Posts Tagged ‘game’

WarCrack

Monday, July 31st, 2006

[image: My WoW main]This past weekend, I bit the bed-rail and picked up a copy of World of WarCraft. Having been a moderate EverQuest and EQ2 junkie, I’d thought I quit the MMORPG habit cold, but after seeing some statistics stating that over fifty percent of the MMORPG players worldwide are on WoW, I decided to give it a try. It seems the numerous weekends spent chained to a computer, fingers nervously twitching from an overdose of caffeine, nicotine and sleep deprivation while farming beasts to improve my leather-working skills was just not enough for me.

As with EQ, the install and initial update took well over an hour to finish and the monthly account fee is the same fifteen bucks I could be donating to save some village of crippled, blind children in Africa, but hey…I’m already going to Hell anyway.

In EQ, my main was a Wood-Elf Druid and I really got to liking the soloing capabilities of that class, so in keeping with tradition, I chose a Night-Elf Druid to be my first character. The huge Minotaur-like Tauren, Trolls, Orcs and Undead were really appealing since I generally like to keep it evil, but I decided to stick with what I know, at least for now. I’ve played Druids for about two years and I know that class’s place, alone or in groups pretty down-pat. Tree-hugger, I am not, but I know what I know.

I was very surprised to see how very similar WoW is to EQ2. The gameplay and mechanics are in many ways nearly the same. You’d think someone at Sony would’ve sued by now. Maybe they have or perhaps Sony ripped off someone else first—I’ve no idea, but the similarities had me up and running right away, killing and running all over the place.

The only real differences I see—aside from the basic stuff like graphics, races and zones is that questing seems to be better set up in WoW. I rarely finished any quests in EQ, but over the course of the weekend, I’d managed to get something over twenty complete quests under my belt in WoW. In a matter of a few hours (I did get some sleep), I managed to work my way up to level 12.

I missed MMORPGs. There’s a reason EQ was dubbed EverCrack. I’m not sure what the slang for WoW would be…”WarCrack”? I’m not sure how long I’m willing to invest in playing WoW, but for now, I’m all about it. If you’re in the neighborhood, drop me a /tell. My main’s name is Abbath (ripped straight from the Norwegian Black Metal gods, Immortal) on the Anvilmar server.

Prey kicks ass

Monday, July 17th, 2006

[image:Prey]I bought a brand-spanking-fresh-copy of the FPS game, Prey, after waiting for it for almost a year. All the videos, screengrabs and rants I’d seen had me thinking it was going to be the coolest shit since duct tape.

After installing to my desktop’s XP partition (and subsequently spending 40 minutes running updates and patches since I never boot Windows anymore), I gave it a whirl and was greeted with a jerky, shitty looking game with the lowest frame-rate I’ve ever seen. A little deeper digging and I found that my NVidia GeForce 5200 wasn’t supported and closest I could get to smooth gameplay was by running at the lowest graphical settings, which were horrible. I wasn’t happy.

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Shadow of the Colossus: Huge and Mesmerizing

Saturday, March 18th, 2006

[image: Shadow of the Colossus]A few days ago, after spending a wretched day renewing my ID at the hell that is the Brooklyn DMV, I picked up a copy of “Shadow of the Colossus” for the PS2 to brighten my day. I had no idea what it was about, but chose it because somewhere at some point I’d glanced at a review that raved about it. This is basically how I buy all games as I’ve a decided lack of patience to read gamer sites and magazines. I usually will subscribe to an RSS feed and scan the photos and titles. Games that get a bunch of posts, stick in my memory and usually end up getting purchased in moments of consumer weakness, which is often.

The format of your run-of-the-mill action game is: fight, fight, fight…boss scene. Fight the boss and then it’s back to fight, fight, fight til the next boss scene and the game eventually ends. Nothing wrong with it, I suppose but the boss fights have historically always been my least favorite parts. Give me a room with twenty little baddies that I have to kill á la God of War and I am one happy fucking camper. Games that are boss-heavy usually begin to collect dust shortly after purchase.

SotC is all bosses. There’s nothing else to the game, unless you count running from point A to B. There’s not baddies in between to slay. You go from one boss monster to another and while normally this would have me hating this game, I find myself hooked. SotC doesn’t have just any old bosses. These bastards are HUGE, gorgeously rendered behemoths that combine action, puzzle-solving and strategy to beat. The graphics, scenery and feel are hot shit. Strange, mysterious and moody. There’s little or no dialog in the game so the huge dream-like world sprawled out before you, unoccupied but for the mountainous beasts reminiscent of something out of HP Lovecraft is simply there to wonder about.

The hero of the game is this dinky little fucker, armed with only a sword and bow and a horse to ride. Pitted against giants literally fifty times larger, the little dude has to expose and attack the monster’s weak points. This is accomplished by figuring out how and managing to climb the boss, get to his weak spots and stab the fuck out of them before you lose your grip and fall. Tense shit.

