Just decide to play and upload some Gridrunner ++ tonight
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The Weirdest Games You May Have Missed
Introduction:
In the vast and ever-expanding world of video games, where countless titles are released every year, it's easy to get lost in the sea of "normal" and mainstream titles. But let's face it, sometimes, normality is overrated. There's a peculiar charm in exploring the weird, the offbeat, and the downright bizarre games that often go overlooked. These games might not be everyone's cup of tea, but they are unforgettable experiences that deserve recognition. In this article, we'll delve into the world of the strangest and most noteworthy games, offering a "Fucked up rating" out of 10 for each based on their themes, reception, and general consensus.
Captain Blood (Fucked up rating: 7/10):
Captain Blood takes you on a surreal journey through the cosmos as you attempt to communicate with alien species. The game's bizarre visuals, complex alien languages, and psychedelic landscapes make it a truly unique experience. Your goal is not just to survive but to decipher and interact with a myriad of strange extraterrestrial life forms. While it might not be for everyone, its unconventional approach to storytelling and communication is something to behold.
Weird Dreams (Fucked up rating: 9/10):
True to its name, Weird Dreams is a nightmarish adventure that blurs the line between reality and the surreal. Players navigate a series of disturbing dreamscapes, encountering grotesque creatures and solving perplexing puzzles. Its unsettling atmosphere and unconventional gameplay make it a true gem for fans of the bizarre. The game's eerie soundtrack and nightmarish visuals contribute to its deeply unsettling atmosphere.
I Have No Mouth and I Must Scream (Fucked up rating: 8/10):
Adapted from Harlan Ellison's sci-fi classic, this game explores themes of torture, redemption, and existential dread. It's a grim and unsettling journey through the minds of five tortured souls, each facing their own unique horrors. The game's dark narrative and moral dilemmas leave a lasting impact, and the voice acting adds an extra layer of unsettling realism to the experience.
Rule of Rose (Fucked up rating: 9/10):
Rule of Rose is a psychological horror game that delves deep into the disturbing relationships among a group of orphaned children in a mysterious, twisted orphanage. The game explores themes of power, cruelty, and psychological trauma in a way that is both disturbing and thought-provoking. The haunting orchestral score and eerie art design intensify the feeling of unease.
The Suffering (Fucked up rating: 7/10):
This action-horror game is a descent into the nightmarish horrors of a prison overrun by monstrous abominations. The game is known for its graphic violence and psychological elements, making it a haunting and disturbing experience. The game's gruesome creature design and oppressive atmosphere contribute to its unsettling nature.
E.Y.E: Divine Cybermancy (Fucked up rating: 6/10):
E.Y.E is a surreal and ambitious cyberpunk game that blends elements of first-person shooters, role-playing, and exploration. Its complex narrative and bizarre world-building make it a challenging but intriguing experience for those who appreciate unconventional storytelling. The game's intricate lore and cyberpunk aesthetics add depth to its eccentricity.
Deadnaut (Fucked up rating: 8/10):
Deadnaut is a roguelike sci-fi horror game that places you in the shoes of a team of spacefaring investigators. As you explore derelict spaceships and face off against cosmic horrors, the game's oppressive atmosphere and grim narrative create a genuinely unsettling experience. The procedural generation of ship layouts and unpredictable encounters enhance its replayability and sense of cosmic dread.
Vangers (Fucked up rating: 9/10):
Vangers is a surreal and mind-bending open-world vehicular combat game set on a bizarre alien planet. Players navigate a surreal landscape in customizable vehicles, encountering strange creatures and solving cryptic puzzles. The game's absurdity is matched only by its complexity, offering a unique blend of exploration, combat, and puzzle-solving that's as bewildering as it is captivating. Its nonsensical dialogue and intricate world-building contribute to its strangeness.
Conclusion:
The world of gaming is a vast and diverse one, and these weird and wonderful titles are just the tip of the iceberg. From surreal dreamscapes to psychological horrors, cosmic mysteries, and the alien landscapes of Vangers, there are countless overlooked gems waiting to be discovered. So, did I miss anything? Undoubtedly. The world of gaming is a treasure trove of oddities and eccentricities, and it's up to each player to embark on their own journey of discovery to find the next weird and wonderful game that will leave a lasting impression.
- Raz
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PICK JUST ONE AND BE CAREFUL! YOU CAN'T CHANGE YOUR ANSWER ONCE PICKED!
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About a week ago I was peaking on some edibles and cold medicine while watching Vinny's stream and since he plays music during intermissions he started playing Hot! Heat! Wow! Hot! by Psychedelic Porn Crumpets and that song sounded so fucking amazing to me in the first listen I thought I was going through a trailer for a third-person shooter PlayStation 2 game from 2003
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Preview - K-Project (aka Rez) on Страна игр #6 (Strana Igr)(Russian video game magazine) (2001-03)
Translation in English:
The ways of game design are inscrutable. Some talents find a successful formula once and spend their whole life working on it, trying to make one more, albeit small, step to perfection. Some try to develop within a single genre. Some are tempted to work with more than one. There are people who never go back to ideas already thought up and implemented once. Not Tetsuya Mitzuguchi, creator of Sega Rally and Space Channel 5, and leader of United Game Artists (formerly Sega RD#9 Shibuya), the most independent, self-imposed and liberated development studio.
