Jump to content
Hondo's Bar

Keth

Drunken Deputies
  • Posts

    11,529
  • Joined

  • Last visited

  • Days Won

    415

Posts posted by Keth

  1. I'm slowly becoming aware of the sheer amount of environmentally friendly bullshit that was shoved down our throats as children. I'm all for not destroying the planet and all, but it kind it's kinda similar to religions indoctrinating at a young age, I hope they learned of the harm of potential backlash.

     

    dude that old muppet show dinosaurs' series finale was a very dark end of the world episode (with allusions to global warming, but in reverse)

     

     

    anyways this show was great. i swearia

     

  2. WTF Axel...I've never heard of that laughable piece of marketing. I've gotta check out an episode, as awful as it looks.

     

    hah yea ive never heard of it either. i was looking for something more recognizable and i saw that and was like 'talking rubik's cube?!'

     

     

     

     

    this one is mandatory

    EPIC!!!

  3. Personally, i am not that impressed with the new "Slim" i don't like the matt finish.

    The font i suppose is ok, its a little Cuter, than the Spidey font. But its all a bit meh.

     

    I'm glad i bought my 60gig with BC, but to be honest i can't say i've used it that much!!!

     

    :sad:

     

    my 60G crashed on me (yellow light of death is what the internet called it) gonna cost $160 to fix. and yea its out of warranty :music:

  4. I like both sets of baddies, but i went with batman. you got a guy, with no powers, and is quite possibly the smartest guy in the superhero business vs a bunch a villains who (most of them) have no powers also. Batman's enemies are far more crafty than most other villains. it usually ends with a battle of wits. even when bats is fighting Croc or Bane (who could rip batman apart if they wanted to) batman always comes out on top. well he is the hero so he has to but still. spidey's foes, while awesome, are usually a bunch of super strong guys who end up making shit explode. spider-man beats them to a pulp, end of story. so yea batman lol :sad:

  5. Ahaha. I bet for a lot of people you just did the equivalent of taking off your glove and slapping them with it. Pistols at high noon! This is gonna be awesome. :devil:

     

    I may have liked the originals, but i DO see why folks hated the new, very out of place, special effects in the original trilogy. WTF was that having Hayden Christensen (sp) being super imposed over dead Vader at the end of Jedi? why did he suddenly get younger than kenobi and yoda? :2T:

     

    Shit- He's right. Lucas didn't direct 5 & 6, maybe he's been the problem this whole time.

     

    haha yeah that was my thought. no way could Lucas make Ewoks be that badass :D

  6. finally saw the ENTIRE star wars series from ep:1 to 6. good movies although i dont really see why people got all pissy at the prequels.well there is jar jar but that is a given lol. plus Lucas directed ALL the prequels whereas he didnt ep's 5&6. all of them were good though (I will say episode three was the most relevent prequel). not spectacular but highly entertaining :2T:

  7. The title screen for Bionic Commando is a bit unexpected for the kind of game Grin purports it to be. It’s simple: the logo in white against an unassuming sky blue background, a soft, plinking piano laying out a gently realized rendition of the series’ theme. Press start and a long bionic arm appears from the hazy blue, riding a calm swirl of moving air that soothes the ear. At the time, I couldn’t figure out what Grin’s intentions were with what I saw as a clearly intentional choice to set the tone of the game. How exactly would softly tickling the ivories help get you pumped up for something so loaded with action? I puzzled over this off and on throughout my time with the game, but no answers came.

     

    Then, suddenly, as I was writing this review, it dawned on me: Bionic Commando isn’t really an action game. At least, Grin doesn't want you to associate it with the mindset and expectations that go hand in hand with the genre on first approach. There’s plenty of action to be had, of course. But that’s not really the point. You’ll know it deep down, that first time you dive headfirst from the tallest building you can find, grabbing hold of an overhanging sign or jutting platform after a few seconds’ freefall and effortlessly vaulting forward through the air towards your next destination. The feeling is an exhilaration rarely felt in gaming—certainly not experienced since taking to the rooftops as Faith to evade an army of Blues, and probably not again anytime soon. Here, it’s a quiet, solitary rush, one that’s equal parts awe and beautifully exacted geometry. Cutting a path through the open air, high above the smoldering rubble of Ascension City, you can identify with Nathan Spencer; there’s no other way to put it than that bionic swinging just feels right. And the rush Spencer would feel, of taming gravity and momentum to his own ends, the wind whipping over him, is so strong that it easily translates from simply playing with the mechanic to developing a true intimacy with it.

