Audiosurf is a music-adapting puzzle racer where you use your own music to create your own experience. The shape, the speed, and the mood of each ride is determined by the song you choose.
You earn points for clustering together blocks of the same color on the highway, and compete with others on the internet for the high score on your favorite songs.
This is a selected list of video games with an undead theme, containing games featuring undead as the central theme or a major theme. Subjects for an undead theme may include zombies, vampires or ghosts. It also covers werewolves which can be portrayed as allies of the undead.
Obviously, I don't remember the arcade version of Ninja Gaiden. Had I played it, I might have never been as big a fan of the console version as I was (and still am). I guess I'm just not into beat-em-ups in general, and with the turtle crawl that is the screen scroll in this game, I can't be blamed for that. I found this video over at Topless Robot:
Ninja Gaiden was one of the hardest games ever for the NES, what with all its regenerating goddamn birds, but it was also widely known as a great one with a badass protagonist and enemies that exploded as soon as you touched them with a sword. The arcade game plays like another game entirely; it's a beat-em-up where you fight guys in Jason masks. And how do you fight them, pray tell? Well, the best way is to do a ninja flip and throw them over your head. It's great.
LP, in looking for cake toppers for our wedding, brought to my attention a peculiar cake similar to the one posted here. It'll never happen for our wedding, but I can dream, can't I?
I’ve been playing a lot of Killzone 2 this week — which, by the way, I highly recommend — and, in many ways, it’s really just an interactive B-movie. The scripted bits that carry along the in-game action consist almost exclusively of tough-guy cliches pieced together from the last forty years of action movies, comic books, and war films. It’s silly, outrageous, over-the-top, and incredibly entertaining — just like a good B-movie should be.
People don't generally make out (or get it on) in the backseat of a '64 Chevy while a video game is playing out, though.
The game's plot revolves around "forgotten" Disney characters. Obscure characters from long-forgotten cartoons and rides have been cast into a dark world of broken-down machinery and very bitter attitudes.
Jiminy Crickets, guys. That could be a beast of a game, if the cover of 'Game Informer' is any indication (and it most certainly is not).
The video game Lose/Lose isn't just mindless entertainment. Indeed, there are real-life consequences associated with playing it.
It's your basic scrolling shooter, a la Galaga, but for every alien you kill, a file on your computer is deleted. If your ship is destroyed, then the application is deleted.
lthough touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?
It's an ironic take on gaming, and it's something I, personally, will NEVER be playing, unless I take on a vendetta against someone. But, if you're willing you can download the game right now, if you like. I, for one, will stick to mindless violence.
Sometimes I wish I lived in Japan. This commercial - circa 1991 - gives lip service to hip-hop AND Peter Pan somehow, considering I think the Link in the video is actually a girl. The video itself looks like a throwaway "dark" Disney set, and the dancing is about as representative as dancing can get, especially with the strange bunny-hopping about halfway through. Nevertheless, it's still pretty funny, and in my estimation there can never be too many videos that represent a more innocent time in my memory.
This latest ad also fuels our suspicions that Nintendo will make a big price drop announcement during the Tokyo Game Show next week, despite the fact that the company does not have an official presence at the show.
Meanwhile the Wii's precipitous slide through 2008 continues, with Nintendo's console down 175,600 units year-over-year. Signs point to a $50 price drop for the console in October, which will yield a spike in sales but doesn't seem like enough to stave off continued sales declines. Consumers will have supported the Wii's $250 launch price point for a remarkable 35 months at that time, which may make a $50 reduction seem like an inconsequential drop.
Should the $50 price drop prove capable of a sustained spike in Wii sales, Nintendo's aim will - like Sony's - likely shift towards driving up third-party software sales. Despite Nintendo's overwhelming hardware lead, Microsoft has led in third-party software sales for every month of 2009. With third-party software sales amounting to free money through licensing fees, Nintendo would be able to offset slumping hardware sales with a marginal increase in third-party software sales.
Modding is a subtle art in video games. To use a cliche, there's a reason professionals exist. But every so often a mod comes around that's so original and yet so silly that you can't help but think it's genius. YouTube User Trace666 took Half-Life 2 and replaced all sounds in the game - yes, ALL sounds - and replaced them with his own voice.
Now, you may think it's juvenile, but it's all very well-orchestrated so I have much respect for the modder. That being said, I don't know if I would adjust to the sounds over time, or if they would slowly build to a crescendo in my mind and slowly drive me crazy. It would be a nice experiment to take on. If you really want to see all of this in action, watch at least to 3:40 in the video, because a long stretch in the beginning deals only with showing off the weapons' capabilities.
P.S. I had trouble viewing it in HQ, but once I downgraded to normal quality, everything worked just fine.
Remember in 'PCU' when Jeremy Piven said you could major in Game Boy if you knew how to bullshit? Well, that's no longer necessary, because it is becoming an actual field of study, along with the preservation of early gaming materials for the benefit of future research and generations.
