Some things I've learned....
(2) "Puff" - unimportant; insignificant; unworthy of study by engineering students; waste of time
(3) It's better to keep your mouth shut and let people think you're stupid than to open it and prove them right!
(4) Blockwork people and concrete people can never work on the same site... Apparently they don't like each other....
(5) It's official; I'm fantastic!
Wednesday 31 December 2008
Top Five Worst Moments of 2008
5. Ronaldo to Madrid?
Not necessarily the idea of Ronaldo leaving, but the behaviour of Real Madrid and anyone associated with the club was very disappointing, and has severly tarnished the reputation of a great club.
4. Ahhh Lisbon
Bad enough that most people supported Sinn Fein on this one, but now we have to vote again...
3. Football and Racism
If you know me, you know what happened here....
2. Managers Getting the Sack
I think this year has quite possibly been the worst year for managers in football, off the top of my head right now, in 2008, Avram Grant, Kevin Keegan, Roy Keane, Paul Jewell, Sven Goran Eriksson, Bernard Schuster, Gary McAllister, Juande Ramos have all got the sack. And even though some of them are now back in management, the fact that they were sacked so readily in the first place is a bad sign for the future.
1. Money, Money, Money
Got no money, in this recession world. Yeah, a bit cliche making this one the number 1 but its true. Most are suffering in some way shape or form, and by "most" I'm talking about everyone. Be it jobs, finances, lifestyle, whatever, we all know its bad (and indeed it could be worse) and we all knew it was coming, except now it's here, and we have to deal with it.
Top Five Best Moments of 2008
5. Getting the grant...again
Almost thought I didn't have it this year, but the relief I felt that afternoon when it dropped in the post, knowing that I had maintained my standard from last year was just brilliant for me.
4. America is a little bit cooler again
Without a doubt the coolest American politician I've seen in my lifetime (all 20 years of it), seeing Barack Obama win the US Presidential Election is without a doubt one of the best moments of the year. The historic significance alone makes it a great thing but the fact that its Barack just makes it cooler.
3. Games, Games, Games
I don't think I've ever been able to afford the amount of games I bought this year, but the majority of them were quality through and through. MGS4, LBP, R2, Bioshock, Fallout 3, Uncharted, just all savage. That €600 for the PS3 was well worth it.
I knew the new album would be good, but not THAT good. Add in one of the best experiences in my life at Marlay Park on August 20th this year, I really can't think of anything better that happened....except for number 1 below of course....
1. Man Utd Kings of Football
Man Utd kicked anyone and everyones ass this year when it comes to trophies. Premiership, Champions League and now the World Club Cup. Nothing can be better than having infinite bragging rights....
So what's to look forward to next year??? Well, unlike my blog this time last year, I really have much to write this time round. No, serious. I'll - hopefully - get my degree and start my Masters. Loads more kickass games next year. Obama will be sworn in as President, another Lisbon referendum, probably a war in the Gaza strip, hopefully I pass the Cadet Leader exam, Megadeth's new album, the Lions Tour of South Africa and probably a whole host of other crap I just can't think of.
Here's to 2009!!
Saturday 27 December 2008
You would think you couldn't make a bad Zelda game....but Philips did, 3 in fact!
And did you ever think there would be so many games about Jesus???
Friday 19 December 2008
5 New costumes: Old Snake, Meryl, Raiden, Screaming Mantis and Gurlukovic Solider
Plus tons of new stickers (72), materials (12), decorations (10), and objects (18).
Media Molecule teamed with Konami to create 5 new Story Levels and 1 new Challenge Level for you to enjoy.
