More to come soon.
Monday, April 20, 2009
Saturday, April 18, 2009
New Car
There's a distinct lack of ads here at blogger, so this will have to do: I absolutely loved Friday's xkcd comic.
...oh, and Gene Wilder wants you to buy this terrifying baby.
Friday, April 17, 2009
Uncomfortable Plot Summaries
"Transported to a surreal landscape, a young girl kills the first person she meets and then teams up with three strangers to kill again."
-Marin Independent Journal's Rick Polito - synopsis for The Wizard of Oz.
I stumbled across this delightful list of "uncomfortable plot summaries" of various movies and tv shows (spoiler warning obviously). Here are some highlights:
BATMAN: Wealthy man assaults the mentally ill.
FERRIS BUELLER’S DAY OFF: Amoral narcissist makes world dance for his amusement.
BEAUTY AND THE BEAST: Peasant girl develops Stockholm Syndrome.
ROBIN HOOD: Disgruntled veteran protests taxes.
RAIDERS OF THE LOST ARK: American yahoo murders soldiers and desecrates religious artifacts for money.
FIREFLY: In an analogue of the post-Civil War west, a white man on the losing side bosses around a black woman.
V FOR VENDETTA: Dystopian government overthrown by faceless conformity.
STAR WARS: A NEW HOPE - Religious extremist terrorists destroy government installation, killing thousands.
STAR WARS: EMPIRE STRIKES BACK: Boy is abused by midget, kisses sister, attempts patricide.
W.: Unspeakable disaster afflicts America. Then terrorists attack.
GROUNDHOG DAY: Misanthropic creep exploits space/time anomaly to stalk coworker.
ALIENS: An unplanned pregnancy leads to complications.
TERMINATOR: An unplanned pregnancy leads to complications.
TITANIC: Crazy old widow disregards lifelong memories of husband, children, and grandchildren in favor of that one time she fucked a bum.
THE PASSION OF THE CHRIST: Mel Gibson fulfills fantasy of showing a Jew beaten to a bloody pulp and killed on-screen.
THE GOLDEN COMPASS: Critique of Catholicism upstaged by polar bear fight.
LORD OF THE RINGS: Midget destroys stolen property.
-Marin Independent Journal's Rick Polito - synopsis for The Wizard of Oz.
I stumbled across this delightful list of "uncomfortable plot summaries" of various movies and tv shows (spoiler warning obviously). Here are some highlights:
BATMAN: Wealthy man assaults the mentally ill.
FERRIS BUELLER’S DAY OFF: Amoral narcissist makes world dance for his amusement.
BEAUTY AND THE BEAST: Peasant girl develops Stockholm Syndrome.
ROBIN HOOD: Disgruntled veteran protests taxes.
RAIDERS OF THE LOST ARK: American yahoo murders soldiers and desecrates religious artifacts for money.
FIREFLY: In an analogue of the post-Civil War west, a white man on the losing side bosses around a black woman.
V FOR VENDETTA: Dystopian government overthrown by faceless conformity.
STAR WARS: A NEW HOPE - Religious extremist terrorists destroy government installation, killing thousands.
STAR WARS: EMPIRE STRIKES BACK: Boy is abused by midget, kisses sister, attempts patricide.
W.: Unspeakable disaster afflicts America. Then terrorists attack.
GROUNDHOG DAY: Misanthropic creep exploits space/time anomaly to stalk coworker.
ALIENS: An unplanned pregnancy leads to complications.
TERMINATOR: An unplanned pregnancy leads to complications.
TITANIC: Crazy old widow disregards lifelong memories of husband, children, and grandchildren in favor of that one time she fucked a bum.
THE PASSION OF THE CHRIST: Mel Gibson fulfills fantasy of showing a Jew beaten to a bloody pulp and killed on-screen.
THE GOLDEN COMPASS: Critique of Catholicism upstaged by polar bear fight.
LORD OF THE RINGS: Midget destroys stolen property.
Sunday, April 12, 2009
Be Fruitful and Multiply
It's time to address some shenanigans which I feel have been allowed to continue for far too long. I'm speaking, of course, about RPGs. Now don't get your controllers in a knot, I'm not bashing every RPG, and I'm definitely not bashing every game that has "RPG elements" (though for the record I find that term rather silly, but we'll talk about that another time). What I want to talk about now are those games about inflation, where the goal is to achieve ever-higher numbers to keep up with the enemies. Where the gameplay at level 1 is fundamentally indestinguishable from the gameplay at level 55 except that you're dealing 6000 damage per attack instead of 8. Now I know what you're probably saying: "The bigger numbers make me feel like I've developed my character and really come a long way." Well that's stupid because the game is exactly the same.
