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User information for Evil Timmy

Real Name Evil Timmy   
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Nickname None given.
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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 452 (Amateur)
User ID 19465
User comment history
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News Comments > Valve Q&A
7. Re: Valve is no longer in the game business May 3, 2008, 12:05 Evil Timmy
They are a for profit corporation now, not a game developer
I think you'll find that any team that isn't the former won't be the latter, at least not for long. Every developer I've met, talked to on the phone or online, or emailed, has been extremely passionate about their work. A game succeeding doesn't mean the devs immediately retire to their estate on the coast to count their money, it means they've got much more freedom to work on their next project, and in fact are less constrained by the corporate desire to make profit before all else. If anything, that's what motivates them: a quality game will sell, meaning they've got money to further refine and patch it, and can also work on their next project with less hanging over them. Nobody wants to see years of work destroyed because they don't have enough money to finish off a game (look at what happened to Gothic 3).

If you're going to be cynical about the games industry, there's far more worthy subjects and developers to be cynical about. With the general low standards and corporate-minded greed of publishers like EA and Ubisoft, and their frequent shafting of PC users, especially on console ports, Valve is a paragon of virtue in comparison. If any sort of corporate structure really chafes your balls that much, support IGDA winners and indie developers like TaleWords (Mount&Blade) with your hard-earned, but realize that without the money to support them, no developer can be focused and dedicated to providing you with enjoyable experiences in amazing worlds.

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News Comments > Get a Life for Half-Life 2
1. Impressive May 1, 2008, 13:18 Evil Timmy
Downloaded this a few days ago, and it's really one of the most impressive SP mods I've ever seen. New, well, pretty much everything, including a Deus Ex-style damage system and pretty solid level design. If you're looking for something new to occupy the next couple hours, this will fit the bill well, and appears to be even longer than Ep2. And it's free!

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News Comments > Mass Effect Preorders
29. Re: About pre-ordering... Apr 30, 2008, 09:54 Evil Timmy
First off, don't take this question the wrong way, Jerykk, it's purely one of curiosity, with no finger-pointing. I'm wondering at what point you consider a game 'evaluated'. Do you play for a certain time, or through the first act, or do you finish it and buy it only if you'd replay it? And how much does multiplayer factor in? Your issue seems to be how many cookies you eat before you determine the batch is good (sorry, just took some bourbon-walnut-chococolate-chip cookies out of the oven, they're invading my brain while still too hot to invade my stomach). The last game I pre-ordered was Doom 3, and felt pretty burned by that, at least until Doom Classic made it feel more worthwhile, courtesy of devoted fans and years later. Valve's frequent 10% discounts for the first week are appreciated, as that's enough time for both professional reviews and community feedback to accumulate.

And while I'm really looking forward to Mass Effect, PC ports are always on shaky ground (a middle finger in your direction, Gears of War, and everything that uses the shamefully bad Games for Windows Live API). I'll be on tour until a month or so after the game's release, so I'll have plenty of time to see opinions after the fact, but why not extend the question out to everyone. What does it usually take to convince you to buy a game? Solid previews, 80%+ on MetaCritic or GameRankings, a trusted reviewer's nod, community support, good multiplayer, a demo, or a run-through of the actual game via piracy?

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News Comments > TF2 Update Next Week, No Portal 2 this Year
36. Re: Typical Valve Hubris Apr 27, 2008, 09:06 Evil Timmy
The only real difference over those previous games' portals is that Portal's are fired from a gun.

Aah, so you're saying the only real difference is the entire game? Look, I can understand the hate in general, but that's just a ridiculous statement. Prey's portals are at least visually similar, but the entire basis for Portal is that you solve various puzzles by careful timing and placement of multiple portals. In Prey, they exist to make me dizzy when I just want to be shooting stuff, and are little more than a gimmick. Serious Sam did a better job of integrating portals and reverse- (or perverse-) gravity sections, IMO.