Plus:1 new background music track3 new interactive music tracks1 new Metal Gear Solid themed 'sound object'New Plasma Ball 'danger element'New Laser Sight 'gadget'New functioning Searchlight lamp - for those special 'exclamation mark' momentsand finally, the piece de resistance THE PAINTINATOR (and Paint Switch) Add to all that, there are 12 new Trophies to unlock (and if you pay attention to the story at all, we're not a big fan of Trophy Levels).Tons of new gameplay, tons of new game-changing objects, and tons of create materials all for just $5.99
Friday 12 December 2008
Resistance 2 is the sequel to 2006's best selling PS3 title Resistance: Fall of Man. R2 continues the story of Nathan Hale who is infected but resistant to the Chimeran virus. The game takes place across the United States (the last free area in the world) over 7 chapters and a prologue. It begins immediately with the last cut-scene from Fall of Man and makes a seamless transition into R2. Hale is brought to Iceland by Major Richard Blake, head of tactical ops at SRPA (Special Research Projects Agency) and from there Hale joins the Sentinels, a group of soldiers like himself who are also resistant to the Chimeran virus.
The Chimera feel as bad ass as ever and a bump up in the visual department is welcome. The inclusion of Daedalus - effectively the Chimeran leader - gives a sense of a more organised Chimeran force. While I'm disappointed to see that Angels, Widowmakers and Howlers didn't make it into this game, the challenge the Chimera put to you more than makes up for it. Resistance: Fall of Man was hard, Normal mode felt like Hard mode, and Hard mode was...well....VERY hard. That hasn't changed here, and it's one of the reasons I love the Resistance games. Even on easy mode there were times where I was genuinely challenged, and the Chimera don't make it any easier by attacking strategically in packs and exploiting your own cover when they can. Many reviews I've read have commented on there being too many "cheap deaths", and while I feel that the statement is fair to an extent (I'm looking at you - the 3 Titans in Twin Falls and your surrounded by cars that when they explode they've a 90% chance of killing you section.) this shouldn't be used an excuse for people finding the game too hard. No pussies allowed is how it is. If your going to play R2 you better be freakin' good.
If I could give it an 11 I would, a 10 hour single player, unthinkable replay-ability in online coop and competitive it's hard to imagine what else they could've put in and still only charge €50!
Wednesday 3 December 2008
What makes LittleBigPlanet special is its innovation. Not to mention top notch graphics and physics. Just because it looks simple doesn't mean the overall presentation should be, LBP is a beautifully crafted world, full of colour and animation. I can't even do it justice in my review; LBP is something you simply have to experience. I can assure you there will be laughs, smiles, tears and above all FUN. How can you not love that face???
It is a beautiful game with vibrant colours and environments and excellent fire and electricity effects. And let's not forget excellently programmed physics and material interaction.
What more could you want, platforming with simple yet entertaining puzzles and innovation the industry hasn't seen in years. And don't forget the creation tools.
Surprisingly no major technical issues and perfect frame rate throughout, jumping mechanics could be a tad better.
A MASSIVE amount for a game that doesn't know if it's little or big, potentially infinite play time and the ability to craft your own world and play online, I don't think you could have anymore.
It really is The Next Big Thing. I can't begin to imagine how HUGE the sequel is going to be... Yes, a sequel is already in the works!
Before I write a review, I try to play as much of the game as possible, for example if a game has a single player component, I will try to finish that so I have good ground to discuss. If a game also has an ample multiplayer component, I will play it to the point where I feel I have formulated a good enough opinion of my experience playing the game.
What I've found in the past is that I have been changing the categories under which the games I review are rated, such as Unlockables or Multiplayer etc. So what I am now trying to do is tie up my system to consist of basic units which can be counted for every review, and thus allow if a game doesn't come with multiplayer or specifically isn't designed with unlockables. So below is the criteria for all future reviews:
Presentation - this deals with graphics, appearance and sound. Basically it deals with all elements into which the game looks. This won't deal with my personal taste for style choices as I will leave that to the design element.
Gameplay - this scores how well the type of gameplay being presented is executed and allows for innovation in the genre. This score will not be hampered by performance issues but is subject to a FUN factor.
Story - as you may have guessed deals with the storyline if there is one, but also entails any voice acting, character design, atmosphere, setting and architecture. For example - even if the character models don't look "good" they can still be good characters to interact with, and any unimpressive visuals are accounted for in Presentation.
