Here are some more candid shots from the upcoming Avengers movie. These shots show Iron Man in a motion capture suit, but it appears it was only a stunt double as Robert Downey Jr. was not present. We are not sure how much of Iron Man will be motion capture, but the other picture shows people carrying another full Iron Man suit and a bunch of Iron Men helmets.
Wiz ‘n’ Liz (1993)
By: Raising Hell Software / Psygnosis Genre: Platform Players: 1-2 Difficulty: Medium
Featured Version: Sega MegaDrive / Genesis First Day Score: 922,300
Also Available For: Amiga
Released mid-way through the MegaDrive’s life, this quirky platformer for some reason seemed to slip under the radar for most gamers at the time. Is that because it sucks? Actually, no, and it was released on the most popular console and computer of the time, and came during a period when the genre was at its peak too, so it’s a mystery to me why more people haven’t played it! I actually first encountered it in a very favourable review in an Amiga magazine but it was the MegaDrive version I would ultimately purchase, purely because the MD is better than the Amiga as everyone knows (hee hee!), but the MD is also far better catered for as far as this kind of game is concerned too. So how did Wiz ‘n’ Liz fare against the likes of Sonic? Not too well, one might think, but could Psygnosis have a surprise in store?
One of the first things you might notice when playing this game is that it’s nearly as fast as Sonic! It’s set on the amusingly-named planet of ‘Pum’ where Wiz the wizard and Liz the witch reside. Their pastime of creating new magic spells is second only to taking care of their many beloved pet rabbits. Unfortunately, however, their latest spell has gone wrong and whisked all their rabbits off to who knows where! Under your (and a friend’s) control, Wiz ‘n’ Liz immediately set out to rescue them all and restore Pum to its former glory. Finding all of their rabbits isn’t particularly hard as they’ve been liberally sprinkled across the many charming and not so charming lands that comprise Pum. They’re not just normal rabbits though, but magic rabbits, and every last one of them must be rescued.
The game begins in Home Land where Wiz ‘n’ Liz’s house and magic cauldron are located. There are also some trees here in which magic fruit grow. Mixing any two of these fruits in the cauldron creates a spell whose effect depends on which combination of fruits are mixed, but the first spell creates a door which provides access to the level select area. From here you can enter the various levels (or ‘lands’) and you can tackle them in any order you want. Each land is made up of two or three rounds, and on each of these there is a set quota of rabbits to rescue. This is done by touching them and to start with they will each release letters which slowly float up the screen. Collecting these letters spells out the magic word at the top of the screen. Once it’s complete, rescued rabbits will instead release magic fruits, stars, and clocks.
Collecting these items isn’t mandatory but it can be very useful. Gathering magic fruits will fill the magic-meter which, when full, makes that fruit available to mix magic spells with in Home Land. Each clock collected will add five seconds to you timer for the next stage / land, and stars can be spent on fruits, more clocks, and even extra lives in the shop, but only once you’ve worked out the magic spell to summon it! There are eight standard lands to play through (as well as one secret final land which you must earn the right to play) and they are all multi-tiered and based on some pretty standard themes such as Grass Land, Snow Land, Desert Land, Dead Land, etc. Each is also looped and the stages contained therein are timed, with the amount of time you start with being determined by which of the three skill settings you choose before play.
One of the most notable things about Wiz ‘n’ Liz is that it’s nearly bereft of enemies, with only a few bosses making up their ranks. As well as the skill settings, there are also three ‘levels’ to choose between – Apprentice, Wizard, or Sorcerer – and each time you finish one of them you’ll face a boss, such as a giant malevolent tree or sunflower, before progressing to the next level. The boss you face will be determined not only by the level but also the skill setting, so there’s a good few of them, and that’s one of my favourite things about this game – the range of difficulty settings mean it’s possible to just mess around having fun and trying out new magic spells, or to really test yourself and try to finish the game properly too! There is also a superbly frantic two-player mode in with the players race each other to see who can collect their rabbit-quota first.
Despite taking this long to explain, Wiz ‘n’ Liz really is a fairly simple, albeit slightly strange game! Aesthetically, things are certainly superb. The opening title sequence features some lovely wibbly reflective water effects, for example, and the in-game graphics are nicely detailed, superbly animated, amusing, and full of character. The audio on offer here is of a similarly high standard. The sound effects are superb and there are lots of tunes, including one for each land. They are still among the best I’ve heard on the MegaDrive and must surely rank highly on the list of the composer, the great Matt Furniss’ achievements, perfectly suiting the fast, frantic, arcade-style gameplay. In fact, on a good few occasions I’ve decided to play this game just to give my ears a treat before zooming through the delightful lands, getting caught up in the addictive rabbit-rescuing antics once again!
That’s the best thing about Wiz ‘n’ Liz – you can play it for five minutes, you can play if for two hours, it’s great fun either way. The magic spell tomfoolery complicates the otherwise simple gameplay a little but, whilst good fun, most of the fruit combinations produce little of substance, instead mostly comprising amusing mini-games, bonus time/points, or changing some minor aspect of the game (rabbit colour, for example). That’s one of the things that most puzzles me about this game – being a platform game, it’s not completely original, but it has so many unique features and charming touches, even if many of them are superficial – it’s still a fantastic game, so its lack of success is bewildering. Not only that but it was released at a time when 2D platform games were king and originality was scarce which only confuses matters further. It’s hard to believe that it’s only the second game from the developer that would go on to become the revered Bizarre Creations (responsible for Project Gotham Racing and Geometry Wars amongst others). Wiz ‘n’ Liz is a game I would urge any platform fan to try. Besides, how could you not like a game featuring rotating fruits with faces?
RKS Score: 9/10
Mortal Kombat fans rejoice!
The Mortal Kombat Arcade Kollection will be released tomorrow for the PlayStation®Network, Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, and Windows PC . For the first time ever, the original Mortal Kombat arcade trilogy – Mortal Kombat, Mortal Kombat 2 and Ultimate Mortal Kombat 3 – have been brought together into a single collection which will be available for download tomorrow August 31, 201
“We are very excited to finally have the first three Mortal Kombat games available in one download package for long-time and new fans to play,” said Ed Boon, Creative Director, NetherRealm Studios. “With the release of our 2011 Mortal Kombat, and its return to 2D game play, players have been asking for these classic titles and we are happy to deliver them.”
Developed by Other Ocean in conjunction with NetherRealm studios, theMortal Kombat Arcade Kollection will offer fans the chance to play through the games in their original arcade state and rediscover all their favorite characters, fatalities and environments as well as relive some of the franchise’s most memorable secrets. In addition, this new collection will feature online play, leaderboards, achievements and trophies.
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=VrNzGTK6F0o[/youtube]
An arcade-perfect port, the Mortal Kombat Arcade Kollection brings players their favorite Mortal Kombat arcade classics for $9.99 on PlayStation Network or 800 Microsoft Points, to put it in arcade terms – 40 quarters ($10).
Playstation 3 fans rejoice, today you can download two new games from the NEOGEO station featuring classic NEO GEO games Shock Troopers and World Heroes:
A run-and-gun shooting game featuring 8 mercenaries who face a huge terrorist organization, enlist for action on NEOGEO Station! You can choose between 2 fighting styles: Control one character in “LONELY WOLF” mode, or pick up a team of 3 soldiers you can switch between at any time in “TEAM BATTLE” mode. Run through the battlefield and choose the best routes and strategy!
The famous versus fighting NEOGEO title with 8 historic characters who have traveled through time to fight each other is available on NEOGEO Station! Featuring two game modes, Normal and DEATH MATCH, where you’ll find merciless gameplay and stages full of traps! Choose your favorite hero from the 8 characters available and become the greatest warrior of all-time!
These downloads will cost between $6.99 & 8.99.
Check out the NEO GEO Station website here – http://neogeostation.snkplaymoreusa.com/na/
This reminds me of the original Gold edition of Zelda.
A special limited-edition The Legend of Zelda™: Skyward Sword bundle containing the game and a gold Wii Remote™ Plus controller will be available when the game launches on Nov. 20 for $69.99
Also for The Legend of Zelda: Skyward Sword, every copy in the initial production of the game will come packaged with a special music CD featuring orchestral arrangements of select songs that will be performed at The Legend of Zelda 25th Anniversary Symphony Concert.
The only thing worse than Monday is Tuesday and so we have a new feature for you, Fails of the week.
Thanks to the FVA compliations team for this, here is some info on them.
Gargoyle’s Quest can be downloaded from the Nintendo eShop on the Nintendo 3DS system for $3.99.
