Some of you may have already seen the link over at Penny Arcade. Point is, this game is pretty frickin' addictive. As the maker describes it, it's somewhere between Lemmings and Incredible Machine. So, if you hate those kinds of games, stay away from this.
Maybe they look better up close, but from a distance... I know, I know, trees are hard because they aren't square and they have lots of small, branching parts. But those trees, honestly, don't look much better than the classic (and abymal) crossed-sprites tree...
Basically, if you've seen the episode of Tom Goes to the Mayor involving "rebirthing", you'll be terrified to find out it's real.
It involves restricting movement of a kid that hasn't "bonded correctly" until they submit. This restriction could be done directly by holding them down, or by wrapping the child up very tightly in a blanket, supposed to simulate the womb. From what I can see, all it's doing is terrifying the child into submission. In what way is this different than rape? Not only that, but it has proven lethal far too often, with kids suffocating and the therapists ignoring cries for help.
Tests have never shown this method to be effective at all. From what I can tell, this is just socielly acceptible torture that is synonemous with rape.
Since this is the last GameSpotting, I decided it was my last chance to convey my thoughts on a subject so near and dear to my heart: fanboys. Console and PC fanboys are an interesting breed, and they always bring a unique discourse to our forums. Their well-written and wonderfully articulated posts and emails give them a special place in my heart. I don't believe I've ever addressed them directly before, so this is my chance.
Dear Fanboys,
I have a few pieces of advice I want to pass onto you in this GameSpotting. I know that in an age of multiple platforms and a huge amount of games, it can be difficult to remain loyal to one platform or one company. It's a real challenge, and you are all noble and courageous for taking on this quest. I have a few pieces of advice that I hope you all take to heart. It will help guide you down the path of the fanboy.
GameSpot is the most reliable source for reviews. Except when another publication rates the game you're hyping higher than us. Then that publication is the most reliable source. Until next week, anyway.
A person who owns just one console is inherently less biased than editors at GameSpot who have access to all consoles.
The term "exclusive" is tricky. Its definition changes depending upon whether a hot game appears on your platform or not.
Innovation is what it's called when your console has a unique feature. Otherwise, it's called a gimmick.
Your specific needs are shaped around your platform's features. For instance, if your console doesn't feature HDTV support, then it really wasn't that necessary to have, anyway.
A game that is scored less than a 9.5 on any platform you don't own is called a flop. If it does achieve that score, it's called overrated. (According to the GameSpot rating system, a game rated 8 or above is "great," but we all know that it really means "flop.")
Sales numbers are everything, as long as the numbers are best for your favorite company or console. If that means you have to dig up numbers for sales in New Zealand stores from seven months ago to prove your point, so be it.
Likewise, it is up to you to monitor how companies are doing and report every dip in stock price of manufacturers of other consoles. You're all experts in the fields of economics and finance, so your analyses will always prove correct.
You must realize, that some companies are evil, and some are inherently good. Some companies do it for the money, others do it... so, well, you can brag about them.
Perhaps the most clever thing you as fanboys can do is to come up with derogatory names for competing consoles, such as Xbrick instead of Xbox or FlopStation 2 instead of PlayStation 2.
On message boards, the best way to convey your point is to write in all caps, ignore the rules of grammar, and include lots of "LMAO's" and "LOLs" in your post.
It makes perfect sense to insult a company's lineup one moment and at the same time hope that company will go third party and develop for your console the next.
Playing a game on a different console for ten minutes at a friend's house qualifies you as an expert on that game and console.
You are obviously the most knowledgeable person about hardware. So when you're talking about the difference between CISC and RISC processors, everyone should stop and listen.
A sequel on another console is a "rehash," while a sequel on your console is not; in fact, it's highly anticipated.
Your platform is the best one in existence. Any time you see what might be evidence to the contrary, it's clearly because others are blinded by their idiotic fanboyism.
So you see, dear readers, the best part about being a fanboy is that you can never be proven wrong. As long as you ignore the rules of logic and sensibility, you will never have to worry about whether or not you made a good investment. That sure helps all the insecurity go away, doesn't it?