Design - mainly deals with framerates and game peformance and general score for the idea or style behind the game and whether I feel the developers have successfully implemented what they advertised they would do and whether or not they could have achieved more.
Content - covers anything from unlockables, trophies/achievements, length of the game, replayability, multiplayer etc, anything which can give you an idea if you've got something that's worth your money. A game won't be critiqued on all of them, for example Bioshock is 20 hours long, but has no mulitplayer and no unlockables for completing the game, but that doesn't suggest your not getting a great experience for your money.
Hopefully these changes will turn out for the better, check out the LittleBigPlanet Review above to see how it works.
Thursday 27 November 2008
AVGN: Philips Cd-i Parts 2 & 3
Resistance 2 Review
Top Ten I'm On Setanta Sports
Top Ten Theme Tunes
On the verge of meltdown.... :(
Saturday 22 November 2008
Thursday 20 November 2008
Resistance 2, the sequel to 2006's best selling PS3 game Resistance: Fall of Man finally makes it way to Europe on the 28th of November. Why it was released in the US on the 4th is beyond me, nevertheless the wait is almost over, and its time to kick some Chimeran ass again!
Resistance 2 picks up directly after the events of Fall of Man and continues the story of Nathan Hale, the sole survivor of the American led re-invasion of Britain after the Chimera invaded. Hale is resistant (hence the name of the game, clever eh?) to the Chimeran virus and much of why this is the case is set to be revealed throughout the sequel.
The sequel is set this time in the United States, as the Chimera launch a bi-coastal assault on the last free nation on the globe. What adds more to the story is that we learn - from the trailers - that Hale has only 19 hours left to live.
As well as the single player the boys at Insomniac have set about creating a 2-8 player online co-op campaign which is separate from the game's main story and up to 60 player multiplayer mayhem!
I'll be leaving the rest of the talking for the review, but for now here's a host of trailers and gameplay footage.
First Teaser Trailer:
E3 2008, Henry Stillman Trailer:
Last Hours Trailer:
Target Practice Gameplay:
Crash Landing Gameplay:
The Chimera are Here:
Oh, and they also promised BIG FUCKING BOSSES!!!!
Rise. Stand. Resist.
P.S. LittleBigPlanet Review soon....
Saturday 15 November 2008
Before I get into the nitty gritty of both it’s important to know a few things. The people who originally made Guitar Hero are now the people making Rockband, and the crowd now making Guitar Hero are better known for making the Tony Hawk games. The latest installments include the full kit – guitar (with solo buttons), drums and mic. These were all standard in the original Rockband and are now included in Guitar Hero for the first time.
So down to the facts. As it currently stands, Rockband 2 sits with an average metascore of 92/100 compared to Guitar Hero’s 85/100. After watching and reading several reviews it is undoubtedly clear that the latest Rockband is the “better made” game. From what I’ve ascertained you can import songs from the original Rockband into its successor but this feature is not available on World Tour because of the new instruments included – which were standard in the original Rockband. It’s unfortunately very limiting, considering that Guitar Hero has had more games and the current iteration doesn’t support them.
However, Guitar Hero includes a feature to make your own songs – albeit highly complicated – which once people get to grips with will undoubtedly result in some great tracks to play, and techincally an infinite number of tracks so long as people continue to support the user created content. Also in Guitar Hero’s favour is the release of Guitar Hero: Metallica in February-March ’09. Naturally this release holds a special place for me and would be another reason to favour the Guitar Hero brand.
Having said that though, the team behind Rockband are the most experienced at this type of game and more likely to improve the brand with each new release. Also in Rockband’s favour is the option to make it impossible to fail a song, a VERY useful feature for the musically challenged such as myself – I are n00b.
So what should I do??
Apologies for delay, just very busy.
