Tuesday, December 10, 2013

HULKGAMECRIT PODCAST! HIGH OCTANE REDNECK HONESTY EDITION!

HULK FINALLY MOVED, THE GAME SEEMS TO BE WORKING, AND THE MINIONS WANT TO PODCAST! TUNE IN AS EVERYONE TRIES TO RETURN TO A SENSE OF NORMALCY!


 

DISCUSSION POINTS:

FAST FOOD!
SANCTUM 2!
KANECO BEING KANECO!
CSI MIAMI!
FAKE COUGHING!
PERSONA!
BRO NIGHTS!
MINIONS SHOULD PLAY F2P WEEKLY!
POKEMONS!
MORE BRO BRO BRO!



MUSIC IS FROM CASHERNS SINS ( YES REALLY) AND PERSONA!

GO BUY IT IF FOLLOWERS CAN FIND IT!

Saturday, November 2, 2013

MINIONS NEEDED!

HULK RECENTLY HAS FOUND IT DIFFICULT TO GET REGULAR PRODUCTION AT SAME HULKY SPEEDS IT USED TO AND THIS NOW MEANS HULK NEEDS A NEW WAVE OF MINION TALENT TO HELP OUT AND MAKE GAMES!

 HERE'S THE DEAL,

 IN THE PAST MINIONS HAVE BEEN SPORADIC BUT ALWAYS VERY ENDEARING TO HELP OUT HULK ON PROJECTS THAT REQUIRED MORE THEN ONE PERSON INVOLVED.

SOME OF THE PROJECTS ( LIKE THE PODCAST) HAVE BEEN FREE WHILE OTHER PROJECTS TURN INTO CONTRACT WORK. HULK ALSO MAKES SURE TO HELP OUT MINIONS WITH WHATEVER THEY NEED, BE IT A RECOMMENDATION, SOMETHING TO PUT ON RESUME, OR THE AFOREMENTIONED PAID WORK ONCE HULK FEELS ENOUGH PROGRESS HAS BEEN MADE.

CURRENTLY,

HULK IS ABOUT TO MOVE, PROJECTS MAY BE A LITTLE DELAYED FOR A FEW COUPLE WEEKS DURING SAID MOVE BUT AFTERWORDS HULK PLANS ON CONTINUING PRODUCTION ON 4 DIFFERENT PROJECTS.

THE FIRST IS THE PODCAST WHICH HAS BEEN DELAYED BY PEOPLE SADLY VANISHING AND OR DYING THIS YEAR AND IT REALLY PLACED HULK IN A BIND!

 THE SECOND PROJECT IS METAPHORICAL LOVE STORY! A 2D MEETS 3D SIDE SCROLLER LAMPOONING THE GAME INDUSTRY! HULK NEEDS PROGRAMMERS, ARTISTS, AND POSSIBLY DESIGNERS FOR THIS ONE!

( PROGRAMMERS: GAME CURRENTLY IS BEING DONE IN C#, UNITY BASED, AND IF OTHER LANGUAGES ARE TO BE CONSIDERED THEN HULK WOULD NEED SERIOUS COMMITMENTS TO THE PROJECT)

THE THIRD PROJECT IS SOMETHING HULK HAS BEEN PONDERING FOR A LONG TIME CALLED " LUNA AND SOL" FOR THOSE THAT FOLLOW SILLY HULK TWEETS , HULK FOR THE MOMENT IS MAKING THIS A VISUAL NOVEL, THEN AT LATER DATE HULK PLANNING ON MAKING THIS SOMETHING FAR FAR GREATER. HULK WOULD LIKE TO TALK TO AN ARTIST, PROBABLY SOMEONE FAMILIAR WITH ANIME  AND OR CELL SHADING SINCE HULK YET TO SEE AN ART STYLE THAT WAS BETTER  BUT HULK WOULD LOVE TO CHAT REGARDLESS ON THIS ONE.

AND FINALLY, THE LAST PROJECT IS ACTUALLY HERE!

IN THE PAST MINIONS HAVE ACTUALLY WRITTEN ARTICLES ON THIS SITE OR WROTE THEM ELSEWHERE! HULK MISSES THE COMMUNICATION! THE CRAZY IDEAS HULK USED TO SEE A LOT OF HERE AND HULK WANTS TO MAKE SURE THE CONTENT DOESN'T GET STALE WITH HULK BALANCING ALL THESE CRAZY THINGS AT ONCE!

FOR THOSE WITH QUESTIONS CONTACT HULK AT HULKGAMECRIT@GMAIL.COM OR TWEET HULK! HULK WILL PROMISE TO ANSWER!

