November 12, 2008

Episode 45: Blake Buck for President


This time on The Best Damn Podcast Ever we get down and dirty with an update to Redline, Garriott comes down from his high (He had to be high to spend $30 million to go to space), THQ picks up the "Fiddy-Cent" game, Soulja Boy tells 'em about Braid (WHOOOOOP!!!), Quick rundown of the DSi, Halo 3: Recon, the new Xbox Experience, Diablo 3, Little Big Planet, Gametap's failure, Burnout Paradise WITH BIKES!!! Also, Miller's fun time at the gun range and Fic banned from Halo 3. All this and more...

Releases: Fallout 3 (360, PS3, PC), Motorstorm: Pacific Rift (PS3), Little Big Tape (Little Big Planet for those not using Miller-speak), Guitar Hero: World Tour (360, PS3, Wii), Command and Conquer: Red Alert 3 (360, PS3, PC), Moto GP '08 (360, PS3, PC), Penny Arcade Adventures Episode 2 (XBLA)

Judgement: Fic's Gamerscore Masocism Fiesta 2000 continues with Pirates of the Carribean: At World's End; Blake's mini-judgements for Dead Space and he makes mention of Saint's Row 2's collectors edition extras; Miller's review bonanza for PS3 (He only uses it for Blu-Ray), Wii Golf, Metal Gear Solid 4, Ratchet and Clank: Future (As we all know and have known, Miller hates games. Nothing to see here, move along.)

Jank:Portal: Still Alive (XBLA), GTA: San Andreas (XBLA), Duke Nukem 3D (XBLA)

Feedback: A few voicemails (Including a special someone) and a TON of crappy emails

Stump: Five Days a Stranger, Cadaver, Powerstone (Again)

Battle returns...2 contestants, both of which turn out to be worthless bitches.

If you have any feedback, you can shoot an email here, call the voicemail at 845-BATTLE-9, or leave your thoughts in the forums here.

November 10, 2008

BDPE Review: Gears of War 2


So, the review that caused a stir by a few in the forums. THIS is Gears of War 2. Now, I know the guys will talk about this game on the show, but I wanted to do a review on an actual game for a change and get away from Flash games. Let me start off by saying, I was a fan of the first game. Sure, the story was lacking and it became quite repetitive, but I liked it. Now, on to the second one. What can I say; the game is great.

The story is actually a part of the game this time. Joshua Ortega did a great job taking a really piss poor back-story from the first one and crafting quite the compelling narrative. Many of the loose ends from the first are tied up quite nicely and we have some form of closure. There are still a few plot holes, but they are necessary for reasons you can ascertain from completing the game. In a time when most shooters just rely solely on their namesake, this one stands out to me for some reason. Some may complain, but this is a thousand times better than Halo 3's story.

Graphically, the game has been punched up quite a bit. There is more than just brown on brown (They added a tan color to some things this time). Seriously though, the outdoor forest areas are very impressive, with a good amount of destructible trees to take down. The cityscapes are some of the best I've seen. There is also a wide variety of areas now as well. As I said before, there are outdoor forest areas, the usual burned out cities, but there are also snow capped mountain tops and you even go in to "the belly of the beast". Literally. All in all, much improvement was made to give a more diverse playing field this time around.

Game play has been tweaked as well. A ton of new kill animations (besides the fan favorite curb stomp) have been added, my favorite of which is the sniper rifle kill. The weapons are all still fairly balanced during single player and have received quite a few tweaks in the multiplayer as well (Which I'll go into in a bit). There is a good variety of different game play sections in the game. I won't ruin any of them, but suffice to say there is more to driving than just tanks in this one.

The new multiplayer is one of the real stars of the show here. While most of the old game types just got tweaks that make them VERY fun, the standout in the multiplayer is the new Horde Mode. You and up to 5 of your buddies are set in the map of your choosing and have to defend against 50 waves of enemies with ever-increasing difficulty. Now I played a game with one other friend...the @$$hole goes running for ammo and dies at the very beginning of the match, leaving me to fend off the entire Locust horde on my own. There were some very tense moments in my stand against about 20 to 30 enemies. Keep in mind they have very good AI and pinned me in a room with no ammo. It's moments like these that make me want to keep playing again and again.

All in all, this game is great. If you weren't a fan of the first, give this one a rent and see what you think. If you were a fan of the first and don't have this one yet...WTF ARE YOU WAITING FOR?!?!? Go get this heat now. After much deliberation and thought, I decided to not give out a rating for this one. Why you ask? Well, I turn it back around on you...Why should I? Instead I just give you a pic of a chainsaw battle, because chainsaws are awesome.

If you have any feedback, you can shoot an email here, call the voicemail at 845-BATTLE-9, or leave your thoughts in the forums here.

October 23, 2008

BDPE Interview: John Graham

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This week, we have an interview conducted by Kalex. He would not reveal how he got the interview, but rumor is that he used his updated forum pic in the negotiations.

For all you people hiding under the rock that is mainstream games, and haven't bothered to stick your head into the bottomless cesspool that is shareware, you may not have heard of Wolfire Software.

