Just wanted to remind everyone that tonight we are having an online meetup and play session for Quake Live! It will start tonight 10/24 at 6pm PST.
Ill use this thread to co-ordinate the game, so check back for what specific games we will be in and the sharing of our in-game accounts to play together.
Original Post: http://cheerfulghost.com/jdodson/posts/657
Just wanted to remind everyone that tonight we are having an online meetup and play session for Quake Live! It will start tonight 10/24 at 6pm PST.
Ill use this thread to co-ordinate the game, so check back for what specific games we will be in and the sharing of our in-game accounts to play together.
You all missed out on some fun! With the exception of the people who kept reciting lyrics from Gangnam Style, the Quake Live games were a blast, and my first real L4D experience was exactly what I had hoped for.
jdodson Admin Post Author
wrote on 10/25/2012 at 04:19am
Quake Live was a blast! I still love the rocket launcher!
Left 4 Dead stole the show for me though. After about the 3rd wave we started I was really digging the game and the strategy of it. I really enjoyed helping people and healing, which is odd as I don't particularly like playing the medic in TF games.
This looks promising. The narration is a little grating but the info is worth it.
It looks like the combat will be similar to that of the recent single-player games. The Finesse system sounds interesting. Overall, it seems different from any MMO combat I've seen, which is definitely a good thing.
I'll have to break my rule of never playing MMOs for this one.
This looks promising. The narration is a little grating but the info is worth it.
It looks like the combat will be similar to that of the recent single-player games. The Finesse system sounds interesting. Overall, it seems different from any MMO combat I've seen, which is definitely a good thing.
I'll have to break my rule of never playing MMOs for this one.
Thanks for posting this, I've been interested in The Elder Scrolls Online and this drops some compelling art and information that draws me to think this will be worth checking out!
First off, the art feels like something from Skyrim. The video was a bit artifacty on my phone but it looked like an improvement over Skyrim?
Playing through Skyrim, I kept thinking "This is so awesome... but how much more awesome would it be to have other players playing with me?" So yes, I'm definitely looking forward to this game. I do wonder about some of the random aspects of Skyrim that might be lost, like finding a wheelbarrow at the bottom of a waterfall. Finding one was cool, but with thousands (or millions, depending on how the servers work) of other players, I wonder how much clutter there will be? Now that I think about it, I kinda hope there's a ton of clutter. I think I'm what I'm getting at (I'm not really sure, just kinda typing and seeing what happens) is that I like the sense of "wow, I bet no one has seen this in this world" feeling that is present in Skyrim, which could be lost in an online version. But again, overall, I'm looking forward to this!
MMO's seem to allow a ton of people to play but don't allow the players to make a mark on the world too much. Elder Scrolls Online could change this though for the reasons you cite, like leaving stuff around. Problem is, would such a world turn into a garbage dump eventually? Seriously, it could. Some clan could invariably spend the time to make a mountain of potatoes too :D
My first thought was that perhaps items, after they're dropped, if they're not touched for a set amount of time (whatever that might be), they disappear. But I don't really like the idea of items just disappearing. One of my complaints (a very minor complaint though) of WoW was how quest items just magically respawn. I would like a better way for quest items (or ingredients to create things with) to appear. But with things like ore, obviously someone can't reset that, that pretty much just has to reappear... maybe some sort of mechanic function of the ground where ore would randomly be pushed up to gather, and trees would slowly grow.
That was a long first thought.
My second thought I like a little better, but not much. Perhaps there can be some NPC's that wander around the world, cleaning up random items left by people. Maybe if they were scavengers, and you could buy the items from them (and maybe get lucky and get an exotic item that they found?)?
But I would want to contribute to the mountain of patatoes as well lol
I'm very worried about this. I feel like it is going to just become another mmo like WoW. I'm hoping the combat keeps it different. I also feel like the character models have much more cartoon-y look then what an elder scrolls game should be like. Like the orc they show at about 0:35, He is HUGE. It reminds me of the characters in the old republic that were just like really big fat people. They look ridiculous.
Hopefully a CG user is on the beta and reports back! I know I'll be signing up.
Hopefully the big cartoony ORC is a one off because Elder Scrolls games and grounded in fairly realistic graphics.
