Win the Best Game of 2005
Posted on 12.02.05 by A 47 Danger @ 7:21 am

Guitar Hero

Yes yes, it’s free advertising for Vans. We’ve been suckered into it. But when a contest involves Guitar Hero, you deserve to be informed.

Each day through December 25th, Vans will award one winner a Guitar Hero prize pack with the winner announced each day on vans.com. Three “25 Days of Guitar Hero Xmas” giveaway runners-up will be chosen starting on December 22nd with the Grand Prize winner chosen December 25th. The Grand Prize package includes a Gibson Baldwin Spirit SG Guitar, a Guitar Hero bundle and more!

Runners up all win a copy of Guitar Hero and a subscription to Bird Cage Liner magazine. I mean, Alternative Press magazine. You can use it as a bird cage liner.

Actually, hold on. I think my mind has finally come to a conclusion. Guitar Hero is the best game of 2005. You heard it here first, I’ve made up my mind. That’s a first. Go out and win a copy of the best game of 2005!

Enter to win at vans.com. You won’t be sorry. Unless you don’t win. But then you’ll be back where you are right now. So no harm done.


Filed under: A 47 Danger and General and PS2
Comments: 1 Comment

Big deal, Sony
Posted on 11.30.05 by A 47 Danger @ 8:12 am

PlayStation 2

Sony reached a landmark in PlayStation 2 sales yesterday.

Sony Computer Entertainment Inc. announced today that cumulative worldwide shipment of PlayStation 2 had reached 100 million units as of November 29th, 2005, breaking the record as the fastest computer entertainment platform to reach this remarkable figure.

Not to diminish their success, but let’s look at this in the larger sense.

Putting all of the PS2s sold end to end would only get you 8% of the way to the moon. They’d only fill of the Grand Canyon 0.00001321% of the way. Heck, they’d only make it 76% of the way around the Earth.

Give me a call when you can get to the moon and back, Sony. Then we’ll talk about landmark sales.


Filed under: A 47 Danger and PS2 and Rant
Comments: 2 Comments

Oh no, we suck!
Posted on 11.28.05 by A 47 Danger @ 1:45 pm

Crime Life

There is a lovely little article over at The Detroit News (yes yes, it’s a very unoriginal name for a newspaper, let’s get past it) titled Just what we need: Video games link Detroit, gang crime.

The first thing that comes to mind is more “video games cause crime” gum flapping. A little Jack Thompson style video game bashing. That is not what the article is about. It’s a little more absurd than that.

We’ll take this step by step, so I don’t loose you. This quote comes early in the article. Apparently, Detroit is a terrible city.

Detroit retained its position as the most dangerous large city in the United States last week, named in an annual survey of best and worst cities based on FBI crime statistics.

Eeee, yuck. I knew Detroit was a dirty stinky hell hole. I didn’t know there was so much danger there. Anyway, nothing about video games yet. Maybe later on. Oh, here’s something.

The German arm of a Japanese company called Konami is set to release a new Xbox game featuring the Detroit rap group D12. Its title — “Crime Life: Gang Wars” — is descriptive: The company’s literature says the game explores urban gang culture and allows the player to move up the gangster career ladder by doling out justice and facing “moral” choices.

Okay, I see what that has to do with Detroit. Not that the “German arm of a Japanese company called Konami” sentence wasn’t confusing. The game features D12 from Detroit. Cultural to Detroit. Let’s read on.

The game takes place in the mythic Grand Central City, not Detroit.

Ummmmm. So the violence that you’re admitting exists in Detroit is being touted in a video game that doesn’t take place in Detroit? Even if the video game took place in a city called Detroit you couldn’t get angry, because you live in an admittedly terrible city!

What the hell kind of article is this?

When game players plunk down $19.95 for “Crime Life: Gang Wars,” they’re tuned into the excitement of urban mayhem, not the Claudel/Rodin show at the Detroit Institute of Arts.

Phhhhht, Detroit Institute of Arts? Screw that business. I’ll pack up and leave town, thank you very much.

Take your hypocritical opinion and shove it, The Detroit News. And get a better name for your newspaper. Heck, spell “news” with a “z.” Anything!


Filed under: A 47 Danger and GameCube and PC and PS2 and Rant and Xbox
Comments: None

God of Tits
Posted on 11.17.05 by Maxim @ 4:54 pm

Playing God of War for the PS2 now. You will like this game if you like violence and boobs. It’s fun for other reasons, don’t get me wrong, but there is a definitely no lack of disembowelment and mammaries.

Here is what you can expect from playing this game:

1. Running around
2. Ripping out guts
3. Cutting off heads
4. Seeing boobs

Another thorough review from Way I Play!


