This guys have future.
Thursday, February 24, 2011
Sepultura & Zé Ramalho - Dança das borboletas [live]
This is kinda old... but I have never seen before. So I'll share here.
Posted at
5:21 PM
No comments:
Tags
Music
Play with the Kissing controller
You want to catch a chick, but don't know how to start? You feel more confident playing games? You can use this device plugged on the ears of the girl and moving your tongue faster inside her mouth while you play a game.
I can imagine the guy at university or stuff trying to get this girl in the video, thinking "what should i do, what should i do... what...hey!". The result you can see below. What Microsoft would call it? Project KamaSutra?
I can imagine the guy at university or stuff trying to get this girl in the video, thinking "what should i do, what should i do... what...hey!". The result you can see below. What Microsoft would call it? Project KamaSutra?
Posted at
5:13 PM
No comments:
Tags
Games,
Technology
Tuesday, February 22, 2011
Sunday, February 20, 2011
Children of Bodom - Was it worth it? [video clip]
I like the music. This one and Ugly, up till now are pretty cool.
Posted at
3:49 PM
No comments:
Friday, February 18, 2011
Dead Island
Just a video that forces some feeling in a given situation - nothing unique or compelling enough to make me WOOOOW. With no gameplay, the only thing I must say is: Dead Rising meets The OC.
Posted at
2:37 PM
No comments:
Tags
Games
New "Thor" Trailer
In the most of Thor's comic books I read, Thor was usually a badass dude with a hammer. Hollywood puts the focus on woman, again. What is the problem with Hollywood? They have a deal with marriage associations mob?
And what about this guy? He looks like Brad Pitt - not a Nordic god or stuff... Should have been Triple H on this role. Man, this stinks.
And what about this guy? He looks like Brad Pitt - not a Nordic god or stuff... Should have been Triple H on this role. Man, this stinks.
Posted at
11:52 AM
No comments:
Saturday, February 12, 2011
Friday, February 11, 2011
Thursday, February 10, 2011
Wednesday, February 09, 2011
Invasão Zumbi
Invasão Zumbi "Zombie Invasion" (click to play)
Another Brazilian game that my eyes were pleased to watch and my fingers happy to play. The mechanics is pretty basics. The game follows the “Tower defence” premise. You have to put some high technologic weapons against goddamn zombies. The art is pretty coherent and the flow is ok – only in the beginning.
1- Let’s see the elements:
You got a map to place the weapons near the path where the zombies gonna walk. You have a menu with:
Money: to buy weapons and stuff:
1. Basic Weapon
2. A Launcher
3. Something I don’t get it
4. An expensive missile button that explode all zombies on the screen
5. I think this is a paralysis gas
6. Repair tool
7. Upgrade Tool
8. Sell Tool
9. Pause game
10. Stop sound
3 maps with a path and a space for your weapons: City, desert and beach.
Enemies Zombies:
Man: Basic walking and easy to die
Woman: A little more faster but easy to die
Fat Woman: Medium to Die.
Clown car: faster and medium to die.
Crawler: Harder to die.
The enemies attack in groups. Apparently they follow some order of appearance, but I’m not so sure about it. I just feel that somehow they got faster with time.
The game is pretty ok, not fantastic creatively or revolutionary. It is modest and honest. There are some problems with it.
2- Main problems:
The game is unbalanced. Only in the beginning you gonna face some challenge. After this you have only to manage your weapons and wait a lot of time to the map changes. In fact I really don’t get if you have some certain amount of money to get, if you have to wait till the enemies sequence is over – long story short – I really don’t get the objective. You know, protect the fort till…??
Another thing is the weapons you have. I put some basics at the beginning. When I got some money I tried something that blast a blue wave of nothing. The problem here is that you have to guess what you are buying. It is just a button with a draw and you have to figure it out by yourself. There is no name appearing if you pass the mouse over it… nothing, any clues. You have to try. I put it there, so it blast it waves, but my basic weapons do the service. So I use the sell button and get rid of it.
So I tried the launcher. It’s godamn motherfucker. It is powerful, but slow. When the missile hits the ground the zombies are dancing in my fort. So I sold it. Then I tried the cloud icon. And it appears an animation of a green smoke and I don’t get at first, at second I guess it paralysis the zombies for a while. After that I tried the nuke button and do what you might think it would. Explode everything.