(HULK IS ALSO STILL WORKING ON STASIS, NO WORD YET ON WHERE THAT'S GOING BUT IF SOMEONE IS NEEDED AND HULK KNOWS THEM.....THEN WHO KNOWS? )

Sunday, September 22, 2013

HULKGAMECRIT PODCAST! THE BLUE BALLS OF A LONG LOST PAST EDITION!

ITS NEW YORK VS MALAYSIA VS FLORIDA VS SWEDEN IN THIS WEEKS PODCAST!

PLEASE KEEP ALL HANDS INSIDE THE STEEL CAGE AS HULK PREPARES TO DERAIL THE TRAIN!



DISCUSSION POINTS: 
LOLO
MOLY-BOOZE
KANECO BEING KANECO ( WHICH IS TERRIBLE)
SYNERGISTIC WORDS ARE SYNERGISTIC
GTA 5 NONSENSE
THE WOES OF THE AVERAGE INDIE DEV
MORE BALL JOKES
A MOMENT OF SELF PITY
EVERYONE DIES INSIDE
WAR THUNDER STORIES

MUSIC IS FROM HULK BUDDY SAKIMOTO AND ALSO FROM NAKINYKO.... WHO IS A MASHUP GENIUS


Tuesday, August 27, 2013

Guild War 2 and The " Living" Story

For those that have been paying attention to GW2, lately they have been doing some rather interesting Bonus events to try and keep people interested in the game. Armed with my newly acquired anniversary bonus and interest in what the Arena's offered, I decided it was time to finally reach level 80 and hopefully reach the end of the "Living Story".

I feel like I'm really really close to the end now, but there's a problem....


I'm getting really bored!

The beginnings of GW2 I thought were pretty damn awesome! a young dashing hunter that is obsessed with the color green was fighting worms by day, letting his meanings bite anything that moved by night, and facing green magical lake witches for the grand loot!, but below all of that there was a sub plot.

The player trying to find out what happened to his family.

My charismatic hero flirted his way through oblivion trying to help anyone he could as long as they were in somehow able to lead him in the right direction! and eventually the mystery is finally resolved with a broken down house full of crazy spiders with one lone grave sitting in the back. Up until that moment I thought GW2 was doing a really good job and not just rolling through the paces, but ultimately that scene proved unequivocally that GW2 had headed in the wrong direction.

I know a lot of people here and dev wise may not have had to go through loss or grief so I'll say this from experience.

It really fucking sucks

Its a moment where every single emotion both happy and sad can be inextricably weaved together at such an extent where you can actually be sick of yourself. Its a raw, brutal feeling that can change everything about yourself, who you are, what you believe in, and how others ultimately can see you as.

Again, it really fucking sucks

So for moments like this, it might be cool to have the player visit the grave, do a little prayer, then walk away, but there's far too much lost opportunity for further development. We never once hear the heroes thoughts on the matter, is he upset? is he angry? does he want revenge? I remember hearing all kinds of fancy speeches from the hero later on when others asked how the adventure went, but they ultimately left no impact for what would be a huge moment in the heroes life. There was no impact, no solace, no coming to grips with the situation, and unfortunately for GW2 it highlights a very serious issue with MMO's in general.

The Blank Slate Dilemma

MMO's by their nature are forced to be a blank slate. Everyone is playing for a different reason. Some like to raid, some do it for the events, some people like it for the Solo aspect while others are in it for the vast exploration of a realm completely different from their normal lives. It isn't an area where by conventional means you can set up a proper living story and as a result the story line missions in GW2 run the gambit between SRPG thoughts and blank slate approaches.

I can think of a few different means as to fix the situation but even those aren't perfect. Recently, I've been working on Stasis Concerto, this one is going to a visual novel meets puzzle game and while going through the script that had been written so far, I noticed a trend where it looked like other characters may somehow be living vicariously through other people, and since this game isn't about cake baking ( yet) or about A.I.'s I'm just going to assume this is an issue we will need to avoid.

The obvious answer was for those characters to say more about who they are, whether we were hearing the thoughts in their head as they continued through the game or hear their observations or thoughts on what they were seeing. Ultimately, the answered I submitted for fixing the issue was to create areas of opportunity inside the game.

Here's the funny part, I'm the puzzle designer, not the writer so ultimately this isn't my responsibility ( they * were* nice enough to take the suggestions) but I still wanted to make sure the possibility of opportunity existed within the game. So to " force" my opportunity I started making puzzles that reflected a little bit of each character in the game ( or as many as I could). What kind of instrument did they play? what were their thoughts on the room? how would they respond to the room? This twelve tone subject is awesome! is that an alchemy circle? who would notice it???

