Tuesday, July 21, 2009

Something

I see people who want to buy/have bought of the Watchmen motion comic, and I honestly wonder WHY. I have come up with the following theories:

1) They are big fans of the old Marvel Superhero 'cartoons' ("The ever-lovin' Hulk! Hulk! Hulk!")

2) They have a secret love of Reading Rainbow, but feel they must watch something slightly more mature in order to avoid possible public embarrassment.

3) They are collectors who will buy anything branded with a name. In which case, they deserve to have their money siphoned away.

4) They are lazy-asses who can't even read a damn comic.

5) They honestly think this will be a different experience from reading the comic. Whether they came to this conclusion through ignorance or marketing trickery may vary from person to person.

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You know what I've figured out? The reason most of the Mega Man bosses are so memorable is because they were originally designed by children. Only children have the imagination to come with things so entertainingly simple (I mean, Heat Man is a zippo, that's pretty inspired). I mean, the guys at Capcom ultimately put the designs through their redrawing/standardization process, but they are smart enough to let the original child-like 'feel' of the characters shine through.

As someone who still likes drawing robots, it is something hard to capture in my age.

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Oh yeah, last issue of Planetary is out in October. The last full book might make it in March of next year, if Amazon's prediction (they had the date up before the release of the last issue of announced) comes true.

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Monday, July 20, 2009

Already Dead

It wasn't that long ago that I was complaining that there was no one to talk to online about TMNT: Smash Up. Now that I've seen both major communities devoted to the game, I want to go back to being alone. This is how my standards work.

I can't sleep because it's too hot in here. I have two fans on and a window cracked open and I'm still too hot. This is the downside of summer.

The upside of summer: I'm not too cold.

Just now I'm reading the comments to this, and it got me a-thinkin', about the omnipresent concept of 'dumb fun'.

Dumb fun does, in fact, exist, and it is completely alright. The problem, especially today (and especially considering the material discussed in the post, IE modern superhero comic events), is that they're almost uniformly all dumb and no fun. Postmodern audience awareness has made it so that silliness is now a detriment, and unfortunately that also has a negative effect on creativity. Plus, everyone now thinks they're a genius, and especially in the case of mainstream superhero comics, they are serious writers writing serious literature, even if that serious literature involves zombie Green Lanterns.
So, really, dumb fun is dead, or at least in hiding. In its place is dumb plodding self-aggrandizing tedium.

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Sunday, July 05, 2009

Cinderland

Hey, I got sunburns on my arms. Fuck you.

I started a book! Hopefully I can finish it.

I also started playing Ogre Battle recently. I quite like it still, and its good to play a strategy-RPG that doesn't follow the FF Tactics mold, while still maintaining the customization aspect that makes me go OCD. It's a different kind of strategy involved, too - almost reminds of a board/card game-style game.
I am running into some problems, though. One, and this is an issue I didn't really have any time I played this before, but I am finding that managing some of those little factors can be very stressful. Stuff like Alignment and Reputation can be screwed up quickly and shut you out of various game options (especially classes, AND ESPECIALLY female unit classes, of which you have little choice in). On one hand, it's a neat balancing idea - it discourages players from making one unit too strong and just plowing through the game, although you can still do that. But one thing can lead to another, and now many of my units that would need high alignment to upgrade are not there yet, and my reputation is rock-bottom and I have no idea how to get it back up. Oh well.

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Monday, June 29, 2009

That's Not Me

A narcissistic aside: My message board alter ego is mentioned on this lovely 1UP.com podcast featuring lovely 1UP people (that's 6/22/2009), at about 25 minutes in (but you can wait while the good folks talk about other things, surely?). The ribbing I got I will take like a man.

So, with death in the news recently, I really must ask: when it comes to well-known people biting it, which was a better: this month, or this time last year?

June 2009 leads in sheer volume: David Carradine kills himself while jerking off to start off the summer, and then Ed McMahon, Farrah Fawcett, Michael Jackson, and now Billy Mays (why is he mentioned alongside everyone else? Fuck if I know) all expire within days of each other. There really is no competition here.

But what about in quality? This designation is a bit more contentious. June 2008 had the deaths of three giants: Bo Diddley, George Carlin, and Stan Winston (he is a major figure for nerds, you see). The major ones, BD and Carlin, I'd say at least come close to equaling the entirety of this month's stiffs, they being examples of superior human beings. Sure, a lot more people are probably sad to see Jackson or McMahon go (and not to diminish the work of either, although Jackson was far far far far far far past his prime), but my personal bias (and objective fact) say that last year's stiffs can edge 'em out. Note: Billy Mays is a non-factor.

How about the shock factor? This also gives the edge to this month, because the thing about last year was that, while losing those people was incredibly sad, they were all old, and its not like we don't think anyone past 70 isn't as good as dead (Winston is the exception). So, while McMahon falls under this, the rest of them were still unexpected. Bonus points for Carradine's bizarre wanking death in Bangkok, of all places.

My decision? Well, most of the facts point to this month being the better of the two months worth of deaths, but my own personal opinions still point me in favour of last year. Surely, that is what will determine it for most people. Who can stay objective in a field such as this?

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Monday, June 22, 2009

Mutilated Lips

I find this amusing.

This may also be a challenge to my friends, BTW.

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Saturday, June 06, 2009

Little Wonder

I know I don't need to say this, but online nerd communities need to stop finding and overusing dumb buzzwords.

The current target of my ire is the term 'IP'. When online game nerds use the term 'IP', they are referring to a game or game series. They will often use this when they talk about a game company creating new games or series. For example: "I was hoping Nintendo would reveal some new IPs at E3 this year". This term is idiotic.

Now, I don't know exactly where it originated, but chances it came from the mouth of a PR hack, like most buzzwords (for example 'casual/core', another one that gets my goat)and was picked up by gamers. So it is a marketing term, and for whatever reason gamers latch onto marketing terms. That by itself is reason enough to hate its usage: as a symbol of our continuing spiral into pure consumer horror.

In a marketing sense, it makes sense to a degree. To the people making money, acquiring copyrights (the 'Intellectual Property') is a good business decision, especially now that past experience has shown them that they need to viciously stake their creative claims for good, lest they end up like that Lovercraft fellow (Did you know any Joe Moron on the street can write books about Hastur and the man and/or his estate wouldn't get a penny? MONSTROUS!) But game nerds aren't the people who make money off of copyrights, so why would they adopt the lingo? Even worse, using a term like 'IP' to describe creative output makes it sound a lot more...soulless. They may, in the end, be consumer products, but the people who put their time and effort into making them deserve some sort of respect...most of the time.

