytelling but like Blood Stone is not restricted to a "movie length" production which the cast and "crew" of this "movie-game" can make another key-essential hybrid of what could be the most successful of capturing the movie elements and still making the game a massive enjoyment to fans.

Just switch the action scenes of Bond to the intellectual scenes of Picard, and repeat with the driving scenes of Bond and the Ship-to-ship combat of Picard with the same style of "inter-storytelling" of Blood Stone and the potentials are almost endless.

Well that's about it for me, stay tuned for more articles.

BrioCyrain