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dubel_07 Blog

Irony?

I thought this was pretty funny. This is a real exchange I had with my Residence Hall Advisor via email.

Hello All,

A smart [DORM RESIDENT] made a great suggestion today and asked that the microwave be moved out of the kitchen to an unlocked location so that if you all just wanted to quickly use it, you wouldn't need to get into the kitchen. So, it's out of the kitchen now!

You will find the microwave in the [DORM] Lobby, next to our awesome mural. Another highlight about this locations is that there is also an electric tea kettle there, for you to make some tea, or even warm up water for those nutritious cup o' noodles'J And finally, you will find a new and improved water fountain around the corner from the lobby bathroom. The water is filtered and delicious and you can use it for all of you electric kettle, microwave and water bottle filling needs!

And feel free to take a break in the oh so comfy oversized and cushioned chairs in the lobby – think 'enclosed porch'; I do. The study lounge is our library and the rec lounge our living room. Hey, don't judge me – it's the only way I can make myself feel more grown up without having to move out of [DORM]!

Hope you enjoy and approve of the change. I welcome any and all comments and feedback.

Have a terrific weekend,


[R.H.A.] (residence hall advisor)


My response:

Hey, [RHD], just a suggestion...
Microwaves interfere with wireless connections so you may want to
consider making sure the microwave is more than around 100 ft from the
router and wireless devices.

-Dan, 216

(Our wireless router is about 50 feet from the microwave)


Her response, sent from her office, in the same lobby housing the microwave:

Oh thanks. All that stuff is in the study lounge so we should be ok. But let me know if you notice anything.

sent from my AT&T Smartphone by HTC


Heh.

Let's Play! Amnesia: The Dark Descent: Justine Part 1

There will be many, many more of these to come...I'm too lazy to edit out sections so you're getting the full thing (eventually). Probably not my best editing job, definitely NSFW, and sorry about the audio levels, I'll fix them for the following parts. Enjoy!

http://www.youtube.com/watch?v=gYfbUt9cmwM

(Might still be encoding/processing if you try to watch it before the sun comes up as it's 2.16 am here and I just uploaded it)

I've got some potentially awesome news coming up soon, too. I'll fill you all in soon :)

-dubel_07

New Amnesia Content

For those of you who follow the Valve ARG, I recently accidentally became one of the key players in it. One of my many personas was "Francis York Morgan". Right after the ARG started, I began recieving messages from Harold E. Larsson (Pr) (aka HELPr). I was the only receiving these messages for a while, and in total I have received 16. Most are horribly cryptic and some are actually kind of frightening. For more info, check out:

http://www.frictionalgames.com/forum/thread-7148-page-1.html(I'm Francis York Morgan)

That aside, I've taped myself and my friend Sean (I think he's Reyson here) doing an Altair25/RangerD12 inspired "Let's Play". As it turns out, Xfire is an even worse recorder than WeGame. What should have been a 30-40 minute playthrough took nearly 4 hours because it kept crashing. My point is, more dubel_07 NSFW content coming as soon as I sift through the 175 gb of 1080p footage and sync it with Audacity because for some stupid reason Xfire can record Skype and In-Game at the same time but can't record my voice.

Games I **** at, vol. 1

Apparently "S u c k" is censored. What the ass damn hell, GameSpot.

I am awful at Super Meat Boy. I just can't do well at it. I'm so bad at it I haven't even finished the first world. In fact, I didn't even know there were bosses until about a week ago. I decided to record my adventure through the game, in my feeble attempts to finish that depressingly difficult game.


This video is probably not safe for work (NSFW), pregnant women, or people who are offended by words that rhyme with duck.

http://www.youtube.com/watch?v=T81rIgfm_mw

PAX East, AAA and indie game impressions (Pt. 3)

***DAMMIT, GS***

After realizing that I was at the wrong gate for my flight and moving to the correct one in the bowels of Philadelphia's airport (gate F is waaaaaay in the boons. I even had to take a bus to get to it), boarding another plane, and resuming my work on this with an altitude of 10,000 feet in a small, but well under-filled Dash-8 plane, and a fresh glass of cranberry juice at my side, here we are, sorry for the delay.

