Archive for category gaming

John Romero and ID Software’s past


A Visit to id Software from john romero on Vimeo.

In 1993, Dan Linton, owner of a hugely successful BBS called Software Creations, visited Texas and made his way to id Software. This is the footage he recorded one night in November 1993.

Shown are several of id’s employees at the time: Jay Wilbur, Shawn Green, John Romero, Dave Taylor, Sandy Petersen and Adrian Carmack, Bobby Prince was visiting to finish the music and create the sound effects.

This video has 21 minutes of me playing DOOM before the sound effects were put in as well as some early deathmatching with Shawn Green.

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Terminator iPhone meta-game

The hype team behind Terminator: the Sarah Connor Chronicles has released a multi-platform metagame, named Terminator Ambush.

Play consists of two levels.  On one hand you are the hunted.  Use an iPhone to check in using your GPS location via their Ambush iPhone application.  Which looks like this:

You get points for putting in more location, but then the other portion of the game comes into play.  On the Terminator Ambush website, you are tracked by your check-ins on a non-descript virtual map.  Hunters can use this data to try and determine your next check-in point and lay a trap.  If they get you, you are terminated.

I’m not sure if it’s entirely working, as I used the iPhone app while running around town today.  It shows my plots but my score has not been updated at all.  The plot points were much shorter distance apart on the virtual map than I had thought, that with the large trap reticle, it should be easy to terminate people.  What I mean is, I went in 10 mile sweep through Austin while running errands, and my path markings are just about contained in a one-inch square area.

Yes, it’s a little big-brothery that you are uploading your GPS data, but luckily it doesn’t show any real-world tie-in for people to actually track you or anything.  But, meta-gaming like this is a fun idea, that I expect will become even more popular now, with all the iPhones and other GPS phones being released.  There was a another game announced previously called Parallel Kingdom which has a more involved concept of building virtual buildings and such as a sort of GPS MMO.

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Pac Man: a horror story

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Stay Awhile, and Listen

The previously mentioned 20 minute gameplay video… in HD:

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Diablo III is coming

The big announcement that Blizzard has been keying up to is indeed that Diablo III is in development.  This makes me happier than Starcraft 2, although I’m sure  will enjoy both immensely.  The official Diablo III website has a 20 minute gameplay video already, and it looks really great.  The bread and butter of the Diablo series for me are the animations and immersion, and the video seems to show that in spades.  Not to mention new sparkly weapons and multilayered creatures that come at you from all sides.

Two classes are revealed in an interactive way, the Barbarian and the Witch Doctor, with more to come as they draw out expectation.

No release date is announced.

Here’s the teaser trailer:

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Call of Duty returns to World War 2

The Call of Duty : World at War trailer was just released, along with the revamped callofduty.com website.  The new game will take place in the Pacific theater of World War 2.

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Spore Creature Creator released

The trial version is free, the full version is 10 bucks. Get it at the Spore site.

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Portal 2D to 3D

Portal TFV Map PAck

From the people that brought you Portal: The Flash Version, comes all the levels from the flash version converted to actual portal maps. The Portal: The Flash Version Mappack isn’t just a bunch of levels strewn together, but has level continuity, added dialogue, and surprises. Plus extra levels. Even a “boss” fight at the end.

Highly recommended

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Mirror’s Edge trailer looks fun

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GladOS in bondage

Portal was a game that went beyond the actual playing. It is one of the few action games with a great story and atmosphere supporting it. In fact, as good as the puzzle play was, it was eclipsed by the game’s wonderful personality. I enjoyed Narbacular Drop immensely, but the idea really came into it’s own with Portal.

The ending sequence was an oddity. The rest of the game had funny, sometimes subtle, nuance to everything the character did, and the reaction provoked from GladOS. Then we get to the end and it seemed like a cut-and-dry end-boss robot battle. Abruptly changing the gameplay from the rest of the game. It was hard to believe, and although I wanted to understand and try to study the physical form of GladOS… the fact that you only have a few minutes to kill “her” kinda puts a damper on smelling the roses.

I have replayed many of the levels, but I honestly never felt an impulse to replay the ending scene. But a the game-ism blog has stumbled on something that rings true. As I had not replayed the end sequence, I had not heard the developer commentary within it. It reveals that Valve tried to give GladOS a female form, but not exactly which. Game-ism proposes GladOS wanted you to find her all along, to free her from her bondage.

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Dual Guitar (not duel!) and game themes, too

ubiquitous super mario theme

tetris theme

zelda theme

and a little more… range

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A Sonic game with fast

Sonic Unleashed Banner

New footage (below) leaked from Sega’s own ftp site shows the recently announced Sonic Unleashed game in action. There is still very little known about this game other than:

  • it has a generous budget and development team
  • it will most likely come out on the Wii and XBOX360
  • it’s release date is in November, 2008
  • there will be a new character introduced

There is also an unconfirmed rumor that you will be able to play as a werewolf form of Sonic (which would explain the screenshot).

More screenshots, including hi-res, and info here.

