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Xbox Live Arcade Community Demos

Today Microsoft announced a brand new strategy for producing Xbox Live Arcade games; rather than have a developer make a game with XNA Studio Express and submit it to Microsoft for approval, developers will instead be submitting their Live Arcade games to other XNA Studio Express developers for review. If the game is good enough, it is then moved to the official Xbox Live Arcade section on the Xbox Live Marketplace, where people like you and me can then purchase it. This will, in theory, greatly accelerate the time it takes to get an XBLA game published and should usher in a new era of Xbox Live Arcade games.

To commemorate the occasion, a number of indie-developed games made with XNA Studio Express have been put on Xbox Live for download. If you would like to download and play the games I am about to list impressions on, simply:

#1 - Go to the Marketplace Blade.
#2 - Go to the "Game Store" section.
#3 - Go to "All Games".
#4 - Scroll down to the bottom of the list to "XNA Creators Club".
#5 - Download the "XNA Creators Club Game Launcher".
#6 - Once that is downloaded, back out and go in to your Games Library. There should be a new section for "XNA Creators Club".
#7 - At this section, press the Y button ("Download Games"). You will now be presented with a list of demos for the community-developed XNA Games.

If this is all too complicated for you, there is also a GDC advertisement on Xbox Live for "Free Games". Just go there and there's a section for XNA stuff where you can download the launcher and the free games quickly and easily.

As for the games themselves...

The Dishwasher: Dead Samurai
It's clear why this won Microsoft's challenge to make an XBLA game using XNA Studio. This is, far and away, the best of the lot with a slick visual presentation, intuitive controls, and hard-hitting ultra-violent gameplay. You play as... an undead dishwasher who runs around chopping up agents and other dead guys like yourself. The controls don't take long to come to grips with about halfway through devouring the demo content, I was slitting undead throats like it was second nature. Extremely fun.

Little Gamers
Based on the webcomic of the same name, Little Gamers seriously underwhelmed me. Maybe it's because some of these guys are indie and all (and thusly made up of maybe a team of four or five guys), but it makes me feel bad to say what I'm about to say: this game stinks. A lot. It's nothing but a bunch of warmed-over gamer cliches from 2001 with uninspired combat, uninspired enemies, and non-existant level design. It's just not fun, even remotely. These guys have a lot to learn about game design. Picture this, for example: I encounter the first boss. I run right up to him, slam on the A button as fast as I can, and defeat him in under ten seconds and all he ever did to me was hit me once. The whole game is like that.

A puzzle game where the idea is to circle weeds with flowers. In all honesty, it's about as fun as drawing circles in MS Paint while under the influence of alcohol - thanks in part to the sluggish analog stick controls. There are other modes, like a paint-by-numbers mode and a "flower garden, but those seem to be less fun to a guy like me than even the main game is. Super boring.

Jelly Car
An interesting concept, certainly. You're essentially a car made out of jello and the world is made out of jello and you have to go from one end of the level to the other. The controls are unfortunately a little unwieldy, but I enjoyed my time with the game despite the learning curve.

Sort of a weird two player puzzle game. It is both at the same time easy to understand but difficult to play. All these symbols and colors and equippable spells... feels like it's trying to be Puzzle Quest but ends up muddling things up considerably. Throws way too much at the player at once. Pretty effects, though - it's just hard to understand what's going on, sometimes.

An intolerable version of Dodgeball that I couldn't stand for more than a couple of minutes before I forcibly ended my game and went back to the titlescreen. Bad music, bad concept, probably the worst of the XNA games. It moves too fast, for one. By the time the opposing team throws a ball my CPU-controlled teammate has rushed over and picked it up before I even get a chance to. Dodging is difficult and only being able to choose from "the left side of the court" or "the right side of the court" feels a little... stilted, or something. These people really need to play more Super Dodgeball Advance (or the upcoming DS game) for ideas on how to do a dodgeball game right, because this is just embarrassing.

