Call Of Duty 4 Modern Warfare: Reviewed by :P Lost Planet

Posted in :P Lost Planet on April 29th, 2008 by lost

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2007’s Best Game as generally voted upon, Call of Duty 4 definitely deserves that honor. Fast paced and really very exciting Video Games really get the cool feel of Fictional Interpretations of War and Conflict really well in COD.

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When the game starts you are first sent to the so-called ‘training area’ to get a taste of your weapons… I’d say that the weakest part of COD is this recurring preamble that many ’shooters’ (for some reason) think they need to perform. This is probably not the way to begin an Epic… somewhere along the way the ‘industry’ the gaming industry must do away with this preamble. In fact, to use COD’s preamble as an example.. you get a gun or two and are told to shoot various targets… but it doesn’t really mean anything and has zero bearing on the game itself, as your shooting and grenade throwing is altogether your own when the game begins. Still COD… does this preamble stuff pretty well and COD looks amazing. The moves and visuals of COD are light years ahead. Far better than Rainbow Six Vegas 2 (Tom Clancy’s Rainbow Six: Vegas 2 Reviewed by :P Lost Planet) which although a good game isn’t nearly as intensive and/or inventive as COD here. But the two games are different to be sure, both are military in scope and design. After the small work out with the usual gruff and insulting Sarg or Captain your suddenly sent off to a ship in the Bearing Sea. The ship is going down and there is some important information you must find on the ship. The game hasn’t really begun and I’d chalk this up to the ‘training preamble part’. Very unnecessary to the game.

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After this though is when COD begins for real. In the game you play a Marine recruit, Sergeant Paul Jackson, and also a SAS Officer, Sergeant “Soap” MacTavish.

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The story is very convoluted with your character changing quite frequently. There is even a Nuclear dimension to the game where you actually have to punch in some codes to stop the weapons from hitting their mark… a sort of James Bondish touch I’d say! Since I doubt highly that a Nuclear Fission Bomb can be ‘taken back’!

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There are even Russians in COD… they sort of come in here and there but the main focus is on the Terrorism Theme that seems to be big news these days. It’s funny that Islam is playing such a big affair in America these days, as if it didn’t exist before. But there are some very cool scenes of the soldiers fighting in COD… it moves along very quickly.

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One of the best sequences I thought was being with the Officer in Camouflage who teaches you how to stealth your way in and around the bombed out city. It’s an amazing experience! As you follow him through many places… even as a tank and soldiers pass you buy in the fields! This part is superlative! They could make a game just about this, you and this Officer could make up a game on that alone. It is definitely one on the most innovative things I’ve yet experienced in a game. You end up with him at that ferris wheel, you actually have to carry the ‘old’ man! But this is where COD really shines… it’s very fun to play! In fact I wasn’t sure when it would end but when it did I felt really very surprised that it went so fast. Even though it is long enough, I suppose!

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The story, granted, is everywhere, there isn’t that focus that one likes to see, yet with such a commanding way about it COD is one hell of a war game.

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Sniper!

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Game of the Year? Yes, most definitely.

 

 

 

 

 

 

 

Video Game Rentals Delivered

Gamer Anonymous - Movie Second Skin

Posted in :P Lost Planet on April 29th, 2008 by lost

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As one sleep-deprived player describes it, an MMORPG is “like a game of Monopoly that never ends with 10 to 20 million people in it.”

New York filmmaker Peter Schieffelin Brauer discovered the games also are saturated with love, addiction, deceit and personal redemption.

Brauer, originally from Belmont, produced “Second Skin,” a quirky documentary about the world of Massively Multiplayer Online Role Playing Games and the people who anchor themselves to computers for up to 18 hours a day. The film has its local premiere Thursday night at this week’s Independent Film Festival Boston.

The poster boy for video-game addiction is Dan, an unemployed lost soul from Philadelphia who admits to playing the equivalent of 170 days of “EverQuest” (the game cumulatively logs every second) during the past year. Feeling his life is getting sucked into a virtual abyss, Dan enters a 12-step rehab program based on Alcoholics Anonymous. One step involves the dramatic shattering of game CDs into a fishbowl.

Dan soon resents being treated like a “charity case” and happily slips back into his old ways. But the inconvenient truth that slaying dragons can’t pay his rent forces Dan to quit, cold turkey.

Revisited later in the film, Dan seems ready to run his own gamer-rehab facility. He’s dropped from 265 to 180 pounds, finds a decent job and declares “life’s way too good” to spend his days staring at a screen.

But “Second Skin” is not “Scared Straight” for gamers. Much of the film celebrates virtual romances that survive the transition from 3-D graphics to human flesh. MMORPG couples, the movie asserts, “fall in love from the inside out,” and physical appearances aren’t the predominant reason for attraction.

Brauer says although online role-playing games certainly attract shy and awkward people, they provide a sense of community for others who feel socially isolated.

“I know the neighbor who lives on one side of me,” the filmmaker says. “But other than that, I feel very much alone in my own neighborhood. People need closeness. People need intimacy. And a lot of people can’t figure out how to get it.”

 

 

 

Video Game Rentals Delivered

Hot Shot FragBox - Alien Killer?

Posted in :P Lost Planet on April 27th, 2008 by lost

PC Magazine gives the FragBox 2000 (that’s what we are calling it) its Hoity Toity Editor’s Rating.

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Yeah, but my Gamecube was cooler!

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Maybe but the FragBox is very cool looking I must say. A nice looking box… but is it a tossable? I mean If I want to toss it into the wall will it get me that special something?

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And will it kill an Alien?

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I don’t see why not it’s less that $2000.00 smackers and any Alienware machine is going to cost you an arm and a leg.

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This would be a cool gift to give some kids, if you are a rich uncle you could buy like 8 of these and wrap them up individually for relatives… you could just toss them in the closet all wrapped and ready to go… they’d only be 16,000 dollars…. Nice!

