Wednesday, 24 February 2010

Aliens VS Predator Review - [PC/Xbox360/PS3]

The Alien and Predator films have become famous in the Sci-Fi world ever since their arrival in the 70's and 80's. Countless games and spin-offs have surfaced in the past, but does SEGA'S 2010 entry into the series offer anything new?

Aliens VS Predator gives players the opportunity to play both online and offline, using the 'species' of their choice. Both the Aliens and the Predators make an appearance and are fully controllable. Rebellion studios have done all that they can to give each class a variety of strengths and weaknesses. This is particularly important for online play, in which some games will see all 3 classes battling it out on the same map.


For me, the mutliplayer was where the game truly shone. Admittedly, Predator is noticeably more powerful than the other classes, with a range of 'one hit, one kill' weapons at his disposable. Furthermore, his varying modes of vision (heat vision/alien vision) give him the upper hand in darker areas. It seems that the games host of online players have also noticed this, with the majority playing as Predator when given the opportunity to do so. Some game types will limit players to which species they can pick, and this balancing system keeps the game from becoming too one-sided. It's a shame that there's limited depth to the multiplayer, but incentives such as customisable costumes and skins (as well as experience points) keep players coming back for more.

The single player mode comes in three parts, with each mode following a different species. The Marines mode follows a soldier (nicknamed 'Rookie' by his colleagues) as he attempts to defeat 'Weyland Industries', the company behind the harvesting of the Aliens. The Aliens story begins with a sequence in which an alien (codenamed 'six') wakes up in a testing laboratory run by the very same company the Marines are struggling to eliminate. The player helps the alien to escape the testing chambers, and it is then that the commotion begins. Predators campaign sees the species doing everything they can to prevent the Marines reaching the crucible that spawned the Aliens in the first place.To keep the game accessible, each species has a small tutorial at the start of their own individual campaign.


The Marine's single player campaign can be infuriating for a number of reasons. On their first playthrough, FPS fans will notice that the Marines are unable to zoom any of the weapons on offer. This makes killing aliens (whose erratic movements make them hard to track) particularly difficult. In saying this, I found the very believable and swift movements of the Aliens produced some of the most unnerving moments in the single-player campaign. Clearly, Rebellion Studios have done this to help the balancing between classes, however it's still a thoroughly missed addition to the game. The weapons on offer for the Marines are fairly dire. You get the standard pistol, shotgun, flamethrower and rifle, but it's nothing that we haven't seen before. It would have been nice to see some more futuristic weaponry at the classes disposal.

True fans of the film series will feel nostalgic as they take on the single-player campaign. The sound effects have been taken directly from the films. Everything from the Aliens cries of pain to the Predators switching of vision modes fit nicely in place. It can easily be argued that the game is below the graphical standard we've come to expect from a game on a next-gen platform, however the fact that the game becomes so engaging makes this issue less noticeable.


Unfortunately, I tended to avoid using the Alien species during online play after realising the P.O.V camera was making me motion sick. This has never been a problem for me in the past, but I found changing direction and walking upside-down at high speeds was particularly disorientating. Obviously, not everybody will have these issues, but it still took away from the experience for me. Perfectionists will have their work cut out if they're hoping to collect every trophy/achievement the game has on offer. There are a vast amount of collectibles spread across the 3 campaigns, as well as a number of 'audio logs' to listen to and enjoy.

Aliens VS Predator is a mixed bag. It's poor graphical quality and limited replay value keep it from scoring high, but playing friends online and scoring 'trophy kills' with the Aliens and Predators is undeniably enjoyable.

Sunday, 21 February 2010

HTML 'Jenga'

I had a minor heart attack yesterday when I caused the HTML code of the blog to break. Basically, this happened after I tried to add a feature to the page. To do this, you have to edit the HTML of the blog. For those of you who aren't nerds, HTML is essentially defined as the code that keeps the site functioning properly. Now, thinking the process would be simple, I didn't bother to make a back-up copy of the code before I edited it. That was a mistake. Therefore following the mix-up, I had to make the blog again from scratch, writing a whole new code in the process.



Those of you lucky enough to witness the downfall of The Morgan Chronicles would have seen the massive 'UNDER CONSTRUCTION' sign at the top of the page. It's fixed now though, and the construction signs been removed. Wipe those tears away. We're back.