It is hard to say what kind of games this man likes to make, for one of the leaders of modern game design looking, by the way, too young. His games are a celebration of style over substance. And at the same time a source of very deep gameplay. Realistic cars and wild Ulala. Competent skid physics and dancing aliens. Perhaps you will not find in the entire industry such a variety of taste, style, visual solutions. Space Channel 5, for all its innovative game structure and fiery 1960s beats, is a classic in every way. The designer's new project is so unique that it's hard to call it a game in the literal sense of the word. Mitzuguchi started to talk about the new project a long time ago, just a few days after the release of Space Channel 5. Mitzuguchi started to talk about the new project a long time ago, just a few days after the release of Space Channel 5. When it became known that the second series of SC5 UGA seemingly is not going to make (which turned out to be not at all true), the interest in the person of Mitzuguzhi increased incredibly again. By the way, even after the disclosure of K-Project details, many analysts believe that the UGA leader has one or even two more secret projects in stock.
Tetsuya Mizuguchi is his own person. Many journalists agree that he is the geekiest person on the Japanese gaming scene.
K-Project is a psychedelic musical shooter that brings together the genres of musical games and ordinary shooters, which, at least in Japan, have the same level of cult status as turn-based strategy and FPS. By combining such iconic genres Mitzuguchi intends to get a result that is completely free from genre frameworks and prejudices of ordinary players. Never mind that ninety percent of modern gamers won't understand this creation and will never even hear about it, but K-Project will be a real work of art.
The essence of the gameplay is extremely simple, although it is almost impossible to figure out how it all works in K-Project. The game is a set of minimalist levels without any plot connection to each other. Each level stands out with its own graphic style. Complex labyrinths, open space, all kinds of aquariums, even a tropical forest - all this has nothing to do with the essence of the game. In general, Mitzuguchi admits that his main idea is to create a game analogue of the famous Disney cartoon project Fantasia. Hence the inconceivable graphic forms, and a strange musical design. And it's strange because you will be creating it yourself. Singing out the traditional Treasure's frame of enemies and rhythmically firing them off, you will create your own melodies, which will be in many ways superimposed on the general musical background of the game. This, they say, is where the fun of the game lurks. Tying everything together in your brain is impossible. Apparently, this is what is called "intuitive gameplay. That is, even a minute before you sit down for the game, you have no idea how to play it, but as soon as you take the joypad in your hands, everything immediately becomes clear. Such a strange thing this K-Project is. However, even with all that, it's no less strange than its creator.
Platform: Dreamcast
Genre: musical shooter
Publisher: Sega
Developer: United Game Artists Designer: Tetsuya Mitzuguchi Number of players: 1
Online: www.sega.co.jp
Release date: summer 2001
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Motivating Behind thee Scenes (let me just)
Why can’t you add a green scenery
Adding background chaos
Why can Biden pardon!
But not arrest and detain so place a fucker under his own philosophical ways?
Cuff cart off imprisonment in an undisclosed location for definite death
Biden never thought to sink so low
Non fanatic
Nor a rump T
Big elephant ass
Replay just looks stoopider
Inspired by MAGA
Was money grabbed beyond
Despicable 4 (fore warned)
Back ground the supporters
Replay the indecisions for life
Motivating behind the science
Look through date of and before posts
He played my said song
Motivating behind the scenes
He directs under fire!
I don’t KY the mom
She is under tornadoes uncovered
27 minutes later to lower temperatures
In provided heats
Over the days just “grand theft audio, stoopid”
And support of Trump died
So what!
That twenty something was pissed off
Urging non jumping
Shit happens
Under governed by Republicans
It’s not our rhetoric causing happenings
A fellow Democrat stated
Keep him out of harms ways
Detain leave locked up
Show me ear
Picture before leaving locked
Toss those keys aside
It’s all heightened highlighted
But no one governed over that bldg
With shooter on top
Rehearsal
Carousel
Spinning rapidly
Over you and me
Think so
Biden could lock and toss
Under the mental anguish of
Ex Former Presidential power
Clipped skin
Will look normal later in videos
That bldg was out of S S range
But fired from a scope afterwards
Not reacting after first missed shot
Supremely Saying
PS
You all deserved sitting!
Shooter never blanketed everyone
His goal was not a part of your own, or your money
Stand still big diners with Forks
Devilish
Picking from plates to eat over American people of poor, awe thems
So many poems in regard to the irregardless
Donors
Lost life
My shoulder have been sent to better later
Chump dead
My chip?
Whaaaaa
Your money spoke
Gave a folk to kill
Your wheels
In life
That’s tyrannosaurus
Dictator hoop la la la dance
No fall in steps
To dancing
Trump pants in back
Well the sweat was apparent
The defection defamation feces smells
It’s all unknown here on Tuesday
Speculation
Cunt cant prick the answer overall tragic Saturday
Nor answer
The MO
Not identifying
The beautiful people
The beautiful persons
Assemble of
Today could have been a good day!
Survivor
I fuck you like the REST
My REST
From years of Trumped Not
My words have not rusted
Motivating behind the stances (scenes)
Assessments of landmarks and terrain?
Money pansy photographed killer!
Young one in age
Epstein clapping and cheering for
Trump
Sound trumpets for survival of the fittest!
Dumb doomed America
And looking here on Tuesday
Down the syndromes
No flying drones!
Security measures in priority
A Vance guard will make a talk different!
White gloves!
Parade charade
Paws raid over she raws
Governed ovarian degeneration degrees
In progressional denials
Charade parade
She raw
Pa rapes
Political violence out of ordernarily
Political leaders may raise war
The person
Should only hobby
Bereavement only acted by leaders
Should be norm
Well that Israel life worth 27 Palestinians
That Russia invader
Killed Ukraine innocence
In Africa
Who cares any more
Farm aid, live aid was 80’s
Add a part 2 of Woodstock
90’s add another
Hippy fresh and moldy
Growing psychedelics
Add swisher sweets!