El Shaddai

Victim of my frequent misspelling and of inevitable oversight by mainstream gamers, El Shaddai is Ignition Entertainment's latest gem. The crew of Deadly Premonition has banded together again with Swery65, one of the remaining great and innovative developers in the world besides my beloved Suda51 (what's with Japanese developers and nicknames with numbers in them?) and Valve, to produce something which I am really, really excited for.

El Shaddai, as the developer was discussing with me, is loosely based off of the Dead Sea Scrolls, and is about how Enoch, what seems to me like a fallen angel, and his compatriot Lucias, the pre-fall-from-Heaven name taken by Lucifer, try to save Enoch's lady friend.

The art $tyle is the main focus of this beat-em-up. I guess the best way to describe the game is "abstract"; Enoch and Lucias are both fully rendered, voiced, animated, but the landscapes are almost indescribable. The start of the game had me in a completely white area. The only lines or color were of the blonde Enoch and as I walked forwards, the game began to unfold before me. Ripples in the floor quickly became a fountain, flowing through the area; trees grew up and sprouted full leaves; fences popped up through the ground and I beat the crap out of them to get money and more armor, as you would do in real life, of course.

Then a few battles ensued with what can only be described as monsters, the controls were sharp and responsive, combo attacks looked impressive, mechanics of the game worked brilliantly.

The hook of the game is the act of "purifying" enemies. When an enemy is weakened, you hit L1 (or LB) and Enoch will perform an attack and disarm the enemy. He'll charge up holy power and then the enemy's weapon will glow the same color as Enoch's armor, making it available for you to use in combat.

The two (three, sorta) weapons available in the PAX demo were melee attacks, which Enoch was easily able to perform, a halo that gave you several daggers you could control in a number of different ways to perform several impressive attacks, and what looked like a bow that you held at the string and what would typically be held was a big-ass blade.

Platforming sections were relatively common between combat sections. None were particularly difficult with the double-jump ability possessed by Enoch. Additionally, his ability to float for a brief time after each jump in the double-jump helped for the player to adjust to the jumping situation.

Occasionally, the game would go all artsy on you and it'd switch to a 2D platforming section. These sections were filled with incredible detail in both the foreground and background; rivers and clouds and trees were abundant. The game may not be a graphical giant but it was truly beautiful.

Another really neat aspect about the game is the lack of any and I mean ANY form of health bar or ammo counter. You literally will never see a health gauge, magic bar, ammo counter, or any form of HUD on your first playthrough. The developer was telling me that once you complete the game for the first time you unlock the option to play through with the various HUD elements. He was telling me that their goal was for the player to focus on the game.

Fear not, my fellow gamers, for there is at leastsomeform of indication as to when you are running low on health. As you take hits, your armor begins to break off until, eventually, Enoch is just in jeans and a t-shirt. Not even shoes. Just jeans and a t-shirt. When your health gets really low, the corners of the screen will begin to flash red, but not really in an obstructive way. It's more along the lines of when you take a hit in a traditional shooter and you have an indication of where the shot is coming from. Think more screen tint than Call of Duty's obnoxious red screen of death (RsoD).

The combat in the gameisdifficult. I died more than once in my playthrough. Enemies arenotcheap, they have a lot of health, they'll block your attacks, counter you, gang up on you, defend each other, and more tactics that should by now be standard in games. To combat (haha) the difficulty of the combat, you have infinite lives BUT with a catch. Every time you "die", the screen appears to be "shutting it's eyes". In order to respawn you need to shake the two analog sticks and, if performed successfully, Enoch will jump back to his feet, assemble his armor magically, and assure you, "It's nothing, everything is fine" and be ready for battle once again.