 

 

 

:P Lost Planet is Playing: Call of Duty 4: Modern Warfare

Posted in :P Lost Planet on April 27th, 2008 by lost

Well now, here we are again. I just got the new game, but it’s a pretty old game… Call of Duty 4: Modern Warfare… We’ll be reviewing it soon as we finish it!

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Video Game Rentals Delivered

Korn and Haze Writer on :P Lost Planet’s Haze Page - EXCLUSIVE!!!

Posted in :P Lost Planet on April 26th, 2008 by lost

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Our Haze Page just got bigger with an interview with Rob ‘haze’ Yescombe, the insane mind that dreamed up the Haze Universe.

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Rob’s no Elton John… but he can write!

And we also have the New Korn Song Video with some really cool Haze Vid Shots with the band live as they sing the new and very cool song. In fact the band liked the song so much they just had to add it to their new album… Usually such songs are thrown into the ‘Elevator Music Section’ of such! So that gives you an idea of the Talent and Coolness that went into Haze!

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Lost Planet’s Haze Page

 

 

 

 

 

Buy $40 On Anthony Product, Receive One Free Citrus Cleaning Bar - $8.00 Value

Wii - Hard to sell the Games Lately.

Posted in :P Lost Planet on April 25th, 2008 by lost

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New Wii Games Find a Big (but Stingy) Audience

Nintendo sits atop the home video-game market. Its Wii, though less technologically advanced than Microsoft’s Xbox 360 or Sony’s PlayStation 3, continues to outsell those machines and is now in more than 20 million homes.

So why are retailers having so much trouble selling Wii games?

Take Super Smash Bros. Brawl. It was one the most hotly anticipated video games of the year; it sold more than 1.4 million copies during the first week of its release, in early March, and broke records for Nintendo of America.

“We certainly have a built-in fan base for Smash,” said Denise Kaigler, Nintendo of America’s vice president for corporate affairs. “I’m hoping that we can continue to generate success and awareness of the game.”

But sales dropped more than 90 percent over the first four weeks, according to estimates from VG Chartz, a team of analysts who study video-game sales.

Some major retail chains — including Wal-Mart and Toys “R” Us — have already begun bundling the Smash Bros. game with Wii machines for sales online, a sign that the base of hard-core gamers who went looking for the game has been depleted.

Retailers confirm the sharp drop. “We sold a couple thousand copies in the first week,” said Xavier Pervez, assistant manager at a GameStop in Fairfield, Conn. “It’s dropped off significantly now, maybe 100 in each of the last couple weeks.”

Toys “R” Us has instructed its sales staff to warn customers that some Wiis cannot read the Smash Bros. disc, and to refuse to exchange the game if customers later claim it is defective. Some parents who receive that warning are just as happy to buy a different game instead. But Nintendo claims few Wiis are subject to the malfunction, and Toys “R” Us sales staff said few customers have been dissuaded from buying or keeping the game.

“The number we got back for return was pretty minimal,” a saleswoman, Christina Giori, said. “Maybe eight copies out of 500. It’s something Nintendo’s really trying to crack down on.”

A number of games that garnered critical acclaim in recent months, notably the cartoonish action-adventure game Zack & Wiki and the off-kilter action-adventure No More Heroes, have yielded disappointing sales.

Over the first three months of the year, only three other Wii titles broke the list of top 10 best-selling games compiled by the NPD Group, a market research firm: Super Mario Galaxy, Guitar Hero III and Wii Play, a sports game that comes with the purchase of a much-needed additional game controller. The Wii may not be behind the success of all those titles, though; Guitar Hero, for example, sold 2.2 million copies for the Wii, but 2.8 million copies for the Xbox 360 and almost 5 million for two versions of the PlayStation.

The problem is that, in marketing the Wii, Nintendo cast a wide net and caught more than the big fish. The Wii’s innovative motion-sensitive controller and a price lower than the rival machines appeal to a broader audience than the traditional market of young male hard-core gamers. Younger children, women and older consumers, who historically have not been sought by the video-game industry, have discovered video games through the Wii — just not that many of them.

These new gamers are content with the games they have, often going no further than the Wii Sports game that comes with the machine. They don’t buy new games with the fervor of a traditional gamer who is constantly seeking new stimulation.

The average Wii owner buys only 3.7 games a year, compared with 4.7 for Xbox 360 owners and 4.6 for PlayStation 3 owners, said a Wedbush Morgan analyst, Michael Pachter. “It reflects the broadening of the demographic,” he said. “Nintendo’s market doesn’t feel the same sense of urgency to buy every game that’s coming out.”

“You don’t see a lot of titles that reach 30 to 40 percent of the installed base,” said a Lazard Capital analyst, Colin Sebastian. “My in-laws in Texas have a Wii sitting on their living-room floor next to the TV, which to me is kind of amazing. They have Wii Sports, a Brain Age game, Wii Play. That’s about it.”

Part of the problem, analysts say, is that other game makers have yet to embrace unconventional advertising methods that can reach this broader audience. Nintendo did it by promoting its memory game Brain Age on the radio.

“Advertising on GameInformer and 1up.com just isn’t reaching this audience,” Mr. Pachter said. “When you make a game like Zack & Wiki or Boogie, which turns the hard core off and doesn’t reach the masses, then you’re in trouble.”

Still, not all third-party publishers have found the Wii market difficult to crack. Multiplatform games like Ubisoft’s Rayman: Raving Rabbids, a cartoon action-adventure, have found receptive audiences.

Hudson Soft has had success with titles including Sudoku, crossword puzzles, jigsaw puzzles and fishing games.

“The kind of person that buys a Wii is not the same kind of person that buys a PS3 or an Xbox,” said John Greiner, the chief executive of Hudson Entertainment, the North American arm of Hudson Soft. “You have to be very specific when you design a game and target not only the gameplay mechanics for that user, but also the marketing for that kind of a product launch.”

Hudson has also benefited from an especially close relationship with Nintendo. Hudson developed Mario Party 8, consistently one of the Wii’s top sellers, and has been one of the greatest beneficiaries of the Wii Virtual Console, which charges users to play classic video games.

