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User information for Evil Timmy

Real Name Evil Timmy   
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Nickname None given.
Email Concealed by request - Send Mail
ICQ 109217332
Description I'm an electro/glitch/bmore/breaks DJ and long-time avid gamer from Hong Kong. BitTorrent is another one of my hobbies, and I've been an active part of the community since early 2003.
Homepage None given.
Signed On Nov 22, 2003, 10:24
Total Comments 439 (Amateur)
User ID 19465
 
User comment history
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News Comments > Arkham Asylum Free DLC for PC Too
27. Re: Arkham Asylum Free DLC for PC Too Sep 9, 2009, 05:56 Evil Timmy
 
The demo was really enjoyable, and the controller support is probably the best I've ever seen. It works seamlessly with both M+K and a 360 controller (under Win7), and not only can you use both at the same time (analog stick for motion, mouse for aim) but it'll switch the in-game icons depending on what you pressed last. That, and the fact that it runs smoothly on high at 1280x800 with a two year old laptop and 8600M GT while looking just stunning, and that it's a great game on top of that, has launched this to the top of my must-buy list. Any word on a Steam release?

EDIT: Got off my lazy ass and checked, it's up on the 15th on Steam.

This comment was edited on Sep 9, 2009, 05:58.
 
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News Comments > FCC Considers Unified Ratings System
7. Re: FCC Considers Unified Ratings System Aug 28, 2009, 17:51 Evil Timmy
 
Uhh, wasn't there a report that showed that games have the lowest numbers of underage buyers as compared to movies? And check out some of Bill Harris' articles over at Dubious Quality on issues of ratings systems. The games industry is well ahead of any other in terms of making clear what content games contain and how it's experienced.

And, as always, good parenting is far superior to any government regulation. Everyone has friends and unsupervised time, so it's up to parents to discuss issues of violence, conflict, and sexuality with their kids, because simply trying to lock down their own home is insufficient. Keeping up a dialogue is the best thing parents can do, and expecting anything handed down from on high (read into that phrase what you will) to adequately deal with your child's unique intelligence, temperament, and experience is foolish. It's not only lulling you into a false sense of security but will only serve to undermine your efforts when they inevitably see what's out there.
 
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News Comments > PC Modern Warfare 2 $60? [Updated]
55. Re: PC Modern Warfare 2 $60? Aug 19, 2009, 23:29 Evil Timmy
 
The Advocate: Really? I gave up on WaW when it got into the last few levels. I got stuck at one bit, got frustrated, then decided to play around a little bit, and discovered that there's a scripted tripwire that you have to pass, and until then the game will throw endless enemies at you. There's no killing them all (I tried), so rather than carefully scripting a challenging sequence and letting you move on, you have to move forward to trip a certain point, then one after, then one after, then hit a checkpoint. I finally got past that bit, only to realize that the last four or five maps in the game did that exclusively. In other words, no realism, no logic, just endless streams of baddies until you hit the next tripwire, and the next, and the next. Personally, I think that's unforgivably lazy and shoddy game design if it's done once, but for the last third of a game, if not more? Treyarch certainly won't be getting a dime out of me after that crap.  
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News Comments > Serious Sam HD Trailer
15. Re: Looking forward to this... Aug 16, 2009, 00:48 Evil Timmy
 
I'm glad for this, if only because it means more Serious Sam co-op play. The single player was only a warmup for that kind of chaos, four players with around four times the enemies. DM was alright, but that was (and hopefully, will be again soon) the way to go.  
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News Comments > Darkest of Days Demo
7. Re: Darkest of Days Demo Aug 11, 2009, 16:52 Evil Timmy
 
- LOOKS BADASS
- IS BADASS
(from the nifty video you get after conquering the demo)

This describes the demo perfectly. Graphics aren't the shader-heavy modern stuff PC gamers are used to, but it's more than playable and the concept is awesome. It's both a breath of fresh air and a throwback at the same time, and I'll happily pay to support an indie dev who's putting out something fun, innovative, and clever like this.
 