I'm really not doing the game justice but trust me, it looks awesome. Kind of like Bayonetta/Devil May Cry meets the abstract art $tyle of Killer7 or No More Heroes, only less "defined" than either K7 or NMH.


Duke Nukem: Forever

Ah, what you were all waiting for! This was the very FIRST thing I did once I got to the show floor. In fact, even though I was at the about 50% mark of people let in due to one security guard moving myself and my companions to another line (still angry about that), I was in the second wave of players to get to try Duke Nukem: Forever.

For those of you who don't know Duke Nukem, you were probably born in the second half of the 1990's, if not, go watch John Carpenter's They Live with Rowdy Roddy Piper and Keith David. It's a brilliant movie with a fantastic ending. If youhaveheard of Duke and haven't seen where half of Duke's inspiration comes from, go watch They Live right now, we'll wait for you.

Now that you're back, go watch Evil Dead and Army of Darkness if you haven't. That's the other half of Duke. I'll wait.

Right, now that you've caught up on who Duke is, you need to understand that Duke Nukem games are not necessarily particularly incredible in terms of entirely original gameplay. What Duke Nukem games are all about is shooting things, having fun, and 1-liners. If you can't enjoy a game that focuses less on graphics and makes a really, really fun game instead, avoid this one.

Dammit, I have to put this away to land the plane, I'll finish this later.

Right. Damn, that took a while. I'm at my dad's house in Williamsburg, Virginia for the weekend; I haven't seen him for more than a few minutes since, well, about this time last year, only he lived about a mile and a half from my house at the time. I'm fresh off of about 75 wasabi drenched peanuts, a pint of Schtaten (or some other beer), the second half of the Fifth Element, and the latest episode of Archer so bear with me as I try to push on through this.

Duke! Duke Nukem: Forever is kind of the spiritual equivalent of a No More Heroes $tyle FPS. Focus is more on the experience of the game than what most of you have been accustomed to as of late. There are no infinitely-respawning enemies, no "stamina" (though you do have "ego" which can get bruised but you can recover it by collecting yourself or by doing things that Duke would do like punching guys in the balls. Not even joking.), no "quick scoping". Duke Nukem is a man's man who likes to shoot aliens in the face and have sex with twins and drink beer and shout 1-liners. If that image doesn't sound like the greatest thing in the world to you, Duke Nukem: Forever is not for you.

In all seriousness, Duke Nukem: Forever may not technically be a "good" game, but what sets it apart from all of the other mainstream shooters is that it is aton of fun. I wanted to keep playing. When they told me my time was up (approximately 30 minutes), I was really bummed. For once, a company has focused more on the gameplay being enjoyable than just slapping together another mediocre followup for a game.

I know some of you get sick of me bashing Call of Duty but bear with me, I'm nearly finished.

Duke Nukem: Forever doesn't really do anything particularly unique. It has shotguns, handguns, machine guns, rocket launchers, a rail gun that is fun as hell to use; it has pig monsters that abducted all the hot women on Earth, to whom you punch in the balls and make one liners at when you're done beating the snot out of them; it has hot twins; and Duke Nukem: Forever has$tyle

Really, Duke Nukem: Forever isexactlywhat 3Drealms promised us back when I was 9 years old.When I first got to the booth, I had my photo takenby Randy Pitchford. Yes, the CEO of Gearbox Software. He took my picture with his iPhone and sent me a text message with the photo. Right now I have Randy Pitchford's, CEO of Gearbox Software, cell phone number. That's how much Gearbox loves this game.

When I picked up the controller for the first time, immediately I started grinning. The game greeted me with a fun "Tips" text at the bottom, something about beer making you stronger or something, and Duke music began blasting through my headphones. Game starts, Duke is being pleasured by blonde schoolgirl twins. You've seen the trailer, it's friggin' awesome.

