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jonnyglitch8 Blog

Im Back!

ive been way busy... for a LONG time. but now i finally have some down time. so im looking to pick up a controller again and get back into it. if i ever played with you, send me a live request! we'll pwn some ****

Reevaluation: Biggest Holy !@#$ Moment's In My Gaming Life (Pt. 1)

     

    There have been plenty of games that have made me piss my pants, vomit, call home to mommy,and even force me into therapy (not really). But i'm here now to reevaluate those moments, and hit them head on. *spoiler warning* if you have not finished any of these games than I suggest you do so that you can read what I have to say.

Shadow of the Colossus

       My friend told me that this was a decent enough game if all I was looking for was a kick ass action/adventure, and didnt ind if the story was basically the needle in the haystack. So basically the gist of this game is that you have to kill a bunch of ridiculously huge monsters so that you can save your chick. See all I thought this game was is an excuse to stab something really big but boy was i wrong. You see I didnt know that what I had to do was tink and wait and react to a giant duchebags moments and close in the perfect moment. Which leads me to the moment.

Moment #1

The First Time I Saw Something That I didnt think I could kill with a sword.

Support Double Fine Studios, and Tim Schafer

I'm telling you this because this game is an awesome game, that should not be missed, especially now that you can play it on Xbox 360. Support my Friend Tim Schafer (I met him at E3 last year). So  will tell you one more time, go outside, ger in your car(or bike), go to ebgames or Gamestop, go to the Xbox Section, look in the P's, pick up Psychonauts, go talk to the Cashier, get in your car, go home, walk inside, open up your 360 put the game in, download the update, and start the game. There are your steps for getting the game. :)

Jonnyglitch's Top Ten Games of the Year *Edited*

Yeah I did play enough games this year to be able to make a top ten list, and it's a pretty damn good top ten list to. So let's get started.

10. Guitar Hero II (PS2)

9.Kingdom Hearts 2 (PS2

8.Tom Clancy's Ghost Recon Advanced Warfighter (360)

7.Okami (PS2)

6.Company of Heroes (PC)

*Edit*

5. Viva Pinata (360)

4.Tom Clancy's Rainbow Six Vegas (360)

3.Elder Scrolls IV:Oblivion (360)

1. Gears of War (360)

1. Legend of Zelda: Twilight Princess

Alright, now let me explain my game of the year decision. After much consideration i realized that Gears is a PHENOMINAL game and so it Twilight Princess so why not make it a tie.

Gears of War

             Yo come on guys Gears of war comes out in four days and there is really nothing i can think about except strategies for xbox live playing, (which is kinda pissing my girlfriend off).

             Most of you know that i did get to play it at the Texas Chainsaw Massacre Premiere in Hollywood, but does that mean i have any heads up on the people i will be practicing with on the 7th, hell no. Pretty much the only thing i want to come out of the 7th-12th is my name on top of that killz leaderboard, i know, i know, the chances of that happenening are about 1 and..........2.75 billion, especially with the matches only being four on four that means i would have to get 20 killz every game and play 20 games everyday, and it would take me....... i dont know but ill do the math and get back to you but basically what im saying is that it will take a long time to get 10,000 killz.

          Gears of War is so cool that even my grandma and grandpa are buying it (yes they do have a 360). One of the things im looking forward to most in Gears, is most certainly the co-op play. The fatc that i can get all of my achievements with a friend (or grandparent lol) is AWESOME!! I just did the math and learned that it would take me 25 days to get the 10,000 kills achievements...............there goes my life.

13,000 and Gears of War Launch!!!

I have now hit 12897 achivement points and by the end of the night i should have 13000. But another cool thing is that the GOW launch is in just 2 weeks YAAAY!!! Obviously im going to take some time off of work and play this game hhhmmm lets just say 97% of everyday for the 3 weels following launch :). And while i have you reading this, im going to list the top ten things im buying or receiveing between now and Christmas.

10. Rainbow Six: Vegas

9. Xbox Live Vision Camera

8. Custom Air Force 1's

7. New Bearded Dragon

6. PS3 (Depends)

5. Viva Pinata (Dont Be Hatin)

4. 14 Piece Pearl Drumset

3. Wii Games

2. Gears of War

1. Wii

Jonny's Glitch: Spore

           A few months ago, Will Wright's presentation of Spore at the Game Developer's Conference absolutely floored us. Imagine a game that starts with single-celled micro-organisms and allows you to control the evolution of a species all the way to galactic conquest. It sounds like a ridiculous undertaking until you see it in action. But if anyone can make it happen, it's Will Wright, the master at creating computer 'toys' like SimCity or The Sims.

