buy cheap levitraorder levitraThe Binding of Isaac
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buy generic levitraorder cialisThe Binding of Isaac is frustrating. The Binding of Isaac is disgusting. The Binding of Isaac is short, repetitive, and the controls are a bit loose and dodgy. The Binding of Isaac is also loads of awesome fun.
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I first played the game a few days ago when it was released, and I have yet to really put it away. The roguelike/arcade/dual stick shooter from Edmund McMillen is pretty much exactly the kind of game you would expect him to make, right down to the gorgeous artwork, the retro-inspired gameplay, and the “not safe for life”… everything. So much of it is just “wrong”, but that’s half of what makes it so right. You’ll play it, die, play it some more, play it again, and keep playing it just to see what oddities you’ll discover in its randomly-generated dungeons next. Do yourself a favor and pick up this low-priced game right away.
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Just a nice little piece of TF2 art I somehow found on the web. It’s by deviantART user buy viagraorder cialis onlineKuroi-Tsuki (click for bigger version), and it pretty much sums up the experience you’ll have playing 2FORT. It doesn’t, however, convey the frustration you’ll feel having stand-offs with people in the sewers.
buy cheap viagraorder levitraHard Reset
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After buy generic viagrabuy cheap levitragrabbing the demo a few days ago and getting quite excited about the new FPS release buy viagra onlinebuy viagraHard Reset, I worked my way through from beginning to end. Every gun, every enemy, every ammo cache, every boss. Done. And now I have an opinion about it, too!
The first thing you need to know: Hard Reset is a very short game. Less than four hours, and that was taking my time. Normally I’m an advocate of shorter, better-built games, but this felt like it was artificially concluded to save development time. In fact, the ending was so jarring, I thought I had to go back and beat it on insane mode to get the “real” ending. But no, it ran its course. Just when the story and the game itself started to get really interesting, too.
The second thing you should know is the game isn’t nearly as genre-busting as it wants to be. Different weapons system, yeah, no reloading, ok, sounds good. That’s about the end of the list of diversions from the main FPS trunk. I found the puzzles pretty average, maybe even a bit below average at times. How many electrical barriers did I need to disable? Fifty jabillion? Not so inspired. At least there were no annoying puzzles like in every other game I’ve played.
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There are 50 odd secret areas to find, something that reminded me of old school first person shooters like Duke Nukem and Outlaws. A great many of them are little more than corners tucked in the opposite direction of the main path, but some tease you with their contents out in the open, giving you no clue as to how to get them. One thing I love to do in games is run around and see what I can climb on. Borderlands is, for some reason, perfect for this, and naturally I tried the same with Hard Reset. You would think its intricate environments would lend well to exploration, but the game is so riddled with invisible walls you’d think you were Ray Charles in a fun house mirror maze. Combine that with the linear levels and you’re pretty much playing a game that’s on rails. The secret areas encouraged you to explore, but there’s precious little reason to do so other than getting that full percentage at the end of the game.
Enemy AI, strength and versatility was slightly above average, which ended up saving the game from the digital junk pile. The weapon upgrades system was also pretty interesting, though so many of the unlockables were almost entirely useless. Zoom scopes? In a game where you never get a chance to stand still and shoot an enemy? Waste of in-game currency!
In short, Hard Reset was a decent experience that felt just different enough from the glut of shooters out there to make it worth trying. You won’t find groups of polarized players who love/hate the game, but it’s a good, if short, ride that will satisfy your FPS craving without resorting to too many tired old tropes.
Benefits and drawbacks of game emulation
Emulation. It’s a touchy subject because of the whole piracy thing, but it’s still a huge sub-community in the gaming arena. Just because you emulate games doesn’t mean you’re a thief. I fire up various emulators several times a week, and I can honestly say that almost all of the games I play I either own or can’t otherwise get my hands on (no localization, etc.). Why would I play a game I already own on an emulator? There are a number of benefits and drawbacks to emulation, all of which I have outlined below in a handy bullet point list!

Why I Love Emulation
* Save states. This is by far the main reason I love emulation. With save states, I can start, stop, and resume my game at any point I want. Look at that sentence again: any point I want. It’s up to me when I save, not the game, meaning I can have a restore point just before that tough boss, not 20 minutes before. If I need to eat lunch or chase the Mormon solicitors off my doorstep, I can pause and do that, too.
* Availability. Any game I want to play, I can play it. It doesn’t matter if it was never released in North America, if it was banned in four countries, if it doesn’t have a scrap of English in it, or if it’s 25 years old. If I can find it, I can play it. No waiting required.
* Storage. There’s something nostalgic about one physical disc/cart per game, but with the glut of titles being released now, that leads to a whole mess of game boxes laying around the house. With emulation, everything is tidily organized on a hard drive or other storage medium. Easy to search, easy to navigate, easy to keep tidy.
* High definition. It doesn’t improve the look of most emulated games, but having hardware unavailable to anyone ten or twenty years ago can squeeze a bit of beauty out of even the oldest video games. There are even some modern titles that can actually be emulated in HD whereas their console counterparts couldn’t hope to match that.
* Settings. If I want to run a game in 1920×1080, I can. If I want to turn off certain effects, I might be able to. If I want to fast forward through cut scenes or turn off certain layers of visuals, I can probably do that, too! The options are vast, and sometimes messing with them is half the fun.
* Patches and hacks. The modding community makes emulation awesome. My personal favorite hack: Secret of Evermore, the spiritual sequel to Secret of Mana. The game had two characters, but paradoxically only allowed one player in its original SNES release. A nice soul made it so two people could play co-op, which I did, which I loved.
* Fan translations. Closely related to the above point, translations of games is an incredible reason to emulate games. The Mother 3 translation is by far the best example of this, and I both own a Japanese version of the game and play it on an emulator (well, on the Dingoo, anyway). For the Frog the Bell Tolls is another recently translated game I wouldn’t be able to play in English if it weren’t for emulators and hackers. Also: Aeon Genesis exists to translate and patch games. How awesome is that?!