Brother and sister ‘ s
Thc motivates without violence behind the scenes & science’s
Dial back the reflections in others
Well
Well
Drill for better outcomes
Let me just
Let me just take a hit and you shut the fuck up
diamond bit
For drilling the compounded in dumbs
For drilling the percussioned in drums
For sealing the
VOTES
Watch gangs of NewYork
Feel free to breathe
Watch for hatchets!
To heads
But in rumor T rump said
Bloodbath
On escalated rhetoric
Lowering temperatures in global warming
It just costs more in
A C
Air conditioner
Who owns Stocks!
Let me just
Let me just take a hit and you shut the fuck up
Ssssshhhhhhhhhhhhh it’s scolding
Dumbfounded in dehydration!
**Speak more j d Vance.***
It’s a Sunday in Julian date
Prunts
Prunt
It’s today!!!!!!!!!!
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Movie Review | House of the Dead (Boll, 2003)
Of the three Uwe Boll movies I’ve seen so far, I feel confident calling this his most enjoyable, and more importantly, the only one that consistently offers the bozo nu metal energy I want from crap from this era. The psychedelic opening credits, followed by the rave in the woods, are promising signs. Why the characters insist on going to a secluded island for their raving needs instead of a location near civilization, I do not know. I am not a raver. I have never raved.
Anyway, the movie enters the realm of quality by the half hour mark when we get Jurgen Prochnow, who like in Das Boot plays a man of the sea, chomping on a Cuban cigar while blasting away at zombies trying to crawl onto his boat. While I have not played the original game, I understand it’s a light gun shooter, and this sequence captures that essence perfectly. And the movie pretty much stays at this level for the remainder of its runtime, following this up almost immediately with an even more extravagant scene where all the characters walk alongside each other blasting zombies left and right. Listen, you might wonder why they never move in different directions or why the zombies seem to always leap out in similar patterns. You might wonder why we arbitrarily cut to Hero Mode 360 degree pans of the characters doing their special moves which somehow have no impact on the rest of the scene. You might wonder why the movie keeps cutting to footage from the actual game. And you’d be asking a lot of questions. Ever heard of the Kuleshov effect, dumbass?
It’s not enough that the scene is already assembled like a montage, it throws in an even more aggressively edited montage at the end, like some sort of puzzle box, all while some combination of techno and nu metal blares on the soundtrack. And Boll’s blocking is no better here than in his other movies, as the heroes are too often in the foreground and move along only a narrow plane of action, but if anything, it adds to the thrill ride nature of the movie. The only real knock I have against this is that aside from Prochnow, Clint Howard (acting as if in a completely different movie than Prochnow but no less enjoyable) and Ellie Cornell, the protagonists are all anonymous dipshits with few distinguishing qualities. The only one I could tell apart was the girl in the stars and stripes, by virtue of her unique outfit.
None of this is what you’d call conventionally exciting, tense or maybe even competent, but the constant incident and motion, of zombies popping up and getting blown away, meant that my synapses were firing pretty actively during this. I had a good enough time.
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I just finished reading that paper, extremely liberal vocabulary, this person - from Ohio of course - is trying too hard to propagate the use of psychedelic substances amongst what he deems as his enemies, he neurotically leaves out no right-wing figure, from well know writers and philosophers like Jordan Peterson to mass shooters to the creator of 8chan to rich and disciplined public figures, anyone a young man with right-wing beliefs might look up to and see as a role model, and he puts them in a light where they either tried or encouraged the use of psychedelics.
goes as far as posting opinions from right-wing forums where users are denying the bad effects of LSD on their political ideology, contrary to what it is commonly known.
“We suggest that the historical record supports the concept of psychedelics as “politically pluripotent,” non-specific amplifiers of the political set and setting. Contrary to recent assertions, we show that conservative, hierarchy-based ideologies are able to assimilate psychedelic experiences of interconnection, as expressed by thought leaders like Jordan Peterson, corporadelic actors, and members of several organizations.”
What sad excuse for a psyop .
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Tonight's #RatKingRec is a high speed psychedelic horde shooter called Primordial Pain, by @malitschek
It's got the same addictive loop as Devil Daggers, but with a new coat of glowing rainbow paint and a shiny new set of vertical mechanics.
If you're familiar with DD you'll feel at home with the weapon, which uses a familiar tap / hold mechanic, but this game trades DD's wide but flat arena for a much more constrained playspace that forces players to superjump, airdash, and stomp to avoid the onslaught of enemies.
Primordial Pain is available now on Steam for $5. Leave them a review if you buy it - they're currently under the 10-review threshold, and this game deserves much more attention than it's gotten!
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Dear Charlie,
27 Jan 2023, 11:53pm
I've been writing and rewriting my letters to you constantly for the last month. I feel like I'm at a loss for words and I don't know how to put everything together.
I think the easiest way would just be to do a bunch of bullet points detailing the time period from my last letter to now and then go about writing my letter as usual. This will be a long letter so buckle up, here's to catch you up:
- polof and I broke it off, we just weren't working together well
- I'm moving to an island with my family within the next year
- I might be getting my own apartment
- college has been put on hold for 2 months
- I dated someone for three months and then we broke up earlier this month
- I'm using psychedelics almost weekly now
- I hooked up with a guy I'd been interested in for around a year
- I'm turning 18 in a few days
- I'm doing reasonably well mentally? I think?
- frost came back
now that that's out of the way. I don't know if I ever mentioned Frost. he was my best friend, my partner in crime and someone I loved probably more than anyone else.
Frost and I were extremely close, we never left each other's side. we knew every single thing about each other, no secrets were ever kept. however back in early 2020, frosts mom died. he got sent to live with his aunt and from there things just went downhill.
within a month, frost got sent away to a rehab. Before he left, he promised me he'd find me again and come back, he said he'd only be gone for 3 months and then after that we could talk again. I got the details to the place he went to and his aunts details just in case.