First of all, it was great to see the game in action on a high-definition screen where we could analyze all the details. The game opens within the primordial soup, which absolutely teemed with blobs and squiggles of prehistoric life. As your creature evolved into a 3D environment and swam around in the sea, the water swarmed with life: plants, bubbles, little microorganisms. That same detail carried out once your critter walked out onto the land, where tiny insects buzzed around. Outer space was cluttered with comets, meteorites, gas clouds, and all sorts of interstellar phenomenon. Visually the game is a treat, not from state-of-the-art graphics but simply from a standpoint of detail and variety.

Wright explained that the real goal of the game is to allow players to create things, and to allow them to transparently share their creations with other players. So, the idea isn't to make you go to a website to actively download stuff; instead, new content is constantly sucked into your game for you to experience, and you won't have to lift a finger. Similarly, the things that you create will be beamed out into the ether for other players to share.

Since creation is key, a great deal of attention is being paid to the editor. The same 3D editor is used to manipulate creatures, buildings, and vehicles. We took a closer look at it to see how it worked: the tools were very simple. It was like playing with blocks of clay. You could slap shapes down, pull them, move them, stretch them, combine them, all by clicking and dragging the mouse. You could scale stuff up and down by rolling the mousewheel. It looked very intuitive: Creating an 8-legged flying creature with a forked tail that grasps weapons is just as easy as creating a four-wheeled tank with multiple turrets and angry eyeballs on the front.

The final game will have a procedural texture creator that will "skin" new monsters or buildings as you create them. So, you could use a selector to say that your creature will have purple and green fur with spots, and the game will be able to figure out (by analyzing the critter you build) where its back is and where its stomach is, etc. Then it'll put the spots in the right place and color the belly correctly and so on. Unfortunately this particular feature isn't quite working yet, which limited the creatures that Wright was able to build as we watched.

One nice thing about the way the game figures out how creatures will move and walk is that it looks incredibly smooth. These little guys look real. They have their own weight and mass that waddles as they shuffle along, and the animations flow seamlessly from one behavior to the next, no matter how strange the creature is.

We learned more about the gameplay during the city/conquest part of the game, where apparently you can dominate the planet either culturally, economically, or militarily. What that means, we don't know. Military conquest was pretty self-explanatory, as evidenced by the big cartoony tanks rumbling from one city to the next. Vehicle design looked to be tremendously fun (you can add wheels and guns, etc, with ease). Gameplay at this stage of the game is still a mystery: it was clear that players would be able to buy and spawn vehicles, but how much control you exerted over actual combat is probably still being determined.

We discovered that you can evolve your entire species underwater. If you have hyper-intelligent dolphins, they can build whole cities under the sea. Interestingly, when these creatures colonize other planets, they can build domes around their cities filled with water.

As we explored the galaxy during the demo, I took time to note that every planet was very different. Some were cratered balls of ice, some were lifeless chucks of rock, and even among the habitable planets there was a lot of variety. Our starting planet was a humid jungle with a dense atmosphere. But another world we visited was dry and arid, with very little water and lots of reddish-yellow sand.

Naturally we blew the other planet up with our doomsday weapon.

As the alien world exploded into a splendid sphere of debris and a glorious ring of flaming wreckage, Wright elaborated one of the central points of his game design. "I want players to be able to do this without ruining the game for each other," he explained. You get to share content with other players, and interact with it in godlike ways, but nobody can spoil one another's fun.

Speaking of sharing content, we learned more about how people will get to interact with each other's stuff. Whenever you create something, assuming you're connected to the 'net, it'll be uploaded for the world to enjoy. But it doesn't just disappear. You'll be able to track how your creations are faring around the universe. You'll get regular "Multiverse Reports" that tell you how many people met your species and how they reacted. Is everyone killing your creatures on sight? Are they using the different buildings you've created? You'll get to see!

Look to see spore on PC's (but maybe 360's and PS3's) next year.

Jonny's Glitch: My Gears Impressions

Finally!!!!! I got another chance to play a near-final build of Gears of War,and all i can say is that this game is amazing. First i had to sit through an advanced screening of Texas Chainsaw Massacre which most of you would like to know is BETTER THAN THE FIRST. But afterwards they brought a select few (around 75 people) to a room which contained a bunch of Kiosk with Gears of War.