In the meanwhile, the rest of us will have to go on using our brains to make decisions when it comes to videogames. We will have to actually think about whether or not it's worth it to buy a console based on our needs. We will have to consider forking over more money for a new machine if its games are excellent. We will have to play the best games instead of bash them if they're not on our consoles.
In other words, the rest of us non-fanboys are doomed to a life of playing the best games and enjoying our hobby, while you will have the luxury of being able to ignore the majority of games that come out, because they're not on your console. That is indeed very lucky for you all.
And with that, I must wrap up my letter today. I hope I was able to teach you all a thing or two.
Quote: - The alpha devkit was using 2 Geforce 6800GT in SLI, the new one uses the G70
- Killzone was in-game engine running at 5fps on the alpha devkit
- I-8 and Warhawk were realtime on the alpha devkit
- GT vision was just a hi-res GT4 engine, its just a tech demo not the final game
- They were forced to change controller because of the copyright lawsuit
Quote:EGM: Let's start off now with Revolution by getting to the online side of things. How that going to be different from what's already out there? Microsoft had it pretty well handled with Xbox Live. RFA: As we get into the Internet space, the first way we're going to get there, obviously, is with Nintendo DS, which is going to be having wireless-enabled games for this holiday season. So principles that we're applying for DS are the same principles we're going to apply for Revolution, which is, we want to make it easy and included for the consumer. We want our games to be, if you will, optimized for online play. We want it to be free, so that there are no cost barriers, but we want it to be an overall fun experience so that there's also no what I call experience barriers.
By doing all that, we believe we can drive up our participation rate of online play to be well in excess of about the 15 percent you see today. And the 15 percent comes from a number of industry sources, but if you think about it, 15 out of every 100 consumers who buy an online game actually go and play it online. That's pretty small. Versus what we want to see, for example, with Mario Kart, is we want to see 80, 90, 95, near 100 percent of folks who actually enjoy the experience so much, who have access to the experience, to go do it online.
That, philosophically, is quite different than what our competitors do. There's going to be no subscription fee; we're not looking at this as a profit-driven program. We're looking at it as a way to bring more enjoyment and satisfaction to the game. And we think with what we're doing on Kart, what we're going to be doing on Animal Crossing, what we're going to be doing on future Revolution wireless Internet games, we think that's a fundamentally different model than what's being done today.
Quote:EGM: So you would say for Revolution, that we should expect more of those key franchises you already have to kind of drive and launch Revolution?
RFA: Absolutely. And as Mr. Iwata said, so we're working on our next true Mario platformer for Revolution; we're working on our next Metroid, and we showed snippets of that work. And I'm actually meeting with Michael Kelbaugh to spend some time with him to understand the vision for our next Metroid Prime game. You'll see Zelda. You'll see Smash Bros. And Mr. Iwata certainly wants that to be a wireless Internet-enabled game because we know it would be so much fun for the core gamer.
So absolutely, for Revolution you will see all of our franchises, plus, we've gone on record to say that we are aggressively working on a number of new franchises. And that is something that has been a criticism of the past, you know, "Folks, are you milking Mario and doing too many Mario-type games?" We are hard at work at new franchises and we believe that's going to be critical to the launch of Revolution.
Quote:EGM: And then third-party support. It definitely got better with GameCube than N64, but how are you going to keep that momentum with Revolution when we haven't really seen the controller but we know it's going to be...it's going to make our head explode? Say, a popular franchise like Splinter Cell, which kind of requires a conventional controller. How are you going to make third parties support a system with such an innovative setup and controller?
RFA: The thing that I always find surprising, and certainly in the last year I've had wonderful opportunities to spend quality time with a number of our key third-party publishers, is when you sit down and share the innovation with them, just how excited they get. I saw it firsthand with DS; we're seeing it now with Revolution. The fact that you and your fans haven't seen the controller doesn't mean that no one else has.
I mean, again, and Mr. Iwata did this during his presentation on Tuesday—if you just think about it, we're going to have the ability through wireless internet to download all of your great games from NES, SNES, N64. Think about it: Each of those controllers were different. How are you gonna play? That captured some the imagination of what our controller needs to be able to do, and certainly as you get into the meat of that type of innovation with the developers, their eyes truly light up because they start to imagine what's possible with that type of configuration, which is vastly different than a sheer horsepower type of game.