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News Comments > Need for Speed: SHIFT Preorders
3. Re: Need for Speed Preorders Aug 8, 2009, 14:55 Evil Timmy
 
After DIRT and especially GRID, I've come to expect a bit more out of my racing games. Arcadey fun doesn't have to mean pointless variations on a game that used to be good, oh, fifteen years ago, but hasn't had a sign of life since Most Wanted. The only game with the NFS name attached that I'm remotely interested in is the Criterion-developed reboot coming next year. Seeing as the Burnout games are NFS taken to an extreme, I'm curious to see how they'll merge the two styles. If it's Most Wanted but crazier, or Paradise with customization and variety, I'll be overjoyed.  
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News Comments > New Left 4 Dead DLC Next Month
41. Re: New L4D DLC Nears Aug 5, 2009, 14:46 Evil Timmy
 
I don't know if you guys have seen the movie poster for this chapter ( here), but...is that a Strider in the background? There have been little hints that Valve's games are tied together, none more obvious than Portal and HL2:EP2, but is this a step further? After the next incarnations of HL2, Portal, and L4D, could we see HL3 tie up how all these worlds are connected?

Aperture Science was, however loosely, tied to Black Mesa, and it seems like they were working in related aspects of portal research. Aliens came through the portal, and already had a way of infecting and controlling us, via headcrabs. Couldn't one of their diseases, or even one of our diseases faced with their alien biology, have mutated into the plague that's facing the protagonists of L4D? And might the Combine have had an easier time conquering Earth if most of its population were already dead? (IE the gap between HL and HL2) If they had intended it, they could simply have activated a biological kill switch to minimize cleanup. The scattered remnants of humanity breathe a confused sigh of relief, only to find themselves invaded by a prepared and powerful alien threat. War is impossible, meaning their only hope is to organize an underground resistance, as seen in HL2 and the Eps. (TF2 and CS are obviously experimental arenas, set up by sadistic and evil alien scientists to test the limits of human endurance and the strength of the human mind when faced by a Valhalla-like circle of endless death, rebirth, and battle.)

Or am I just dreaming, thinking that a developer would be working on that level of devious creativity?
 
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News Comments > RAGE Faster on PC, 360
50. Re: RAGE Faster on PC, 360 Jul 30, 2009, 17:37 Evil Timmy
 
Since this discussion has diverged anyways, let's try yet another direction. After years of PC having (and often deserving) the reputation of being insanely expensive for gamers, now we've got $100 video cards that can play most games at full detail at 1920x1200 with varying levels of AA (see this HardOCP review of the Radeon 4770). With consoles a few years from their next generation, could we see every new PC shipping with a graphics card that can output 1080p res at high quality, and what would that do to the next generation of consoles? Also, with even bargain graphics cards able to handle current-gen games, what does that mean for AMD and nVidia? Will they take on Intel, and how will they convince the average user, and thus OEMs, that at least a decent GPU is important?

I've certainly run into many people who have Intel integrated graphics and are disappointed and confused when they try and play any modern 3d games, but the problem is most people don't understand how graphics cards work, because discrete graphics have always been targeted at enthusiasts. I really think we could see the PC become completely dominant, if people understood what they could do, but most users think PC = internet, Word, and PopCap games, and maybe WoW (which doesn't help), and consoles = fun game time with friends. The PC needs better marketing, but since Microsoft doesn't seem to care much about gaming on the PC, somebody else needs to step up and squash the now vastly outdated myths about the cost and trouble involved, and at the same time be working to ensure they're not lying out their ass. Valve/Steam would be kind of ideal as it shows how slick and simple PC gaming can be, but I'm also sure that most big publishers won't want to cannibalize console sales by splitting their market and mindshare.

