While out in the wilds of Mississippi this weekend, the packing materials for the 360 turned up.
The 360 is bagged, packed, boxed, taped, and labelled up to. Off to the Microsoft Service Center tomorrow!
4.27.2009
Red Ring of Death II: Part 2
4.21.2009
ZBrush 4 Announced!
Pixologic just announced ZBrush 4, due this August, just in time for Siggraph!
ZBrush 4 announcement on ZBrush Central.
I cannot believe that this upgrade is free, again! If I recall, I bought into ZBrush right before version 2 was released. Since then, Pixologic has yet to charge for upgrades and new version. Amazing.
I wonder if they are actively engaging in a war of attrition with Mudbox, their primary competition. There is no way that Autodesk can keep up with that, considering the obligations to their stockholders that require increased sticker prices and annual subscription programs.
I am going to have to continue to back Pixologic and let my Mudbox license languish, expired.
Red Ring of Death II: Part 1
And so it happens again. My second Xbox 360 just bit it hard and is giving me the RROD.
Already it is a headache. Checking the Xbox support page reveals that my warranty is out of date. This is misleading however, as I am pretty sure Microsoft yet again extended the warranty on RRODs as they are so prevalent. So I submitted a ticket anyway to see what happens.
Again, issues. I picked the option that would have them send me a box and shipping label. I just received an email telling me that I have to supply packing materials. Ugh.
And so now what? I suppose I will see what happens, though I am not overly happy about the thought of receiving yet another refurbed piece of crap from an abusive home. I did see that Microsoft just announced a new 360 Elite bundle, packaged with Halo3 and Fable2. I already have three copies of Halo3 and a copy of Fable2... I do want a black 360 though. I suppose I could Ebay or trade in the games. But do I risk another $400 on Microsoft's shoddy product yet again?
4.13.2009
Ninja Blade (360)
As many of my gamer friends might tell you, two of my favorite games of recent times were Otogi: Myth of Demons and Otogi 2: Immortal Warriors on the original Xbox. Developed by From Software, they featured solid 3rd person hack and slash action, increbible graphics, amazing sound, persistent destruction, and kick ass character designs, all done up in a mythological Japanese wrapper. Awesome. So when I heard that From Software was releasing a ninja themed 3rd person action title on the 360, I was all over it.
Sadly, From's newest game, Ninja Blade does not live up to the precedent set by the Otogis. In fact, it is so disappointing, I can not bring myself to finish it at the moment. On the bright side, in my time with the game I feel as if I learned a few valuable game design lessons, especially about Quick Time Events, (QTEs,) so all was not lost. And so, my list of criticisms:
So Ninja Blade is an unfortunate disappointment from a purely entertainment-for-dollar standpoint, though it ended up being highly educational from a game design position. Before Ninja Blade, I would have said that I generally despised QTEs. I still do not love them, but after playing Resident Evil 5 and then rolling right into Ninja Blade, I was able to compare the QTEs of each and realize that QTEs can be acceptable, perhaps even good, if done right. Too bad Ninja Blade is not one of those examples. So far I feel that the God of War games are probably the best implementation of QTEs to date, though when all is said and done, I would not be upset if I never encountered another QTE ever again.
Score: 1
4.02.2009
Killzone 2: Behind the Bullet (PS3)
Just a quick post this evening about the Killzone2: Behind the Bullet Interactive Demo. If you own a PS3, are interested in graphics technology, are a Killzone fan, or some combination there of, go download Behind the Bullet from the Playstation Network.
Previously, Sony/Guerilla Games released this video, called Bullet:
Today they released the same sequence as a realtime demo. As you watch it, you can pan and rotate the camera, speed up or slow down the playback, toggle developer commentary, and coolest of all: view the contents of the various buffers that get composited together for the final result. Too cool. I spent forty five minutes going over it already.
More info here:
http://blog.us.playstation.com/2009/04/02/killzone-2-behind-the-bullet-interactive-demo-available-today/