Nintendo itself seems primarily focused on expanding this casual audience, while continuing to deliver sequels to its most beloved franchises including Mario Kart Wii, the latest incarnation of its popular driving simulator, which will be released next week.

Ms. Kaigler, the Nintendo spokeswoman, says the company hopes Mario Kart will serve as a “bridge title” between casual gamers and core fans, with the help of a steering wheel device into which a Wii controller can fit.

Wii Fit, an exercise game due next month, is expected to receive more marketing dollars than any game in Nintendo’s history, Mr. Pachter said — and the money will not be spent wooing young men. “Wii Fit is just not aimed at hard-core gamers,” Mr. Pachter said. “It’s definitely aimed at the Oprah crowd. I bet they sell a million units a week for every pound that Oprah says she lost on it.”

 

 

 

 

12% Off any order over $12 with code: MAYOFF12. Ends 06/15/08.

Bad Wii Games Sell Well - Super Mario Confusion

Posted in :P Lost Planet on April 24th, 2008 by lost

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The Divnich Tapes: Why Do ‘Bad’ Wii Games Sell So Well?

It’s no big industry secret that there is some strong correlation between game quality and sales, and the table below reinforces that assumption for next-gen games with only one exception — the Nintendo Wii.

Going in-depth as to why there’s a strong correlation between sales and quality with the PS3 and the Xbox 360 would mostly be stating the obvious.

The interesting story lies behind the Wii’s success and why ‘quality’ scores -— in some cases —- are generally insignificant to Wii consumers. The following graph shows a game’s revenue compared to its average review score, and you can clearly see the Wii’s exception to the rule:

[Data is taken through the end of 2007 and provided by EEDAR, Metacritic, and NPD. Each system’s percentage average is based on its own average revenue per game.]

Currently, the Wii has the largest installed base among the next-gen systems. Although it is generally the hardcore gaming market that drives hardware sales in a console’s first year, the Wii has a different story behind it.

Because of its simple design, variety of casual games, and low price point, the Nintendo Wii has become the system of choice for casual gamers, social gamers, and the sub-13-year-old gaming market.

Here’s a graphical look (with the second graph showing detail) at the same data of revenue compared to Metacritic score:

However, due to this large influx of new gamers to the market, these consumers rely less on quality scores and rely much more on word of mouth, brand awareness, marketing, and simplicity when making a decision on which games to buy.

One could propose a theory that these marketing and design attributes have a stronger correlation to sales than quality scores. This theory, if true, would shed some light on the success behind games like: Wii Play, Guitar Hero III, Carnival Games, and Mario & Sonic at the Olympic Games.

Mario & Sonic at the Olympics Games, which did 613,000 units in December 2007, is an excellent example of how brand awareness plays a role in Wii sales. To the casual and social gamer, it didn’t matter that the game received sub-70 Metacritic scores.

What did matter was the fact that it had two recognizable brand names, “Mario” and “Sonic”, performing a recognizable action, “The Olympic Games.” Yes, it may seem too straightforward that one of the many secrets to the Wii lies in recognizable brand names and actions, but the sales don’t lie.

Carnival Games, which is pulling in 100k+ units a month, is a good example - as it relies less on marketing or brand awareness and more on the other key selling points, such as price and gameplay simplicity.

Consumers shopping at Wal-Mart see the box art and likely say to themselves, “It’s cheap, the game structure is familiar (playing carnival games), and it is probably easy to pick up and play.”

On that same token, that same consumer sees No More Heroes or Okami and says, “The title is not familiar, the game looks complicated, and I don’t know what an Okami is.”

Does this imply that publishers and developers should be “dumbing” down their games to appeal to the mass audience? Of course not, but understand that like any new consumer base, there’s an initial learning curve before they are more discerning about how they spend their money on games.

 

 

 

 

Incredible Hulk Video Game

Posted in :P Lost Planet on April 21st, 2008 by lost

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Here comes the Incredible Hulk on Video. Click here to see the New Game Vid: The Incredible Hulk Video Game.

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Yeah, I remember the Double Face Character, he pushes Banner down the elevator. A good choice then. You’ve got to have something powerful up against the Hulk.

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Here’s the Hulk at the U.N. I don’t think Peace is his answer!

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Condemned 2: Bloodshot: Reviewed by :P Lost Planet

Posted in :P Lost Planet on April 21st, 2008 by lost

Well now, here we are with another Review. This time it’s Condemned 2 Bloodshot. I didn’t play the first one so I can’t tell you much about so called ‘improvements’ to the ‘Game Engine’ of this new attempt. But that shouldn’t stop us from getting to the Meat of the Matter.

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One Ethan Thomas - Drunk?

 

And Meat isn’t a bad way to begin any discussion about Bloodshot. It’s really thirsty for Blood. The low down then: Ethan Thomas (Photo Up Above) is our Hero, and let’s face it he’s a Drunk! He looks pretty tortured throughout the game, his eyes are red, bruised and Bloodshot, perhaps the reason for the Game Title.

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What basically happens to Ethan is that he is drawn back to his old roots as an operative for a police group called the SCU. An old friend of Ethan’s, Mr. Van Horn mysteriously goes missing and that’s when the fun begins as Ethan must figure out who or what murdered his old friend. The games backdrop is very Chaotic, set in a city that has lost its Civilization Factor and has become very violent and dangerous in every way. Bloodshot is really quite intense in this area… there are some really striking images to the game, many of them not happy. There is no Disney Vibe to Bloodshot, there are torture devices and very horrific imaginings. So if you aren’t ‘up’ to this sort of thing, then feel free not to pursue Bloodshot. It’s very, very bloody and violent!