Besides, I thought gamers wanted their hobby to be treated as art (I'm not one of them, for your information)? You don't see people describing the latest books an author's 'IP', nor do you see movie studios 'creating new IPs'. Even the most hacked-out works get some level of respect on the artistic level. So why can't games?

Of course, I completely overlook the fact that the term is short and catchy, and hey if everyone else is doing it...You know, the reasons why things become common slang. And why do I care so much? I can't answer that; I honestly don't know my own motives.

I'm just a bitter person. That is all.

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Monday, May 25, 2009

Record

Hurray for a week of new computer!

So this week is the annual gaming convention. I'm pumped for some Munchkin action, man! PUMPED.

And then next week is E3 2009: Return of the Nerd Circus. My new rule states that I am to expect nothing, preventing disappointment and increasing surprise. I'm going to stick to that. I will, though, be very very surprised if Nintendo announces a new Zelda. I have my reasons for this.

I was thinking of possibly doing one of those posts where people list music they listen to with a theme. I was going to post about the music I associated with the last few years. But then I realized that there were large gaps. Oh well, here's two of them:

2005: Monkey Gone to Heaven - The Pixies
2008: Friends - Ween

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Wednesday, May 20, 2009

Crunch...Animals!

I finally got Punch-Out!! I'm enjoying it so far, even though the great land of Frustration is once again in my presence. Seriously, fuck you Bald Bull. But I was able to get to the Title Defense mode at this point, which means I'm on my way!

After watching several videos on evolution, I started looking through the lists of prehistoric animals. One has caught my eye so far - Doedicurus, a relative of the Glyptodon, AKA big-ass armadillos. I love armadillos, I consider them one of my favourite animals. So, knowing that at some point in history a giant armadillo with a spiked club tail existed tickles my fancy. Eheeheehee.

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Wednesday, May 06, 2009

Prediction + Health Update

I seem to be getting sick again. Maybe it's the H1N1 virus (man, what a 133t name). There has been one reported case around here. Of course, it was in a child from a school I haven't been to since grade 8, so unless it's diffused into the populace at a much more rapid rate than health officials knew, that seems unlikely. More likely I'm coming down with a common disease. It feels like the same shit I got last fall. Which wouldn't be too good, because that sick time sucked, but it still better than OMG FORIN PANDEMIC.

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To update my game prediction posts from before (if you haven't stopped reading by now, DO IT. STOP READING.)

For Punch-Out!!, we have a few more confirmations. We have actual footage of Piston Hondo and Great Tiger now. Also, the ESRB website description pretty much comes out and says Super Macho Man and Soda Popinski are in the game, which fits my list. Current reviews point to 'a few' nods to Super Punch-Out!!, which means that someone else from that game will show up alongside Bear Hugger (I'm still going with Dragon Chan on that).

With Piston Hondo, though, I must take off one my original list, and it'll probably be original final boss. The final boss seems to be silhouetted on the web site (why else would the one unfilled profile be there since day 1?), and it looks like...a buffed up Mr. Sandman? That would be odd.


Now, Smash Up. Nothing big, but the current post on the developer blog says that "the characters all utilize a weapon of some sort", which would mean the characters in the game would have to have some sort of weapon. It's a pretty open phrase, I mean anything could be used as a weapon. I don't think it hurts the stuff I had in my prediction post, but its something to consider.

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Monday, April 27, 2009

This is also not important

DON'T READ THIS OR YOU'LL GO BLIND.

Recap: TMNT: Smash Up is a new fighting game coming out this year featuring the Teenage Mutant Ninja Turtles, developed by Game Arts, some of the folks behind Super Smash Bros. Brawl. It looks to play like Smash Bros. (as one might have noticed from the SUPER SUBTLE reference in the title), but has enough of its own ideas so it won't be labeled a complete rip-off. It looks and sounds surprisining promising.

Now, this being a crossover/fanservice game (to which I am somewhat partial) based on material I have a reasonable amount of knowledge about, it makes sense then that I would start speculating on stuff in the game. Specifically the characters.

The developers have made tons of tittering hints about characters, talking about how the game is 'set to please fans of all eras of the turtles' (the game coinciding with the 25th anniversary of the franchise) and how we'll see characters we'll expect and others we never saw coming. Very vague, but it's a start.

So Who is Already In It?
Of course, you can't a TMNT game without the turtles. So Leonardo, Raphael, Michelangelo, and Donatello are all already on board. So is Splinter, another no one should be surprised by. Finally, an early interview with the developers pretty much confirmed Shredder, not that we needed anyone to confirm the main antagonist of series being a character in a fanservice game for that series.

Who is the Most Likely?
TMNT is a franchise that has had many different components over the years, each one its own little universe. There's the original Mirage comics, the 80s cartoon, the late 80s/early 90s Archie comics, the movies (which don't really feel all that coherent and maybe shouldn't all be counted as one thing), and the new cartoon. Considering that this is supposed to be a game for all fans, I'm thinking the best place to start would be to find common ground between the iterations.

Not that hard, really. Which characters appear across all the versions? There are a few, and they would probably constitute the 'characters you know' thing the developers being interviewed have mentioned.

The shoe-ins, that I'd say need no further speculation, are Casey Jones and Karai. Appear across multiple forms, are always major characters, and are perfect for a fighting game. There ya' go.

The other recurring characters: April O'Neil, Baxter Stockman, Fugitoid, Rat King, and Leatherhead. Each one has their own sets of helping and hindering factors (Will April get in based on the new movie, Fugitoid is mentioned on the main site for the game, will they include Leatherhead even with a giant alligator as a hazard, etc.), but as a Turtles fanservice game, they seem to be the best starting selection of characters.

I also wouldn't be surprised to see a 'generic' character or two in there, like a Foot Ninja or Triceraton, considering how prominent they are. Maybe even an Utrom.

And Some Wild Guesses
From the sounds of things, some of the character choices may follow an idea I had when the game was first announced; that is, pull characters from different sectors of the franchise. This could supply the 'hardcore for-fan' characters they keep alluding to. But who?

This is a tad bit harder. The only clues we can possibly get is from the fact that the character selections are being made by Mirage. Who would Mirage pick? I don't know. From reading the blogs of the guys, I get the idea that they were behind some of the characters featured in the Archie comics and toyline, so some of those guys could show up. But that's probably wrongheaded.

Hard to say, really. I would say that if anyone from another (as in not Mirage, which is where I suppose most of the characters will come from) form shows up, it might be someone like Slash or Ray Fillet, characters who might gel with the others better (the former more than the latter).