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News Comments > Saturday Q&As
7. Re: No subject Apr 27, 2008, 08:44 Evil Timmy
For those of you complaining about the homogenous nature of all these interviews, here's an excellent article by Leigh Alexander (who writes for GameSetWatch and The Escapist) at her blog ( )

All companies -- not just in the games industry, mind you -- need to decide on a consistent message to put out to the press. Their public relations teams are tasked with staying on top of the current issues in their given industry and preparing that consistent message on every issue under the sun. In other words, executives are largely scripted and have been prepped ahead of time when talking to the press.

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News Comments > Saturday Tech Bits
2. Re: SP3 Apr 27, 2008, 08:37 Evil Timmy
If you really think you'll miss that (and I can confirm it's missing in SP3 RTM), try the new Windows Desktop Search ( ). It lets you type in an address in a similar way (and will open in Firefox or your default browser), and is a vast improvement over the default search.

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News Comments > TF2 Update Next Week, No Portal 2 this Year
33. Re: Stalker Apr 27, 2008, 08:26 Evil Timmy
Let's play Six Degrees of Portal!

Portal is in Steam news this week. Steam is the exclusive DD service for Stalker Clear Sky. S:CS is a post-apocalyptic game. The post-apoc setting is the heart and soul of Fallout 3. Fallout 3 is developed by Bethesda. A BethSoft developer made one of my favorite (brutal) addon maps for Portal:

As Jerykk and NW said, there's loads of community-created Portal maps out there, and you can usually find something that suits the type of play you like (strategic, fast-reflex, or mind-bending puzzler). With as much as there is available, I'm glad they're not rushing to push out another Portal. Hey, maybe next year we'll get Ep3/Portal2/Hello Kitty Island Adventure 2: The Reckoning in the Burnt Sienna Box.

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News Comments > Gothic 4 Subtitle, Details
11. Re: No subject Apr 26, 2008, 18:13 Evil Timmy
Spellbound's last two games, Desperados 2 and Chicago 1930, scored a 65% and 34% respectively (I couldn't find any reviews for Helldorado). Coupled with JoWood's consistent policy of shipping games when they're good and done and polished (hah!), I'm not full of hope regarding Gothic 4. Gothic 3, while bug-ridden and pushed out too early, was still an enjoyable game, and with the community patches it's reached a reasonable level of stability. It's also the only RPG I've played that actually made an archer class enjoyable, and the world they created was detailed, varied, and full of surprises (including occasionally falling through it). It's also rare to find a game where the faction you choose affects the game so much, and there's such a high level of replayability. Blame Piranha Bytes for overreaching, sure, but at least they were willing to try new things, outside of the Diablo/D&D realm.

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News Comments > Op Ed
14. Re: No subject Mar 23, 2008, 00:23 Evil Timmy
First of all, if you didn't read the little blurb at the bottom, and have been around gaming sites as long as most people here, you'll remember the author, shaithis from GameSpy, and that should explain a fair bit. Second, I'll preface this by saying that I actually count some of the same games my favorites (top: FO1/2 > Deus Ex > SS2 > BioShock, probably Mass Effect when I get a full playthrough).

I enjoyed Morrowind more than Oblivion, mostly because the former felt like exploring, and the latter grinding. But both games were an entirely different and better animal after the mod community had their way with 'em. And this is my hope for Fallout 3. The devs have already said 'We're going to scale back the size and bump up the detail', which I'm taking to mean fewer but more diverse encounters. Right off the bat, this means mod makers will have more to work with and more inspiration, as well as a detailed central world to extend out from, rather than 100 tombs with three layouts. What I've seen so far of the gameplay reminds me more of Mass Effect than Oblivion, with the addition of targeted shots aka VATS. Graphically I have no qualms, as the game looks great, although I do hope modders don't have to fix a broken, ugly console GUI.

My biggest concern, because it was such a big deal in the Fallouts and nonexistent in Oblivion (and, stupidly/scarily, most other RPGs), was the effect of your choices. In dialogue or by your actions, you could shape what happened to you, NPCs, or even entire towns, adding a sense that you were actually changing and shaping the story and world around you. This adds so much immersion and also serves to make the game more replayable. And I'm not just talking about alternate solutions to quests, ie your standard goodie-two-shoes vs total dickweed options, but a real choice that has merit on both sides, both for you as a player and your character, and lasting tangible effects.

