September 2010 Archives

We Can't Repel a Remix of this Magnitude!


Anna [Karenina] Ackbar: Level 30 Night Elf  

"Ah, ah, ah! Oo!  Why did it have to be snakes!" he screamed, raging over everything that had happened. And again every detail of his failed forty man raid with his guild was present to his imagination, all the hopelessness of his noob skills, and worst of all, his own fault.

"Yes, my Night Elf guild won't forgive me, and they can't forgive me. And the most fail thing about it is that it's all my fault—all my fault, though I'm not to blame. We couldn't repel firepower of that magnitude!  That's the point of the whole situation, it's a trap!" he reflected. "Two men enter , one man leaves" he kept repeating in despair, as he remembered the acutely painful sensations caused by him getting royally pwned.


Author's note: If you're not familiar with the gaming culture, most of this remix might go flying past your head.  So, I'll enlighten you.  The remix is about a youth whose fear of how others will react to his failure in World of Warcraft greatly burdens his mind.  Likewise, the character in Anna Karenina deals with the same issue.  However, my goal was not to lift the text, but to tear it down and satirize it.  So, how does one about ventilating such venerated literature?  It's simple: you transform something deeply personal into something trivial.  The burden of failure can bring a person to their knees, but when it's framed in a unreal world like WoW, it becomes a mockery.  Also, I added 80's movie references just for the LOLs.  Please keep in mind that my remix is still rough.  So, if you any suggestions, please feel free to add them to the comments below.

Quick Impressions: Halo: Reach (Multiplayer)

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So, I finally got to play Halo: Reach this weekend. After the few hours of I've played it, I'm beginning to understand why other gaming journalists are calling this Halo the best yet.  However, don't assume my impressions add upon the mountain of hype that others have built.  In truth, my initial experiences were both fun and frustrating at the same time.

From the moment I pressed the start button, I was amazed by the design of the game. In particular, the menus were extremely well-produced.  Each menu screen reminds the player of the planet Reach's imminent destruction, and the music that accompanies these scenes of inter-planetary Armageddon is rather stirring.  Now, if the menus only possessed pretty pictures but were a hassle to navigate, all this loveliness would be moot.  Thankfully, this is not the case.  Reach's menu design follows in footsteps of Halo 3, it also adds some things too.  For example, the playlist screen now allows players to quickly jump into Fire Fight mode. In short, the menu design helps the game become more streamlined.  Obviously, I'd be remiss if I didn't talk about the gameplay.

In a minimalist sense, Reach is classic Halo mixed Call of Duty.  Don't worry, you won't have to contend with an AC-130 raining death from the sky.  In reality, Halo only burrows the perks system from its rival.  On the other hand, Halo's interpretation of perks permits its players to switch these abilities on the fly.  The notable additions of sprinting (!) and Jetpacks(!!) are fine break from the usual strategy of melee-grenade-spray.  Moreover, these tweaks show Bungie isn't afraid of tinkering with their games.  Although some of their changes were confusing at first. 

First off, Bungie decided to remap the melee button to the right bumper.  This lead to many frantic (and failed) attempts at mashing the B button in the hopes I'd score a hit.  Also, the addition of sprinting into Reach will probably throw off many players' abilities to track their targets.  In terms of weapons, our gracious developer decided to cut the Battle Rifle.  Avid Halo 3 fans are most likely took to ripping their clothes and heaping ashes on their heads when they heard the news.  Fortunately, the DMR is decent replacement.  Of course nothing will ever surpass the power of the three-burst, the single shot precision of the DMR can substitute for a sniper rifle when one isn't handy.  Personally, I had difficultly adjusting the new guns in the game, but the reader can either attribute that to my inexperience or incompetence (your choice). 

To be sure, there are problems still that need to be addressed.  Then again, they're issues every Halo nut has experienced (copious rage-quitting, connection allocation, etc.).  However, don't let these small blemishes ruin your interest in Reach; it's appears to be an expertly fashioned game.



Sadly, if you come to read about the wonderful world of mechanized monsters, you're out of luck.  In reality, this blog is all about video games.  When I joined the Writing for the Internet class, I feared I would be once again stuck writing boring observations about stuffy literature.  Man, was I mistaken!  In order to have a blog, one must first have a subject he or she enjoys!  I realize the strangeness of those words to some in my audience. Don't believe me?  Take a quick glance at the Seton Hill blogs: do you see anything video game-related in those entries?  I saw the need and I fulfilled it because my genuine interest in the topic.  Certainly, the people who wrote those winding, esoteric novels had interests, so why can't I talk about mine?  

However, I don't deny that writing is a process.  Then again, that process can lead to the discovery of new skills.  Here are some of new things I've learned from my time in class:

  • I learned how to use Twitter!
  • Embedding videos into your blog is easy (though getting people to watch them is more challeging)!
  • Commenting on blogs can be fun and profitable!
  • Chuck Norris cannot be taken to the power of ten.  Otherwise, the Earth would instantly be destroyed by his awesomeness.


Are You Not Entertained?!




Cadillacs+Lasers= Advertisement?

Outside Material:

The Devil is Punk


Fun with a capital F!


Hash Tags a-go-go!