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As the story of Bloodshot continues Ethan and his friends on the SCU go deeper into what may or may not be troubling the city. There are sonic devices planted everywhere, which you can destroy if you so choose and an Occult group known as the ORO. Ethan must track down quite a number of items and clues throughout the game. There is a really nifty evidence gathering system to the game that works really quite well. The funny thing about this Evidence gathering is that if you don’t give the right answer, your friend on the line makes a dismissive comment about your skills and cuts off further communication. It was a funny thing later in the game when I tagged the head of SCU as dead when he was quite alive! That was funny because the game then rates your investigator skills… in this case a Poor, as I looked closer I could see the Cop was actually blinking!

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That’s interesting because at the beginning of the game the three SCU members up above meet… I thought they literally were the living dead! The Bloodshot Graphics crew didn’t put much life into their characters. All to the Ghoulish tone then. It’s funny to look at Video Game characters, the eyes are interesting, but without that Sitcom energy that is like television.

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That’s Evidence, Mister! Bloodsplatter on a door using your trusty Infra-Red Sensor! I was often wrong on the choices!

 

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Things go from one place to another. There are many mission places to visit. This one is the Magicman’s Theater… where Magic and Mayhem are Perfected!

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There are Street Scenes Aplenty in Bloodshot.

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As Ethan makes his way, from mission to mission there are some real difficulties. I don’t think that Bloodshot is an Easy game by any means… I’d choose the ‘Normal’ setting on the difficulty meter though.

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These are dolls but don’t cuddle up too closely with one, they explore rather wickedly.

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This is a creepy Oro Device, it makes one Paranoid, they emit creepy dark waves of sound!

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This is the general look of things in Bloodshot. You won’t be seeing the new fall fashions in this one!

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She’s not real! She’s a robot and boy she isn’t easy to kill. You will meet her a few times, and she could have been the entire game herself! Getting rid of her was really hard and she is very creepy! Maybe in the sequel she can come back to life. That would be fun! :P
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At any rate, Bloodshot puts a lot into itself. There are times when you get guns, but Bloodshot is definitely not a shooter. The targets go down pretty easy. Then there is the story which is way too expansive. By the time you reach the last fight, you’re confused about any number of things. The good thing about Games is that even if there isn’t much of a story anymore at least you’ve been entertained. And that’s probably the best thing about Bloodshot 2, that it is entertaining. The designers here are indeed very talented people… they came up with any number of visuals, ideas and implementations that work really very well. With a more direct story line and purpose they could really send one into the bleachers.

Condemned Bloodshot 2

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Not a bad way to spend a Sunday.

 

 

 

 

:P Lost Planet is Playing: Condemned 2: Bloodshot

Posted in :P Lost Planet on April 19th, 2008 by lost

I thought I’d best let you know what we are playing at the Lost Planet Headquarters. Condemned 2: Bloodshot!

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It’s a pretty intense game alright. There’s a lot, a lot of violence… stuff that Elliot Spitzer didn’t want you messin’ with! :P
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Is that Iron Mike Tyson?  It sure does look like him!  … same body type as well!

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Gosh! Playing a game like this sure makes me happy that things aren’t this bad as of yet! I don’t think I’d last more than 5 minutes with these folks! Comon! I’m not a member of Hamas or somethin’ :P
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It’s not a bad looking game… I’m playing it on my new Hewlett Packard 24″ Glossy Screen on the PS3… it looks really much better than on the LCD Television. I think you’ve got to have the Monitor instead of the the Television. Things just seem faster, more professional on a real Monitor.

Anyway, no matter where you play it, it still has to be good. I’ll have the review for Condemned 2 Bloodshot as soon as I finish!

 

 

 

Video Game Rentals Delivered

Iron Man Game Trailer

Posted in :P Lost Planet on April 17th, 2008 by lost

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New Iron Man Game trailer. See it here. Click

 

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X-Box Mom Strikes Back

Posted in :P Lost Planet on April 16th, 2008 by lost

Kid vs. Mom. Kid: 0, Mom: 2

 

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It seems that the continuing battle between parents and kids over game time is alive and well.

For your consideration: a 13-year-old boy in Virginia decided that it was a good idea to break the family vacuum cleaner in order to get out of his chores around the house and play video games. Not so fast whippersnapper. It looks like your mom won this round.

She has decided to sell her kid’s Xbox 360 on eBay. But the story continues. It turns out that while his mom was going through his computer, she checked out the cookies and found that her innocent little boy was frequently checking out porn sites. So she decided to hack into his My Space page. The mom talks about the incident and states:

My 13 year old managed to break the vacuum….thinking it would release him from that duty. He also has a list of other chores that were TYPED up for him to do Friday afternoon….one thing on the list was done…mind you these are simple things…empty the trash, clean your room, etc.

“Then I go thru the cookies on his computer and find out he has been checking out porn sites. Now there is a password so he can’t even get on and his my-space page has a picture of snoopy on it now. Apparently I’m the meanest mom in the world, were his words.

“I’m a single mom. I can’t let them walk over me or I might never get up .”

On the eBay ad she says:

Yes I am the mean mom who is selling her sons XBOX and games to replace the vaccum he broke but also to teach him a lesson that things cost money, and you should respect your parents. He can do his chores (that still remains on the kitchen table typed very neatly) now knowing that the money he earns will go towards something he bought…and maybe that might make him respect alittle bit more….this is something that has been three weeks coming, he has had numerous changes to get a better attitude…but when I found the porn on his computer that was it…so here we are: Let’s bid.”

So far the ad has generated 15 bids and the high offer for the Xbox 360 and games is up to $410 at the time of this writing.

Now as a gamer, I can understand the guy’s frustration at not being able to play his games. But breaking the household vacuum cleaner isn’t exactly what I would call a smart move on his part. Sure, all of us want to play our games, but there is also the reality of having to do things that maybe aren’t as fun to do such as chores, school, and maybe even our jobs.

