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Posted on 10.27.05 by A 47 Danger @ 6:51 pm
You own Half-Life 2? Of course you do. Then run, don’t walk, to your Steam client and download the new Lost Coast level. Here are a few words straight from the horses mouth.
Gotta go play. Talk to you later. XOXOXOXO, Filed under: A 47 Danger and General and PC Comments: 1 Comment |
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Posted on 10.27.05 by A 47 Danger @ 8:04 am
You will believe Pac-Man can talk. That is, if you buy Pac-Man World 3. Like the past two Pac-Man World games, I’ll leave this game to collect dust on other people’s shelves. Oh yeah, back to the point. In Pac-Man World 3, Pac-Man will have a voice. Yep, the yellow fatty will actually talk. Here is some information on the wonderful things Pac-Man will say:
The only backstory should only come from vaudevillian cut scenes every 3rd level. The only character interaction should be when ghosts are eaten. Alas, science seems to have repaired Pac-Man’s vocal chords. No longer will Pac-Man have to rely on sign language. Maybe Pac-Man can talk about his feelings and how his father never hugged him. It’s not like Pac-Man talking is new. Pac-Man did talk in that 80s TV show he had. Don’t remember the 80s TV show? Here’s some info from IMDB.com:
Wow, if the new game is half as good as the 80s cartoon, we’ll have nothing to worry about! What’s that? Too much internet sarcasm? Let’s see if I can’t end on a honest to goodness happy note. At least we only have to wait until November to honor Pac-Man’s 25th anniversary with this wonderful game. No, that was sarcastic too. I give up. Filed under: A 47 Danger and GameCube and PC and PS2 and PSP and Rant and Xbox Comments: 1 Comment |
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Posted on 10.18.05 by A 47 Danger @ 7:35 pm
Let’s take a look at why these game store employees should get a clue. What does this press release have to say?
An army of zombie followers? If that doesn’t sound cool, then you are stupid. Put down that beer and pick up a book. But carefully pick up a book. You might hurt yourself, rummy.
After seeing a making of feature on The Addams Family movie, I spent a bit of time pretending my hand was Thing. Which it wasn’t. My hand is a poor actor. Thank you, video games, for letting me live out my fantasy.
Another fantastic game play mechanic. I’m hoping for a couple of City of Lost Children moments, where the horrified compatriot sees their own demise. But I’ll be satisfied with possession. The rest of the little game play features look a little average. Fun, but average. Gut grenades and head bombs and the like. That’s okay. The entire game probably can’t be all super crazy. Oh, and one more line of information.
Yes yes yes. More games need co-op. Co-op is a sorely missed feature in oh so many games. All other games, take note. It’s two syllables, not to large. Co-op. Bring it on. The game should be out whenever GameStop gets off of their asses. Until then, iTunes has the wonderful soundtrack. Now go, my zombie armies. Purchase. Purchase. Filed under: A 47 Danger and PC and Preview and Xbox Comments: 2 Comments |
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Posted on 10.04.05 by A 47 Danger @ 9:56 am
I just finished playing the Indigo Prophecy last night. The game has it’s good points and it certainly has it’s bad points. Let me lay it down for you. Not in an old school sort of way. That would involve rhyming. Not much rhymes with Indigo. Indigo Prophecy can be best described as an interactive movie. A thrilling plot mix well with cinematic camera shots. This makes for an experience you don’t want to put down. If it were a book, Indigo Prophecy would be a page turner. The story starts out with a long cinematic clip where you find yourself murdering a stranger. In a bathroom. For no good reason. You see, a stranger might just be a friend you never met. This though, or all the blood, makes you very sad and worried. At this point, you have some choices to make. You can hide the body, clean up the mess, and leave the diner restroom. Or you can split out the backdoor and cry your little eyes out. You can even clean up, sit down at your diner table, finish your meal, tip the waitress, and then leave. There is a vast array of options here, and in many of the sequences throughout the game. The controls for the game are very simple. Moving is done with the left analog stick. Actions and conversations are done by flicking the right analog stick. If you want to move a dead and bloody corpse, you would walk up to the body and flick the right analog stick up. Simply done. There is also a time limit on conversations and many actions. The game does a good job of keeping up the story’s pace by putting a price on the time you take. If you don’t clean up a body fast enough, a police officer comes into the bathroom and arrests you. Game over. The action sequences of the game are controlled with almost rhythm game style controls. Two circles show up, and you have to flick your thumbsticks to match the pattern. While a neat idea, this pissed me off. I really wanted to see the action sequences. That’s a compliment in a way. With the smooth motion capture movement of the game, the actions sequences are great. I wanted to sit back and watch them, but instead I had to flick my thumbs and concentrate on the circles. Any focus on the action going on and you would fail. Game over. The rhythm style action was okay, but what really got me was the action sequences that involved pressing the left and right triggers as quickly as possible. That’s ridiculous. First off, you have to press them insanely fast. Second off, it hurt. Third, it’s annoying. Fourth, that’s not gameplay. That’s moving your index fingers really fast. There are multiple endings to the game. However, I wasn’t able to press the triggers fast enough to see the good ending. That’s stupid. Nothing should depend on moving your index fingers as quickly as possible, back and forth. Indigo Prophecy gets a lot of credit for innovation and for a great story. This is missing in so many games these days. It’s sad that the games misses the mark on the action play. It’s a great game with flaws. It’s worth a rental or a used purchase. I’m sure your local used game store will already have multiple copies available by now. Filed under: PC and PS2 and Review and Xbox Comments: None |
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Posted on 09.30.05 by A 47 Danger @ 12:18 pm
With news on the new Call of Duty 2 game, it’s time to take a look at what makes the Call of Duty games so great. Really, it’s just one thing. One very simple thing that makes these games so successful and fantastic. Pointing and yelling on the covers. ![]() That’s right! Come on, men! We can take them! Storm the bunkers! Call the air strike! Go go go! Do you want to live forever? Let’s go over there! Filed under: A 47 Danger and Humor and PC and Xbox 360 Comments: None |
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GameStop has made me sad today. When asking about Stubbs the Zombie, I was met with blank looks. Perhaps these dense employees have had their brains eaten. It certainly seems possible.