Saturday 8 November 2008
I can't believe it's been so long since my last GMG blog. Perhaps I'm mellowing out? Or am simply ignoring things that annoy me? Or is just that I wasn't arsed to type about anything up till now cos I'm a lazy bastard????? I'll let you figure it out...
Regardless - Issue 17 is here NOW!
Is Student Unions, or more correctly how they work. Don't get me wrong now before I start, I understand the benefits SU's have such as book shops, normal shops, exam help services, study services, counselling, health screening etc. but I'm not working up a sweat over those things. It's the other things....
It has been my experience of SU's, and from the people I've spoken to prior to writing this, that in general SU's seem to think they are more important than they really are, specifically when as a naive first year you may be confused into believing that the SU actually run the college. The best example that comes to mind is the elections, which are easily the most farcical (sp?) display I have ever come across. In my three years now there has been no difference in the manner things are run under the SU. The candidates would lead you believe that they are making a difference, as though they are somehow going to change the world. In fact, they change nothing. All they do is occupy a space, carrying out their respective duties, but they change nothing!! Obviously I have a somewhat biased opinion on this matter, given that I'm an Engineering student and the general consensus is that we (Eng Students) have no time for SU stuff (and by that I mean dedicating time to volunteer to work for them).
Don't confuse what I'm saying with societies, where they generally do change with administration changes. I just can't help but feel that the SU (in general, across all 3rd level institutes) is there simply because it can be there, not because it needs to be there. In my three years here I cannot recount one occasion where I "needed" the SU.
Perhaps the most evident example of how little I care for the SU comes in the shape of the "Coke Ban" - and is in fact the reason I'm writing this blog. No, not "coke" as in cocaine, I'm talking about Coca-Cola. It was my understanding upon going to UCD that Coke was banned outright, little was to know that it is in fact only banned in SU shops, and is widely available in vending machines and other shops across campus. The Coke ban is perhaps the most in-effective thing I have ever seen and the recent "scandal" (parenthesis used for good reason) of Coke being sold in a SU shop has only illustrated how sad the whole thing is. This was such an important item that it made the FRONT PAGE (complete with picture) of the Observer. Furthermore, the President said he was "really shocked" upon hearing the news. What had actually happened was a vending machine attendant was filling the machine, had a few cans left over and offered the staff the cans (FOR FREE) to be sold in the shop!!! I mean how sad can people get to feel offended by this. The majority of the UCD campus doesn't even know why Coke is banned in the first place, and if it's "banned" why can we buy it in the other shops. What a fuckin' joke!
The Coke story in the paper summed up and confirmed just how much of a joke the SU are. I can't take them seriously for anything, do they really think they are making a difference? I also highly disapprove of the SU organisation of protests at practically anything and everything that goes on around campus or in Dublin. If it's not about some politician it's about some former porn-star talking to a society about his/her experiences or some other stuff like that. This falls right back into my GMG about protesting, and it makes me wonder do these people have anything better to do with their time??? I have absolutely no problem with protesting for a just cause, and I certainly don't disapprove of a demonstration regarding fees, but if I cared enough I would go of my own free will, not under the influence of emails and texts sent to me or reminded of in person by speakers that it was on and that we should all go!
The fact that so few people voted over the last 3 years in the elections, and that the majority of those who voted were first years further illustrates just how little the student body cares about how the SU is run, and hence it's existence. I'm not saying it should be eradicated, no, that would take away the good things they do, but I do think they should have a serious reality check, and realise that no one cares. The SU are rarely - if ever - going to change how the college works. The college administration run things, not the SU, and they need to realise this - as do young and naive first year students.
If they didn't act like they were running the world and they are the ultimate source of everything just and righteous things would be fine, but they do. If people have a problem with "Shell to Sea" or whatever let them worry about it in their own time, not sending out emails or posters advising us to storm Dail Eireann and piss people off. It should be illustrated that SU's do not speak for all students.