Rather than anything profoundly clear and delineated, I think PCs just might sneak up on their console brethren, especially if the increasingly popular laptop market starts adding better graphics chips, if for no other reason than to improve HD video processing. If AMD/nV target that market, and a whole generation of laptops end up with HDMI out, great HD playback, and high-quality gaming support standard, it might just start to erode the current domination consoles have over the market.
 
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News Comments > RAGE Details
2. Re: RAGE Details Jul 21, 2009, 20:44 Evil Timmy
 
This game really seems like what I figured out for my ideal game a few years back, combining racing, shooter combat, strong RPG elements, and a reasonably open world. While the last two elements really remain to be seen and probably won't be clear until I actually get time to sit down with the game, my biggest fear is that this will be another Doom 3. There will be a patina of an awesome game on a shiny engine, and that slight hint of much greater things will make the end result even more disappointing (I couldn't help but think of SS2 with fully dynamic lighting and awesome-looking seamless computer interfaces). The console controller bit doesn't even bother me that much, it just means there won't be a stupid number of rarely used controls and I'll definitely be playing it on the highest difficulty setting with a gaming mouse. In fact, it might even end up like GTAIV, where I play the shooting sequences with M+K and get around with a 360 controller. All in all, I'm very interested but burned enough times to avoid excitement.  
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News Comments > Valve on Community Funding
26. Re: Valve on Community Funding Jul 21, 2009, 03:19 Evil Timmy
 
I'd certainly throw $50 in the direction of Eskil Steenberg (developer of Love, the trippy proceedural multiplayer art...thingy) or developers like that. And Mount&Blade is a great example of something similar happening successfully. It's not like someone would come asking for money with nothing but pen scribbles on a napkin, but with good support a talented programmer could hire an artist, or a three-person team could start working full time, or something like that. Even the slow-moving and entrenched music industry is starting to see artists connecting with fans, raising funding in unique ways, and adapting to a much more collaborative environment. As long as Valve sets the example and makes it clear how funding rounds work, what your dollar buys you, and guides a few test cases through to build investor confidence, this could be a huge deal for indie developers worldwide.  
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News Comments > Open World Tomb Raider?
5. Re: Open World Tomb Raider? Jul 13, 2009, 15:55 Evil Timmy
 
Ugh...is anyone else getting seriously tired of 'open-world' being the catchphrase du jour when all it means and continues to mean is that you can do a few missions in any order before proceeding on to the next checkpoint? If traditional FPSes are 'the long hallway', I propose we call these open-world games 'the big room'. While the hallway certainly isn't as narrow, there's really only one entrance and one exit, and what you do until you follow the same linear progression rarely affects more than a slight skill/item/cash bump vs just following the path. The best games, so far, have simply provided a larger sandbox for the same antics, and have rarely gone beyond "Hey, we put pigeons/packages/diamonds/jumps everywhere, good luck finding them all if you're a neurotic completionist or just looking for an achievement."

While it will take a sea change in the industry before we see anything that's truly open-world and freeform, couldn't we do something as basic as effective choice in that "big room"? Give us a few (probably three, at least) major baddies or obstacles. Then make the order affect how each plays out. Some dialogue and most set pieces should be reusable, but make the first one the player chooses to attack easier, which story-wise should allow the other two to flourish, or at least gird themselves for the inevitable assault. Make side missions worth more than a wad of cash, have those lieutenants you're supposedly taking out actually be a part of the fighting force in larger story missions, for you to kill in advance or face as part of a larger force later. Or make a raid on a fuel depot remove tanks from another mission, meaning more light vehicles and ground troops, who in turn aren't there to protect an outpost/side mission. There's myriad options, it just requires there be some basic logical ecosystem to the world we're playing in.