Seems to be multiplayer only. Once tried to start a game there was no way to back out to the menu from the player join screen, so I had to reset to the dash via pressing the jewel on my controller and hitting Y. Thumbs down.

All quiet on the western front

Dunno. Not much to blog about. Been chuggin' away at working on Sonic: The Fated Hour.

But... not much else. Well, okay, that's a lie. In the past week I have:

- Beaten The Darkness, finally. I was seriously underwhelmed by the ending; it was definitely going for more of a Cinematic feel rather than one that was actually satisfying as a game. Why couldn't I pick up and throw helicopters around normally in singleplayer? What a gyp. And the final boss? There isn't a final boss. The game builds to what you'd assume must be some epic encounter, but it just turns out to be half a dozen endlessly respawning mafia thugs who are trying to stop you from opening a door. Get to the door and you watch the game play itself for 2 minutes and then basically you face off against a guy armed with a wimpy pistol that goes down in like, two shots from your AK47. It's pretty lame.

- Finally got the post-final-boss mission in Spider-man 2: The game out of the way (get 50,000 hero points, which is a massive number). The reward for spending all that time screwing around? A voice clip of Bruce Campbell marvelling at the fact I actually completed it, telling me there are still stuff I need to do, and thanking me for playing the game. Checking FAQs, there's nothing for completing the game 100%. Spider-Man got continually more and more unpolished the closer it got to the final boss, so I shouldn't be surprised that there's basically no real reward for 100%ing the game, but considering Spider-Man on the PS1/Dreamcast had tons of cool unlockables (alt. costumes, etc.), it is a bit of a let down.

- Futzing around in CV: Dawn of Sorrow again. Trying to finish Julius mode. Finally remembered where to go and I am now facing off against the big flaming demon (which I'd assume is the final boss, unless it has me go in to that other place at the bottom of the tower). Criminally under leveled (about Lv. 32), so the clock tower and the demon are handing me my ass on a platter.

- Been forcing myself to finish Kingdom Hearts so I can start up the free copy of Kingdom Hearts: Chain of Memories I got. Just finished Neverland, should be ready to see Hollow Bastion. Neverland was a serious letdown because I always remember seeing screenshots of Big Ben and thinking that's where it would take place. Instead it was all almost exclusively on Hook's ship. I was delighted that the game was finally ramping up in difficulty, but that was quickly quelled when I found out Donald and Peter Pan weren't carrying any items with them. So the boss that would normally destroy me magically became really easy as a result of just giving them a few items to use during battle.

- Filled out my Backloggery a bit. Not all my games, but most of them.

- Saw Stardust. Good movie. Based on a Neil Gaiman novel, I guess? Started out kind of muddling - it introduced characters, locations, and concepts in probably the most awkward ways possible during the first 10 or 15min of the movie, but it all smoothed out eventually and ended up a very good movie. A bit of a typical "boy becomes a man in a fantasy adventure", but handled very, very well.

- Got Popeye: The Movie off Netflix. Wasn't as good as I remembered from my childhood, but it still holds up very well. The fight scenes were kind of dissapointing, though. Ended too abruptly, or something, and there are times where it feels like the movie isn't really going anywhere or building to any sort of conclusion; it feels more like 3 self-contained episodes of a TV series in a way, which I guess makes sense considering the source material. There are also some weird plotholes that are never really explained (like basically everything regarding Popeye's Pappy) and while the majority of the movie is relatively kid friendly, the last 20 minutes or so contains a bit swearing that kind of comes out of the blue (Granted, a little swearing doesn't exactly negate the "kid friendly" stamp in my opinion, so whatever). Still, one of the best (and perhaps only) movies to handle the "bringing a cartoon to life" thing correctly.

- And of course, I've been playing lots of TF2 and PVK2.

Turok and The Club Impressions

So, hey, I can actually be relevant with these demo reviews - they aren't available to americans. Yes, through the magic of the internet I have borrowed an Xbox Live Account from a friend that was registered as being from the UK and I have downloaded both The Club and Turok demos.