Originally released in 1990 for the Nintendo Game Boy system, the arcade action platformer stars Firebrand, the gargoyle from Ghosts ‘n Goblins who can also be seen in the upcoming Ultimate Marvel vs. Capcom 3 fighting game. As Firebrand, players must traverse the Ghoul Realm, building up their powers and abilities in order to protect the land against evil King Breager.
Fans of the classic Sega CD game will soon have the chance to play Sonic CD on Xbox LIVE Arcade, PlayStation Network, iPhone and iPod touch, iPad, PC Digital Download, Android, and Windows Phone. The release will feature the original Japanese soundtrack and is set to be released in late 2011, most likely right in time for the holidays.
Following the classic story of the original, Sonic CD sees Dr Eggman plan to cause chaos and take control of the future by stealing Time Stones from the Little Planet. Sonic must speed through levels and travel through time while fending off Eggman’s robots to recover the Time Stones, and save Amy Rose from his mechanical twin, Metal Sonic! This fast-paced game will return with brand new features including enhanced widescreen graphics, special iOS features, Xbox LIVE Achievements, PSN Trophies, PC Achievements and more.
My last day of Sword & Sorcery Week has me re-playing Legendary Axe. Been a while since I’ve fired this up, and I’ve never been able to finish it (Damn yooouu, No-Save-Game!)
This game is another hack-and-slash scroller, but also a fine platformer. You’ll find yourself doing a lot of jumping and climbing, and in my case…falling.
You play as a red-haired caveman armed with a legendary axe, which frankly looks like an ordinary hatchet that he could have picked up at Oog’s Hardware. But, some bad guy has kidnapped his woman, and he wants to get her back. It seems Axe-guy isn’t finished dragging her around by her hair yet.
The first thing you’ll notice is the bright, colorful level design and backgrounds. Victor Interactive Software really put forth some effort, and I thank them for it. There are 6 levels of game play (that I’ve never finished), ranging from the jungle, to caves, to mountains, etc…
Each level has it’s own mini-boss (crazed bears, huge boulders), and eventually, the Big Bad himself. Have a mentioned I haven’t ever reached him?
Throughout your journey, there’s a number of highly-detailed creatures that you’ll hack, from huge spiders, to half man/half animals, but you’ll always be annoyed by these little flying bats. To help you, there are plenty of power-ups in form of a small tiki idol, which can increase your health, give you a free life, of improve the strength of your mighty axe-blow.
Overall, the controls are fine, I didn’t have any problems except for the ones that show my lack of platforming skill.
Recapping: Beautiful-looking, decent controls, plenty of detailed levels/creatures, unique bosses, plenty of power-ups… I recommend playing.
Now if I could only rescue the girl….I need someone the sweep my dirt-floor cave.
Hope everyone stayed safe from hurricane Irene.
Those who long for the days where video arcades were on every street corner and the newest coin-op hits required standing in line to play now have a destination online to relive those days.
On Sunday, August 28, JM Production Company, the same company that brought the original Starcade game show to life in the early 1980s, launched myStarcade, an online version of the game show.
Using video clips from the original TV series, classic gaming fans can choose which contestants they think can run up the highest scores on classic-era video arcade games ranging from the iconic Pac-Man, Donkey Kong and Q*bert to the rather uncommon such as Munch Mobile, Cliff Hanger and Mazer Blazer. After choosing who to back, a head-to-head scoring battle using original Starcade show footage can be viewed.
Other options, including “Name the Game Board” challenges, music and sound effect identification games and more are also part of the myStarcade online play.
Online leaderboards track the high scores of myStarcade players from around the world. Virtual prizes from the original show, including the portable record player Mr. Disc (no larger than a man’s shoe!) can be “won” while online credits can be earned to use toward real items, video clips, episodes and more.
The original Starcade TV show debuted in 1982 during the early days of cable station TBS, and gained a modern day following in the current century through it’s official website and reruns which aired on G4tv during it’s debut years. KRON-TV in San Francisco, CA was recently inducted into the Registry of Historic Gaming Locations for it’s hosting of the 1981 pilot episode tapings.
The myStarcade game can be found at www.Starcade.tv.
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Valve is bring back the Counter Strike of old in a brand new edition that will expand upon the team-based action gameplay that it pioneered when it was launched 12 years ago. CS: GO features new maps, characters, and weapons and delivers updated versions of the classic CS content (de_dust, etc.).
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=4ycbuZNRgZc[/youtube]
Here is the trailer of the upcoming; Counter Strike: Global Offensive
This week we asked fans on our Facebook page what cosplay would they like to see and these are the results. Enjoy!
Another Friday and with the weekend here it is time to get out and dance and that is what Dubstep Fridays is all about. This week we feature yet another Salad UK remix and this one has some hot stepping ladies getting down to the Skrillex.
Original Clips (in order):
Become a fan!
Tweet it up!
Be my friend 😀
My Backup channel
My 2ndish Channel
Submit T-Shirt designs to:
Benny Benassi – Cinema (Skrillex Remix)
Skrillex dubstep video remix
Check out these shots from the set of the upcoming Man of Steel movie. You get a look at the new Superman costume that is missing the red trunks. We also get a look at the Kryptonian villainess, Faora.
So what do you think of the new look?
Battlestar Galactica Online
Remember when browser based games were barely a little more advanced than Pac-Man? Then we were introduced to flash games and from there skies were the limit. BattleStar Galactica online has flown past the skies into space bringing us their free-to-play massive multiplayer game based on the SyFy series. Obsolete Gamer had a chance to talk with Sarah Levantine, Producer for Battlestar Galactica Online about the game and its upcoming changes.
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Can you give us an overview of Battlestar Galactica Online?
Battlestar Galactica Online is a free-to-play, browser-based space combat MMOG that combines high-quality, 3D graphics with intense gameplay. The game is based on the acclaimed Emmy and Peabody Award-winning television series “Battlestar Galactica,” which aired for four seasons on Syfy. In the game, humans and Cylons are in a constant struggle to control the universe, which players accomplish through a mixture of tactical space combat, exploration, and mission-based gameplay.
Can you tell us a little about the process of creating this game from the idea stage to the beta and post release?
In terms of visual fidelity and design, Battlestar Galactica Online represents a new breed of online, free-to-play games. Prior to its launch, BSGO was been met with some disbelief that a browser-based game could look and feel good. We knew we had to get it right, so we made sure we didn’t launch until we were all quite confident that we had a hit on our hands. Thanks to Unity 3D, the platform on which BSGO was built, we’re able to deliver an extremely high-quality gaming experience. When seeing it for the first time, people often forget it’s played through a standard web browser. Core to all development is our desire to be authentic to the IP, yet flexible enough to introduce new content; after all, our game must live beyond four seasons. Recently, BSGO’s post-launch development has fully transitioned to our San Francisco office. Here we’re focused on short- and long-term content additions, and of course continued optimization and polish.
Would you say you would need to know BSG or be a fan to enjoy this game?
No, it’s as easy for players who aren’t familiar with Battlestar Galactica as it is for those who are fans of the show. Battlestar Galactica has an enormously loyal and passionate following, and we wanted to give fans the opportunity to experience it through an engaging online experience
Now it being free to play can you have fun and do everything in the game without having to buy anything additionally?
Players can earn Cubits (premium in-game currency) through PvP, although much more slowly than by purchasing them outright with real money. While most ships and items in the game can be purchased with Cubits, there are some that you can only buy or upgrade with Merits – a type of currency that is earned solely through gameplay. Generally, we’ve found that players who earn their achievements through gameplay are better than players who spend money to reach new levels or unlock items faster, and even find “grinding” to be the most fun part of the experience. At Bigpoint, we take the issue of player balance very seriously. We have a design requirement that everything can be achieved for free. However, because we need to pay for developers and servers, we have to allow players to spend money in-game…not doing so would mean we simply couldn’t build, launch, and support any game.
What can you purchase if you wish and what benefits would you gain if you do so?
There are many items available for purchase in the game, including things likes weapons, engines, computer systems, ammo, and even complete ships. The benefit of buying an item comes down to time…some players would like to experience new ships, for example, but they simply can’t dedicate enough time to earn it through basic gameplay. Like most F2P titles, however, the number of paying players is dwarfed by those who play 100% for free. This is top of mind with us at every step of development.
Since it will be humans versus Cylons PVP will be a big part of this game, can you tell us more about that aspect?