Probably the best example of swing-and-a-miss in recent memory has been Far Cry 2. The game leads you to believe you have a choice, and can really change things by your decisions, but the only real choice is pointless and right at the end, and caps off the story rather than affecting gameplay. During the other 99% of the game, your only choice is how much time you want to waste to make the game easier, by taking safe houses and hunting for diamonds (and contemplating just quitting after the same...damn...thing time and time again, everywhere). The outposts were probably the pinnacle of a series of asinine design decisions; you'd slaughter a half-dozen soldiers, burn a couple huts, and then five minutes later you'd drive through again and they'd be restaffed and repaired. They must have a great agency to get fresh soldiers that quick, and ones that don't question the fact that certain spots have new job opportunities opening every ten minutes. It really hammered home how pathetic your flailing attempts to make a lasting dent in the game world really were.
 
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News Comments > New MechWarrior
33. Re: agreed! Jul 9, 2009, 14:53 Evil Timmy
 
I still remember getting MechWarrior 2 with a video card upgrade years ago, and being amazed by the graphics. My sister was still too young to grasp all the concepts involved, but she did understand one thing..."NumLock 'em!". And watching a huge mech unleash all of its weapons in one burst, laser, chaingun, and rocket all burning across the sky to devastate foes half a mile away, that kind of fury was always fun to watch. Then follow up with another volley five seconds later.

There's so much promise in this game, and I know not all of it will make it through to the release that's probably a year or two off. The feel is the most vital aspect and that's hard to nail, but it seems like they're pretty concerned with the whole player experience. As long as comms and mission design are good for co-op, that's probably where I'd spend most of my time, so I hope that's a bundle of pure awesome more than any other aspect. Hopefully the store/items are good as well, but at this point I think we're just too far off to have any idea how this one will turn out.
 
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News Comments > Asteroids Movie Plans
11. Re: Asteroids Movie Plans Jul 2, 2009, 14:35 Evil Timmy
 
If you haven't seen it already, Minesweeper: The Movie is awesome.  
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News Comments > Fallout 3 Steam Sale
18. Re: Fallout 3 Steam Sale Jul 2, 2009, 14:28 Evil Timmy
 
I'm doing exactly what kxmode suggested. I was considering buying the first DLC, but GFWL was such a turn-off I decided to just wait for a compilation. There have been plenty of games to fill my free time, and plenty going on out in the real world to make sure that time was limited. I figure by the time that pack is out, I'll be ready to start another playthrough and enough time will have passed (and there'll be enough new content) that I can really enjoy exploring the world, not to mention the modding community should have some real hits that will have been playtested, refined, and balanced by then. I wonder if Valve/Bethsoft will either offer a discount for those who have the game already, or let us gift the original (a la the Orange Box) if we buy the full-on package.  
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News Comments > No StarCraft II LAN Confirmed
46. Re: No StarCraft II LAN Confirmed Jun 29, 2009, 18:13 Evil Timmy
 
South Korea has near the highest broadband adoption rate in the world (97.17% of households, second to Monaco {ref} ), so not having LAN play probably isn't that big a deal. I think this is a stupid move, but since when has the gaming industry been really responsive to player demands? (Answer: that stopped when it stopped being three guys in a basement, and is only now coming back with indies, digital distribution, and fast internet.)

In my experience, LAN play dropped off in the US for a few years as broadband exploded ('99-'05), but as laptops have gained massive market share and a reasonable gaming laptop dropped to $1200-1600, LAN play over home wireless networks has seen a resurgence. My cousin and his friends have had a SC LAN revival recently, and between a few desktops scattered around the house and everyone else bringing their laptops, they have little trouble getting 6-12 person games going. The ability to sit on a couch, or even outside with cigarette in hand, and keep playing has certainly made it a less 'darkened basement-cave awash in the pale glow of CRTs' activity and turned it into something more open, social, and friendly.
 
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News Comments > Ships Ahoy - PROTOTYPE
32. Re: Ships Ahoy - PROTOTYPE Jun 11, 2009, 02:33 Evil Timmy
 
This game's really just over the top and ridiculous. It's a bit more complex than most beat-em-ups, especially as you get further into the game and have more armor, helis, and drones wandering around trying to make your day more frustrating. The speed is amazing, and you really feel like a badass; the camera is almost always right and the controls are tight but appropriately forgiving. While there's not a Saint's Row 2 level of variety, the side missions are fun and the RPG-lite progression gives direction along with the better-than-average writing. The powers, as well as almost always being able to take the stealth option, give every encounter a bit of a different flavor, like Crysis' suit powers but with a more advanced and frenetic beat-em-up tuned feel.

