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    <title><![CDATA[[GameRatty] tag: stops]]></title>
    <link>http://gameratty.com/tag/stops</link>
    <description></description>
    <pubDate>Wed, 05 Nov 2008 17:16:07 +0000</pubDate>
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      <title><![CDATA[Need for Speed: Undercover PC]]></title>
      <link>http://gameratty.com/article/1554ae6425126435e0c686b0d0359660</link>
      <guid>http://gameratty.com/article/1554ae6425126435e0c686b0d0359660</guid>
      <description><![CDATA[My heart is broken, but I have to do this. The world needs to know the truth about Need for Speed: Undercover, and thats what I am going to give you - the truth, the whole truth, and nothing but the...]]></description>
      <content:encoded><![CDATA[<p>My heart is broken, but I have to do this. The world needs to know the truth about Need for Speed: Undercover, and that&#8217;s what I am going to give you - the truth, the whole truth, and nothing but the truth, but first of all, let&#8217;s take a look into my <a href="http://en.wikipedia.org/wiki/Need_for_speed">Need for Speed</a>-related past, shall we?</p>
<p><center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercoverbox.jpg"><img class="aligncenter size-full wp-image-3048" title="Need for Speed: Undercover DVD Front" src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercoverbox.jpg" alt="" width="399" height="557" /></a></center><br />
When I saw the original <strong>Need for Speed</strong>, around 1995-1996, if I recall it well, I was simply stunned. It was love at first sight, and despite the fact <strong>Need for Speed II</strong> got away from the impressive realism of the first game in the series, I spent countless hours playing split screen matches with a friend of mine.</p>
<p>Although Need for Speed III and IV, subtitled <strong><em>Hot Pursuit</em></strong> and <strong><em>High Stakes</em></strong>, came with various new things, the big step - and the apex reached by the Need for Speed franchise was <a href="http://www.mobygames.com/game/need-for-speed-porsche-unleashed"><strong>Need for Speed: Porsche Unleashed</strong></a>, released almost a decade ago, in 2000. Since this is not today&#8217;s topic, I will only say this: I loved it from first second, I love it, and I will always love that game!</p>
<p>Next, came along the beginning of the end - <strong>Need for Speed: Hot Pursuit 2</strong>, saved by the presence of a BMW in the car list(I loved that car). After that, the tuning madness started with <strong>Need for Speed: Underground</strong>, and old fans started to wait. The wait for a real Need for Speed game, and we&#8217;re still waiting now, in 2008, after 12 games in the series, including Need for Speed: Undercover&#8230;</p>
<p>..but let&#8217;s leave the past where it belongs now, and move on to what you&#8217;ve been waiting for, the one and only PlayerzBlog&#8230;</p>
<p><strong>Need for Speed: Undercover PC Review</strong></p>
<p>Just look at this - Need for Speed: Undercover is available for an amazing range of platforms, probably more than the cars available in the first Need for Speed game: <strong><em>PlayStation 2, PlayStation 3, Xbox 360, Nintendo DS, Wii, Microsoft Windows, PlayStation Portable, iPod Touch, iPhone, N-Gage 2.0</em></strong>! Anyway, that doesn&#8217;t necessarily make it better, it only gives it better chances to be purchased and played by more people, and that&#8217;s all. These being said, let&#8217;s check the plot, graphics, gameplay, and the amazing things I discovered in the time I spent with this game&#8230;</p>
<p><strong>Need for Speed: Undercover - The Plot</strong></p>
<p>Some people enjoyed ProStreet simply because that game didn&#8217;t have any silly plot, but this time things have changed - you&#8217;re UNDERCOVER! Yeah, right, just think about this - you&#8217;re a cop, and you have to infiltrate the street racing gangs in Tri-City, but once you&#8217;re inside the first gang&#8230;you have to &#8220;take out&#8221; your team mates, because &#8220;you don&#8217;t have to raise suspicions.&#8221; I don&#8217;t know exactly where did they see this, but I missed that movie where the cop infiltrates a gang and starts killing all members, just to avoid being uncovered!<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_01.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_01-300x240.jpg" alt="" title="Maggie Q" width="300" height="240" class="aligncenter size-medium wp-image-3058" /></a></center><br />
Anyway, if you think the above sucks, think once again - did you see &#8220;<a href="http://www.imdb.com/title/tt0293662/">The Transporter</a>?&#8221; Watch it if you have the chance, it&#8217;s a great action movie, and I am sure those into Need for Speed: Undercover also saw it, since you will end up facing some missions from a mysterious customer, asking you to deliver some packages here and there.</p>
<p>OK, &#8220;The Transporter&#8221; is one thing, but what about &#8220;<a href="http://www.imdb.com/title/tt0187078/">Gone in Sixty Seconds</a>?&#8221; Yeah, I know, the blonde Angelina Jolie is totally smokin&#8217; in there, but think about the plot of that movie, and the part of the game here where you have to steal &#8220;six cars within 48 hours.&#8221; Expensive exotics, of course. Nothing in common, right? Suuuuure&#8230;<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_02.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_02-300x240.jpg" alt="" title="Need for Speed: Undercover cutscene" width="300" height="240" class="aligncenter size-medium wp-image-3059" /></a></center><br />
The people involved in those useless movie scenes intended to keep you connected to the &#8220;story&#8221; include international movie star Maggie Q, as detective Chase Linh, your hot high heels contact, American television actor David Rees Snell(the big, bad wolf) and Christina Milian, as Carmen Mendez, a hot chick that you get to race a few times and even save her from the bad guys.<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_03.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_plot_03-300x240.jpg" alt="" title="Christina Milian as Carmen Mendez" width="300" height="240" class="aligncenter size-medium wp-image-3060" /></a></center><br />
All in all, the plot and those cutscenes are nothing more but money and time diverted from things that really matter, like graphics and gameplay, as we&#8217;re going to see right away&#8230;</p>
<p><strong>Need for Speed: Undercover - The Graphics</strong></p>
<p>&#8220;<em>Look, mom, I discovered a new Pixel Shader function, it&#8217;s called Blurrrrr!</em>,&#8221; said the little programmer, and its poor drawings, once animated, started to look better&#8230; that&#8217;s exactly what happens in Need for Speed: Undercover.<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_01.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_01-300x240.jpg" alt="" title="needforspeedundercover_car_01" width="300" height="240" class="aligncenter size-medium wp-image-3049" /></a></center><br />
The environment lacks detail, colors lack any trace of life, and cars are EXTREMELY UGLY, as you can see in the screenshots around here - those in ProStreet were done much better, and I am not the only one to say this. After enabling 6X AA, the cars still have jagged edges, which is absolutely incredible!<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_02.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_02-300x240.jpg" alt="" title="needforspeedundercover_car_02" width="300" height="240" class="aligncenter size-medium wp-image-3050" /></a></center><br />
Since I ran the game using an older Radeon X1950 Pro video card, I could say that performance was decent, although I was amazed to find that, after enabling antialiasing and anisotropic filtering, my framerate increased. Well, that&#8217;s not the only unbelievable part of Need for Speed: Undercover, but we&#8217;ll talk about unbelievable stuff in the game a bit later&#8230;<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_04.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_04-300x240.jpg" alt="" title="needforspeedundercover_car_04" width="300" height="240" class="aligncenter size-medium wp-image-3052" /></a></center><br />
For now, just let me conclude that the graphics are outdated and ugly. <strong>Need for Speed: Hot Pursuit 2</strong> looked better, honestly! I think &#8220;disaster&#8221; is best word to describe Undercover&#8217;s graphics, but wait and see what&#8217;s next&#8230;</p>
<p><strong>Need for Speed: Undercover - The Gameplay</strong></p>
<p>In Undercover, you start off with a highway chase, and once you evade the cops, a boring introductory cutscene tries to tell you more about what&#8217;s going to happen. In fact, it tells nothing, because you&#8217;ll basically play around a lot of races in the different game modes available, and sometimes receive &#8220;special missions,&#8221; most of them without any introductory cutscene.<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_05.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_05-300x240.jpg" alt="" title="needforspeedundercover_car_05" width="300" height="240" class="aligncenter size-medium wp-image-3053" /></a></center><br />
When talking about game modes, it&#8217;s not my pleasure to tell you that the <strong>Drift</strong> and <strong>Drag</strong> races are gone, leaving us only with <strong>Circuit, Sprint, Highway Battle</strong>(similar to &#8220;Canyon Duel&#8221; from Need for Speed: Carbon, only that this time you&#8217;re on a highway with heavy traffic), <strong>Cost to State</strong> and <strong>Evade</strong>, two modes where you should do some damage and evade cops, or simply evade.<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_06.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_06-300x240.jpg" alt="" title="needforspeedundercover_car_06" width="300" height="240" class="aligncenter size-medium wp-image-3054" /></a></center><br />
Last part worth being mentioned when talking about gameplay is that your driver gains levels, these levels giving you various (random) skill bonuses, and unlocking new cars and parts. Basically, you get to play a lot of repetitive races, and it all gets boring pretty quick, if you&#8217;re not into wasting time tuning your car and posting photos online&#8230; but let&#8217;s get to the really amazing parts of the game - you&#8217;ll love them, but fiiirst&#8230;<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_07.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_07-300x240.jpg" alt="" title="needforspeedundercover_car_07" width="300" height="240" class="aligncenter size-medium wp-image-3055" /></a></center><br />
&#8230;here&#8217;s what PC gamers who will dare to buy and play Need for Speed: Undercover are losing: <strong>Criminal Scramble</strong> (Nintendo DS and PlayStation Portable only) and <strong>Chase Down</strong> (PlayStation Portable only) are two game modes not available<br />
for PC users, allowing you to play as the cop, chase and bust criminals.</p>
<p><strong>Need for Speed: Undercover - The Incredible Stories</strong></p>
<p>I could have named this section &#8220;bugs,&#8221; &#8220;lamest parts of a silly game,&#8221; or something similar, but let&#8217;s leave it this way. If I could rename this game, I would call it <em>Need for Speed: Unreal</em>, and here&#8217;s why&#8230;<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_tuning_01.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_tuning_01-300x240.jpg" alt="" title="needforspeedundercover_tuning_01" width="300" height="240" class="aligncenter size-medium wp-image-3061" /></a></center><br />
First story - I just stole a Bugatti Veyron - the fastest production car on Earth, as we know it. The cops are somewhere behind me, and I am cruising on the highway at 361km/h. Officially, this car could go faster, but in the game, it stops here. So far, so good, but hear this - suddenly, two police SUVs overtake me with over 400km/h, and since they were a few hundred meters behind only second ago&#8230;probably some F-16 plane was pushing them, I have no idea!<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_09.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_09-300x240.jpg" alt="" title="needforspeedundercover_car_09" width="300" height="240" class="aligncenter size-medium wp-image-3057" /></a></center><br />
Second incredible story, although it happened more than once. I am cruisin&#8217;, and suddenly I see a car being lifted a few meters in the air, and thrown away. Once, it happened with a bus! Poltergeist?!?</p>
<p>Needless to say, damage is as &#8220;realistic&#8221; as usual - after losing my wing, the car still remains in control at over 300 km/h, and once you see your Porsche taking 90 degrees turns at 250 km/h, there&#8217;s only one thing remaining for you to do, but I&#8217;ll keep that on hold for now.<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_tuning_02.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_tuning_02-300x240.jpg" alt="" title="needforspeedundercover_tuning_02" width="300" height="240" class="aligncenter size-medium wp-image-3062" /></a></center><br />
One more, then I&#8217;ll go&#8230; what about being busted? I know, it&#8217;s not a pleasant situation, but take a closer look at the whole scene. Did you get it? OK, let me tell you about it&#8230;<br />
<center><a href="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_08.jpg"><img src="http://www.playerzblog.com/wp-content/uploads/2008/11/needforspeedundercover_car_08-300x240.jpg" alt="" title="needforspeedundercover_car_08" width="300" height="240" class="aligncenter size-medium wp-image-3056" /></a></center><br />
I am being chased by the cops. It all happens on the highway. I manage to go through a few Pursuit Breakers and take down some of them, but they finally get me. On the highway, in the sun. Then, I get a CGI cutscene, with troopers jumping on me&#8230;in a parking lot! And when you think this happens in the 12th installment of a notorious racing game, all you want to do is draw&#8230;</p>
<p><strong>Need for Speed: Undercover - The Conclusion</strong></p>
<p>I guess someone will be glad to receive my copy of the game as a gift. Unfortunately, my hamster can&#8217;t use a computer. Hmmm&#8230;and I think he would also find his wheel more interesting than EA&#8217;s disaster&#8230; ehem, &#8220;game.&#8221;</p>
<p>If I had to award some scores, here&#8217;s what I would gladly award to Need for Speed: Undercover these -</p>
<p><strong>Story:</strong> 0/10<br />
<strong>Graphics:</strong> 2/10<br />
<strong>Sound:</strong> 4/10<br />
<strong>Gameplay:</strong> 2/10<br />
<strong>Originality:</strong> 0/10<br />
<strong>Tilt Factor:</strong> 5/10<br />
<strong>Overall:</strong> 2/10</p>
<p>The soundtrack, pretty good, as usual, the wide range of cars and parts, as well as those BMWs I really enjoyed seeing included can&#8217;t save Need for Speed: Undercover from being nothing more than an abysmal title. I am sure that its name will help it sell too many copies once again, when compared to the fun provided for your money, but let&#8217;s hope this will happen for the last time.</p>
<p>Not even Jesus can save Need for Speed: Undercover, and the only thing remaining to be done I mentioned a bit earlier is this - go to Control Panel, enter Add/Remove Programs, and uninstall it. Take the DVD carefully, order some gift packaging, and send it to your worst enemy&#8230; but don&#8217;t forget to drop a comment below and share with the rest of us your opinion about this so-called &#8220;game.&#8221;</p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 19:17:20 +0000</pubDate>
      <category domain="http://gameratty.com/tag/speed">speed</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/silly game">silly game</category>
      <category domain="http://gameratty.com/tag/game modes">game modes</category>
      <category domain="http://gameratty.com/tag/speed game">speed game</category>
      <category domain="http://gameratty.com/tag/undercover">undercover</category>
      <category domain="http://gameratty.com/tag/speed iii">speed iii</category>
      <category domain="http://gameratty.com/tag/speed franchise">speed franchise</category>
      <category domain="http://gameratty.com/tag/highway">highway</category>
      <source url="http://www.playerzblog.com/need-for-speed-undercover-pc.html">Need for Speed: Undercover PC</source>
    </item>
    <item>
      <title><![CDATA[Column: 'The Interactive Palette' - Grim Fandango and Diegesis]]></title>
      <link>http://gameratty.com/article/72673a3f15fc00a4af4b553303bb536c</link>
      <guid>http://gameratty.com/article/72673a3f15fc00a4af4b553303bb536c</guid>
      <description><![CDATA[The Interactive Palette' is a biweekly GameSetWatch-exclusive column by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game...]]></description>
      <content:encoded><![CDATA[<p><img alt="Manny Calavera with scythe" src="http://www.gamesetwatch.com/gswgrim1.jpg"  hspace="5" align="left"/><em>['The Interactive Palette' is <a href="http://www.gamesetwatch.com/column_the_interactive_palette/">a biweekly GameSetWatch-exclusive column</a> by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game as an example. This time - a look at diegesis in Grim Fandango.]</em></p>