Character growth and development in fiction is something that must come from more than mere combat prowess, but it is a common element of fiction that a character will grow more experienced at whatever they do over the course of the story, be it slaying goblins, baking bread or baking goblins. The thing is, their increasing expertise at this task usually has some ramifcations on the story. Harry Potter figures out how to summon a patronus and is able to repel the dementors, and Zoolander figures out how to turn left and is able to finally open a centre for kids who can't read good (and who wanna learn to do other stuff good too). In a good game like The Legend of Zelda: Majora's Mask (to pick a hugely underlooked installment), finding the hookshot allows you to do new things, and it appreciably changes the gameplay somewhat. In an ultra-conservative design like World of Warcraft, you will never find anything other than a sword or a helmet or a breastplate which gives you bigger numbers. Then you can travel to some strange new land with different scenery and fight enemies that have bigger numbers, but you'll be prepared because of your bigger numbers.
Now, to be fair, part of the difficulty here is with the open-world design of a game like World of Warcrack-*cough*-craft. Zelda, being a much more linear experience, is able to lay everything out so you find your hookshot at the right time, rather than finding it too soon and errently pwning a bunch of noobs who were minding their own business. WoW on the other hand involves gaining items and skills pretty much at random (at least as far as the developer's concerned), so very little plot or gameplay ends up being built around particular skills or items unless they are special McGuffin quest items. (On the whole, WoW is a very conservative game. Things like the Corrupted Blood incident illustrate how entertaining the game could be if the designers ever decided to start taking some risks. But I'll get back to the many reasons why I don't play WoW in a future post.)
Games that have even less of an excuse are single-player RPGs which may be as linear as Donkey Kong yet still refuse to confer anything to you that results in anything more than bigger numbers. Sure, as in WoW, there will occasionally be a semi-interesting ability which perhaps stuns an enemy or heals your party, which should change gameplay dynamics a bit, but you are likely to have something of every type fairly early on, at which point the game just starts jacking up the numbers. "You can already heal? Well now you can heal twice as much! You can already encase a party member in a protective field of energy? Well now you can do it for 1.3 times as long! Hooray!"
The worst of all this is that in many games, the abilities have no bearing on the story or the gameplay outside of the battles. Again, the problem is that the game may not know exactly when you will have gained a particular ability, but why in the bloody hell can't you cast cure or use a phoenix down on a wounded ally outside of combat? I'll tell you why. Because, in the words of Yahtzee, "the story and gameplay are kept either side of a rought-iron fence made of tigers."
Anyway, I don't mean to give the impression that I hate all RPGs (just most of them). I have no particular problem with numbers in games going up, just as long as I don't have to waste my time grinding through uninteresting battles in order to get my character to the level at which he can defeat the next boss. This is called filler, and it has long been one of the vilest scourges of the gaming industry. But rather than get totally derailed, let me get to the point of today's ravings: in-game purchases are a load of bull. You shouldn't have to waste valuable time or money just to get big enough numbers to play a game properly. It's like if you went out to have a good game of tennis, only to discovered that your opponent had bribed the judges into letting him use a Maxim gun instead of a racket. That may be a poor example, though, because it would appreciably change the gameplay.
The only ethical way I can see of doing paid content is if it actually opens up new parts of the game to you. Paying to download new levels or areas seems fine, as you are getting more of the game. Paying real money for a digital sword that does x2 damage goes against everything that I stand for.
Character growth and development in fiction is something that must come from more than mere combat prowess, but it is a common element of fiction that a character will grow more experienced at whatever they do over the course of the story, be it slaying goblins, baking bread or baking goblins. The thing is, their increasing expertise at this task usually has some ramifcations on the story. Harry Potter figures out how to summon a patronus and is able to repel the dementors, and Zoolander figures out how to turn left and is able to finally open a centre for kids who can't read good (and who wanna learn to do other stuff good too). In a good game like The Legend of Zelda: Majora's Mask (to pick a hugely underlooked installment), finding the hookshot allows you to do new things, and it appreciably changes the gameplay somewhat. In an ultra-conservative design like World of Warcraft, you will never find anything other than a sword or a helmet or a breastplate which gives you bigger numbers. Then you can travel to some strange new land with different scenery and fight enemies that have bigger numbers, but you'll be prepared because of your bigger numbers.