I waited Charlie, how could I not?
3 months passed and I couldn't get hold of him. 4 months and I start messaging his aunt.
His aunt told me he was alright, let me know what's happening and what he's doing and overall she was decent but I never liked her. I consistently asked to get a vn from frost or just for her to tell him I said hi and she'd always make an excuse or say she would and then stop responding.
4 months turned to 8, 8 months turned to a year, 1 year turned to 2 years.
at this point I'd just convinced myself frost was dead and no one wanted to tell me. they wanted to play a sick joke and see how long I'd wait for him to come back.
then one day, I get a message from his aunt, she details how frost told her he wants nothing to do with me anymore. she said he hated me and never wanted me in his life again and that I was the cause of all the shit he's going through. she said I must just suck it up and never contact her or frost ever again because they wanted nothing to do with me. I never believed her.
I told her the minute I heard it from frost himself, I'd respect it and leave. she refused and then threatened to call the cops on me. I then got blocked.
this all happened at the beginning of 2022 Charlie, after that incident I just presumed frost was dead and left it at that.
Honestly even if he wasn't dead, I didn't want to think for a second that he chose to leave me behind. I never heard from his aunt again
During 2022, I tried everything to find him. I contacted his old friends, I looked on Facebook, tried to find schools he could be in, checked the rehabs insta daily yet I found nothing. towards July, I just gave up hope entirely.
I left it, I thought about him probably every second day, I missed him but that was it. it's fine just because he was dead right? he never left me, he promised he'd never leave, he was just dead. Until recently.
a few days ago, I went out to a club, I was having a few drinks when I get a call from my younger brother, I walk out the club and answer and talk to him for a bit on the phone and eventually I end the call. as I end the call, I get a message request on insta. it was a message request from frost.
Charlie, if I say i did anything less but burst into tears, it'd be an understatement.
I just cried and cried and cried. eventually the shooter girl at the club came out to check on me and all I could do was cry.
he came back for me Charlie
In his messages he spoke about how he looked for me and eventually found me, how he thought of me everyday when he was gone and how his aunt was the one who stopped our contact while he was there, he also said something really special to me
He told me he'd never found anyone but me who he shared the same kind of spark with.
He told me that he loves me and that he'll grow old with me.
i genuinely think he's my soulmate. we've been talking for the last week and it's like nothing changed, he's like this massive safety blanket.
I'm so glad he's back Charlie. I'm so glad I finally have him again
anyways, I'm sorry for the extensive letter. I hope you and everyone else is doing well.
love,
GB
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Entropolis - a strange lost psychedelic shooter for PC DOS
Next up is a psychedelic #PC #DOS shooter due called Entropolis, which was due for release back in 1994 from a company called Inter Zone. Graphics apparently generated via fractals to create a very interesting effect. Can anything of it be found? Did it get an obscure release?
https://www.gamesthatwerent.com/2024/06/entropolis/
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This post is here to once again remind you to take part in signing petitions that should fill the Valve office to the second floor. It won't cost you much, but it might give our dear old game a chance.
https://save.tf/
And I also want to talk it out so I can finally get this out of my head.
In the last week, there was so much news and content on TF2 in my information field, more than I have consumed in total over the past three years. The final chord was listening to cover songs, re-voiced by the voices of the original voice actors using neural networks.
As a result, I dreamed that a trailer for a certain game was released on YpuTube…
In general, it was a new numbered part of this team shooter, even the demonstration of the name of which looked like a joke. At first the screen displayed “Team Fortress 2+1”, then it changed to “Team Fortress 2.2”, and then it was changed to “Team Fortress III”, where the letter “I” in the middle fell at an angle after a second, causing the number to become in "N". Someone immediately added the remaining words and as a result the name of the game was demonstrated as “TF: New age”.
The announced slogans read “New mechanics. New environment. New items… And the new generation." And in the kaleidoscope of gameplay demo-frames, one could really see how the Übercharge mechanics were reworked, parkour/wall running mechanics were introduced, mechanics for destroying the environment and objects on the map were introduced, assistance and team kills were expanded to a full-fledged development tree. And also a little else, but I either couldn’t remember it or didn’t have time to notice it due to the fast modern pace of games.
By the way, instead of the “best kill streak” after the round, cinematics were displayed, clearly directed in the game engine, and not previously filmed, where the characters of the team players interacted with each other in various ways, depending on how “teamwise” the gamers played. And at the end of the game, the character of the most successful player was rocked by the team in their arms to applause. I've NEVER thought about a placeholder like this instead of a progress bar, but I've ALWAYS desperately needed it.
And “New age” completely changed the vibe and theme of the spirit of the game:
Despite the fact that the game was still bright, but restrained in color, it became a little darker and more brutal. Now, analyzing my dream, I can say that this happened due to the transition from the atomicpunk setting of the 60s to the B-movie setting of the 80s. Yes, the events of the new TF take place in the 80s with the corresponding OST (swing and the orchestra was replaced by synthesizer and synthpop), with the corresponding historical context (the collapse of the USSR, Japan is strangling the USA with its beautiful cheap goods, and so on), as well as the corresponding style (leather pants , colorful shirts, bouffant hairstyles, psychedelic interiors of the 80s).
And since this is all happening 20 years later…
I observed only 2 character classes who lived to see the events of the new part. If anything, I hope the rest of the team wasn't shown just because they retired.
