Sobtanian's old blog. Still full of goodies, why don't you stay a while.

Saturday, January 31, 2009

As part of my quest to read books relating to Videogames and their culture, I ordered a variety of books from Amazon the other day.


Below is a video of the coolest book cover EVER created. Seriously. Rogue Leaders is the story of Lucas Arts and how it came to be, and is a very big and colourful book with loads of concept art and never seen before snaps of our favourite games from Lucas.

The cover though, is something else. Geek porn if I've ever seen it.

More about Rogue Leaders (and the other books) later.

Bit.Trip: Beat

I'll let the video talk for itself. I'm a sucker for trippy music games, as you know :)


Wiiware exclusive, in case you were wondering.


Thursday, January 22, 2009

Sound familiar?


CLL.94
Details
CLL.947

It is not a dangerous memory resident parasitic virus. It hooks INT 10h, 21h and writes itself to the end of COM and EXE files that are executed. On any INT 10h call the virus writes zero to ports 200h, 220h, 240h, all, 2E0, on any INT 21h call the virus writes random data to ports 230h-233h and 250h-253h (disables soundblaster? Adaptec adapters?). The virus contains the text string:
Creative library link. Copyright(c) 1994 by Michael Carington.

Wrong actually.

It disables videoblaster cards. Not soundblaster.

I wonder why anyone would make such a thing. Could it be to get rid of the competition? Make sure that no one else has a cutting-edge videoblaster? Who knows. I guess we'll never find out.

Oh, and who's Michael Carington? Who'd think up such a name. And why would he be stupid enough to put his real name in a virus. Silly.

It's amazing CLL reached as far as it did really.

Wednesday, January 21, 2009

Valve goodness

The escapist magazine has a very interesting article called Storming The Fortress, where they talk to Valve about Team Fortress 2. The juicy tidbits are that there's a new Payload map coming (woop woop!), a new very different game mode (let's hope it's not an arena variation), and maybe a 10th class! Oh, and the next class update is the damned scout. Shit.


In other news, the amazing replica model of the amazing Portal gun pictured below was created for flickr user emilyskeith by her boyfriend. To quote Joystiq's report verbatim:

This replica Portal gun was created for Flickr user -- and soon-to-be Portal cosplayer -- emilyskeith by her boyfriend, and is clearly a triumph of prop making. In fact, we consider it a huge success.

We're sure it was hard for Emily to overstate her satisfaction with the finished replica, which features working orange and blue LEDs and was weathered to convey the idea that she wasn't the first Aperture Science subject to use it. To her boyfriend: you've ensured that her love for you will be still alive for years to come. Also, we want one.

Monday, January 19, 2009

Universe Computers and Consoles

As it stands now.....


Thanks to Mustafa for being crazy enough to go back to Iraq and taking this snap :)


Friday, January 16, 2009

Spot the Boomer!

This is the moment the survivors got overwhelmed by the infected.

Can you spot the boomer in the middle of all the mayhem?

PS: it was a vs match and we (the infected in this case) practically owned the other team.


(click to enlarge)

Wednesday, January 14, 2009

it's the smaller things

Remember a time when games didn't really have save points? They didn't need them really.

Games were short, but were a challenge to play. A challenge that you progressively got better at until you virtually finished the first stages without even thinking, or losing a life.

It was a simpler time. But also one that required a time commitment from the player. When you start playing a game, you play it with the intention to finish. Of course, the media wasn't as large or flexible to accommodate saving. Games were on tapes (saving could take minutes!), cartridges (expensive to produce), and very rarely floppy disks. It was more common to get a code to unlock the next level, rather than a save point. And we all had that time back then. We could all just load a game and just marathon play it until finished. Or at least try.

Games were designed with this limitation in mind. Imagine being able to save in R-Type, or Commando, or even Green Beret? If you could, you'd finish the game the day you buy it, and the thrill of playing would just disappear. There's nothing more thrilling than getting past that bit you're stuck on and move on a bit, just to hit a more challenging bit later on!

But then games started becoming more than games. They  started telling stories, involving us in their tales and making us connect with the characters. I challenge any gamer that says that they haven't been affected emotionally by a game. Whether you feel happy that the hero has done his deed, or sad at a death of a character, or even scared or nervous; games are involving us more than ever. Which is why we need save points now.

Imagine a book that you can't read unless you do it in one sitting. If you stop, you start from the beginning. You'll get bored of the repetition, you'll lose connection with the characters, and just not bother any more. Luckily the media we play games on now has evolved and we can save now. But, unlike a book, saving in games isn't like putting a bookmark, it depends on what the designer wants you to.

If the designer wants, they can let you save any time you like. The infamous F5 quick save hammering that we've all done when trying to complete a challenging level is borderline cheating. In fact, it is cheating. Or the designer can give us save points at calculated places. Some insanely distant and frustrating, some before key points in the game, and, the dreaded one, some after a pivotal moment where you can't go back and change your mind.

