Friday, September 7, 2012

Heavy Rain

I totally love this game!
This game should be remembered. And Played!!!
It came out in February 23, 2010 by Quantic Dream.
You can get a new copy of the Directors Cut for $19.99. Along with the game it includes dynamic themes, sound tracks and an extra mission.
What I have to write has already been written, saying what I would say... possibly with a lot more finesse.
I hope it is ok to blatantly copy anothers review (as long as I credit them... thank you Matthew Walker) because that is what I am going to do here. I mean, literally he wrote what I was going to.
First off, playing Heavy Rain over 2 years after it's release, has not lost any of it's credibility. In Anticipation of "Beyond Two Souls", I started this game and totally fell in love.
In Homage of that love I am presenting this post...


February Rain
by Matthew Walker
Can video games be a valid art form or cultural entertainment? Or more simply put, can they evoke an emotion in a player the same way a feature film or book can? While gamers and journalists alike know the answer to those questions, too often critics and so-called judges outside the industry have always answered with a resounding - NO. While I can admit a lot of games out there have a storyline that reads like the side of a can of SPAM, there are some noteworthy titles that truly capture the imagination.
Heavy Rain screenshot
I won't get into semantics, but the question remains: Can video games stand amongst some of Hollywood's greatest and be received as classics based on their story and experiences? Is Heavy Rain the title to break the barrier, or does it feed into the overall assumption of the industry?
I know what most are wondering about the following review - can I read it and the particulars of the game not be spoiled? Absolutely. I've kept this review spoiler-free so the story can truly be experienced by everyone who plays it. Simply put, Heavy Rain is, by far, one of the best written stories I have ever had the privilege of reading, watching, or playing. Having said that, it is important to point out Heavy Rain pulls no punches with its story. This alone reaches a new level for the industry and one that should not go unnoticed.

The importance of the story is further conveyed to the players, since you don't really have the pass/fail scenario we have grown accustomed to when playing games with quick-time events (QTEs). Heavy Rain has a narrative that grows from the way you handle the QTEs. Instead of feeling like you are being controlled by the game, you will more often feel like you are the one telling the game what to do. Let me explain. In Heavy Rain it really feels like you are in the driver's seat throughout the game. This is your epic; you are the director and this is how it is all going to play out after you have made your editing choices. The QTEs in Heavy Rain never feel out of place. Even in the smaller instances, like pouring yourself a drink, they flow as they would in your everyday life.
Heavy Rain screenshot
Since more recent games have found ways to include the QTE mechanic, in order to make players more involved with the cutscenes, it is refreshing to see a game grasp onto it and deliver something that is both traditional and refreshing all in the same breath. At first glance it is easy to say Heavy Rain is just a title with QTE and long cutscenes. However, this is part of the magic of the title. To say you will be using your controller in some of the most interesting ways to date would be a bit of an understatement. Don't let that scare you, though. You will need to give yourself a little bit of time to adjust to the controls. I don't say that as a criticism of the game. Instead, in order to enjoy the game from beginning to end, you will need to grow accustomed to using the controller in unique, different ways.
At times you will find yourself in the more traditional events like a boss battle. Where you have to be quick on your toes, or thumbs as the case may be, and hit the corresponding buttons. There are more than enough brawls to keep those that enjoy a good eye-button coordination test. Again, the magic here is not how well you do, but how much can change depending on the decisions you make. For example, you can execute the inputs perfectly, thus defeating your rival in the most pristine fashion. If you are slow or decide to react slower than you "should" have, you can prolong a fight so your character gets beaten up, thus slightly changing how things might play out later. In other events you could be doing something as trivial as getting out of a car or shaving. These events have to be played out but how they are is another aspect of how you control the pacing of the game.
Heavy Rain screenshot
I won't say the decisions you make in something so trivial as to whether or not you have a glass of orange juice or mess up a plating arrangement will have a critical effect on the overall story. I can say, however, you will create ripples constantly in the game. You may not notice them, they may never come to fruition the way you'd expect, but the ripples are always there. The ripple-effect is perhaps my favorite aspect of the game. Quantic Dream knew people would find this intriguing, so they included an option to go to previous chapters in the game to play through them again in order to see what would have happened if you did things differently. Just make sure you always use the provided option to save before you dive into earlier, possibly game-changing events.