     

    That the title screen’s score kicks up (as an accompaniment to an action-packed gameplay montage) only after idling through the softer piano arrangement is a testament to Bionic Commando’s emphasis on swing dynamics over running and gunning (low ammunition counts notwithstanding). Spencer himself even shares in the general sentiment. Clearly reveling in the moment, he’ll occasionally let loose a howl like a crazed bionic wolf while in the midst of a freefall or massive swing.

     

    Although the rest of the game is generally no slouch, it’s clear that Grin put innumerable hours into fine-tuning and perfecting the use of Spencer’s bionic arm, and the results really speak for themselves. To be clear, the aerodynamic attention to detail is astounding. Spencer jerks in the air when grappling something too close for his current trajectory and adjusts his body with the angle and arch of each new swing; His lift, heft and weight all contribute to the extended arm’s behavior, whose physics are just about perfect. Even on the ground, Spencer moves with a mixture of poise and acrobatics, blindly flinging Stielhandgranate-style grenades with pointed accuracy when turned away from an enemy and displaying an acrobatic agility while, say, twisting around in an expertly performed backward leap. Animation this absorbing (and fluid) isn’t just rare in an action game, but in any game, period.

     

    I’m thanking my lucky stars that Grin recognized Spencer’s general acrobatic license, and especially his bionics, are and damn well needed to be at the core of Bionic Commando’s gameplay experience, as the game has many instances where it could have just devolved into a repetitive bulletfest. After Bionic Commando Rearmed, which was quite possibly the best retro revival remake you could possibly ask for (save for maybe an unannounced Grin-developed Strider), I wasn’t at all sure this next-gen sequel would go over as well. But Grin sticks their old school guns (or should I say, arm). The game is all the better for it.

     

    Unfortunately, there’s a price to be paid for all this goodness, and it’s one whose presence I find pretty inexplicable—the game is far too segmented (also, loading times can get kind of ridiculous, and that’s not something I usually care about). The kind of exhilaration Bionic Commando brings is a feeling that should be both carefree and expansive, yet the levels design is broken up into small chunks. What’s worse is that you can’t even revisit areas of the city. A game like this deserves to be vast, open and streaming, more akin to wide open vistas of the virtually load-free Prince of Persia. Instead, the swinging, as fantastic as it is, seems in part almost like a cruel tease; the minute you start really enjoying yourself, most of the time you’ve reached the tunnel that leads to the next part of the game. Once you come to grips with this, it’s not too bad, but it will likely bother you right up until the game’s ending, which I won’t get into here. I’ll just say it’s unexpectedly great, hits you like a smack in the face, and could arguably put an existential spin to the game’s preceding actions up to that point.

     

    play magazine's ridiculously good review of the bionic commando reboot. (which by my understanding got an average score of 5/10 across gaming mags and reviews) it takes up three frikkin pages on the website!!! i only posted the first 2. other worthy quotes:

     

    And those dreads—I’ll never understand why Grin chose to give Spencer such terrible hair, but like Tom Hanks’ goofy ‘do in The Da Vinci Code, you get used to it after awhile.
    apparently, that's the biggest problem
    Grin didn’t even give Spencer the ability to duck behind cover and take potshots at enemies. Thank god there’s still some originality left in the industry.
    WTF?
    Even boss encounters and set pieces are kept to a bare minimum. There’s times when the sparse narrative doesn’t make a lot of sense, and some things are only explained in inference, but you probably won’t care.
    You don’t play Bionic Commando to find out what those dastardly BioReign bastards are up to (though I will admit the absence of Reamed’s silly tone is noticeable). You play it to lose yourself of swinging far above a gushing waterfall in a sun-dappled forest, or a giant indoor arboretum—for the effortless thrill of it all. And really, isn’t that why we games in the first place?

    yes, that is why we Games in the first place

    The reason you bought a PS3 or 360

     

    Play magazine is so proud that it got rid of its Numbered scoring system....... yet on the website they gave bionic commando a 9.0/10. i havent played BC myself, so i cant really say too much, but for a game that's been so hated this seems just a bit much :/ :)

×
×
  • Create New...