Just when I was about to finally get the global requirement criteria fulfilled, I run into a problem with EA's statistic servers. It seems at this time the servers are lagging behind in processing the new numbers and awards that I received. Until this is resolved, I remain so close yet so far away from the virtual dream. I still chase it... that War College Ribbon.
On the bright side, I took the transport car for a test drive and drove around like a maniac. I eventually ran over 5 guys (or was it 4?) and received the Silver Transport Badge. That doesn't seem like much but it's a nice little achievement to have while I try to work on other awards. Eventually I'll have to figure out how to get 12 road kills for the gold version. I just know that I'm going to get some painful experiences when I go for it.
Thursday, July 19, 2007
It's a conspiracy!
Labels:
2142,
battlefield,
bf2142
Wednesday, July 04, 2007
Enemy infantry spotted!
It's always amusing to get those random mutiny votes from players who are annoyed with the way I spot enemies as the commander. I've been told a few times to shut up. But it never ceases to amaze me just why they want me to be silent about it. I had one individual tell me via VoIP to tone it down. How can I? Enemies are scattered in various places and the UAV can only cover so much. I think the next time I get a response from someone who's annoyed at it that I'll give the guy an ultimatum -- "Deal with it, or I can do absolutely nothing at all." We can then see how many people like it when they have no commander to do any spotting.
On a different note, one of these days I should do a random recording of a single round. There are times when I wish I had a recording just so I can make a video out of it and post it up online.
On a different note, one of these days I should do a random recording of a single round. There are times when I wish I had a recording just so I can make a video out of it and post it up online.
Labels:
2142,
battlefield,
bf2142
Wednesday, June 27, 2007
And the beat.... er, beta... goes on
One of the more anticipated team and tactical based games coming out is now in limited public beta. Enemy Territory: Quake Wars is a game based on the Quake2 universe and runs on the Doom3 3D engine. However, its gameplay is fundamentally based on Return to Castle Wolfenstein's free add-on modification called Enemy Territory. As a result, the game is familiar to those who have played the first Enemy Territory. However, there is a group that are coming from the bug-ridden Battlefield series, which includes me. Having tried several rounds of gameplay, I am starting to get the feel as to what this game is intended to be and how it plays. Granted, it took me a while to adjust due to its immense difference in style as well as default key controls. But one of the top priorities of testing is to see how the weapons are designed and how it plays out in real combat.
The key element that changes everything is in the game's speed. It is fast. Maybe too fast. It may be due to my lack of quick reflexes or that they (the other players) are just simply better. Who knows? However, I stand firm on how I view it objectively, so that I can convey the experiences as a player coming from an entirely different franchise.
One of the interesting things about Quake Wars is the common set of weapons present in virtually all of the soldier classes. All but the Sniper class contains a standard-issued assault rifle and a shotgun. The sniper class gets a slightly modified assault rifle and a specialized sniper rifle. Each class has a specific role that can be used to complete a mission objective, which is required in order to advanced further into the round and potentially win it. This means it all boils down to having the right combination of soldier classes and enough skills and determination to get through. And because the entire round is based on completing an objective, getting the most kills won't matter.
A small, yet crucial, feature in Quake Wars is native widescreen support. For a while, I have been advocating and pushing both EA and DICE to implement this feature into the Battlefield games. To this day, I have heard nothing from them -- the silent treatment. I have posted on their forums many times and I have posted numerous times regarding the same issue. All of the responses I have received are either from those who also wish to see it implemented and those who believe that EA will sit back and do nothing about it. Multiple times I have received responses where the reason behind not supporting widescreen is unfair advantage. I have argued otherwise in a calm manner that such a reason is ... well, unreasonable. And multiple times I have pointed out various aspects of the game that would give any individual an unfair advantage in such scenario. Still, the responses have been silent from EA and DICE.
In the end, these are two completely different games with two completely different pacing. I do not know if I'll continue playing both games. Both have some good qualities while both have their faults. Sadly, if one were to tally the faults, EA/DICE's BF2 and 2142 games would come out on top.
The key element that changes everything is in the game's speed. It is fast. Maybe too fast. It may be due to my lack of quick reflexes or that they (the other players) are just simply better. Who knows? However, I stand firm on how I view it objectively, so that I can convey the experiences as a player coming from an entirely different franchise.
One of the interesting things about Quake Wars is the common set of weapons present in virtually all of the soldier classes. All but the Sniper class contains a standard-issued assault rifle and a shotgun. The sniper class gets a slightly modified assault rifle and a specialized sniper rifle. Each class has a specific role that can be used to complete a mission objective, which is required in order to advanced further into the round and potentially win it. This means it all boils down to having the right combination of soldier classes and enough skills and determination to get through. And because the entire round is based on completing an objective, getting the most kills won't matter.
A small, yet crucial, feature in Quake Wars is native widescreen support. For a while, I have been advocating and pushing both EA and DICE to implement this feature into the Battlefield games. To this day, I have heard nothing from them -- the silent treatment. I have posted on their forums many times and I have posted numerous times regarding the same issue. All of the responses I have received are either from those who also wish to see it implemented and those who believe that EA will sit back and do nothing about it. Multiple times I have received responses where the reason behind not supporting widescreen is unfair advantage. I have argued otherwise in a calm manner that such a reason is ... well, unreasonable. And multiple times I have pointed out various aspects of the game that would give any individual an unfair advantage in such scenario. Still, the responses have been silent from EA and DICE.
