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Bradylama's Journal

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Apr 4, 2006 - 09:06 PM
Upgrade
2 gigabytes of Patriot PC3200 DDR RAM now burns inside of my computer. It's nice for once, to have memory, and only at a cost of 200 dollars (thank you, Newegg).

It's an indescribable feeling. Having resources. Running Oblivion, Firefox, and Trillian at the same time takes about 1.10 gigabytes of memory.

It's glorious.


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Apr 3, 2006 - 09:30 PM
Kingdom Hearts 2 commercial
Why is it so fucking awful? Who's idea was it at Square/Enix or Disney to slap a bunch of rotating ADD test images set to the musical equivalent of a song mixer's tourettes?


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Apr 2, 2006 - 07:39 PM
Stay Alive - Rated PG-13
My cousins wanted to go see Ice Age 2, and spotting the opportunity to finally catch V, I went for it. Of course, I didn't think to check the actual theater listings, so when we got there, I was far too early for it. Of course, I was also 15 minutes late for Slither, an hour late for Inside Man, and far too early for The Hills Have Eyes. What I was on time for, though, was Stay Alive. I couldn't remember what the movie was about, but had heard of it before. I paced around in front of the theater, debating on whether I should watch it or wait on Ice Age for 5 minutes. There wasn't even a poster out for it in front, just two Ice Age 2 posters instead. I had already brought the notepad to spot all of V's bullshit for my review, so I wasn't going to let my time go to waste. I spent more than five dollars on my ticket, and wasted my time anyways.

Stay Alive, in case you've hopefully forgotten, is based on the premise that a group of friends play a Survival Horror game that kills them off one by one as they were killed in the game.

The first victim looks like a cracked out Johnny Depp, and plays Stay Alive in his dark lair. He dies rather fast, because Stay Alive apparently has no sense of pacing, or direction. He dies by hanging. Then the Ghost comes along, which visits the house by making it vibrate like a rumble pack, I shit you not. Anyway, Johnny Bravo gets hooked, and his loser friends get slashed because they played the game also. Throw in a reference for "Sickest shit since Fatal Frame" and you have an opener.

Enter Hutch. A big loser who works for Adam Goldberg, not because he's a great clerk, but because he can help the horse-faced cretin beat Silent Hill 4. Apparently Adam's never heard of Gamefaqs, or that Jews run Hollywood.

Johnny Appleseed was a childhood friend of Hutch's, so when he dies, the sister gives Hutch all of Jack Sparrow's videogames. Including, dun dun dunnn, Stay Alive. At the funeral, he's also hit on by Jewel Doppleganger, Samaire Armstrong. Who knows the female victim, but isn't so grief-stricken as to not act stupid with a camera. Hutch is so blinded by grief that he doesn't pick up the scent of Whale blubber, and thinks it's a good idea to hook up with the greasy skank.

Now enter Hutch's "friends." A group of idiot poseurs that should fall off the face of the planet. We have, Phineus, the mean asshole, (who is also, according to IMDB, working on the film Itty Bitty Titty Committee), October, Phineus sibling and "hot" goth chick, and Frankie fucking Muniz, who fills the prerequisite role of giant nerd.

October and Phineus apparently own and operate a posh gaming coffee shop, which makes me want to vomit. It is through this coffee shop that their friendship hub is established. The usual thang is interrupted by Stay Alive which is found by the 40 megaton Asshole, who then says, "Beta Testing, huh? I tried Beta Testing, but it was TOO FUCKING MONOTONOUS!?"

Oh rlly. Perhaps it wasn't apparent to the film's creators that the real problem with beta testing was that you're playing an incomplete game, and that Hutch & Pals are playing this particular game, a console title, on PC laptops.

While the acting isn't usually too noticeable, the amount of fake interest expressed at the opening of the game is palatable. In order to play, they have to recite some gay prayer. lolok. Frankie Muniz throws around "Next Generation technology" to remind us that they're gamers and are hip to the lingo.

The backstory for the game is presented during a retarded Character Creation sequence, and the actors... heh, I mean players, pay it about as much attention as the audience. Roses are important in the game to keep the ghosts at bay. A reasoning which is never given during the entire movie ever. Jewy McJewerstein is the first one to bite the bullet, in part because he's apparently never played a Survival Horror in his entire life and is a giant pussy.

Enter Black Cop/White Cop, who suspect Hutch in the murder. Black cop is fat and good, White cop is skinny and a belligerent dick. Together they're terrible law enforcement.

It's at this point around that we've established that Hutch has an aversion to flame, in a classic "FIRE BAD!" moment.

Muniz then spouts off a bunch of bullshit about Perceptive Reality, which basically boils down to the idea that if you play a game a lot, you'll start to hallucinate its presence in the real world. Apparently playing for 20 minutes is enough to cause Perceptive Reality, but I guess Muniz wants us to believe everything he reads on the internet.