The UT Videogame Archive is a collection component of The Center for American History that seeks to preserve and protect the records of videogame developers, publishers, and artists for use by a wide array of researchers. The Center will strive to collect and provide access to materials that not only facilitate research in videogame history, but also provide materials of interest to those studying communications, computer science, economics, and other academic disciplines that are now, and will for the foreseeable future, be drawn to the processes driving the videogame industry.
It's not just a basement full of Ataris and Intellivisions, either. Like the quote says, the gaming world is composed of plenty of elements that make it cohesive. The donors aren't dropping off boxes of copies of Pong and Skate or Die (I swear they made five million copies of that game), but more comprehensive pieces that will hopefully help gaming transcend the label of mere entertainment. We are just now discovering 'why' people are so engaged by video games as opposed to 'that' they are merely engaged by them. This may help us make a breakthrough in learning processes and simulated reality, and will ultimately help us learn more about ourselves as humans.
we acquired a wide range of materials that document several phases of The Fat Man's life and career. Most importantly, the materials in this donation (as seen in the blue boxes at right) documents Sanger's work and progress through various videogame audio assignments. These boxes contain audio recordings at various stages of the game audio composition process, as well as correspondence with the client developers, musical notation, game demos, contracts, and other files. The recordings come in several different formats: CDs, DAT tapes, ADAT files on S-VHS tapes, cassette tapes, and reel-to-reel tapes, among others.
If I owned an XBox 360, then I would probably be on XBox Live buying this game right now. Braid is a platformer that lets you to do more than run and jump. In it, you can manipulate time and 'undo' death and even see multiple realities play out simultaneously. It was developed by independent programmer/designer Jonathan Blow, and the game won "the 'Game Design' Award at the Independent Games Festival in 2006." Honestly, it looks very, very cool.
Braid is a platform game in a painterly style where you manipulate the flow of time to solve puzzles. Every puzzle in Braid is unique. There is no filler. Braid treats your time and attention as precious. Braid does everything it can to give you a mind-expanding experience.
If you go to Steampowered.com, you can buy the game for $4.99 this weekend only. From everything I've seen and heard about it, the purchase price looks totally worth it.
The guy over at Volpin Props in Atlanta has created a fully functioning "Big Daddy" costume, taken from one of this year's runaway games, 'BioShock'. If you go to the site, you can see the construction pic-by-pic in great detail by proprietor Harrison Krix, resulting in a convincing version of the suit.
Here's what Krix himself had to say about it:
I finally lost my mind enough to try to tackle one of these big guys. For those unfamiliar, Big Daddys are the protectors of the Little Sisters in Rapture, an underwater city devoid of morality which has degenerated into chaos and insanity. They are huge, fast, strong, and as it turns out, a solid pain in the ass to build.
I will not ruin the suit by showing the final product. You'll have to go to the web site to see it, and believe me it's worth it. Volpin Props can be commissioned for props, but unfortunately for right now, he's entirely booked up until 2010.
If you don't think you're living the ultimate retro lifestyle, then maybe table shaped like an NES controller is just what you need. Unfortunately, it's being sold in the U.K., so sucks for the U.S. buyers.
You can check out the bidding over at EBay UK. Right now there have been 11 bids and the price is up to L300, which translates to about, what, 500 American dollars? I have no clue what the conversion rate is.
BioShock 2 is one of the most anticipated games of the year, and for good reason. The first proved to be surprisingly good and scary, and the gameplay was fantastic. This time around, there will be a multiplayer option, though from what I've heard, a different company altogether is handling the multiplayer facet. Often, when games introduce multiplayer, suddenly the single player option becomes an afterthought. That's obviously not what's happening here, since the design team for the game is able to focus on the game, and the multiplayer team is able to tackle multiplayer.
In its ongoing drip-feed of BioShock 2 details, 2K has let loose the first details of the game's multiplayer campaign. For such a deliberately single-starring narrative experience as the original game was, multiplayer might have seemed an odd choice, but developer Unreal co-developer Digital Extremes are promising something entirely uniquely modeled to capitalize on the game's fiction -- thankfully not simply giving us a Big Daddy Arena.
2K says the multiplayer segment of the game will work in parallel with the single player experience that will be set "during the fall of Rapture," prior to 'Jack's arrival in the first game, with users taking the role of test subjects for the then-experimental bio-enhancing Plasmids.
The original endscreen for Super Mario Bros. is pretty pathetic, and I don't mind admitting it now, since that difficult-ass game warranted a much more satisfying pat on the back. However, now that technology has far surpassed that of the original, someone has developed a sit where you can erase decades of mental anguish by creating a personalized ending screen for the original Super Mario Bros. Enjoy!
SportPong is basically what you would think it is: people simulating tennis in real-life, real-time by playing tennis without racquets. In fact, they play with their feet on an electronic field.
The field is projected on the floor and the players control the game using reflectors attached to their feet. This control system is intuitive, naturalistic and very direct.