Now, to be fair, part of the difficulty here is with the open-world design of a game like World of Warcrack-*cough*-craft. Zelda, being a much more linear experience, is able to lay everything out so you find your hookshot at the right time, rather than finding it too soon and errently pwning a bunch of noobs who were minding their own business. WoW on the other hand involves gaining items and skills pretty much at random (at least as far as the developer's concerned), so very little plot or gameplay ends up being built around particular skills or items unless they are special McGuffin quest items. (On the whole, WoW is a very conservative game. Things like the Corrupted Blood incident illustrate how entertaining the game could be if the designers ever decided to start taking some risks. But I'll get back to the many reasons why I don't play WoW in a future post.)
Games that have even less of an excuse are single-player RPGs which may be as linear as Donkey Kong yet still refuse to confer anything to you that results in anything more than bigger numbers. Sure, as in WoW, there will occasionally be a semi-interesting ability which perhaps stuns an enemy or heals your party, which should change gameplay dynamics a bit, but you are likely to have something of every type fairly early on, at which point the game just starts jacking up the numbers. "You can already heal? Well now you can heal twice as much! You can already encase a party member in a protective field of energy? Well now you can do it for 1.3 times as long! Hooray!"
The worst of all this is that in many games, the abilities have no bearing on the story or the gameplay outside of the battles. Again, the problem is that the game may not know exactly when you will have gained a particular ability, but why in the bloody hell can't you cast cure or use a phoenix down on a wounded ally outside of combat? I'll tell you why. Because, in the words of Yahtzee, "the story and gameplay are kept either side of a rought-iron fence made of tigers."
Anyway, I don't mean to give the impression that I hate all RPGs (just most of them). I have no particular problem with numbers in games going up, just as long as I don't have to waste my time grinding through uninteresting battles in order to get my character to the level at which he can defeat the next boss. This is called filler, and it has long been one of the vilest scourges of the gaming industry. But rather than get totally derailed, let me get to the point of today's ravings: in-game purchases are a load of bull. You shouldn't have to waste valuable time or money just to get big enough numbers to play a game properly. It's like if you went out to have a good game of tennis, only to discovered that your opponent had bribed the judges into letting him use a Maxim gun instead of a racket. That may be a poor example, though, because it would appreciably change the gameplay.
The only ethical way I can see of doing paid content is if it actually opens up new parts of the game to you. Paying to download new levels or areas seems fine, as you are getting more of the game. Paying real money for a digital sword that does x2 damage goes against everything that I stand for.
Wednesday, April 8, 2009
Noir to Hide - Film Adaptation
Well, the bigwigs in Hollywood apparently took a liking to my short period piece, and they have already released the theatrical version. Obviously it doesn't hold a candle to my original, since you don't even have read it or anything, but I do feel it to be quite a faithful adaptation, all things considered.
I was hoping they might get Sam Raimi to direct, and maybe even Bruce Campbell as the lead. I feel Raimi might have shot the film more provocatively, and I'm sure Bruce could have added that extra touch of charm. Sadly, they seem to have left this sort of intricate drama behind in favor of more surreal, arthouse-style films, and were both tied up with this other project:
(Bruce Campbell is playing the tambourine in this scene. He is expressing the transient irony of reactionary postmodernism.)
(Or he's just shaking it randomly.)
All in all, I feel that Noir to Hide the movie was a solid effort, but I'm not sure if I'd want more of my work to be adapted. I feel that some of the subtler messages are inevitably lost in translation, and there's simply a technological limit to the number of banana slugs that can be rendered simultaniously.
I was hoping they might get Sam Raimi to direct, and maybe even Bruce Campbell as the lead. I feel Raimi might have shot the film more provocatively, and I'm sure Bruce could have added that extra touch of charm. Sadly, they seem to have left this sort of intricate drama behind in favor of more surreal, arthouse-style films, and were both tied up with this other project:
(Bruce Campbell is playing the tambourine in this scene. He is expressing the transient irony of reactionary postmodernism.)
(Or he's just shaking it randomly.)
All in all, I feel that Noir to Hide the movie was a solid effort, but I'm not sure if I'd want more of my work to be adapted. I feel that some of the subtler messages are inevitably lost in translation, and there's simply a technological limit to the number of banana slugs that can be rendered simultaniously.