The only one for whom age is just a number is the Medic. Not only is he perfectly preserved from his "meet the" moment, with only silver hair and a pair of crow's feet at the corners of his eyes, but he continues to be a playable class. He still runs fast, cuts people on the battlefield and on the surgical table, and is still the same loud psycho. He still doesn’t change his white shirts, although he has changed the style of the coat and optimized the medigun to a standard-sized weapon without a backpack, but with new mechanics. He also got a Mossberg 500 as a secondary weapon and an ice pick for his finishing animation (lobotomy reference, I guess).
In snippets of videos like SFM, he has a one-way dialogue with Archimedes (either this is a new bird, or his recipe for immortality applies not only to people) and an urn with ashes, which he calls Heavy. When someone from the new team intervenes in his monologue dialogue, he says that giving eternal life to Mikhail was his best and dumbest decision at the same time. Having received immortality and retired, Misha died a week later, choking on his snoring in his sleep due to lying on his back.
Ludwig still works as a mercenary, but his boss is now 25-year-old Olivia Munn, whom he affectionately calls Ollie. Accordingly, his team color is now gray-green, and the set of cosmetics dedicated to the release of the game is very similar to the green uniform of real surgeons.
Olivia looks more like Elizabeth from Bioshock in a green aerobics suit and a black leather jacket with a voluminous bouffant. She dotes on her old favorite (Medic) among the “meat dolls” in the form of a team of thugs. They are her living body armor, her errand boys and confidants in the war for world domination against the purple team.
Purple…
Well, this is the team of our beloved Administrator, who is still called that by the mercenaries from TF2 and Olivia, and the new thugs don’t understand why. She herself was not shown in the trailer, but the main quartermaster of her will is still Miss Polling.
Or should this MILF no longer be called Miss?
At least, when the new team is training with the 40-year-old Scout (not a playable character, more serving for the game's lore), he says that he knows very well that he cannot contradict this woman, because, otherwise, the team will go through all that hell. what he himself went through when he was going through a divorce from her.
Basically, the retired marathon runner immerses the team and trailer viewers into the current state of affairs on the world stage and new mechanics. And when they ask him that if he is such an experienced soldier of fortune, then why doesn’t he lead the attack, Jeremy throws his feet up on the tactical table and says that now it’s not fitting for such a respectable man like him to rush and jump. In addition to the ragged scar on his face, his past is revealed by the prosthetics of both his legs below the knee. This runner will no longer fuss on the battlefield.
By the way, I didn’t write about which characters now occupy mercenary classes in “New Age”:
Scout appears to be Sicilian, but I'm not sure since his first cosmetic set looked like a traditional bullfighter outfit;
The soldier - perhaps it was the Briton shown in the trailer (judging by the trademark coldness, self-irony, strong-willed chin with a dimple, long nose and protruding Adam's apple), since it was he who had a cosmetic outfit form of a biplane pilot's suit, and perhaps it was a reference to a rocket-jump;
Arsonist - either he was not shown, or I have already forgotten part of the dream with him;
The bomber is definitely a Western Slavic man, most likely a Pole, who has this written all over his face, from his always dissatisfied, silent face;
Machine Gunner is a huge, charming Mexican extrovert who speaks excellent English and does not shut up for a second and does not know the personal boundaries of other people (but because of his size and volume, no one dares to be rude to him);
The engineer is a Japanese man, who in a minute of screen time managed to demonstrate his bunch of mental illnesses in the form of OCD, monstrous perfectionism, asymmetriophobia, mysophobia and love of killing with the help of mechanisms (his first cosmetic set is a reference to Emmerich from MGS, and instead of turrets, server stations were demonstrated, releasing flying mini-drones of various specializations from killing to constructing shelters for the team from the debris generated on the battlefield);
Medic – everything is clear with the green team, but this class was not shown on the purple team;
The sniper is a frightening Canadian with his charm and calmness, who does not even have a voice line with screams of death, and, having committed a series of murders, he quietly and naturally says something like “My mistake. I’m sorry,” as if he has just accidentally hity someone with my elbow;
Spy - just like Piro, I either didn’t remember him or he wasn’t shown.
And at the end of the trailer, when I was ready to scream with delight, a “teaser part” was shown, where more powerful forces in the form of an entire country intervene in the war between olive and purple! The Australians, seeing that humanity is using their metal to kill each other, and not for good purposes, declare themselves the world's gendarmes and intend to confiscate all their "vibranium". Of course, the whole world does not agree with this. The Third World War begins with a race of people with superpowers, where disparate countries are trying to resist and snatch the super-precious metal for themselves by any means, even if this means concluding a temporary alliance with Australia. The world is rapidly losing to a civilization with advanced technologies, surrounded by oceans in a remote part of the planet, where there are spiders the size of Indian elephants and emu-tyrannosaurs capable of destroying a platoon of special forces (do not forget that absolutely everything there is marsupial and deadly poisonous), and the average Australian child is at times superior to a trained weightlifter.
The mysterious figure in the picture receives honors in connection with his appointment as the elected "king" of Australia in the form of an offering of a wide-brimmed hat made from the skin of a kangaroo, which he defeated in a fair fight. Subordinates ask the new head of state what his first order will be. The figure grins and orders all the Australium they managed to confiscate from other countries to be sent to the Sydney laboratories. … Black screen and mysterious unknown.
I would like to believe that it could be Mr Mundy, but this is impossible due to the fact that this class only has 125HP, even if we consider that Australians have no prejudice against a foreigner in their presidential seat. It would also be TOO fanservicey.
Most likely it would be Saxton Hale to form the trio of faction “bosses”, because their relationship is like a triangle, where one woman is the Australian’s former flame, and the second stole his company in the most dishonest of ways.