<p>In video games, there is a division between the world inhabited by the game's characters and the representation of that world to the player.  The game environment, world objects, and most sound effects and dialogue exist in the game world; that is, they can be perceived by characters.  Other elements, such as most background music, loading screens, and subtitles, exist outside of the game world.  They are part of the narration of the game, and help to provide the player with information or emotion that is not necessarily apparent to the characters of the game.</p>

<p>The film world calls this concept "diegesis."  This is most easily explained in relation to music.  If a film's music comes from a source inside the world of the film, like <i>Casablanca</i>'s piano-playing Sam, it is said to be <em>diegetic</em>.  </p>

<p>The dramatic music  that plays over a James Bond action scene, however, cannot be heard by Bond; it is <em>non-diegetic</em>.  Video game music can be looked at in the same way; <i>Super Mario Bros.</i>'s earworm background music is decidedly non-diegetic, but when the player comes across a radio in <i>Portal</i> playing a Latin version of "Still Alive," that music is diegetic.  The player character Chell can hear it just like the player can.</p>

<p>The concept of diegesis applies to more than just music, of course.HUD elements can be non-diegetic or, as in <i>Metroid Prime</i> or <i>Star Wars: Republic Commando</i>, incorporated into the player character's helmet and therefore diegetic.  <i>Metroid Prime</i>, in fact, plays with diegesis via the game's very interface.  By using the X-Ray Visor, it becomes clear that while the player selects Samus's weapons with the C Stick, Samus herself chooses weapons by moving her fingers into various positions.</p>

<p>One work that pays particular attention to the concept of diegesis is LucasArts's 1998 game <i>Grim Fandango</i>.  The game creates a very cinematic atmosphere by dispensing with many non-diegetic elements.  Playing the game feels very much like watching a film noir piece due in part to this decision.  By looking at how <i>Grim Fandango</i> handles diegesis, we can see how this concept can be used in video games.</p><p><img alt="Inventory screen with pack of cards" src="http://www.gamesetwatch.com/gswgrim2.jpg"  hspace="5" align="right"/><b><u>With Bony Hands I Hold My Partner; on Soulless Feet We Cross the Floor</u></b></p>