Some people have also brought up the possibility that they could include Usagi Yojimbo, which is certainly a possibility. The only thing with that is that Usagi is owned by another indy comic artist who 'lent' his creation to the series a few times out of friendship. There's still a decent chance for him (he'd certainly fall under the 'never expected' banner), but he's a different scenario.


I'm glad to get that off my chest.

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Friday, April 24, 2009

THE DEATH OF KISS

I'd probably like Rhythm Heaven more if I was any good at it. I was able to make some leaps, but I never felt like I was really advancing, and I didn't feel any need to play it again. Oh well.

Classes are over now, so now I have no excuses for not posting. Aside from lack of inspiration.

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This is not important

This post should not be read. This is for my own reference.

Alright, it's for a bit more than that. But only if you care about the subject matter, and I'm sure a lot of you don't:

My predictions for the opponents in the new Punch-Out!!

(Italics means they are already confirmed. Everyone else is my own guess.)

Glass Joe
Von Kaiser
Disco Kid
King Hippo
Bear Hugger
Don Flamenco
Bald Bull
Great Tiger
Soda Popinski
Dragon Chan
Mr. Sandman
Super Macho Man
All-New Final Boss

UPDATE: Not even a day and Internet news fucks me up the ass. I hate you, Piston Honda.

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Sunday, April 12, 2009

Game Ideas #2

And just to show that I'm not totally lacking in original ideas, I will pitch an idea not based on a long-established game franchise...

Idea: Heart of Darkness: The Videogame

Now, I only said it wouldn't based on a videogame franchise, not that it would be completely original.

I bet you're wondering why I decided to go with the original Conrad novel rather than just make a game based on Apocalypse Now. It's quite simple, really: there's slightly less baggage in adapting the classic novel rather than the classic movie, and, much as Apocalypse Now changed the setting of the story, so too would I be able to change the setting in the game. In short, it frees up the game for ideas.

How would one translate this story into a game? The plot does give you one big concept to develop around: you're tasked with finding Kurtz, somewhere in the massive jungle and river environment. The whole game, then, would be about you travelling around a well-developed world, filled with unique places and NPCs, trying to find information about where to find Kurtz. That is the primary thrust of the game, and it provides you plenty of opportunity to include some great game concepts around it.

The game world, for example, can be made into something really cool. Like I said, it's large and populated by lots of unique characters. And stuff would always be going on, either on a random (more realistic) basis or on a scheduled (probably more fair) basis. For example, say you know of a guy upriver who has important information, and you want to track him down. However, the guy is also a rebel leader, and could be assassinated at any moment. Stuff like that. Suddenly, a new sense of urgency, and a far more organic world. Of course, you don't need to find every single person with information to complete the game...in fact, if you are so inclined, you could probably just travel around for hours and you'd eventually stumble upon Kurtz's whereabouts. Of course, then you'd have no idea what to do.

Just like in the book and movie, you're not alone. Over the course of the game, some of the people you meet can be convinced to join your little boat crew, some for higher prices than others. There would a limit to the number of people you can take with you on your dinky little boat; it's not a goddamn clown car. So this means you have to really think about which guys you will recruit. Each one has their own unique set of skills that may come in handy: some are better marksmen, some are better navigators (which will help you during some of the rougher moments on the river), some will help you better communicate with the locals, some provide you a stash of useful items...the list goes on. It's all up to you to prioritize things on your boat. Of course, considering this is a Heart of Darkness game, you're likely going to have plenty of...drop-outs...to make room for other guys if you need it.

It's essentially a text-adventure/simulation hybrid with elements of survival horror (you never know when you'll be attacked by rebel fighters or wild animals) and sandbox games. The final part of the game, when you finally track down demi-god Kurtz, will add one last bit of intrigue. What DO you do? Do you fulfill your orders and eliminate him? Do you leave him alive and go off? It's up to you. Or maybe not. Who is to say that some of your crew members don't have their own agendas in the situation?

The other good thing about this game? It doesn't necessarily have to be based on Heart of Darkness, and is pretty free when it comes to settings. Of course, you could say that about my Mario game idea too, but I just like the idea of Mario teaming up with a robot.

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Saturday, April 04, 2009

Game Ideas #1

I've been thinking a bit about directions established game franchises can go to stay good. The problem with most gamers is that they are creatively retarded, and just want the same thing over and over again (while still whining that the games are rehashes). Me, though, I'm allllll right.

So now I'm going to talk about some game concepts I came up with. Why not? I'm sure I've done it before.

And what better way to start talking about videogame franchise ideas than with the videogame franchise?

Idea: Super Mario Metropolis

Now, it seems like a bit of a downgrade to take Mario from space back down to earth, and then restrict him to a certain environment, like a city. But wait! There's more to it!

The story would be the basic one: Mario & Peach travel to the biggest city around, Peach is captured by Bowser, Mario must save her because that's what he does. However, he's got bigger problems: not only is the Princess locked a high rise tower that he can't seem to get into, but he's also constantly being chased around by police robots working with Bowser. Still not that much of a departure? Here's the big catch: Mario himself teams up with a robot to save the day once again.

One of things I've noticed with most Wii games is that they usually only subscribe to one of the ideas that are possible for the system. That is usually the aiming or shaking concepts. There's a lot more possible with this thing, and I hope to combine some of the old and unused ideas in here. See, players control both Mario and the robot, the former with the nunchuck, and the latter with the remote. Mario would get his usual abilities, which can easily be assigned to the nunchuck buttons. The robot would be a bit more complicated.

I haven't completely figured out the specifics of the robot's control scheme. Should he move with the d-pad, or by pointing? The pointing would seem to be necessary for some of the robot's unique skills (long range weapons, for example, similar to the star bit shooting in Galaxy). Does the robot need to move at all? In any case, the general idea would be that you would control both characters simultaneously using each half of the controller package. Co-op play could be an option, too. This seems like a pretty basic idea, so I wonder why so few have used it before?

The game would be equal parts Mario, Pikmin, and The Lost Vikings. You will need to utilize Mario and the robot to solve the games puzzles. This will make some objectives easier (how much more relaxing would the average "take this thing from here to over here" challenge be with back-up?) and some more difficult, as you try to get down the timing and placement of both characters down pat. There might be a few sections where the two are separated, and you only have to pay attention to one of them at a time. There's plenty of possibilities.

