Sup Si-Guys and Si-Gurls, i’m back with Episode 2 of Edna & Harvey
This game is super fun and I hope you enjoy watching as much as I enjoyed played.
Sup Si-Guys and Si-Gurls, i’m back with a new lets play!
I picked this up on steam and it looks awesome and sounds fun so I decided to take a crack at it.
Theme Hospital was developed by Bullfrog Productions and published by Electronic Arts in 1997. The aim of the game is for the player to design and manage a hospital. Like most of Bullfrog’s games, Theme Hospital is permeated by an eccentric sense of humour. The game is the thematic successor to Theme Park, which was also produced by Bullfrog.
The player has no direct control over the patients that wander the hospital, although gameplay largely centres on influencing their actions in one way or another. The player does, however, have the ability to pick up any staff member in the building and move them to a different area and to expel any patients from the hospital. The player may also force the patient into taking a chance of possible cure at the risk of killing the patient and rearrange the queue of each of the rooms in the hospital.
Each level consists of an empty hospital to plan and design, with set goals in the fields of financial attainment, patients cured, percent of patients cured, and hospital value. Holding negative funds or allowing sufficient patients to die will bring about losing requirements. When the goals have been met the player has the option to move on to a new, more elaborate hospital with tougher winning conditions and more diseases present. The final level in the game, ‘Battenburg‘ consists of an enormous, yet somewhat awkward, hospital with all the diseases and rooms in the game present, all disasters frequent and very high winning requirements.
Episode 3 in the lets play Game Dev Tycoon Series!
We come back with high hopes for our new racing game and we are all keeping our fingers crossed it’ll be that big money spinner
- Greenlit: Game Dev Tycoon, RIOT, More (rockpapershotgun.com)
- iRacing.com ‘As Real As It Gets’ Campaign Offers Viewers ‘Watch and Win’ Opportunity (prweb.com)
- Wow Addon Tycoon | Tycoon World Of Warcraft Gold Addon (ckrb58i7.wordpress.com)
- Raising Awareness of Indie Game Piracy (gamingindiestyle.wordpress.com)
Its Gamer Time!
After the slightly bad start LionStar games looks to pastures new for bigger and better things in Episode 2
This series is on Game Dev Tycoon from the guys over at http://www.greenheartgames.com/
- Update coming for Game Dev Tycoon – Steam release delayed (incgamers.com)
- Greenlit: Game Dev Tycoon, RIOT, More (rockpapershotgun.com)
- Riot, Game Dev Tycoon and four other titles added to Steam Greenlight (polygon.com)
- From Rags to Riches – Game Dev Tycoon (willza99.wordpress.com)
- Game Dev Tycoon developers to work full-time on title, update coming soon (polygon.com)
In the year 3000, Earth has been ruled for 1,000 years by the Psychlos, a brutal race of giant humanoid aliens. The remnants of humanity are either enslaved by the Psychlos and used for manual labor or survive in primitive tribes living in remote areas outside Psychlo control. Jonnie Goodboy Tyler, a member of one such tribe, leaves his home in the Rocky Mountains on a journey of exploration.
- Fast, Fluid, Fun – ultra-responsive, smooth-as-silk gameplay places your entire arsenal at your fingertips.
- Over 30 Single Player Missions – In a vast open-world ‘theatre of war’ where each decision you make matters, you’ll experience one cohesive, epic story told from the unique perspective of all three warring factions.
- Story Like You’ve Never Seen – High-definition, live action video sequences that seamlessly tie the game’s epic story together featuring an unparalleled, diverse cast.
- Adaptive AI – The game AI matches your style of play – choose from distinct AI playing styles such as ‘rushing’, ‘turtling’, and more, or level the battlefield and let the AI use its own tactics to give you the highest level of challenge.
- New Ways to Attack – Keep your opponent guessing by building flying battleships, wielding the power of terrifying Ion Storms, and combining units to form powerful never-before-seen super-units.
- Intuitive and Evolved Interface – Fully evolved Gamepad interface that allows you to fully manage your base operations while never leaving the action.