At the end of the video, something like a first-person interview is shown in relation to the viewer, where a crowd of journalists sits (their techniques, hairstyles and outfits still correspond to the 80s era) opposite the table at which the interviewee sits. A bunch of microphones, spotlights and cameras are directed at the viewer, silence falls and even the ambient music fades away. The youngest of the journalists awkwardly asks a question to the viewer like “Sir, please tell us a little about yourself.” And that damn thing was just a brilliant reference to the “meet the” videos!
At the moment where the viewer was shown the new game mode “Relay Race”, my alarm clock woke me up. And I couldn’t fall asleep anymore because I was overwhelmed by a storm of emotions; I didn’t immediately realize that all this was happening in a dream. It was very sad that these were fantasies that I invented for myself…
You need to have low expectations so as not to be disappointed. And, regarding Valve’s new project, I want to say that they were 5-8 years late to publish a steampunk shooter in the form of a hybrid of Doka and Overwatch. Children want to play games where they can come up with a game for themselves, and not go online as a job to earn pieces of content generated by a neural network for free access.
In any case, I felt better when I wrote all this multi-page nonsense and now I won’t think about it all the time) I hope that not many people will read what is hidden under the cut.
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"Tempest 2000," developed for the Sega Saturn, is a vibrant and intense remake of the classic 1980s arcade game "Tempest." This game, designed by Jeff Minter, an iconoclastic figure in the video game industry known for his distinctive and psychedelic game designs, offers a fascinating exploration of the connection between creator psyche and digital expression. This analysis delves into the introspective aspects of its creation, focusing on how Minter's personal vision and philosophies are intricately woven into the game’s design and play mechanics.
"Tempest 2000" is not merely a technological update to its predecessor but a reimagining that infuses the game with new layers of audiovisual experience and gameplay complexity. Jeff Minter's approach to game design often involves a deep personal connection to his projects, with a focus on how games can evoke specific emotional and sensory responses. In "Tempest 2000," Minter integrates vibrant visuals and a pulsating soundtrack to not just challenge the player’s reflexes but also to immerse them in a unique aesthetic experience that reflects his own interests in psychedelic and trance-like elements.
The game’s design is a direct reflection of Minter’s introspective journey into the realms of visual and auditory sensation. Each level of "Tempest 2000" offers a distinct experience, characterized by a combination of fast-paced gameplay and an overwhelming sensory environment. This approach can be seen as an invitation to players to not only navigate the game's challenges but also to experience a state of flow and immersion that mirrors the designer’s own meditative engagement with the creative process. The game becomes a medium through which Minter communicates his inner experiences and shares them with the player, effectively bridging individual creativity and collective experience.
Moreover, "Tempest 2000" encourages players to engage in a form of reflective gameplay. As players advance through increasingly complex levels, they must adapt to the escalating pace and complexity, which in turn demands a heightened state of awareness and mental agility. This aspect of gameplay parallels Minter’s philosophy that video games should challenge the mind and senses, pushing both the creator and the audience to explore their limits and capabilities. The game, therefore, is not just an arcade shooter but a dynamic environment for self-exploration and personal testing.
In conclusion, "Tempest 2000" stands as a testament to the power of introspective game design, where the creator’s personal vision and experiences profoundly shape the game’s development and impact. Jeff Minter’s distinctive approach to creating a game that challenges traditional norms about what video games should be and how they should feel offers a deep, introspective look into the potential of digital spaces to reflect individual creativity and philosophical inquiries. Through "Tempest 2000," Minter not only revitalizes a classic arcade game but also invites players to journey through a digital landscape that challenges their perceptions and enhances their sensory experience, making it a quintessential example of how personal introspection can lead to transformative gaming experiences.
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Made in a few days for Bullet Hell Jam 5. I guess you can check it out or something.
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Test Bank For Media & Culture Twelfth Edition Richard Campbell
Table of Contents
1 Mass Communication: A Critical Approach
Culture and the Evolution of Mass Communication
Oral and Written Eras in Communication
The Print Revolution
The Electronic Era
The Digital Era
The Linear Model of Mass Communication
A Cultural Model for Understanding Mass Communication
The Development of Media and Their Role in Our Society
The Evolution of Media: From Emergence to Convergence
Media Convergence
Stories: The Foundation of Media
Media Stories in Everyday Life
Agenda Setting and Gatekeeping
Surveying the Cultural Landscape
EXAMINING ETHICS Covering War and Displaying Images
Culture as a Skyscraper
Culture as a Map
Cultural Values of the Modern Period
Shifting Values in Postmodern Culture
Critiquing Media and Culture
Media Literacy and the Critical Process
MEDIA LITERACY AND THE CRITICAL PROCESS
Benefits of a Critical Perspective
CHAPTER REVIEW
LaunchPad
For videos, review quizzing, and more, visit LaunchPad for Media & Culture at launchpadworks.com
PART 1: DIGITAL MEDIA AND CONVERGENCE
2 The Internet, Digital Media, and Media Convergence
The Development of the Internet and the Web
The Birth of the Internet
The Net Widens
The Commercialization of the Internet
Social Media and Democracy
EXAMINING ETHICS Social Media Fraud and Elections
Convergence and Mobile Media
Media Converges on Our PCs and TVs
Mobile Devices Propel Convergence
The Impact of Media Convergence and Mobile Media
The Next Era: The Semantic Web
The Economics and Issues of the Internet
Ownership: Controlling the Internet
Targeted Advertising and Data Mining
GLOBAL VILLAGE Designed in California, Assembled in China
Security: The Challenge to Keep Personal Information Private
MEDIA LITERACY AND THE CRITICAL PROCESS Note to Self for Healthy Digital Consumption
Appropriateness: What Should Be Online?