Just because I was the puzzle designer didn't mean I couldn't create an atmosphere where the room itself and the people in it weren't any less important then solving the puzzle and while GW2 is different, the philosophy of creating opportunity for further incite is something I think they understand.

They made a world right? I'm only at about 23% completion on it but even I can tell they tried to add as much thought into it as possible so they clearly must understand the concept of opportunity. Maybe they only understand opportunity if its on a larger scale? perhaps personal moments in the story like when someone dies, dead parents are found, or someone is lamenting the death of a Norn isn't something they understand how to fully enrapture?

I just don't get...

I don't understand why the hero didn't hit the ground full of delight, sadness, and malice after finding an answer to something he has been wondering about his entire life. I don't get why later in the game people whom the hero somehow know are randomly killed off two missions after initially meeting them, then have the very next mission be a sort of send off back in their hometown. It's like they saw moments where they could have *great* opportunity. A moment where snow is falling, the warriors friends and family mourning a loss while screaming her name to the heavens while sadness is visibly seen on the heroes face.

Instead, we have boring speeches in the middle of  a courtyard instance, not even one of those fancy still life cut-scenes.

I'm so close to the end, yet so very bored with what I'm seeing.


There's just too much lost opportunity.


Sunday, August 25, 2013

Hate Plus..... HATEFUL DAYS

LOOK, HULK HAD A NICE LONG REVIEW DONE, LOOKED IT OVER, HATED IT, TOSSED IT OUT, THEN DECIDED TO DO THIS INSTEAD ...



TO THIS DAY, ONLY TWO TITLES OUT OF ALL THE GAMES HULK HAS PLAYED HAVE ACTUALLY CAUSED GENUINE HATRED....



ANALOGUE WAS THE FIRST,  AND HATE PLUS IS NOW THE SECOND



HULK NOT TALKING HATRED BECAUSE OF BUGS OR HOW THE U.I. DOESNT LIKE HULK'S MOUSE!


 NO, HULK TALKING HATRED BASED SOLELY WITH THE CONTENT.


HULK KNOW FULL DAMN WELL THAT THE WORLD IS A DARK TWISTED PLACE, AND THAT NOT ALL GAMES ARE GOING TO BE NICE HAPPY SAFE PLACES WHERE LIMBS / TONGUES STAY WHERE THEY ARE SUPPOSED TO WHILE THE DIALOGUE WHEELS MAKE CAKE BASED GAMEPLAY AN ACTUAL REALITY!


( STILL WAITING ON THAT ACHIEVEMENT)


YET EVEN KNOWING THAT... SEEING A TIMELINE OF EVENTS AND HOW ONE THING AT THE CORE ULTIMATELY MADE ALL THIS MADNESS IN HATE PLUS OCCUR.... WAS JUST TOO MUCH....


 (THEN THERE WAS MUTE'S ENDING WHICH DROVE ALL KINDS OF OTHER EMOTIONS FROM THE LAST COUPLE MONTHS TO THE SURFACE AGAIN)


HATE PLUS IS AN IMPORTANT GAME.... IT GETS HULK'S 5 OF OUT 5 FISTS FOR BEING AN ACTUAL WORLD..... BUT JUST BECAUSE ITS A WORLD DOESNT MEAN HULK ACTUALLY LIKES IT....


NO, HULK HATES WHAT HATE PLUS REPRESENTS, HATES THE THINGS IT HINTS AT IN THE OUTSIDE WORLD, AND MAKES HULK REALLY WANT A SPACE SHIP FOR DETECTIVE WORK...


 YET IT ALSO MAKES HULK WANT TO TRY HARDER... TO SMASH BETTER, AND PUT MORE EFFORT INTO EVERYTHING IN THE HOPES THAT THE PAST ISN'T EVER REPEATED IN HULK'S HANDS.


HULK HATES HATE PLUS, YET HULK STILL THINKS EVERYONE NEEDS TO PLAY IT....



Thursday, May 23, 2013

HULKGAMECRIT PODCAST: PRINNY WILL FIGHT THE LOLI'S IN A DENNY'S EDITION!

HULK, PRINNY, MINIONS, TEAM CANADA, AND TEAM LOLI FIGHT FOR HONOR AT THE DENNY'S

DISCUSSION POINTS:

MAP SELECTION!
BEAT THE CARS!
BETTER AT WALMART!
A LOT OF FIGHTING!
ZOMBIE LOLI'S



 MUSIC FROM FAIRY TALE AND NIER! GO BUY IT ALREADY!

