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PerfectAgent96 Blog

MY final Goodbye to everyone at Tv.com

Well People it's been real, After we discuss chapter 412 on the Naruto boards, Many of the veterans of TV.com will be moving to a new site that doesn't punish you for stupid crap. Most are never coming back, this site is a shadow of it's former self, the Golden Age Died this fall. The Naruto forum now will only be full of Noobs, Trolls, and Retards. God Help X he'll need it. TV.com is slowly rotting under it's corrupt mods, and the vets will be laughing our asses off from the site. IT has NO limitations on sigs and the like. The mods actually JOKE with you and share a laugh. THe mods her are to qoute the joker "Why so serious?" They aren't "strict" They are corrupt greedy bastards. Ban me now ass>Holes I don't care anymore. You can all kiss the deepest depths of my ass.

Perfectagent96 Final stats

Level:15 69 %

Contributions:43

Posts4,200+

November 2nd, 2007-August 8th, 2008

Peace be with you all.

TV.Com I will not miss thee

I'm leaving TV.com.

Yes I've put up with this bullcrap long enough. The mods are F**king idiots, the editors are F**king idiots, the USERS are f**king idiots. You get downright STUPID moderations. Me and handful are going to a new site. IF you want to know PM me. Sorry I can't take this utter BULLS*** anymore.

Level 15 and Part II of E3 08 Coverage including Naruto Ultimate Ninja Storm!!!!

Yay I'm Level 15. Alright here's my second part. I'll be doing Fallout 3, Naruto Ultimate Ninja Storm, and Final Fantasy XIII.

Fallout 3:Following up on Bethesda's demo Fallout 3 at Microsoft's E3 2008 press conference, the game was playable for members of the press on Tuesday when the show "floor" (just a bunch of meeting rooms) actually opened. We got a chance to sit down for a brief session, and though we didn't get to see all that much, we did manage to get a bit of a feel for how the gameplay works and a chance to ask Todd Howard, executive producer at Bethesda, a few questions.

According to Howard, the entirety of the game will be open from the beginning though enemies will be running around that won't exactly make your adventuring an easy task. As we bounded across hills of dirt and scrap metal we found an elementary school which, as one might expect in a post-apocalyptic world, wasn't populated with children. It was full of raiders.


We approached the front door and entered, at which point the game went through a loading sequence. Once inside, we found dark hallways littered with debris from decayed walls and shattered furniture. From somewhere within the complex a raider yelled something threatening, then fired at us. Coming around a corner we spotted the threat, and, from a first-person perspective, blasted a few bullets at them in real-time. The raider was pretty far away and taking cover behind a broken door, so we decided to move forward and take advantage of the game's V.A.T.S. targeting system.


Since we were playing on an Xbox 360, we hit the right bumper to bring up targeting, which overlays percentages across each of the enemy's body parts. You then select which ones you want to damage: cripple an appendage, crit for bonus damage, or simply blow up their head. The camera shifts from your first- or third-person perspective to a more dynamic view of the targeted shots you take, showing hits, misses or special effects. Howard says the team has worked to ensure this section of battle isn't distracting or boring. (Part 2 coming soon.)

Naruto Ultimate Ninja Storm:Many of you might have had the opportunity to try out the recent Naruto: Ultimate Ninja demo that found its way onto the PlayStation Network. After all, the game features super slick animation, fast gameplay and some of the most fun ninja awesomeness that Naruto fans have ever seen, so it's an appetizing item. Ultimate Ninja Storm also marks the first time the Naruto franchise hits the PlayStation 3, so I was very excited to check out the game at this year's E3. Fortunately, the game was not only playable at the show but featured a virtually full cast of characters and new stages. Needless to say, I had a very enjoyable time playing the title.

For those of you not in the Naruto loop, Ultimate Ninja Storm is a 3D "casual" fighter that pits two warriors against each other. As I've discussed in the past, I put Ultimate Ninja Storm as a "casual" fighter because it doesn't require complex command inputs or move memorization. Almost everything can be done at the press of a button and simple timing is the key to success. However, don't mistake "casual" for "easy," because there's still a lot going on in Ultimate Ninja Storm worthy of consideration.

Not only can you pull off elaborate combos by repeatedly hitting the circle button, but you can also throw projectile weapons with Square, activate your Chakra mode with Triangle and jump/dash with X. Each character also has an Ultimate Jutsu move at their disposal which not only looks fantastic but also deals an impressive amount of damage.