Saturday, April 4, 2009
Noir to Hide
The following is a short novella I wrote in the irreverent style of Marcel Boulestin, or perhaps the late Thomas Keller.
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Noir to Hide - Ghostwritten by Orin Bishop
"That's some office," I mused loudly as I decried the Mesopotamian wallpaper and crocheted egress. I regretted leaving the keys inside.
That's when I saw, for the first and third time, the dame who would change my life so tangentially. She didn't seem to regard it as an egress, and strode through it with something resembling the character of someone who was once confident, but who lost it all one day to the blind yammerings of lady liberty. She opened her mouth loudly to speak, but I already new what she was going to say.
"You want me to find the man who killed your husband." I absentmindedly tipped my ashtray out the window to the familiar and comforting screams of the city. She looked at me with surprise, her flawless features diminished somewhat by her sad eyes and dripping gun wound.
"No, my husband's fine; he's been dead for weeks. I want you to find the man who nearly shot me."
Apparently I hadn't known what she was going to say.
"Ma'am, I think he more than nearly shot you." I indicated her charming laceration.
"This? No, I tripped on the stairs on my way up here. The man who shot at me was..."
She paused, scanning the room with the air of an ardent quadruped. After several hours, her gaze fell upon the shadowy figure atop my desk.
"That's him! On your sofa!"
"It's a desk," I pointed out, with the manner of a tollbooth operator who has just been refused parole... again.
"I'm not a desk," said Bob.
"Look," I offered, attempting to lighten the mood by hurling a Molotov cocktail, "perhaps we can discuss all this over some cold jazz and a warm martini."
"Alright," acquiesced my bleeding client as she loosened her sombrero, "but I must warn you that I like mine practically scalding."
I took this as a sexual advance, and called the police on speed dial. It seemed I needed an adult.
Thursday, March 26, 2009
ThreadBound Footage
Here's some footage from an iPhone game currently in development by a small team, NeverBored Studios, of which I am the lead designer. I toot my own horn in you're general direction!
Obviously a lot of the art is placeholder, and the audio also has a ways to go, but we are hoping to release it on the apps store in late-April or early-May, and at a limited-time discount. Buy it now! (or rather, then!)
(I'm the one playing, my friend Thomas is the one trying to centre the iPod in front of my laptop's camera. Just pretend this is Blair Witch or something.)
Obviously a lot of the art is placeholder, and the audio also has a ways to go, but we are hoping to release it on the apps store in late-April or early-May, and at a limited-time discount. Buy it now! (or rather, then!)
(I'm the one playing, my friend Thomas is the one trying to centre the iPod in front of my laptop's camera. Just pretend this is Blair Witch or something.)
Tuesday, March 17, 2009
Jean Reno?
There's this relatively new series over at the escapist called Unskippable where these two guys make fun of videogame cutscenes MST3K style. I particularly enjoyed their latest one, partly because I thought the humor was really spot on, and partly because I remember that my friend Dan and I thought this cinematic was totally freaking awesome back when we saw it in the Onimusha 3: Demon Seige trailer years ago.
I also remember that we were totally smacked upside the gob when the trailer declared - and this may count as a spoiler if it's possible to spoil a trailer - that Jean Reno was a character in it. I mean, he doesn't just add some voicework, they've got his likeness in there and everything, fighting alongside a ninja in feudal Japan against an army of, uh, demons apparently.
Um - setting aside for a moment the fact that Jean Reno kicks ass - why?
Well, because apparently the demons are invading present-day France as well as Feudal Japan, so we need a French guy. I guess I'm just dissapointed the demons aren't also invading Mars and Krypton so Superman and Marvin can join the fray. Actually I don't see why they couldn't join the fray, but apparently Jean Reno is just a prick who doesn't care about Feudal Japan and only cares when his own Jerry-loving people are in peril.
(It's interesting how in this context, Jerry could refer to either Jerry Lewis or Nazi Germany, and they're conveniently both offensive.)
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Speaking of irreverent mashups, there's a new book called Pride and Prejudice and Zombies which is exactly what the title implies. There is also a similar-sounding movie coming out called Pride and Predator, produced by Elton John. That's like if...
...nah, I got nothing.
All I can say is, I'm gonna feel really jipped if they doen't have the actual Predator in the movie. And zombies in pre-Vctorian literature are awesome. If you have doubts, read Jonathan Strange & Mr Norrell.