Friday, April 26, 2013

HULKGAMECRIT PODCAST! CATHERINE WITH A "K" EDITION!

This week Prinny, KATHERINE, Stillgray, Illusive man, Kaneco, Brandon, and Chris rant about the intrcacies of babies wielding chainsaws while the player does lots of relationship puzzle platforming.




Discussion Points:

Utter insanity!

British!

Guess how many bids!

I.P. mass confusion!

Mass miscommunication!


Music is from Code Geass  and Persona 4, Go buy it already






Sunday, April 21, 2013

HULKGAMECRIT PODCAST: MARAGRET THATCHER AND THE MAGIC GOLDEN POO EDITION

HULK BEEN BUSY WITH WITH INTERVIEWS, INTERVIEWS, MORE INTERVIEWS, FUNDING, AND THEN MORE INTERVIEWS FORGIVE HULK FOR BEING BEHIND~





DISCUSSION POINTS

MARGARET THATCHER!

MOORE!

PSYCHOLOGY!

THE GOLDEN POO!

RANDOM IN FIGHTING (AGAIN)

POLITICS!

ATLUS IN TROUBLE? 0_0



 MUSIC FROM SOUL EATER AND GUILTY CROWN 

Wednesday, April 17, 2013

SMASHY SMASH: BIOSHOCK INFINITE AND THE MADNESS OF NARATIVE DESIGN



Clayton got smashy, minions fell asleep, and somewhere in that mess
hulk decided to point out some issues

Thursday, April 11, 2013

HULKGAMECRIT PODCAST 100TH EPISODE SPECIAL! POCKET FULL OF ****** DLC EDITION!

On this most magic of days we take a moment to celebrate the positive things in life.... or atleast we tried....until the negative news came up.... the mass layoffs were announced.... the anger set it..... and we all decided to wonder if we will ever get that sweet sweet DLC money....



Discussion Points:

Positive news!
Bad news!
Lucas Arts....NOOOOOOOOOOOOO!
Orth!
Psychology!
Usability!
We start fighting~
We make up...
Ended on a Loli note




Music is from Dot. Hack and Guilty Crown



Do you like our silly work? Do you enjoy my "Cray Cray" tweets? then spread the word!

I could use the help



Saturday, March 30, 2013

HULKGAMECRIT PACHTER PODCAST! OF LOLI'S AND MATH EQUATIONS EDITION!

This week Prinny, Brandon, and Mathias watch hulk enter emo mode while math and loli butts take over the podcast.




Discussion Points:

Industry Shit
Square Enix failing horribly while selling greatly
Math Equations
Persona being a unit of measure
more math
seriously, what is up with all the math?
Loli Butts .... Keep digging that grave Mathias ♥


Music is from Chrono Cross and Tsubasa Chronicles

HULKGAMECRIT PODCAST! JOHN RICCI-YOLO EDITION

This week Andre, Brandon, and Geraldo chill out with Nanako and the gang while Ricci-yolo is hung out to dry like a manwhore.


Discussion Points:

Manwhore
Yolo
A Thousand terrible jokes
Terrible Accents
A whole lot of other things that were just as terribull'


Music is from Persona


Tuesday, March 26, 2013

THINGS CLAYTON WAS SECRETLY EXPECTING BIOSHOCK INFINITE ( 3 YEARS AGO)


This post is way too long for HULK so Clayton doing it

(For the record, this article is more focused on the story of Bioshock Infinite, not its art or the incredible designs. )

Every once in a while when I see a launch trailer I begin to grab as many elements from the trailer as possible to try and figure out what to expect from the game being launched. Sometimes I'm right, sometimes I'm wrong, but over the last few years I have become more and more disappointed. Bioshock Infinite has unfortunately continued this trend by showing a lot of great elements in their marketing that only barely made its way into the final product.
I figured our game was more or less going to start at the lighthouse, like all the trailers had already showed and the game most certainly continued. For the sake of being a design nut I had also written down that it might be interesting to wake up inside the floating city, staring at that massive mural of propaganda like we saw floating around in other trailers.  From that point we would then go through flashbacks of how we had arrived at that propaganda then ending with us meeting Elizabeth for the first time. Flashback ends as we see Song bird zooming away while we figure out how to get to them. I liked the idea because it broke up some of the monotony that usually happens at the beginning of big budget videogames, but Bioshock beginnings are usually still good so I guess the point is a little moot in this instance.



Now.... for what I consider to be the biggest issue of the game, The meeting of Elizabeth.