The basic "find the MacGuffins" gameplay would remain, but with a twist: instead of collecting 120 magic objects, you collect various machine parts, much like Pikmin. By collecting the appropriate combination of parts, Mario can use them to upgrade his robot buddy, granting him even more new abilities. The robot could transform into vehicles, and essentially work like a combination of the FLUDD from Mario Sunshine and the various power-ups from every other Mario game. Many of them would also be able to utilize various remote functions to add some variety.

Not only do these new abilities give you access to more challenges and thus more parts, they can also be used to bypass the security and traps and get further and further into Bowser's skyscraper fortress. This is similar to the structure I had for my Zelda game idea, which I'm pretty sure I mentioned before, but should probably go into further detail about another time. It's a different kind of game structure, one that progresses in a way that you feel a lot more part of it.

Of course, all this talk and I don't address one major problem: level variety. One thing people didn't like about Sunshine was that the island setting limited the different environments in the game, while on the other hand Galaxy was nearly limitless. The same problem could come up in Metropolis, but there are ways around it. A big city has lots of places to go that could provide suitable Mario worlds to explore: the park, the mall, the sewers, amusement parks, docks, factories, clock towers...and let's not forget the big city itself. Each of these could also be expanded to include the archetypes (ice, lava, etc.), but maybe we don't need them again. Just a thought.

There's still some unanswered questions in this pitch, but even so, I think the basic groundwork for something good. Really, though, I just like the idea of Mario working with a robot.

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Thursday, March 19, 2009

!_!

Why is this a controversy?

Oh yeah, that's right: gamers are thin-skinned little ninnies.

God forbid people trying to advise against an excessively sedantary lifestyle use an example of an excessively sedantary lifestyle.

"The Council" at the ASA found that most readers would understand that the ad was simply discouraging a sedentary lifestyle -- yes, but then why not put something else in the boy's hands ... like a book?"

Yes, because you know what all these fat children are doing that gets them so fat? Spending too much time reading books. YEAH, that's it...

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Saturday, February 28, 2009

Good Riddance, Winter

Well, today is the last day of the last month of winter. Fuck the 21st shit, it's pretty much over. Now for tough school work!

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If there's one thing that separates Street Fighter IV from other fighting games (2D fighting games especially), it's that there are barely any super moves used. In the game, your meter takes quite a long time to charge, and in the end, using EX moves just seems to be a more useful venture.
The fact that the super moves are pretty much downplayed is significantly different from the way fighting games have been designed for over a decade now. Almost every 2D fighting game after Street Fighter Alpha was based on throwing out super moves as much as possible, but not SFIV. It kind of relaxes the pace a bit, and, as others have mentioned, it means characters without great or easy to use super moves have alternatives. Just one of those things I've noticed.

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Saturday, February 21, 2009

A very long and nerdy post

Cross-posted here, it is the long-awaited second part in my series of articles based on the time speculating about Super Smash Bros. Brawl on the Internet. It is very, very long and so niche you can't possibly care. Here's the first part. I hope to get the final part done by March 9th, for exactness and all.

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In the last instalment, we saw the game announced with a few surprises in tow. Not long after, cryptic statements helped contribute to the thoughts, the battles, and the pain. I revealed my own involvement in the dreaded online character cults. And after 6 months and two trailers revealing pretty much bare bones information, silence reigned….

March 28th, 2007
It had been months since our last update. No news, no interviews with important information, nothing. Those impatient little dimwits cried about it for days on end. “Why, Nintendo, why?” they whined. Every convention/other opportunity was seen as a chance for Brawl tidbits, but nothing came, not even a firmer release date.
The first major Brawl-related news bit of 2007 wasn’t even about Brawl directly. On this day, it was announced that, after over a decade of rivalry, Mario and Sonic would finally appear together in one game, Mario & Sonic at the Olympic Games.
Of course, after months of debating 3rd party involvement in Brawl (where everyone from Mega Man to Kingdom Hearts’ Sora were seen as candidates, and reason was tossed out the window and impaled on broken glass), some saw this is a major break. Sonic discussion was mandatory, and its oligatoryness made it seem like a background element to all the other discussions. Even so, here’s a chance to get some info, because all the interviewers asking about this game has GOT to bring up Smash Bros.
And they did, and we got…nothing. ‘No comment’ from one, as should be expected. However, the other interviewed rep made the statement “That’s not on the cards right now”, something to carries a bit more meaning to overanalysts, despite lacking any. Some saw this as a sign that Sonic wasn’t going to make it, and proclaimed repeatedly. Others, mostly those whose denial was based on fanboyism rather than logic, cried back. It was par of course for Smash Bros. discussion. And it would be a bit longer before this one would be locked.
This provided a decent enough break from the monotony of months-old speculation, but it soon went back to “Which characters should return LOL”. Thankfully, it wouldn’t be long until the next miniscule moment of enlightenment.


April 2007
Of course, Brawl was the subject of April Fools jokes. How could it not? None of those jokes were particularly good, but they were there. They were about all we had at the time.
Then came my next contribution to the Smash masses. While perusing NSider against my better judgement, I stumbled upon a thread linking to a Korean site with a scan from Corcoro Comics, one of Japan’s premier comic magazines. This scanned showed a page with some Brawl art and text nearby, and some translators determined that the mag would have a feature of the game in next month’s issue. I quickly broke my cyber exile from Smashboards and posted the thing. Excitement swept the land. It appeared everywhere. Of course, the vagueness of the magazine’s text led many to believe, wrongly, that there would be a new character revealed. Such are the actions of simpletons. Even so, it all made some level of sense, as Corocoro had spent a good time before the release of the newest Pokemon games revealing some of the new critters before anyone else. We’d just have to wait and see.
Around the same time frame, we got a rather bizarre break from Hideo Kojima himself. At some convention, Kojima was asked about Smash, to which he replied that he and Sakurai had played the game not long ago, and Kojima claimed “It feels really complete” and “If they released it right now, they’d sell a million copies”. These statements, of course just compliments from a friend, were taken deadly seriously by many message boarders.