In fact, I think it's one of the biggest problems (or biggest opportunities) in the gaming world today. You're given an amazing world to play in, weapons, items, technology/magic, a broad cast of characters...but at the end of the day, you're on a ride at Disneyland. You can't change anything, and freedom is just as much an illusion. You may be able to sit at the front or back of the ride, but it'll always play out the same way. Sandbox games are a step in the right direction, but also miss the point. If you talk to someone who's played the same game, the unique retelling of what happened is generally limited to feats pulled off in combat, not "I fought a tough battle, but managed to save the village, and they led me to a secret cache of supplies, as well as sending scouts to help me evade enemy patrols, or fight them if necessary" vs "I left the village to be slaughtered and wiped out the haggard and poorly supplied patrols after, picking up helpful information about my primary mission, as well as plenty of loot that happened to be lying around on all these fresh corpses..." That's real choice that affects the game world, your personal story in it, and how your next actions play out.

/also, inspired by my tendency to be rather verbose, is there any chance we could increase the size of the text box for posting? It takes up maybe 5% of my screen, and it'd be helpful to see more of my post, for formatting and to keep me from blathering on all day. Thanks.
This comment was edited on Mar 23, 00:26.
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News Comments > Neverwinter Nights 2 Patch
9. Re: Not BioWare's Mar 22, 2008, 23:40 Evil Timmy
Hahaha, I remember crapping myself with laughter the first time I ran into the familiar bug. An 8" tall ferret (almost said _my_ 8" tall ferret) was gallivanting through town carrying a glowing dwarven waraxe and beating the crap out of whoever he came across. Squeak softly and carry a big stick, I guess.

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News Comments > Vampire: The Masquerade - Bloodlines Patch
16. Re: ugh Mar 17, 2008, 20:52 Evil Timmy
straylight, was this the infamous crash when using the boat after the whole Society of Leopold monastery/cave thing? It was mostly fixed in the official 1.2 patch and totally fixed shortly after in a fanmade patch, but it was very common in the release version. Loved the game, played it through twice (release and on one of the earliest fan patches), and it'll probably get another run-through assuming I finish Deus Ex/IW before GTA IV comes out.

The fan patches have steadily improved the overall gameplay experience, making it far more balanced and enhancing/unlocking the existing content. Guns (which were as useful as a sock puppet with "scary teeth" sewed on in the original) actually became useful as primary or complementary weapons, and many bits of dialogue and story branches were unlocked and cleaned up. If you found yourself mildly disappointed by the promise of the original, or are looking for an excuse to replay it, go do so, as you'll have a fun and unique time.

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News Comments > Requiem Bloodymare Beta
4. Re: No subject Mar 2, 2008, 19:31 Evil Timmy
On a semi-related note, has anyone been keeping up with CBC series jPod (check your local torrent for listings)? The main character is a gore artist, working in EA-alike Neotronic Arts in Vancouver. It started off interesting and has turned out to be both excellent and funny, and it's close to my favorite currently airing series. The cast has really come together in the latest two or three episodes, making the jokes that much funnier and buoying the somewhat outlandish but always unique storylines of each episode, and the overall arc is engaging and entertaining. If you haven't seen it, it's worth DVRing or acquiring by other means, especially being the only gamer-centric series out there.

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News Comments > Out of the Blue
13. Re: No subject Mar 2, 2008, 19:02 Evil Timmy
Sorry for distracting you from your normally scheduled Ancient Greek programming, but this is goddamned ridiculous. Has the US really become this weakened through Bushite politics and gutting of the Armed Services?

In a ceremony that received virtually no attention in the American media, the United States and Canada signed a military agreement Feb. 14 allowing the armed forces from one nation to support the armed forces of the other nation during a domestic civil emergency, even one that does not involve a cross-border crisis.