In the trailers we can clearly see Elizabeth using her abilities and a few different things became very very clear.


One: Her abilities are dangerous, almost elemental in nature

Two: They hurt her at some level ( you don't start bleeding from your nose for no reason)

Three: She has serious difficulty controlling the rifts ( as seen with the horse scene)

Four: Booker's abilities come from a similar source ( Hence why the two can easily be mixed)


I figured this meant that Elizabeth was going to be the source to everyone's power and whoever was going to be the boss of this game was going to be using her as a lab rat or perhaps even a cow. Somewhere within the confines of the first hour of the game we start finding the vigors that are in truth a perfected version of whatever it is that Elizabeth is generating ( let's make this a plot element).

Now, I expected us to somehow enter the city, look around, maybe take in the views ( perhaps learn a proverbial butt load of how the city works) and try to act the part of a tourist. No one sends someone into a situation all alone unless they know what's going on or have some sort of ingenious plan. I was really hoping we would either "A" do some stupid complicated bank heist with Elizabeth's room being the goal or "B" somehow accidentally run into Elizabeth while exploring the city ( or maybe whoever was arranging for Booker to enter the city would arrange for her to escape). There was certainly some evidence of her escaping and running from Songbird inside the trailers. ( Would be kind of cool to have Elizabeth's escape be some kind of bonus content for after the game was finished) and Booker already had the key to her cell so in some ways I had evidence to support both very silly ideas ( and man, they were very different from the final game weren't they?). Anyhow, we find Elizabeth, hash out a plan, maybe aim to steal an airship, and start running out into the city to search for ways to make it actually possible.

Since back then they were talking a lot about how Elizabeth was going to be integral to the story as much as Booker, I thought it might be fun if they were just throwing ideas at each other as to how to get the air boat until something stuck. The trailers certainly showed them communicating a lot, being snarky with each other, noticing when something wasn't working, and more or less reminding me of how fun the Prince Of Persia remake was ( some of that did make it's way into the game, but it wasn't quite the same anymore). I figured it would be very natural for the two to be racking ideas at each other ,maybe they would take turns trying each others ideas, watch the idea fail, then decide to give someone Else's idea a try. Better yet, why not have multiple areas of city ready to explore but only enough time to explore a couple? Might make the second play more fun if more of the city left to explore.


Somewhere after these two plans fail we are finally given a third plan that is the real McCoy to leaving the city, and we also see the first instance of Elizabeth's power being dangerous to herself. I figured for the rest of the game we would then have to be careful when deciding where and how to use Elizabeth's power ( and my friends actually all thought the same and refused to use her abilities in the game until they knew it was safe, final product tossed the whole bloody nose thing out and the marketing actually confused all of us) whether or not Elizabeth was in good health I figured was going to the deciding point in the story. If she's happy and healthy then we move fast, hit hard, see a positive side to her, and watch her fight for us as much as the player would likely want to fight for her all the while we're answering her questions about the outside world, Booker's past, and what she should do with her future. If she was sick we would watch her suffer, she'd turn worse, look worse, move slow, start acting suicidal, and her questions would reflect the darker more horrid tones that can be expected from someone who is not feeling well at the moment. Cynicism, feelings of being a burden on everyone, wonderings of why they were brought into this world or why they have the gifts they have and for what purpose. I was expecting very serious gradual changes in Elizabeth as she spends more time outside of that damn cage and begins to reflect on the world around her. Perhaps she would even think of that cage as a haven if she got sick enough. All of this was based on how they handled the little sisters in the previous titles and unfortunately infinite was a very very linear in its approach so a lot of what I just said never happens. All questions asked did have something to do with the narrative but it was either superficial, appeared to only change a couple scenes with Elizabeth, or had some other purpose that I was not able to ascertain while playing with my friends.

Now, for the ending...