The real deal of the game is to buy the basic weapon and upgrade it once (you can upgrade it once at all). A little strategy and BANG! You will build an insurmountable path of death for the undead – what? And well, you have only to manage and wait the moment it will teleports you to another map.
And dude, it take a huuuuge while to this happens. With time the enemies get boring and repeated. Maybe they get faster or maybe I was getting mad and have this impression. But the fact is, you can manage all the hordes with a simple strategy you did in the beginning. You don’t need even to use special weapons or stuff.
And dude, it take a huuuuge while to this happens. With time the enemies get boring and repeated. Maybe they get faster or maybe I was getting mad and have this impression. But the fact is, you can manage all the hordes with a simple strategy you did in the beginning. You don’t need even to use special weapons or stuff.
Another problem happens when you place the weapons in the bottom line at the map. The status of your weapon appears out of screen ~so~ you can’t see the status gauge of your own weapon. It is pretty easy to fix this although. Just slightly raise the map - and it is done. ;)
But this also happens when you place a weapon behind another one as you can see in the image below.
Tips for the future?
The buttons have some similarities with facebook way of gaming. And the game could be awesome for facebook with a few modifications. You could arm your own map and wait for friends to try to invade it. But this is for another time. ;)
The game was developed by David de Siqueira and Diego Cordeiro Barboza. Great works dudes. Just a little balance and some fix and it will be great. =)
Posted at
10:21 PM
No comments:
Tags
Game Design,
Games,
Personal
L.A. Noire brand new gameplay footage
I'm crying. GTFO. :~
Posted at
8:39 PM
No comments:
Tags
Games
Tuesday, February 08, 2011
Ozzy & Bieber Commercial: Behind the scenes
You know, Justin Bieber is the pop star of the moment, but who is the guy who everybody loves and stole the fucking scene?
Posted at
1:33 PM
No comments:
Children of Bodom - Ugly [new song] [leak]
Another track from the upcoming "Relentless Reckless Forever" from Children of Bodom. Enjoy.
COB - Ugly
Also listen to: "Was it worth it?"
Read more about the new album "here"
COB - Ugly
Also listen to: "Was it worth it?"
Read more about the new album "here"
Posted at
1:41 AM
No comments:
Tags
Music
Monday, February 07, 2011
What's a Bieber? [Ozzy's Extended Commercial]
Ozzy Osbourne and Justin Bieber @ Best Buy's commercial.
Posted at
11:37 AM
No comments:
Saturday, February 05, 2011
UFC 126 - Anderson Silva (c) vs Vitor Belfort
Holly shit. This fight gonna be awesome. Look the whole confusion at Weight in.
Posted at
1:21 AM
No comments:
Friday, February 04, 2011
Rise of theTitans: Preview-review
There is a cool dude that I know at Twitter, he did a game for GGJ2011 too. The name is Rise of Titans. The game is pretty simple and it uses the mechanism of shooting trying to block the enemies from passing certain point. The art is pretty stunning, and the enemies shooting the ice wall and the light of the shoots give a cool "ambient".
What I will do here is a Preview-Review; "what is this?" you ask. Well, a preview is something you can see while the game still in development. A Review is something you do after the game is launched. A preview-review is something you write of how the game will look if some features are added.
Ok, the game was made for GGJ’11 but I have long fingers and all of them it’s shacking here to write about improvements. Also: this is a game that can be ported easily to iPhone with some design changes.
This twitter dude said “I really can’t understand what this crazy Game designers talk about”, well dude, I hope you got what this designer here has to say. xD
First: Meet the elements
We have enemies that vary between fast and slow.
We have the Titan: the player.
We have a HUD of the player’s life.
We have the (mental) line (end of screen) to be crossed.
We have the ice wall protecting the line.
We have the ice bolt to attack enemies.
Second: Interface
The enemies come from the top marching down trying to reach the “line”. The player is in the top of an ice mountain or something like that. And now we have the first problem: the HUD. Ok, the player has some amount of life to resist the enemies, but the HUD has to be up there? There is the space where I see the enemies coming: foots approaching. It is the space to think about what to do.
Behind the player we have a useless space of nothing, and there is a good place to put the HUD. It is a good rest place for the eyes and for the HUD.
This was the critical design thing to say about the game.
