Archive for October, 2009

Screenshots

Saturday, October 31st, 2009

Rémi and Morgan, who are in charge of production, put a working version of the site online two days ago for Marc and I to alpha alpha alpha test. It was the very first time we were able to surf on Gamocracy from our homes.

Good times!

A awful lot still needs to be done but I thought I’d share some screenshots. Keep in mind this is early!

gamocracy_im_w190 gamocracy_cod_w190 gamocracy_profile_w190

If we’re testing internally, it should mean we’ll open to more testers soon, right? Indeed, we believe we’ll enter beta sometime in November.

If you’re up for helping us test the site out and haven’t dropped your email address to the right yet, go do it now! :)

Also, it’s best if you’re into writing PC games reviews in English, because that’s what this site is about. We’re not necessarily talking 5 pages long reviews either, you’ll be able to write short ones too.

G-Man dancing

Thursday, October 29th, 2009

How weird is that?

A Prodigy music video shows an IRL G-Man… dancing (props to @studiosushi for uncovering this).

HalfLife_vs_IRL_GMan_w600Same tie

Just like in his polygonal version, the guy looks worn out and without an emotion. Like he’s carrying the weight of the world’s fate in his briefcase or something… but in this clip, he sure can dance too!

Mind you, he can even fly.



Was he short on money?



Can you feel it?

Wednesday, October 28th, 2009

Rémi’s saying it’s a matter of weeks before we let the first testers get a taste of Gamocracy.com.

Rémi is our chief lead architect officer of engineering and technical stuff. That means he actually builds the site we’ve been dreaming of and writing about in design papers. He goes by @Nomalz in many places.

python-molure-9Rémi’s saying he’s using Python for a language. Ksssssssssss? Who the hell does he think he is? Fuck’n Harry Potter or what?

Anyway, these past few months he led his super talented team of ten agile fingers and one brain to bring you… us… everyone! Gamocracy.

As we get closer to the first release, I shake a little harder everyday.

We’re curious as to how you’re going to react. Also, right now, apart from Rémi, we don’t know exactly what will be in the initial version and what won’t be.

This, we might discover no later than this week, when… we get our hands on the first internal test version!

Goodness!

It’s coming.

Can you feel it?

Braindead 2 the Left 4

Monday, October 26th, 2009

Have you seen the latest Left 4 Dead 2 trailer? I came across it the other day. It’s so good! Theatrical is the word.



Boy… does it make me want to play again!

It reminded me of how much I enjoyed Left 4 Dead last year. The perfectly balanced name, the zombie movie set up and the FPS co-op gameplay had many discover that cooperation is best achieved by yelling, in frustration or in joy, through a microphone.

Matchmaking was shit, as if these guys had never tried a public DotA game, but I still got to play a good deal before I got tired of teaming up with the screaming and the weak, the AFK’s and the way too good for me.

There was something new and exciting in the house. Of course, it was coming out the Valve factory.


Shall we walk to the store, zombies?

L4D 2 is coming out next month and I’m torn. It’s so early.

Is it all that new and exciting? Or what?

This big boycott group fans created after the game was announced? It was recently closed down by its 2 instigators. They now think Valve has proven their goodwill.

Me? I’m not so sure. And until we can play the game, the best we have is this features list. Here it is pasted from Steam:

  • Next generation co-op action gaming from the makers of Half-Life, Portal, Team Fortress and Counter-Strike.
  • Over 20 new weapons & items headlined by over 10 melee weapons – axe, chainsaw, frying pan, baseball bat – allow you to get up close with the zombies
  • New survivors. New Story. New dialogue.
  • Five expansive campaigns for co-operative, Versus and Survival game modes.
  • An all new multiplayer mode.
  • Uncommon common infected. Each of the five new campaigns contains at least one new “uncommon common” zombies which are exclusive to that campaign.
  • AI Director 2.0: Advanced technology dubbed “The AI Director” drove L4D’s unique gameplay – customizing enemy population, effects, and music, based upon the players’ performance. L4D 2 features “The AI Director 2.0” which expands the Director’s ability to customize level layout, world objects, weather, and lighting to reflect different times of day.
  • Stats, rankings, and awards system drives collaborative play

And some HQ gameplay footage.