You know what they say though, 'every cloud has a silver lining'. Messing up the blogs coding meant that I could sort of redesign certain bits of the page (for the better, obviously)

The problem with HTML is it's like a big 'Jenga' tower. If you take the wrong bit out, the whole thing crumbles and everybody laughs at you. You also have to pick up the bricks off the carpet. Obviously, that last bit doesn't apply to me. Still, nice use of imagery.

Friday, 19 February 2010

TV Chef Banned For Revealing Cat Cooking Techniques [NEWS]

A statement made by Beppe Bigazzi, Italian food guru, has led to an onslaught of complaints from viewers after he revealed 'the best way to cook a cat' - Live on air. According to Beppe, cat meat is 'tastier than other animals' he has eaten in the past. He also added, "I can assure you, it’s a delicacy"


Following Beppe's outburst on an Italian food programme, animal rights campaigners have fired messages of distress and anger at the television station's responsible for the broadcast of the show. The Italian chef has since been suspended from his role as the programmes chef.

Beppe has attempted to justify his lesson in cat-stewing, telling the media "‘I was just trying to explain a saying from where I come from about the eating of cats. In the 1930s and 1940s, they were very popular."

Thursday, 18 February 2010

News Reporter Attacked By Pelican [NEWS]

Steve Jacobs, an Australian news reporter for 'The Today Show', got the fright of his life this week when he was attacked by a large pelican - live on air! The segment was filmed at Taronga Zoo, a tourist hotspot estimated to house over 240 different species of animal. The presenter didn't know how to react to the attack, jumping to and fro between screams of genuine terror and uncontrollable laughter.


Steve's bewildered film crew failed to intervene as the pelicans pecking frenzy continued, much to the amusement of the thousands of viewers at home. Karl Stefanovic, host of 'The Today Show' mocked Steve's mishap, saying "Not the first time he's been pinched in the butt by a bird!"

You can have a look at Steve's pelican attack below.

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http://www.youtube.com/watch?v=3jBJs9pnTDc
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Sunday, 14 February 2010

Man Sees Aliens Above Bowling Green [NEWS]

Roy Shaw, a retired engineer, is recovering from injuries after he sighted a UFO and twisted his ankle upon fleeing in terror at what he had seen. Roy was taking his dog for a walk when the sighting took place in Exmouth, East Devon. According to the UFO 'spotter', the craft was approximately '100ft long, with flashing lights'. I know what you're all thinking. How stereotypical? You're right.

Roy told the media, "It appeared to land at the top end of the park by the bowling green. My dog started to growl when what I can only describe as a white shape came towards us. It was about 4ft high and seemed to be translucent and moved very slowly towards us. I was transfixed because it made a droning noise, which sounded like 'my, my'"

Thankfully, the comedic value of this story increased when Roy drew some pictures of what he had seen. Below (on the left) is his picture of the 'white shape' that he stated had spoken to him. Below (on the right) is a picture of Casper the friendly ghost. Remarkably, they look very alike.


Saturday, 13 February 2010

Bus Driver Review - [PC]

Driving a bus. Not exactly a life of luxury is it? SCS Software have taken a seemingly bland occupation and made it, well, slightly less bland. Thankfully Bus Driver, released in 2008, doesn't take itself too seriously.

Naturally, the aim of the game is to get your passengers from Point A to Point B. In doing this, you score points along the way. The number of points the player obtains will generally reflect their safety on the roads. If you play the game how it was meant to be played, thus stopping at red lights, using indicators at the correct time and avoiding overbreaking and scaring your passengers, then you'll score well. If, on the other hand, you decide against safety, you'll score very little.

Unfortunately, the temptation to suddenly turn a law-abiding bus driver into a racing driver was always there for me as I played this game. I found the slow paced, simulation-esque aspect of the driving dull, and as a result my interest lapsed. I would be half way through a mission (which on average last 5 minutes) get lazy, and just race to the end. Unusually, the game doesn't actually give a score target, which means as long as you get to the end you'll unlock the next level. To me, this doesn't make sense. Surely if SCS aimed to make a simulation, they'd implement target scores that have to be attained to continue.