BSGO is primarily an MMO that pits humans against Cylons; you can play as either side. One of the newest features that we’ve added to the game is a “Top Gun” match system, which pairs players based on level in 1v1 or 3v3 battles. Players can challenge other players to private, instanced PvP ranked battles to determine who is the “Top Gun” and Top 100 on each server. Alternatively, players who wish to compete against other pilots of any faction (including their own), rating, ship size, or class can engage in “duel” PvP matches, where no rewards or changes in rating will occur after winning/losing a match. PvP is a core element of Battlestar Galactica Online, but we also have plans to expand the PvE space combat, missions, mining operations, and exploration of capital ships, outposts, and bases.
As far as adding to the game meaning content or additional features how will those come about?
Our games live online for many years, so there are a lot of opportunities to introduce new content and features. Working with the acclaimed IP provides us with a direction where we can take the game, but we also carve out opportunities where we can intertwine new concepts into show’s storyline. Since BSGO has transitioned out of beta, the dev team has been able to shift away from making patches and optimizing performance to adding new content and features. We have our own (very big) list, and pay close attention to what the community wants – we’re building this game for them.
Currently are you working on a release that will address issues and add more content and if so when might we see that?
Our development team continues to work on performance optimization and new content features on a daily basis. Every couple weeks a new release is sent out to include information on bug fixes, UI improvements, patches, new ships, gameplay features, etc. The next big content update and announcement on Battlestar Galactica Online is expected this fall.
Some players have experienced lag even with high-speed internet, can you address that?
What players describe as lag in any online game can actually be caused by several different issues. First, their Internet connection may be slow or intermittent. Second, older or slower machines may not be able to render all of the ships and effects in heavy combat situations at the target frame rate. Finally, during peak hours game servers under heavy load may have trouble sending out the volume of network messages that they need to – this is a network issue on the game server side, as opposed to the user’s side. Our development plan definitely includes paying attention to performance on both the client and server sides of the game.
Do you plan to add a marketplace or trade area for the game?
A marketplace or trade area is definitely a feature we have discussed, but don’t plan to implement in the near future.
Do you plan to make changes/advancements to the current chat system?
The chat system has had a number of changes made to it since the game’s launch. It now has the ability to send specific messages to the entire system, squad, or wing, and also send private messages to individuals or to your own fleet.
Will players ever be able to switch between servers but keep their character?
At the moment, players are not able to transfer their characters over to another server. It is something that we have also considered, but is not possible to achieve quickly. Our current focus is to expand the game in various directions, pumping out new content and ships for existing players to look forward to. The dev team is also very open to receiving feedback and suggestions from the community, as they are incorporated in many of the decisions made about the game and how BSGO will evolve.
There have been issues of balance on servers do you have a plan to address that?
The balance between the different classes of ship – strike, escort and line – was very carefully planned out in a rock-paper-scissors design. Each class has unique strengths and weaknesses. The balance between the two factions is a trickier question. Players will always choose Colonial characters at a higher rate than Cylon, simply because they identify with the protagonists of the show. What you end up with is a larger number of Colonial players at a lower level, and more hard-core, high level players on the Cylon side. It’s an interesting thing to try and balance, and we are definitely working on a plan to weight the two factions in a more organic manner than occasionally offering a faction switch token.
How many people over at Bigpoint are fans of BSG?
Most of us at Bigpoint very familiar with BSG, and we have around 800 employees. Members of the Battlestar Galactica Online development team are of course diehard fans (a solid group of developers and artists, plus additional colleagues from the community management, QA, web development, marketing, and PR departments). There are a few people who follow the show closely and can’t wait until the prequel of the series “Blood & Chrome” airs. Many of us also play Battlestar Galactica Online in our spare time as either a Colonial or Cylon – and we have a bit of an internal rivalry – all in good fun. Often times, we even have company-wide playtests to show off our dog-fighting skills.
There is quite a legacy of space based games, can you tell us what some of your favorites were and did any inspire you for BSGO?
While I played some X-Wing back in the day, I find most of my inspiration for BSGO from the show itself, and trying to bring as many cinematic moments into the game as possible. We want to allow the players to create stories to add to the already rich Battlestar Galactica universe. At the end of the day, who wouldn’t want to be a Cylon in tactical space combat? 😉
You can play Battlestar Galactica Online free by heading over to their website.
I actually played the pirate of this game but fell in love with it nonetheless. Tiny Toons for the NES is how a very funny cartoon converted to a console should have been done. Konami did a lot of things well in this game which went up through the SNES era but that’s another story. Tiny Toons is your average platformed that can turn a hell a lot better if you love the cartoon as the familiarity is uncanny for such a game. You’ll see characters from the series all over the place. The story of the game is very simple, Babs Bunny has been kidnapped and it’s up to Buster and the rest of them to save her. They will have to go through six awesome levels filled with enemies you may have seen in the cartoon DUH!
The game is very interesting as you can pick a partner from the duck(Plucky), the Tazmanian devil (Dizzy), and the cat (Furball) to accompany you on your journey. This is key as each character has their own ability therefore they will be useful in different ways on each level. Some of them are more useful than others so it’ll take you at least one run through the entire game to figure out what level each belongs to. It doesn’t make any difference since if you already went through the game once, you already know and figure out everything you need to know in order to beat it so take your best guess!
The levels are very easy if you figure the patterns and what not. You can probably get through the game in less than an hour but it’s fun over all. The music is quite good as well as it familiarizes with the cartoon’s at some points not all of course. To conclude, this game is very easy to pick up and play which can be very good for people who aren’t ready to learn new gaming styles and to through hour-long tutorials. Yes, this is the power of retro gaming at its maximum! You better believe it!
Robo Army (1991)
By: SNK Genre: Scrolling Fighting Players: 1-2 Difficulty: Medium
Featured Version: SNK Neo Geo MVS First Day Score: 10,500
Also Available For: Neo Geo AES & CD
Ask most people what kind of game they associate with the mighty Neo Geo and most will undoubtedly say one-on-one fighting games. This is understandable since the machine is positively flooded by games of this type, and mostly good ones too, but what of scrolling fighting games? Well, unknown by me until recently, there is one that goes back just about as far as the Neo Geo itself does! The moment of revelation for me came at the recent R3Play Gaming Expo in Blackpool where my friend Rich and I discovered the only AES at the show was running a game of the type in question. So, I’d discovered its existence, but the fighting game pedigree of the host console gave it a lot to live up to. Is the system as adept at the scrolling variety of fighting games?
The first thing I noticed about Robo Army, which shouldn’t have been surprising given its name, is that there’s nary a Human in sight! Apparently a ‘mad scientist’ has decided to create an army of robots to destroy the city, capture all the citizens, and use their brains for more robots to take over the world. The fact that the only Human’s in the game seem to be scantily-clad girlies in prison would seem to suggest he’s been at least partially successful too. Eeek! All is not lost though, as you and a friend can help to save these girlies, and indeed the rest of mankind, by assuming control of a pair of cybernetic soldiers, Maxima and Captain Rocky, and punching the crap out of all the stupid robots that stand between you and the ‘mad scientist’!
The distance in question spans six ‘areas’ and includes such locales as a jungle, city streets, a factory, and of course the main enemy stronghold. Populating all of these areas are robots of various kinds comprising the ‘army’ of the title. Some of them are mere drones but there are several special kinds too, including mid-bosses, and even some robotic birds and dogs and other animals. Progression to the next area is guarded by a robotic boss, often a larger version of one of the animal robots. The heroic soldiers have a few attack moves to see off the invading hordes though, including punches, reverse kicks and flying kicks, and they can pick up things to throw at their attackers such as barrels and even vehicles! They can use the limbs of defeated robots as clubs too, and there are also power-up icons to be found periodically. Most of these build up your ‘special attack’ power (which damages or destroys all on-screen enemies) but there’s another which transforms you into an invincible armoured car for a short while!
Aside from the awful title screen (see above!), the presentation and graphics are pretty decent here for an early Neo Geo game. There are some cut-scenes between levels (which I’m afraid I can’t follow as I have the Japanese version of the game!), the sprites are big and nicely drawn, and the backgrounds are packed with detail for the most part and feature nice use of colours. The only problem is the lack of variety. Despite being set in pretty diverse locations, most of the levels have a very similar feel to them. The only moment in the game where it seems like the designers are trying to mix it up a bit is the rope section where you must climb down the screen whilst attempting to see off the many foes at the same time. The same can be said for the sprites really. As you play through the six levels you will encounter new ones but a majority feature little variation besides their torso colour, although they do all explode satisfyingly when beaten!
