Saturday, December 12, 2009

Zombie Driver Review

“Epic!” – A great looking game.
“Cool.” – Solid mechanics and physics.
“Eeh…” – Repetitive missions.
“…Bleh…” – Headache inducing cameras.

Sometimes on my way home from work at night when there are no cars on the road with me, I like to pretend that I’m the only person left in the world after a zombie apocalypse, I try to imagine what it would be like to know that right over the next hill a swarm of the undead could be waiting for my headlights to awaken their primitive minds with the promise of fresh brains behind the wheel. I pretend that I’ve got machine-guns and rocket-launchers rigged onto my truck, and a simple button on my steering wheel will set off the turbo-boosters allowing me to accelerate ridiculously fast and easily ramp off the hill and soar over the zombie fiends.
That’s normal to think about while your driving, right? Right??
The folks at EXOR Studios took all of the above and produced Zombie Driver, a game in which you control a vehicle of your choosing and go around rescuing survivors of a zombie apocalypse that are stranded throughout the city.
Just seeing that the game was called Zombie Driver had me expecting very little from the game. I really thought I was going to get three basic things from the game: 1.) Fast cars 2.) Running over Zombies 3.) Weapons for my fast cars.
Check, check, and check. But wait, there’s more.
Not only do you get fast cars, you get environmentally invincible cars. That means that you can be going 100 mph and slam straight into a wall and take no damage. Of course the zombies will beat the bejesus out of your car if they get a hold of it, but this removes the added stress that would undoubtedly come from trying to obey traffic laws, thus increasing the arcade-y feel of the game by a lot.
If you take the time to slow down enough to look around you will see nothing but great looking environments, the graphics in Zombie Driver are surprisingly well done for such a simple game. It seems a shame that because there is no need to slow down, except the few times when you are picking up the stragglers, the only time you see the scenery is when it’s a blurry streak passing you by at 85 mph.
Speaking of blurry, if you get the slightest bit of motion sickness from anything, Zombie Driver is not for you. There is something about the movement of the camera that was just giving me a headache, and I never get motion sick from anything. I could only really play Zombie Driver for about 20 minutes at a time with a short break in between to avoid getting too dizzy. Perhaps a top down camera angle wasn’t the best choice, it seemed too…claustrophobic. Like, I couldn’t really see past the edge of my screen, and in a city full of zombies I think seeing where you are heading is a pretty important thing.
If you are expecting me to go deep into the story of the game, well I’m going to disappoint you, not because I like to disappoint you, but because there really isn’t a story. There is a bit of narrative during the loading screen to each level, which makes it seem like some sort of story was attempted, but it just kinda got old reading the same sort of “go rescue these people” message between each level. I stopped reading the briefings after the third level. The developers might have just been better off sticking with a “just rescue the people at each level” overall message, then try to correlate it all into some sort of plot.

Zombie Driver is a straightforward vehicle based zombie-slaying arcade game. If you think running over zombies with a limousine and a flamethrower attached to the top of your limo sounds like fun, well then head on over to: The Zombie Driver STEAM download page and download it! It’s only ten bucks, too!
Final Grade: C+

PS: While writing this article I came across a video of a “Darkness Mod” for Zombie Driver, it makes the game happen at night and the only lights are coming from your car’s headlights and wherever there is a fire burning. It looks really impressive and adds a whole new feel to the game.