May/June 2007
We had been hearing that more information was coming. We prayed for that information. And then we got eventually got it.
In mid-May, the Smash Bros. Dojo website was taken down and replaced by a countdown of around a week. “Oh boy!” We all thought. “We are getting new stuff, finally!” Conveniently, this came at the same time we learned the CoroCoro thing was a bust. And so we waited, and waited for that time. In the meantime, there was anti-comedy afoot: the ‘Japan Time’ note contained on the page became a meme at places like NeoGAF, and like all memes at NeoGAF, it was driven into the ground like a drill.
I remember when the day came; I was so excited I couldn’t sleep. For that reason, the fact that the actual site update didn’t come until 2 AM probably wasn’t the best for me. And when the update came…
I can’t say the first posts on the Dojo were received very well. They had waited a week, and were expecting quite a bit, and what they got was…introductory posts. Not unexpected or illogical, but not what they were building up to. I mean, the world held its breath for 6 months for this news!
The reaction was not really outright disappointment, but rather something a bit lukewarm. The early posts did give some fuel to the fire, though – mainly through the Musicians post, which was incredible on its own. It got some pretty early speculation going on, but unfortunately based on wrong connections – the site listed the major games that the composers had worked on before, and this led to people thinking that Brawl must feature content from some of those games in some way (apparently the idea of ‘freelancing’ eluded them that moment). It died out pretty quickly, I thought, although some people (even IGN) held on to the belief that the hired musicians meant something to third party participation until the very end.
The first three weeks of the Dojo were basically getting us into the idea of the Dojo. There wasn’t really much in the way of exciting new stuff during that time; some new items, some new special moves, some fun new concepts (I thought moving and shooting was pretty damn swell), a new stage…but that was pretty much it for most of the first month or so, and people complained (especially when the game explained basic concepts like Recovery), as they are wont to.
The major updates for that time period were the explanations of the Final Smashes (the super moves from the first trailer) and the controller options. The former solved a mystery that had been in our minds for a year (and to think, some people had been convinced that the absence of the final smashes in the second video meant they were cut out or were ‘just for show’), and spurred another tournament player item/no item firestorm. The latter was very important, as it explained that all the compatible controllers were usable in the game (solving the mystery of what controller would be used in the game and ending another dumb forum argument), as well as told us that there would be customizable controls, which was great (and would be expanded upon in future updates, neither of which were met with much fanfare, strangely). Of course, this would also lead to tournament players claiming that anyone using any controller other than the Gamecube one would be ‘gimped’, but you take the bad with the good sometimes.
After the initial month of mostly recapping and basics, the updates really started picking up in the last month of June, when we finally got a new (but old) character in Zelda. Updates started becoming something to really look forward to, and the constant stream of whining ceased for the time being. Plus, E3 was right around the corner, and who knows what could go on there…
One final note for this month: the trend of misunderstanding or questioning interpretations of the posts began pretty early on. I must admit, I didn’t quite grasp the concept of rolling crates in the beginning. Other sources of confusion: the phrase “but once” in the Final Smash update, the explanation for aiming the Cracker Launcher, the naming of the Ridley song as ‘Metroid Boss Battle’ (did it mean Ridley was a boss?), and Wario’s ‘new martial arts that other characters cannot even see’. These ones were more minor confusions, but future posts had people questioning the translation or what the actual sentence means, mostly so they can construe it to their whims.

July 2007
July started with a bang and never really let up until months later. The first update of the month told us about ‘Assist Trophies’, a feature that was well-received but nonetheless controversial. It let characters that would otherwise not be in the game in any major capacity get their chance in the spotlight, but what would your reaction be if a character you were gunning for as playable was only in the game as an item? This would be brought up again and again in subsequent months as excitement and disappointment came with each newly revealed Assist Trophy. Like the previous month’s entries, there was some confusion with the concept – for example, did your character disappear when they used it? The only evidence was in how some screenshots were framed, but that was it.
The rest of the week was up to snuff as well: the return of Bowser (and his awesome final smash) and a new stage was swell stuff. And the next week, we got the return of the Bumper from the original Smash Bros.! All this, though, was lead-up to E3.
Now, one thing to remember: it had been announced earlier that the E3 we knew and loved was no more, to be replaced by a more conventional series of announcements and demonstrations (which was entirely reasonable, considering the needlessly bloated carnival E3 really was most of the time). This meant that there really was no way there would nearly as much mayhem in the Nintendo booth as there was last year. Even so, we waited in anticipation to see what Brawl info we could get.
What we got was a short movie, which was perfectly okay, and a release date, December 3rd, which was great. We scoured the video looking for any new elements not yet revealed on the Dojo, which consisted entirely of Donkey Kong, who appeared on the site the next day. Despite the small feeling of E3, I think most of us Smash fans were reasonably satisfied by it. Plus, we now knew where to mark our calendars.
The last update of the week was also a doozy: an Animal Crossing stage. This of course led discussions into a possible AC character, as the stage had to mean SOMETHING (in fact, no it didn’t). This would also be a source of debate until the end, as people could not, COULD NOT, give up the possibility of a playable AC character (even the ones who were clearly in the background of the stage, like Tom Nook). Some of the names they came up for the generic human character were pretty kooky as well – Animal Crosser? Doesn’t sound particularly family-friendly.
The rest of the month was good fun, but nothing that caused a massive stir. We got some more characters that were half-new (Yoshi and Zero Suit Samus), a couple of stages (the Rumble Falls stage was the cause of a minor spat in which people who thought the Ice Climbers could only have one stage design immediately jumped to the conclusion that they were out because Rumble Falls was in that mould), more Assist Trophies, and other such nonsense. The major potboiler was a mysterious update, bordered in black, which explained things about ‘this world’ and ended with an ominous message and a screenshot of a weird robot thing. I think most people guessed this was a teaser for the ‘beefed up’ Adventure mode mentioned before (the fact that it was in the section titled ‘Mode A’ helped that along a bit), but that didn’t stop some from coming up with crazy theories (for example, that it was actually teasing the online mode, and the ominous messages were talking about punishment for cheating or other such drivel).
Before we move on, one more thing: the so-called ‘Icon Theory’ (which may have had its roots earlier) was solidified in July. The ‘Icon Theory’ was basically checking the image name of the series icons presented in the top left corner of the updates, arranging the icons into a list based on how their names were numbered, and using that list to determined how many series are represented (have icons) in the game. Really, out of all the methods we had for trying to figure out stuff ahead of time, it was probably the best one, although there were arguments over how the order of the list worked (in the end, there was an order, but not that orderly an order). It became one of those integral things posted on most message boards over the coming months as new icons were revealed, and was another source of hope and disappointment for many.