So, all that…

Worth 49,99?

You gotta love Prince of Persia on the PS3

Friday, October 23rd, 2009

Before you start thinking I have shitty tastes AND it has taken no more than a week for this blog to go off topic, let me explain.

It was one of those nights when my roommate is playing a game and I have nothing better to do than to watch. He mostly plays consoles. I mostly… don’t play much anymore, but when I do it’s on the PC. That night he was cast in the role of the Prince of Persia on the Playstation 3. It had been maybe a week since he had started…

I have this ability, or problem, that allows me to watch someone play a video game for hours on end without even feeling like taking control. Mind you, I was a CS manager at some point. So I was watching him play, hours at a time, when I started telling myself this game had some good points. I mean, I only had heard bad stuff about it so I was a bit intrigued.

SIDENOTE In a way it’s true that Ubisoft kind of choked the series. Or almost did. I think they even at some point recognized they had been too greedy when they decided to release back to back Prince of Persia games, or something like that. That’s one of the main differences between a Ubisoft and a Blizzard by the way: I’ve been waiting for the next Starcraft for 12 years, Ubisoft got the world fed up with Prince of Persia in 3. /SIDENOTE


prince-of-persia_original_w600The original Prince of Persia on PC


Not a bad game

The game has its good sides. Art direction is pretty good, for one. The game looks gorgeous. And they’re trying to make it fun too with a laid back hero dropping ironical lines all the way. Not that it’s necessarily succeeding in that, but it’s trying at least.

Technically speaking, it’s clean too. I didn’t drop my jaw over it either. It’s a PS3, lots of horsepower in there, and the game doesn’t have the Uncharted 2 type of bling bling. But it works, it’s not buggy, it doesn’t have weird collisions that I can remember of… You know, stuff like that is ok.

No, where the game is a liability is gameplay. Super boring isn’t strong enough to describe the feeling… you basically do two things: climbing and jumping. And fighting too. Ok that’s 3 things.

Yet a good way to put it is that if you play Super Mario Galaxy or World of Goo after a long PoP PS3 stint, you might feel like you just got outta jail after 15 years (actually, you want to try this at home, it’s synthesizing happiness).



Told you it looked so neatTold you it looked nice


Art, Tech and Gameplay

That’s how it all got started. Gamocracy, I mean.

Right there, I had just made my own review of the game, in my head. I had heard here and there about this game being bad, I couldn’t even tell you where. You know how these things are. But here, that was my opinion: this game has very good art, above average technical performance and poor gameplay.

Art, Tech and Gameplay. It’s a pretty simple way to judge a game but it’s efficient. You need that to make a system work.

Under this system…
… a Tetris would get the maximum in gameplay, average in tech and the minimum in art, or maybe a bit more for the hypnotic music
… a Starcraft would get right under the maximum in gameplay, right under the maximum in art and a little less in tech: it’s not much of a technical show off, but it works perfectly and there’s battle.net
… a World of Goo would get about the same as Starcraft
… and so on

I can’t remember how I made the jump from this to that, but I started thinking it’d be nice to let anyone speak their minds about games in such a way. And let other people know about it too. It’s something you can do in our times, if you build a website! The principle would be (now that we’re here, just weeks away from releasing the closed beta, it still is) that anyone could come and review games and we would find a way to make the best reviews, not the ones that give the best scores, those that are flagged as the most accurate by readers, get on top of lists.

Having just 3 grades for Art, Tech and Gameplay wasn’t enough for a review though. Some editorial input would be needed too. The day after, when I sat down to watch my roommate playing PoP PS3, that’s what I started thinking about.