Now the game is haunting them in Real Life, and Phineus is killed because the game is starting to play itself. Phineus also reveals that he went to Bible Camp. I wonder, then, will I become a huge asshole? Before he was killed in-game, though, he had an unbroken mirror, which was unique because all of the mirrors in the game were broken. He's run over by a horse-drawn carriage. Goth chick is very sad.

MEANWHILE, Hutch is easily searching through the police reports for a recent homicide as a means to investigate the death of his meal tickets.

Now, for an interjection. The movie itself is set in Louisiana. A source of tons of great Ghost Stories, and the most haunted state in America. It's just a shame that the decaying French streets, humid clime, and weeping willows are set to the heartbeat of a retarded premise. Basically, the game is based around some ghost story about this bitch who ran around in a carriage to kidnap little girls and murder them. She broke every mirror in her house because she couldn't stand to see herself get older. Eventually she was boarded up in her tower, but she threatened to return to the Phillipines, and does so in pog video game form.

Then some stuff happens. The white cop gets wacked, the po po come for Muniz and Hot Topic, and Hutch and Slut go to Johnny the Homicidal Maniac's house, which has unusually uncleaned crimescenes. There's some product placement for Alienware, and then Goth chick gives the ghost backstory and how to kill her before getting her throat slit.

Hutch apologizes to Jewel because she had such a great life, at which point she reveals that she had made big fat eskimo lies, and that the van in which they travel doubled as her home. They take her house to the place listed as the address for the game creators, which is, DUN DUN DUNNNNNNNNN, the real scary lady mansion.

Muniz plays the game on the Alienware while Hutch and Jewel go into the Plantation house located outside of the mansion and cemetary. Muniz guides his in-game character through the same location to direct Hutch, while Jewel gets lost in the attic. The resulting crisis has been illustrated thusly:

Jewel: GHOSTESES! LAHDY!

Hutch: LOL HOW I SHOOT SPERM!? LOL!!!!

Muniz: U n33d t3h bl00 k3y n00blol

Muniz throws roses at the ghosts in-game and they dissapurred.

It's at this point that the ghost cheats, and tries to keep Muniz from playing the game. Then Frankie Goes To Hollywood all the way into a rosebush, where the ghost lady gets him. "Game Over" for Frankie the Alienware says.

Hutch and Jewel are sad now. They take the Alienware and go to the Tower to kill the witch. They're chased by a bunch of Ringus, and are separated. Then Jewel has another Ghosteses moment, while Hutch nails the witch body. Her soul is bound to it, or whatever, and she starts looking at Hutch very scarily.

Now comes Alienware to save the day! I shit you not, the mirror aspect finally comes around full-circle for the observant viewer, and the red madame is shown her ghostly visage on the Alienware's well-polished reflective backside. Instead of killing her, though, she gets a big mouth for Honeycomb, so Hutch sets her on fire.

Now, Hutch originally was afraid of fire because his dad burned the house down and his NES controller. Very sad. Also his mom died, but that's not nearly as important to me as torched nostalgia. Apparently Hutch is still nothing more than the frightened child he used to be, because he clutches himself in the corner, and cries like a little girl.

Then he's saved by Jewel, and Muniz, who is waving around a rose bush. Ok whatever. They then walk off together, all three, and the movie closes... OR DOES IT!? I don't care.

What a mess. Every great horror film is bound by its own set of laws. For Night of the Living Dead, it was that Zombies ate flesh, were slow, and that you could kill them by damaging the brain. In Poltergeist, the ghosts could only affect the land under which they were buried. Not so for Stay Alive. Presumably the Ghost would have to be combated in the game, and the deaths would only occur in real life as they occurred in the game. Not so. I can understand the need for expediency in the game playing itself, but the ghost cheating like it did with Muniz was Hella lame. Also, Muniz got a big fat Game Over, yet he still lives. Perhaps the creators were contractually obligated to let him Stay Alive.

Not only that, but the Or Is It ending is also increadibly retarded. Since Hutch burned the witch's body, and thus her soul, it shouldn't matter if the game goes into syndication, even when the incantation (prayer) is read by all of the idiots before the closing credits. Whatever, though.

The credits themselves were long as Hell, and dedicated 5 seconds to every actor and major player in the movie before getting to the actual scroller. Not only that, but there was no end credit surprise, which I forced myself to stay in the hopes of there being one. A rumble noise like the one featured in the film would've been cute, but that would be giving the creators too much credit.