August 2007
The first update in August was late for some reason. This would be common in August, but it also meant good things – it usually signalled something big. And the first update in August was big – our first completely brand new character in over a year, Ike. The shot heard round the Internet; the beginning of a new frenzy.
Not to be outdone, the last update of the same week solved the mystery of the black update by revealing the new Adventure mode, titled ‘The Subspace Emissary’, and featuring a big story, sidescrolling action, and cutscenes, cutscenes, cutscenes! Now a whole new sector of speculation came to be, and it was out the gate trying to figure out what those enemies were, or where that stage is from (although they ended up being completely original, we were still under the impression that the stages and enemies could be game-based), or trying to figure out the whole plot (is Meta Knight the villain?). Subsequent updates in the same month introducing the names of the villain group and introducing the concept of bosses (which, like the Assist Trophies, gave another avenue for fans to speculate character choices) added to the magical mystery of this new mode. Of course, some of the obviously hyped-up language used to describe the adventure mode (“And we fit it on one disc!”) would ultimately come to bite it in the ass, but we’re getting ahead of ourselves.
The rest of August was likewise filled with surprises and wonder. Two more brand new characters appeared within weeks of each other, and one more returning character (Peach, who actually appeared earlier in the Subspace Emissary video) filled the ranks. The two new ones were not without some level of controversy, but then again which ones were completely beloved upon arrival? (There actually were, but those come later). Pokemon Trainer, the second new character of August, was pretty well-accepted, although his game mechanics weren’t entirely clear on the outset. The big thing was the diehard Poke-fans wondering why his name wasn’t Red, the ‘canonical’ name for that particular Pokemon Trainer blah blah, nobody cares. The third new character, Diddy Kong…well, not everyone likes him very much. He’s a kid sidekick after all, and those tend not to be fan favourites. Even so, I can’t say no to monkeys, and he looked fun, so I was on his side from the beginning. The controversies were generally pretty small, and subsided rather quickly.
The characters and Subspace posts held the entire month, with the rest of the updates were okay, and included some new stages, Assist Trophies, and the like. It was a great way to cap off a great summer for Smash Bros. information, and would keep the people satisfied over the next month, which quieted down a bit.

September 2007
After an incredible August, September seemed almost quaint. Which isn’t to say that there were no exciting announcements that month; quite the opposite, actually. But the announcements based on gameplay barely ever stirred the base like new characters did, and there were no new characters that month.
Let’s start with the important stuff: the major features debuting in September were the Online mode and My Music. After months of wondering if the game was going to be online at all (even though that was the main points of making it in the first place), the announcement was one of the most well-received of all, even though the very first post about it mentioned all the features (friend codes, limited communication, possibility of lag) that everyone would be bitching about when they finally got the game. But hey, it was online!
My Music once again opened up another avenue for speculation, or at least opened it up more so. The site had been offering music samples since day 1, and people speculated on music as they normally would. But with My Music, it was evident that the actual soundtrack would be even more epic than originally thought, and people upped the ante on their music guesses. All in all, a very nice feature, although its inclusion did cause some ruckus by those who wanted completely custom soundtracks (which I just don’t think makes sense for this game) so they can play their (almost certainly bad, they’re gamers, after all) tunes over their battles.
The rest of the month was generally typical, but good. Two of the characters featured that month were already known – Meta Knight (who for his three month absence was actually being thought as a possible secret character) and Snake (whose update, finally showing us his special moves and a general idea of how he plays, was previewed a day earlier at a conference at the Tokyo Game Show). The third was a bit surprising to some – the return of the Ice Climbers. Being characters who aren’t from an essentially popular franchise, some thought they were expendable (which they aren’t), and the rumours from the previous year indicated they could be gone and replaced. Well, if that dumb rumour hadn’t been killed and forgotten by then, it was when that update appeared. Good riddance to Internet garbage.
Some of the other updates that month got some responses – Mario got FLUDD as a special move, the Special match options returned, we got to look at some the new enemies in the Adventure mode (killing most ideas that they were being culled from other games), and some amusing Assist Trophies (including Lyn, a Fire Emblem character with a following that mourned her obvious non-playable status). The month capped off with an oddly symmetrical week (two returning game modes, two final smashes, and an Assist Trophy in between).
And now, the stage was the set…for the big stuff.

October 2007
After taking a sort-of break in September, things went back into full swing in October, bringing in three all-new characters and a bunch of other stuff.
The new characters were an exciting lot – the first day we got Mother 3’s Lucas, much to the joy of those raving lunatic fanboys at Starmen.net (who actually stated beforehand that they had sources who indicated him being in the game, among other things that would also come to pass), and later in the month we got the awesome King Dedede, a crowd pleaser. Lucas created another bit of controversy – since he looked similar to Ness, and since the Japanese Melee website mentioned that the developers had thought of replacing Ness with Lucas had Earthbound 64 (the original version of Mother 3) been released, we wondered if Ness was replaced by Lucas, or would return. The description on the page “Can he surpass even Ness” was interpreted as indicating both. This was a major argument for months, as Ness fans looked for hints that he’d be back and detractors (which I must say I was a part of, not because I didn’t like Ness, but because based on the information provided, I thought he and Lucas were too similar) torn them down. It was a cycle that did not end until the game came out.
But neither could surpass the mania inspired by the character confirmed between them – Sonic.
It came as a surprise announcement in the middle of the night – Nintendo held a conference, announced a bunch of stuff, and showed off two Smash Bros. videos, one making all our wishes come true by showing Sonic battling it out with the rest of the cast. After months of wondering whether or not he’d make it, we got what we wanted, and it was glorious.
The two videos actually showed a lot – it was our first footage of ‘up-to-date’ gameplay, including the new character head boxes beside the damage meters (which were confirmed in the Online post), and a couple of attacks, taunts, and some slipped new stages in the background (Norfair was the main one, but it also appears that a secret stage, Spear Pillar, was also shown). So, aside from Sonic, we actually got quite a bit on that day. And we were to get even more, because alongside the announcement came playable demos for the press.
Yes, soon videos of people actually playing the game surfaced, and we basked in the glow. What we didn’t learn from the videos, we definitely got from the demos – special moves, changes in characters, stages, final smashes, Assist trophies, items, game mechanics, etc. etc. The week after, players who could make it to E For All got the same demo, and thus we got non-press reactions. E For All also had some footage of the Adventure mode, which added to the speculation for that as well. In any case, the impressions were generally good, and no one was bitching about things as of yet (although the beginnings of it were well in place. Everyone was just a little bit high on the moment to care that much). With E For All, however, also came impressions and things learned from the game that were…less than true. All the public demos would garner fake information, and some of it was even accepted for quite a while.
Of course, all these goodies came at a price…it was soon after announced that the game was delayed until February 9th, 2008. Strangely, the reaction to this wasn’t all that bad…I think, at least getting a real glimpse of the game was enough for people. Plus, we could see we were getting a pretty content-filled game, so maybe we just knew it was going to be worth the extra two months.
Not to be outdone, the Dojo posted numerous things that weren’t even in the demo – three new stages, many returning game modes, Snake’s hilarious Codec conversations (which sparked some minor debate about how they would be handled in the game, as in, would they interrupt it?), and of course Dedede. We also got news of lots of co-op modes, including Adventure, Target Test, and Home-Run Contest, which was much appreciated. The Target Test even included the first mention of the (decent but somewhat limited) replay saving feature, which added to the fun. We also got the Stage Builder, another new feature that blew minds, although it would eventually cause nitpicking. On a lesser note, the return of Classic update, which talked about collecting coins, created some mystery about what the coins would be used for (which wasn’t ‘shopping’, as the update put it).
All in all, October was a good month. But was it too good? Would following months live up to it? Well…