The Club
I'm unsure what to make of this. For those of you still not "in the know", The Club is a third person shooter from the guys who made Project Gotham Racing - Bizarre Creations. And, in practice, it works a lot like Project Gotham. In a lot of ways, this game makes Gears of War look like Gran Turismo to The Club's Project Gotham Racing. That's kind of an arbitrary analogy (I'm a shark like that), but The Club is basically a very arcade-like look at the third person shooter. Rather than be concerned with details like the how or the why or even the deeper technical aspects such as AI or organic level design, The Club basically sits you down in a map full of thugs and tells you to shoot as many as you can without dying in order to get a high score. The more people you kill in rapid succession, the higher your combo gets, and the higher your combo gets the more points you are rewarded for killing dudes. How many points you get for killing a guy is also dependent on where you shoot him. Head shots obviously give you more points than shooting somebody in the foot, for example, and fancy trick shots (such as a headshot right after doing a dodge roll) will give you an even bigger bonus. The idea is to kill as many guys as stylishly as possible without losing your combo. The demo provides two gametypes both set in an abandoned prison - one where you do laps (like a racing game), and one where you have to just survive to the end of the level. To succeed at these gametypes, you must not only just finish the level alive, but achieve a certain score goal.

Problem is, I don't know if it's fun or not. It's certainly interesting, and I can see the scoring system possibly being amazing in multiplayer (for the first time, it seems, it may be a balanced look at who's really the best on a server - the game is more than just getting the most kills - it's about how you get those kills, too), but in singleplayer it feels a little... flat. It's not bad, mind you, but it's not really reaching out and grabbing me by the throat and saying, "You WILL buy this game, do you hear me?! No questions asked!"

There need to be more first person shooters out there with Dinosaurs. So far, my options have been Jurassic Park: Trespasser and Turok. Oh, and, Carnivores or whatever - but I haven't ever really given that a shot. Thus, the new Turok game was high on my list of games I needed to play. With the demo hitting Xbox Live UK I finally got my chance - and my opinion?


It's not a bad game, don't get me wrong, but like The Club, it never really reached out and grabbed me by the throat. Oddly, I'm getting the same vibe I got from Blacksite: Area 51 in that regard. It's basically just a somewhat generic first person shooter... with dinosaurs. The Dinosaurs aren't really that interesting to fight; sure, they're fast, but generally I can still kill one before they can touch me. But there's no real sense of intelligence - that I'm being hunted. I just see a dinosaur (or hear him, as they make quite a lot of noise) and shoot him until he dies. The demo rarely throws more than one dinosaur at you at any given time, meaning there's very little challenge or strategy. When the demo finally introduces you to soldiers and you start being able to lure dinosaurs out... I suppose it's cool. The first time it happened I did it completely on accident - I lobbed a grenade over a hill, it exploded, and which was followed shortly dinosaur growls and distant gun shots. By the time I got around to where I had thrown the grenade, everybody was dead and there was a wounded raptor circling the perimeter. The rest of the ordeal (stalking soldiers and stealth killing them with my knife) was also okay...

But none of it seemed particularly gripping or exciting. Maybe it's just me - maybe I'm starting to get a little burnt out on shooters, I don't know. But the Turok demo just feels kind of boring.

And that's it. I'm still playing Sonic Rush Adventure - I'm addicted to it. Been doing time trial runs (though for some reason they never show up on the website) and trying to finish the last couple of missions I have left to do. I'm ranked 96th in the world for Coral Cave Act 2, which is pretty good, I think. I also finally went through and saw all three Indiana Jones movies for the first time. Indiana Jones & The Last Crusade is perhaps one of the best movies I've ever seen. I dunno what to think about Indiana Jones & the Kingdom of the Crystal Skull.

