17 January 2012

Da Goods

Still the same ol' 2008 mobo and RAM, with a few more upgrades:

CoolerMaster HAF932

Silverstone 1200W PSU

EVGA NVIDIA GeForce 460 GTX [stock clock]

Zalman 110mm CPU Cooler

Intel Q6600 2.4GHz [stock clock]

4G OCZ Reaper X HPC DDR2, recognized @ 2560MB

DirectX 11.0

Creative X-Fi Extreme Gamer Soundcard

Win Vista/7 Ultimate

Win XP SP3

Win 98 (!!)

Cyber Acoustics 2.1 sound sys

ViewSonic 22" 1680 x 1050 (with silly integrated webcam!)

Logitech VX Nano wireless mouse

Razer Mamba

Ideazon Merc Stealth gaming keyboard

Dell keyboard of awesome, L100

Giant ergonomic Microsoft beast keyboard

Wacom Bamboo Fun, first gen, black

Rosewill multi-card reader and floppy

Now using bias lighting with an LED strip, go me!

Downsides:

- No overclocking

- Two optical drives, no BluRay

- Oldschool DDR2!

Upgrades:

Will need to upgrade mobo sooner than later to take advantage of, oh, current times and all that. The reinstallation of the soundcard about blew my socks off. Still desire a joystick/throttle and rudder setup; wheel, pedal + clutch and stick setup; eventual new monitor

13 March 2011

[Prototype2]

I'm reading an article in Electronic Gaming Monthly, April 2011. I'm reading about Prototype 2, excited. I'm reading in further, and the excitement is turning sour. By the time I hit page 2, I'm devastated.

To be fair, I haven't yet finished the article. [I finished it about halfway through writing this one, so chill.] To be concise, the fact that partway through I'm inspired to vent and bemoan what I think is gonna make me very, very sad should be a hint on how impassioned it's made me in a page and a half.

Prototype 2 is centered around the character Heller, a guy who is infected with the virus from the first game, and he's on a revenge mission intent on taking out Alex Mercer, our protagonist from the first game.

Now I loved Prototype. Really. At first, when I was thrown into the intro mission, I thought, wow, okay, this isn't going to be really immersive, plotty, anything, really. Maybe fun, but brainless fun. Still I played through that mission, and realized it was a kind of disjointed playable cutscene. When I got to the title screen and then realized how things were going, I leaned forward a little. Barry Pepper's superb voice acting helped a bunch, and by the time the 'real' beginning took place, I was hooked.

One of the things in EGM's article that caught me out was the developers at Radical and Activision speaking of the elements they felt didn't go over so well in the first game with the gaming community. Too dense, plot too confusing or perhaps too lean at parts, too much stuff going on, that kind of thing. Now, I state I'm biased, and that I loved the first Prototype. I loved the plot, loved the way the storytelling unfolded. I appreciated the pacing.

I really, really dug the voice acting overall, which was a massive part in me liking Mercer so much--I became invested in his character. Thank you, Mr Pepper. (Nod to Sergeant Cross, too.) The character development was surprisingly pleasing.

That isn't to say I wasn't frustrated at times--there were just some events that I could not for the life of me get a bronze, never mind the gold. I got there, eventually, but there were times when I was so frustrated I threw up my hands and never looked at the event again.

But as for the core gameplay, I was sold. A large part of being able to look over my small misgivings was the ability to run up the Empire State Building, leap off, and divebomb Times Square. This coupled with the very cinematic feel of moments in the game snagged me but good, and kept me with it. I wanted to discover the plot, wanted to uncover each bit of story. I wanted to hate Alex Mercer because he's kind of an asshole, but I loved his dickhead ass by the end of the game.

One of the devs compared Prototype's structure and wealth of extras as a bucket of LEGOs overturned in a huge pile. My first reaction is "Wee! Playtime!" Unlimited imagination + tools = fun, right? Unfortunately the devs felt that there were a lot of players who either felt that digging through the mountain of bricks was too much effort, that the fun was concealed within, or that just didn't know where to start.

I can understand that. There are times when too much freedom makes things difficult on a gamer, but I posit this: Prototype made you think. It surprised the hell out of me by doing so, given that I suspected it to be plotless mayhem. Now it was no thinking man's game, per se, but I thoroughly enjoyed the execution and the majority of its facets. In reading the article further, I'm saddened by what appears to be a desire to dumb the sequel down for the masses from the sounds of it.