<p><i>Grim Fandango</i> is the successor to a long line of adventure games put out by LucasArts.  All of the company's previous titles use the SCUMM engine, where the player controls the game with a mouse cursor, choosing verbs for the player character from a list or a "verb coin."  Clicking on the ground moves the character, and the character's inventory of held items either occupies a portion of the screen or is visible via a secondary screen.</p>

<p><i>Grim Fandango</i>, however, is based on a new engine.  The GrimE engine, as used in this game, has no visible verb list, no mouse cursor, no inventory screen, and no hover text for world objects.  Instead of clicking to move the main character, Manny Calavera, the player steers him with the keyboard.  Interactive objects are indicated by Manny turning his head to look at them as he moves.  The non-diegetic inventory screen is replaced by a close-up view of Manny's jacket, where he takes out various objects as the player flips through his collection, putting each item away before taking out the next.</p>

<p>This design decision has clear advantages.  The lack of non-diegetic screen elements encourages player immersion by making the game world seem less artificial, and the inventory system does a similar thing by ensuring that every player action, even that of searching through the inventory, represents an action taken by Manny.  Additionally, the gameplay looks more cinematic, which reinforces the game's connection to its film noir inspirations.  The game almost feels like playing a CGI noir film.</p>

<p>However, the diegetic elements have their downsides.  The movement system is often more awkward than the simple click-to-move approach, and Manny's gaze is a less useful indicator when he is near multiple interactive objects.  </p>

<p>The one-item-at-a-time inventory system creates the most problems; at some points in the game, Manny is carrying a large number of things, and scrolling through them all can be annoying, with the amount of time it takes for Manny to remove each item from his jacket and describe what it is.</p>

<p><img alt="Manny at piano with Glottis" src="http://www.gamesetwatch.com/gswgrim3.jpg"  hspace="5" align="left"/><b><u>The Music Stops as if to Answer an Empty Knocking at the Door</u></b></p>

<p>There are still several non-diegetic elements left in the game.  The conversation system is a notable exception to the immersive interface.  When Manny speaks to someone, <i>Grim Fandango</i> presents a rather standard conversation tree interface, with visible options that the player can scroll through and pick from.  It's understandable why the developers made this choice.  </p>

<p>A diegetic alternative could be created, maybe letting Manny think about various topics in his head and mumble the options to himself, but this would probably be even more awkward than the inventory system... and would make Manny's character much more tongue-tied and socially awkward.</p>

<p>The other major non-diegetic element is the music.  Most of <i>Grim Fandango</i>'s music is non-diegetic; generally, the wide array of jazzy tunes don't come from an in-game source.  This is in keeping with the cinematic feel of the game.  While the music seems to work against the player's suspension of disbelief, it does support the illusion of the game as film.  This is an aspect that would have been easy to make diegetic; there are ample opportunities in the world of the game for diegetic music.  However, the developers' choice to make the music non-diegetic doesn't weaken the game.</p>

<p><img alt="Manny and Meche" src="http://www.gamesetwatch.com/gswgrim4.jpg"  hspace="5" align="right"/><b><u>But Now We Dance This Grim Fandango and Will Four Years Before We Rest</b></u></p>

<p>Diegesis is fundamentally a method of bringing the player closer to the game.  Every non-diegetic element, whether it's a mouse cursor or a soundtrack, serves to reinforce the "fourth wall" between the player and the game world.  By removing non-diegetic elements, the developer can make it easier for the player to lose herself in the game via immersion.  That isn't to say that immersion isn't possible in a heavily non-diegetic game, but all other things being equal, a diegetic game will be more immersive.</p>

<p>There's an important caveat, though.  If an element of the gameplay experience is made diegetic at the cost of usability, the player is pulled out of the experience again.  Consider Manny's coat-based inventory; using this system is actually more difficult than it would be for Manny to actually pull something out of his pocket.  In this case, immersion would probably be restored by using an easier but less diegetic inventory system.  This would undermine <i>Grim Fandango</i>'s goal of creating a cinematic experience, but it would make the game less frustrating and easier to use.</p>

<p><i>Grim Fandango</i> is one of the most well-crafted video games of all time, and it has a lot to teach us about how video games can and should be made.  Its use of diegesis is probably the way in which the game is most unique among games.  </p>

<p>Diegesis is something that all developers should consider in the course of making a game: when is it better for an element of the game to be diegetic, and when is it best to make it separate from the game world?  By considering this, developers can ensure that their game strikes the best balance between immersion and usability.</p>