GamepadGlory or Gamepadsnory ?
Before and build up –
Initially when I first heard about Tomb Raider I was not all that excited about it. It sounded like a great idea but with all the failed additions to the series in my eyes it started to get frankly stupid. With the new style, the origins story and the concept of it being open world it certainly had my attention. In the build up to Tomb Raiders release the more details the publisher released the more and more impressive it looked. The adverts and game play footage added to my excitement showing the games more in depth cinematic moments.
First impressions –
The first time I took control of the new, more human, Lara I noticed two things. Firstly, they really were not kidding when they wanted it to feel like she is being put through her paces and secondly how much attention to detail the design team had invested into the environment. The way in which the light scatters across from the candles and the warm glow it gives, the water running down walls into a pool below and grimy stones on the ground and walls. I was very satisfied with the way Tomb Raider looked and what the team had achieved with their time and efforts. I love the new sound and how it gives a real sense of the environment. You know that feeling when you look at a game for a little while and then you look at the time and realise 10 minuets has passed and all you had been doing is looking around and at the beautifully crafted world, that happened to me and I’m not ashamed to say a fair few times with this game.
Gameplay & Combat –
Lara feels very responsive, her movement is very fluid and with a solid camera behind her it doesn’t take long for anyone to get good at this game. The bow is definitely the hero weapon with five different versions of it, all improving on the last, its a fun weapon to use. Climbing feels natural and easy to navigate. It doesn’t take long for you to master all the different ways in which you can dispatch your foes and get into the story. This is the point when you can sit back and enjoying the game.
50% in –
So with being quite a way into the game and having found my feet with the controls I find myself having to dispatching my first tormentor with a gun. On screen Lara is nearly throwing up at this ordeal but within five seconds is trying to lob her next enemies head off with a climbing pick. I soon realise this game is not actually open world, sure you do get the sense of the island being open but its not, everything in Tomb Raider is set in one direction. In fact there are even areas in the game, if you go past a certain check point, you will find yourself having to go to the nearest base camp just so you can fast travel back to the area you may have missed. When I think about an open world setting the first couple of games that come to mind are Far Cry and Grand Theft Auto. These are true sand box, go anywhere you like or climb pointless mountains for no reason to find things you don’t need… that’s open world. If all you have in front of you is a straight line then this is not open world.
There are a few hidden tombs around but they are not very difficult to find, there will be a huge painting at the entrance of most. The ones that don’t give you so many clues to where the entrance is make you feel a little patronised by the time you have finished them.
I also noticed that all of the other characters who were part of the original exploration group are under developed and not as well delivered as Lara. This brings the game down but only ever so slightly.
The end –
After finishing the game I felt fairly satisfied with how the story ended. I liked the transformation of Lara from a young, innocent woman into the proud warrior we all know and love as the game progresses. I do however feel the games ambition was too much too soon, I mean where do they go next with this. They have definitely set the tone and bar with the Tomb Raider reboot but, unfortunately I am going to make this reference, its like comparing Uncharted to Uncharted 2.
Beautifully crafted with amazing detail, a lot of love and heart has been put into making this game. Lara is perfectly executed in all ways but the game lacks in its ambitions, they just don’t quite reach their goals and it leaves you expecting something else to happen but that never comes. A little more attention needs to be paid to the supporting cast but I think with more time and drawing on the experience of making this title the dev team will be able to nail this. I want them to open up the beautiful new world they have created in future instalments. The new direction they are taking the Tomb Raider series in is great.
7.5 / 10 Whippyice
- Tomb Raider Review – Lara Croft: Luck Rider (petexxvii.wordpress.com)
- Tomb Raider Receives Late Game Combat Trailer (news.softpedia.com)
- Tomb Raider Review for Xbox 360, PS3, PC (ugrgaming.com)
- Survival is the name of the game for new ‘Tomb Raider’ (jslowiczekconnect.wordpress.com)
- Review: Tomb Raider rebirths an icon but stumbles awkwardly to its conclusion (o.canada.com)
Here’s Your Key: <Click Here for Code>
How to Redeem Your Marvel Heroes™ Beta Key
1. Register an account on MarvelHeroes.com
2. After registration, click “REDEEM KEY” in the Account Management page
3. Enter the key *exactly as shown* (including hyphens) and no space before or after
4. Once you see the message “key redeemed successfully” click HERE to download the game client. Remember: While you will be able to install the game, you won’t be able to access the game until 13/04/13.