Cheat Code Central (http://s.tt/1dJDl)

Tuesday, August 14, 2012

The Walking Dead on PSN

Holy Crap! Just played Episode 1 of "THE WALKING DEAD" on the PlayStation Network.
It's really good!
The story-line is fun with the Characters, but the choices one has to make... So difficult!
When people you like start getting killed because of your choices. Yikes! And you can't go back to save them because the timeline does not permit. So if someone dies, they are out of the game.
Episode 2 is waiting to play.
I wasn't expecting much, so this is a real good surprise.
And the best part is, I have "PlayStation Plus" so the game is free!

The-walking-dead-episodes-1-and-2-free-with-playstation-plus/

PS Plus update 7-30-2012

Tuesday, May 1, 2012

CISPA (Cyber Intelligence Sharing and Protection Act)


So we managed to fight the Gov against passing SOPA and Pipa, but did you know that last Friday, behind closed doors they passed CISPA (Cyber Intelligence Sharing and Protection Act)? This act eliminates any previous Internet privacy laws (giving us privacy rights) and allows companies spying privileges.
And yes, there are two sides to this bill. As you can imagine, FB is all for this law!

The EFF (works for civilian rights) has pointed out that Obama's advisers suggest he Vetoes this bill if it makes it that far (does not say he will, it is advised).

If you want to know more, here is the EFF web site and info on this Act.

Don’t Let Congress Use "Cybersecurity" Fears to Trample on Civil Liberties

Update: The U.S. House of Representatives has passed CISPA (the Cyber Intelligence Sharing & Protection Act), so the fight is moving to the Senate. Congress is now going to attempt to pass legislation on the Senate side and then conference it with the House bill. We can't let that happen.
Tell Congress not to compromise the civil liberties of Internet users. Use our form to contact your representatives today.
Congress is considering legislation that would create backdoor wiretaps into our daily communications. These “cybersecurity” bills would give companies a free pass to monitor and collect communications, including huge amounts of personal data like your text messages and emails. Companies could ship that data wholesale to the government or anyone else provided they claim it was for "cybersecurity purposes." Tell Congress that they can’t use vaguely defined "cybersecurity threats" as a shortcut to shredding the Constitution.
Under Rep. Mike Rogers’ Cyber Intelligence Sharing and Protection Act of 2011 (CISPA), and Sen. John McCain’s SECURE IT Act, there are almost no restrictions on what information can be spied upon and how it can be used. That means a company like Google, Facebook, Twitter, or AT&T could intercept your emails and text messages, send copies to one another and to the government, and modify those communications or prevent them from reaching their destination if it fits into their plan to stop “cybersecurity” threats.
Congress wants to use the threat of "cybersecurity" to undermine our Constitutional rights. Tell your lawmakers that we won’t stand for dangerous, unsupervised information sharing under the guise of cybersecurity.

Wednesday, December 21, 2011

DARK SOULS Theme

Do you want the free Dark Souls Theme on your PS3.
Unfortunately, it is only available with a Japanese account.
But wait, you can create your very own Japanese account!
I've added a couple links to walk you through the steps.


Create an account:
How to create a Japanese Account


Now, get those Dark Souls themes
Steps to get Dark Souls theme




Enjoy!


Happy Holidays

Tuesday, September 6, 2011

"Dead Island" Guide

Dead Island Weapons/Mods Location Guide




Dead Island has hundreds of weapons at your disposal. You might struggle locating them all. Here's a weapons/mods location guide to help you during your exploration through Dead Island

Included is a Dead Island weapon list.

This is not a complete list, just one to get you started and help you on your way.