As one sage once put it, “Live to game. Don’t game to live.” Or to put it in other words, “Don’t break the vacuum cleaner…”

 

 

 

Paintball Online

Haze Demo coming to the PS3 in Early May

Posted in :P Lost Planet on April 15th, 2008 by lost

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Haze will be coming as a demo to the playstation3 Store sometime early in may, so say Free Radical the makers of the thriller game. So this is very good news. The game itself will begin to be sold on May 20th. Also don’t forget to check out our HAZE PAGE where we here at Lost Planet throw anything we can find out about the Haze game. This will be our first page here on Lost Planet so please do check it out!

 

 

 

 

New Playstation Store to go Active Soon.

Posted in :P Lost Planet on April 15th, 2008 by lost

The new Playstation Store goes up soon. Here is the video of the new store in which a lovely young lady demonstrates: Playstation’s New Playstation Store

 

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The old store looked just like this. It was pretty awful looking. So it’s a good thing that Sony is putting up it’s new baby.

 

 

 

Game Video Resale - Much Ado About Nothing

Posted in :P Lost Planet on April 12th, 2008 by lost

It’s not a good idea to sell any Game back to Gamestop, not because the company that originally made the game is supposedly losing a billion dollars, EDITOR’S VIEW: Used Games are Damaging , but because they never pay you very much for a used video game. It’s better to save your games and your systems as well. You could have children someday who may want to play the games you did. I could care less if some publisher like Electronic Arts isn’t getting their cut from a game they’ve already made millions from. Once sold done! Gamestop has every right to take the entire pot by reselling game videos as they do. It’s weird to me when these guys start worrying about a company losing money, as if it would matter. There’d just be another one to take its place… it’s the same odd attitude that people have about movies these days, they act like they are a part of it all.

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Which they are not.  Guys like this Editor, Colin Campbell, need to be more active in the mind area, read a book, instead of boring good gamers with his worries and worthless concerns! :P
 

 

Iron Man Cometh

Posted in :P Lost Planet on April 8th, 2008 by lost

 

 

Iron Man

Jet powered, indestructible and freezing on winter mornings

If you don’t know your superheroes, you might have glanced at Iron Man and had him down as a dull robot-faced crime fighter. He’s actually one of Marvel’s coolest characters - a billionaire playboy genius with a ’70s ‘stache, an eye for the ladies and a heart of actual steel. And that’s before Tony Stark puts on his self-designed flying armour and becomes the Invincible Iron Man. Beat that Peter Parker with your poorly paid photojournalism and annoying girlfriends. Next month’s big budget Iron Man film looks promising enough to attract the worldwide love old shellhead deserves. Exclusively seeing the game of the movie in action at Marvel’s disappointingly not top-secret New York HQ was enough to make us think that he’s also got potential as a videogame hero.

Sega developers Secret Level have gone for all out military action here - it’s probably best thought of as a flying shooter along the lines of Ace Combat, only minus the cumbersome plane of course. Although the training levels in the Mk 1 and Mk 2 suits have you flame-throwering enemies on the ground, for most of the game your jet boots will be thrusting you across huge open landscapes and into battle with fighter planes, attack choppers, tanks and the giant armoured supervillian, Power Monger.

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The plot follows the film closely in updating the original comic book origin of Iron Man. When he’s kidnapped and forced to make a devastating weapon, Tony Stark ‘does an A-Team’ (ask your Dad) and instead welds together an armoured suit allowing him to escape. Uncovering a dastardly global domination plan he decides to upgrade his armour and don it again to save the world.

This progression of increasingly badass suits of armor is followed in the game. Your first suit, the Mk 1, is a bit Tin Man meets nightclub bouncer. But you try creating techno armour while held hostage in Afghanistan! Necessarily crude, the silver prototype does feature some decent flame-throwers useful for escaping from terrorists. Back home, Tony comes up with a nicer sleek silver suit featuring limited flying capabilities that you can test out in the second training level. This is actually the Silver Centurion armour though, a souped-up version of the suit from Iron Man issue 200! The final armour has even better flying capabilities and comes fully loaded with weaponry. Best of all, red and gold go together. Glimpsed in the game trailer, the Stealth armour allowed Iron Man to camouflage himself in the comic books, Metal Gear Solid 4-style, although we’re not sure exactly when you’ll be able to use it.

 

Stark might just be a rich bloke in a metal suit but even in the game’s explosion-filled hostile airspace, Iron Man looked far from vulnerable. You can switch on the afterburners and blaze across the sky, hover to fire his gauntlet-mounted Repulsors against ground targets, wrestle helicopters and unleash his chest based Unibeam. Stark’s armour will be upgradable as you progress with a power management system letting you unleash a variety of attacks.

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While what we’ve seen so far suggests it probably doesn’t have the variety to trouble the Spider-Man games, it should pulverise the inferior likes of Superman Returns. Visually it looked as shiny and polished as the Mk 3 suit itself, even when throwing the arsenal of an entire air force at our hero. The cool thing is, being Iron Man, he was able to catch the missiles and throw them back!

 

 

He’s finished Grand Theft Auto IV!

Posted in :P Lost Planet on April 8th, 2008 by lost

He’s finished Grand Theft Auto IV!

We talk to Rob Taylor from Xbox World, the first games writer to complete GTA IV

With GTA IV due out on April 29 a few of our esteemed magazine friends in the GamesRadar network have been granted access to review the game already. That’s right - one of the perks of being permanently slagged off on forums and two-bit blogs is that games writers get the opportunity to play games before they’re in the shops.

The first of our colleagues to actually finish the game is Rob Taylor, deputy editor of Xbox World 360 magazine, and below he tells us (as best he can) what it feels like to be the first person to finish GTA in the world. Lucky bastard.

You’re the first games writer to have finished GTA IV, how does that feel?

Pretty darn sweet to be honest, I allowed myself a quick smug grin when the Rockstar guys told me! It’s funny; I didn’t actually really get to play as much as – say – the Benelux journos we met while up in Chelsea (we were based in Rockstar’s actual offices and I think I racked up 25 hours at the final count, while they were ensconced in their hotel rooms playing up to 11 hours a day!) and I also had to write down some fairly comprehensive tips for the first batch of missions so actually I got off to a slow start.