I guess you could say that’s the only major problem the game has – it’s very repetitive. Control over your cyborg feels a bit clunky but it’s pretty good for the most part and the music, whilst fairly average in itself, helps to keep things lively – the sound effects in particular are good, with lots of nice metallic clanging noises. None of this does much to diversify the gameplay though. Your cyborg soldiers are pretty limited as far as their repertoire of moves is concerned and considering the number of buttons available on Neo Geo systems, there’s not much excuse really. If they at least had a decent selection of attacks it might help you to overlook the repetitive levels and enemies, but alas, there are few. Robo Army is great fun when played with a friend though, and I suspect it was designed with this in mind. With a few more coats of polish this could’ve been a cracker but as it stands it’s merely average.
RKS Score: 6/10
Portal: No Escape
Hollywood is always looking for a good movie, to bad they usually don’t find one. A big trend is making a movie based on a comic book or a game, well here is your chance Hollywood make one about Portal. Portal would not make a very good movie you say, check out this awesome video and make sure its in HD with the sound turned up.
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It is one thing to fail, it is another thing to fail and have someone take a pictures and it really is something to fail and someone makes an animated Gif out of it.
Big Jump Fail
Cat Jumping into a Box Fail
Exercise Ball Fail
WWE Kick Fail
Punching Bag Fail
Kitchen Acrobatics Fail
Spiderman flip Fail
Chair Surfing Fail
Soldier Kick Fail
Thanks to the Gif Barn for these funny images.
1. Well fearless developers, care to introduce yourselves?
2. Now, how about introducing us to your forthcoming release: Age of Decadence?
– an original, low magic post-apocalyptic setting
– a detailed skill-based system
– turn-based combat with action points and different attacks
– a lot of dialogue with stat, skill, and reputation checks
– meaningful choices & consequences
– multiple paths & multiple endings
3. Any idea when we should expect to play it? Will it be a download-only title?
4. And the name, the name… What is the significance of the Age of Decadence title?
5. Care to elaborate a bit on the setting and story bits of the game?
The story begins when your character acquires an ancient map and revolves around learning where and what the map leads to, dealing with factions that have very different goals, and finally dealing with what awaits for you at the end of your journey.
6. I understand this will be more or less a turn based experience. How exactly will AoD play?
– your Dex defines the amount of action point you get per turn and ranges from 6 to 12.
– all actions have AP costs, so for example swinging a short sword costs 4AP, while bringing a two-handed sword on someone’s head will cost you 6AP. So, if you have 12AP per turn, you can either attack twice with a two-hander, or 3 times with a short sword, or 4 times with a dagger.
– AoD offers a large variety of attacks: fast, regular, power, special, and aimed. Fast attacks deliver less damage, but cost 1AP less and come with a to-hit bonus which works well against fast, hard to hit opponents. Power attacks pack quite a punch, but they cost 1AP more and are easier to avoid. Aimed attacks target specific body parts, etc.
So, going with the above mentioned example, armed with a short sword and 12AP per turn, you can do 3 regular attacks, or 4 fast attacks, or 2 power attacks, in which case you’ll still have 2AP left. If you grab a dagger in your free hand, you can perform a fast attack with a dagger. We also offer throwing nets, acid, and black powder bombs to enhance your combat experience.
7. Will there be dialog? Puzzles? Moral Choices? Naked goblins?
Overall, dialogues and choices are the main aspect of the game and the main attraction. We have seven different endings and only two involve mortal combat. You’ll be able to talk your way in and out of trouble, make allies and enemies (there are no default good and bad guys), and handle quests in non-combat ways using dialogues and text adventure elements.
8. Any information on the engine you’ll be using you’d care to share?
9. How about the available quests?
10. What kind of character creation and game mechanics systems will you be using? Should we expect something like D&D or something more akin to Fallout/GURPS?
The Avengers film continues shooting in Cleveland, but more and more images and video has been leaked showing candid shots and video from the upcoming Joss Whedon film. These pictures show Chris Hemsworth and Chris Evans in a pretty dirty fight.
The Avengers, will be released in May 2012 and stars, Hemsworth, Evans, Robert Downey Jr., Scarlet Johansson, Samuel L. Jackson, Jeremy Renner, Mark Ruffalo.
Embraces the horror which is the work week, but enjoy some motivational posters to hopefully make it manageable.
Many of the world’s most talented classic arcade gamers have walked through the doors of the famous Funspot and American Classic Arcade Museum (ACAM) doors to compete over the years.
The current world records on some of the biggest hits in arcade history were set within the New Hampshire location, including the current records on iconic titles such as Donkey Kong and Space Invaders, not to mention the first official perfect Pac-Man score.
At the recent 13th Annual International Classic Video Game Tournament, a new shrine to forever honor these record gamers was introduced with the addition of an interactive kiosk, replacing the overcrowded wall of photographs that had appeared in countless online photos and The King of Kong film.
This new 42″ touch screen kiosk is located near the “Pac-Man Wall” within the top floor of Funspot. Arcade Game Examiner recently managed to catch up with David Hernly, founder of Aurcade.com, to learn more.
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=iCa8moSI8s8[/youtube]
Q: How did the idea for the Kiosk come about?
A: The Kiosk was created to accommodate a few issues that were facing the American Classic Arcade Museum (ACAM) at Funspot. Gary Vincent, Mike Stulir and myself put our heads together and came up with the idea that you see as the Kiosk today. The two key issues that faced ACAM where:
The first was a simple issue of space with the original Wall of Fame. ACAM had simply run out of space to keep adding to it, and many gamers were anxious to see their achievements recognized. As the new Kiosk is updated in real time, it is always up to date. This way players never have to wait to be included since their score(s) are always current. When the new Kiosk is in ‘attract’ mode, it cycles through a portrait gallery, showing each and every player with a local high score or world record.
The second goal was to provide visitors to the museum a modern way to look up information about the games available right there on the floor. Anyone can walk up to the Kiosk and find information by the games name, year of release, manufacturer and even genre. Player profiles can be viewed on the Kiosk as well, which shows their local high scores and world records.
Q: What other features will be included in it in the future?
A: The History section of the Kiosk will be greatly expanded with more pictures showing Funspot over the years, as well as the creation of the American Classic Arcade Museum on the third floor. We will also constantly be tweaking the interface to make improvements to the user experience. While version 1.0 of the Kiosk is solid, there is always room for improvement. We do have a few brand new features we will be rolling out over the next year in conjunction with the Kiosk, and we’ll be announcing those closer to their unveiling.
Q: How did the attendees of the event respond to it?
A: It was an overwhelming success, and some of the most gratifying moment for me was watching people take their picture standing next to it with their profile showing on the Kiosk. I also think people loved having direct access to all that information. Need to know the record on Vangard? People walked over and pulled it right up. Every time I’d walk by the Kiosk it would have a crowd around it. And as successful as it was, it’s only going to get better.
You can learn more about Funspot and ACAM by visiting their websites at http://www.funspotnh.com/ and http://www.classicarcademuseum.org/.
Game Censorship: Nintendo
Video games are still blamed for a lot of things now-a-days including people being violent, lazy or stupid. However, back in the 90’s the video game violence debate reached a boiling point and many games were changed or edited to remove things that would be offensive or too violent. Nintendo, wanting to be more of a family gaming company took the lead while Sega was looked at as the more adult system.
Let’s take a look of some examples of censorship or changes to popular games.
Probably one of the most famous instances of Nintendo’s censorship is in Mortal Kombat. Mortal Kombat was known for its violence and brutal fatalities so when it was set to be released to home systems many gamers were excited to experience this in their own home. However, Nintendo did not want to show graphic violence like blood or guts being pulled out so some significant changes were made to the game.
[youtube id=”iPZmGV2iodQ” width=”633″ height=”356″]
As seen in the video above the blood was replaced with sweat and the more graphic fatalities were replaced with more tame ones like Subzero freezing and then breaking your body instead of ripping your head off. This did not go over well with the public and MK was a failure for Nintendo, by the time MK2 was released full blood and fatalities were back.
Final Fight was a beat em up game released by Capcom. One of the enemies that you would have to fight in the game was named Poison. Poison was female and did flips and kicks and for the most part was easy to beat.
When the game was ported to the Super Nintendo, it was decided to change the women characters because hitting females was frowned upon. Strangely enough Akira Yasuda, a character and game designer stated that Poison and Roxy were transvestites not women. In the end, it did not matter and so for the SNES release the characters were changed to Billy and Sid, who were punk rockers that did pretty much the same thing as Poison and Roxy.