The agreement, defined as a Civil Assistance Plan, was not submitted to Congress for approval, nor did Congress pass any law or treaty specifically authorizing this military agreement to combine the operations of the armed forces of the United States and Canada in the event of a wide range of domestic civil disturbances ranging from violent storms, to health epidemics, to civil riots or terrorist attacks.
Read more:

This comment was edited on Mar 2, 19:03.
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News Comments > Out of the Blue
8. Re: No subject Feb 25, 2008, 05:24 Evil Timmy
I'm just about done playing Deus Ex (for the fourth or fifth time), and it's still great. This is my first playthrough with Shifter ( ) however, and it's certainly improved the overall experience. Combine that with Project HDTP (improves textures; ) and an updated renderer ( ) and you've got a significantly tweaked and generally more enjoyable and better-looking game. IW is next, after my unrelenting addiction to SoaSE (verbed as Sinning, among my gamer friends) allows me a moment's peace.

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News Comments > The Club Demo
19. Re: It's OK. Feb 11, 2008, 05:09 Evil Timmy
"Use bullet time". Doh. I think I used that three times during the whole game.

{ font: Impact; size: 18px; }
*submit to *

Really, the whole point of the game was the slow-motion thing, especially the 'dive from behind cover and shoot three people in the head before landing' move. It's what set the Max Payne games apart and is yet to be pulled off as well (IMO). It was in every review, it was all the buzz about the game, hell, I think it was even a bullet point on the box. What did you think that hourglass was for, to turn over once an hour to remind you to do your homework? There were even some forced slomo bits throughout to make it painfully obvious., rubbed that in enough?

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News Comments > Sins of a Solar Empire Patch
31. Re: No subject Feb 10, 2008, 11:21 Evil Timmy
Honestly, I grabbed the game off my favorite BitTorrent site, then sunk 6+ hours into a single (largely exploratory) 1v1 game, looked at the clock with surprise, and promptly went and bought it. (Btw, the scene will usually release cracked patches, but rarely near the initial release, and it's less likely for smaller games). Just slightly edges out World in Conflict and Company of Heroes, and I'd have to go back to Rise of Legends to top the fun factor (in short, 5/5, and if you hate clickspam RTSes, this will balm your wounds). I hate micromanagement (WC3 can lick my taint), love the actual strategy aspect of it, and SoaSE delivers in spades. I really get the feeling that I'm directing the course of an empire, not babysitting units who're theoretically trained and intelligent but seem unable to tie their shoes, much less tactically manage a space battle. The differing courses of tech development have already resulted in unique and interesting games, and I love that just about any focus or combination is viable if played decently well. I just realized that I'm wasting time typing when I could be feeding my new addiction (thanks IronClad!), so back to managing the fate of Galactus Timmacus.

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News Comments > Mark Rein - Consoles "Stealing" Hardcore PC Gamers
111. Hi, I'm Evil Timmy, and I'm a convert Feb 1, 2008, 11:16 Evil Timmy
I've been gaming on PCs since I was a wee lad, on a Tandy TRS-80 (the CoCo) before an almost US$3,000 286 with a monochrome monitor, and then an ever-faster stream of x86 PCs. I hand-built my first PC at age six, bought parts on my own from lawn-mowing money and built a proper gaming PC at age 12. Most of my friends had consoles growing up, so I'd go play at their houses, but I was always satisfied with my PC. My current PC was bought a bit over two years ago for around a grand, and the dual-core proc and 7800GT still handle everything I throw at it fine (even Crysis is playable at 1680x1050 on med-low). But, since I've allocated cash for a new projector, the PC will likely need an upgrade as well to run everything at 1920x1200 acceptably. However, I'm buying an Xbox 360 first.