That's probably too harsh, because the game's still got a nice long development cycle ahead of it, and ginormous props to Radical and Activision for how connected they are with their audience, listening to feedback and reviews and implementing gamer wishes. What worries me is the degree that the devs felt players found the original Prototype to be found wanting in areas I had non-issues with, or just straight up appreciated the hell out of down to my little gamer toes.

There are very promising things I'm reading about this sequel, and I'm still excited about it. And as much as I loved the first game, there were things I really did. Not. Want. Spending EP on upgrades wasn't a bad mechanic, but there were times when I didn't want to float around looking for events I felt I wasn't wasting my time on to build paltry levels of EP to get that one upgrade I had to have before I could progress beyond a certain point in the game...blargh.

Prototype 2 looks very promising in the art department, with the first game to draw from and improve upon. The devs speak of the little side events and whatnot having closer ties to the main story, which is nice--while sometimes a mindless destruction event within the first game could be cathartic, having an actual impact in the sequel will be neat.

Heller's character sounds neat. He's gonna be one angsty son of a bitch, that's for sure. But he's got a lot more going for him than Alex Mercer's initial emocentric attitude, like, you know, a valid reason for his poor-me and anger. He also sounds like he's got some Mercerisms going on--vengeance. That's what he wants. Not justice, but just straight up selfish revenge. Works for me, because that makes him more, er, human in that he isn't necessarily a 100% good guy either--he's got personal motivation that may shove other concerns to the secondary side of the scale.

But as for Alex Mercer's character treatment in the sequel--that looks like it might be the gamekiller for me. This swings me around to P2 and the devs' comment about Mercer wishing to recruit Heller as his first lieutenant in "his plot to spread the virus." That might kill Prototype 2 for me. Alex Mercer died releasing the virus on Manhattan, and his Blacklight reincarnation spent the game trying to undo what he'd done. Not totally succeeding, mind, and still holding on to that loveable douchebag personality, but he tried. And at the end of Prototype, he's still trying, committed to stopping the virus in its tracks.

I understand that civilians got in the way, and to Mercer they were often obstacles. Not even collateral, sometimes; but in the end, he made his effort count. What I'm not digging is the turnaround--now he wants to spread Blacklight? What caused this 180? Unless Radical and Activision can do some serious convincing, I'm not buying it.

If you're going to take a character that I'm emotionally invested in and make him the bad guy in a sequel, fine. But keep him true to his character. I can't--Mercer wanting to spread the vir--no. I straight up cannot see it.

Alex Mercer is many things.

  • He's an asshole.
  • He's a sociopath.
  • He's a self-aware virus trying to undo the work his human self did, albeit with generally the same level of dickheadedness.
  • He's voiced by the excellent Barry Pepper. Did I mention that...?
However, one thing Alex Mercer is not, ever, is a willing agent of the Blacklight virus. Firstly, his own strain isn't the same that's eating Manhattan. Secondly, for all his jerkoffery he's got one goal alone in the first game--end the virus. Save Manhattan. Destroy most of it in the process, but hey, road to hell, right?

(where's PARIAH?)

I'm excited to a degree, of course. When I first heard "Prototype 2" I about peed myself. When I heard you'd be going up against Mercer, I thought, ooh. This could get good. The idea of a vengeance-based plot from the perspective of a soldier infected by the virus and personally holding Alex responsible (as I'd heard initially) seemed pretty damned cool, largely because Mercer was not the bad guy. Don't get me wrong. He's a bad guy, sure, but actively wanting to spread the very same virus he spent the whole first game literally fighting dying being expoded to eradicate?

Naw. Sorry, guys, if that's the way you're going with this...

Still, the sad part is I'm totally buying this the second it hits the shelves. The boxes'll still be hot. Because I loved Prototype so much, and because I felt the developers made a game that people would find fun, I'll be picking up the second with a glimmer of hope. That hope is that the giant Infected they keep showing pictures of, grotesquely mutated a la Supreme Hunter is not. Alex. Mercer. If I find out it is, I may just cry.

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01 December 2010

Need for Speed Woes

While it's an incredibly biased thing to say that PC gamers get shafted more often than not, and a nasty generalization at that, here's a quick note regarding Criterion's Need for Speed: Hot Pursuit, published by EA.