In addition to the sex change blood from stabbing or slashing an enemy was replaced by an explosion like effect.
Even the slightest hint of sexually or nudity was censored from games. In Castlevania IV nude statuses were modified in the U.S. release to cover them up. The same was done in Castlevania 3: Dracula’s Curse. In addition, in CV3 the Medusa monster was changed to have a more manly chest than female one.
Blood was also removed from the game. In the original Japanese release, the title screen bled onto the floor, but it was removed for the U.S. release. Within the game itself there were pits filled with red blood, but they were replaced with green ooze.
In Japan, Bionic Commando was called, Top Secret: The Resurrection of Hitler. The name pretty much told you the plot of the game, which stayed the same when it was released in the U.S. However, Nintendo did not want to feature any hate groups whatsoever and so the Swastikas on the Nazi flags were changed to Germanic eagles and the name Nazi was replaced with “The BADDs” and Hitler was renamed to Master D.
Nintendo’s Change of Heart
There were many other changes made to a number of Nintendo games ported to the U.S. in the 90’s. However, as more and more people looked elsewhere for gaming Nintendo decided money beats censorship and soon new games had all the blood, gore and sex that were legally allowed and the world rejoiced.
Want to see more of Nintendo’s censorship in games? Check out this video created by Rinry Game Game.
[youtube id=”44mxT_ruxlI” width=”633″ height=”356″]
Imagine you wanted into a Cabana and had a sexy girl spill a tray on online casino games you and then the manager spanked her right at your table. You don”t have to dream about it anymore, check out this clip.
This week we profile cosplay from various Dragoncon events.
This week we profile cosplay dressing up as Tifa Lockhart from Final Fantasy 7.
You’ve survived another week, time to enjoy some Dubstep from SaladUK. This time we feature a internet superstar Boxxy. If you don’t know who Boxxy is read this – http://ohinternet.com/Boxxy It tells you everything you need to know.
Doctor P – Watch Out
Here is some fan footage of a flying craft from the upcoming Batman movie. We already know the Batwing crashed into a street lamp during production and it took hours to fix.
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=bpFXx_nExMw[/youtube]
If a street lamp takes it out how is it going to go up against the bad guys.
I was looking forward to this game, after playing a lot of mediocre to poor ones this week. I had heard good things about it, and was a big fan of the 90′s cartoon, for which it was based. Konami put this out in 1994, around the time they changed the name of the cartoon from Batman: the Animated Series. The cartoon was very good to exceptional, and if they didn’t screw up that feel, we would have a winner.
Good news! I start play and find they incorporated the fantastic animation, as well as music from the series. It’s more than a typical scrolling action/platformer that gives you plenty of things to do to mix it up a bit. The first level pits you against The Joker, as you’re invited into his Funhouse for a rescue mission. You’re given a number of Bat-toys incuding the Batarang/rope/stars/goggles, etc…Luckily, they give you a reason to use your gadgets, and they’re not just for show. You fight, jump, and Batrope your way through his puzzles until you reach the first boss, a huge toy soldier! After that, Joker puts you on a runaway roller-coaster and tosses bombs at you. If you make it through that, you’ll face the Clown Prince, himself.
There’s probably a dozen levels throughout facing all of your favorite Arkham-escapees; Catwoman, Penguin, Two-Face, Riddler, and more. They each have their unique levels that makes it seem like a bunch of mini-games. Again, it looks beautiful, plays well, and the music makes you feel like you’re playing inside an episode of the series.
Two negatives on the game; Robin is barely around, and doesn’t really do anything, so if you thought this would be a kick-ass co-op, you’d be wrong. Secondly, and most importantly, THERE’S NO VOICE!! Everything is in text! I could just imagine how good this game would have been had I been experiencing the great Mark Hamill taunting me as The Joker instead of having to read, “HAHAHAHA! Follow me into my funhouse, Batman!”
Just saying, if you’re going to do it…do it right.
Obviously, I’m pleased with the game, and if you have your old SNES sitting around, pick this up. It’s Bat-astic!
Ever wish you had a group that would help you think though tough situations and give you the right advice? This is a great video about having a think tank to help you on a first date.
Ben Chandler (or Ben 304; it’s your choice really) is the creative mind behind such freeware indie gems as !, Annie Android, Featherweight, Heed and Awakener. What’s more he’s been nice enough to let me pick his mind and present you with this enlightening interview, that -among other stuff- sports some pretty mouth-watering exclusive info. Read on, read on.
2. And why do you make your games?
That’s a rather hard question to answer in a way that describes how I feel about it. Basically, I make games because I can’t not make games – and believe me, I’ve tried. If developing games was removed from my life, there’d be an enormous space that I’d have no idea how to fill. In short, doing this is the reason I get out of bed in the morning (although working on games at ridiculous hours often means that I get out of bed at night or in the afternoon). It’s something I am quite passionate about, and the only thing I can actually imagine myself wanting to do for the rest of my life.
3. So, uhm, how come you’ve focused your creative efforts in short adventure games?
I am very much a beginner at this, and making small projects has been my way of testing the waters. Doing short games means that I have learnt much in a relatively short space of time, and allows me to try out ideas that might fall flat if someone tried to stretch them to fit something larger in scope.
As for adventure games – firstly, because I am not much of a programmer and AGS lets me try almost anything I care to without having to pull my hair out, secondly because I loved adventure games as a kid, and finally because while there are loads and loads of cool games in other genres, the adventure game scene still feels a bit empty. These games are the perfect medium for telling an interactive story, and I think this opportunity is something that not enough people are taking advantage of.
4. Care to -briefly- describe the creative process you tend to follow while creating a game?
I’m not much of a planner. I prefer to start a game by asking myself “What sort of message do I want the game to have, what sort of mood do I want it to have and what do I want to learn from making the game?”
From here I generally start building the assets for the game straight away – my short time spent playing in a band taught me appreciation of improvisation, and I like to treat game design as a jam session, where one throws in elements to see how they work together, and then focuses on what works from there. I treat games as an expression of myself as a writer does with their stories, so I mostly avoid following formulas and ignore conventions whenever I feel like it.
5. How did you achieve your distinctive art style? Guess you must be pretty proud of it, right? Your work is utterly beautiful, you know…
Thank you! My style is born from a combination of an inability to draw very well and lots and lots of practice. With a pencil and paper I’m a very weak illustrator – I have a hard time defining shapes with lines alone. I generally rely on painting form in with light rather than relying on a planned sketch to do so, and doing this actually has a specific look which people seem to find pleasant.
I always try to make sure that my work is perfectly functional as game assets without sacrificing any of the atmosphere, and this means I break rules all the time. Unlike many artists I bend perspective and proportion, preferring to sacrifice some realism in order to focus on these things. I haven’t relied on drawing vanishing points in years, and see no real reason to return to doing so. I also rely on rather bold, and at times surreal colour choices in order to create a greater sense of atmosphere. Some people dislike this, but most seem to be willing to overlook it.
6. Your games, the way I feel at least, are mostly akin to adventure vignettes or short stories. Is that a conscious choice of yours or do you feel shorter games are the wiser choice for an indie creator?
I have to answer “yes” to both of those. I think a lot of people get hung up on this concept that “longer is better”; a lot of people try to make full length games like the ones that they enjoyed as a kid without the resources that the people who made the games they look up to had. For me, longer indie adventures seem to be quite unfocused and directionless when compared to the shorter ones. While I very much feel that everyone should do whatever they want when making a game, for me focus is the key, and whilst I plan to move onto longer games, I hope to keep the same sense of direction that my short games (hopefully) have.
7. How about your favourite games? Care to name a couple and tell us why you appreciate them?
I could talk at length about a number of games, but that is always boring, so I will keep it as brief as I can:
Planescape: Torment – If somebody asked me if I could change the way they saw games, I would tell them to play this and keep trying to play it until they “got” it. It’s not as ‘fun’ as most of the games in my collection, but it is definitely proof of the potential that games possess.
Deus Ex – The game that finally showed me that shooters can be thought provoking. The addition of The Nameless Mod makes this two incredible games in one.
Beyond Good and Evil – It never loses its focus on being fun, but still manages to create plenty of atmosphere and a moving story.
Dreamfall – Most adventure games frustrate me with their puzzles. Dreamfall bypasses this problem and whilst many hate it, I loved it.
Indigo Prophecy – See above.
Full Throttle – An adventure game that has a lovely setting, a great and fast paced story and plenty of variety in gameplay for once. What’s not to love?