It's become my recent opinion that George Lucas ruined the Star Wars franchise simply because he destroyed all fantasy within it. Everything in Star Wars - every bit character, every technology, all of it has reams and reams of names and history and technological schematics for building your own. There's no wonder or fantasy in Star Wars anymore because it's all been explained away. And I think Lucas was bound by his own noose in that sense - so much had been written on the Star Wars mythology and history that he couldn't really stretch his legs. It was all so cold and manufactured because most of it had already been written for him; he just had to re-write it his way, and that didn't really work out as well as it could have.

Granted, Lucas isn't really doing heavy writing on Indy 4, so who really knows. It could go either way. I don't have high hopes, though. It's like making Back to the Future 4. Despite people say they want a BTTF4, something like that will never recapture the sense of wonder they had watching the original trilogy, because it's a different era with different expectations and different ways of doing business in the movie industry.

We'll see.

Portal: The First Slice

If you have nVidia Graphics Hardware and are one of those people who haven't played Portal yet, you're in luck.


nVidia and Valve have teamed up to provide users of nVidia hardware (such as GeForce graphics cards) a free copy of "Portal: The First Slice", an extended demo. The First Slice provides the player with a fairly large hunk of Portal goodness, presenting the first 10 levels of the game (out of 19 total), with commentary tracks. As a complimentary bonus, The First Slice also comes with:

- Peggle Extreme
Previously only provided as a bonus for people who bought The Orange Box, Peggle Extreme is an Orange-Box-themed demo for Peggle Deluxe. All the levels are based off of Orange Box artwork (Team Fortress 2, Half-Life 2: Episode 2, and Portal) and are exclusive to Peggle Extreme.

- Half-Life 2: Deathmatch
Take the weapons from the Half-Life 2 Singleplayer in to the deathmatch arena with this mod. Honestly? It's okay, but it's not mind blowing, or anything. In fact, the weaponry feels kind of unbalanced. These guns weren't designed for deathmatch, but that hasn't stopped some people from playing this anyway.

- Half-Life 2: Lost Coast
This is Valve's HDR technology demo. A much more in-depth display of HDR lighting than you usually see in Half-Life 2, Lost Coast has higher system requirements than most Source Engine games normally have. And, although it is playable, and features Combine Soldiers to fight along the way, it's primary function is to showcase technology, not provide gameplay.

Quite a nice bonus for those of us with nVidia tech. A bit odd, though, I thought Valve had a deal with ATi?

Incidentally, a friend recently bought me Garry's Mod 10, too. Been fooling around with that. Playing online is so weird. I'm normally something of a private guy with regards to things I build and create. Garry's Mod, however, is an extremely social atmosphere - the complete opposite of what I'm used to. It's just... kind of indescribable to build something on a server and immediately get comments as I'm testing it out, in real-time. And it just feels... so... warm, I guess, to hear people team up and build stuff together. It's blowing my mind in ways I never dreamed. I know you always hear about LOL G-MAN & BREEN, OMG LOOK AT THIS FUNNY PICTURE I MADE IN GARRY'S MOD, but this is so much more than that. Garry really deserves a pat on the back for doing something like this, and it's no small coincidence that Gmod is actually inciting something of a small-scale gameplay revolution, what with Forge mode in Halo 3, the Sandbox Editor in Crysis... hell, even LittleBigPlanet has a bit of Gmod in it.

It's also kind of thrown me for a loop to walk in to a server and hear people use the term "MingeBag" as a genuine insult. For those of you not in the loop, a MingeBag (or just "a minge" for short) is a term coined for a Garry's Mod newbie who has no idea what he's doing. The default name in Garry's Mod is "MingeBag", and those who join a server with that name ask a lot of dumb questions and are generally very annoying. During my stay on a Gmod server with a group of four or five british server admins, I even heard it used as a verb of sorts; "minging around". I had only heard the term used in War of the Servers; but I never in my life expected to hear it as a serious derogatory term.

Huh. That blows.

Gamespot's a lot more strict with the 10 minute time limit for non-subscribers.