5. If you encounter any problems, please contact email@example.com
- Marvel Heroes Closed Beta Weekend Giveaway (dailyrecord.co.uk)
- Marvel Heroes Beta Weekend Key Giveaway (godisageek.com)
- Marvel Heroes Beta Key Giveaway (incgamers.com)
- Monday Morning Comic Rack: First Impressions of the Marvel Heroes MMO (comicbookherald.com)
- [WTS] Marvel Heroes Closed Beta Account (ownedcore.com)
Aliens Colonial Marines: How long is too long and should it have happened?
Initially when Colonial Marines was picked up from the previous developer TimeGate it must have been a total mess, half coded, half imaged, half conceptualised with many ideas all mashed around the place. Its like looking into one of those guys garages who thinks he is great at fixing engines and machines only to get half way thought the thing to find out, oh I don’t actually know what I’m doing. TimeGate previously made Section8 which was a half baked game at best but with an amazing concept idea.
Now when I get an idea in my head, sometimes out of no where, like ‘hey I’m going to build myself a gaming room in the loft’ you get the ladder out, climb up there and start shifting things about. Then you take a look about the place and start assessing your surroundings, thinking to yourself ‘hummm… ok well I have the space now, but its totally bare’. You suddenly find yourself saying, right I need flooring, lighting, power points, internet points, TV, a desk, chairs, kettle, sound, it goes on and on. In the end its ‘hummm… ok now it sounded like a good idea but maybe its not going to work out’. This is the point where you either make the right or wrong decision depending on a few factors, such as do I have the money, skills, time, persistence to do this. Can I realistically make all these needs come together so that this works. If the answer is no, climb down the ladder, shut the door and get on with your life. I hope you see where I am going with this.
I strongly believe that during the games development Gearbox got in too deep and didn’t realise they should have climbed down the ladder. If they had decided to cut their losses and shut the door on the game, yes there would have been a lot and I really do mean a lot of upset fans, but the companies development skills and integrity for the most part would have remained intact and unsullied by this erm… well what do you call this? I think without being to harsh lets just call it a questionable effort to make something not so shiny, shiny again.
So when you are faced with a final product like Aliens: Colonial Marines, which you have without a doubt put effort into but know isn’t good, what do you do? Well you fabricate a portion of the game and hope the loving, adoring fans will keep the faith purely because of your history? If you come to that conclusion you really don’t know gamer’s or critics well at all.
Its not like the game is totally unplayable, there are sections of the game that bring up the feelings I would expect from a game in the Aliens franchise. When this game was going through Q&A did no one say ‘wait guys, this game looks like CRAP’. Who knows what went on and what they decided, only time will tell.
So going back to my opening question, how long is to long and should it have happened? I think when a game is tossed from one team to another, the vision can easily be lost. The concept changes, the drive is different, how can you make a game that fans with love when it is based on the half finished vision of someone else. Can you really take someone else’s product and touch it up with your own ideas when it has already been hashed and re-hashed again. You don’t have to look too far to find another game in the same situation with the same problems… Duke Nuke Forever. Can you start sculpting the statue of David and half way through decide to make the statue of Liberty using the same stone, who knows?
We the gamer’s know, that’s who.
- Aliens: Colonial Marines – Xbox 360 review (gamepadglory.wordpress.com)
- Aliens: Colonial Marines SOLVED! (5ofdiamonds.wordpress.com)
- Aliens: Colonial Marines made in just nine months – rumour (vg247.com)
- From Dream To Disaster: The Story Of Aliens: Colonial Marines (kotaku.com)
- From the Makers of Most of Aliens: Colonial Marines Comes a Much Cooler Shooter (kotaku.com)