Why I Hate Emulation
* Glitches. Oh, the glitches. From minor graphical hiccups to sound errors, random crashes, and game-ending errors, these snafus are by far the worst part about emulation. Despite everything I said above, two out of three games I play end up with some sort of problem, making me reconsider playing them on an emulator. There’s something to be said about just popping in a cartridge/disc and playing.
* Finding what I want. Yeah, I was just all “blah blah blah I can play any game EVAR blah blah”. But you know what? Sometimes finding that B-list game can take some time. And when I do find it, it’s on such a scary site I’m terrified to even download it. And if I download it, I’m frightened of what may happen if I unzip it. And if I unzip it, I’m scared some secret virus just infected my system. Who knows, maybe a stealth keylogger is recording my words right now? *cries*
* Settings. It’s usually a lot of fun to play with settings, but sometimes I spend more time getting a game to look/run correctly than I do actually playing it. And then it doesn’t run correctly or I can’t load a save state. And then I am sad.
* Comfort. This is a personal thing that could potentially be fixed, but because of how my desk is set up, it’s not nearly as comfortable to play games on my PC as it is sitting on the couch. For starters, I have a standing desk, but even when I had a nice comfy chair, the living room and big TV screen is just way more comfortable to use.
Phone Story ban is a load of boring hype
You’ve probably seen the story circulating about the iOS game Phone Story being approved by Apple and then removed for “objectionable content”, among other things. Hubub was thus created, cries of censorship started to sound, and a nice bit of buzz was created around the little game. Not long after the App Store ban, the developer mulled about what to do, finally deciding to release the app on the un-policed Android Marketplace. Which is where I went to grab the so-called controversial game!

I bought Phone Story, I played Phone Story, and I’m here to report that it’s safe to stop talking about it. The game is just a collection of four dull, poorly-implemented mini-games that feel like no one ever play tested them before release. If it was never pulled from iTunes, no one would have cared it existed. Faulty controls plague Phone Story to the point where I sat the game down in disgust after running through it once. The narrative, which informs players about the sad state of affairs that make up the gadget industry, isn’t very informative at all, and you could learn more by skimming a Wikipedia article or two (although I’m sure it will enlighten a few people, which I guess is the point). In short, Phone Story is a bunch of empty hype with practically no game-worthy content behind the talk, even though I’ll admit the retro pixel graphics are kind of nice.
That’s all, people. It’s safe to move along to the next tragic App Store banning!
- Phone Story’s website (contains far more info than the game)
- Phone Story on Android Marketplace
- Developer’s website
Pac-Man lunch box
Now here’s something you don’t get to see every day. While digging through stuff in an antiques store today, I came across this little piece of nostalgia: a 30 year old Pac-Man tin lunch box, complete with rust! The price was somewhere in the $50-60 range, which I knew was ridiculously inflated and therefore passed on the chance to relive my childhood. But I still snapped some pics, just for the heck of it.
Hard Reset reboots FPS genre
Flying Wild Hog, the team behind the unique first person shooter Hard Reset, has taken the “we’re going to make something smart, different, and awesome” approach to game design, and after playing the demo, I have to say it looks like they got it right. Lots of secrets to find, massive enemies to take down, a smart weapon upgrades system, and a setting that looks and feels like a true cyberpunk masterpiece. Hard Reset could be a reboot for the FPS genre (get it?), and for the first time in years, I’m actually looking forward to a shooter.