8. Any plans for creating a commercial game?
I am a 2d developer in an increasingly 3d world. I am aware that this limits me, however if I could turn this into something that I can do for a living, I’d be absolutely delighted! The answer is, to a degree, “most definitely”, but my reason for creating commercial games would really be simply to allow myself to spend more time making games. I have no grand dreams – I just want to make more games.
9. Would you mind telling us a bit about your collaborations with other indie developers?
While there are a few things in the works, there’s really only one to discuss at the moment. My main project currently is with fellow AGS developer Steven Poulton who released his first short game The McCarthy Chronicles: Episode 1 (which is totally worth a look) about a month and a half ago.
Our project, Winter’s Shadow, is a (hopefully) mature, (hopefully) atmospheric game – darker in tone and content than anything I’ve created before, and we’re both really excited about it. Although nothing is certain at the moment, we have hopes that Winter’s Shadow will be the first commercial game for both of us, and we’re putting a lot of effort into making this an immersive, atmospheric and satisfying experience.
I’m having a great time working with Steve, and we seem to share a fairly similar vision for the game, and indie games in general. Our interests and abilities complement each other’s very well, and we’re proud of what we’ve done so far. We haven’t actually announced the game anywhere else, so feel free to have an exclusive screenshot.
10. Finally, what does the future hold?
More games, of that much I am certain. I’ve set myself some pretty big goals – not just for the next year, but for the future in general. I’m not sure how much I can achieve, but I’ll keep working at it and hope that I can continue to learn as a developer and create some truly worthwhile games.
If you haven’t been living in a cave you know DC is relaunching their universe and releasing a whole new series of issue one comics from some of the top names in the DCU. Here is the short commercial created to get you hyped for it.
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=3FQTpg4BdFk[/youtube]
Did it work, are you hyped?
Ah, the timeless art of editing Magic the Gathering cards. I spent a lot of time not working and doing this instead. Let us remissness and check out a few funny ones.
Fantasy Zone (1986)
By: Sega Genre: Shooting Players: 1 Difficulty: Medium-Hard
Featured Version: Master System First Day Score: 9,100
Also Available For: Arcade, Game Gear, Nintendo NES, PC Engine, MSX, X68000
Download For: Wii Virtual Console
Love them or loathe them, videogame mascots were big business in the 80’s and 90’s. Every system needed one and most of them received one too, for good or ill. Well, they did until ultra-violent First Person Shooters became the staple of each machine’s lineup, at least. Anyway, Sega is best known to most for Sonic, but before they conjured up that pesky blue hedgehog they tried out a couple of other potential characters. One of them was Opa-Opa, a curious sentient spaceship type of creature. He didn’t last long as head mascot though – Sega soon switched their attention to Alex Kidd before he too was forgotten, but Opa-Opa is an endearing little chap all the same whose games remain fondly remembered today. This is the first.
Fantasy Zone saw his debut with this Master System release being converted from the arcade game of the previous year. It, and indeed the later games in the series are set in a place called… umm… the Fantasy Zone, oddly enough, which consists of several planets. In the midst of some sort of spacial recession, the residents of one of these planets, Menon, decide to try and strip all the wealth from the other planets to fund the construction of a huge fortress in the Fantasy Zone. Understandably upset at this blatant lack of community-spirit, the residents of the remaining planets nominate Opa-Opa to stop the forces of Menon. To do this he must visit each of the eight planets they’ve occupied and kick them out, which means taking to the skies in the form of a side-viewed shmup. But this is no run-of-the-mill side-scroller.
Each but the last of the eight stages is free-scrolling, meaning he can fly in either direction, and they are also looped. Populating each of them are six enemy ‘bases’ (large Menon creatures) which just, sort of, sit or hover there, spawning smaller Menons periodically. The object of each stage is to destroy all the bases, at which point a large boss will appear. However, to make life as difficult as possible for you, each stage is also home to a large variety of absolutely bizarre smaller Menon creatures. Some of them are solitary but they generally attack in formation. Opa-Opa is equipped with a weak but rapid-fire twin shot cannon and he can also drop small bombs. Contact with any enemy, large or small, is of course immediately fatal, however. The pesky Menons are useful for one thing though – destroying a group of them or a base results in a coin dropping from their last position and bouncing around for a short time before disappearing. Grab these quickly and you can spend them in the shop to upgrade Opa-Opa’s abilities.
The floating shop icon appears at the start of each stage, and occasionally later on too if you spend enough time on a stage. Upon entering this apparently Tardis-like shop you are presented with various items covering three categories. Opa-Opa is apparently a winged creature and the shop offers the chance to give him bigger wings, or even one of several engines. These are of course speed-ups, and a similar range of upgrades are available for his standard shot (such as wide shot, laser, seven-way shot) and his bombs (twin bombs, fire bombs, heavy bombs, etc). The speed-ups will last for the remainder of the life but the shot upgrades are timed and most of the bomb upgrades only last for one shot, so pick your targets carefully!
If there’s one thing that the Fantasy Zone games are known for, it’s their cute, garishly-coloured visual style. Whilst it would be unfair to focus just on that, it’s certainly easy to see where the reputation comes from! This is among the most colourful games I’ve played – some stages such as the first feature bright greens, pinks, and blues, whereas others such as the third stage are adorned in more restrained pastels, but the sheer variety in colours used throughout the game really is amazing. The sprites are mostly small but nicely drawn, although I’ve absolutely no idea what most of them are meant to be, but the variety of the visuals through the game is amazing. Something else Fantasy Zone is well known for is its excellent audio. The original music and effects featured here are of a very high standard and would go on to be used for most of the other games in the series, and the tunes have been remixed several times to great effect.
No matter how cute and colourful the game might look, however, it certainly isn’t easy! The smaller Menon attackers in each stage are infinite and there only to get in your way. They grow ever faster and more plentiful as the game wears on, and they change direction without any warning. Some of them have such erratic flight paths/formations it’s hard to predict where they’re going to go, and therefore where you can go, and their bullets travel at lightning speeds in the later levels. With all this in mind, it’s fortunate that the collision-detection is spot on, to the pixel. You still won’t get far in this game without careful use of the shop and its wares though, and each time you purchase most of the upgrades, they’ll increase in price for the next time you need them!
There really isn’t anything else quite like Fantasy Zone. Its unique gameplay style, not to mention its eye-bleeding visuals, mean the series has its detractors of course, much like any other, but there can’t be too many gamers who don’t appreciate this classic. It’s precise play-mechanics make it a joy to play and it’s as addictive as any shooter I’ve played. Despite its challenging nature, it’s such a happy, vibrant game, you can’t really help but enjoy it.
RKS Score: 8/10
It’s been a couple of months since I last wrote a benchmarking guide and since then the video card of my old machine started to fail more eventually leading to me replacing it, not being happy with the performance and last month building a nearly state of the art gaming system.
All the theory I talked about in my original benchmarking guide still applies but my new system is able to run all modern games with every setting super maxed out. Since everybody will not have a super new computer, I will keep my recommended benchmarking settings high but still reasonable so you can compare new systems to legacy systems.
The specifications for my new main gaming PC, which I built, now are:
OS: 64-bit Windows 7 Ultimate edition
Motherboard: Gigabyte GA-990FXA-UD5
CPU: AMD Phenom II X4 3.7 Ghz per core 6 MB L3 cache AM3+ socket processor
Video Card: Sapphire ATI 6870 1 GB
Memory: Kingston HyperX 16 GB (4 X 4 GB) 240 pin DDR3 SDRAM 1600 (PC3 12800) Quad Channel Kit non-ECC unbuffered CAS 9 1.65V RAM
Sound Card: onboard sound via a Realtek ALC889 chipset
Storage: Seagate Barracuda XT ST33000651AS 3 TB 7200 RPM 64 MB Cache SATA 6.0 Gb/s 3.5″ internal hard drive OEM
Case: Thermaltake Xaser III LANFire VM2000A Case
Power Supply: hec X-Power 780W (peak) 600W (mean) ATX12V v2.3/EPS 12V v2.91 SLI nVidia Hybrid-SLI Certified CrossFire power supply
Peripherals: Lite-On iHAS124-04 DVD Burner
Again, this benchmarking guide consists ONLY of things you can download for free. Everybody can test with these free tools so it requires no spending on your part, just time and patience.
Let’s see what programs now got added, and why, and which ones got removed and why:
The RealStorm Benchmark 2006 test has been removed. This is rather unfortunate as this IS the ultimate single core CPU performance test I’ve ever used. The reason for the removal is that the real storm website was permanently taken offline and there are no plans for it to be brought back online in the future. If you can still find it somehow, I recommend using it. I might post it in the future for download and I can give you a copy via Skype or chat if you really need it. Just ask.