The game succesfully knocks off every lame Japanese horror movie and Survival Horror, even to the point of Resident Evil's text font, with the exception of it being even remotely scary. All of the little girl ghosts are just huge Ringu knockoffs, something already done to a much much better effect in F.E.A.R., which is a real game. Not only that, but the video game consultant credited in the movie is CLIFFYB, who is not only a giant heel, but also the co-creator of the Unreal series, a First Person Shooter.

I can't recommend this at all. It's not so bad to be enjoyable, and it's not good in any sense. Increadibly mediocre. It also makes gamers out to be a bunch of slack-jawed Hot Topic Poseurs with nothing better to do than be posh and play video games. We just play video games, thanks.


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Apr 1, 2006 - 11:34 PM
WAKKA WAKKA WAKKA!



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Mar 21, 2006 - 11:33 PM
Galciv 2: Why It's Important
Perhaps you haven't been keeping up, but the game Galactic Civilizations 2, developed by the self-published Stardock Inc., has become a runaway hit.

I say runaway hit, in that it isn't the least bit surprising that the game would do this well, yet it still managed to defy the expectations even of it's creators. With sales figures going 5 times Stardock's projected earnings, one begins to think that perhaps they've understaded themselves. Galactic Civilizations 2, like Fallout and Planescape before them, is an example of a dying genre. Galactic 4x games, indeed, turn-based games in general are numbering few and far between on the gaming market. With the lack of any competition (even the abysmal turnout of M003 that accompanied Stardock's Windows release of the original Galciv), and a horde of people bitter over the failure of MOO3, Galciv 2 was practically guaranteed a huge success, at the least even on the small scale in which it was developed.

Created by a handful of guys typing out lines of code with frost-bitten finger tips in the unforgiving Wisconson wilderness, Galciv 2 is a huge step forward in the Galactic 4x genre. While dropping the tactical combat of MOO2, it's taken the core elements of its Strategic aspects, focused on them, gave it a 3D facelift and a guaranteed one year series of free game updates (not to be confused with simple patches), it's a breath of fresh air for those that have craved to stomp their jack-heeled boot on the whimpering throat of the galaxy in Directx 9 compatibility.

Yet, while I could expunge on what makes the game great, it's something that should be found out for the consumer. If you've been waiting for the next Masters of Orion that's worth dropping 50 smackers on, buy this game now. For those of you that are merely interested, heed my warnings.

First and foremost, this game was designed by less than 10 guys, some of which worked remotely in foreign countries. Needless to say, without a larger publishing company to back up their enterprise, the Quality Assurance of the game is atrocious. Yes, there was an open Beta, and a closed Gamma, but when a handful of guys are responding to a flood of e-mails trying to recreate the problems for themselves, the process would become extremely long, and extremely arduous in order to get a well-polished final product. In fact, coming out of the Gamma, race bonuses for Social Production did not apply, and the Neutral-specific Neutrality Learning Centers do not appear, despite their necessary tech.

On the bright side, the Stardock team is dedicated to releasing free content and patches as they go along. In fact, I believe at this time they've released version 1.1, making it the fifth game update since it's release last month. They're increadibly receptive to user input, and a few of them constantly monitor the Galciv messageboards for bug reports and game exploits. Their customer service model is one that should be followed as an industry standard. However, despite the clearing up of the aforementioned Social Production bug, I'm still not certain they've fixed the Neutrality Learning Centers. Other graphical problems have been solved with the implementation of frame rate throttling and code fixes, but as the code is altered, new problems are practically guaranteed to spring up.

As for the actual game itself, the first problem for quite a few people will be the lack of multiplayer. The game is designed, however, to allow multiplayer should consumer demand warrant it, but judging by the response on the Galciv messageboards, that it's going to be the case, especially after the developer's stalwart defense of a single player-only experience. I myself have never used the multiplayer component in a 4x game, but I can see how it'd be so important for many concerning the usually abysmal AI. Galciv 2's AI on the other hand is often pretty crafty for a game of it's type. However, the difficulty settings are a bit confusing, and the Normal difficulty AI is too easy, while the Challenging Difficulty AI will rape you in the ass and call you its bitch. Not that it's entirely a bad thing. I recently played an epic Challenging campaign against opponents that succesfully adapted to my every move. However, that lack of a sweet middle ground hits the game hard.

It's been more than a week since I've played the game, so I may be a little hazy on all of it's problems, but that's essentially the gyst of it. Take it or leave it. I'd be happy if everybody bought it, but not everybody's going to like it.

"Yet why, Brady," you may be asking, "Why is Galciv 2 so important?" The answer to that is Digital Distribution. Yes, Valve stole all of the headlines with it's Steam component, and blood-drenched legal battle with Vivendi Universal, but before Steam was even announced, the Stardock Central program was already providing a digital distribution base for Stardock's Objective Desktop utilities, low budget games, and the original Windows Galciv.