Access: The Fight to Prevent a Digital Divide
Net Neutrality: Maintaining an Open Internet
Net Neutrality
Alternative Voices
The Internet and Democracy
CHAPTER REVIEW
LaunchPad
3 Digital Gaming and the Media Playground
The Development of Digital Gaming
Mechanical Gaming
The First Video Games
Arcades and Classic Games
Consoles and Advancing Graphics
Gaming on PCs
Portable Players
The Internet Transforms Gaming
MMORPGs, MOBAs, Virtual Worlds, and Social Gaming
Gaming Apps
The Media Playground
Video Game Genres
Communities of Play: Inside the Game
Communities of Play: Outside the Game
GLOBAL VILLAGE Phones in Hand, the World Finds Pokémon (and Wizards)
Trends and Issues in Digital Gaming
Electronic Gaming and Media Culture
Video Games at the Movies
Electronic Gaming and Advertising
Addiction and Other Concerns
Examining Ethics The Gender Problem in Digital Games
Regulating Gaming
MEDIA LITERACY AND THE CRITICAL PROCESS First-Person Shooter Games: Misogyny as Entertainment?
The Future of Gaming and Interactive Environments
The Business of Digital Gaming
The Ownership and Organization of Digital Gaming
The Structure of Digital Game Publishing
Selling Digital Games
Alternative Voices
Digital Gaming, Free Speech, and Democracy
CHAPTER REVIEW
LaunchPad
PART 2: Sounds and Images
4 Sound Recording and Popular Music
The Development of Sound Recording
From Cylinders to Disks: Sound Recording Becomes a Mass Medium
From Phonographs to CDs: Analog Goes Digital
Convergence: Sound Recording in the Internet Age
Recording Music Today
The Rocky Relationship between Records and Radio
U.S. Popular Music and the Formation of Rock
The Rise of Pop Music
Rock and Roll Is Here to Stay
Rock Muddies the Waters
Battles in Rock and Roll
A Changing Industry: Reformations in Popular Music
The British Are Coming!
Motor City Music: Detroit Gives America Soul
Folk and Psychedelic Music Reflect the Times
MEDIA LITERACY AND THE CRITICAL PROCESS Music Preferences across Generations
Punk and Indie Respond to Mainstream Rock
Hip-Hop Redraws Musical Lines
The Reemergence of Pop
The Business of Sound Recording
Music Labels Influence the Industry
Making, Selling, and Profiting from Music
GLOBAL VILLAGE Latin Pop Goes Mainstream
Alternative Strategies for Music Marketing
Examining Ethics The Music Industry’s Day of Reckoning
Alternative Voices
Streaming Music Videos
Sound Recording, Free Expression, and Democracy
CHAPTER REVIEW
LaunchPad
5 Popular Radio and the Origins of Broadcasting
Early Technology and the Development of Radio
Maxwell and Hertz Discover Radio Waves
Marconi and the Inventors of Wireless Telegraphy
Wireless Telephony: De Forest and Fessenden
Regulating a New Medium
The Evolution of Radio
Building the First Networks
Sarnoff and NBC: Building the "Blue" and "Red" Networks
Government Scrutiny Ends RCA-NBC Monopoly
CBS and Paley: Challenging NBC
Bringing Order to Chaos with the Radio Act of 1927
The Golden Age of Radio
Radio Reinvents Itself
Transistors Make Radio Portable
The FM Revolution and Edwin Armstrong
The Rise of Format and Top 4 Radio
Resisting the Top 4
The Sounds of Commercial Radio
Format Specialization
Examining Ethics How Did Talk Radio Become So One Sided?
Nonprofit Radio and NPR
MEDIA LITERACY AND THE CRITICAL PROCESS Comparing Commercial and Noncommercial Radio
New Radio Technologies Offer More Stations
Going Visual: Video, Radio, and the Web
Radio and Convergence
GLOBAL VILLAGE Radio Stories from Around the World
Radio: Yesterday, Today, and Tomorrow
The Economics of Broadcast Radio
Local and National Advertising
Manipulating Playlists with Payola
Radio Ownership: From Diversity to Consolidation
Alternative Voices
Radio and the Democracy of the Airwaves
CHAPTER REVIEW
LaunchPad
6 Television and Cable: The Power of Visual Culture
The Origins and Development of Television
Early Innovations in TV Technology
Electronic Technology: Zworykin and Farnsworth
Controlling Content—TV Grows Up
The Development of Cable
CATV—Community Antenna Television
The Wires and Satellites behind Cable Television
Cable Threatens Broadcasting
Cable Services
DBS: Cable without Wires
GLOBAL VILLAGE Telling and Selling Stories around the World
Technology and Convergence Change Viewing Habits
Television Networks Evolve
Home Video
The Third Screen: TV Converges with the Internet
Fourth Screens: Smartphones and Mobile Video
EXAMINING ETHICS #MeToo and TV Station Policy
Major Programming Trends
TV Entertainment: Our Comic Culture
TV Entertainment: Our Dramatic Culture
Television Drama: Then and Now
TV Information: Our Daily News Culture
Reality TV and Other Enduring Genres
Public Television Struggles to Find Its Place
MEDIA LITERACY AND THE CRITICAL PROCESS TV and the State of Storytelling
Regulatory Challenges to Television and Cable
What Makes Public Television Public?
Government Regulations Temporarily Restrict Network Control
Balancing Cable’s Growth against Broadcasters’ Interests
Franchising Frenzy
The Telecommunications Act of 1996
The Economics and Ownership of Television and Cable
Production
Distribution
Syndication Keeps Shows Going and Going . . .