I expected Booker to be tempted by the Antagonist to cling for some great power ( maybe become the owner of the Floating City?) then burn the world by using Elizabeth or at the very least we would be escaping from the city but would need to sacrifice Elizabeth to do so ( if very evil then we force her to, if evil but she sees the goodness in Booker then she chooses to save him). If the endings were positive then maybe Booker becomes so strong he doesn't need Elizabeth? Perhaps he figure out how to command the tears, summon storms, and be such a violent source of power he can get Elizabeth out without any worries, sacrifice himself, maybe trade places with her? Or something else that would I think had been equally acceptable within the confines of a story all about moral choices. Either way I was expecting how the player chose to play the game to have some form of change on how the game actually ends ( just like with the other titles).
As you can see from the game itself.... some of it was correct, a lot of it was not, and the games actual story was very very different from what was first prophesized in the first trailers. I personally didn't like it, some people even go so far as to hate it, while many on twitter are praising it for being half decent ( its art is it's saving grace). In the end however, I'm beginning to think Infinite had some really interesting ideas but for whatever reason did not fully act on them. Either that, or the 200 million dollar supposed budget means the project was stuck in some form of development hell for a little while and some things were cut back in order to make the game actually ship. I don't know what happened, I doubt anyone actually *will* know , But I am a little disappointed at how little of what I drew up based on their previous work actually made it into the game. I wasn't doing anything extreme, I wasn't even working in my own comfort zones. I was looking at their past works, deciding what would be the fastest easiest things to make happen in the sequel, then trying to figure out what would be the new things that they'd spend time perfecting. Does this mean that the game industry has changed and the Bioshock devs decided to change with it? Or somewhere in the last few years perhaps Ken Levine's vision for the game somehow changed? I can't really say.... but the game I played wasn't really what I was looking for, and the things that were left out and never properly explained have left me feeling very disappointed.



Monday, March 25, 2013

Friday, March 22, 2013

HULKGAMECRIT PODCAST! DLC EXTORTION EDITION!

THIS WEEK CLAYTON, PRINNY, BRANDON, ILLUSIVE MAN, AND MATHIAS TALK THE EA NONSENSE BEFORE INTERNET CONNECTIONS KILL THINGS EARLY...



 DISCUSSION POINTS:

DEAD SPACE 3 DLC
SIM CITY DRAMA- RAMA
SERVER WOES
BAD DESIGN WOES
THE SAD AMAZING STORY OF BEARDS


MUSIC FROM GUILTY CROWN

... STORY DIDN'T MAKE SENSE BUT THE MUSIC STUCK IN HULK MIND...


SIDE NOTES:







Saturday, March 9, 2013

HULKGAMECRIT PODCAST! I'M ONLY 21 EDITION!

BRANDON, PRINNY, MATHIAS, CLAYTON, AND STILLGRAY EXPLORE THE TRAIN WRECK KNOWN AS SIM CITY AND HOW EA SHOULDN'T HAVE SKIMPED ON THE CHEETAH BLOOD




DISCUSSION POINTS:

SIM CITY
DIPPED IN CHEETAH BLOOD
THE QA TESTING
STRESS TESTING
"SERVICES"
POLYGON SHOULD HAVE WAITED
THE REVIEW PROCESS
SEGA
GEARBOX
SEQUELS



MUSIC THIS WEEK IS FROM HER AND FROM WHAT HULK GUESS WAS MIRROR'S EDGE

Thursday, March 7, 2013

HULKGAMECRIT PODCAST! WHEN HULK MEAN CATLADY HULK MEAN CAT LADY EDITION!

INSANITY HAS GRIPPED THE MINIONS AND LO IT CREATED QUITE THE PODCAST!




 DISCUSSION POINTS:

RIFT PAST 70$!
SEIJITSU TIPSY!
BRITISH ACCENTS!
WAR FACE!
SANDWICHES! 
YERLI NONSENSE!
ADULT NONSENSE!
SONY NONSENSE!
NYAH!
HULK TIRED!
PODCAST WAS CRAZY!
HULK GOING TO BED!

MUSIC FROM TSUBASA CHRONICLES AND SOUL EATER

Tuesday, February 19, 2013

HULKGAMECRIT PODCAST: BUGGY ALIENS AND COPASETIC MARINES EDITION!

THIS WEEK WE HAD WAYYYYYY TOO MANY PEOPLE SIGN IN FOR THE PODCAST


DISCUSSION POINTS:

THING THINGS WE SHOULD PROBABLY TALK ABOUT

DUBAI

ALIENS 30 MINUTE CLUSTER*****

ELEVATOR DESIGN

ALIENS IN DEVELOPMENT FOR 30 YEARS

WE DID THINGS "HORIZONTALLY"

CLAYTON GETS HORRIBLY CONFUSED HALFWAY THROUGH

POOR SEGA

DONT MAKE LEMONS

GAMES = CARS

SPEC OPS DISCUSSION

WHOLE BUNCH OF OTHER NONSENSE

MUSIC FROM BRO-DERLANDS AND ZOE2

Wednesday, February 13, 2013

ALIENS : COLONIAL MARINES, MIRROR'S EDGE, AND THE DESIGN OF AN ELEVATOR

TO SAY THAT HULK IS DISTURBED BY THE LATEST ALIENS GAME IS NOTHING SHORT OF AN UNDERSTATEMENT. HULK HAS TRIED TO BE PATIENT, GO LOOK AT AS MANY DIFFERENT VIEWS AND OPINIONS ON THE GAME AS POSSIBLE TO FIND SOME PARTICULAR INSTANCE OF THE GAME DOING SOMETHING CORRECT, AND ALL HULK HAS FOUND IS PASSIONATE SADNESS FROM EVERYONE THAT WAS WAITING FOR THE GAME.