Above is a “panoramic” shot I pieced together (click for larger size) after checking out the upgrades screen. Operating menus like this doesn’t remove you from the game. You actually stand there and look around to check things out, clicking to accept choices just like in that crazy computer on Minority Report. It’s a small touch, but it really brings the environment alive and keeps you engaged in the world around you. Also, you get to shock enemies by shorting out power kiosks in the game, which is more satisfying than you’ll want to admit.
- Hard Reset website
- Hard Reset on Steam (demo out now, full game release date: September 13)
NASA-backed MMO game in production
File this under “OMG I love space and not-so-secretly wish I could be an astronaut”. NASA is entering the MMO world with Astronaut: Moon, Mars and Beyond, a title that is at least 16 months away from a beta release. The studio contracted to make the game is raising money on a Kickstarter page, so there’s a little bit of information there, but the rest is on the official NASA MMO website.
In short, Astronaut takes place in the year 2035 and sounds like it’s going to be a class-based exploration game built using Unreal Engine 3. My imagination conjures something like Miner Wars mixed with Team Fortress 2, minus the silly hats and without guns, of course. In reality, I’m not sure what it’s going to be, but I’m excited at the concept and contributed all the same. Plus, NASA is sharing tons of research, so the game will likely be rooted in actual knowledge, which is awesome.
There’s a thread on Reddit promoting the project, as well as the Kickstarter page itself, which is obviously the place you really want to go. You can even donate so some free licenses will go to school children, instilling the wonder and awe of science and space exploration on to a new generation. Or something like that. Hey, we gotta do something to get people interested in space again, right?
Also: space!!!
From Dust, To Frustration
I really like From Dust. If I were to describe it in the length of a tweet, I would say something like “From Dust is a sandbox/god game similar to Populous where you manipulate water, dirt, and lava to keep your villagers safe #awesome #weeeeee”. If I had a few more characters I’d drop Eric Chahi’s name, creator of Out of this World, who designed From Dust, which should make it a must-buy on anybody’s list. Plus, you get to pretend you’re a magical bulldozer, picking up elements and dropping them off to shape the living world around you. Neat!
From Dust can be very frantic, but it’s also captivating. It’s less of a strategy game and more of a “patch everything together and hope you make it work for a few moments so you can accomplish something before it all goes to hell” game. That, unfortunately, is why it can be such a frustrating experience, but something about it makes it very good all the same. Your goal is to guide a group of really, really stupid villagers (seriously, these guys are dolts) to totems that act as villages. Each totem gives you an ability that’s useful in that stage, a temporary power such as evaporation, the ability to turn water into jelly, etc. You can also find knowledge totems that teach individual villages how to repel water/lava, which is boatloads of useful provided you can keep one pilgrim safe as he/she walks to the totem and then carries the info to each village.
The problem with From Dust is that it’s incredibly obtuse at times, asking you to work against the clock with imprecise tools when a little more time and better control of where you dump materials would practically eliminate the frustration. Heck, if you could pause the game for a few moments and take a look around the map I’d be thrilled. There’s a sense of disconnect between you and your subjects, and I think to make things really work, you should at least care that they don’t die instead of protecting them out of obligation. As it stands, From Dust attempts to meld an arcade-style experience with a god game, and that doesn’t work.
I can’t really stop playing From Dust despite how angry it makes me at times. Currently, I’m stuck on the next to last level. I’ve tried to save those little villagers more than a dozen times, but each time something crazy happens and they all drown/burn within seconds. Oops. I can’t help but think that mouse-based controls would serve the game much better than the Xbox 360′s controller, so when the PC version hits in a few weeks, I’ll at least try the demo, just to satisfy my curiosity. Until then, I’ll keep plugging away at those levels, watching my villagers drown ten times for each time I successfully keep them alive.
Hey there, Team Fortress 2 player!
Hey, Team Fortress 2 player! Are you on my team? Good! Glad to be here with you! Listen. Let’s get those guys in red, ok? Man do they bug me. With their hats and their trousers and such. *shudder* So repulsive. I just wanna march over there and decapitate every single one of them. High five? Aw yeah, high five!
Wait. What’s that, fellow teammate? You have a microphone? Fantastic! Now we can communicate more information in a more efficient manner, thus furthering our team’s cause to wipe out the other guys! Let’s use our voices to coordinate strategies, warn each other of potential dangers, and maybe, if we’ve got everything under control, talk about how neat it is that Team Fortress 2 is now free to play. But not too long, you know. We don’t want to clog up the chat lines with banter when we’ve got a war to win!

What? A spy, you say? You saw a spy? I heard your voice say “spy”, but you must have been cut off mid-sentence, because that’s the only word I heard. Across this grand expanse of a map, there are thousands of places a spy could be. So, if you just say “spy”, it’s about as useful saying “that guy’s got a gun” or “tree”. Now, instead of playing, every member of our team is suddenly looking around for a spy. Medics spin frantically in circles hoping to avoid a backstab. Snipers swing their little swords instead of trying to snipe the other team. Pyros are burning every cubic meter of airspace they can. The engineer on top of a building is about to vomit he’s so frightened. Or, worse yet, nobody pays any attention to your near-meaningless utterance and gets backstabbed all the same. Neither of those outcomes are desirable, wouldn’t you agree? And for the record, saying “spy as me” isn’t very helpful, either. Unless your player name is “me”.
We’ll forgive you this time, team member. But in the future, please feel free to utilize voice communication methods more effectively. Tell me where the spy is. Tell me what he’s disguised as. Tell me where he’s headed. These are all very useful pieces of information, and all of us blue shirts would love to have it!
Thanks!