November 2007
November starts a period I like to call ‘The Great Whining’. How so? After all the features revealed in October, alongside the demo, people kept expecting their desire to be fulfilled daily. But the Dojo still had to catch up on a number of things revealed in the demo, and that consisted of a good chunk of the month. This alone caused people to whine about how boring the updates were getting, because they knew this stuff already. The rest of the updates didn’t help, as there were no new characters all month (one of the main reasons for moaning, and a defining feature of The Great Whining), and the thing was pretty much basic feature-heavy.
Although updates like the ones on the return of character entrances, multiple taunts, and the colour varieties were good, they lost impact because of the demo. And the others, on things like the new handicap options, widescreen mode, and Training were a tad underwhelming for the audience. Even some features that should have sparked some interest, like the Spectator mode, were met with hostility for no reason other than boredom-induced groaning.
Although new final smashes, Assist Trophies, and music appeared throughout the month, they were never met with much enthusiasm (maybe because they were never exciting unto themselves for most, but rather were swept along with other great things). Some of them even caused bitching – a joke-y comment about ‘wouldn’t it be cool if Gray Fox was playable?’ turned into a torrent of ‘why wasn’t Gray Fox playable??’ despite all common sense. The Great Whining affected all things.
It wasn’t until the very end of the month that we got some better stuff – the return of Events and some stages from Melee, but once again the excitement was stifled but general ill-feelings at that point. After so much greatness, it felt so weird for everyone to be sort of miserable. December wouldn’t necessarily fix that, but it was a better month over all.
One more thing: we got an update explaining Lucas’ special moves, which only furthered the “Will Lucas replace Ness?” debate. The update itself referred to Ness in the past tense, which contributed to the replaced side, but Lucas’ moves being different contributed to the for returning side. Of course, the debate would rage on for a few months more.

December 2007
Remember when this was the release date? Yeah, other people did as well. Even so, it wasn’t that much of a downer for people. Considering the frustration with the updates at that point, though, they really couldn’t get any worse off.
December was an improvement, though, in that there were a lot more exciting updates and general new stuff. There were still things that were scoffed at for being too technical – the options menu and online ‘sharing’, for example. But we also got some good things, too – Co-op Events, for example, the Coin Launcher mini-game, the Trophy stands concept, Kirby’s new hats, and other things. Some things even inspired some conversation and/or controversy!
The With Anyone/Basic Brawl update should have been rather tame, but it included the information that ‘most’ of the characters would be unlocked through the Adventure mode, which was an interesting development (the first real mention of the presence of secret characters, too, which no one thought wouldn’t happen, but worth mentioning all the same) The aforementioned Options update, although generally unappreciated, did unveil some of the other menus in the game, giving more ideas for how things in the game worked.
When the earlier online updates this month were posted showing the demo character select screen, some began to think that was the starting line-up, despite lacking some crucial characters (Kirby, for example, and Wario). With the ‘unlocking’ conditions mentioned earlier, they figured that the game would go Tekken and have tons of easily unlocked characters, whether they made sense as unlockable or not. Everyone pretty much ignored them, and the screen changed later when the full default select screen popped up.
One of the more controversial updates was “Overalls Wario”, the revelation that Wario would get his classic look alongside his WarioWare gear. Many people were hoping for alternative costumes for all characters, but this update, which said “But Wario alone is special” killed that idea cold. Some still clung to the possibility of a mistranslation, but nope, everything said the same thing. Oh well.
Strangely, there wasn’t that much of an outcry when two characters that had decent support as playables, Waluigi (why, I don’t know) and Stafy, were revealed as Assist Trophies. People usually got upset about these things, but there was hardly a peep. Must have been that ol’ Christmas spirit they were feeling.
There was also the Frigate Orpheon stage, which ended some dumb conspiracy theory about the developers of the game having some sort of grudge against Metroid Prime, apparently evident because of the lack of Prime-based content (they even nitpicked Samus’ design in the game, saying it looked more like the design in Super Metroid) and because in an interview with the Metroid Prime 3 team, they said no elements from the game were ‘borrowed’ from them for Smash.It was great that the Dojo once again shut people up.
Outside the Dojo, there was one important news item. After the announcement of Sonic, people were hungry for more third party characters. I mean, the site said they’d have two or three in total a year ago, didn’t it? The leader of the pack when it came to support was, as one would guess, Capcom’s Mega Man. I mean, he’d work perfectly, and be so fun (the people who said he’d be a clone of Samus obviously never played a Mega Man or Metroid game).
But alas, it was not to be. In an interview with MM creator Keiji Inafune, he was asked if Mega Man was in Brawl. Inafune said that “Nope. But wouldn’t that be great? Nintendo should call me, make it happen” (of course, not exactly like that). For most, this was all that needed – the game scheduled to be released in two months, not enough time for it to happen. Of course, there were some who refused to stop believing – “He might be throwing us a red herring!” they yelled. But we all knew the truth – there was no Mega Man in the game. Maybe another third party character would show up…
Before the beginning of the New Year, the Dojo announced it would be taking a weeklong break. People whined about it, but it might have been a good idea for poster and reader, giving us a week to relax and think about all that happened over the past year, while preparing for…the final countdown.

And that’s where 2007 ends. In the next instalment, get ready for massive revelations, mad ‘prophets’, and the truth, finally revealed.

DUMB ARGUMENTS AND OTHER DUMB THINGS:

-Some posters on a website that shall not remain nameless, NeoGAF, whined about the quality of music being posted on the Dojo. They thought it was too MIDI, wanted more orchestration, yadda yadda you get the deal. Some geniuses among them began to theorize that the samples were, in fact, not the real thing, but rather just an ‘overview’ of the song, which would end up being orchestrated. Yeah, think about the logic of THAT.