**** starts blowing up, Duke's lady friends are kidnapped, and you gain control. Navigating your way through the Stadium you apparently live in to a group of a few soldiers in a room full of bloody, beaten, corpses of men. All but one move out and the remaining one invites you to share your strategy with them. You walk up to a whiteboard and begin drawing on it. I circled the monster on the board's right arm and he began to praise what I did. "Woah! WOW! OH, MAN! That's just incredible, Duke! I mean, I have no idea what that says but...I bet if I did, that guy over there would probably have both of his arms still...and at least one testicle..."

Do you see what I mean about DNF? It's pretty much the game that will save us from the monotony of shooters. I'm thoroughly excited for Duke. Hail to the king, baby.


Here it is, actual static proof that Duke Nukem: Forever exists!


Super tired for this photo


Well, there you have it. Those are the games I could remember on my 2,000 mile journey. For those of you who are knew to my...eclectic...writing $tyle I apologize for making very little sense. For those of you who have been here for the near-150 different posts on this here page, thanks for putting up with my bull**** for over 6 years. If you have any questions please let me know.



(C) DCM 2011. All opinions expressed here were my own, which you probably figured because I'm the only person in the whole friggin' world who doesn't like Call of Duty.

PAX East, AAA and indie games impressions (Pt. 2)

***CURSE YOU, GAMESPOT, AND YOUR LIMIT OF 20,000 CHARACTERS!***

DYAD

DYAD, I'll tell you right now, is easily the most indie game you will ever hear about, and not just from the super-abstract visuals. The designer dropped out of high school, bought some textbooks, and began to construct- yes, construct- his game. DYAD, which is Greek for two, is kind of like Audiosurf meets Burnout meets Tempest on crack. You play as a thing shaped kind of like a dot. You speed through a tunnel and there are different colored "enemies" which are represented as dots and x's and you gain speed by "attacking" them in pairs. For example, in the level I played, the enemies came in two colors, blue and purple. I attacked the first dot, a blue one, and then I attacked a second blue one and was rewarded with a speed boost. However, if I it one of the enemies or I mismatched the colors, I slowed down.

What was cool about this game is that the guy who made it build a machine that spun you in real time as you spun your character. He said it cost him approximately $1800 to build and he put the designs up on his website. What's even more impressive is that he built it improvisationally, building by ear (or, more accurately, by eye), using metal framework, a racing bucket seat, a 5-way racing harness, an electric winch, and a garage door opening battery. It was really cool and added a new layer of depth to the playing of the game.


Raskulls

Raskulls is already out but the developers showed it off, nonetheless. Raskulls, and the mode I played in, had you selecting one of several skeletons to run through a maze to finish before your friends by blasting blocks, boosting through some sort of jello that made you go faster, and using Mario Kart-**** items to trick your opponents. Lot of fun to be had but I'm not sure that it has enough content to warrant a full purchase unless you're like me and "indie" means "buy this now".


F3AR

Not gonna lie, I was really disappointed in this one. I even told the developer I was not happy with the changes they made; what made up for it a little is the fact that he agreed with me that the changes were bad and were ruining the game.

For starters, no more health packs. If you know me at all, this is pretty much a deal breaker (with very few exceptions). The fact that games have the audacity to go from designed for hardcore players who might actually want a challenge in a game to what the developer called "designed for casual gamers who aren't familiar with the genre" is just plain friggin' wrong.

Shotgun is still annoyingly overpowered, enemy AI is worse than the previous game. I'm fairly certain the original Mario Goombas had better AI. Ammo is even more plentiful that the previous game, for which you had the entire supply of the US military. There were no scares to speak of, an impressive amount of attention was diverted from single-player to multi-player modes.

For all this **** I was impressed that the developer was very direct when I asked if this was the finale to the series. He responded, "yes, this is the end of the FEAR series". I was shocked. A developer who was more interested in producing quality than making monEAy (see what I did there?) these days is unheard of. Really, all my complaints were things thatIprefer, and what used to set the FEAR series apart from the mainstream of FPS titles like friggin' CoD.