Although the game can at times be dull and repetitive, the feeling of completing a level with no casualties and lots of happy faces is admittedly quite pleasing. SCS have made an effort to keep missions varied. You drive in the same big city (which, actually, is fairly vast) however variables such as the segment of the city you drive in, the time of day, weather conditions and the type of bus all vary from mission to mission. It's also wise to mention that there is no 'story mode' to Bus Driver, but to me this makes perfect sense. Trying to build a story around this game would end up becoming disjointed and just ridiculous.

Players will be faced with fairly lifeless missions such as taking children to school and transporting tourists to ski resorts, yet there is also a mission which involves transporting convicts to a prison, under the watchful eye of a police helicopter. Cleverly, if you crash the convicts bus they cheer. I found subtle additions like this a nice touch.

Bus Driver is by no means a bad game. It aims to simulate driving a bus, and that's exactly what it does. For me, there wasn't enough variety in the gameplay to keep me playing it. I recommend downloading the demo via SCS Software's website before making a purchase.

World of Goo Review - [PC/Wii]

Following the arrival of the 'next generation' in videogaming, big names in the industry are putting increasing amounts of funding into future titles, both exclusive and multi-platform. Having such a hefty development budget undoubtedly has its advantages, yet for the minds at 2D games, creativity and originality have resulted in a gaming experience unlike any other. With goo.


^ This hub acts as the home screen, with each 'Chapter' of the game becoming unlockable depending on the players progress

World of Goo by 'indie' (independent) game developer ‘2D-Boy’ is a breath of fresh air, proving that a game does not need a massive team behind it, nor a briefcase full of money to fuel its success. On the contrary, World of Goo is the product of a team of just 2 young men. Kyle Gabler (previously a game designer for EA, creators of popular PC franchise ‘The Sims’) and Ron Carmel (Also of EA fame) have been described by the media as “an unstoppable force on the front lines of the indie revolution”, and with a horde of Goo-loving fans now behind them, it looks like their latest project is something to look forward to. Clearly, claims that the pair have defined what it is to be truly inspiring 'indie' developers are justified, through both the quality of their work and the reception from the public.

Admittedly, it’s only when you play World of Goo that you can begin to get a sense of the amount of work the talented pair of designers put into the game. World of Goo's simplistic interface, vibrant use and implementation of colour and charming gameplay fuse together to form a well-paced puzzle game that has universal appeal. The fact that the game mechanics are so simple yet so deep at the same time also helps keep the game accessible, yet at the same time keeping players with higher skills levels coming back for more. Any game that fails to offer replay incentive will ultimately result in a lack of interest, yet World of Goo's charming personality ensures this isn't the case. Even humorous, mysterious messages from the elusive 'sign-painter' within each level will keep a grin on your face, offering players both advice on how to approach the level itself and tongue-in-cheek conversation.

As players load the game for the first time, a barrage of vibrancy and seamless, fluid animation seem like a worthy reward for the purchase. The visual aspect of World of Goo is unique, and it's this quality that, for me, keeps me coming back for more. World of Goo seems to do a great job of enticing players in. The visual look manages to combine a 'cartoony' look with a crisp, polished finish. The game comes to life with the inclusion of moving cogs, wind turbines, bobbing water, grumpy creatures (It seems only fair. Can you imagine having no arms or legs?) and a host of other objects and structures that all add to World of Goo's world of imagination and wonder.

The concept is simple. The player starts the level with a certain numbers of 'Goo's', with the goal being to send these 'Goo's' to a drain pipe placed somewhere on the level, which sucks the chattering blobs to safety when they get close enough. To reach these pipes, the player must make a tower with the resources given to them whilst at the same time ensuring the tower does not topple. The challenge concerns where the drain pipe is placed. Earlier levels will see the pipe placed in the sky, with players having to simply build a tower upwards to enable the 'Goo's' their freedom, whereas later levels will put the pipe in more challenging locations. One of the later stages in the game, for example, places the ending pipe over a pit of spikes, meaning players have to use balloons to keep their gooey bridge suspended safely.

World of Goo's exciting and mesmerising gameplay is born through how the players must use their initiative to construct towers that defy gravity, as well as structures that dodge and duck under various obstacles. Build a solid structure, and a container full of smiling, happy and relieved (obviously) faces is your reward.