-Oh IGN, IGN, IGN…devoted much time and effort to keeping up with the latest news, but contained that air of fanboy prattling that makes me dislike the site so much. Their weekly ‘stories’ where they listed a group of possible characters became a staple, but not one that was read much.
IGN’s biggest contribution of bull to the speculation field, though, came from a statement where they nudge nudge wink winked us into thinking they had the inside information that were to be more third-party characters other than Sonic, and more than we were thinking. This turned out to be completely false, but thus is the quality of IGN’s rumormongering. How’s that new Kid Icarus announcement coming along?

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Wednesday, February 11, 2009

The Great Renaming

I decided I'm going to be more loose when it comes to labelling here. Having a strict set of labels for everything can be handy, but they don't describe everything to 100% accuracy. Plus, I can just make up funny labels for things and then this blog will be 5% funnier, bringing it up to 5% funny.

Anyway, I have nothing to post. I was playing Tatsunoko vs Capcom for a while there, can't think of anything interesting to say about it right now. I'm waiting for Street Fighter, having nothing interesting to say about that.

So, what to do? Another tier list, of course. This one will be a tad more substantial, as it will cover beat 'em up games, because as you may have figured out I like talking about them.

Note: I know this isn't every single one ever, but I tried to include every one that matters at last moderately. Some of that shit can go straight to hell.

Top Tier
Battle Circuit
River City Ransom
Sengoku 3
Gaia Crusaders
Vendetta (Crime Fighters II)

High Tier
Streets or Rage 2
Dungeons & Dragons: Tower of Doom
Alien vs Predator
Guardians
Ninja Baseball Batman
Castle Crashers
Metamorphic Force
Golden Axe: Revenge of Death Adder
Final Fight III
Violent Storm
Armored Warriors
Knights of the Round
Cadillacs & Dinosaurs
Warriors of Fate
The Punisher
Undercover Cops
Hook
Asterix
Captain Commando
Streets of Rage III
Warrior Blade: Rastan Saga III

Mid Tier
Turtles in Time
Final Fight/Final Fight II
The Simpsons
X-Men
Streets of Rage
King of Dragons
Batman Returns (SNES)
Pulirula
Shadow Warriors
Double Dragon
Golden Axe/Golden Axe II/Golden Axe III
Teenage Mutant Ninja Turtes III: The Manhattan Project
Burning Fight
The Combatribes
Gaiaopolis
Spider-Man: The Videogame
Teenage Mutant Ninja Turtles
Captain America & The Avengers
Growl

Low Tier
Night Slashers
Ninja Kids
Arabian Fight
Sengoku II
Sengoku
Renegade
Double Dragon III
DD Crew

Bottom Tier
Crime Fighters

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Monday, January 26, 2009

A BLACK DAY

The new Reese's Chocolate Bar, apparently limited edition, is out.

It is great. Huge, and with right kind of soft chocolate that creates the all-so desirable Reese's cup taste. Highly recommended before they disappear...without a trace!

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As you may have heard, The Dark Knight was not nominated for the Best Picture academy award, and Chris Nolan was not nominated Best Director. Frankly, I find this hilarious.

Now, I don't hate the movie (actually, I haven't seen it yet), nor have anything against the director, the writers, the actors, or any of the crew involved with its production. That's not the point. The point is: anything that makes nerds on the Internet outraged is inherently funny to me, so I actively support whatever measures screw with them.

Generally, nerds ignore the Oscars, because think they are stupid and pointless and don't actually reward quality films (they'd be right most of the time). But the time for scoffing at the awards ended when a Batman movie suddenly became critically acclaimed and a box office dynamo. When The Dark Knight became a contender, the nerds decided they needed to push it as much as possible; finally, one of "their" movies could be a winner, and thus them by association!

That's really all it is: geeks want to see their worthless lives validated by having an adaptation of a nerdy property win it big. It has nothing to do with film quality. Its all about them and their narrow minded obsessions.

So they decided to began to campaign. Up to the final nominee announcements, it really was up in the air whether or not the film would be nominated. It has that nerd factor against it, but on the other hand lots of people liked it, it made lots of money (its funny they keep bringing that up, because nominating movies because they made a lot of money is usually an argument for why the nominations suck), and one of its stars died which is so sad. I threw it in as a possible wild card, but wasn't really expecting it.

Then came the announcement, and while Ledger got a supporting actor nod (which he is guaranteed to win because he is dead and oh is it sad), but nothing else. The nerds RAAAGED. Raged as much rage as rage could rage. The academy suddenly became biased and stupid and THEY WILL REGRET THIS and blah blee blee bloo blah. This really isn't any different from any other Oscar season, but dammit they insulted the nerds DIRECTLY and they can't stand it.

Looking at the nomination list for best picture, only about half the movies really deserved it. While Slumdog Millionaire and Frost/Nixon were obvious and deserved (the former is gonna take it, BTW), Milk, Benjamin Button, and The Reader have been met with mixed critical opinions. Button is sort of a sad case because the one film that its great director has made with a nomination is one of his lowlier ones. And the latter movie was nominated possibly because two of its directors died, possibly. Not exactly an excellent award plate, but its standard procedure at this point.

One thing, though: I don't see many people whining about The Wrestler being left off, despite acclaim. I guess if it starred a man in a bat costume, it'd get more people behind it. Oh well.

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Dear God, the number of people whining "I want a new beat 'em up instead" or "I want them to re release Turtles in Time instead" when talking about the new TMNT fighting game is fucking grating. Do they just acquire one mindset about every franchise and are completely unable to exit it? I like the Turtle beat 'em ups, too, but I like the promise of a new good fighting game even more.

Gawwwwwwwwwd.

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Monday, January 19, 2009

Hey there

I caved and purchased Tatsunoko vs Capcom form Play-Asia. I have got the proper hacks to make it work, and have shut off my Wiinternet to prevent updates that could take place between now and when the game comes in the mail. Looking forward to it (well, I'd have to, considering how much I'm paying for it). The last thing I ordered from Play-Asia took 11 work days to get here (I think). Can this order beat the mail system's record?

But anyway, some games I am looking forward to this year:

Street Fighter IV - Of course.
Rhythm Heaven - Yes, uh-huh.
Mario & Luigi 3 - I didn't play the second one, but the premise of this one is so outlandish I have to try it.
Prototype - Just saw a video for this. It looks incredible.
Punch-Out!! - I gotta have it. Even though we know next-to-nothing about it, I have confidence that the guys behind Mario Strikers will know how to make it right.
TMNT Fighting Game - I mean, they got some of the Brawl developers behind this! I'm always receptive to promising fighting games, and with the pedigree on this, I am excited. Plus, some of the ideas they had on display so far were pretty good. See illegal scans here, thief.

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