PC users with multi-core CPUs, largely quad and six core flavors, reported crashes and general buggery that made the game unplayable upon unboxing.

Aside from EA's lukewarm response that Criterion, being the developer, is the go-to guy for fixing issues, exacerbated by players' already jaded views of just how much EA cares about its PC audience, Criterion did issue a patch to address several of the issues. [How many times did I say 'issues?' Geez.]

One of the awesome things about next-gen games and multi-cored processors is, well, that extra processing power. All that beefy goodness that you splurged on to toss under the hood and vibrate your panties. Criterion's elegant solution to the NFS:HP multi-core crash? Hamstring user's PCs so that only a single core is utilized for gameplay.

Bring up ye olde Task Manager, and check out the affinity that NFS11.exe is set to: CPU 0.

This strikes me as...odd. Lame, even. In fact, the kind of fuckery that gamers, justly or otherwise, tend to hate developers for when they rely heavily on the more business-friendly model of porting console versions rather than parallel development.

Your milage may vary depending on how many cores you're rockin', but I posit this:

Criterion. Seriously. For those of us with V-Sixes, yer gonna make us only use a single cylinder because our shit-hot blocks won't fit in your and EA's lemon?

01 November 2010

Da Goods

This aged box, circa 2008, upgraded early 2010, is running:

CoolerMaster HAF932
Silverstone 1200W ridiculous amounts of power supply
EVGA nVidia nForce 680i SLI
Zalman 110mm CPU Cooler
Intel Q6600 2.4GHz
4G OCZ Reaper X HPC DDR2, recognized @ 2560MB
nVidia GeForce 9800 GTX
nVidia GeForce 9800 GTX+
DirectX 10.0
Integrated HD Sound
Win Vista/7 Ultimate
Win XP SP3
Win 98 (!!)
Cyber Acoustics 2.1 sound sys
ViewSonic 22" 1680 x 1050 (with silly integrated webcam!)
Logitech VX Nano wireless mouse
Ideazon Reaper maming mouse
Ideazon Merc Stealth gaming keyboard
Dell keyboard of awesome, L100
Wacom Bamboo Fun, first gen, black
Rosewill multi-card reader and floppy
A sadly unused Zalman MFC2, due to PCI slots being eaten by ginormous GeForce beasts

Downsides:
- No overclocking
- Two optical drives, no BluRay
- Oldschool DDR2!

Upgrades:
Wavering between a downsized mini-monster, in perhaps an Antec Skeleton, or sticking with the monstrous theme and upgrading the mobo to an Asus board for an AMD chipset, and an ATI C.O.U.S.; reinstalling my soundcard, or springing for a Fatal1ty; upgrading the ol' wired gaming mouse; joystick and pedal setup; wheel, pedal + clutch and stick setup; new monitor with higher native resolution and itty bitty response time, and no ghosting; etcetera.

05 February 2007

Spreaking Of...

Voice acting. No, really. Voice acting in PC gaming is, in my oh-so-humble opinion, is one of the most neglected and under-appreciated aspects of the industry. When it's adequate or even good, typically reviews don't take too much notice. If it's bad, the reviewer makes a note, or at least makes fun of it.

Me, though, I'm totally different. I'll ignore the unimportant stuff like, say, graphics, level design, and replay value, for the truly crucial factors such as the aforementioned voice acting, the quality of the commode models, and the endless potential for hilarity in ragdoll physics.

In seriousness, I'm all for discussing the more puerile aspects of gaming. (Not to be insulting and say gibs and shotguns aren't puerile joy in purest form.) But to me, immersion is the thing, and horrible voice can bring you right back out, or make the experience. Though now, years later, hearing "Ah, Freeman," for the thousandth time is okay.

First example of horrid voice acting: Chaser. Chaser had a lot of problems, to be fair, and it had a lot of potential as well, and a ton of almost-epiphanic moments that could have gone down in history if not for the unpolished and at times unfinished overall feel. But the voice acting on the protagonist's part was so terrible as to be hilarious. The other actors did okay, and occasionally very well. But the lead's job was pathetic.

Far Cry is another example, though much, much less bad. Jack's performance is...sincere, if nothing else. In terms of stellar voice work, I'd cite FEAR first and above all. The reactive, interactive and visceral shouts of the Replica soldiers are some of the most satisfying aural bliss to make your ears bleed.