Filed under: Maxim and PS2 and Review
Comments: None

Interview with Harmonix
Posted on 11.16.05 by A 47 Danger @ 7:40 am

Guitar Hero

Producer Daniel Sussman from HarmonixMusic was kind enough to take time out of his day to answer a few of our questions on the newest game out of Harmonix, Guitar Hero. If you haven’t heard of Guitar Hero, pick your ears off the ground and listen up. WIP indicates a Way I Play question, and DKS indicates a Daniel Sussman answer. Duh. Enjoy!

WIP: Frequency and Amplitude both received critical acclaim but understated sales. Was there a long process in deciding to do Guitar Hero, or was there enough passion behind the idea to make it a game you couldn’t possibly leave on the drawing board?

DKS: We think long and hard about every project we commit to doing. That said, we had the perfect group of people to make Guitar Hero. I think we were all excited to really rock the genre in a way that hadn’t been done before.

WIP: Guitar Hero has a massive selection of licensed music in the game. Were there any songs you were really hoping to license, but unfortunately fell through?

DKS: I’m actually very happy with the songs we got. I kind of had this mindset that we were creating a mixed tape for people unfamiliar with rock. Guitar Hero is totally an introduction to rock. Of course there were some bands that we wanted and didn’t get, but we also want to leave things open for a GH2.

WIP: It was easier to license music for Amplitude than it was for Frequency, due to the fact that you have a finished product in Frequency to show prospective artists. Did your solid game play reputation assist you in your music license pursuit for Guitar Hero, or did you need to start from the beginning all over again?

DKS: In fact, it’s generally the publisher that takes control of licensing the music. We have a lot of input as the developer, but we’ve always been lucky to work with consummate licensing professionals (from SCEA with Freq/Amp to Konami on the KR games to RedOctane on Guitar Hero). I’d like to think that our reputation precedes us in most cases, though we still had to compile a fair amount of video footage and screenshots to get some of the bands on board. It is a lot of work to get 30 great songs for a game, regardless of how many times you’ve done it before.

WIP: Having only been officially released today, November 8th, players are already clamoring for more. Have plans already started for the next incarnation of Guitar Hero? If so, how do you keep an original idea fresh and exciting the second time through?

DKS: Sequels are really interesting. I think that, in a lot of cases, the sequel is an opportunity for you to make the game you really wanted to make the first time. There were things that didn’t make it into Guitar Hero for schedule reasons that I think we’d front load for GH2.

WIP: The game art really brings the game together, from the character and guitars to the rock show poster styles of the loading and selection menus. How hard was it to get the rock and roll feel to support the gameplay?

DKS: We worked very hard to make sure that anything that could be “ROCK” was. We were lucky to have a lot of people on the team that had first hand experience with the rock world. A bunch of us are in, or have been in, bands, been on tours, we all listen to this stuff, we can all quote spinal tap for hours, etc. We also spent a good couple of weeks at the start of the project putting together a strong library of resource material, and making sure that everybody on the team was bought in to the style. Our art director, Ryan Lesser, did a fantastic job of always asking the question: “Is this rock? Could this be more rock?”

WIP: Were there any gut sinking moments in the production process where things didn’t look like they were going to work out?

DKS: Not really. This project was a dream to work on. We were well supported by our publisher, we had an amazing development team and everybody was into the game and knew what the art style and vibe was supposed to be. It was kind of awesome; people played this game all through development. You’d walk into people’s offices to check in and make sure that people were getting their work done, and you’d find 3 people huddled around a ps2 playing GH. You can’t complain – we knew we had a fun game from the very beginning.

I always got nervous when songs I really wanted took a long time to come through. It’s tough because it is basically out of our hands. We have to cross our fingers and hope for the best. Waiting for Cowboys from Hell was one of the toughest moments for me.

WIP: Finally, Cowboys from Hell. The internet’s choice for the hardest, finger bleeding, bone cracking, brow sweating song in Guitar Hero. The song thats fans of Guitar Hero will be able to instantly bond over. Hard because you hate us or hard because you love us?

DKS: Come on!! Hard because we love you!!!! Tuning difficulty is a tough thing because there is such a giant range in skill in music gamers. We get emails from Amplitude players who are just finally beating the game now (3 years later). There were also people who hammered that game in a week. On Guitar Hero, we really tried to make sure that we covered both ends of the spectrum; we wanted to make sure the game was accessible to non-music gamers who were just getting their feet wet in the genre, and also to the hard core freqs out there. So yeah, Cowboys, Godzilla, Frankenstein, Bark at the Moon, Crossroads, No One Knows and Ace of Spades – we tried to make those as hard as we could and give the really skilled players a bit of a challenge.


Filed under: A 47 Danger and Interview and PS2
Comments: 5 Comments

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