To be academicaly honest, I learned about both of these lovely Jane Austen butcheries at Wondermark, one of the very few webcomics I read. This guy David Malki swipes pictures he finds in 19th century periodicles and combines them with word balloons for surreal and often hilarious results. He also has an enlightening and sobering section called The Comic Strip Doctor where he valiently tries to fix the zombie-like abominations that are todays newspaper 'funnies.' This was where I found out about the wonders of the Garfield Randomizer, but that's a post for another day.
Seriously, read Jonathan Strange & Mr Norrell. Jean Reno demands it!
I also remember that we were totally smacked upside the gob when the trailer declared - and this may count as a spoiler if it's possible to spoil a trailer - that Jean Reno was a character in it. I mean, he doesn't just add some voicework, they've got his likeness in there and everything, fighting alongside a ninja in feudal Japan against an army of, uh, demons apparently.
Um - setting aside for a moment the fact that Jean Reno kicks ass - why?
Well, because apparently the demons are invading present-day France as well as Feudal Japan, so we need a French guy. I guess I'm just dissapointed the demons aren't also invading Mars and Krypton so Superman and Marvin can join the fray. Actually I don't see why they couldn't join the fray, but apparently Jean Reno is just a prick who doesn't care about Feudal Japan and only cares when his own Jerry-loving people are in peril.
(It's interesting how in this context, Jerry could refer to either Jerry Lewis or Nazi Germany, and they're conveniently both offensive.)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Speaking of irreverent mashups, there's a new book called Pride and Prejudice and Zombies which is exactly what the title implies. There is also a similar-sounding movie coming out called Pride and Predator, produced by Elton John. That's like if...
...nah, I got nothing.
All I can say is, I'm gonna feel really jipped if they doen't have the actual Predator in the movie. And zombies in pre-Vctorian literature are awesome. If you have doubts, read Jonathan Strange & Mr Norrell.
To be academicaly honest, I learned about both of these lovely Jane Austen butcheries at Wondermark, one of the very few webcomics I read. This guy David Malki swipes pictures he finds in 19th century periodicles and combines them with word balloons for surreal and often hilarious results. He also has an enlightening and sobering section called The Comic Strip Doctor where he valiently tries to fix the zombie-like abominations that are todays newspaper 'funnies.' This was where I found out about the wonders of the Garfield Randomizer, but that's a post for another day.
Seriously, read Jonathan Strange & Mr Norrell. Jean Reno demands it!
Friday, March 6, 2009
Bugdom 2 isn't good...
I realize that the technical realities of the iPhone are somewhat limiting (being part of a team who are developing for it, I'm learning more about the various constraints all the time), and frankly the graphical aspects of Bugdom 2 are quite impressive. It looks about the same as the original Bugdom on the iBook lo these many years ago. It's just a shame that the game itself is... not good.
First, let me start with a disclaimer. Many studios have been good about fixing the various problems in the games they have released by way of updates, and it is quite possible that many of my criticisms have in one way or another been rectified by now. What I am about to review is the Bugdom 2 that I played. Your mileage may vary.
I will start where the game does, with the bee; the big bully bee which comes down and steals the hobo-stick from our protagonist who is, by the way, one of the dumbest looking videogame characters I have ever seen in my life, but that's just my opinion. Anyway, this stupid bee keeps appearing throughout the game, and often flies right next to you, and yet you can't touch him. Run up and kick him, and he completely ignores you. This wouldn't be so frustrating if he wasn't significantly smaller and less threatening-looking than many of the enemies you defeat on a regular basis.
Anyway, let's move on to some more valid criticism; the controls are awful. Now I respect Pangea for trying something new and different, but tilting the phone to move a character in 3D just doesn't work very well. You have no precision, so trying to complete a simple task like picking up an acorn or hopping onto a box becomes an infuriating chore. You can adjust the sensitivety, but then it becomes impossible to run, so your choice is to either slowly meander everywhere or dash around like a maniac on Ritalin. What this game needs, more than anything else, is a RUN BUTTON!
Anyway, the control scheme is at least interesting; that's sadly more than I can say for the rest of the game. Let's list some of the other crap that is wrong with this game.