Saving is a smaller thing in games that is hugely overlooked. In the right hands, saving a game can be a very enjoyable experience, and one that adds to the game experience. See Full Spectrum Warrior for a great example of a save system that's integrated within the game world. In the wrong hands, saving becomes down right annoying. Lazily coded menus, odd interfaces that hinder the process, and long save times.

It can also be used to great effect to add (or remove) challenge from a game. The quick save mentioned above can significantly make a game easier (an odd example is FarCry 2. On the PC you can quick save, on consoles you can't - you have to find a safe house and sleep in it. The console idea is a lot more immersive), and checkpoints placed properly can make a game that more exciting. We've all played a game where you're fighting a tough section just to see (or hear) the checkpoint in the nick of time! It's a sensation of elation nothing else can mimic.

So here's to saving. The unsung hero of games these days. And here's to the developers that take the time and effort to think about their save points. To them, we salute you.

Saturday, January 10, 2009

from heaven

I think last year was mostly a good year. Except for the incident with my dad's kidnap, which thankfully had a happy ending (figuratively), things last year were definitely for the better.


I finally managed to become MRCP, me and Kelly got married and also pregnant (final product ETA June 09), and I also managed to secure a 5 year training programme in Geriatric Medicine, the speciality I want to do as a consultant.

I went to Dubai twice, once in the blazing heat of August, and then with Kelly in the cool weather of December. I also saw my dad in Amman, and met up with some golden oldie friends (Blue Blood, Wolf, NBA), all of which I last saw 8 years ago!

The saddest news from last year was the tragic demise of a great Baghdad College friend called Harith Abdullah. He was killed in a car accident in Dubai, freakishly enough the same time me and Kelly were there. RIP Harith, you will be missed.

Last year was also the year that all hell broke loose when it came to video games, and gaming in general. There were so many megaton releases and essentials that I ended up owning most and playing none. I still haven't even put the Metal Gear Solid 4 disk in the PS3!

I also got to do more reading, both of fiction and graphic novels. A13 introduced me to graphic novels and the whole scanning scene, while my purchase of an iRex iLiad got me reading all sorts of novels again.

It was also the year when Clan Khara was born. 3 members strong (with no real hope of more coming), me, Blue Blood, and pyroMax form the team. Team Fortress 2 dominates our stats, but the 2008 release of Left4Dead has kept us busy too. We now have our own dedicated server hosted with multiplay. It's called The Toilet and is an 8 player Left4Dead server. Great stuff.

It'll be interesting to see how 2009 pans out. I hope it's a good one for everybody. I for one am learning how to knit for the baby (a scarf is my first project). I tell you, it's not easy!

Finally, without further ado, here's the games I clocked 2008

PC
Tomb Raider Underworld
Call of Duty 4: Modern Warfare
Call of Duty - World At War
Abe's Oddysee (no I didn't finish it 11 years ago!)
Shadowgrounds Survivor
Flipside
Clive Barker's Jericho
World Of Goo (my love for this is public. Get it people, get it!)
Dead Space (EA surprises us with an original IP that copies the best bits of killer games like GOW, BioShock, and RE4 to create an atmospheric, scary, and gripping space survival horror. Great stuff)
Psychonauts (this is the 2nd time I finish Tim Schafer's masterpiece of design, humour, and story telling)
Half-Life (how I missed this the first time I don't know. Neither does Blue Blood :p)
360
Gears of War 2
Mirror's Edge (more here)
Castle Crashers
Braid (Proof if anything that bedroom coding is alive and kicking. One of the most artistic and beautiful platformers/puzzlers to hit any machine, Braid tells the story of one man's fruitless mission to "find the princess". It is perfect in every manner, from the art style, to the music, to the time-bending puzzles, to the great ending, it just drips with style and elegance. And to think it comes from the brain of one man)
GTA IV
Rez HD (more here)
Ninja Gaiden II

PS3
Siren Blood Curse
Ninja Gaiden Sigma
Ratchet and Clank Future: Tools of Destruction
Ratchet and Clank: Quest For Booty

Wii
Super Mario Galaxy (All DAMNED 120 stars! There's a 121th star, but that's just OTT. SMG is Nintendo and Shigeru's finest moment, redefining 3D platforming just like the phenomenal Super Mario 64. Top stuff)
No More Heroes (Suda 51's spiritual follow up to the excellent Killer7. Taking videogame clichés and conventions to the max, and coming up with a weird and wonderful hack and slash 'em up that borrows from and makes fun of almost everything related to the world of gaming and gamers. As ONM put it, a video game lesson in 10 classes. NMH2 is officially coming too!)
Lost Winds
Zack and Wiki