What makes Stardock's foray so important, however, is that unlike Valve, they have no big names on the team, no stand out blockbuster hit, and no sizeable manpower base. Yet, despite that, it's because of the direct revenues they received from digital distribution, that they were able to declare themselves independant of Publishing Houses, and were in business for themselves. Yes, they still have a distribution deal for retail, and Galciv 2 has been a huge retail success (Wal-Mart's #1 PC game following the weeks of it's release), but without domineering suits overlooking their project and dumbing it down for mass appeal, they've been able to create a piece with tons of charm in a market filled with sickening dopplegangers.

Digital Distribution, is also a phenomenal way to distribute games. Yes, I still ordered the box, but being able to download the pre-load version of the game before release, and not having to mess with all of the cds was a Godsend, not to mention that the lack of copy-protection keeps the installation from leaving any nasty surprises.

Ultimately what makes Stardock's step into internet distribution so important to the industry is the phenomenal success of it. The implications this could have on the PC gaming industry are mind-boggling assuming that other developers are able to follow suit. What would the world be like if Black Isle wasn't chained to the yoke of Interplay and it's drooling French slavemaster?

All I can do, really, is wait and hope that it catches on, because otherwise all of the naysaying and pessimism rolling around the assesment of the market will become true. As for the console market, all I can say is that Microsoft better put more money behind Xbox Live.


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Mar 19, 2006 - 12:26 AM
Ergo Proxy Kinda Sucks.
Imagine Witch Hunter Robin only set in a futuristic Distopia, and without witches. Ergo Proxy in a nutshell. With characters you could never care about, and a world so morose and depressing, it's a wonder why people even get the green light for this stuff.

Ergo Proxy is a Cyberpunk show set in a futuristic domed city, which is a "Communistic," I guess, society that considers itself a Utopia, though from the perspective of the viewer, it is a Dystopia. This boring Utopia is ruled by an old man in a Hannibal Lecter mask, four talking statues, and has some departments that don't really get much screentime, and you're not even sure ever do.

There's one character, and another character, and another character. They're all very boring, and you won't care about any of them. The protagonist is some chick whose name I forget, and you know it's her because she's got tons of eyeshadow. Her partner, Iggy, is an autorave, which is bound to be a meaningless term to make you think that these things aren't just androids. Autoraves are androids. Did I give that away?

The only other character worth mentioning, is some guy named Law, and he wears a red suit and walks around with his eyes closed. He was chased by the boogeyman, and now he's being chased by the Po Po. It's not clear why he's being chased, even to himself. Which is phenomenal for the viewer. I think he's dead now. Which was great, because he was the only character who was even remotely interesting.

The boogeyman is some monster, that isn't human, or an autorave, but it can kill people easily. They're called Proxies for some reason, and I use the word "They" because there's two of them, one of which has only showed up once in three episodes. They attacked Gothy McTitties and the show revolves around them existing. WEEEEEEEEEEEEE

If it seems like I don't know what's going on, you'd be absolutely right. The plot is unveiled through increadibly vague dialogue that would make the creators of Evangelion blush. Meaning that while teenagers and virgins think it's deep and mysterious, it makes me want to reverse the continuum of space and time to a point where I could have elected not to watch this show and waste my life.

What Ergo Proxy does have going for it is great art, and character design. Unfortunately, all of the art is bleak and depressing, and all of the characters wear black. This kind of art direction works great for Cyberpunks like Blade Runner, which are feature-length, but for something that could potentially go on for 14 hours, it is BOOOORING. There is no color in this show. Everything in the world is black, silver, grey, or sand. Combine that with a soundtrack that sounds like a Boards of Canada album, and this show is boring.

I suppose the ultimate problem with the show is it's pacing. There is none. Everything blends in seamlessly with the next scene, often leaving the viewer disoriented, and unaware of the plot progression before him. Things happen that go entirely unnoticed. I mean, this show makes the death of a baby boring. Infanticide, inaffective. Nothing exciting. Again, thanks to that Boards of Canada soundtrack, which is either morose and wailing, or more often than not, isn't even playing.

Wow is this show boring. I doubt it'll even get interesting, but I'll keep up to date with it, so I can spare the rest of you non-goth emo reefer smoking urine stains the pleasure of keeping your brain active and oxygenated for a potential 14 hours.


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Mar 18, 2006 - 08:28 PM
My Grandpa Needed A Blowjob.
On the driveway. Leaves were everywhere, I had to get an extention cord for the blower.


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Mar 17, 2006 - 09:45 PM
From out of the depths!
IT RETURNS!

Return of the Chocojournal

Starring Bradylama in a Gamingforce production.

Expect me to tell you what you should watch and buy. Maybe also what I observe.

Exciting, yes?


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