Ultimate Ninja Storm will boast 25 characters (along with, perhaps, some secret characters?) and around eight arenas in which to do battle. I also found out that the story-centric mode in the game will follow the plotlines found in the initial episodes of the Naruto anime, which is good news for gamers new to the franchise.



During my play session, I was able to try out a number of different characters besides Naruto and Kakashi -- the only characters available in the original demo. My first choices were my favorites from the Ultimate Ninja Heroes series: Sakura, Hinata and Ino (the Maidens in Love, obviously). During the character selection process, I also found that you'll be able to select what standard Jutsu your character uses, which is definitely nice. I was concerned that each character would only have one special move to use to their advantage, so it's nice to see a little diversity is available.



Each of the girls played very much like their Ultimate Ninja Heroes counterparts, with similar Jutsu techniques and attack ****. Ino uses her poisonous flowers, Hinata is a hesitant open-handed fighter and Sakura is Sakura.



One thing I can say coming away from playing Ultimate Ninja Storm is that the game is a lot of fun. When I played against a representative from Namco Bandai (who was well versed in the game), we had several rather epic matches. Also, having so many characters to choose from is great and continued to demonstrate to me that this could be the best Naruto game we've ever seen. Fans of the franchise -- and PS3 owners in general -- should stay excited for this.

Final Fantasy XIII:By now you've surely heard the big news: Final Fantasy XIII is coming to Xbox 360. Square-Enix is trying to reach as broad of an audience as possible for its next epic role-playing game, which means bringing it to a Microsoft system in North America and Europe. Final Fantasy XIII producer Yoshinori Kitase and Square-Enix corporate executive Shinji Hashimoto were in town for the announcement and IGN got the chance to sit down for a small question and answer session to go into a bit more detail than what was revealed in yesterday's larger press conference. The game is still a work in progress and so details remain slim, but we were able to wrestle a few details out of the tight-lipped developers.



The first question on the floor was one to clarify how, if at all, the Xbox 360 release would affect the PS3 version. The short answer is that it won't. Final Fantasy XIII is being developed first for the PS3 in Japan, a region that won't see an Xbox 360 release. The Xbox 360 iteration is a port of the PS3 build, but Square was quick to point out that you can't say this will cause a delay of the PS3 release in America. Separate teams are working on the two versions and both are moving along on schedule. There shouldn't be a delay in any releases.

PerfectAgent96's Evalution of E3 08 Part 1 of 5

Well this years E3 was pretty good actually, I'm going to do a 5 part blog on my adventures and how every game (Including Gears 2, Resistance 2, Killzone 2) plays I'm going to do this as professional as I can. Starting of is Resident Evil 5. Note I'm going to sound like I'm doing an Editorial since I plan on doing that part-time so bare with me.

Resident Evil 5:There are several different factions of Resident Evil fans. The most prolific are the purists -- the folks still in love with the original trilogy of PlayStation games and their GameCube remakes. Next are the newer, Resident Evil 4 diehards that swear allegiance to Capcom's excellent 2005 reboot. Then we have the nostalgic Dreamcast faithful that still hold a candle for Resident Evil: Code Veronica and its unbelievable opening cinematic and equally badass follow-up scenes. It appears that nobody's a fan of Resident Evil Outbreak, so there's no reason to mention that one (too late), and Resident Evil Zero is almost as forgotten. But all things considered, in which group does Capcom's latest thriller, Resident Evil 5 fit best?

Obviously it's meant for the Resident Evil 4 crowd. Only this time, the gameplay that has carried over from RE4 has been mixed in a bit with the Outbreak series. Unlike the short-lived PS2 franchise, though, RE5 doesn't match up four different character classes for story-shallow adventures. No, this time the design centers on two-player co-op and puzzles meant specifically to fit that dynamic. The easy item-swap feature between characters and the interface from Outbreak has been retained, however.

Until E3 kicked off this year, Capcom had completely denied RE5 hands-on time for anyone outside the company. But now that the show has started, we finally had the chance to test drive what is easily one of the most anticipated games of 2009.


What we expected to see going in was that Resident Evil 5 would play exactly like RE4 -- and that's exactly what we got. The controller configuration, character speed, firing mechanic, and camera angles are all lifted directly from the previous game with only slight alterations. The two new twists of course, are that 1.) You can now aim with the right stick instead of being forced to stick to the left like last time (though sadly, that feature hadn't been enabled in the build we sampled), and 2.) Players can control their AI-controlled partner, Sheva with the B button (not necessary when playing with another human). Context-sensitive cohort actions can include anything from using Chris's cupped hands as a boost for jumping gaps so that Sheva can help Chris access a previously inaccessible area, to something as simple as resupplying ammo or health when Mr. Redfield is low. As mentioned earlier, players can swap inventory items when in close proximity to each other as well -- with up to nine slots available per character.