EXOR Studios Homepage

*According to new blogging regulations I must tell you that the kind folks at EXOR Studios provided me with a copy of Zombie Driver which I based my review upon.*

[Via http://mountolympus.wordpress.com]

Thursday, December 10, 2009

Symbll Day 2

I’ve been thinking about how to explain the game to players without the use of text. My conclusion: it is possible, but there will a huge tutorial. Now I know that tutorials are somewhat tedious, and every game has a “tutorial island” which really isn’t necessary in most cases. Symbll’s tutorial will be optional, and split into smaller optional segments(about 10 second sequences that repeat as needed). When a player clicks on the tutorial symbol(blackboard or some learning icon) and a screen will come up listing all of the different subjects covered. Each subject will be represented by the icon that is used in the game. For example, the cash icon will have the sub-tutorials of where money is displayed in the game, how to make money, how money is spent, and all the other subjects about money. I think this will fully explain the game for any one who wanders, “What does that icon mean, and how is it affected?” Maybe I will split the tutorial screen in half, and on one side have an interactive screen of the game, and the other half list all of the subjects. Then a player can just click on the icon from the interactive screen instead of having to search through a list. Hmmmm…..

I worked last night on thinking of objects that need icons. Plants, benches, fountains…do these need to be in the game? I think so.

After some consideration I might also throw in Line of Sight for the shoppers. The way I see it, everyone has a different line of sight, and a major part of malls are to get people to look around. Line of Sight for each shopper could be widened if they like some object (or event), and narrowed if they dislike some object. Players will have to balance out these effects, so if a store is placed next to a bathroom shoppers might not notice the shop(focusing only on reaching the bathroom). Advertisement would also be an issue, stores provide a sign and the player must decide where to place the sign so shoppers can see it and walk to the store before being distracted. I’ll try to make these aspects fun and not some tedious chore.

I’m not sure what to use to create the game. I might just go straight C# or C++. Should I use a search engine? I’ll worry about that latter, after I finish all of the gameplay elements and design all the icons. Don’t want to rush things. In reallity I don’t expect to begin programming for a couple months. I know there are those who say to rush a prototype…I’ll probably just make a paper and pencil game first.

[Via http://quasiternal.wordpress.com]

Assassin's Creed: Bloodlines - Review (PSP)

As someone who quite enjoyed the first Assassin’s Creed game, despite it’s somewhat repetitive nature, I was really looking forward to stepping back into Altair’s shoes.

Assassin’s Creed: Bloodlines picks up after the end of the previous game, with Altair travelling to Cyprus to seek out and destroy the last of the Templars.

Having been playing Assassin’s Creed 2 alongside it the button set up felt natural but it might seem a little confusing at first, with three sets of controls attributed to the face buttons depending on what else you’re pressing.

So on their own they perform low level feats such as blending into a crowd etc, with the left shoulder button held they control the camera angle and with the right shoulder button held they perform high risk feats such as climbing/assassinations etc. It sounds more complicated than it is! :wink:

Unfortunately, as is the case for the two PS3 games (though less so for Assassin’s Creed 2, which is a lot more intuitive), this means you’ll often be trying to flee by climbing and the game won’t recognize your button press in time. It doesn’t happen too much thankfully and when the system works it is thrilling.

Obviously being a handheld title the AI doesn’t challenge too much and it was a little easy to just blend into a crowd after murdering someone but once the alert is raised they will persue you fairly relentlessly – which is great.

They come in numbers as well, although you’ll probably not have more than 4 or 5 around you at one time. Believe me that is more than enough – on a few occasions I found myself ducking out of fight situations and making a run for it :lol:

The storyline was fairly interesting and concerned the Templar archive that Altair was trying to track down.

On the downside the audio was pretty poor, not only in terms of voice acting but also the spoken word parts skipped and jumped in places (switch the subtitles on!).

The gameplay itself is a touch repetitive and overall the experience reminded me much of the first game rather than the improved sequel.

The graphics are superb and Altair has some great assassination animations. There was no slowdown or anything like that, even with numerous enemies and civilians on screen. It’s nice to see people pushing the PSP.

One thing that is cool is the connectivity between the PSP game and Assassin’s Creed 2 on the PS3. Depending on your progress you can unlock new things in both – to be honest it’s better going from the PSP to PS3 as you get 6 new weapons (sweet :cool: ) whereas on the PSP you get a few bits, like being able to block with the hidden blade etc. Would love to see more games do this.