Having now completed the game once, I can certainly say yes, it does. Even though the game may be a year old, it’s still as good as (and indeed better than) most of 2008’s big games. Bioshock is set in the fictional underwater city of Rapture (deep in the Mid-Atlantic), created by the sole imagination of it’s grand architect, Andrew Ryan. You’re character, Jack, survives a plane crash and enters a mysterious lighthouse which transports him down to the city via a Bathysphere (the main mode of transport across the city). Upon reaching the city you are greeted by Atlas via radio, who acts as your guide for the game. It is apparent almost immediately that something is severly wrong with Rapture, with its inhabitants boosting up on Plasmids and ransacking the city clean. Not only that but it seems as though the city itself is falling apart. The game’s approximately 20 hour experience takes you around several key areas such as a Medical Pavilion, an Oxygen forest, the Central Core and a shopping district to name but a few.
Each level is perfect in design. It’s clear the designers put a lot of thought into both the architecture and planning of each zone, creating an incredible atmosphere, making you feel like you are truly exploring a new world, though still making it feel familiar with the 1960’s art style. The atmosphere is consistent throughout, enhancing the experience on the whole. The audio diaries which you can pick give you a taste of the events leading up to whatever it is that happened to Rapture, and answers several questions you may have been asking yourself as you progress through the story.
While the game ultimately forces you down a particular route in the grand scheme of things, the areas are so massive that you will spend a lot of time exploring, especially if you want to find all the radio diaries, plasmids and gene tonics. What’s more, you’re free to return to these areas if you wish later on. This non-linear design keeps the gameplay interesting, which can be a problem in some first person shooters. Fortunately Bioshock manages to keep the first person shooter experience interesting from start to finish by the use of plasmids, gene tonics, weapon upgrades and enemies.
Plasmids are special abilities that rewrite your DNA, and thus allow you to unleash spectacular powers like shocking someone with a bolt of electricity, freezing them where they stand with a blast of ice or even swarm them with a horde of bees. The variety of these plasmids allows for different playstyles, and given that you can equip a maximum of 6 at a time means that no two players will use the same plasmids for the whole game. In addition to these are the gene tonics, which enhance your abilities, such as being able to resist fire based attacks, or allow you to turn invisible when standing still. With 3 gene tonic tracks – Physical, Engineering and Combat – and 6 slots in each, the game allows a whole host of different combinations, further dispersing the likelihood that any two people will progress through the game in the same manner.
Throughout the game you will encounter a variety of enemies, including automated turrets and security bots as well as Raptures inhabitants which could be anything from the ranged combat Lead Splicers to the vanishing teleporting Houdini Splicers. Naturally when you enter an area it will be populated, but just because you killed them first time round doesn’t mean the room will be empty should you return. Rapture is a living city, and the movement of its inhabitants keeps you on your toes, and ensures that moving through any one particular area is neither uneventful or labourious, regardless of the amount of times you pass though it.
The game does help you on the way to taking down your enemies. During the progress of the game, you receive a research camera, which you use to take photos of your enemies. A little bar at the bottom of the photo indicates how far along your research is. The quality of the photo determines how much the bar moves, and of course there are a bonuses and penalities which will either add or subtract from the score your photo receives. Researching your enemies grants you damage bonuses when attacking them or may even unlock gene tonics which are specific to that class of enemy.
There really is a lot to Bioshock to fully experience the game. The story, the atmosphere and gameplay is so fantastic; it’s hard to imagine how its sequel could do any better. With the addition of Playstation 3 exclusive downloadable content coming in November and the inclusion of Trophies to the mix, you will certainly have more than one reason to keep making that fateful trip to 400 fathoms below.
One you don't want to miss!
Friday 7 November 2008
Saturday 18 October 2008
Now playing Bioshock on PS3. Oh yeah....
SWTFU follows the story of Darth Vader’s secret apprentice – Starkiller – during the period of time between Episodes III and IV. The story is without a doubt one of the games strongest assets, which fits well into the canon – if stretching it just a little – but still leaving the player with a satisfying finale and a worthy respect for the games protagonist. Starkiller’s journey fits across 9 stages, from Felcuia to Bespin and even the under construction Death Star. As with all Star Wars games nowadays you are faced with the standard “Light or Dark” choice close to the games end. The twists seem believable and the actions of the cast feel real, certainly showing that there is some originality left in the Star Wars name.