Shoot Many Robots

EASILY the game that I spent the most time playing. It's just stupidly entertaining to the point where it's unfair. Such a simple concept as shooting lots and lots and lots of robots has so much depth to it. You earn both experience for leveling and unlocking gear and outfits with various degrees of usefulness and "nuts" from your fallen foes which are used for unlocking and purchasing gear and outfits with various degrees of usefulness.

As with the link which I hope you read, it is very, very difficult. My buddy John and I were the only ones who were able to complete the brutally-difficult Survival mode. It got to the point where we were discussing strategy even on the way home from the convention.

Really, there's not a whole lot I can say about this one other that it's just plain fun to play. Track it, buy it, support an indie developer's first 100% independent title, enjoy it. I think it was my personal favorite of all of the indie games shown at the expo and a close contender for my favorite game there period.


Brink

It's hard for me to comment on the game because I was so shocked with how awesome everyone was at the booth. I picked up the controller and our match began. I went Light body type and Medic **** which apparently shocked the development team there. What also impressed them was the fact that I kept all the default settings for the character and weapons. I didn't customize the visual appearance of the character at all and I kept the light medic's default (and awful) SMG and pistol.

Match started and immediately I noticed that I didn't notice the highly-talked about SMART running system. Don't get me wrong, it's there, but it's so well integrated with the gameplay that you don't even realize that it's happening. It just "does". It feels so natural that your character would vault over a railing that was in the way instead of walking all the way around it.

After the match ended, one of the staff came up to me and shook my hand. "What's going on?" I asked.

"You did awesome! I've never seenanyoneplay like that before!" he exclaimed.

"What do you mean?" I asked.

"Dude, you were incredible! You were the only one on your team doing any work! You were top scoring in the team, top scoring in the match, best medic, most kills, most assists, fewest deaths!"

"Woah..."

"And on top of that, you placed 3rd on the high score board!" (See photo, I kept that high score all weekend). "Your team also lost so you'd have been in first place if you had won and gotten the winning bonus!"

"Woah, sweet"

Then a European man came up to me in a suit. He introduced himself as the CEO of Splash Damage. 0_0

He told me how impressive my playing ****was and asked how I did so well as a medic.

I told him, "never, ever, EVER underestimate the point-whoring ability of the medic ****". He and I also discussed different things about how the game worked, the integration of the SMART system and how it just felt natural to the game, and he asked for any criticism I had on the game. I told him a few things I noticed but I don't want to tell you them because if they show up in the final version I can claim it was me who came up with the idea :D

Overall, highly impressed with how Brink turned out.



Continued in following posts

PAX East, AAA and indie game impressions (Pt. 1)

Blog was written over the course of a 12 hour journey, 2 different airplanes, 26,000 vertical feet, and in 9 different states. Awww yeah. After a nightmarish formatting error on GS, I've decided to let you deal with the awkward spacing that is provided by GS.

Let me begin by stating that I am currently 26,000 feet above New England, on a US Airways flight to visit my father in Williamsburg, Virginia. It's a tiny airplane, 2 seats on each side, and many of the people around me are from my home town. I learned this as we were discussing the different exploits of our now world famous marching band. I'll leave it to you to figure out where I'm from :)

Now that the flight attendant has brought me my ginger ale I can begin

I was largely impressed with the vast majority of what I was able to demo at the expo center. In fact, almost all of what I wanted to try I was able to do so on the very first day. Right off the bat, 4 am on Friday morning, I picked up my two friends, one of which was pictured in the previous link, John, and another, Sean. We drove to the T station near my aunt's house where we would be staying in Belmont, MA, on the train, destined for South Station, where we would be catching a bus for the 10 minute walk to the Boston expo center. What we didn't know at the time is that waiting for and riding the silver line bus to the expo center takes longer and goes farther than just walking to the convention center.

Once the doors opened to the convention center, shortly after 8 am, we were herded like cattle into a huge room where we were cued up until 10 am. For those of you counting, that means I had been awake for 6 hours. For those of you in college, that means it was dinner time.