<p><em>[Gregory Weir is a writer, game developer, and software programmer.  He maintains <a href="http://ludusnovus.net">Ludus Novus</a>, a podcast and accompanying blog dedicated to the art of interaction.  He can be reached at Gregory.Weir@gmail.com.]</em></p>
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      <pubDate>Thu, 20 Nov 2008 13:00:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/non-diegetic">non-diegetic</category>
      <category domain="http://gameratty.com/tag/major non-diegetic element">major non-diegetic element</category>
      <category domain="http://gameratty.com/tag/non-diegetic elements">non-diegetic elements</category>
      <category domain="http://gameratty.com/tag/diegetic elements">diegetic elements</category>
      <category domain="http://gameratty.com/tag/non-diegetic element">non-diegetic element</category>
      <category domain="http://gameratty.com/tag/heavily non-diegetic game">heavily non-diegetic game</category>
      <category domain="http://gameratty.com/tag/element">element</category>
      <category domain="http://gameratty.com/tag/non-diegetic inventory">non-diegetic inventory</category>
      <category domain="http://gameratty.com/tag/decidedly non-diegetic">decidedly non-diegetic</category>
      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/460169865/column_the_interactive_palette_4.php">Column: 'The Interactive Palette' - Grim Fandango and Diegesis</source>
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    <item>
      <title><![CDATA[Prince of Persia UK pre-orders galore: drown yourself in artwork]]></title>
      <link>http://gameratty.com/article/2f171bddebe96328fa5d4ee65c957f73</link>
      <guid>http://gameratty.com/article/2f171bddebe96328fa5d4ee65c957f73</guid>
      <description><![CDATA[Ubisoft is really pulling out all the stops in releasing Prince of Persia come December (ooh, just a few more weeks now!). Today, they announced via press release a whole lineup of pre-order freebies...]]></description>
      <content:encoded><![CDATA[<p style="text-align: center;"><a href="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors_qjgenth.jpg?072635" rel="lightbox[article126441]" title="Prince 20of 20Persia 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors.jpg 3F072635 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="Prince of Persia - Image 1" title="Prince of Persia - Image 1" src="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors_qjgenth.jpg?072635" align=""></a><br></p><br><a href="http://xbox360.qj.net/tags/ubisoft/178" id="tag" title="makers of GT4">Ubisoft</a> is really pulling out all the stops in releasing <span style="font-style: italic;">Prince of Persia</span> come December (ooh, just a few more weeks now!). Today, they announced via press release a whole lineup of pre-order freebies for the Xbox 360, PlayStation 3, and PC versions of the game. Sweet!<br><br>The Collector's Edition (seen above) is a PLAY.com-exclusive item though. And what do pre-ordering customers get in their bonus pack?<br><ul><li>A high quality collector box set featuring varnish &amp; metallic blue arabesque finish</li><li>An exclusive 24 pages Comic book unveiling the backstory of the Hunter, one of the key antagonists in the game.</li><li>A scratch card with unique code to unlock exclusive in-game skins for the Prince (Prince   classic   skin) and Elika (  Farah   skin).</li><li>A bonus DVD including soundtrack, videos, e-goodies, <a href="http://xbox360.qj.net/tags/widget/1656" id="tag" title="">widget</a> and more!</li></ul><span ><span ><span id="iTxt">If, for some bizarre reason, you don't like PLAY's pre-order pack, Ubisoft's also partnered with other <a href="http://xbox360.qj.net/tags/uk/4320" id="tag" title="United Kingdom">UK</a> retailers for different kinds of pre-order freebies which come with the game (screens respectively, from left to right):<br></span></span></span><ul><li><span ><span ><span id="iTxt">Zavvi: limited edition artbook (54  pages)</span></span></span><br><span ><span ><span id="iTxt"></span></span></span></li><li><span ><span ><span id="iTxt">HMV: limited edition inlay sleeve w/ signed artwork</span></span></span><br><span ><span ><span id="iTxt"></span></span></span></li><li><span ><span ><span id="iTxt">Blockbuster: <span style="font-style: italic;">Prince of Persia</span> Xbox 360 faceplate</span></span></span><br><span ><span ><span id="iTxt"></span></span></span></li><li><span ><span ><span id="iTxt">not specified: <span style="font-style: italic;">Prince of Persia Classic</span> PSN/XBL DLC redeem code</span></span></span></li></ul><p style="text-align: center;"><span ><span ><span id="iTxt"></span></span></span><a href="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-book_qjgenth.jpg?377758" rel="lightbox[article126441]" title="Prince 20of 20Persia 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-book.jpg 3F377758 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="Prince of Persia - Image 1" title="Prince of Persia - Image 1" src="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-book_qjgenth.jpg?377758" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-cover_qjgenth.jpg?837755" rel="lightbox[article126441]" title="Prince 20of 20Persia 20- 20Image 202 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-cover.jpg 3F837755 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="Prince of Persia - Image 2" title="Prince of Persia - Image 2" src="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-cover_qjgenth.jpg?837755" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-faceplate_qjgenth.jpg?918274" rel="lightbox[article126441]" title="Prince 20of 20Persia 20- 20Image 203 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-faceplate.jpg 3F918274 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="Prince of Persia - Image 3" title="Prince of Persia - Image 3" src="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-collectors-faceplate_qjgenth.jpg?918274" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-scratch_qjgenth.jpg?256853" rel="lightbox[article126441]" title="Prince 20of 20Persia 20- 20Image 204 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126441/prince-of-persia-scratch.jpg 3F256853 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="Prince of Persia - Image 4" title="Prince of Persia - Image 4" src="http://img.qj.net/uploads/articles_module/126441/prince-of-persia-scratch_qjgenth.jpg?256853" align=""></a><br><span ><span ><span id="iTxt"></span></span></span></p><span ><span ><span id="iTxt"><br>Ubisoft's <span style="font-style: italic;">Prince of Persia</span> for the the <a title="PS3 - Prince of Persia - Ubisoft" href="http://ps3.qj.net/Prince-of-Persia/cid/5009">PS3</a>, <a title="Xbox 360 - Prince of Persia - Ubisoft" href="http://xbox360.qj.net/Prince-of-Persia/cid/5010">Xbox 360</a>, PC, and <a title="DS - Prince of Persia" href="http://ds.qj.net/Prince-of-Persia-The-Fallen-King/cid/5008">DS</a> is set to sizzle this <a href="http://xbox360.qj.net/tags/christmas/99" id="tag" title="December 25, a Christian holiday">Christmas</a> season with a retail release on December 2 in <a href="http://xbox360.qj.net/tags/north-america/2901" id="tag" title="a continent in the Earth's northern hemisphere and almost fully in the western hemisphere">North America</a>, December 4 in <a href="http://xbox360.qj.net/tags/europe/2311" id="tag" title="One of the seven continents">Europe</a>, and December 5 in the UK.<br></span></span></span><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Related articles:</span><br><ul style="font-style: italic;"><li><a title="Ubisoft, Penny Arcade reveal Prince of Persia storybook" href="http://ds.qj.net/Ubisoft-Penny-Arcade-reveal-Prince-of-Persia-storybook/pg/49/aid/124991">Ubisoft, Penny Arcade reveal Prince of Persia storybook</a></li><li><a title="An early Christmas: Prince of Persia release date confirmed" href="http://ps3.qj.net/An-early-Christmas-Prince-of-Persia-release-date-confirmed/pg/49/aid/124144">An early Christmas: Prince of Persia release date confirmed</a></li></ul><br><br><img src="http://feedproxy.google.com/~r/qj/xbox/~4/64DxoZdsTeY" height="1" width="1"/>]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 10:23:46 +0000</pubDate>
      <category domain="http://gameratty.com/tag/persia">persia</category>
      <category domain="http://gameratty.com/tag/prince">prince</category>
      <category domain="http://gameratty.com/tag/persia release">persia release</category>
      <category domain="http://gameratty.com/tag/prince classic skin">prince classic skin</category>
      <category domain="http://gameratty.com/tag/persia storybook">persia storybook</category>
      <category domain="http://gameratty.com/tag/persia xbox">persia xbox</category>
      <category domain="http://gameratty.com/tag/edition">edition</category>
      <category domain="http://gameratty.com/tag/edition inlay sleeve">edition inlay sleeve</category>
      <category domain="http://gameratty.com/tag/xbox">xbox</category>
      <source url="http://feedproxy.google.com/~r/qj/xbox/~3/64DxoZdsTeY/126441">Prince of Persia UK pre-orders galore: drown yourself in artwork</source>
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      <title><![CDATA[DS Homebrew - Touhou DS v0.7]]></title>
      <link>http://gameratty.com/article/43563c7230c9775522f3f494f4745fce</link>
      <guid>http://gameratty.com/article/43563c7230c9775522f3f494f4745fce</guid>
      <description><![CDATA[weeaboo is certainly far from being done with his Touhou DS homebrew game, now bringing it to v0.7. There's a lot of bugfixes and improvements included in this release, so we won't be keeping you any...]]></description>