I can talk about the way the dialogue reacts to the situation, i.e. if I happen to be hunkered in a doorway a soldier'll shout my location, or other such changing factors. They'll call for reinforcements or give and answer orders. But even that isn't the best part.

In the demo after mowing down the majority of a squad in slo-mo and crouching behind some pallets while reloading, I heard the CO holler to his remaining man "You! Recon!"

I'd heard variants of yessir endlessly, so it blew me away and I'm still slack-jawed with amazement as the subordinate replied "No fucking way!!"

Bottom line, though: Gordon Freeman's dialogue is the best gaming has never heard.

28 January 2007

NFS Carbon

Publisher: Electronic Arts
Developer: EA Black Box

I begin this review, such as it is, with a caveat: I've never played Underground nor its sequel, and personally never went for the whole ricer thing, never subscribed to the tuner culture. I had, however, purchased NFS Most Wanted and fell hopelessly in love with it. This isn't to say that it doesn't come with its bag of drawbacks or that I would ever, ever, ever let myself be seen driving a VW Golf pretending to be cool...but it does mean that I have an unhealthy obsession with Supras (and yeah, I painted mine orange, sue me), even bought 19" rims for the thing, and still have my Cobalt in the garage since it was my 'first car.'

Point is I took everything with a grain of salt, expecting to accept. I never expected to embrace and enjoy my ass off. Thus when I saw the trailer for Carbon—with musclecars—I was practically salivating.
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Somebody hand me a bib…

The trailer was focused on canyon racing, a la Tokyo Drift of the Fast and the Furious franchise. Of which the NFS series has been quick to jump on and borrow from, usually at benefit. The race appeared to be between a tuner and one of the neo-classic concept muscle cars, and it appeared that muscle won out at the end, so that made me happy.

I put down the green for the collector's ed DVD-ROM, because I like the extras when they're applied well in-game, and NFS Most Wanted Black Edition did that for me, so the extra sawbuck was not a sacrifice. Speaking of NFSMW, expect a lot of comparison, because this pair of titles is closely related. Most Wanted was a remove from the Underground series, which was NFS' true reentry into the front-row shelves next to Battlefield and the other big dogs of the time. Most Wanted took it a step further by introducing something entirely new to NFS gaming: open city. Real-time free roam, with an engagement system that let you drive to or jump to races and events, quit said events back to roam, and to engage in the most far-reaching epic mother effing chases known to Hollywood.

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All the stuff you wanna do in real life but are too chickenshit to try

Ladies n' Gents, there is a God.

Because Carbon is the next installment (and, in fact, the direct sequel) of Most Wanted, expect heavy comparison between the two. While it might help if I'd posted a review of MW prior to Carbon, NFSC is what's out now, and MW is yesterday's news. I'd still like to opine about it, but for timeliness' sake, just roll with it.

The initial run was made on maxed-out settings, i.e. world detail, reflections, etcetera, at a comfy 1280 x 1024 because I don't have a fancy widescreen LCD. The recent NFS titles don't have in-game options for antialiasing or other such graphical tweaks, though you can choose the basics in terms of texture filtering and...well, texture filtering, for which I think trilinear is the max for Most Wanted. I think Carbon has an option for anisotropic, though what the hell aniso is outside of the next step up from linear I couldn't tell you.

The game ran smooth as a baby's bootie, and initial impression was very pretty.

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Fig 2a - Sex on four wheels

The city scenery alone was something to appreciate, and for a racing game that's saying a lot. It's important to point out that racing games have come a long way, especially the Need for Speed series. Used to be the scenery was given enough effort that you'd maybe notice it as you went by at the speed of sound, but even since NFS Hot Pursuit (waaay back in the day) the background was given some treatment, especially if you'd be seeing it eight times on a closed track race.

Carbon outdoes itself. There are parts that look like you could leave the road and drive into, they're so detailed and integrated. In fact, aside from shortcuts and hideyholes ranging from the obvious to ingenious, these drivable-looking parts are disappointing because you can't drive into them. Still, it adds to the whole experience. So after pretty comes immersion. For which you go through the six-minute set of various cutscenes and semi-interactive short bursts. The cutscenes were, as in MW, kind of silly, but generally well done and quite stylistic, in their combination of effects, in-game CG and live actors. The plot picks up right after MW, so that's another interesting bit.