Why? Because I game for fun, and consoles seem to be where much of the fun is. Mass Effect and Burnout Paradise have pushed me over the edge, and there's a solid back library for me to get through. I've also had many great times playing with friends on their 360s, and the fun-on-the-couch factor can't be beat without a lady friend and a copy of The Illustrated Kama Sutra. The multiplayer is also stupidly easy to get in to, especially as PC gamers in SE Asia are rare and finding a populated server is difficult. Copy protection issues and horribly buggy games have dampened my PC gaming enthusiasm as well, and I find myself more and more often delving back into older games for a great experience (halfway through Deus Ex atm) and simply to have something to play. Last fall had a solid lineup of games, but very little that I'd want to replay.

So, while by no means am I abandoning my PC, it looks like 2008 will be the first year that a console is my primary gaming device. With more developers and more games, as well as an increasingly smooth overall experience as compared to PC (thanks Vista, now go sit in the corner), I've finally converted.

But you can have my mouse and keyboard when you pull them from my cold, dead, carpal-tunnel afflicted hands.

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News Comments > PC Grand Theft Auto IV in October?
33. Re: No subject Jan 24, 2008, 23:11 Evil Timmy
At least this generation we've got consoles with 512MB of memory vs 64MB (Xbox) or 32MB (PS2, ie the main platform for GTA3/VC/SA). I suspect GTAIV will be pushing both consoles to their limit in terms of memory usage, and since there's that much more headroom, the experience should be a lot closer to what you'd expect out of a PC game. I'm just disappointed that there's very little that can rival GTA's depth and variety of gameplay on PC, which does seem like an ideal platform for it.

I'm really hoping, though, that Spore will get more developers interested in using procedural tech to create their worlds. While it'll be rocky at first, given enough time spent creating systems and tweaking algorithms I think we'll see worlds that have some carefully hand-crafted points of interest surrounded by a rich, changing, diverse backdrop generated by the game, rather than a flat unchanging world where goals are limited to 'kill x of y and I'll give you z'. In the RPG world, at least, this could be a huge boon to indie developers, who don't have the manpower to, say, place every rock and shrub in Oblivion, but who could certainly design a quality main plot and tweak the world-building algorithm to fill in the blank space. As long as everything was considered and built up from a ground level (models, terrain, quests, characters, AI) you could add massive replayability and give everyone a unique experience for just a base investment in time and resources. Each game would further inform your work on the next, and middleware developers who do nothing but make their code generate lush, detailed, intricate worlds would inevitably spring up. Toss in reasonable voice synthesis (only been waiting on that for two decades) and you could rival most of the games out there.

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News Comments > Assault Heroes Demo
4. Re: No subject Jan 21, 2008, 20:07 Evil Timmy
Found this amusing, but even between a few friends, we never managed to get past the stupid timed end sequence. Tyrian is still my favorite shmup ever, with at least a decent attempt at story, upgradable ships and weapons, multiple level choices and secret levels, varied enemies, and excellent graphics for the time. It's been made free at if you haven't played it or if you're nostalgic for the Epic Megagames logo.

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News Comments > Codemasters Announcement Coming
8. Re: Yet another subpar MMO? Jan 14, 2008, 23:14 Evil Timmy
While I generally dislike MMOs, I'll save that for another thread (as if I hadn't made it clear enough already), but the glut of MMOs just strikes me as stupid. Because of their time-consuming nature and subscription basis, they tend to be mutually exclusive, so that (nearly) everyone playing one MMO is someone not playing everything else. The initial outlay is similar to a AAA title, but the expenses are perpetual until they close their doors, at which point the game's revenue has tapered off and the whole thing is now ready to be thrown out with the trash.

The mobile market is yet to have its WoW, and I'm surprised more companies aren't working that angle, because while PCs are tied to a desk or at least power/WiFi, everyone's got a mobile phone and they're with us constantly. The development costs would be significantly lower, the market ridiculously huge, billing simpler (with the telco's help), and there's all sorts of real-world/ARG tie-ins that have yet to see significant exploration. Sending a text or playing a Java game on my phone is far more appealing than grinding and hours-long raids, and while I'd love to see tie-ins, I suffer from a healthy social life and a good job. Having access to a world in my pocket rather than tied to a desk just works better.

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452 Comments. 23 pages. Viewing page 13.
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