But, once they unleashed the flood it was every man, woman, child, and costumed crusader for themselves. Actually, day one my buddies and I met a couple who were there on their honeymoon. He had a full-body hoodie (crazy, right? And it gets crazier) of Boba Fett (Holy Balls); she was dressed in a surprisingly-accurate costume of Princess Laia from the Return of the Jedi.

I have no real plans to go in any order in what I was able to demo because, frankly, I was blown away by everything I saw. There's just no way I can remember the exact order of how everything went. I'm going to start with the games I did not get to play personally but either I watched people play them due to incredibly long lines or my buddies played them.

Crysis 2 (single-player, 3D)

Not really sure why they wanted this in 3D. I have the multi-player demo on my desktop and there's really no need to put the Crysis series in 3D. Single-player campaign has you running through the streets of some generic US city (probably New York), fighting off the alien swarms. If you played Crysis and enjoyed it, you'll probably like this one.


Mortal Kombat

I didn't get a chance to play this myself but I watched several matches. MK has now gone to the 3rd dimension and with 3D glasses you can watch your favorite MK fighter get decapitated by Reptile in glorious 1080p and in 3D because you all know Reptile is the best character in the whole series. Bloody and brutal fatalities, Baraka is back, and the fact that it's already banned in several countries means we're in for a treat.

Portal 2

There was a video shown to those willing to brave the 3 hour wait for the booth; and, as I was 150 miles away playing a 4 hour concert at a jazz festival at the time my buddies were in line, I was unable to see it. They told me it introduced two new characters, the CEO and a new robot, and contained typical Portal humor. I saw some gameplay of it but anyone who wants this game already has seen it so not too much to report on. I did already buy it. Actually, Sean wanted me to pay for my PAX ticket with the purchase of Portal 2 for him so I got the 2 pack and received 2 free copies of Portal. That brings my Portal 1 counter up to 3 :D


Serious Sam Indie

I didn't get to play these, but I had fun watching them. Really hard to describe if you don't know the series. The one I saw was a platformer where you play as one of the headless bombermen and you "mario" your way to Serious Sam by means of traditional platformer ****

Arcana Heart 3

Very, very briefly saw this one. If you know the AH series, you've already seen more on this than me. Traditional AH game with awkwardly young anime girls with way too little covering them. Makes for an awkward game to play with people you don't know.


Right, now for the ones I did get to try out.


Resident Evil: The Mercenaries 3D/ 3DS

My one 3DS experience was a double-edged sword. The good: the visuals on the 3DS are incredible. I would have never expected such a small device to be able to provide such cool visuals. The 3D effect still blows my mind. My jaw dropped the first time I saw it, in fact, I honestly have no idea on how to describe how the hell it works. It looked like there were two screens on the top screen.

The bad...there were several things I didn't like about either the game or the console. For one, the console is too damn small. The shoulder buttons are tiny. The GBA:SP had larger buttons. The console is super thin and I felt like I was going to snap it in half. The analog stick is just awkward to use, though it was likely due to the console being strapped to a pylon of concrete so nobody would steal the $250 piece of beautiful.

The game had it's flaws, too. It's more than likely that these issues were just because it was the demo version, though, but I feel like addressing them anyway. For my play, I chose HUNK from Chris, Claire, HUNK, and Krauser, and I chose the Pueblo level from RE4 (the other choice was the equivalent level in RE5). The first criticism is a bit nit-picky because I'm a die-hard RE fan, destined to empty my wallet for any new game made by Capcom with zombies in it, but in the Pueblo level, THERE SHOULDN'T BE ANY CULTISTS. Why would the cultists be burning the body of the Policia that escorted you when all of the cultists stay in the castle with Salazar? ¿Queeeeeeeeeeeeeeeeeeee?

When you draw your weapon, the game zooms in to over your character's wrist, which takes away from all of what mainstream media calls "improvements" to the series by letting you free aim. The issue with this is that you can no longer see what is about to hit you from the side as your vision goes from 180 degrees to about 25. This also makes it difficult to aim for multiple targets because you can't see the entire area of spread of your weapons.