I had done a Sonic Advance 2 "Let's Play" video series, but they're all over ten minutes (usually by about 30-40 seconds). Gamespot barfs at them. Youtube's a little more forgiving; you can make a video up to about 10:50 long and it'll still accept it.

That sucks. But it's probably for the best. Not really feeling up to finishing it, right now. My main internet hangout (of six years) spontaneously closed shop this morning with no warning. The guy who runs it is a good friend and since he closed it down it's been really difficult to get in contact with him.

It's got me really bummed out. Me and a lot of my friends are trying to regroup at different websites as best they can.

(Gamespot censors "sucks" in blog topics?)

Various Demo Impressions

It's been awhile since I did this. I'm so late, infact, that it's probably worthless doing this now. Demo impressions are only at their best when the demo first hits. Unfortunately, even that's impossible, thanks to the brilliant logic of the Xbox Live team of making Silver users wait a week. So, hey, I probably shouldn't do these ever again at all! Regardless, I said I was going to do these, so I'll at least do'em. What happens after this is anybody's guess.

We'll start from the top, a paragraph each.

Burnout Paradise
The Burnout Franchise takse a wildly different direction with this entry. Though attempting to retain what made Burnout 3 so great, it re-invents the series by finally cashing in on the "free roaming gameplay" fad. In a lot of ways it works and in others it doesn't; obviously by now everybody's complained about the lack of a "retry this challenge" option - the game instead forces you to physically drive back to where you were to retry something you failed, which can take upwards of 10+ minutes if you don't know where you're going. Alex Ward (the game's lead producer) responded to these complaints by more or less calling us all idiots and hiding behind the excuse that the team "really hates loading times" so they didn't want a loading screen while it warped you back to where you started the challenge. The guy's kind of a jerk, and I wasn't really that excited for Paradise anyway, so it's no skin off my back if I choose to ignore the game from here on out just to spite him for being such a wiener.

Dark Messiah of Might & Magic: Elements
Certainly a canidate for "longest game title of 2008", DMMM: Elements is the Xbox 360 port/sequel (honestly, it's getting way too hard keeping this stuff straight; same goes for you, Call of Duty) of DMMM for the PC. I have to hand it to Ubisoft, for a game reportedly made in Valve's Source Engine, very little of the look and feel of Half-Life 2 exists within it. It's a swords-and-sorcery game where you play as, I dunno, some evil guy with an evil voice in his head constantly talking to him (think Cortana, but an angry old man). The demo really doesn't give you much of a taste, though. It's long enough, certainly, but the gameplay never really feels like it sticks. It's just sort of there. It's not terrible, but it's not particularly remarkable, either. I guess it's... decent? I don't know, when all you can say about a game is "Well, it could've been worse." that's probably not a very good sign.

Frontlines: Fuel of War
Any points this game wins for it's chilling, politically charged opening sequence (depicting a worse-case-scenario for the oil crisis) it immediately loses the moment the game boots up as a troop of grizzled soldiers in the year 2024 manage to say the word "sh!t" at least three times in various contexts within the first 30 seconds of the game beginning. That alone feels forced to the point of being comical. You're then dropped in to a battlefield against "The Red Star" and the demo veers wildly from being "Sort of decent" to "laughably horrible". Enemy AI is about as intelligent as a sack of hammers. Frequently enemies will get so close as to come within an inch of my gun's barrel, run straight past me, and turn to shoot. By the time they do this song and dance (and it happens often!), I've already killed them with my "there's no recoil in the future!" assault rifle. Graphics are pretty nice, though, but the gameplay has never been interesting enough to where I've tolerated it all the way to the end of the demo; I always end up turning it off before I finish.

Kane & Lynch: Dead Men
An ugly, ugly game. I kid, though! I'm a kidder. K&L definitely feels like a game from the studio that brought us the Hitman series. There's just something familiar about the way the characters move and shoot. Unfortunately, some things about K&L make the whole process feel awkward; the aiming itself feels stiff, and the cover system is pretty much garbage. More often than not my character will automatically go in to cover and totally mess up the clear shot I had at a bad dude. The production values are nice, though, and it feels almost like, I dunno, one of those cult classic off-beat movies like Reservoir Dogs or something. Not enough to save the janky gameplay, though.