Everyone in Bugdom 2 is a jerk. Seriously, everyone you meet either wants to kill you with rusty bottlecaps, or they want you to do some stupid fetch quest so they'll give you a key or a checkpoint. The really dumb thing is that the acorns, which the squirrel always wants you to bring her, are literally everywhere. Often they're within arms-reach of the squirrel. Bringing her an acorn is not so much a fetch quest as a stand-still-for-three-seconds-while-managing-to-face-the-right-direction quest which, believe you me, is harder than it sounds. Oh, and the 'friendly' characters' voices were evidently engineered by the US military to be the most painfully irritating voices possibly. Seriously, these guys could easily be weaponized.
Demon-Squirrel: "If ya brring me an acouorn, I'ul give youou this checkpoient."
Irritated stereotypical-terrorist: "Sweet Allah, reach down and pick one up yourself! They're frigging everywhere!"
Speaking of fetch quests, the entire game feels like one long fetch-quest. All you are ever doing, it seems, is wandering around trying to find some arbitrary McGuffin or another. Sadly, draw distance has been sacrificed for graphics and framerate, so the whole thing starts to feel like groping around in the fog for your contact lens. Navigating the world would be significantly more entertaining if you could hover around everywhere, but sadly you are provided with a 'hover bar' which depletes surprisingly quickly. You can replenish it with blueberries, but this involves tackling hundreds of butterflies (don't even ask). I don't understand why the bar is limited. Sure, hovering everywhere all the time would make some of the enemies less threatening, but surely that could be resolved by changing their behavior. And anyway, I see no reason why the bar couldn't steadily replenish on its own, rather than you having to find blueberries. You know a game is bad when it makes you hate blueberries...
And speaking of the enemies, all the battles in this game are super lame. Your only attack (other than launching bees, the non-hobo-stick-stealing kind that is) is this stupid little kick thing that has no range and requires you to be correctly facing your target (which, as I've stated before, is harder than it should be). This attack does, as you might expect, very little damage, but it does stun the enemy for a while and push them back a little. Therefore, most of the 'battles' in the game degenerate into me repeatedly kicking an enemy who is hunched over in the corner. It looks quite ridiculous, and makes me want to play a different game.
Let me retail to you my experiences with a level that took me 90 minutes to complete. 90 minutes! Keep in mind this game is intended to be played on a phone, and if you were to receive a call during that time, the only thing you'd be able to salvage is a name for your to-kill list. Yes, the last I checked, there was no way to save your game and quit in the middle of a level. Sure there are checkpoints, but a save file only brings you back to the beginning of a level (though as I say, they may have rectified this with patches by now). This game takes commitment; if you start a level, you're in for the long haul. No matter how much the game begs you to hurl it against the wall, you've gotta stick it through 'till the end, or else start over from the beginning of the level. You'll never get the time back, but you'll never have to play that horrible level again (just the next horrible level, and then the next, and so on, until you grow old and die!).
Anyway, somewhere during this well of madness they call level 5, I came across the absolute worst racing section in any game I have ever played. It's not because the controls were broken, it's that, well, all you had to do was tilt the phone forward because the car was on a freaking track! I had to race against another toy car by... tilting my iPod at an angle and waiting until the race was over. It would basically be the equivalent of a quicktime event which required you to hold the A-button down for four minutes. The really sad part? This was by far the most entertaining part of the entire level.
Now don't get me wrong, Bugdom 2 has a few highlights, one of which is rolling around on baseballs. These baseballs were liberally scattered around this particular level, I can only assume as an intended means of slightly quicker transport for its vast corridors, yet some bug (no pun intended) prevented me from riding any of the baseballs, and so I was forced to walk everywhere. This was particularly exasperating because about two-thirds of the level was devoid of anything at all. It almost felt at times like I was playing World of Warcraft, but luckily the combat was much more enjoyable (zing).
The music in the game is decent, but when any song is looped for 90 minutes, it gets rather irritating (with the exception of this one). The game also doesn't let you play your iPod's music during the game unless the sound is turned off, and you need the sound in order to hear the annoying characters tell you want they want you to fetch next.
At a few spots in the level, I was required to push some crates around in order to hop over obstacles (always everyone's favorite part of any game), and I discovered that if you walk about 30 bugfeet away, the crates reset themselves to their original position, forcing you to position them again. Getting the crates in the right spot wouldn't be so hard if the controls weren't such a broken mess!
You know what? I'm done with this game! Life's too short, and I could derive more pleasure from shoving my face into an anthill! I don't recommend you get this game no matter what the price is. I got it for 2 bucks, and I want my time and dignity back! Augh!
Oh, and Nanosaur 2 is pretty good.
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