The levels themselves are quite enjoyable in my opinion. The are quite long and expansive though they do force you down one specific direction. The design is fantastic in some places and lacking in others. That’s not to imply that the levels get worse as you go on, it’s just that some areas feel like they had more thought put into them than others. For example moving through the Sarlaac on Felucia is certainly interesting, whereas the Bespin seems rather bland and ultimately uninspired, with no memorable moments.
The game does have its moments though. My best memory is the segment where you have to pull a Star Destroyer out of the sky using the force. The boss fights are ok aswell, though they can feel very straightforward (but not repetitive if you know what I mean). The problem with the boss fights is that when you reduce your opponent to a low health, you then trigger a quick-time event, which will continue to loop even if you get wrong, meaning there’s no consequence to hitting the right button. The actual action that occurs during a quicktime event is quite impressive, and is definitely the most entertaining part to watch in a boss fight. Having said all that the boss fights are real battles of the force, with the challenge only becoming more of a battle as you raise your difficulty level.
Using the Force is fun, I mean come on, who doesn’t like picking up a helpless stormtrooper and fling him miles into the sky. Or how about leaping in the air, raining sith lightning down on the people below. The combination of using the force with your close combat attacks works well, with a good variety of combos. Coupled with the variations of force powers using the Force has never been so much fun. Going with the new manipulation of the force was the much hyped molecular matter programming, which was designed to make materials react realistically to the conditions, for example wood splintering where its cut, or metal bending according to the reactions its put under as opposed to the game being pre-programmed to respond in a certain way. This technology was very evident in the Prologue but didn’t seem to feature as much as I thought it would as the game progressed. It’s quite possible that the tech was simply too expensive to impliment into the whole game. The only times the tech is seen is when you really have to use it (like bending metal panels so you can jump on them or force pushing your way through a door). The levels are a physics fun house, but just not as much as we intitially expected.
Naturally giving you all this power would make killing stormtroopers and co a little easy, but the game appropriately confronts you with enemies that have means to at least temporarily resist the force or are simply to large for a force push to knock them over. These enemies require you to change tactics, meaning you don’t need to resolve to the same old combos for success. Further incentive to vary the combos is that you’re rewarded for style. You get more points the better style you use. When you achieve a certain number of points you level up, allowing you to upgrade force powers, combos etc. You can also pick up upgrades in the form of Jedi Holocrons, aswell as new lightsaber colours, crystals and robes. The main problem here is that when you obtain new upgrades you have to open a menu to carry them out. And there’s a bleedin’ load screen in between!! This seems totally unneccesary and evidence of shoddy design. The game isn’t without its glitches either. I’ve gotten stuck on terrain, or was half floating of the ground during an in-game cutscene and there is sound clipping left right and centre. Boss fights can be a pain in this repect aswell, as during the first fight he stood protected by a force shield indefinitely, not letting me land any blows or nothing.
If you’re a Star Wars fan, certainly give this game a look. The story is interesting enough to at least give it one playthrough, and collect holocrons adds a little replay value. The lack of Trophy support is pretty inexcusable, especially considering the PS3 was the lead platform.
Ultimately though, Star Wars: The Force Unleashed is a good experience, which just about gets by even with all its technical glitches. It’s hard to shake of the feeling that Lucasarts have put out such an unpolished game, but they know it’ll sell…because it’s Star Wars.
Monday 13 October 2008
Pirates & Ninjas:
With more likely to be announced such as Nathan Drake from Uncharted and Nathan Hale from Resistance: Fall of Man and Resistance 2.
Grinds My Gears returns soon!!!!
Friday 3 October 2008
So what is Bioshock???