Now the cool thing:
Third: iPhone port
The iPhone screen is a different resolution, but this also creates a huge opportunity of FUN. See, you have a greater enemy space.
Things that could be: the player-character can walk right-left like the original, but it would be interesting also if he stays in the center of the “mountain” using his power. And not the straight line power. But let’s assume the power have some density. So the player can touch anywhere in the screen and the power goes there in a curve. The character doesn’t cast a spell, but throw the ice power. So the player can hit some enemy behind another enemy.
Why this is cool? Cause it can give a strategy feeling to the game. You touch some place and the power goes. Imagine the fast enemy, you touch him, but when the power goes there, the enemy is in another place. So the player will have to think where to touch to hit the guy.
Like the Ice Wall, why just put it protecting the line? Maybe some “shinning” appears in the screen and if you throw – for example - 5 ice powers there, a wall appears (Yup! random places).
Another thing is to put a MP HUD. In the original game the player can cast how many ice power he wants. But for this iPhone port would be great if a MP gauge decrease when some power is used. So if the player attacks like a maniac the MP gauge reaches zero. And to come back he will have to wait like 5 seconds (for example).
Also could be trucks that spill enemies from the middle of the screen. Oh, god. There is so many things it could be. Hehehe
Great job, dudes. Hope you guys could make something for iStore or Live soon. =)
Edit:
OOOOooops! I forgot to put the link for the game. \o> dooh!
Play the game [here]
What I will do here is a Preview-Review; "what is this?" you ask. Well, a preview is something you can see while the game still in development. A Review is something you do after the game is launched. A preview-review is something you write of how the game will look if some features are added.
Ok, the game was made for GGJ’11 but I have long fingers and all of them it’s shacking here to write about improvements. Also: this is a game that can be ported easily to iPhone with some design changes.
This twitter dude said “I really can’t understand what this crazy Game designers talk about”, well dude, I hope you got what this designer here has to say. xD
First: Meet the elements
We have enemies that vary between fast and slow.
We have the Titan: the player.
We have a HUD of the player’s life.
We have the (mental) line (end of screen) to be crossed.
We have the ice wall protecting the line.
We have the ice bolt to attack enemies.
Second: Interface
The enemies come from the top marching down trying to reach the “line”. The player is in the top of an ice mountain or something like that. And now we have the first problem: the HUD. Ok, the player has some amount of life to resist the enemies, but the HUD has to be up there? There is the space where I see the enemies coming: foots approaching. It is the space to think about what to do.
Behind the player we have a useless space of nothing, and there is a good place to put the HUD. It is a good rest place for the eyes and for the HUD.
This was the critical design thing to say about the game.
Now the cool thing:
Third: iPhone port
The iPhone screen is a different resolution, but this also creates a huge opportunity of FUN. See, you have a greater enemy space.
Things that could be: the player-character can walk right-left like the original, but it would be interesting also if he stays in the center of the “mountain” using his power. And not the straight line power. But let’s assume the power have some density. So the player can touch anywhere in the screen and the power goes there in a curve. The character doesn’t cast a spell, but throw the ice power. So the player can hit some enemy behind another enemy.
Why this is cool? Cause it can give a strategy feeling to the game. You touch some place and the power goes. Imagine the fast enemy, you touch him, but when the power goes there, the enemy is in another place. So the player will have to think where to touch to hit the guy.
Like the Ice Wall, why just put it protecting the line? Maybe some “shinning” appears in the screen and if you throw – for example - 5 ice powers there, a wall appears (Yup! random places).
Another thing is to put a MP HUD. In the original game the player can cast how many ice power he wants. But for this iPhone port would be great if a MP gauge decrease when some power is used. So if the player attacks like a maniac the MP gauge reaches zero. And to come back he will have to wait like 5 seconds (for example).
Also could be trucks that spill enemies from the middle of the screen. Oh, god. There is so many things it could be. Hehehe
Great job, dudes. Hope you guys could make something for iStore or Live soon. =)
Edit:
OOOOooops! I forgot to put the link for the game. \o> dooh!
Play the game [here]
Posted at
11:16 PM
No comments:
Tags
Game Design,
Games,
Personal
Thursday, February 03, 2011
Tuesday, February 01, 2011
Subscribe to:
Posts (Atom)