Dead Island Weapons/Mods Location Guide

List of Weapon Types:
  • Gray Color Weapons -  Common
  • Green Color Weapons -  Uncommon
  • Blue Color Weapons - Rare
  • Purple Color Weapons - Epic
  • Orange Color Weapons - Legendary
See the full weapons/mods guide after the break.
Clubs
  • Baseball Bat - Complete "A Piece Of Cake" or "Make Yourself At Home" Mission Location: Resort
  • Police Baton - Complete "Imprisoned For Life" Side Mission: Location: Police Station
  • Big Baseball Bat -
  • Metal Baseball Bat
  • Stick
  • Wooden Baton
  • Tonfa
  • Heavy Baton
  • Metal Baton
  • Cudgel
  • Flanged Mace
  • Exotic Mace
  • Heavy Morning Star
  • Italian Plumber
  • Kanabo
  • Metal Kanabo
  • Pickaxe
  • Crowbar
  • Hanbo
  • Home Run
  • Blunt Speaker
  • Bouncer's Pal
  • Wrench - Complete "A Ray Of Hope" Side Mission Location: Resort
Hammer
  • Hammer
  • Nail Hammer - Complete "Light My Fire" Side Mission Location: Resort
  • Heavy Hammer
  • Sledgehammer
  • Construction Hammer
  • Maul
  • Ban
  • M.C.
  • Pick of Destiny
  • Gabriel's Sledgehammer - Complete "Bury The Dead" Side Mission Location: City of Moresby
Blade
  • Sickle - Complete "Life In The Bag" Side Mission Location: Resort
  • Wicked Sickle - Complete "Six Feet Under" Side Mission Location: City of Moresby
  • Machete
  • Homemade Machete - Complete "Family Matters" Side Mission Location: Resort
  • Bolo Machete - Complete "Faith Will Move Mountains" Main Mission Location: City of Moresby
  • Axe
  • Big Splitting Axe - Complete "Radio Ga Ga" Side Mission Location: City of Moresby
  • Homemade Cleaver - Complete "Exodus" Main Mission Location: Resort
  • Two-Handed Axe
  • Wakizashi
  • Katana
  • Double Blade - Complete "Bloody Valentine Side Mission Location: Resort
  • Reaper
  • Tanto
  • Homemade Knife
  • Knife
  • Kitchen Knife
  • Wicked Knife
  • Military Knife
  • Diving Knife
  • Cane Knife
  • Sugar Cane Knife
  • Exotic Cane Knife
  • Slicer - Complete "My Precious" Side Mission Location: Resort
  • Zed's Demise
  • The Machete
  • Master Chef
  • Viking of the South
  • Bushmaster
  • Banisher
  • Eviscerator
  • Assassin's Greed
Guns
  • Pistol - Complete "The Second Head Of Cerberus" Side Mission Location: City of Moresby
  • Heavy Pistol - Complete "In Cold Blood" Side Mission Location: City of Moresby
  • Dangerous Pistol
  • Revolver - Complete "Omar Escort" Side Mission Location: Resort
  • McCall's 9mm
  • Auto Rifle - Complete "Chasing Shadows" Main Mission Location: Jungle or Police Station
  • Shotgun
  • Short Shotgun
  • Crowd Pleaser
Bombs
  • Meat Bait
  • Molotov - Complete "Ashes To Ashes" Side Mission Location: Resort
  • Deo-Bomb
Weapon Mods
  • Deo-Bomb - Complete "Tell Me Where It Hurts" Side Mission Location: Resort
  • Molotov
  • Nuts & Bolts Mod - Complete "Toy Story" Side Mission Location: Resort
  • Barbed Wire Mod
  • Pistol Ammo
  • Torch Mod - Complete "Counsel of Despair" Side Mission Location: Resort
  • Nail'd Mod - Complete "Passport To Life" Main Mission Location: Resort
  • Weighted Mod
  • Heavy Mod - Complete "Two Hearts" Side Mission Location: Resort
  • Shock Mod - Complete "Black Hawk Down" Main Mission Location: Resort
  • Toxic Mod
  • High Voltage Mod
  • Sticky Bomb Mod - Complete "Drowned Hope" Main Mission Location: City of Moresby
  • Impact Mod - Complete "Last Chance On The Wall" Side Mission Location: City of Moresby
  • Shock Gun Mod
  • Paralyzing Strike Mod - Complete "Picture of Bliss" Side Mission Location: City of Moresby
  • Piranha Mod - Complete "The Third Head of Cerberus" Side Mission Location: City of Moresby
  • Magic Wand Mod - Location: City Hall Part 2, In The Center of City Hall
  • Pride Shotgun Mod - Location: Police Station, In the security room.

This list is a Modification. Original provided by G4TV.COM.