ONE ISSUE HOWEVER IS DESERVING OF SPECIAL ATTENTION FOR ITS COMICAL FAILINGS, NO NOT THE VIDEO OF XENOMORPHIC JAZZ HANDS ( ALTHOUGH HULK DOES FIND IT TROUBLE SOME) , THE LARGEST MIND BREAKING BUG HULK HAS FACED IN ALIENS : COLONIAL MARINES IS THEIR DOOR DESIGNS.

HUMOR HULK FOR A MOMENT AND VIEW THE FOLLOWING THE VIDEO (SKIP TO 3:47)



THE ENTIRE VIDEO IS ACTUALLY QUITE FUNNY BUT THE ELEVATOR IS SOMETHING THAT HULK WISHES TO ILLUSTRATE A POINT ON. A NORMAL ELEVATOR USUALLY HAS A BUTTON FOR SMASHING PRESSING TO SIGNIFY TO THE ELEVATOR GODS THAT YOU ARE IN NEED OF A LIFT, YOU HEAR THE SOUND OF METAL CLASHING, THINGS ARE WHIRRING, AND YOUR LIFT IS FALLING INTO PLACE. IF LUCKY YOU ARE GIVEN RANDOM LITTLE FACTS ABOUT THE AREA, GIVEN SOME SULTRY ELEVATOR MUSIC, OR MAYBE READ ABOUT THE RUNNERS HIGH.

ITS A STANDARD SYSTEM, WE SEE THIS EVERYWHERE, AND HULK FIRMLY BELIEVES MOST GAME DESIGNERS, LEVEL DESIGNERS, AND OTHER VARIOUS GAME DEV PROFESSIONALS KNOW WHAT A FREAKING ELEVATOR IS. IN ALIENS COLONIALS MARINES THESE SIGHTS AND SOUNDS ARE WHAT YOU CAN HEAR AT ANY DOOR, IT CONFUSES THE ***** OUT OF EVERYONE THAT IS PLAYING THE GAME.

HULK CAN SAW ONE PERSON UNLASER DOOR, WAIT PATIENTLY, WE CAN SEE LIGHTS DANCING IN THE PANEL IN A UP TO DOWN DIRECTION THAT REMINDS HULK VERY MUCH OF OBJECTS MOVING PAST LIGHT,AND MANY DIFFERENT SOUNDS OF SOMETHING MOVING DOWN A SHAFT NOT UNLIKE SOMETHING YOU WOULD SEE IN DEUS EX (7:38)




BUT WITH ALIENS WE NEVER KNOW WHAT WE SHALL FIND... WILL IT BE A WAREHOUSE? A CLOSET? THE DOOR IS MADE OF GLASS YET HULK STILL HEAR THE SOUNDS OF AN ELEVATOR SO THAT DOCTORS OFFICE IS CLEARLY SOME SORT OF CERBERUS TRAP.... IT ISN'T?.....REALLY?


DID ANYONE AT THE 4+ STUDIOS INVOLVED WITH THIS GAME EVEN TEST THEIR PRODUCT? OR WAS EVERYONE TOO DEPRESSED WHILE THE QA TESTERS AND USABILITY PROFESSIONALS JUST SILENTLY CRIED INTO THE NIGHT?

THIS ISN'T JUST SOME SMALL BUG BY BROKEN CODE OR POOR COMMUNICATION. SOMEONE DELIBERATELY PLACED THIS SOUND IN THE LIBRARY, KEYED IT TO THIS DOOR, AND THOUGHT IT WAS A PERFECT FIT. THIS BUG IS BAD DESIGN, BAD DIRECTION, TERRIBLY TESTED, AND SO SAD THAT HULK CAN'T FIND ANY HUMOR IN IT. (29:10)


Sunday, February 10, 2013

HULKGAMECRIT PODCAST! A GABEN IN HAND IS WORTH MORE THAN 30 EA'S IN THE BUSH EDITION!

CLAYTON, BRANDON, ALDOWYN, ORC, SEIJITSU, AND MATHIAS TALK ABOUT THE MAGIC OF SONY THAT HAD ONCE TOUCHED THE WORLDS HEART THEN DROVE EVERYONE INTO INSANITY!