Random Cool Shit

Reflectors One of the coolest of the random cool bits in Carbon have to be the reflectors. They exist in-game, placed in logical areas, like alongside a retaining wall, on guardrails, or any of the sensible places you'd see 'em in real life, including along the road surface. Of course, the fact they exist isn't the cool part. What blows my mind is their reactiveness to your headlights. They react in a very lifelike manner, and it's just one of those things that makes you say "Ooh, neato" as you're ripping along at one-twenty in slomo and thus have a chance to appreciate the subtle touch. I say subtle because they're integrated; they belong, just like real life, and that's the other part of the cool. They're not leaping out at you; you just happen to notice them at some point because they've blended so well, and then you can grin like an idiot every time you do donuts next to the curve in 21st Street's turf by Morgan Beach because it makes 'em flicker.

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Eye candy The tuner culture of cars, in as far as the Need for Speed series concerns itself, is about eye candy. Most Wanted Black really capitalized on the 'mood' in its interface and menus. Carbon is the same, the loading screens, transitions, minimenus and what have you inundated with an X logo and infused style that carries over consistently. Whoopee doo for menus, you say, but it is kinda neat to be sitting in the garage, watching free-flying streaks of neon light trail about the shiny car, something straight out of a 2F2F title sequence but made unique to Carbon.

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The ability to do crazy-assed shit—and look so cool doing it

The Man As with Most Wanted, my absolute favorite part of this game are the police chases. Hell, the cops themselves. While I was largely disappointed that much of the dialogue and radio chatter was taken directly out of MW and barely changed if at all before being stuck into Carbon, it retained the realism and dynamity (is that a word?) of it's predecessor. While the thrill has admittedly gone a little stale after hours upon hours of Most Wanted, the first time I was screaming along a high-stakes boss race and heard my vehicle's description go out over the scanner, my spine got a little tingly.

There's just something undeniably cool about hearing "I'm on that racer, he's in an orange Supra" as opposed to "I am following a speeder." And the smoothness of the radio chatter is not to be glossed over; again, it is integrated much the way of the reflectors—it's not necessarily jaw-dropping at first because it's simply real. Simple things like the flow of the words alone just add to immersion, which is, to me, the paramount factor in gaming. For example: instead of that odd, canned and disjointed "you have...THREE[link to audio of chatter]...new messages" voice, there are at least three different voice actors for police, one dispatcher, one helicopter pilot, and all should have been paid damn well for their performance. I kid you not when I call this the best voice acting for second-string cast in a game, because these guys shine like they're the stars.

It's one of those moments that you love the AI and the effort as you're hurtling down Highway 99 and slam into a cop midway through a radio call. Said incident was entirely an accident, and it was amazing to hear his call interrupted by a burst of static, our cars crunching, and then him screaming that he'd just been rammed as we careened against the concrete barriers.

Sound Speaking of, that's something that is both a random cool shit and a not-so-cool shit, because in Most Wanted the car engines were loud, throaty, unique. In Carbon, the vehicle classes play too much into this, because a tuner sounds like a tuner sounds like a tuner, and a musclecar sounds like a musclecar, and an exotic...you get the idea. More on this under gripes. As for what they did well, there's still the real visceral chunky crashes and scrapes and burning rubber. It's aurally satisfying to hear the tinkle-crack-smash when you cream the d—khead who cut you off, and it's heart-stopping to feel the ear-shattering head-on with a semi. So the SFX lives up to Most Wanted standards, except in the most important area, for which the uncoolness is unforgivable.

Gripes

Sound part deux As stated, the engines. There isn't near as much variation, which is sorely disappointing. There'll be a difference between, say, your Camaro and your Charger, but that's because one is a tier one and the other a two. A Chevelle sounds identical to a Camaro, and ladies and gentleman, that isn't just not right—it's simply wrong.

The engine volume is also on the uncool side, because it's set so low relative to all else that even at max it gets drowned out by tire screech or worse, crewmember chatter. I mean, a tuner should sound like the rice is on fire, an exotic should scream, and a frigging Plymouth 'Cuda should make your teeth ache.