In the end, these are two completely different games with two completely different pacing. I do not know if I'll continue playing both games. Both have some good qualities while both have their faults. Sadly, if one were to tally the faults, EA/DICE's BF2 and 2142 games would come out on top.
Labels:
2142,
battlefield,
bf2142,
Quake,
Quake Wars
Thursday, June 21, 2007
Psychothera-wha...?
There's just something missing when it comes to traditional animation produced by American companies or writers. One of the things that has plagued animation for the longest time is its generalization to make it viewable for everyone, including children. In today's day and age of paranoia and protecting our own little ones from the dangers of bad influences, you don't see animations that requires a higher level of understanding. You don't see complex stories, mysteries, or things that reflect real life. That's the biggest problem plaguing Disney today. While they try to write new stories that attract all audiences, none of them push forward to challenge the mind. None of them try to ask the difficult questions that can come up from time to time. None of them touch on the little things that some people go through. Sure, Miyazaki's works are now published and released in America under the Disney brand. But as we all know, Miyazaki doesn't write for Disney nor does he really follow Disney's philosphy of writing.
At first glance, Paprika did not seem much from the trailer. It looked like your typical adventure film. What the trailer lacked was the kind of things that can make or break future sales. Visually, it looks interesting. But there's nothing much else in terms of the story's premise. That's one of the key elements that is needed in order to attract viewers.
It's hard to describe what is Paprika without spoiling. Instead, one should just watch the entire movie. Unfortunately, no date has been set at this time on when this movie will be released on DVD. This is a worthy addition. And if you're one of those people who has adopted Blu-Ray early, snatch up the Blu-Ray copy while you're at it.
At first glance, Paprika did not seem much from the trailer. It looked like your typical adventure film. What the trailer lacked was the kind of things that can make or break future sales. Visually, it looks interesting. But there's nothing much else in terms of the story's premise. That's one of the key elements that is needed in order to attract viewers.
It's hard to describe what is Paprika without spoiling. Instead, one should just watch the entire movie. Unfortunately, no date has been set at this time on when this movie will be released on DVD. This is a worthy addition. And if you're one of those people who has adopted Blu-Ray early, snatch up the Blu-Ray copy while you're at it.
Tuesday, June 19, 2007
To the pain!
One of the great things about fandom is that somewhere out there, an individual has an idea to make a fan-made game based on a different game. Normally this should come as no surprise. Fan-made games and the sort is common in today's day and age of Flash, Java, Shockwave, DirectX, OpenGL, and so forth. However, the game which this one is based off on isn't exactly made for the general public. In fact, those not of a certain age isn't permitted to even view its content. Yes, it's one of those type of games. But this fan-made game isn't like that. It's entirely different, using a 2D fighting theme that reminds us all of the golden days of Fatal Fury, Art of Fighting, and, yes, Street Fighter 2.
The game is Big Bang Beat - 1st Impression. To those who have played various other 2D-based games such as Guilty Gear, Eternal Fighter Zero, or Party's Breaker, this may feel familiar. The system is solid and shows so much promise in many ways. One of the character, Zinnai Heita (J-name ordering) didn't show much potential as a character. It wasn't until boosting his ability into "Super Mode" that his abilities begin to shine. He is faster, more powerful, and adds a couple of new techniques. Remember the Raging Demon? Super Heita has one similar. Think it eats up a mere 3 meters of Boost/Super? Nope, it requires 9 -- the whole 9 yards. Yet while this move is particularly devastating to use, it isn't guarantee to completely destroy any opponent. The damage isn't set in stone and it varies in a certain range. Despite that, there are other more useful ways to fully utilize 9 meters worth of special abilities.
After some experimenting, I finally came up with the above series of moves. Will there be a chance to ever do this? Maybe. But there are ways to mix things up and create something different. As a footnote, this combo is not strictly corner-only. This combo can be done from one end of the screen to the next and the opponent will still end up in the corner regardless.
The game is Big Bang Beat - 1st Impression. To those who have played various other 2D-based games such as Guilty Gear, Eternal Fighter Zero, or Party's Breaker, this may feel familiar. The system is solid and shows so much promise in many ways. One of the character, Zinnai Heita (J-name ordering) didn't show much potential as a character. It wasn't until boosting his ability into "Super Mode" that his abilities begin to shine. He is faster, more powerful, and adds a couple of new techniques. Remember the Raging Demon? Super Heita has one similar. Think it eats up a mere 3 meters of Boost/Super? Nope, it requires 9 -- the whole 9 yards. Yet while this move is particularly devastating to use, it isn't guarantee to completely destroy any opponent. The damage isn't set in stone and it varies in a certain range. Despite that, there are other more useful ways to fully utilize 9 meters worth of special abilities.
After some experimenting, I finally came up with the above series of moves. Will there be a chance to ever do this? Maybe. But there are ways to mix things up and create something different. As a footnote, this combo is not strictly corner-only. This combo can be done from one end of the screen to the next and the opponent will still end up in the corner regardless.
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