Measuring Television Viewing
The Major Programming Corporations
Alternative Voices
Television, Cable, and Democracy
CHAPTER REVIEW
LaunchPad
7 Movies and the Impact of Images
Early Technology and the Evolution of Movies
The Development of Film
The Introduction of Narrative
The Arrival of Nickelodeons
The Rise of the Hollywood Studio System
Production
Distribution
Exhibition
The Studio System’s Golden Age
Hollywood Narrative and the Silent Era
The Introduction of Sound
The Development of the Hollywood Style
Breaking Barriers with 12 Years a Slave
Outside the Hollywood System
Examining Ethics Breaking through Hollywood’s Race Barrier
GLOBAL VILLAGE Beyond Hollywood: Asian Cinema
The Transformation of the Studio System
The Hollywood Ten
The Paramount Decision
Moving to the Suburbs
Television Changes Hollywood
Hollywood Adapts to Home Entertainment
The Economics of the Movie Business
Production, Distribution, and Exhibition Today
The Major Studio Players
MEDIA LITERACY AND THE CRITICAL PROCESS The Blockbuster Mentality
Convergence: Movies Adjust to the Digital Turn
Alternative Voices
Popular Movies and Democracy
More Than a Movie: Social Issues and Film
CHAPTER REVIEW
LaunchPad
PART 3: Words and Pictures
8 Newspapers: The Rise and Decline of Modern Journalism
The Evolution of American Newspapers
Colonial Newspapers and the Partisan Press
The Penny Press Era: Newspapers Become Mass Media
The Age of Yellow Journalism: Sensationalism and Investigation
Competing Models of Modern Print Journalism
"Objectivity" in Modern Journalism
Interpretive Journalism
Literary Forms of Journalism
Contemporary Journalism in the TV and Internet Age
Newspapers and the Internet: Convergence
The Business and Ownership of Newspapers
Consensus versus Conflict: Newspapers Play Different Roles
MEDIA LITERACY AND THE CRITICAL PROCESS Covering the News Media Business
Newspapers Target Specific Readers
Newspaper Operations
Examining Ethics Alternative Journalism: The Activism of Dorothy Day and I. F. Stone
Newspaper Ownership: Chains Lose Their Grip
Joint Operating Agreements Combat Declining Competition
Challenges Facing Newspapers Today
Readership Declines in the United States
GLOBAL VILLAGE Newspaper Readership across the Globe
Going Local: How Small and Campus Papers Retain Readers
Community Voices: Weekly Newspapers
Convergence: Newspapers Struggle in the Move to Digital
New Models for Journalism
Alternative Voices
Newspapers and Democracy
CHAPTER REVIEW
LaunchPad
9 Magazines in the Age of Specialization
The Early History of Magazines
The First Magazines
Magazines in Colonial America
U.S. Magazines in the Nineteenth Century
National, Women’s, and Illustrated Magazines
The Development of Modern American Magazines
Social Reform and the Muckrakers
The Rise of General-Interest Magazines
Examining Ethics The Evolution of Photojournalism
The Fall of General-Interest Magazines
Convergence: Magazines Confront the Digital Age
The Domination of Specialization
Magazine Specialization Today
Men’s and Women’s Magazines
GLOBAL VILLAGE Cosmopolitan Style Travels the World
Sports, Entertainment, and Leisure Magazines
Magazines for the Ages
Elite Magazines
Media Literacy and the Critical Process Uncovering American Beauty
Minority-Targeted Magazines
Supermarket Tabloids
The Organization and Economics of Magazines
Magazine Departments and Duties
Narrowcasting in Magazines
Major Magazine Chains
Alternative Voices
Magazines in a Democratic Society
CHAPTER REVIEW
LaunchPad
1 Books and the Power of Print
The History of Books, from Papyrus to Paperbacks
The Development of Manuscript Culture
The Innovations of Block Printing and Movable Type
The Gutenberg Revolution: The Invention of the Printing Press
The Birth of Publishing in the United States
Modern Publishing and the Book Industry
The Formation of Publishing Houses
Types of Books
EXAMINING ETHICS Contemporary Politics Revives Interest in Classic Novels
Trends and Issues in Book Publishing
Based On: Making Books into Movies
Influences of Television and Film
Audio Books
Convergence: Books in the Digital Age
Preserving and Digitizing Books
Censorship and Banned Books
GLOBAL VILLAGE Buenos Aires, the World’s Bookstore Capital
MEDIA LITERACY AND THE CRITICAL PROCESS Banned Books and "Family Values"
The Organization and Ownership of the Book Industry
Ownership Patterns
The Structure of Book Publishing
Selling Books: Book Superstores and Independent Booksellers
Selling Books Online
Alternative Voices
Books and the Future of Democracy
CHAPTER REVIEW
LaunchPad
PART 4: The Business of Mass Media
11 Advertising and Commercial Culture
Early Developments in American Advertising
The First Advertising Agencies
Advertising in the 18 s
Promoting Social Change and Dictating Values
Early Ad Regulation
The Shape of U.S.
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Prime Gaming ücretsiz oyunları belli oldu (Aralık 2023)
Amazon, Aralık ayı Prime Gaming ücretsiz oyunları serisini açıklayarak erken bir Noel hediyesi verdi. İşte Aralık ayının ücretsiz oyunları...
Yılın son ve en şenlikli ayı yaklaşırken Amazon, Aralık ayı Prime Gaming ücretsiz oyunları serisini açıklayarak erken bir Noel hediyesi verdi. Bu ay, Amazon Prime aboneleri zamanda yolculuk aksiyonunu dört gözle bekleyebilir, garip bir adada kazazede olarak hayatta kalabilir ve psychedelic shooter oyununda yüksek skor hedefleyebilirler.
Her zamanki gibi, yedi oyun Prime Gaming merkezinden talep…
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