The Battleforge 1024×768 test has been removed as this resolution is too low and most people won’t use it to game anymore. I usually just run every game these days at a minimum 1280X1024. Yeah, my system can run stuff at much higher but I’d rather get 200 FPS than 120 FPS just to get more eyecandy. I’m more concerned with the smoothness of the graphics such as anti-aliasing options being turned on and high framerates. Like always, LAG is a killer.
Battleforge is a FANTASTIC free-mmo-rts that has kind of been abandoned by EA but it’s still free and many, many people still play it. I have mastered everything in the game and my friends are now all bored of it but I will play it once in a while. You can check my original review of the game here as well as check out my first strategy guide here for doing Battlegrounds as well as my second strategy guide for Battleforge here that shows you how to farm the mission Raven’s End by yourself.
Anyways, this full game is FREE and it includes a built in benchmarking tool. The way to use it is to login first to the game and then not login to your character, instead hit back, and select options, and go to the graphics screen and select to run the benchmark.
Again, if you never checked out the game, I encourage you to do so, especially if you are a massive RTS player. I like this game and benchmark because it taxes your CPU, RAM, and GPU. Every unit in the game moves and attacks in a complex way and it’s a great example of showing how well your system performs playing a real time war game with a ton of units.
The updated criteria for benchmarking with Battleforge is the following:
Shadow Quality: Very High
Texture Quality: High
Shader Quality: High
MultiThread Rendering: Auto-Detect
FX Quality: Very High
Cloud Shadows: Off
Download the Battleforge benchmark and full game from: http://www.battleforge.com/
Some of the options in this benchmark and others to come are either off or set not to max because the benchmarks are too picky and unless you have a 700 dollar video card, it will not let you run them. I’d rather everybody be able to test. The faster systems will yield insane numbers anyway.
My new PC got an average of 78.5 FPS, a minimum FPS of 7.1, and a maximum FPS of 182.7. You can compare that respectively to my old computer’s 6.8 FPS, 0.5 FPS, 53.5 FPS. It just blows it out of the water.
The Dirt 2 benchmark test still stays because it’s still a modern game engine and DiRT 3 is almost the same thing. That one was added too to the list as we’ll see below.
Dirt 2 Test settings:
Refresh Rate: 60
Multisampling: 8x MSAA
Aspect Ratio: Normal
Night Lighting: High
Ground Cover: High
Distant Vehicles: Ultra
Vehicle Reflections: Ultra
Post Process: Medium (this setting is annoying and usually defaults to this)
Ambient Occlusion: High
Codemasters games are pure unadulturated eye candy, especially Dirt 2, GRID, and F1 2010. The games keep getting prettier and still run very efficiently despite the graphic quality increase. These games are also system killers because of how great they simulate the physics needed to create a realistic racing and driving experience.
My current gaming machine yielded an average framerate of 105.5 FPS and a minimum framerate of 85.7 FPS versus my old machine’s 15.7 FPS and 13.4 FPS.
Moving on to a newer game we are now using the DiRT 3 game to benchmark as well. It’s the same as DiRT 2 but the game engine is tweaked a little more. The game is usually bundled often with most current video cards so either get it from there or download the demo for testing. You can check out my review for DiRT 3 here.
DiRT 3 test settings:
Refresh Rate: 60
Multisampling: 8 x MSAA
Aspect Ratio: Auto
Night Lightning: High
Ground Cover: High
Distant Vehicles: High
Vehicle Reflections: Ultra
Post Process: Medium (again this loves to set itself to this over and over so just leave it like that)
Ambient Occlusion: Ultra
I couldn’t find a direct download link for the demo because Codemasters is crazy enough that they don’t really have a main website anymore. I recommend getting the demo from Steam. Having a demo not be available would proabably encourage piracy but since this game is now being bundled with everything you’d probably find a product key easily with any AMD or ATI purchase at this moment.
With all the added graphic features to DiRT 3, my system got lower framerates with this one compared to DiRT 2. It yielded 66.39 FPS average, and 55.74 minimum FPS in this test. The game looks amazing.
I was considering adding the HAWX 2 benchmark to this guide but since the demo even includes the draconian Ubisoft you-must-be-online-and-make-an-account-like-an-mmo copy protection SCHEME then I refuse to. Sure, the game looks amazing but I don’t want to subject people to Ubisoft’s bullshit. Let’s stick to the original HAWX, which is still a great benchmark and doesn’t require all that drama to run.
Tom Clancy’s HAWX test settings:
Game version: DirectX 9 for legacy compatibility purposes
Screen Resolution: 1280×1024
Refresh Rate: 60 Hz
Full Screen: On
View Distance: High
Texture Quality: High
Engine Heat: On
Download from: http://www.gamershell.com/download_40308.shtml
If you never play this game, I recommend it still, and you can read my Tom Clancy’s HAWX review here.
My new computer gets an average framerate of 163 FPS and a maximum framerate of 392 FPS… WOW. My old system got an average framerate of 23 fps and a maximum framerate of 127 fps. What a difference!
The X3 Terran Conflict benchmark demo continues to be an amazing testing tool not just for performance but for system stability. This IS the benchmark I use the most to either make or break a system.
X3 Terran Conflict benchmark test settings:
Resolution: 1280×1024 Fullscreen
Ansitropic Texture Filtering: On
Anisotropic Texture Filtering: 16x
Glow enabled: On
Texture Quality: High
Shader Quality: High
More Dynamic Light Sources: On
Ship Colour Variations: On
Download from: http://www.egosoft.com/download/x3tc/demos_en.php
This game engine will rock the socks of your CPU, RAM, and GPU. I couldn’t believe my eyes as to how detailed the final part of the benchmark was when I saw the massive, super-detailed space station being rendered as it was, on my old gaming PC. Even on my new gaming PC, this benchmark will bring your system down to its knees and make it cry like a little girl.
This benchmark is old but it even comes with a built in warning that it WILL really ABUSE your video card.
My new computer got a score of 91.303 FPS. There were some parts in the benchmark when performance dropped to about 22 FPS, like the warnings said. My old machine used to get 17.012 FPS.
Trackmania Nations, free as always and still a solid full game with a simple benchmark feature built in.
Trackmania Nations test Settings:
Antialiasing: 16 samples
Shader Quality: PC3 High
Texture Quality: High
Max Filtering: Anisotropic 16x
Geometry Details: Normal
PostProcess FXs: On
Force Dynamic Colors: On
Force Motion Blur: On
Force Bloom: On
Water Geometry: On
Stadium Water Geometry: On
Trees Always High Quality: On
Download from: http://trackmaniaforever.com/nations/
This benchmark now yields a 69.7 FPS on my new machine versus the 31.8 FPS I used to get from my old system. It’s much more enjoyable to play this again with everything on.
There is the updated list! I moved on from Windows XP especially since 32-bit Operating Systems have both RAM and hard drive allocation limitations. Windows 7 is okay but I’m surprised as to how few games have pure real DirectX 11 support. Only super megacorp insane-budget titles seem to have this so far, so I’m disappointed.
Share your benchmark numbers with us either as a comment below, on our facebook page, or forums. Stay tuned for more hardware reviews and articles.
It is no secret that a lot of the staff here at Obsolete Gamer is deep into World of Tanks, but now there might be more fighting action to comes with the announcement of World of Battleships. World of Battleships will be a free-to-play MMO based on epic sea battles of the 20th century. This series will complete the World of trilogy of World of Tanks and World of Planes.
Here is more from their press released:
Keeping with the best traditions of the series, World of Battleships will offer a straightforward interface, easy-to-use controls, and a common economic system that will allow players to distribute resources between the three games for the ultimate progress in each of them.
The large assortment of available warships will give various tactical opportunities, as all the machines have a unique combination of firepower, speed, armor, and endurance. Various naval maps with changing weather conditions will enrich the gameplay, and the realistic graphics will transport players into the epic battles that changed the course of human history.
Wargaming.net CEO Victor Kislyi. States, “Humans always needed to conquer the elements — earth, water and air. With World of Tanks, World of Warplanes and World of Battleships we will offer players to conquer all, simultaneously.”
Hmmm what do you get when you put one of the toughest games on the NES in a portable handheld? The toughest portable handheld game! Not hard to figure out huh? But to be perfectly honest it’s not one of the hardest handheld games but still tough and very high on the list. Battletoads brings you the toads in a portable adventure most likely to its NES counterpart rather than the SNES one(yuck what a disappointment). Hmmm anyways, this game brings you the toads and well from my personal experience racking up extra lives is quite easy on this certain game.