Another issue I had is that the action button is the same as the run button which is the same as the use button. You might be thinking, "why, dubel, would they map the same button to 3 different things?" which is a brilliant question; one which they addressed in the only way they knew how...

With a button that makes your goddamn character shake their goddamn head. Yes, you read this correctly. The Y button is mapped to run, 180 spin, pick up, context-sensitive action commands, and a few others. The X button is mapped to shaking your head. I'm hitting the X button right now...


Right after that last sentence they began landing procedures so as I write this I'm sitting in the boarding zone for my next flight in Philadelphia Airport. Any inconsistencies in the continuity of my writing should be written off as the product of my addled mind.


Another problem I have with the game, likely due to the fact that I got 100k+ points in every mercs level from all three mercs games (not 100k + in the original [the original being RE:3, which until now you didn't know had a mercs mode]) and memorized them all, is that (holy crap this was a long sentence), at least in the demo version of the Pueblo level, most of the areas were blocked off. I couldn't go into a single building. I tried to! Most of them were blocked off with obscure rubble that didn't look like it belonged at all. One door was blocked by a pile of rocks and, if you remember the first level of mercs in RE4, there weren't even stones large enough to bat away the villagers with, let alone block an entire doorway. Another had perfectly cut 2-by-4s, haphazardly strewn about blocking the entire doorway to a room. Even the long path leading to the next area that you could go up was blocked off. What the hell, Capcom? What the hell?

Aside from that, the game looked and handled pretty well and, aside from controls that were awkward even for a Resident Evil game, it was pretty good overall.

Continued in following posts

Just a little something to tide you over

http://shootmanyrobots.com/news/pax-survival-masters/

That's how pro I am.

Still recovering from PAX, such a brutal schedule for me. Up at 4 am on Friday with 2 hours of insomnia-hindered sleep, drive to Boston, take a train, take a bus, line up until 8 am outside the BCEC, cue up in the cue lines until 10 am, then at booths all day, bus, train, sleep. Saturday, up at 4, dropped my buddies at the train station, drove 150 miles for a 4 hour concert I was playing at a jazz festival, drove back to Boston, train, lost in Chinatown, TF2 tournament, train, sleep. Up on Sunday at 4 am, 3 hours of sleep with DST, train, bus, lines until 8 am, lines until 10 am, hangin' out with the crew in the pic above (I'm on 3rd from left) and the Brink crew until around 2 pm, bus, train, drove home, upload a gazillion pictures (didn't even upload 30% of the photos to GS). I promise I'll get to telling you how the games were, and until then, I'll list what I got to play/see:

  • Brink
  • F3AR
  • Mortal Kombat
  • Crysis 2 (in 3D, single-player)
  • Shoot Many Robots (TRACK THIS ONE NAO)
  • Duke Nukem: Forever
  • 3DS
  • Resident Evil: The Mercenaries 3D
  • SWToR (sorta)
  • DYAD (not an acronym)
  • Arcana Hearts 3 (very briefly)
  • Serious Sam Indie games (very briefly)
  • Portal 2 (sorta)
  • Raskulls
  • A bunch more indie games, too

EDIT: Can't believe I forgot El Shaddai

PAX East (I WAS THERE!)

I'm still super excited from PAX East! I'm going to refrain from writing about it now before I get my pictures uploaded and I want to get a good night's sleep first. I'll give you a few brief highlights, I'll elaborate more in the next few days.

Met Randy Pitchford of Gearbox Software and then played Duke Nukem Forever

Met Paul Wedgwood of Splash Damage and Brink after he and his staff were impressed by my Brink playing. I took 3rd of the whole weekend but apparently had a very unusual play style which drew a very large crowd. The staff were impressed, too :D

Met one of the developers for Ignition, who was so excited that I knew about Deadly Premonition and we spent an hour talking about it.


That's enough for now, I'll fill ya in on more later :D