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Cyberathlete Professional League shuts down (CPL)

After more than 10 years, the first major venture to turn gaming into a profession has shut its doors.

Effective immediately, the Cyberathlete Professional League (CPL) will cease operations. Therefore, all CPL events currently scheduled for 2008 are hereby canceled.

The CPL was launched in June 1997 with the pioneering mission of promoting and sanctioning video game competitions as a professional sport. For ten years the CPL events experienced increased growth – commencing with a small LAN event in Dallas, Texas, and culminating in world-class competitions across five continents.

However, the current fragmentation of the sport, a crowded field of competing leagues, and the current economic climate have prompted the CPL to suspend its pro-tournament operations. The CPL regrets that this news will disappoint those that were planning on attending the summer and winter events this year.

Many thanks to all of the sponsors and partners that helped CPL establish the groundwork for professional video game competitions. Their vision and pioneering spirit should always be remembered.

Counter-strike existed and thrived before the CPL, and I played CS competitively before it, as well.  But CPL brought CS competition into the spotlight.  While never really getting enough press and fans beyond other CS players and game sites, the CPL did generate a worldwide buzz that carried over into other games. They also helped establish a rulebase and a legitimacy for it being almost a sport.  I only competed in CPL events in it’s first couple years, but I remember them fondly.  It’s sad to see this phase of gaming die.

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Gary Gygax 1938-2008

The father of roleplaying has left the building. I spent much of my formative years with the games he designed, and I thank him.  And for you youngins, every roleplaying based computer game stemmed from this guy.

Gary Gygax rollin the bones

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PC Gaming is taking some hits

I just read a long, but very to-the-point, thread by Michael Fitch on the Quarter to Three forums. The latest blow in a seeming barrage against the state of PC gaming. Michael is the Director of Creative Management at THQ, the publisher for Iron Lore Entertainment’s PC game: Titan Quest. ILE, just last week, closed operations for good. Even after releasing a fairly critically acclaimed game. Although, a publisher would probably rarely shoulder the blame of a studio failing, he makes some points on the state of PC Gaming and why good games and good developers have a hard time succeeding on the platform.

He brings up many of the same points as have been addressed before, and that have been brought to the forefront especially in the last few months. Number one complaint from developers, publishers, and industry gurus?

Piracy. Yeah, that’s right, I said it. No, I don’t want to re-hash the endless “piracy spreads awareness”, “I only pirate because there’s no demo”, “people who pirate wouldn’t buy the game anyway” round-robin. Been there, done that.

This follows several other smacks upside the PC head:

This is a disturbing trend. No, not the piracy, but the disheartening comments from PC game makers. Piracy on the platform is not a new concern by any means. I remember well the early days of PC gaming. Before most PC’s had hard drives, and we were lucky to play in 4 colors (CGA). Yes, I remember having to turn to page 34 in the game manual to type in the 13th word on the 27th line before I could continue on with my grand quest to kill the odd magenta sprites with my blue 3-pixel-long sword. I also recall going to PC user groups long before a public internet existed, where we traded BBS phone numbers, and people would sell dozens of game disks. Game disks were all the pirated versions of current games they could fit on one 5 1/4″ floppy. We’d visit those BBS’s and there we would log on and play our turns on a usually pirated version of Tradewars 2002. No, that wasn’t in the year 2002, it was just named that. It was in the late 80’s. And it wouldn’t be the users pirating, it would be the BBS owner. And finally I remember the “dark books”. The keyed books that were of a construction paper color so dark as to thwart people photocopying the thing. I’m pretty sure I owe my aging vision problems to the brown Keef the Thief dark book.

(I really love to show my age for some reason.)

Based purely on my “feel” of the past and current age of PC games, I thought piracy had improved. Honestly piracy was almost the accepted norm back then. I remember walking home with my $50 Hitchhiker’s Guide to the galaxy text based adventure. I had been saving for it, and bought it right when I saw it in the store. I come to find out that I may have been the only person I know that actually bought that game, and yet everyone had played it. The state of piracy, if anything, seems to have either stayed the same or slightly improved. And yet, PC gaming was still years from its golden years of Quake and Halflife… so how did upstarts like Id and Valve survive and thrive in such a hostile PC gaming market?

Just as I seek to delve headfirst into the gaming industry, with my goal of making PC games the rest of my life, now is the time I need more reassurance that the bottom will not fall out. Sure, I will always be there slogging away with my mouse and keyboard, but who will be with me?

There are a few rays of light. Shortly after CliffyB’s proclamation against PC development, he and his company became one of the founding members of the PC Gaming Alliance, along with Microsoft, Dell, AMD, Activision, Intel, Nvidia, Razer, Acer. This group vows to invigorate and revolutionize PC gaming, instead of allowing it fold into the chasm of consoles. In addition, the biggest game publisher, Electronic Arts, is testing the waters with a type of game immune to piracy: the free game. No one is more surprised than this former EA employee!

Besides, it’s not as if console games don’t have their own piracy problems.

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