On day two though, I flew through a major batch of the story missions without messing up once and then on the final day a Rockstar PR sidled up to me pretty late on while I was swearing my head off at getting stuck during a mission called ‘A D*** B*** S**** C***’ (edited to avoid spoiler) and said “Keep pushing on, you’re actually nearly there. The missions are meant to be tough near the end!”. It’s true; the final couple of missions are rock, but after a couple of retries I finally made the breakthrough. And boy did I feel relieved; to have missed out that late on after all that, ahem… ‘hard work’ would have been hard to take.

How hard has it been to keep it all a secret?

Well, I’ve been threatened with physical violence more than a few times by mag colleagues after my constant stream of GTA enthusiasm threatened to get a bit too spoiler-intensive! Generally though, it’d be a shame to ruin the surprises for anyone else; GTA IV single player simply has to be played on your lonesome to be fully appreciate it for what it is: a true milestone in videogames. Likewise, my review in Xbox World 360 (out Wednesday 23rd April) talks more in general terms rather than getting into specifics… I can tell people why they have to buy this game, but I’d rather not tell them everything that transpires while doing so.

How did it all pan out then? Where did you play it?

So we got the call from Rockstar to come up on the March 26 and play for three straight days in a row – including a Saturday! We’d usually kick off at 9 or 10ish in the moring, play until 8 or 9 at night, then go eat, then crash before getting up the next morning and do it all over again. Sat in front of a 60″ LCD screen in a dark room for nigh on 30 hours – now that’s hardcore! Every GTA fan’s dream though, huh?

How hard did you find it, playing it under so much pressure? Did you die a lot?

Definitely. It’s funny, I actually had another colleague in the room with me, who also got real close to finishing. We were always comparing stats though, and I think I’d died 40-odd more times than he had by the end of the game. And failed, like, 50 missions! So I think in my rush to get through the game my skills let me down once or twice(!) The pressure to plough through as much as humanly possible did get irritating at times – especially when you get stuck on a certain mission – but you want to soak in as much atmosphere for your readers, cover as much ground as possible… all while taking over 4000 words worth of notes on a nearby laptop! It was the ultimate mix of fun and high pressure.

 

 

Bill Fulton’s Rage at the Gamer.

Posted in :P Lost Planet on April 5th, 2008 by lost

Fixing Online Gaming Idiocy: A Psychological Approach
[In this in-depth article, Fulton discusses why "the online behavior of our customers is dramatically reducing our sales", referencing his social design on Microsoft's Shadowrun to explain how we can dissuade anonymous Internet gamers.

Warning: This article uses language inappropriate for a professional website. Unfortunately, the language used is far less offensive than what is commonly encountered in online gaming.]

Some gamers are fuckwads

Of all the ways I spend my free time, playing games online is the only one I would describe as “frequently barbaric”. Insults of all kinds, including racist and homophobic slurs, are commonplace.

The women I know who play online avoid anything that would identify them as female — including voice communication — in order to avoid the unwanted, and frequently negative, attention.

And that’s just how players are intentionally insulting — what some people do while playing online can also be aggravating.

Cheating, team-killing, entering a game but not playing, quitting before the game is over, and more, are all relatively common. Common enough that it was deemed worthy of a Penny Arcade comic, speculating about why normal people become fuckwads online.


So what?

Why do I care? Some gamers might be thinking “If he’s so thin-skinned that he can’t take the online banter, maybe he shouldn’t play online.” Unfortunately, many people do just that — they stop playing online.

Even more gamers go online a few times and then never play again. This isn’t just my personal speculation; I have seen convincing data from two different sources that the biggest problem with online gaming is the behavior of others. The biggest problem isn’t the cost; it isn’t connectivity issues, or even the quality of the games — it is how people are fuckwads online.

To make this concrete, here’s a thought experiment for you: imagine you go to a new restaurant, and decide to try the meatloaf. A big guy at the next table overhears you, looks at you, and yells: “Meatloaf? What kinda newb are you? Hey everybody, this r-tard just ordered the meatloaf!

God, I’m glad you’re not at my table.” Laughter breaks out at the tables around you, as they crane their heads to look at the newb. The restaurant staff is nowhere to be found, and you’re not entirely certain they’d do anything anyway — you can tell this is normal behavior at this place. How good or cheap would the food have to be to get you to go back there? Who would you bring there? The vast majority of the world population wouldn’t go back there, and would warn everyone they knew to avoid it.

So again, why do I care? Because the online behavior of our customers is dramatically reducing our sales, and continues to stunt the growth of our industry. Non-gamers simply don’t love games enough to put up with the crap they get online. The reason they would consider playing online is to have fun with other people — and right now, playing games online with strangers rarely delivers that for anyone outside the hardcore demographic.

Are these problems even solvable?

Short answer: yes. Social environments and culture can be designed. Just like good game design creates fun gameplay, good social design creates fun social experiences. Unfortunately, online games seem to have allocated very few resources to designing the social environment.

But honestly, I don’t believe that resource constraints are the source of the problem — I think that most people don’t believe that social problems can be solved. A common belief that I’ve heard used as justification for not addressing the social environment of games is that “jerks will be jerks”. Essentially, many people believe that:

    1. Behavior is determined by personality, and
    2. You can’t change people’s personality

While I (mostly) agree with the second point, it is moot because the first point has been consistently contradicted by 60 years of social psychological research. Human behavior is complex and determined by many factors.

Personality is certainly one factor, but it is a surprisingly small factor. The largest determinant of behavior is the perceived social environment. This is the good news, because both the social environment and the perception of it can be controlled.

But me just saying that I disagree with a belief isn’t an argument; some proof is in order. Evidence about the effect of the social environment on behavior comes from two main sources: real-world observation and academic studies from social psychology.

(Although perhaps I should add “cartoonists” to those two sources. The Penny Arcade comic showing a normal person becoming a total fuckwad when in multiplayer gaming situation — anonymous, with an audience — was pretty accurate, if a bit simplified.)