Travis Admin Post Author
wrote on 10/28/2012 at 05:35am
Cartoony graphics are often a way for companies to make a game that looks acceptable in a modern world while keeping the requirements low. Basically, they're trying to make it accessible to more users. Possibly.
On teh intarwebs I found a breakdown of the password save system for the original Metroid. It reads like a technical whitepaper and seems pretty straightforward to construct your own passwords if you so desire.
I sort of inspected a few of my games that used a password save system and noticed patterns that let me modify them. For instance, in Mega Man 2 I collected E Tanks only(did nothing else) and noticed what happened to the password. Collecting the maximum amount and noticing the password allowed me to create a password where at any point I could refill my character back to maximum E Tanks. I was able to do the same to a few other games as well and it was always fun... Read All
On teh intarwebs I found a breakdown of the password save system for the original Metroid. It reads like a technical whitepaper and seems pretty straightforward to construct your own passwords if you so desire.
I sort of inspected a few of my games that used a password save system and noticed patterns that let me modify them. For instance, in Mega Man 2 I collected E Tanks only(did nothing else) and noticed what happened to the password. Collecting the maximum amount and noticing the password allowed me to create a password where at any point I could refill my character back to maximum E Tanks. I was able to do the same to a few other games as well and it was always fun to hack the game this way.
John David Ratliff seems to take this one step higher and lets the entire algorithm out of the bag. I wonder how long this took? Did you ever spend time reverse engineering your passwords to get an advantage?
Oh and the Metroid comic above has been making the rounds online as well and I though it was pretty fun.
I never reversed engineered passwords, but I did like to enter random ones in to see what, if anything, would happen. Similar to the Game Genie post from a while back.
I kinda wish I had done some trial and error like that now. I wonder if there are any more game specific guides out there for old games so you can start with a bajillion lives or whatever.
I did notice that punch out seemed to have entirely random passwords. I had a password for Mr. Dream and then lost to him, and the password it gave me was entirely different. Theoretically I should have just had one more loss on my record.
jdodson Admin Post Author
wrote on 10/25/2012 at 03:00am
The password system could be very sequential but then they use some kind of one off simple encryption / scramble to make it seem randomish.
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To kick off Retro Tuesday I wanted to talk about a game I have been playing recently with my wife. There are not many generes of games my wife and I can agree to playing together save puzzle games and the occasional Mario Kart level. Recently we decided to un-box the N64 and play Dr. Mario and played a few competitive matches.
I consider Dr. Mario practically a perfect game. I hesitantly compare it to Tetris as Tetris literally is a perfect game, but Dr. Mario is a close second to it in my mind to perfect puzzle games. The original NES cart was well done too, top notch music, game mechanics and concept. The 64 game adds on the original by allowing 4 player matches,... Read All
To kick off Retro Tuesday I wanted to talk about a game I have been playing recently with my wife. There are not many generes of games my wife and I can agree to playing together save puzzle games and the occasional Mario Kart level. Recently we decided to un-box the N64 and play Dr. Mario and played a few competitive matches.
I consider Dr. Mario practically a perfect game. I hesitantly compare it to Tetris as Tetris literally is a perfect game, but Dr. Mario is a close second to it in my mind to perfect puzzle games. The original NES cart was well done too, top notch music, game mechanics and concept. The 64 game adds on the original by allowing 4 player matches, different kinds of competitive play and a story mode.
As we were playing Dr. Mario we played a few matches of Flash mode quite a bit. To win flash mode all you need to do is clear all the viruses that flash on the screen. Seems simple but often times the flashing viruses are really buried deep on higher levels it can get tricky.
Dr. Mario has seen a few incarnations since its 64 days with a Gameboy Advance port as well as a Wii Downloadable only port. I never picked it up on Wii because I have an aversion to downloadable only titles on console. I sort of wonder how the version on Wii turned out as this year I picked up Tetris Party Deluxe on sale as it was originally Wii download only but later moved to a disc release and it was very good.
That said, Dr. Mario 64 is an amazing game and there isn't much reason for a modern port. It looks good in full screen mode on my TV and plays just as well. Recently I caught a real bug and wished it were as simple as dropping a few pills on the viruses to get rid of it. Oh well, real live antibodies to the rescue.