There's plenty that will get in your way too, and that's the big appeal for Resident Evil 5. It's bloody and intense, but it's also a lot like Resident Evil 4 in the early going -- even with the AI-controlled co-op feature. Still, there's a lot of potential here and a proven pedigree, so you can bet we'll be watching to see where it all ends up as we approach the game's March 2009 release

Killzone 2:A few months ago, when you said first-person shooter and PlayStation 3 in the same sentence, people started talking about Killzone 2. Then, Resistance 2 popped up on the radar and started flexing its multiplayer muscle as well as a sooner release date, and the buzz about Killzone 2 seemed to taper off.

Guerrilla Games is trying to change that this E3. I just got out of an hour-long presentation from the company's Senior Online Game Designer Eric Boltjes, and the stuff Killzone 2 has planned is pretty sick.

The presentation started with a trailer comprised of material that was captured in the game. The trailer's been floating around the web since the wee hours of the morning and is even embedded right on youtube, but if you want a quick rundown, the movie displays a mess of arenas that look like dingy, abandoned warehouses and rundown cityscapes with a troop of ISA soldiers moving through. Then, a battle between the Helghast -- one of whom is rocking a wicked cloaking device -- and our boys breaks out on the ground.

This is Killzone 2, so of course the gameplay and graphics look great, but the real meat of the presentation followed the clip. Boltjes says the designers set out to create an online multiplayer mode (sorry, no split-screen) that everyone could enjoy, that you could play as you wanted, that would inspire team play, and that would create a community.

Something For Everyone
To begin with, let's verify that Killzone 2's going to support online matches for two to 32 players and, according to Boltjes, look as good as the single-player campaign. This means that at the most basic level, you're going to be able to find an affair that fits you size and visual needs.

When you start a match, you'll either select Quick Join or Regular Join. The Quick option tosses you into whatever match it can with players of your caliber, while the regular option lets you choose games based on one of the game's eight maps, five mission types, and so on. When you create a match, you can specify what maps to play on, how many players, what kind of weapons, and what missions will be used.

Have it Your Way
Player progression is going to be a huge deal in Killzone 2. There are 12 military ranks to ascend through, 46 ribbons and medals to unlock, more than 100 player stats to dig through, as well as an extensive badge system to flesh out and master.

Let's start with that badge system. There are six player types including engineer, medic, scout, assault, and saboteur in Killzone 2's multiplayer. When you start, you'll need to play to unlock every Cl*sss of character, but when you do, you'll be given that badge's primary special ability -- a medic can revive fallen comrades, engineers can toss out sentry turrets, etc. If you keep playing with that C*ass you'll unlock a secondary ability as well -- medics can toss out med packs, engineers can repair stuff, etc.

That's cool and all, but what's neater is that you'll be able to merge Cla*s if you like. Let's say you love reviving people but could really use the ability to repair machinery. You can combine the medic badge with the engineer badge to make -- you guessed it -- the medic engineer. You can make any combo you want, but whatever badge you put first will give the final product its primary ability, and whatever badge you put second will add its secondary ability.

As you increase your military rank -- basically your XP that is displayed after every match so you know how far you've got to go -- you'll unlock more of these badges. Use the badges and you'll unlock medals. Use the medals and you'll unlock secondary abilities.

Oh, and then there's the completely separate events that will unlock your PlayStation Network Trophies.

Another neat function debuted by Boltjes was Killzone's spawn mechanics. If you're like me, every now and again some nerdburglar gets a lucky shot off and drops you in a multiplayer game. When this happens in Killzone, you'll have a map pop up on the left side of your screen where you can cycle through the different respawn locales and the right side of the screen will display video in real time of what's happening at whatever spawn point you're scoping out.

Now if you spawn into a firefight, you have no one to blame but yourself.

Killzone's also trucking out what Boltjes called dynamic missions. There are five types of battle for you to take out your aggression in -- which include Assassination, Body Count, Search & Destroy, as well as Search & Retrieve -- but when you start a round, you don't have to settle for one mission. In a demo video I saw, the ISA finished up a Search & Retrieve mission and as soon as they were announced as the victors, one of them was targeted for a Helghast Assassination mission. The orange-eyed team surrounded the squad, blasted the target, and won the mission. Then, another mission popped up challenging the ISA to plant a bomb. They did, the device went boom, and the boys won the round 2 to 1.

Well that's all for now. :D