      <content:encoded><![CDATA[<a href="http://img.qj.net/uploads/articles_module/126408/touhou_qjgenth.png?974834" rel="lightbox[article126408]" title="Touhou 20DS 20v0.7 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126408/touhou.png 3F974834 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img style="margin-bottom: 3px; margin-left: 3px;" alt="Touhou DS v0.7 - Image 1" title="Touhou DS v0.7 - Image 1" src="http://img.qj.net/uploads/articles_module/126408/touhou_qjgenth.png?974834" align="right" border="0"></a>weeaboo is certainly far from being done with his Touhou DS homebrew game, now bringing it to v0.7. There's a lot of bugfixes and improvements included in this release, so we won't be keeping you any longer.<br><br>Here it is:<br><span style="font-weight: bold;"><br>bugfixes:</span><br><ul><li>Shows an error message instead of silently crashing in the case of a broken installation.</li><li>The current score was added to the list of high-scores twice if you used restart or quit after losing all your lives.</li><li>Pausing the game stopped the music, it now only stops sound effects.</li><li>After completing all stages, the game sometimes crashed.</li><li>Script errors in stages other than the first weren't shown to the user.</li><li>After a boss' spellcard finishes, -all- enemy projectiles are now destroyed, not just those of the ENEMY_SHOT type.</li><li>Instead of overwriting the default textures, user-specified textures were added -after- the existing textures. This limited the max. texture memory to 32KB.</li></ul><span style="font-weight: bold;">improvements:</span><br><ul><li>    Internal script compiler now does basic type-checking.</li><li>Meaningful error messages in the script compiler.</li><li>Added (beta) support for downloading additional characters from within the game using wifi.</li><li>Rewrote a large portion of the scripting manual.</li><li>    Support for multiple routes per game. Routes are commonly used to create a selectable difficulty setting.</li><li>The score overview shown at the end of every stage works now.</li><li>Both stages and routes can now be locked/unlocked. Read the manual for more info.</li><li>Added a third stage.</li></ul><br>Download: <a style="font-weight: bold;" title="download here" href="http://dl.qj.net/Touhou-DS-v0.7-Nintendo-DS/pg/12/fid/24909/catid/221">Touhou DS v0.7</a><br><br><img src="http://feedproxy.google.com/~r/qj/ds/~4/aFl_q-eZ010" height="1" width="1"/>]]></content:encoded>
      <pubDate>Tue, 18 Nov 2008 15:52:31 +0000</pubDate>
      <category domain="http://gameratty.com/tag/homebrew game">homebrew game</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/internal script compiler">internal script compiler</category>
      <category domain="http://gameratty.com/tag/script compiler">script compiler</category>
      <category domain="http://gameratty.com/tag/touhou">touhou</category>
      <category domain="http://gameratty.com/tag/score overview shown">score overview shown</category>
      <category domain="http://gameratty.com/tag/multiple routes">multiple routes</category>
      <category domain="http://gameratty.com/tag/textures">textures</category>
      <category domain="http://gameratty.com/tag/default textures">default textures</category>
      <source url="http://feedproxy.google.com/~r/qj/ds/~3/aFl_q-eZ010/126408">DS Homebrew - Touhou DS v0.7</source>
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      <title><![CDATA[Brash stops paying devs, gets sued]]></title>
      <link>http://gameratty.com/article/551f40a5b0fe482771fe0007f843521f</link>
      <guid>http://gameratty.com/article/551f40a5b0fe482771fe0007f843521f</guid>
      <description><![CDATA[Filed under: Business
Remember when we found out that Brash Entertainment had stopped paying developers -- you know, a week before the publisher completely folded ? Yeah, well, two of those developers...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://weblogs.variety.com/the_cut_scene/2008/11/brash-sued-by-t.html"><img vspace="4" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/11/matrix.jellies.490w.jpg"  alt="jelly beans" /></a></div>
Remember when we found out that Brash Entertainment had <a href="http://www.joystiq.com/2008/11/07/brash-layoffs-result-from-tough-economic-landscape/">stopped paying</a> developers -- you know, a week before the publisher <a href="http://www.joystiq.com/2008/11/14/variety-brash-to-cease-operations-today/">completely folded</a>? Yeah, well, two of those developers have finally come a-knockin'. 7 Studios and Zootfly have both sued Brash in efforts to win back some of the money they're owed. 7 Studios' bill stands at $468,000 for work on <em>9</em>, an adaptation of an upcoming Tim Burton flick, and $113,000 for <em>Six Flags Fun Park</em>, which 7 Studios CEO Lewis Peterson calls "the best game Brash had produced." Additionally, Zootfly claims it's owed a whopping $748,000 for a <a href="http://www.joystiq.com/2008/08/15/brash-planning-prison-break-game/"><em>Prison Break</em> game</a>.<br /><br />Meanwhile, in other Brash news, former president Nicholas Longano has popped up as the new co-founder of Music Mogul, a pending virtual world for aspiring musicians. Good to see inane execs are still getting work these days!<br /><br />[Image credit: <a href="http://flickr.com/photos/ninjanoodles/1586212326/">Night Star Romanus</a>]<p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.joystiq.com/2008/11/18/brash-stops-paying-devs-gets-sued/">Brash stops paying devs, gets sued</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 18 Nov 2008 12:44:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://weblogs.variety.com/the_cut_scene/2008/11/brash-sued-by-t.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/18/brash-stops-paying-devs-gets-sued/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1375733/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/18/brash-stops-paying-devs-gets-sued/#comments" title="View reader comments on this entry">Comments</a></p>
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      <pubDate>Tue, 18 Nov 2008 09:44:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/sued">sued</category>
      <category domain="http://gameratty.com/tag/brash stops">brash stops</category>
      <category domain="http://gameratty.com/tag/night star romanus">night star romanus</category>
      <category domain="http://gameratty.com/tag/president nicholas longano">president nicholas longano</category>
      <category domain="http://gameratty.com/tag/zootfly">zootfly</category>
      <category domain="http://gameratty.com/tag/zootfly claims">zootfly claims</category>
      <category domain="http://gameratty.com/tag/game brash">game brash</category>
      <category domain="http://gameratty.com/tag/flags fun park">flags fun park</category>
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      <source url="http://feedproxy.google.com/~r/weblogsinc/joystiq/~3/t-Gdh5WJbiU/">Brash stops paying devs, gets sued</source>
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    <item>
      <title><![CDATA[Guest Article: Video Games Live]]></title>
      <link>http://gameratty.com/article/03d8274c24350b3c835af7503fb0c676</link>
      <guid>http://gameratty.com/article/03d8274c24350b3c835af7503fb0c676</guid>
      <description><![CDATA[I live in a rather small city that is not large enough to attract bigger name events. While we do get Snoop Dogg on the rare occasion, any tour with limited stops does not grace us with their...]]></description>
      <content:encoded><![CDATA[<div class='snap_preview'><br /><p>I live in a rather small city that is not large enough to attract bigger name events. While we do get Snoop Dogg on the rare occasion, any tour with limited stops does not grace us with their presence. That is why I haven&#8217;t had the pleasure of attending <a href="http://www.videogameslive.com/index.php?s=home">Video Games Live</a>, an one-of-a-kind immersive experience featuring music from the most recognizable and iconic video games of all time. Thousands of people have enjoyed this event that initially debuted back in 2005 but if you haven&#8217;t made your way there yet, you can live vicariously through the following write-up. Enjoy Halcylon&#8217;s tale of his recent adventures at Video Games Live. I&#8217;m pretty sure it&#8217;s the next best thing to actually being there.</p>
<p align="center"><img src="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/1226914471_274.jpg" alt="video games live" /></p>
<p>When I was told that my birthday gift from my friend Cathy would be extraordinary, I had no idea what I could be in for.  Strippers?  Boob jobs for all the girls I know?  I had no idea… until I saw <a href="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/Ticket.jpg">the ticket for Video Games Live</a>.</p>
<p>I couldn’t believe it!  Any excuse is a good excuse to go to the famous Chicago Theatre, but now there was an added bonus of listening to video game-themed music live!  I had heard of this concert through word of mouth and made a promise to myself to go some time.  For the past three years, however, I’ve failed to follow up with it.  This year, thanks to the tenacity of my friend and my overdeveloped love for video games, I went.</p>
<p><span id="more-4109"></span></p>
<p align="center"><a href="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/IMG00043-20081115-2111.jpg"><img class="alignleft" src="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/1226911172_151.jpg" alt="video games live" /></a></p>
<p>I walked in expecting somewhat of a crowd… what I found was that the entire theatre (over 3,600 seats) was sold out and everyone was there early to partake in pre-show entertainment, products, drinks, and booths.  I was floored!  I had expected some fun things, but this was something else all together – much like PAX or Wizard World.  There was merchandise for sale, arcade games to play, Guitar Hero: Aerosmith contests, and booths for viewing.  The booths were provided by the sponsors, <a href="http://www.flashpointacademy.com/">Flashpoint Academy</a> and <a href="http://www.razerzone.com/">Razor Zone</a>, both of which are local in Chicago.  They had samples of their products and services with ad placement during the actual show.  They were packed.  We didn’t even think twice about elbowing through the masses, trying to get in line for merch or the booths.  We were there for one thing and one thing only – Video Game BGM!</p>
<p>So we went in, or up, rather.  Our seats were front and center in the balcony; not that seating is ever an issue in the Chicago Theatre&#8212; all the seats are great!  This did, however, give us a wonderful view down into and over the Metropolis Orchestra.  We were even able to see the choir in the back while keeping a clear view of the main screen that hung above them all.  Then… it started.</p>
<p align="center"><a href="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/420832c1431dc16a58a300cf558718db.jpg"><img class="alignright" src="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/1226911343_162.jpg" alt="video games live" /></a></p>