This does not happen. Well, it can. You have to lower all other sound settings so that you can make the levels more realistic. It's not like it's a huge failing, but it's a bit of a pain in the ass. And for the engines to sound alike—there are no words. It just seems like the developers skimped on the most important aspect of audio in a racing game, and it's so strange when every other area of the game excels (with the exception of the AI, which can get a bit wonky but has its saving graces), especially after Most Wanted.

Shininess Is that asphalt glowing?? Okay. You get a car, say a Dodge Charger. You paint her jet black, with chrome coat. She looks like hot liquid f**k on the line. Streetlights and neon and realtime reflections cause NC-17 reactions. Yet on an exterior shot, the bottom of the car reflects the road in mirror-detail—bright detail. I mean, yeah, with that paint the car has a mirrored finish, but the effect looks like the road surface is lit up from underneath and shining like it is the light source itself—when there is no such source. While it looks sort of cool, it detracts from the realism and can make a car look like it's not quite attached to the road surface, which again takes away the visceral and brings in the unreal in-a-game feeling. Small gripe, sure, in light of the coolness, but it's there.

All-nighter One thing Most Wanted did that was sorely missed with the recent NFS titles (arguably, since underground racing does tend to have the whole midnight vibe thing) was daylight. As in you raced during the day, in full view of daytime traffic, police, a living, working city that was so very opposite of a midnight-run vibe.

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It was this feeling of exposure that added more thrill to a police chase, or a race through twisty crowded streets. In Carbon, we're back to the Underground-style endless night, and while MW was a strange Alaskan loop of a sun that never set and never really rose, I wonder if the next NFS title could apply transitions. If you go on a forty-five-minute police chase at oh-dark-thirty and achieve heat level four while racing against a sunrise, I think it'd impart more of an urgency to the whole affair. But that's just me.

This is running a bit long (I'm sure nobody's noticed), so I'll save the rest for later. In a quick and dirty conclusion, Carbon hits all the right buttons and aside from one horrifyingly unacceptable nitpick (which I contest is not a nitpick, because this is a racing game about cars, damn it) is a crazy-assed thrill ride that really delivers on the satisfaction. The bad guys are annoying enough, the cops good enough, the plot set up well enough that winning never felt so good.
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23 January 2007

Da Goods

If'n somebody's gonna pop online and start spouting about PC gaming, say, me, I'd better divulge what's under the hood.

The box is running:

WinXP Pro, SP2
3G Intel Pentium IV
A modest SiS 661FX mobo
2G of DDR SDRAM
ATI Radeon 256MB X850 XT, on Omega drivers
80G Western Digital IDE, 'cause the 300G SATA beastie ain't installed yet
Yer standard set of CD/DVD burners
...and a 17" CRT monitor. Woot.

And 'me' is Z, Zero, or more mundanely you can check my profile. I'm in Arizona. We have cacti. It's cool.

That said re: the box, until I either get a new mobo, new PCI-e card, or a new machine, the next-next gen games aren't gonna get too much monitor time here. This leaves me kinda stuck for 'current' reviews on, say, Splinter Cell: Double Agent, which is sitting unopened on my desk mocking me; however for those with the patience and/or copious amounts of boredom, I'm gonna go a bit more in-depth on the games I do run. (Hopefully with some concision and logical bent, but no guarantees. Hey, whaddya want for free?)

My to-do list is long, and whilst I don't expect massive amounts of people (read: anybody) to pop up and say "hey, what about this game?!" I can say this: this here blog concerns only single-player affairs, and if a title ships with multi I'm not gonna talk about it, because I don't do online. More on that in a sec, emphasis on moron. The majority of the titles as well will be FPS, with the occasional racing/driving bit tossed in because speed is fun.

Why FPS? Because aside from morepigs (MMORPGs, of course) they're the most popular sellers, though the WWII rush seems to have trickled off a bit. And because they're what I play. See, thing about myself and multiplayer gaming is this--I can't do it. I mean that. Sure, I can join a session, host a game. I even learned how to set up a wireless LAN. It was exciting. But where I flex my mad skillz with the solo experience, put me in old-school Unreal Tourney and watch me frag myself in the most imaginative, ridiculous and plainly noobish ways possible. It's embarrassing. I mean, if you were to watch me, you'd be embarrassed on my behalf. It's that bad.

So instead I shall tread where the road is familiar and if I see a pothole I can jump it, and if not, F9 is my savior.

Till next time. Z aus.