Kingdom Under Fire: Circle of Doom
Hey! I remember this game. It used to be called Diablo II, didn't it? Sure got a facelift since then. And terrible writing. And even worse voice acting. Jokes and comparisons aside, I suppose this game is alright. For those of you who enjoyed Phantasy Star Online and/or Diablo II, this is probably another game you should put on your list. I didn't beat it, because playing these sorts of games are remarkably boring in singleplayer, but I'm serious about the voice acting and writing. Was this game Japanese originally? Microsoft needs to get a better localization staff in on this one; I haven't heard dialog this stilted since the first Resident Evil on the Playstation. Really, what this demo needed was multiplayer support of some kind - it's too hard to judge this by what I'm seeing in singleplayer, because singleplayer in these types of games put me to sleep. Multiplayer is the real meat of something like this.

So what do you guys think? Keep going with the demo impressions, even though they're from the perspective of a Silver user? I don't get new games very often (not as often as some of you, anyway), so writing about demos is pretty much the only way to guarantee regular blog updates.

I need advice on my writing style

And so, my full Sonic Rush Adventure review has gone public. Obviously, I really liked the game.

I've been trying to improve on how I write reviews. Over the past month or two I've applied for two review positions - one at The Escapist and another at Mojodojo. Both seem to have rejected me as it's been quite a while and I've had no response. I decided to apply after a considerable amount of encouragement from my friends regarding what I write. Apparently I'm still not good enough to become an employee, though, so I'd like to ask you guys - my readers - what you think I could do to improve on what I write.

Any and all constructive criticism is encouraged!

Merry Belated Christmas

Download This Now! (4.85mb)

So here's a very quick Christmas project I slapped together over the course of about four or five days. Since I still haven't sorted out my HDD stuff, this is the only code I had available to me - you guys may be getting tired of Sonic projects, but the only other code I had available was some Mario thing and that wasn't anywhere even close to being workable for a game.

This is actually part of a much larger project I've been working on, on and off for years now, called "Sonic: The Fated Hour".

I started project in late 2000/early 2001. I was, what? 16 then? 17? I had this great idea for a "dark" Sonic game. Keep in mind, I was 16 so I was kind of dumb and naive. I was part of (and still am a part of) a Sonic fangaming community called SFGHQ, and at the time, most Sonic fangames over there were kind of dumb. My idea was to bring higher production values - hand-drawn artwork in cutscenes, and a sweeping narrative. Within the first ten minutes of the game, Tails would die and Sonic would spend the rest of the game caught up in a mystery as to who - or what - killed him.

Again, I was 16.

I was in way over my head. What followed was a Duke-Nukem-Forever development history where I'd code one engine and, near the point where I could start making levels, I would stop and start over from scratch, unsatisfied with what I had done. This went on 3-4 times, each engine taking about a year each. To make matters worse, I have a habit of getting sidetracked pretty easily, so TFH was constantly being put on the back burner. To say the least, work was slow.

As fangaming grew and evolved, so did TFH. I always attempted to be on the cutting edge - as fangames got more complex and closer to their Genesis counterparts, I tried to keep up and do the same with TFH. Eventually a SFGHQer by the name of Damizean came along and after awhile he worked on an open-source version of Sonic-styled physics for Multimedia Fusion. I did not want to be upstaged, so, by now, in TFH revision 4 or 5, I tried to code my own system for handling loops and slopes like a real Sonic game.

It just wasn't working out. Though I got close, my methods were nowhere near as efficient as Damizean's were and I was getting frustrated very quickly. By now, Multimedia Fusion 2 had just come out and Damizean had ported a bare bones version of his Sonic Physics engine to it. TFH was falling behind. One of the biggest shortcomings the game had was that I was still holding on to ideals for the game I had created when I was 16. I was older and wiser now, and I knew that some of the things I was doing with the game were dumb.