<p>The lights went down, the crowd roared, and the screen lit up.  Two parallel lines on either side with a square cube bouncing in between them appeared. Pong. At first, the sounds seemed like they weren’t from the game.  They seemed… real.  And then I saw it – or heard it rather.  The orchestra was simulating the bouncing, paddling, and scoring of the game!  It lasted for a few minutes and then all hell broke loose.  A montage of classic arcade games roared across the screen as the orchestra kept pace and sound with every image we saw.  Defender, Tron, Frogger… they were all there in their 8-bit glory!  It was amazing to see so many games that I had forgotten reborn in a symphonic rendition that didn’t disappoint.  When that ended, one of the creators of VGL, Tommy Tallarico, came out on stage, microphone a blazing.  He greeted us and introduced the Metropolis Orchestra and his best friend and co-creator/ conductor Jack Wall – both members of Mythical Stone Entertainment.  Within moments of being on stage, he explained to us that this wasn’t going to be a normal night at the Chicago Theatre.  Not only did he explain it, but he made us feel it.  We knew we were there as a part of this epic event.  After all, if it weren’t for us playing games and loving the game music “we wouldn’t be here”, Tommy said. Telling us how important it was to cheer and shout when we heard something we liked was only the beginning of the involvement we were to be privy to.</p>
<p>This was to be the first of many microphone moments Tommy would do, but that did not detract from the fun and entertainment that followed.  After a few segments of games, including Zelda and God of War, Tommy returned to the stage to bring up contest winners to participate in a live version of Space Invaders – one where the winner had to run back and forth on stage to avoid being hit – and later Tommy brought up the winner of the Guitar Hero: Aerosmith contest to play live with the Orchestra and Tommy himself riffing to Sweet Emotion.</p>
<p align="center"><a href="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/0c89d6311266168001cacce67e81fc71.jpg"><img class="alignleft" src="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/1226911636_176.jpg" alt="video games live" /></a></p>
<p>Fucking awesome is right!  I couldn’t believe how much fun I was having cheering for the winner while he played the song on EXPERT.  After a quick stint of other games, the composers lent the stage to savant pianist Martin Leung.  If you are racking your brains why that may be a familiar name, go to youtube.com and view the video that has over forty million downloads of this man playing a Super Mario tribute blindfolded.  He showered us with his solo pianist skills – yes I said it – and we listened intently as he played melodies from Tetris and Super Mario Bros.  Then, when he was done, Tommy brought out the one thing that could make it better: a blindfold.  Martin proceeded to play again blindfolded.  It was unreal and perfectly executed— one of those “You had to have been there” moments!</p>
<p>As the night wore on, we listened to the World of Warcraft opus, the sequel to StarCraft, Starcraft II (complete with game footage and concept art), Civilization IV’s Baba Yetu, and of course Kingdom Hearts.  It was nothing short of amazing to hear these games.  All I could do is sit staring in amazement as my mind flooded with all the memories of the great games that have come and gone in my life – Sonic the Hedgehog, ToeJam and Earl, and the Metal Gear series.  It gave me goose bumps to hear songs I’d forgotten and left behind as I moved onto newer games, but nothing prepared me for the finale.</p>
<p>First, they brought a man on stage named Michael Salvatori.  Sound familiar?  It should. Go google Michael’s name and Bungie. Michael gave us a preview of what was to finish the night by showing us how to chant as a monk.  Hint, hint? After a brief introduction, Tommy let the roaring crowd die down and looked at us intensely while introducing the final song of the evening with these simple words, “They call this game… Halo!”</p>
<p align="center"><img src="http://i10.photobucket.com/albums/a124/boysofsheahem/blog%20graphics%203/1226911789_195.jpg" alt="video games live" /></p>
<p>In a roar of cheers and whistles, the choir began the chants and was followed by a seven minute montage of all three Halo games being joined by all the cut scenes from the games on the screen.  The hair on the back of my neck was standing on end as I held onto every note and vocal.  It was nothing short of amazing.</p>
<p>At night’s end, after two surprise encores (Final Fantasy VII and Castlevania), we found ourselves in line with most of the crowd waiting for the meet and greet.  The conductors and creators we viewed for three hours stayed deep into the night to shake hands and autograph photos for anyone willing to stay.   And stay we did.  After a few photos and autographs, my need to play every game that I have was too great and we left… totally satisfied.</p>
<p>So what did I think of Video Games Live Chicago?  Without hesitation, this is something I will be investing an evening in watching every time they are back here in Chi-Town.  I was in awe of the dedication of Jack and Tom and the talent of their genius to produce accurate and fun renditions of our most cherished moments in gaming.  If you have an opportunity to see this show, you would do yourself a service to go.  Go in costume, go buy shirts, go and have a time that you will never forget.</p>
<p>-by Halcylon</p>
Posted in Gaming Events, Halo Heaven, Nintendo, PlayStation, Video Games, Xbox&nbsp;&nbsp;&nbsp;Tagged: HMB Guest Articles, Retro Gaming Goodness&nbsp;&nbsp;&nbsp;<a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/hawtymcbloggy.wordpress.com/4109/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/hawtymcbloggy.wordpress.com/4109/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/hawtymcbloggy.wordpress.com/4109/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/hawtymcbloggy.wordpress.com/4109/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/hawtymcbloggy.wordpress.com/4109/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/hawtymcbloggy.wordpress.com/4109/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/hawtymcbloggy.wordpress.com/4109/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/hawtymcbloggy.wordpress.com/4109/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/hawtymcbloggy.wordpress.com/4109/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/hawtymcbloggy.wordpress.com/4109/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=hawtymcbloggy.com&blog=1122319&post=4109&subd=hawtymcbloggy&ref=&feed=1" /></div>]]></content:encoded>
      <pubDate>Mon, 17 Nov 2008 07:59:36 +0000</pubDate>
      <category domain="http://gameratty.com/tag/video games">video games</category>
      <category domain="http://gameratty.com/tag/video">video</category>
      <category domain="http://gameratty.com/tag/live">live</category>
      <category domain="http://gameratty.com/tag/video games live">video games live</category>
      <category domain="http://gameratty.com/tag/play live">play live</category>
      <category domain="http://gameratty.com/tag/play">play</category>
      <category domain="http://gameratty.com/tag/music live">music live</category>
      <category domain="http://gameratty.com/tag/music">music</category>
      <category domain="http://gameratty.com/tag/live vicariously">live vicariously</category>
      <source url="http://hawtymcbloggy.com/2008/11/17/guest-article-video-games-live/">Guest Article: Video Games Live</source>
    </item>
    <item>
      <title><![CDATA[PSP/DS Homebrew - Powder Release 108: Safe Walk ability added]]></title>
      <link>http://gameratty.com/article/fcf37865e456c3b85980bb435cbc9590</link>
      <guid>http://gameratty.com/article/fcf37865e456c3b85980bb435cbc9590</guid>
      <description><![CDATA[Jeff Lait has given us a double treat today by releasing his Powder Release 108 for both the DS and the PSP. We know, it's been a while since he's updated this brew, but that is not to say that he was...]]></description>
      <content:encoded><![CDATA[<a href="http://img.qj.net/uploads/articles_module/126061/powder 20release_qjgenth.png?832699" rel="lightbox[article126061]" title="Powder 20Release 20108 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126061/powder 20release.png 3F832699 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img style="margin-bottom: 3px; margin-left: 3px;" alt="Powder Release 108 - Image 1" title="Powder Release 108 - Image 1" src="http://img.qj.net/uploads/articles_module/126061/powder 20release_qjgenth.png?832699" align="right" border="0"></a><a href="http://ds.qj.net/tags/jeff-lait/15395" id="tag" title="Homebrew developer">Jeff Lait</a> has given us a double treat today by releasing his Powder Release 108 for both the DS and the PSP. We know, it's been a while since he's updated this brew, but that is not to say that he was working on a "huge secret code", simply, he was just busy with other stuff.<br><br>Now, this release provides for a good number of bugfixes, most important of which is the Safe Walk ability. As Jeff explains, this lets <br><br><p style="padding-left: 40px; padding-right: 40px;">  ...non-DS users have the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to,say [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I'm afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.</p><br>Here's the full changelog for Powder Release 108:<br><ul><li>The mouse will work again for the onscreen keyboard in SDL builds. (Ilya, Teun Peelen)</li><li>Description when wearing necro dress code spells servant right. (David Damerell, Andreas Bohm)</li><li>Vacuum correctly spelled in death message. (David Damerell)</li><li>"Click on your self to search" rather than Clicking. (Narius Varigor)</li><li>Starting as cultist will immediately tell you &gt;&lt;0 V 's whim. (hotpoo)</li><li>Loading a save game worshiping &gt;&lt;0 V  will likewise report the whim.</li><li>Zapping a hostile wand of create monster will have a chance of the creature turning on you. (hotpoo)</li><li>New boon from gods: hostile creatures surrounding you can be smitten. (Indirectly Ambvai)</li><li>Earth hammers can be forged into artifact earth hammers with the proper setup. (David Damerell)</li><li>Level up hitpoints and magic points are now 2d2 1 rather than 1d4 1,  giving a tighter distribution and slight boost to the average. (Teun  Peelen)</li><li>Earth hammers have an encyclopedia entry. (David Damerell)</li><li>When you can move in diagonals you can use the diagonals of the numberpad. (Andreas Bohm)</li><li>There is now a SafeWalk mode which stops you from attacking when  walking about. You can toggle this by pressing Ctrl when using the  arrow keys or binding the Safe Walk command to a button in <a href="http://ds.qj.net/tags/gba/4550" id="tag" title="Nintendo's GameBoy Advance">GBA</a> mode.  (Andreas Bohm)</li><li>The delete key works the same as the backspace  key, a useful feature on Macs whose keyboards lack a backspace. (Roger  Bolton)</li><li>Wishing for a level teleport no longer uses atoi() so hopefully works on gpsphone. (Roger Bolton)</li><li>We now promote room flags to map flags when loading. This way loading  the game on the final levels will not turn the levels into  floor-diggable and hence suddenly create holes to short-circuit the  levels. (Ambvai, debugged by Andreas Bohm)</li><li>A case where you could achieve barbarian dress code despite not wearing armour is fixed. (Malte Helmert)</li><li>You now gain piety for the barbarian and necro dress codes. (Malte Helmert)</li><li>You can no longer move diagonally if both orthogonal directions are blocked by walls.</li><li>Spells cast when you have the can dig intrinsic will no longer disintegrate earth elementals. (SparroHawc)   </li></ul>By the way, Jeff also would like to note that save games are never preserved between versions, although the highscore is saved. Please wait until your current character dies before upgrading.<br><br><br>Download: <a style="font-weight: bold;" rel="nofollow" title="download here" href="http://www.zincland.com/powder/index.php?pagename=release">Powder Release 108 for DS</a><br>Download: <a style="font-weight: bold;" title="download here" href="http://dl.qj.net/Powder-Release-108-for-PSP-PSP-Homebrew-Games/pg/12/fid/24787/catid/195">Powder Release 108 for PSP</a><br><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Previous Powder Release:<br></span><ul><li><a href="http://www.qj.net/Powder-release-107-for-DS-PSP-new-tilesets-added/pg/49/aid/122704"><span title="download here" style="font-style: italic;">Powder release 107 for DS, PSP - new tilesets added</span></a><br></li></ul><br><br>
<p><a href="http://feeds.feedburner.com/~a/qj/ds?a=4ot13g"><img src="http://feeds.feedburner.com/~a/qj/ds?i=4ot13g" border="0"></img></a></p><img src="http://feeds.feedburner.com/~r/qj/ds/~4/449059827" height="1" width="1"/>]]></content:encoded>
      <pubDate>Mon, 10 Nov 2008 16:29:21 +0000</pubDate>
      <category domain="http://gameratty.com/tag/powder release">powder release</category>
      <category domain="http://gameratty.com/tag/release">release</category>
      <category domain="http://gameratty.com/tag/previous powder release">previous powder release</category>
      <category domain="http://gameratty.com/tag/safe walk">safe walk</category>
      <category domain="http://gameratty.com/tag/safe walk ability">safe walk ability</category>
      <category domain="http://gameratty.com/tag/ability">ability</category>
      <category domain="http://gameratty.com/tag/andreas bohm">andreas bohm</category>
      <category domain="http://gameratty.com/tag/safe walk command">safe walk command</category>
      <category domain="http://gameratty.com/tag/david damerell">david damerell</category>
      <source url="http://feeds.feedburner.com/~r/qj/ds/~3/449059827/126061">PSP/DS Homebrew - Powder Release 108: Safe Walk ability added</source>
    </item>
    <item>
      <title><![CDATA[PSP/DS Homebrew - Powder Release 108: Safe Walk ability added]]></title>
      <link>http://gameratty.com/article/7790a9293095fa19088952a2fd222731</link>
      <guid>http://gameratty.com/article/7790a9293095fa19088952a2fd222731</guid>
      <description><![CDATA[Jeff Lait has given us a double treat today by releasing his Powder Release 108 for both the DS and the PSP. We know, it's been a while since he's updated this brew, but that is not to say that he was...]]></description>
      <content:encoded><![CDATA[<a href="http://img.qj.net/uploads/articles_module/126061/powder 20release_qjgenth.png?832699" rel="lightbox[article126061]" title="Powder 20Release 20108 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126061/powder 20release.png 3F832699 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img style="margin-bottom: 3px; margin-left: 3px;" alt="Powder Release 108 - Image 1" title="Powder Release 108 - Image 1" src="http://img.qj.net/uploads/articles_module/126061/powder 20release_qjgenth.png?832699" align="right" border="0"></a><a href="http://pspupdates.qj.net/tags/jeff-lait/15395" id="tag" title="Homebrew developer">Jeff Lait</a> has given us a double treat today by releasing his Powder Release 108 for both the DS and the PSP. We know, it's been a while since he's updated this brew, but that is not to say that he was working on a "huge secret code", simply, he was just busy with other stuff.<br><br>Now, this release provides for a good number of bugfixes, most important of which is the Safe Walk ability. As Jeff explains, this lets <br><br><p style="padding-left: 40px; padding-right: 40px;">  ...non-DS users have the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to,say [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I'm afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.</p><br>Here's the full changelog for Powder Release 108:<br><ul><li>The mouse will work again for the onscreen keyboard in SDL builds. (Ilya, Teun Peelen)</li><li>Description when wearing necro dress code spells servant right. (David Damerell, Andreas Bohm)</li><li>Vacuum correctly spelled in death message. (David Damerell)</li><li>"Click on your self to search" rather than Clicking. (Narius Varigor)</li><li>Starting as cultist will immediately tell you &gt;&lt;0 V 's whim. (hotpoo)</li><li>Loading a save game worshiping &gt;&lt;0 V  will likewise report the whim.</li><li>Zapping a hostile wand of create monster will have a chance of the creature turning on you. (hotpoo)</li><li>New boon from gods: hostile creatures surrounding you can be smitten. (Indirectly Ambvai)</li><li>Earth hammers can be forged into artifact earth hammers with the proper setup. (David Damerell)</li><li>Level up hitpoints and magic points are now 2d2 1 rather than 1d4 1,  giving a tighter distribution and slight boost to the average. (Teun  Peelen)</li><li>Earth hammers have an encyclopedia entry. (David Damerell)</li><li>When you can move in diagonals you can use the diagonals of the numberpad. (Andreas Bohm)</li><li>There is now a SafeWalk mode which stops you from attacking when  walking about. You can toggle this by pressing Ctrl when using the  arrow keys or binding the Safe Walk command to a button in <a href="http://pspupdates.qj.net/tags/gba/4550" id="tag" title="Nintendo's GameBoy Advance">GBA</a> mode.  (Andreas Bohm)</li><li>The delete key works the same as the backspace  key, a useful feature on Macs whose keyboards lack a backspace. (Roger  Bolton)</li><li>Wishing for a level teleport no longer uses atoi() so hopefully works on gpsphone. (Roger Bolton)</li><li>We now promote room flags to map flags when loading. This way loading  the game on the final levels will not turn the levels into  floor-diggable and hence suddenly create holes to short-circuit the  levels. (Ambvai, debugged by Andreas Bohm)</li><li>A case where you could achieve barbarian dress code despite not wearing armour is fixed. (Malte Helmert)</li><li>You now gain piety for the barbarian and necro dress codes. (Malte Helmert)</li><li>You can no longer move diagonally if both orthogonal directions are blocked by walls.</li><li>Spells cast when you have the can dig intrinsic will no longer disintegrate earth elementals. (SparroHawc)   </li></ul>By the way, Jeff also would like to note that save games are never preserved between versions, although the highscore is saved. Please wait until your current character dies before upgrading.<br><br><br>Download: <a style="font-weight: bold;" rel="nofollow" title="download here" href="http://www.zincland.com/powder/index.php?pagename=release">Powder Release 108 for DS</a><br>Download: <a style="font-weight: bold;" title="download here" href="http://dl.qj.net/Powder-Release-108-for-PSP-PSP-Homebrew-Games/pg/12/fid/24787/catid/195">Powder Release 108 for PSP</a><br><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Previous Powder Release:<br></span><ul><li><a href="http://www.qj.net/Powder-release-107-for-DS-PSP-new-tilesets-added/pg/49/aid/122704"><span title="download here" style="font-style: italic;">Powder release 107 for DS, PSP - new tilesets added</span></a><br></li></ul><br><br>
<p><a href="http://feeds.feedburner.com/~a/QJ/PSP?a=IeUYqj"><img src="http://feeds.feedburner.com/~a/QJ/PSP?i=IeUYqj" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/QJ/PSP?a=6glrN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=6glrN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=E6hoN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=E6hoN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=wMyZN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=wMyZN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/QJ/PSP/~4/449050491" height="1" width="1"/>]]></content:encoded>
      <pubDate>Mon, 10 Nov 2008 16:29:21 +0000</pubDate>
      <category domain="http://gameratty.com/tag/powder release">powder release</category>
      <category domain="http://gameratty.com/tag/release">release</category>
      <category domain="http://gameratty.com/tag/previous powder release">previous powder release</category>
      <category domain="http://gameratty.com/tag/safe walk">safe walk</category>
      <category domain="http://gameratty.com/tag/safe walk ability">safe walk ability</category>
      <category domain="http://gameratty.com/tag/ability">ability</category>
      <category domain="http://gameratty.com/tag/andreas bohm">andreas bohm</category>
      <category domain="http://gameratty.com/tag/safe walk command">safe walk command</category>
      <category domain="http://gameratty.com/tag/david damerell">david damerell</category>
      <source url="http://feeds.feedburner.com/~r/QJ/PSP/~3/449050491/126061">PSP/DS Homebrew - Powder Release 108: Safe Walk ability added</source>
    </item>
    <item>
      <title><![CDATA[More DaedalusX64 screens: GoldenEye 007; Ocarina of Time back up to R13 speeds]]></title>
      <link>http://gameratty.com/article/80c8779ce8c8351f17302536b588259e</link>
      <guid>http://gameratty.com/article/80c8779ce8c8351f17302536b588259e</guid>
      <description><![CDATA[Ok, so we don't quite have the video from Shinydude100 and the rest of the DaedalusX64 team just yet, however, we get more screens. From what we've seen yesterday, Mario 64 was already looking ace,...]]></description>