Overall then Assassin’s Creed: Bloodlines reminds me a lot of the Syphon Filter PSP games – good fun to play but a touch repetitive and without major challenge. Definitely worth a play though.

This gets an 8 rather than a 7 for the very cool connectivity idea.

Rating: 8/10

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[Via http://greghorrorshow.wordpress.com]

Tuesday, December 8, 2009

12 Days Of Cazmo 3rd Guide (Sorry I Forgot 2!) New Cazmo Of The Week & New Video!

Hey guys this is Jimbercane posting. Yesterday was the second day of the great event, 12 Days Of Cazmo. Unfortunately, I forgot to tell you guys how to get the prize yesterday, and worse, you can’t get it today. I sincerely apologize for this from my heart; I was really busy yesterday. (Homework.) Anyways, I hope you found the item from another site, or on your own. The location of yesterday’s item, was the Town Square, and the item was an MP3 Player. All of my permanent site viewers, sorry I let you down, but look even I suffered. Now even I can’t get the item! But I still have good news. There is another prize that you can get today. To get it, first click on the Map Icon on your Chatbar.

Next, click on the location on your Map, called Cazmo Rena. It doesen’t matter which Cazmo Rena you select, just click on anyone.

After you are in the Cazmo Rena, head on to the VIP Backstage, and speak to Jay Sean. Make sure you select the option ‘Sure I’d love to!’ After doing this, you will officially start event 2. Both Members and Non-Members can go into the VIP Backstage, because of this great event. Unfortunately you don’t get any VIP Backstage Pass though.

The Bobblehead could be found in the Beach.

Now go back and speak to Jay Sean, and the item is yours! To view your item, first click on the House Icon on your Chatbar, or your Mini-Chatbar. (Your Mini-Chatbar is visible right when you log on to Planet Cazmo.)

Next, first click on the House Category, and then on the Decorate button on the top right.

After you are there, click on the Interior button on the left, and then on the category called ‘Misc’. In it you will find some Misc items that you bought earlier, as well as the Bobblehead! Just click on the Bobblehead, and place it wherever you want in your House! After you are done, click on the Finished Button on the right, and go into your House to see it!

Next, there is a new Cazmo Of The Week, and her name is bimbie559! Congratulations bimbie!

Finally, there is a new video that Planet Cazmo added on their YouTube Profile. The video is about the upcoming event, Toys For Tots! In the video, it states that you will be able to win lots of prizes, and there will be alot of stars. Make sure you donate something guys!

jimbercane.wordpress.com

planet cazmo cheats

~Jimbercane~

[Via http://planetcazmocheats.net]

Pack Mule Pete


Designing a video game with a few people. Pack Mule Pete is his name and this is the final concept sketch I made for him. What do you think? This is eventually going to be made into a 3D model. I’m pretty excited to see how this ends up. I do enjoy the design very much, and from what I heard from the rest of the team they are impressed.

[Via http://wearefuture.me]

Sunday, December 6, 2009

Ford Mustang Gran Turismo

At the Gran Turismo Awards at this year’s SEMA, this 1970’s Ford Mustang “Trans-Cammer” took home the award. And what does that mean exactly? Well that means it’ll get the digital treatment to feature in the 5th edition of the Gran Turismo game… so you’ll be able to drive it, quite literally (albeit still virtually) :)

transcammer

Game on!

[Via Gamedaily]

[Via http://iblogmustang.com]

Jewel Quest Mysteries 2: Uncover relics with Eva Witheby!

Jewel Quest Mysteries 2Jewel Quest Mysteries 2 (287 MB download)
Uncover relics with Eva Witheby in the sequel to the hit hidden object adventure, Jewel Quest Mysteries: Trail of the Midnight Heart. Unearth tools that will help you reveal shards of the precious jewel boards and discover all new scrolling search screens that put you in the front seat of whizzing planes and a whirlwind adventure.

[Via http://neweducationalgames.wordpress.com]