I think I heard about "I used to be an adventurer..." before I had a clue what Skyrim was. But now... what if?
I think I heard about "I used to be an adventurer..." before I had a clue what Skyrim was. But now... what if?
The thing is, after you hear it enough times in Skyrim it's hilarious. It makes sense that it broke out into internet culture and 14-year-old girls who had no interest in Skyrim were saying it.
I have been playing Ultima 4 for my blog at www.backlogkiller.com and was shocked to see no entry for the PC version here! It is a free game that is available on GoG for free and set a new standard for RPGs that continues to this day. By getting rid of traditional story and encouraging the player to win by simply being a good person was a brave experiment and deserves all the praise it gets. Despite being 25 years old, it holds up and I am enjoying every minute of it. (Aside from the time spent flying the hot air balloon.)
I have been playing Ultima 4 for my blog at www.backlogkiller.com and was shocked to see no entry for the PC version here! It is a free game that is available on GoG for free and set a new standard for RPGs that continues to this day. By getting rid of traditional story and encouraging the player to win by simply being a good person was a brave experiment and deserves all the praise it gets. Despite being 25 years old, it holds up and I am enjoying every minute of it. (Aside from the time spent flying the hot air balloon.)
I just nabbed this game on my Mac off GoG. Doesn't seem to work too well so I will give it a swing on the PC.
I like your blog, thanks for sharing! Feel free to keep the updates flowin'!
Will_Owens Post Author
wrote on 10/24/2012 at 05:01am
I'm almost finished and had a good time with it, but it certainly helped that I had a good idea of objectives from previous attempts. It's taking me about 10-15 hours to finish, but if you don't know what to do I would double that. Some stuff is a little esoteric and maybe impossible if you don't take note of EVERYTHING. Definitely worth a play, though.
For sure. I think with many old games there is that "if people didn't know this would be nearly impossible to figure out" kind of elements. Like in Monkey Island or whatever, prob would have just hit a brick wall without a walkthrough for some of it.
Will_Owens Post Author
wrote on 10/25/2012 at 03:18am
I actually did pretty well Monkey Island. It was certainly more 'fair' than this one. Ultima 4 gives you everything you need, but many of the solutions are a little obtuse. The biggest culprit is the word needed to enter the final dungeon is represented in rune form after ascending each virtue. What look like simple vertical lines or nonsense have to be written down, translated, then rearranged like an anagram to get the word. Most of the other stuff is pretty easy, though.
That's awesome. Now I understand more about why Lord British gets SO much love for this game. I have a ton of love for Retro Games and one I am itching to play and will do so next month...
The Red Wings are calling me back and I am really looking forward to playing Final Fantasy 2/6 again! It has been WAY too long!
Will_Owens Post Author
wrote on 10/28/2012 at 02:26am
Lost all my progress I made. Turns out I had two copies on my computer: one on the HD and one on a flash drive I was using to test moving save games around. The desktop link was attached to the flash and not the HD meaning that when I deleted its contents to give a friend some files... *POOF*. No more party. Need to restart and cry.
I hear you. One year I set a goal to complete Legend of Zelda: Link to the Past no matter what. The story and feel, for me hold a ton of symbolic and "feeling" that I had to experience. I am starting to feel the same way about Final Fantasy 2(US). Its kind of like I need to do it to re-learn something I had forgotten.
So yeah Will, I totally get that. I think its a sign of something really meaningful when you have that kind of connection to a game or whatever.
Need to return to the Hobbit every few years, nothing brings me to that magical zone quite like reading that book.
Will_Owens Post Author
wrote on 11/01/2012 at 03:57pm
Well, less than five hours into the restart and I am almost back to the point where I lost my data. I would guess maybe 2 or 3 solid hours to finish. Definitely can be done in under 10 hours.
Will_Owens Post Author
wrote on 11/13/2012 at 03:39pm
I finally finished the doggone thing. A piece of my past finally left behind. What a good game, too.