               There was a shorter than expected time limit (around 45 minutes) for everyone to get a round or two of playing. I however wanted to see the multiplayer first. I was blown away on how other than like GRAW they managed to fit almost all of the gameplay mechanics in it. Another thing that surprised me is how "FLOWY" the framerate was, you could definently tell it was locked in at 30 FPS. The controls in the multiplayer were a little weird to control at first but once you get the hang of it you'll be feeling like you are one of the gears. The only mode that was available for play was Deathmatch which me and my friend play against a Girl and her boyfriend (which who you could tell were only there to see Texas Chainsaw Massacre). There was a kind of weird thing to this whole deathmatch though, each team started ona fifferent side of the map, and depending on how you take on the other team is the depending factor if the game, and me and my friend noticed something, in the middle of each map there was a special weapon that could help win the game for the team who succeded in getting it, in our case it was a sniper rifle which completely "owned" everything that it hit, so adding these to the deathmatch kind of creted a tug o war game in which the team with the most skill wins, which i think is a VERY good balance to a multiplayer game. The cover system was something cool in itself as CliffyB said this is no Run n Gun game but it is a stop n pop, so the cover system will be something that you are gonna do alot. Winning the game is all about points (hmm Points aye) yes point's getting points is half the fun though, you have to get points based on what you do, melle attacks and reviving opponents was just a couple of many ways we found to get points .Another thing i would just like to put up in the muliplayer mode, was the ways you can increase chainsaw power. While this does not help in a combat situation it definently does fell AWESOME.

              Unfortunately i did not get to play the single player portion of the game. One of my friends did though, and he said it was all of the things that you have wanted to see form a good Single Player shooter on the 360 and more. He said that he didnt get to ride in any vehicles, but that it didnt spoil any of his time playing the game.

              Well after a night of chainsaws and deathmatches galore, i went home, to a bed that i could not sleep in both in excitement in Gears of War coming out, and in horror of my legs getting sawed off in my sleep.

Jonny's Glitch: Huxley

Regarding the game's title, you're urged to get over it. Dystopian as its setting may be, the game known as Huxley has next to nothing to do with Brave New World, however tempting such comparisons may be. During candid conversations, however, Webzen employees might admit to you that they had, at one point, toyed with a subtitle that referenced Huxley's novel, but decided against it lest they rouse the late author's possibly-litigious estate. What it is -- or, rather, what its designers are shooting for -- is just that much crazier: the ever-elusive MMO/FPS. A few have tried it, to some degree (Planetside, Neocron), but most will agree that no one has gotten it quite right. The up-and-coming Korean publisher intends to hit the mark, with a little help from Unreal Engine 3.

Being that Huxley is an MMO (and make no mistake: this game will bear most of the genre's trappings), a bit of back story is in order. One day, these things called Nuclearites came crashing into the Earth from space. A modern-day KT-event, except that humans didn't go extinct so much as mutate. Some of them, anyway. The cataclysmic conditions that followed, naturally, more or less obliterated what order that existed in the world. What's more, humans found a reason to hate each other infinitely more compelling than color, creed, or religion: sub-species distinction. Earth was an ugly place, needless to say, but a scientist named Dr. Huxley soon emerged as a short-lived ray of hope. Huxley discovered a way to harness the very force that wrecked the planet into a powerful energy source: Lunarites. Of course, rather than focus its energies on rebuilding its shattered world, humanity decided to bring yet more war to it.

This is the world in which Huxley takes place. It's all about the Lunarites, baby.
At the center of Huxley's struggle are two distinct subspecies of humans-as-we-know-them-today: Sapiens, which are more or less like you and me, and Alternatives, which were more dramatically affected by the Nuclearite shower. They're at war with each other, but also with a wildcard faction known as Hybrids. As of now, we know that Sapiens and Alternatives will be playable races. As for Hybrids, well, all such inquiries to Webzen were met with coy glances, and vague comments. Make of that what you will.

Both of the playable races fall into two distinct sub-races. For the Sapiens, these are "One" and "Syn." The One are more or less identical to people like us, and according to Webzen, they will be able to make better use of equipment within the game. What does this mean? That they'll advance in weapon- or vehicle-piloting-skills faster than other races, as we understand it. The Syn, meanwhile, are the One's svelte, agile cousins. Their cold-hearted nature makes them more suited to covert operations, and given their enviable looks, you can bet that they'll be pretty popular with players.

While by no means unrecognizable as our genetic brethren, the Alternative sub-races look different enough from Sapiens. If you've been following Huxley at all, you're probably familiar with the "Altereavers." You know that big, burly dude that's in a bunch of the screenshots? He's one of them. Apparently, they specialize in heavy weapons, and are generally honorable and loyal, yet merciless at the same time. Sounds like Huxley's answer to Klingons. On the other side of the coin are the "Alternix." They have grey skin, are unnaturally sensitive, and, you guessed it, keen on infiltration and assassination.

That leaves the Hybrids, who remain an unknown at this point. Hybrids are what happens when a Sapien and an Alternative try to produce an offspring. Generally, the results are undesirable. Hybrids are the enemies you fight in the game's PvE portions, but as mentioned before, Webzen hasn't entirely ruled out the possibility that they'll be playable in some capacity. What we do know is that they'll be divided into four subcategories: epsilon, gamma, beta, and alpha, alphas being almost humanlike in appearance, and epsilons being the adorable Zergling-like guys you see running around in the movies.