Analyzing the New Devil May Cry Trailer

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The internet can be ruthless sometimes.  One minute, the forums are lifting up praises towards Heaven.  Next, they're damning heathens to Hell.  Although cyclical, I've hardly even seen a board sustain its hatred for line after line.  The response to the new Devil May Cry trailer was almost entirely negative.  Gamers scoffed at Dante's reimaging.  Where was Dante's ghostly silver locks? Why did he look like an emo kid? How in the world did allow a western developer like Ninja Theory toy with our beloved anti-hero?  The hatred was fiercely strong.  However, I just don't see why everyone is so one edge.  Moreover, I thought the trailer, dare I say it, was kinda cool!  After studying the trailer, I noticed some nice touches in the trailer that the haters might have missed.

1. Through the Darkest Night

The trailer seems to imply a darker tone for the new installment of the series.  Dante is chained between two walls (Jesus pose FTW) and looks visibly beaten while an outside voice continually prods him for his name.  This is long way from surfing on an enemy's face and punching jukeboxes.  Hopefully, Ninja Theory won't take the tone too far and make it like DMC2.  No one wants the cold, lifeless Dante from that game to return.

2. It's Punk, not Emo!

Most the people who commented on the trailer compared Dante's new look to Adam Lambert.  However, this assertion is little off-base.  First off, Dante is not gay (or at least that I know of)!  Secondly, the style Dante sports in the new trailer is not, and I repeat, not emo!  In fact, it's more punk-rock than anything else.  Every time I watched the trailer, I kept thinking I saw a small resemblance to The Clash's Joe Strummer in Dante.  On the other hand, it would be more accurate to say that the new Dante is a combo of Strummer and Sid Vicious.  Either way, it's 100% punk!

3. Environment Akimbo

One of the biggest things to come out of the reveal was Dante's ability to use his environment against the fiends of Hell.  In the trailer, Dante was able to grapple onto a car and fling it at his foes.  The game play of the past games only placed the player in static areas where nothing changed expect for the combo count and the amount of enemies thrown at you.  Now, Dante's world feels more alive.  Oh, I almost forgot to mention the lovely gothic style present within the city.  Truly, it looks like Gotham City ratcheted up to eleven.  But why am I still talking?  Decide for yourself if you like the trailer or not.


Forgotten Gems: Fighters' Megamix

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Very few people could argue against Super Smash Bros. Brawl being the modern epitome of fan service.  Its characters hail from every corner of the Nintendo universe.  Really, where can you see Star Wolf engage in an intense duel with Meta Knight?  The only other place lies in the fever-addled dreams of a Nintendo mega-fan.  In fact, the game might be overstuffed with nostalgia.  You can't throw a pokeball without hitting a trophy shaped like Little Mac or a CD that plays the theme of Tetris.  However, the fans wouldn't have it any other way,  To them, this is fan service done right.  Moreover, Brawl isn't just a hit with fans, it's a hit with every gamer.  The game's sales have reached and exceeded the multi-million range here in the US.  Clearly, pandering to the fans works wonders.  Of course, the question remains: why hasn't anyone else tried to emulate Nintendo's winning formula? Surprisingly, Nintendo wasn't the first to capitalize on their fans' wishes.

1997 was brutal year for Sega in North America.  Similar to previous two years, Sony's Playstation was soundly kicking the Saturn's poorly designed behind all over the store shelves.  Moreover, many developers stopped supporting the Saturn because of its unnecessarily complex architecture, and flocked to Sony's platform instead.  To last nail in coffin seemed to be Sega of America's refusal to bring over any of the (rather good) selection of Japanese titles. Thankfully, there were a few particles of brightness milling around in this bleak void. 

For one, Sega had an awesome stable of arcade titles.  From this rich tradition, Yu Suzuki and AM2 crafted a game that would be become one of the ultimate expressions of love towards the Sega brand.  True to its name, Fighters' MegaMix was crazy blend of everything Sega.  The base game pitted the more realistic Virtua Fighter combatants against the anime-inspired pugilists of the Fighting Vipers universe.  Moreover, The styles of the two games meshed together.  The game retained the complex move sets and combos of Virtua Fighter 2, but it also borrowed Viper's air recovery and armor systems.  Furthermore, AM2 even added the escape button from VF3!  The union between the two fighters didn't win any awards for balance, but it fun with a capital F.  What added to the amusement was the plethora of hidden characters stashed in the game disc.  Who doesn't want to duke it out with the race car from Daytona USA? That's right, no one!  Even the name entry screen plays a tune from Outrun.  Oh my god, I almost forgot to mention the coolest thing of all: you get to fight as a giant pickle in leather chaps and topped off with a ten-gallon hat.  Yes, this game is AWESOME!  Take that, Nintendo!   


A Beast Came From the Abyss of the Internet

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It rose from the restless sea.  Its flesh was fashioned from steel, but it was no weapon of man.  It took the form of nature askew.  The head and wings were descended from an eagle, commenters would say, but reports were vague.  Others would sneer, "Where resides its fiery breath and the lasers from its eyes? Surely it has body?"  Then, the entire internet was horrified to see the strong breast of the lion composing the creature they had recently criticized.  Soon, a name rose up from the crowd that was as terrible as it was holy: Mechca Griffin.  There was much crying and gnashing of teeth. 


By the way, Mechca Griffin is the name of my blog!  So, on a lighter note, let's listen some video game music!



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