So, I swallowed my pride. The first order of business was to work off a code base that wasn't a piece of crap. I downloaded Damizean's barebones Sonic Physics (which would later be renamed "Sonic Worlds") and began adding in my own stuff. Second order of business was to rework the narrative. After Sonic 2k6, the idea of a "dark" Sonic game with a "sweeping" narrative made me cringe. I didn't want to cut out the heart of TFH, though. So I simply re-wrote the game's plot with an effort to keep the themes and the core but dial down the "cheesy fanfic written by a 16 year old" factor.

And that brings us to today. HDD problems plaguing me, I downloaded an outdated version of the TFH engine I had backed up on a webserver, patched up a couple of it's problems, and made this Christmas level.

TFH, as it stands right now, is aiming to be a Metroidvania/Adventure-style Sonic game. Doing this within the confines of Multimedia Fusion has been a challenge, but I think I've found a balance that works. If you're one of those dorks who play Metroidvania games and complains there's too much backtracking, you can stick it where the sun don't shine (seriously, that's like the whole point of the genre). This demo doesn't showcase any of that (because I didn't have time to), but the final hopefully will.

Expect another blog soon with more demo reviews: Burnout, Frontlines, Kane & Lynch, and Dark Messiah.

The Christmas

So yeah. Christmas. Wooo. I did not expect to get anything at all, but I was pleasantly surprised to find:

- The usual, Socks and Underwear (Christmas staples!)
- Sonic Rush Adventure (Knew it)
- A new watch (my old one was 7 years old and the watchband shot)
- a 160gb HDD (since my old one is probably shot)
- 2000ms points (Thanks, Kulock!)

Compared to what some of you get that's probably not a lot, but I honestly was expecting just Sonic Rush Adventure and nothing else, the way my Mom kept talking. Apparently my brother might even have trouble sending gifts this year, too (he just had a kid, so he has to take care of her).

Expect a Sonic Rush Adventure review in the next month or so.

By the way, who the hell is viewing my blog so much? 27 views a day? Normally I'd expect that if I was writing something important, but I haven't really written anything terribly in depth in weeks. Where are they coming from?

Because it's easier to paste IRC and I'm lazy

I'm lazy right now and it's easier to just copy and paste this from IRC because it needs to be said.

[BlazeHedgehog]: What.
[BlazeHedgehog]: Korea got a Kingdom Under Fire demo on their XBL?
[BlazeHedgehog]: Apparently there's a Kane & Lynch demo on the US XBL now too
[Kyoma]: Oh s@#!
* Kyoma downloads.
[BlazeHedgehog]: I have to wait a week. :|
[Kyoma]: I've been wanting to play that game so badly. (Kane & Lynch that is.)
[Kyoma]: I can't really say as the the downloads are moving much faster
[Kyoma]: Which means there really isn't a whole lot of a benefit to us Goldies. :(
[Kyoma]: roflmao
[Kyoma]: I can get episodes of KID NATION on the Xbox Marketplace? XD
[BlazeHedgehog]: yeah, they've been there for a while now
[BlazeHedgehog]: almost since the show launched
[Kyoma]: As nice as it would be to have my favorite shows on here
[Kyoma]: I can't really imagine why you'd pay for them.
[BlazeHedgehog]: Yeah, rally.
[BlazeHedgehog]: Especially when a lot of networks put the entire show up for free on their website
[Kyoma]: I believe they have Avatar on here? How about I just BUY THE DVD'S! I don't think they are actually that expensive.
[Kyoma]: Hahaha yeah.
[BlazeHedgehog]: Why the hell would I buy LOST when I can go to and watch it for free?
[BlazeHedgehog]: If I'm GOING to buy LOST... I'll buy a box set.
[BlazeHedgehog]: You know, something that doesn't eat up 40gb of precious Xbox HDD space.
[Kyoma]: Seriously.