There's also a subfaction called the H.L.O -- Hybrid Liberation Organization -- that will pop up, though what its role is, precisely, is yet to be determined.
Banish any thoughts of Planetside's certification system, if that's what you had in mind for Huxley's character-development. The system, believe it or not, is actually a lot more akin to what you'd find in a traditional MMO. On the surface, anyway. Huxley Studio's Producer Kijong Kang (read: the big cheese) puts it this way: "Our focus on the character development system is to make distinctive game play styles [available] as characters becomes stronger rather than enhance or increase a character's power itself." Plainly put, your characters won't get "stronger," per se, as they level up. Rather, they'll be able to do more stuff. In this way, it's not totally unlike Planetside's certification system. There just seems to be a bit more to it.

"There are two different type of character development: vertical and horizontal. Characters become more skilled through the vertical development," Kang told us. "On the other hand, they could develop various gameplay styles through horizontal development." Here's how it works: your character will have a concrete level. The cap, when the game launches, will be 50, and you gain levels by acquiring experience. You gain experience, mainly, from playing through PvE content -- the various quests or tasks available to you as a member of your faction. Apart from the sort of gratification that's oh-so-important in MMOs, levels give you access to actual skills: things like the ability to double-jump, to equip better armor and weapons, and the like.

The second prong to Huxley's approach is the concept of "rank." Rank is much like level, except that you can only advance in this area by participating in PvP. This is the "horizontal development" that Kang was speaking about. He makes Huxley Studio's stance quite clear in this area: "As developers, we are putting more importance on horizontal development." So what does it earn you? Most importantly, early on your rank puts a hard cap on how high you can advance in level. So if you're mainly interested in shooting baby Hybrids, know that you'll eventually reach a plateau if you don't intersperse this with the occasional killing of actual players. Advancing in rank also grants you benefits in regards to meta-game functionality -- stuff like being able to form teams in PvP, give orders, arrange strikes, and the like.

Ultimately, though, Huxley is an FPS above all. It's much less about your character's game-given abilities and more about your reflexes and acumen for strategy. "High level in Huxley doesn't mean increased physical strength or speed," Kang said. "It means being able to use better weapons and armor." In other words, if you're a newb with a level 50 character, be aware that a level one with skills might just send you home crying. Your l33t weapon and phat armor won't necessarily give you an edge over an opponent's killer instinct.

If you remove Huxley from its MMO context, then the inclusion of "PvE" elements doesn't seem that weird. Just think of the most memorable sequences in your favorite single-player FPS levels. In an ideal world, that's what the PvE game in an MMO-FPS would be like, expect you're gaining experience and loot while you do it. Hopefully players won't be motivated to play through individual scenarios over and over again, ad nauseum, in order to "farm" treasure and resources. Instead, if executed properly, PvE elements in an MMO-FPS aren't necessarily that alien of a concept. This is precisely what Huxley Studio hopes to achieve.

Most of Huxley's PvE game will revolve around quests. You will acquire these in much the same manner as you would in a game like World of Warcraft or EverQuest II: you'll see someone in town with a "quest-giver" symbol over her head, or else receive orders from your faction's quest officer, or what have you. From there, you'll jaunt over to the quest area, which may be instanced or persistent depending on the case, fulfill the objectives, then come back and collect your rewards.

It's indisputable that "modern" MMOs like the abovementioned have brought certain refinements to the genre that could be applicable to any sort of game for favorable results. As such, it shouldn't be surprising that Huxley's quests won't be that different from what you've become accustomed to. "Players might fight against the Hybrid Liberation Organization, which is occupying old ruins of the city, to look for a mysterious legendary weapon," Kang told us, when asked what to expect from Huxley's quests. "Or maybe they'll have to traverse an underground dungeon while escorting a desperate bridegroom whose bride-to-be was kidnapped by Hybrids."

These two examples serve to highlight the two distinct brands of PvE elements in Huxley: the story quests, and the underground dungeon quests. The former will serve to further the game's narrative and immerse you in its world. These are the quests that will have a resolution, and that you won't generally replay (unless a friend of yours needs your help in completing them, anyway). The latter are more akin to WoW's instanced dungeons. They'll literally take you underground, into tunnels created by Hybrids, whom you will hunt for treasure and experience. Though there may be quest elements involved in these, their basic purpose is to provide you with warm bodies to shoot, and phat loot.

Some of the bodies that you encounter might be a little warmer than you expect, however: during some of the PvE scenarios, members of the opposing faction might be able to sneak into the play area that your party is in, and do its best to foil your efforts. Kang wasn't too clear on how this would work -- like, whether opposing players would have similar objectives in these zones, or if they could simply elect to hop in and raise some hell -- but one thing is certain: if they do this right, it can make the act of questing just that much more interesting.

Look for Huxley to hit PC's and 360's Mid time Next Year.

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