Wednesday, August 3, 2011

Interview: Producing Dark Souls Means Getting Out Of The Way

darksouls.jpg (200×200)

Interview: Producing Dark Souls Means Getting Out Of The Way 
by Christian Nutt

Daisuke Uchiyama and Kei Hirono, producers on Dark Souls for Namco Bandai, are quick to point out that it's not a sequel toDemon's Souls -- despite it sharing a team and gameplay concept with that surprisingly successful and well-loved title.

"We placed this game as a brand new game, not a sequel toDemon's Souls. We call it a spiritual successor of Demon's Souls," said Hirono, speaking to Gamasutra about the game. 

"Again, this is not a sequel to Demon's Souls," added Uchiyama, later on in the interview. But surely he and the development team at From Software are aware that the game will inevitably be compared to it? "Yes, we are aware of it," he replied, laconically. 

"Yes, we admit that we are working with the exact same dev team of Demon's Souls, so the game might look alike, and the concept behind it is maybe the same," Hirono offered. So: yes. They get it.

And in fact, the game is under the careful creative control of lead director Hidetaka Miyazaki, who also helmed the original. "He's very confident about this game. He has a lot of stories going on in only his head. He can write a book about it," Hirono joked. 

"We completely trust Miyazaki-san, and I want him to create what he's confident in," said Uchiyama. 

And the signature challenge of the original is not disappearing, thankfully, said Hirono. "We are bringing this game to a new stage, making this game more difficult and having people feel more of a sense of achievement or accomplishment."

Strange to hear about a publisher advising its developer to make a game more challenging in this day and age, isn't it?

"Actually, we wanted people to feel the sense of achievement or accomplishment -- a 'Yes!' feeling. That was the reason why we increased the difficulty level. And I believe that this is the only game that people can feel that much sense of achievement," said Hirono. 

"We don't really tell them to adjust the game balance or difficulty level," said Uchiyama. Is it because you trust the team that you just get out of the way and let them do their job? "That's exactly how it is." 

The new game is also building on original game's quirky online mode, which didn't allow for direct co-op. "People worldwide play," said Uchiyama. "and they are having so much fun. So we are sure in Dark Souls, everyone will like it, worldwide."

Of course, it's not 100 percent radio silence from the publisher side, Hirono admitted. "You know, since we're doing PR and marketing in our territories, we will provide them our feedback, and they will take that as much as possible." 

However, said Uchiyama, they don't offer much feedback. "In the beginning, yes, we did. It's about basic stuff, though." The "details" have been left to the developers. 

"I probably would not be here doing this," said Hirono, if From Software didn't want to bring the game to the U.S. and Europe. "Actually, the team was surprised about the success of Demon's Souls, obviously. Now it gives us pressure for Dark Souls; we have to have success with this game."

From Software will publish the game itself in Japan. Working with Namco Bandai has also helped in another regard, though: "They wanted to bring more games to Europe and America -- so, that's why we are bringing this game on Xbox 360 and PlayStation 3 at the same time," said Hirono. But he agreed with Uchiyama: "in terms of gameplay, we're relying on From Software to develop what they think is the best." 

Again: it's in the hands of Miyazaki. "What we are doing is to respect his vision of this game, and what we are doing is to create an environment where he can focus on creating what he exactly wants to create. He always says, 'I cannot make the game from marketing.' I guess, in a way, he's a creative type of guy. He's that type of guy," said Uchiyama. 


Uchiyama and Hirono actually come from the Bandai half of the Namco Bandai equation. Bandai, after all, much more frequently worked with external developers, and has the production capacity to handle it. 

"It's not unusual for us to collaborate with other developers or publishers," said Hirono. "With Bandai people, we used to cooperate with other developers, so it's kind of a Bandai game. And we're from Bandai."

Of course, their bread and butter was games based on anime licenses like Dragon Ball Z -- a series which Uchiyama has produced for in the past. "We didn't really care if it's an IP or a non-IP," he said. "We just thought that it's best to work with From Software to produce this game in North America and Europe, and having From Software publish the game in Japan."

"We're very excited work with From Software to actually publish this great game," said Hirono. "ForDark Souls, fortunately, they chose us and we chose them. So, we will do our best to do marketing and PR to maximize their sales numbers."