Evidence of how the social environment affects behavior

In real life, people are capable of an incredibly wide variety of behaviors. People go to a bar on Saturday night and church on Sunday morning and manage not to get kicked out of either. How? They don’t sing hymns and pray while at the bar, and don’t smoke and drink during the sermon.

In academia, social psychologists have demonstrated how far they can push human behavior by controlling the perceived situation. One of my favorite studies was done in 1973 by Darley & Batson about “bystander intervention”. They wanted to determine the effect that the situation had on the likelihood that people would help a stranger in need.

In their experiment, they told Princeton seminary students that they had to go to the building next door to record a sermon. Some of them were told that they were late, and should hurry next door. Others were told they were early, but should go next door and wait there. While moving between buildings each person had to walk by a man who slumped in a doorway, coughing and moaning.

Of the ones who were told to hurry, 10% stopped to help the man in distress. On the other hand, 63% of the ones who felt they had plenty of time stopped to help the man. Some of them literally stepped over the distressed man while rehearsing the sermon to themselves!

The topic of the sermon? The parable of the Good Samaritan, of course. (Who says psychologists have no sense of humor?)

Examples of successful social design in real life

Psychological experiments are interesting, but they have no value if they don’t lead to influencing social behavior in real life. In part, the situation affects us so often and so much that most people don’t even notice good social design. For example, one brilliant piece of social design comes from the first psychologists: bartenders.

Telling bar patrons that they can’t have more alcohol because it is closing time can be an ugly situation. Their solution: many bar tenders give first call about an hour before they close and second call about 15-20 minutes before they close.

This advance warning before last call minimizes the potentially socially difficult (and even dangerous) situation of surprising drunk people with the news that the party is over. Bartenders could do many other things — call the cops, refuse to serve the annoying patron in the future, etc., but they risk losing the customer if they go to those extremes.

A more relevant example is how the movie industry changed the culture of moviegoers in response to the threat of cell phones. Prior to the popularization of cell phones, people had one main behavioral response to a ringing phone: answer it.

When cell phones were introduced, some people applied their “just answer it” behavioral response everywhere they went… including movie theaters. During the movie. After all — what were they supposed to do? Not answer?

The theater industry initially ignored this threat to the social experience of going to the movies, but in the past few years has aggressively begun running “silence your cell phones” ads immediately before the show.

My personal experience is that that cell phones don’t ring nearly as much during movies now as they did 10 years ago. And people actually talking on them during moves is (thankfully) rare. The theater industry recognized that their unique value (over watching movies at home) is the social experience, and moved to silence that threat (sorry — couldn’t resist). The health of their industry depended upon their changing the rules of acceptable social behavior in theaters.

I’m not citing this example to say that games should run ads before going online saying “don’t be a jerk” — that would be naïve in the extreme. The point of that example is that the movie industry recognized that some of its patrons were pissing off the majority of their other patrons.

And so they (eventually) took effective steps to reduce it. The belief that “jerks will be jerks” is neither true nor useful — it is a belief that permits us to wash our hands of our ability to gain a wider audience. It isn’t a responsibility for us any more than it was for the movie industry — but the economic incentives are the same.

Examples of useful social design in games

Most multiplayer games and platforms already have some successful social features. Friends lists, guilds/clans, and party systems are all examples of useful social design. I think everyone can agree that those social features definitely increase the fun of playing multiplayer.

But those features are not enough; they are really only valuable if you already have friends online. If the multiplayer games are going to be welcoming to new players, we need social features that affect newbie who may not (yet) have friends.

A useful feature that doesn’t require friends is the swear words filter for text chat. Even well-moderated text chat channels get nasty. But when the swear word filter changes words deemed “offensive” (”asshole!”) into something less offensive (”*%@^!”), the reaction to the swearing drops dramatically, because this change makes the swearer look… well, silly.

Amusing, like a cartoon character, rather than aggravating. I’ll bet some newbs don’t even realize that the swear word filter exists until they type some choice words themselves and see their own chat “sanitized”.

Another example of social design comes from Shadowrun, a team-based multiplayer shooter I worked on. One of the fundamental problems of team-based games is that some players (especially shooter players) aren’t naturally team-oriented.

It is fairly common for team members to focus on beating teammates for prestige (high score, kills, scores, etc.) rather beating the enemy. Pre-pubescent voices often scream “kill stealer!” at a teammate during a team deathmatch, because they are focused more on their personal stats rather than winning as a team.

In order to reduce this kind of anti-team behavior, we changed the stats system to reward pro-team behavior over individual success.

We made the rewards for killing enemies proportional; so if one player does 90% of the damage and a teammate steals the kill, the first player gets 90% of the credit (and money!) for the kill, and the stealer gets 10%.

On several occasions, I heard players new to Shadowrun complain about teammates stealing their kill stealing, only to have team members tell the new player something to the effect of “that’s not how this game works”.

Multiplayer shooters often have “vote-kick” systems that allow the majority of players to kick an annoying player out of the game. While a good idea in principle, more often than not, the vote-kick system itself becomes a social annoyance rather than social boon.

Griefers often call votes to kick innocent people out of the game; or two players will get into a feud and will repeatedly call votes to kick the other player out. Often, no one is kicked because many people choose not to vote — they don’t want to be judges, they just want to play.

Another example from Shadowrun is how we empowered the players in a game to protect themselves against griefers. Shadowrun’s solution to these two social problems with vote-kick systems was to decrease vote calling in all but the most serious of situations (i.e., when the majority of players are likely to vote to kick). Two specific changes we made to the typical vote-kick system:

  • We made calling a vote a risky behavior. Typically, voters have two choices: abstain or kick the target of the vote. The wrinkle we added was to give voters a third choice: kick the vote caller. This change meant that if a griefer called a random vote, there was a chance they themselves could end up out of the game.
  • We stopped feuds at the second vote. We changed the typical vote-kick system to understand the concept of a feud. After one player calls a vote on another player, the server considers the pair to be in a “feud” state.If either of the feuding pair calls a vote against the other, the vote is handled differently than with non-feuding pairs — instead of the possibility that neither feuder gets kicked, a vote between a feuding pair always results in one player getting kicked. This change meant that players learned to not to call a vote in a feud — unless they’re willing to leave the game session rather than continue playing with the other person.