There’s something to be said about a game revolving around my least enjoyed facet of the action genre that manages to completely entertain me. SotC is a great game on so many levels, from the concept to the anime-like look. It’s a short game, there being only sixteen bosses to battle, which sucks since this is a game that keeps you wanting to see more. More bosses, more areas, more everything.

Second Life

Saturday, February 25th, 2006

[image: Second life avatar, David Sleestak]For the past month and a half, I’ve been spending a good chunk of my free time in Second Life. Stripped from the official website, Second Life is described as “a 3-D virtual world entirely built and owned by its residents.” Since it’s user-run, it’s hard to peg, since everyone generally moves to groups and cliques they identify with and do or create whatever the hell they want. In short, from pervert to programmer and from gamer to shut-in—there’s something for everyone. Second Life is definitely some pretty whacked out shit, worth at least a quick look.

Touring about the territories of Second Life, you see seemingly endless 3D creations. Houses, vehicles, stores, giant purple dildos, whatever you could possibly imagine seems to be represented there in one form or another. Users are given the use of a 3D modeling program while having the benefit of still being in-game, allowing you to create objects while playing or possibly as a form of play. Some objects are incredibly beautiful and painstakingly crafted to be as aesthetic or realistic as possible, while others are mediocre or downright lame. Being a self-created reality, there’s quite a varying amount of quality out there.

Everything made in Second Life can be sold to other players, using game dollars known as Lindens. In turn, this virtual money can actually be exchanged for real hard currency. The last time I checked the exchange rate, twenty US dollars made the equivalent of around four hundred Linden dollars. Some people—prolific and talented ones, actually make a tidy chunk of cash of this virtual business. I’ve met one individual who nets about twenty thousand dollars annually from in-game sales of items, scripts and real estate, nicely supplementing his teacher’s salary.

While I’m impressed with Second Life, I don’t really know what to make of it. There’s some really smart people, very talented artists and professionals and a huge mass of idiots, perverts and all-around trashy people. There seems to be bondage shit everywhere you look and everyone seems to be trying to make up for their shortcomings through their avatars. Everyone’s got big muscles, huge boobs and all the trappings. It’s pretty seedy and more than a little bit gross. Where are all the fat, bald people? Personally speaking, blindingly beautiful person that I am, I spent a good chunk of time getting my avatar to look about as close to the real-life me as I could. I just don’t understand why so many people need to look like rejects from a Florida nightclub. Who wants to see that shit?

A good defense of this good, bad and ugly is the fact that it is truly user-run. All this crap is from the great masses. While a kind of exhilarating example of digital democracy, it doesn’t do much in changing my belief that the majority of the human race would be better served as food to the smarter individuals. Brains, it’s what’s for dinner, but I digress.

I don’t know how long I’ll stick with Second Life. My PlayStation is much more inviting and requires much less actual work, but if you find yourself in-game, stop by. My game-name is David Sleestak. I’ll show you my house and we’ll kill a few beers and bong-hits. In-game, of course.

Katamari Damacy rules my world

Thursday, February 16th, 2006

[image: Katamari Damacy]I’ve become completely addicted to playing the game Katamari Damacy for the PS2. If you’ve never played it before, go out and get it right now.

You control this miniscule little galactic prince with an oddly shaped head, whose task is to roll a ball around various places on Earth, collecting items via a kind of “stickiness” property of the ball. As the ball gets larger by virtue of the things sticking to it, you are able to attach bigger and bigger items. From sushi and cookies to cattle, police officers and buildings, your goal is to create as big a ball or “katamari” as possible. Finished katamari are lifted to the heavens and made into stars by your enormous, gold chain macking father. It’s a pretty simple premise.

The game has a surreality reminiscent of the Teletubbies and some of the more intense drug-abusing moments of my adolescence. All the weird shapes, styles, colors and constant references to “rolling” have me making a few guesses about the lfestyle of the creator, a guy who claims to dislike video games. Regardless as to whether anyone at Namco did any inhaling when making this game, the fact is that I cannot stop playing it. Katamari Damacy is wildly addictive. There’s a very strong satisfaction you get when your katamari starts getting big. Once you hit the size where you are big enough that people run screaming from you, there’s a certain Godzilla-like thrill that I can’t recall feeling in a video game before. Rolling a massive ball of buildings, cars, people and everything in between down the street, glomming everything you touch is a joy you should experience rather than trust my word for.

The graphics are basic, silly and cartoonish in a likeable and iconic way. The soundtrack is by far the most original I have ever heard—from Japanese hip-hop to a capella beat-boxing and ambient electronica, I don’t think there’s a stranger sounding game out there.

At twenty bucks from most large retailers, there’s really no excuse not to drop everything and pick up a copy. You’ll be a Katamari maniac in no time, dressing up as the prince and making all kinds of katamari-like food and other assorted homecrafts. Just check the photos tagged on Flickr and you’ll get the idea.