Bioshock is a shooter, though by no means is it a regular run of the mill shooter. I'm not going to talk too much about why it's different - I'll be saving that for the review. What I can say though is Bioshock stretches the boundaries of freedom of play in a game. The fictional city of Rapture was designed with open world freedom in mind, thus eliminating the fatal flaw of modern shooters where it's all running and gunning down corridors. What's also special about Bioshock is the plasmids, which are special powers that can shock people, set them on fire, lift them up and throw them and so on. The combination of using different plasmids in different situations coupled with the various weapons and customisations means that no two players will experience the game identically.
After downloading the 1.8GB demo from the PS Store and playing through it I can certainly say I'm quite impressed. The visuals are great, the atmosphere is astounding and above all it's fun. The details on everything will come in the review but here is the breakdown of the demo:
The demo begins with you (Jack) sitting in the seat of a plane smoking a cigarette looking at a picture of what I assume is himself and his parents. (This is the 1960's remember). Suddenly, the plane crashes and the screen is mirky from the water, a handbag sinks past your eyes and as you scramble upwards you can see the carnage around you. A wall of fire surrounds the area and directs you towards a lighthouse. Inside is dark and as you go inside the door shuts.
You are then directed to a capsule which leads you down to the city of Rapture, built entirely underwater. A presentation is shown on the way down, telling you about Rapture and why it was built. As your sphere emerges up into the "Welcome Area" (I guess) you are momentarily trapped in the sphere with a splicer (one of the enemies) trying to attack you. It's here you're brought in contact with Atlas, who communicates with you via a radio. He guides you out of the area and towards you're first plasmid "Electro Bolt". As you inject yourself, your hands begin to shake, with bolts of electricity crawling up your vains and arching from one hand to the next, your vision blurs and you fall over the railing to the floor below.
Here, in a sort of dazed state, you see some other splicers who examine your body and are then introduced to the eerie Little Sisters and Big Daddies (more next paragraph). As you awake and leave the room is suddenly very apparent that something is very wrong with Rapture. When you enter the "Kashmir Restaurant" you can see a huge sign saying "Happy New Year 1959" and can hear a couple arguing on the floor below, something about who owns the "Adam" - more on Adam in the final review. Killing the man out front prompts the wife to come out to see why he's not talking. You can also pick up and audio diary from a woman celebrating New Years when there is possibly some sort of explosion. The woman has clearly had too much too drink, prompting "Wait - I'm bleeding...." before the message ends.
Leaving this area you are then properly introduced to the Little Sisters. These little girls - if you could call them that - have some kind of ability which lets them harvest the DNA of the dead. Shortly after entering this room the Sister is attacked by a splicer, wanting to steal her Adam. Here, the Big Daddy comes crashing through, killing the splicer mercilessly. The Big Daddies protect the Sisters, so if you want their Adam you have to kill the Daddy first.
The demo ends with the lockdown confrontation before you enter the Medical Pavillion. The encounter lets you practice with the two plasmids available - Electro Bolt and Incinerate - and the three weapons you pick up - the Wrench, the Revolver and the Machine Gun. The closing part of this piece has you trapped in a room where Andrew Ryan - the creator of Rapture - tries to have you killed - or at least that what it seems like to me anyway.
So there you have the preview, Bioshock is currently set for release in Europe for October 17th, so the final review will be some time after that. Until then, here's a few gameplay videos from the PS3 version of the final product:
Wednesday 1 October 2008
As I mentioned above, right now Dubai and (to be more general) the Middle-East, is the capital of modern 21st century Engineering. Given the buildings currently under construction, as well as countless projects that I haven't even mentioned, and all the other projects in the design phase, Dubai will most certainly be the home of the skies for decades to come.
In past centuries, engineering - and indeed architecture - has left the marks which shaped those time periods in the history books. After the 20th century was scarred by conflict and war, the outlook for the 21st is promising, especially with so many things being built for people to leave their mark on the planet, showing prosperity and a desire to achieve greater and greater things, further bridging the gap between the impossible and our imaginations...