^ Sending the 'Goos' downwards, whilst evading various obstacles adds a new element of depth and excitement to the game

Harder levels such as the one shown above rely heavily (get it? No? Fine – We'll move on) on gravity, whilst at the same time introducing added dangers such as spikes and wind turbines. In levels such as these, players are introduced to the 'Water droplet' game mechanic, which allows the player to build downwards using water. This variety keeps the game interesting, and the regular introduction of new game mechanics keeps World of Goo feeling fresh.

Perhaps one limitation to the World of Goo experience is the lack of substantial online gameplay. In saying this, the game does support minor online connectivity (in the form of leaderboards revealing who can build the highest 'Goo' tower) however players never directly interact with one another. This addition would have provided a welcome change to World of Goo's offline adventure, as vibrant and as varied as it is. Personally, I found the idea of building an endless tower up into the air (with a nice, hefty amount of 'Goo's' I had accumulated during my playthrough) reminded me of a pencil with no lead – It was pointless.

What 2D-Boy have done is proven to the world that independent game developers can be just as creative as the big names in the industry, if not more so. World of Goo is a hint of what the talented pair are capable of, bringing a world of originality and accessibility to the gaming world. It's a shame that the talented pair have denied rumours of a sequel, but nevertheless, I greatly look forward to seeing what they come up with next.


Gaming Reviews Added - How Nerdy

I've added a 'Gaming Review' segment to the site, just to add a bit of variety. It also gives me a place to release my nerdy thoughts and feelings without feeling too much like a square. Feel free to ignore the review segment if it's not your thing. If you think you might be interested, there's a button at the top of the page with a link to all the reviews. Be aware that reviews take a while to write and so updates will be further between than the 'World News' segment.


Welcome to the Gaming Reviews game. Computer game reviews from a teenage boy - A truly reliable source. As much as it pains me to put my 'serious hat' on for a few moments, please be aware that the views expressed in these reviews are mine and mine alone.


World of Goo - 9/10 - Read the full review
Bus Driver - 6/10 - Read the full review


Aliens VS Predator - 7/10 - Read the full review


iPhone / iPod Touch reviews [[ Coming soon ]]

Playstation 1 / PSX reviews [[ Coming soon ]]

Thursday, 4 February 2010

Snake Craves Nicotine [NEWS]

The snake. Legless lizards that aren't particularly known for their cigarette cravings. Well, that's about to change.



A snake owner from Taiwan named 'Sho Lau' has revealed that his three-year-old pet snake 'Po' has developed an addiction for nicotine! The reason behind the snakes unusual habit originated from the fact that Po's owner smokes, on average, 20 cigarettes a day. It therefore makes sense that Mr Lau's snake developed a newly found love for the smell.

Mr Lau stated, "He is very tame. 1 day I threw a cigarette butt away and he went for it. He seemed to enjoy having it in his mouth"

Screen Watchers

An issue with writing about news stories on this blog is the research process. The people working at the I.T centre at college have a habit of taking control of peoples computers via remote control to make sure what they're doing is 'work-related'.

It would be difficult trying to justify reading an article on a snake from Taiwan that has taken up smoking, or a cat from American that can predict when somebody near them is about to die. Luckily I'm a ninja, so I haven't been caught in the act yet.

Yet.

Blog-day

I think I'll rename Wednesday to Blog-day. It seems that today is always the time where I post the most content to Blogspot. It's partly because I only have 2 lessons on a Wednesday but because of my terrible lesson timetable I have to stay the whole day. Usually, this would give me time to do homework / revise but I can't today because I have to reason to do either.

What worsens my Wednesday is the I.T technicians bullet-proof 'website blocker', which makes the task of visiting websites from the college computers that are genuinely interesting difficult.

Monday, 1 February 2010

Kitty Respect

I was watching Band of Brothers with my cat yesterday and noticed he had a bony chest. At first I just dismissed it, because he's a skinny runt and most skinny runts of the cat universe have a bony chest. However, I had another feel (keep it clean) and realised that the lump I was touching definitely shouldn't be there.



Turns out my cat's been walking around the house for the last couple of days with a fractured rib. Hello, hefty Vet bill.

Maximum respect to him for not acting any differently despite having a cracked chest. He must have the most insane pain barrier the world has ever seen. That's like me breaking a leg and just comparing it to growing pains.