      <content:encoded><![CDATA[<p style="text-align: center;"><img style="cursor: pointer;" src="http://img.qj.net/uploads/articles_module/107928/daedalus-banner.jpg?309789" title="Daedalus PSP - Image 1" alt="Daedalus PSP - Image 1" align=""><br></p><br>Ok, so we don't quite have the video from <a href="http://pspupdates.qj.net/tags/shinydude100/15762" id="tag" title="homebrew developer">Shinydude100</a> and the rest of the <a href="http://pspupdates.qj.net/tags/daedalusx64/15794" id="tag" title="Nintendo 64 emulator following StrmnNrmn's Daedalus project">DaedalusX64</a> team just yet, however, we get more screens. From what we've seen yesterday, <span style="font-style: italic;">Mario 64</span> was already looking ace, and now we get to see <span style="font-style: italic;">GoldenEye 007</span> running on Alpha 1 too!<br><br>Here's <a href="http://pspupdates.qj.net/tags/captain-morgan/6890" id="tag" title="">Captain Morgan</a> talking about his run through of <span style="font-style: italic;">GoldenEye</span> on their emulator project:<br><br><p style="padding-left: 40px; padding-right: 40px;">Even though the alpha 2 plays <span style="font-style: italic;">Goldeneye</span> better I beat the first level on the highest difficulty and completed the mission 100  on alpha 1. Only real reason was because I deleted alpha 2 of my psp since it was slower for other roms then 007. Anyway when you get down into the tunnel part of the Dam the FPS picks up alot because of the closed space and the shakiness stops. In level 2 it seems the speed is really nice, running at like a minimal of 12fps and high of 28, even though these pictures below don't exactly say it because after I click screenshot the fps goes down to take the pic but then returns so. Anyway here are so pics for <a href="http://pspupdates.qj.net/tags/kreationz/15795" id="tag" title="psp homebrew developer">Kreationz</a> or whoever so they can see the green texture errors throughout level 2, just for future reference. It took alot of patience to beat level 1 and play a good bit of level 2 but the speed wasn't too painful so this project just keeps looking better!</p><br><p style="text-align: center;"><a href="http://img.qj.net/uploads/articles_module/125984/1z2m6q1_qjgenth.png?774342" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/1z2m6q1.png 3F774342 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 1" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 1" src="http://img.qj.net/uploads/articles_module/125984/1z2m6q1_qjgenth.png?774342" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/125984/1zdt6pv_qjgenth.png?185832" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 202 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/1zdt6pv.png 3F185832 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 2" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 2" src="http://img.qj.net/uploads/articles_module/125984/1zdt6pv_qjgenth.png?185832" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/125984/2445jib_qjgenth.png?979659" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 203 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/2445jib.png 3F979659 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 3" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 3" src="http://img.qj.net/uploads/articles_module/125984/2445jib_qjgenth.png?979659" align=""></a><br><a href="http://img.qj.net/uploads/articles_module/125984/2a6jvgp_qjgenth.png?611849" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 204 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/2a6jvgp.png 3F611849 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 4" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 4" src="http://img.qj.net/uploads/articles_module/125984/2a6jvgp_qjgenth.png?611849" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/125984/2n15q3p_qjgenth.png?110184" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 205 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/2n15q3p.png 3F110184 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 5" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 5" src="http://img.qj.net/uploads/articles_module/125984/2n15q3p_qjgenth.png?110184" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/125984/312bp1c_qjgenth.png?178820" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 206 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/312bp1c.png 3F178820 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 6" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 6" src="http://img.qj.net/uploads/articles_module/125984/312bp1c_qjgenth.png?178820" align=""></a><br><a href="http://img.qj.net/uploads/articles_module/125984/8zjocl_qjgenth.png?635129" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 207 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/8zjocl.png 3F635129 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 7" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 7" src="http://img.qj.net/uploads/articles_module/125984/8zjocl_qjgenth.png?635129" align=""></a>&nbsp;<a href="http://img.qj.net/uploads/articles_module/125984/a4wooz_qjgenth.png?575318" rel="lightbox[article125984]" title="GoldenEye 20007 20on 20DaedalusX64 20Alpha 201 20- 20Image 208 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/125984/a4wooz.png 3F575318 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img alt="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 8" title="GoldenEye 007 on DaedalusX64 Alpha 1 - Image 8" src="http://img.qj.net/uploads/articles_module/125984/a4wooz_qjgenth.png?575318" align=""></a><br></p><br>Meanwhile, Kreationz dropped by the same forum thread and elaborated more on <span style="font-style: italic;">GoldenEye</span>'s special kind of rendering. It also looks like he's working well into Alpha 2 and 3 now:<br><br><p style="padding-left: 40px; padding-right: 40px;">Actually the speed difference is going to be an indoor vs outdoor thing, for out door rendering <span style="font-style: italic;">007</span> uses a special cache method that's difficult to replicate on the psp, but rest assured CM the Alpha 3 won't have the slow downs of alpha two as the changes are now menu selectable... Also been slowly finding tiny bit here and there so it may be even faster than Alpha 1 was. For instance <span style="font-style: italic;"><a href="http://pspupdates.qj.net/tags/zelda/1565" id="tag" title="classic and popular Nintendo game franchise">Zelda</a> OoT</span> is back up to R13 speed with better texture support and working on a way to make it faster.</p><br>Yay for progress! Cheers to the DaedalusX64 team once again!<br><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Related articles:</span><br><ul style="font-style: italic;"><li><a title="DaedalusX64 alpha build finally compiled, screens released, video later" href="http://pspupdates.qj.net/DaedalusX64-alpha-build-finally-compiled-screens-released-video-later/pg/49/aid/125919">DaedalusX64 alpha build finally compiled, screens released, video later</a></li><li><a title="DaedalusX64 R14 update: R14 based code is a go  Update " href="http://pspupdates.qj.net/DaedalusX64-R14-update-R14-based-code-is-a-go-Update-/pg/49/aid/125869">DaedalusX64 R14 update: R14 based code is a go  Update </a><br></li><li><a title="The undaed to rise again: DaedalusX64 progress report reveals partial changelog" href="http://pspupdates.qj.net/The-undaed-to-rise-again-DaedalusX64-progress-report-reveals-partial-changelog/pg/49/aid/125472">The undaed to rise again: DaedalusX64 progress report reveals partial changelog</a></li></ul><span id="iTxt"></span><br><br>
<p><a href="http://feeds.feedburner.com/~a/QJ/PSP?a=uuey7G"><img src="http://feeds.feedburner.com/~a/QJ/PSP?i=uuey7G" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/QJ/PSP?a=H61xN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=H61xN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=SZuGN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=SZuGN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=Tw8dN"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=Tw8dN" border="0"></img></a>
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      <pubDate>Fri, 07 Nov 2008 08:30:17 +0000</pubDate>
      <category domain="http://gameratty.com/tag/alpha">alpha</category>
      <category domain="http://gameratty.com/tag/daedalusx64 alpha">daedalusx64 alpha</category>
      <category domain="http://gameratty.com/tag/goldeneye">goldeneye</category>
      <category domain="http://gameratty.com/tag/speed">speed</category>
      <category domain="http://gameratty.com/tag/r13 speed">r13 speed</category>
      <category domain="http://gameratty.com/tag/plays goldeneye">plays goldeneye</category>
      <category domain="http://gameratty.com/tag/level">level</category>
      <category domain="http://gameratty.com/tag/speed difference">speed difference</category>
      <category domain="http://gameratty.com/tag/screens">screens</category>
      <source url="http://feeds.feedburner.com/~r/QJ/PSP/~3/445766985/125984">More DaedalusX64 screens: GoldenEye 007; Ocarina of Time back up to R13 speeds</source>
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      <title><![CDATA[Ball Drop One]]></title>
      <link>http://gameratty.com/article/8b6a08d19864d7764b6b63782608bd31</link>
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      <description><![CDATA[Ball Drop One, produced by Finnish developer Ville Helin, is an interesting blend of pachinko and pinball. Drop your ball into the playing field, trying to rack up as many points as possible. If your...]]></description>
      <content:encoded><![CDATA[Ball Drop One, produced by Finnish developer Ville Helin, is an interesting blend of pachinko and pinball. Drop your ball into the playing field, trying to rack up as many points as possible. If your ball hits a skull ball or stops moving, it explodes and the round ends.  Simple enough, right?
<p><a href="http://feedads.googleadservices.com/~a/NRPM18mHRr47nOx6R6WL1vRS56Q/a"><img src="http://feedads.googleadservices.com/~a/NRPM18mHRr47nOx6R6WL1vRS56Q/i" border="0" ismap="true"></img></a></p><img src="http://feedproxy.google.com/~r/JayIsGames/~4/6zEVWfEhrBo" height="1" width="1"/>]]></content:encoded>
      <pubDate>Wed, 05 Nov 2008 17:16:07 +0000</pubDate>
      <category domain="http://gameratty.com/tag/ball drop">ball drop</category>
      <category domain="http://gameratty.com/tag/ball">ball</category>
      <category domain="http://gameratty.com/tag/drop">drop</category>
      <category domain="http://gameratty.com/tag/ball hits">ball hits</category>
      <category domain="http://gameratty.com/tag/skull ball">skull ball</category>
      <category domain="http://gameratty.com/tag/explodes">explodes</category>
      <category domain="http://gameratty.com/tag/pachinko">pachinko</category>
      <category domain="http://gameratty.com/tag/round">round</category>
      <category domain="http://gameratty.com/tag/simple">simple</category>
      <source url="http://feedproxy.google.com/~r/JayIsGames/~3/6zEVWfEhrBo/ball_drop_one.php">Ball Drop One</source>
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