DISCUSSION POINTS:

FINANCIAL WOES!
FINANCIAL STATISTICS!
ATARI IS DEAD AGAIN!
BIG HUGE GAMES IS DEAD AGAIN!
ALMOST ALL MAJOR STUDIOS HAVE POSTED A LOSS!
GTA DISCUSSION!
SAINTS ROW DISCUSSION!
HULK GODS BLESS THE LASER PLANE!
TRUE SELF PUNS!
YOUTUBE FAIL MOMENT!
A DEATH IN THE INDUSTRY...


MUSIC IS FROM BUMPY TROT AND MASS EFFECT

SIDE NOTE:
HERE'S LAST WEEK'S PODCAST ( HULK BEEN BUSY)


Thursday, January 31, 2013

HULKGAMECRIT PODCAST PART 91: NDA BLOOD OATH EDITION

THE INTERVIEWS ARE DONE, SOME MILD DISAPPOINTMENT, AND THE WORLD IS READY FOR 2 HOURS OF PODCASTING....


DISCUSSION POINTS:

POKEMON!

THQ!

MONETIZATION!

WHY IS EA COPYING ZYNGA?

PEREZ!

 EXPENSIVE THINGS....

WEIRD SHIT THAT SHOULDN'T BE IGNORED







MUSIC IS FROM POKEMON AND FTL



Wednesday, January 9, 2013

IGN DID SOMETHING RIGHT.... DEAR HULK GODS

ALL ON BOARD THE INTERNET DRAMA TRAIN


WE AS AN INDUSRTY HAVE A DUTY TO PROTECT OURSELVES WHEN WE COME UNDER ATTACK. WE CAN'T LEAVE IT UP TO POLITICIANS ( BECAUSE UNLESS WE ARE PAYING THEM THEY WONT BE PROTECTING US... WE'RE LIKE THE WORLD'S GREATEST SCAPEGOAT RIGHT NOW AND THAT LIKELY WONT GO AWAY ANY TIME SOON.)

WHILE HULK WILL ADMIT HULK IS GETTING REALLY TIRED OF THE CALLOUS WAY VIOLENCE IS (ALMOST) ALWAYS HANDLED IN GAMES, THE INDUSTRY STILL NEEDS TO HAVE ITS TOP DOGS WILLING TO TALK ABOUT THE INDUSTRY WITH THE PEOPLE INSIDE, OUTSIDE, AND ESPECIALLY AT THE HIGHEST GOVERNMENT LEVELS.

THESE PEOPLE ARE NOT JUST PAID A LOT OF MONEY TO SIT AT SOME TOP SPOT AND LOOK SHINY AT CES CONFERENCES. THEY ARE SUPPOSED TO SPEAK OF THEIR PRODUCTS, SPEAK OF THEIR COMPANIES PHILOSOPHY, AND TALK ABOUT WHAT THEIR COMPANIES PLAN TO DO ON THE VARIOUS TOPICS THAT ARE HITTING THEIR COMPANY (AND INDUSTRY) AT THE MOMENT. NOT JUST SIT IN SOME DARK CORNER HOPING TO THE GAMING GODS THAT NOTHING WILL HARM THEM NEXT QUARTER.

NO SANE PERSON WOULD EVER SIT IN SUCH A CORNER WHEN STEPS CAN BE TAKEN TO STOP IT FROM GETTING OUT OF CONTROL. AT THE VERY LEAST WE CAN HAVE SOME CONVERSATION GOING AND HEAR POSSIBLE SOLUTIONS ( IF ANY SANE ONES EXIST) AS TO HOW THE GAMES CAN BE MADE BETTER. FOR ALL WE KNOW WE MAY EVEN HEAR NEW IDEAS, LEARN OF NEW GROUPS THAT ARE SITTING IN OUR CORNER, OR EVEN FIND A NEW STREAM OF BUSINESS. HELL, WE COULD EVEN FIND A NEW GENRE.

WHY BE AFRAID OF COMMUNICATION WHEN EVERYONE WANTS IT?



SIDE NOTE:

HULK PERSONALLY WOULD LIKE THE SUBJECT OF DEATH TO BE TAKEN MORE SERIOUSLY.

HULK FEARS MOST GAMEDEVS HAVE NEVER FACED DEATH BEFORE OR REALIZE JUST HOW TERRIFYING IT CAN BE....YET THEY USE IT EVERY 3 SECONDS GENERICALLY WHILE IN A FIRST PERSON SHOOTER.