These two changes to the typical vote-kick system resulted in a dramatically better social environment — a majority of players could still get rid of annoying players, but griefers couldn’t simply pervert the vote-kick system to become another means for griefing.

Furthermore, if two players got into a feud, the feud would end quickly (at the second vote), thus sparing the other players from having to tolerate the toxic environment of two players who are more intent on personal attacks than playing the game. Once bad blood happens, it’s just best to separate the parties.

I gave these examples of social design — of feature designed to enhance the social fun of playing multiplayer — in order to point out that multiplayer gaming already has some social features and social design (not that they call it that).

But much more investment in social design is needed. Most of the features are targeted towards hardcore gamers and not toward creating a community that is welcoming to new players.

The games and gaming platforms that create satisfying social environments for non-hardcore players will reap the rewards of a larger and more loyal customer base. Again, much of the enviable success of WoW is attributable to Blizzard’s ability to create a social environment that is friendly to newbs while catering to the hardcore. They’ve shown it is possible to do both.

Conclusion

You don’t have to let fuckwadism hurt your multiplayer game’s popularity or sales. Social environments can be designed to minimize bad behavior. Social conflict is inevitable in online gaming — but it doesn’t have to be as frequent or severe as it is.

But if you don’t design the social environment, your game will probably end up feeling like most do right now — like the lawless territories of the Wild West.

Despite our romantic imagery, it was the desperate, the poor, the misfits and criminals who went west; the majority of the people stayed back east where there were paved roads, doctors, nice restaurants and little chance of getting gunned down in what passes for a street. If we want multiplayer gaming to grow, we have to start designing the social environment(s) to appeal to people other than trash-talking, hardcore gamer.

Gaming is finally starting to broaden — The Sims, WoW, the Wii, Harmonix, casual games, and more are introducing gaming to new kinds of people. But how many of those newbie gamers will be mocked instead of welcomed to their first multiplayer game? In your multiplayer game? Without careful social design, the answer is “almost all of them”.


 

 

 

Tom Clancy’s Rainbow Six: Vegas 2 Reviewed by :P Lost Planet

Posted in :P Lost Planet on April 4th, 2008 by lost

 

 

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Rainbow Six Vegas 2, it sounds like a sporting contest score but it’s the newest from Military Espionage Thrillers in Video Games. Mr. Clancy’s titles are very popular on the gaming scene, and I must admit that I avoided them until this one. With this blog I feel that I must try many more things out. Especially Shooters which are very popular in the gaming arena as of late.

I must admit that when the game began I was really uncertain to just what was what. Here it is called Vegas 2 yet it starts in a compound in the snowy mountains somewheres. I didn’t quite get what the whole thing was about! And at first I must say that I wasn’t all that thrilled. But I kept with it and slowly began to learn the various commands to shoot. I’m really very good as a sniper. That I must admit. In many of these games there is usually a sniper gun and I find that I have no problem aiming through peep holes, down alleys or just about anywhere and at anything with sure shot precision. It’s often hard to find just where the shooter is. And very satisfying when found as you put a bullet directly into the Enemy. Here in Vegas 2 there is call for three guns… the six shooter, a rifle and the long range sniper. As I said I am good at the sniping, I think I had a 9 rating after only half way through the game. I often had to trade between the submachine gun rifles and the sniping rifle in an attempt to see which one best fit the occasion.

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At any rate after the first part which I have learned was a scene that brought back some backstory elements from the last Vegas game we are sent right to Las Vegas. Where you and your two soldiers must hunt down a terrorist working with some other nefarious types to create bombs. It’s all very cut and dry, but after being in that snow mountain area it is a relief to see the hot desert sun of Las Vegas!

The bad guys in Vegas 2 are really interesting. They actually remind you that they are nearby, usually they will be speaking to each other in low tones and the conversation is unmistakenly about the possibility that something bad has or will occur. It’s funny when after you’ve mowed down about fifty bad guys you’ll suddenly hear one of them two clicks down the road start saying: ‘I thought I heard something’. Yeah, buddy that was gunfire! I’d be half way to the moon by then or cuddling in some cops lap! They also appear to be more Mexican than Colombian.

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As our little game intensifies you find that you are chasing after the drug dealer and that behind him is one of your own former operatives Gabriel… so you have to go and ‘decommission him’… the last part of the game is going to his compound and taking him out. I must have done the tennis court about sixty to seventy tries before I finally got lucky enough to continue with the game. But it is pretty satisfying to finish this Rainbow. I’d never played the earlier versions, but once and at that time it was way, way outdated for the Game Cube or something or other. So I was happy to have been able to finish this one.

I never expected to lose my ‘boys’, I’d usually let them always go ahead of me and that way I could then enter at my own whim with minimal danger to my person. But then there comes that mission where you have to do it by yourself! Awful, but it was fairly exciting though.

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Not bad. The next one might be one to watch for.gwpr6vegas13_2.jpg

:P Lost Planet


 

PS3 New Adverts

Posted in :P Lost Planet on April 4th, 2008 by lost

Sony has had somewhat of an impressive yet disturbing ad campaign for the PlayStation 3 to say the least. From the hovering PS3 console in an empty room to the infamous (and somewhat creepy) crying baby, the company has delivered commercials that have intrigued, shocked and down right disturbed the minds of many gamers across the globe.

Now they’re taking a new direction in advertising with a more refined approach that includes a ridiculous amount of detail.

In our view, these new images below display the PlayStation 3 as the rebuilding process towards a new world of gaming, deservingly so. We’ve included the two advertisements below and feel free to leave your opinion on them in the comment section.


 

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