All that said, I think I was sold on the game the first time I sprinted up the side of a building, backflipped off, and piledrove a pursuing helicopter into the ground, sending out a wave of flaming citizens from the explosion as it hit the ground.
 
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News Comments > Matrix Online to End
51. Re: Matrix Online to End May 30, 2009, 19:45 Evil Timmy
 
I like the idea of opening up these servers after the game closes down...all those licenses for proprietary software could simply be covered by ongoing advertising and dealt with by some branch of the publisher with minimal maintenance. The devs/pubs should make it clear it's their creation but no longer under their control. The community provides the servers, the involved companies generate goodwill and interest in their future works, and the players get to keep enjoying the game. There could even be officially designated handover servers run by trustworthy pillars of the community, where experienced players could keep their years of work via a dump of the official character data. Seems like a win all around.  
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News Comments > Op Ed
2. Re: Op Ed May 30, 2009, 19:26 Evil Timmy
 
Some excellent points there, Z9000, and I generally agree with what you're saying about achievements. For me, they usually come into play when I'm going through a game the second time. I'll go a little out of my way the first time around if an achievement is just a short detour, but when I play the second (or third, and so on) time around, playing for achievements is a good way to enjoy the game in a different way. I'm not slaving to add to my gamerscore or trying to impress other people; they're a way to challenge myself, and I find them most satisfying as a record of my efforts and a way to remember my glorious victories. They're also not a pissing contest, but more an insight into the way people play.

One of my favorite examples is the Little Rocket Man achievement for HL2:EP2. It's a unique challenge, and adds an entirely different layer to the normal gameplay. You'll curse yourself for an improperly placed grenade and find yourself thinking 'where can I stash this little guy?' before firefights, turning a linear and scripted experience into something new. I also love achievements that actually add to and highlight gameplay elements. For example, figuring out that you can shotgun a witch (at the right moment) in L4D to get an achievement also shows you how to get past her if she's blocking your path, while resulting in a few terrifying ass-whoopings while you try and get it right. 'Kill x number of whatever' achievements usually suck, but it's fine to have one or two as a way to track one's progress.

There's also something to be said for satisfying compulsive gamers, which is what the article covers. Reward systems and the psychology behind them have grown along with the science of gaming, and getting that gold star or filling that progress bar is innately satisfying, albeit at different levels to different people. Some gamers just like the 'DING!' effect when it pops up, others obsessively seek it out, but it's nice for both groups. As long as achievements are a mechanism deeply interwoven with gameplay, they're good, it's when they're an afterthought or simply considered a 'value proposition' by upper management that they can bring a game down.
 
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News Comments > Out of the Blue
9. Re: Out of the Blue May 25, 2009, 19:12 Evil Timmy
 
Don't forget to bring a towel!

*plays Taps on security keypad*
 
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News Comments > Modern Warfare 2 Trailer
19. Re: Modern Warfare 2 Trailer May 25, 2009, 19:10 Evil Timmy
 
I hope the SP is more like CoD4's than COD:WAW's. I had played the MP a fair bit, but I sat down last weekend and played the SP, and it didn't take long before I was calling down curses on Treyarch (hope you like those boils, and look out for a plague of frogs soon, suckers). They obviously have no idea how to actually make SP games, as their idea of making the second half of the game more difficult is 'infinitely respawn guys until you blunder forward with a <10% chance of not getting slaughtered and pray for a checkpoint'. This isn't just at one point here or there, though, it's constant, through level upon level. If you want to talk about braindeath-level consolitis, that's a shining example from a bunch of jackasses who dirty both Call of Duty and gaming in general by continuing to exist.  
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