Wolfire was started by mad scientist and future prophet David Rosen. It started with David as an innocent young lad, entering into the iDev games contest. The first entrance made by David was in 2001 with GLFighters. Inspired by games like Marshmellow Duel, GLFighters featured two players in a variety of mazes trying to murder each other with a variety weapons: swords, lightsabers, laser guns, and a large collection of automatic weapons that would put the NRA to shame. While fun, it usually devolved into matches between siblings killing each other and tea-bagging their brother's corpse before they could respawn.

A year later, David submitted another freeware game by the name of Black Shades. In this you played a psychic bodyguard with the ability to slow down time and have an out-of-body experience, which the game Prey later ripped off. The point of Black Shades was to protect a VIP from armed assassins for a certain amount of time. The player would, at the last second shoot, him in the kneecaps, and laugh satanically as the pansy man in a white suit crumpled to the ground.

The last Wolfire game to be submitted to iDev was Lightning's Shadow in 2003. Lightning's Shadow was a Worms-style game in which you played a crazed monk out to kill other crazed monks in a contest to see who was the most mentally disturbed. Of course, the monks were all magic users, so to kill each other you had a few spells that fell into three categorys: ZAP, BURN, or FREEZE. Each round was only over when all but one of the monks had been suitably roasted, toasted, flayed, blown up, electrocuted, or heavily lobotomized due to chronic frostbite.

All of these games got critical acclaim in their respective years, so of course all the fame and fortune went to the creators head. The next project was a shareware game named Lugaru (pronounced Loo-GAR-oo), a freeform hand-to-hand combat game in which you played a bipedal bunny rabbit named Turner with superhuman martial arts skill and a surprisingly low IQ to match. After being tricked into leaving his village, Turner returns to find his friends and family slaughtered by the local raiders. So with nothing better to do, Turner swears vengeance on those who did this and sets out to find the raiders and brutally murder them in their dreamless sleep. Turner logically takes the next step down this road and commits regicide on the rabbit monarchy in order to save the island of Lugaru, as well as having to kill off a bunch of wolves who want to dine on the delicious inhabitants of the island.

The game did well for a shareware game, especially in Mac communities that thought it was the best thing since EV Nova. Now, David Rosen has started the end of days. By rallying together a group of talented people, he now sets out to take on the world with his new game, the sequel to Lugaru which now has an official name: Overgrowth. You will again play Turner, and when asked how the sequel will be different, Jeff Rosen of Wolfire Software said "Lugaru was kindergarten, Overgrowth will be grad school." Interesting, but how much of the Lugaru style violence will we get? "Overgrowth puts the DIE in indie!" Which better mean I'll be able to kill enough people to fill a small country.

Recently I had the chance to sit down and talk with John Graham, COO and QA Grunt of Wolfire Software. While much of Overgrowth is still under wraps, I managed to get some answers out of him. I would like to thank John, and by extension Wolfire, who took time out of the day to be kidnapped and tortured in a grizzly fashion at Best Damn Podcast Ever HQ.

Best Damn Podcast Ever: So what made you think of the name Overgrowth?

John Graham the QA Grunt: Phillip (Isola, Programmer) came up with the name Overgrowth I believe, while we were having trouble figuring out a name

BDPE: Really? Well tell Phillip to ask for a raise.

John: (Laughs) We discussed names for a while when we weren't busy working. We feel that it's at least a triple entendre but won't say why yet

BDPE: Is Turner's hair going to grow in real-time? When it grows long enough you get the Overgrowth bonus, complete with dandruff?

John: That's an interesting idea, I'll forward that to David and see what he thinks about it, I'm not sure Overgrowth will have hair care technology but we will have some kind of fur shader

BDPE: From what I've seen of the technology you guys are putting into this, so far I'm impressed.

John: We think we're doing a lot of things that other companies might not think of, all our developers are good at coming up with new ideas. We've noticed mainstream games tend to recycle the same old features a lot, it's part of their business model, but us indie guys can take some risks.

BDPE: What are your feelings though if Wolfire ever gets big? If Overgrowth turns into a breakout hit instead of a cult classic, what will happen?

John: Oh gosh, that's pretty far down the road. If we have the good fortune to be able to expand we want to do it slowly and carefully. The last thing we want is for wolfire [sic] to turn into another gamedev beaurocracy [sic].

BDPE: Final question. What are your words to people who think you should 'Get a real job'?

John: Two parts I guess. If you mean that start-ups aren't real jobs: It's surprisingly hard to work for yourself. Building a company out an amorphous blob of an idea is a very daunting task. However, I think Wolfire fortunately has great focus and an extremely experienced team. So we're optimistic and we're working harder than we did when we had "real jobs".

If you mean making video games isn't a real job: We think that video games are the up and coming entertainment industry. Technology is always improving and along with it so will the experience that can be created by game developers. I think in the long run the video game industry will be the major entertainment industry.

BDPE: Thank you for sitting down with us to answer our questions.

John: No problem, have a good one.

BDPE: You too.

Wolfire is now accepting pre-orders for Overgrowth, which allows for early beta-testing to the game, and a super-secret Bat Cave forum to discuss Overgrowth. So head over to their site at http://www.wolfire.com to pre-order or keep up with their blog, which they update often about graphics plateaus.

In closing, keep the wise words of Jeff in mind:

"Give us money," Wolfire, LLC

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