Now, I know that you can do it the same way in the NES and SNES versions but the screen leaves you a limited amount of room which in the end result leaves you with less space to move around. Do you understand what I’m trying to tell you? Well, to conclude you have a better chance of hitting the falling birds to rack up extra lives….congrats you just passed Battletoads 101!
Overall, you will get a game that challenges you and keeps you coming for more! You have the great music that keeps you on your feet and well the monsters which you beat up in the most hilarious ways. It’s ok if you haven’t played a toads game before because this would make a great introduction to the series even though there aren’t that many toads games to begin with…..To this day I asked why weren’t there more toads games….I could sure use them right about now….then again that Battletoads phone call prank wouldn’t be that funny because yes they would have Battletoads on stock…
I sure hope you can pick this adventure up for your handheld…hell even use the emulator with a big screen! You can’t go wrong with the toads…they will just piss you off and make you come for more in the end!
Following the excitement of a thrilling Season Three finale that brought back one of the most beloved characters in the Star Wars universe, Cartoon Network today announced that Star Wars: The Clone Wars will premiere 22 all-new episodes for Season Four of the critically acclaimed CG-animated series from creator George Lucas and Lucasfilm Animation. The special, one-hour Season Four premiere event of Star Wars: The Clone Wars airs Friday, September 16, at 8 p.m. (et/pt).
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=9A9C1S1QCGU[/youtube]
A brand new online television show will be launching at the end of the month featuring various gaming families. Family Gamer TV will cover games from a family’s perspective and will be filmed in a 15-minute chat show format.
Expertise is provided by veteran gamer Andy Robertson while newcomers are represented on the show by guest families who are getting started with gaming.
The first season of ten shows will be published via Wired.com’s GeekDad blog http://www.wired.com/geekdad/ and on a purpose built FamilyGamerTV YouTube channel http://www.youtube.com/familygamertv. These will air from late August and culminated with a Christmas special mid-November.
Each week the show will suggest titles for those new to gaming as well as reviewing the latest releases. It is rounded off by a Gaming Surgery where viewer’s questions are answered by the family gaming panel.
[quicktime width=”600″ height=”300″]http://www.gamepeople.co.uk/tv/fgtv.1.0.big.mov[/quicktime]
For details of FGTV sponsorship and advertising opportunities please contact the show producer via email: firstname.lastname@example.org.
Just when you thought Japan could not come out with another crazy game show, in this one the point seems to be tickling hot girls in bathing suits.
This is what Obscure Internet was created for.
Razer has released their Transformers Collector’s edition of the DeathAdder mouse and I had a chance this weekend to try out the purple Decepticon model. The mouse has a shiny metallic purple color to it and both the scroll wheel and Decepticon logo lights up. The design looks great but in the dark with the neon-like colors, it looks awesome.
Let’s talk highlights, first off the DeathAdder features at Ergonomic Right-Handed Design. What this means is the DeathAdder is made for right-handed users and is designed for maximum comfort. When you grip the mouse, your hand rests comfortably on the base so when you are gaming for long periods of time you don’t get pains or feel fatigue that can happen with other mice designs.
Larger or small hands the DeathAdder feels as if its molds to you which is important in games with fast movements like Battlefield. The scroll wheel is a bit larger then on some other mice, but not to big that it feels cumbersome and it has 24 individual clicking positions. The rubble and groves on the wheel work perfectly with your finger when scrolling or pressing down on it.
The two side buttons are easy to reach with your thumb and feel sturdy when you press down hard on them. I like that these side buttons are a decent size and of course, they are programmable so you can customize it to your favorite games. The two top mouse buttons are also large and wide enough for various finger positioning.
As for performance, I tried out the DeathAdder in various games from Call of Duty to World of Warcraft, Portal 2 and World of Tanks. One main selling point of the DeathAdder is the 3500DPI 3.5G Infrared sensor, this deals with precision when moving the mouse and with sensitivity in games and within windows.
In games like World of Tanks depending on what tank you are playing you may want more or less sensitivity. I noticed right away the sensitivity of the DeathAdder was much higher by default from my other mice so you may need to adjust your in game setting if you are not used to it.
However, even with increased sensitivity I quickly adjusted because of how the mouse flows and reacts to my movements even when I get a little twitchy. So when you are trying to shoot a tank from far away or locking in a headshot the DeathAdder shows no sign of negative acceleration meaning you can move with speed and ease and quickly get the shot off.
This is also due to the 1000HZ ultrapolling, which deals with response time. For you old school FPS people, remember spinning your mouse for a railgun shot in Quake 2? The response time of your mouse can be the difference between a kill and a wild shot so with a response time of 1ms on the DeathAdder, you do have faster feedback, which can give you an advantage in competitive FPS games.
Now you can control and tweak all the DeathAdders setting in the control panel provided by Razer. Here you can control acceleration, horizontal and vertical sensitivity. You can also change button assignments and control the glow effects of the mouse. Best of all the on-the-fly sensitivity control means you can alter the sensitivity within a game without having to exit the program and adjust your settings in Windows.
The DeathAdder mouse glides across multiple surfaces, which is good for those who hate using mouse pads. I used the mouse on various surfaces including my wooden desk and even though I still prefer my ultra-thin mouse pad, the DeathAdder worked well on each surface.
A few things to note that also gives the DeathAdder a nice touch is the gold plated USB connection and the 7-foot braided fiber cable. Nothing sucks more than not having enough cable if you keep your PC further away than normal and the strong cable design is great if you are a little rougher on mice than normal gamers.
Overall, we give the DeathAdder the Obsolete Gamer stamp of approval for overall comfort, performance and design. If there is one negative point it would be the price tag. At $60 the price is a bit high for a mouse, but for advanced gamers and gaming professions it is worth the cost.
You can purchase the DeathAdder Transformers 3 Collector’s edition at Razer,
Negotiations between AMC and Sony Pictures have completed and a deal has been struck to create 16 final episodes of the dark drama, Breaking Bad. Budget was the main sticking point of the talks dealing with who would cover the $3 million plus for the series.
With the deal done the 16 episodes look to be filmed together however, those episodes may be split into two 8 episode seasons. All that is left now is to hammer out the final deals with series create Vince Gilligan and actors Bryan Cranston and Aaron Paul.
Returning to our original photo display format, let me know if you prefer this over the other style and Happy Monday!
Anyone who has ever worked a retail job selling video games can probably tell you stories. From parents asking for the “XCube” and “Gamebox” to trying to explain to someone why the hot new game console people waited overnight to get was sold out, the truth of gaming retail can often spawn funny stories.
Such was the inspiration of Game Over, a television sitcom pilot now in the final editing stages. This half hour comedy follows five employees of a video game retailer in a shopping center, complete with a variety of regular customers. Director and writer Dave Bullis based the series on his real-life experiences from a job at EB Games in 2001.
“Slowly I started to see the same kinds of customers come in,” Bullis said in reference to show characters such as ‘Yuppie Parent’, a character who frequents the store asking the same questions on each visit.
A variety of other characters, including an aspiring pro gamer and an attractive blonde, will mostly avoid typical video gamer stereotypes, according to Bullis.
The Game Over pilot episode, entitled “Launch Party” was filmed on a Philadelphia sound stage, using a set built in part from counters and racks from a closed Blockbuster location. Editing of the pilot and a launch trailer are expected to be complete by mid-August, then shopping the pilot to various networks and media outlets begins.
“To get to this point was literally a Herculean effort,” Bullis stated.
[youtube width=”600″ height=”480″]http://www.youtube.com/watch?v=KT6XxS4Wxi0[/youtube]
Those interested in learning more about the Game Over pilot and following the concept should visit http://www.GameOverSeries.com where they can learn more about the cast, see the set and follow the show via Facebook and Twitter links.
The warrior princess allows tall girls to dress up and do what they do best, beat the hell out of guys. Here’s to you Xena!
On to the Cosplay.
Do you really need more? Thanks to Salad UK for this.
This is Salad UK’s Dubstep Video Remix of Justin Bieber being Shot and Killed on CSI
epic fail at 0:15 i was meant to delete that text 😛
BIG UPS to Point.Blank!
Justin Bieber Gets Killed By Dubstep!
Justin Bieber Shot and Killed on CSI dubstep remix
This week we honor the beautiful ladies that put up with us nerds and drunken marketing reps at various video game conventions.
On to the booth babes.