Will_Owens Post Author
wrote on 11/14/2012 at 01:34am
The first part of the game (getting virtues, stones, and dungeon diving) took about six to eight hours. Then, the abyss took two play sessions for a total of one and a half or two hours, so I would estimate it to be a ten hour game. As I posted, though, that's if you know exactly what to do. A clean run with no prior knowledge could easily take twenty hours or much longer depending on how quickly you grasp the objectives. The game is really amazing, though, and still comes through as innovative and something special after almost 30 years. It would be tough to get it to appeal to younger people, but if you can get past the graphics, it's super fun.
Rumors have surfaced on the web of a new Borderlands game to be released soon on mobile. A screenshot found by someone on the Gearbox forums. Borderlands on mobile sounds awesome and I will pick this up when it comes out.
Hopefully it will be an awesome slice of one of the best games released this year! Will you pick up Borderlands mobile?
In other Borderlands news, looks like Borderlands 2 shipped 1.4 million units since its launch to date.... Read All
Rumors have surfaced on the web of a new Borderlands game to be released soon on mobile. A screenshot found by someone on the Gearbox forums. Borderlands on mobile sounds awesome and I will pick this up when it comes out.
Hopefully it will be an awesome slice of one of the best games released this year! Will you pick up Borderlands mobile?
In other Borderlands news, looks like Borderlands 2 shipped 1.4 million units since its launch to date. Hopefully that means there is enough interest for more Borderlands in the future :D
You know I was hoping the announcement was going to be some new Borderlands 2 DLC. I mean it's been like a week since the last DLC so I figure we're probably do for some more. :P
jdodson Admin Post Author
wrote on 10/23/2012 at 05:42pm
Over the weekend I got to experience Halloween Horror Nights at Universal Studios Hollywood. This year one of the mazes was themed on Silent Hill so I thought I'd share my experiences with you guys. While I unfortunately wasn't able to take any pictures at the event I found the above video on Youtube that takes you through the whole maze.
The video doesn't quite do the maze justice but if you're unable to see this in person, it'll give you a pretty good idea of what it was like. For one thing, the video uses night vision so you don't get a sense of just how dark and creepy the maze really is. In the little hallways between rooms it's especially dark and there are thin... Read All
Over the weekend I got to experience Halloween Horror Nights at Universal Studios Hollywood. This year one of the mazes was themed on Silent Hill so I thought I'd share my experiences with you guys. While I unfortunately wasn't able to take any pictures at the event I found the above video on Youtube that takes you through the whole maze.
The video doesn't quite do the maze justice but if you're unable to see this in person, it'll give you a pretty good idea of what it was like. For one thing, the video uses night vision so you don't get a sense of just how dark and creepy the maze really is. In the little hallways between rooms it's especially dark and there are thin strings hanging down from the ceiling that feel like spiderwebs as you're walking through them. It seems like everything in these mazes is meant to mess with your head. I don't know if it's intentional, but the mazes even smell weird (they don't smell bad, just... kind of weird). This was my third year at Halloween Horror nights, and it's quickly become my favorite thing to do during Halloween time.
One of these years I need to come down and hang with you for the Halloween Horror Nights! I loved this kind of Halloween themed event and this one particularly looks like some of the best around!
I have experienced some good haunted houses in Portland but nothing video game themed!
After getting into table top gaming a few years ago I started following Fantasy Flight Games and the work of Kevin Wilson in particular. For me, Kevin's games stand above others in their creativity and gameplay. It was a joy to be able to ask him questions and I hope you find it as interesting to read as it was to take part in.
Interview:
jdodson: I want to thank you for taking the time to answer my questions. I am wondering if you could give a quick rundown of your history with gaming and what you currently do for Fantasy Flight Games?
Kevin Wilson: No problem. I've been gaming for about 30 years now, getting my start as a D&D roleplayer way back in the day. After... Read All
After getting into table top gaming a few years ago I started following Fantasy Flight Games and the work of Kevin Wilson in particular. For me, Kevin's games stand above others in their creativity and gameplay. It was a joy to be able to ask him questions and I hope you find it as interesting to read as it was to take part in.
Interview:
jdodson: I want to thank you for taking the time to answer my questions. I am wondering if you could give a quick rundown of your history with gaming and what you currently do for Fantasy Flight Games?
Kevin Wilson: No problem. I've been gaming for about 30 years now, getting my start as a D&D roleplayer way back in the day. After that, I managed to fall into a position at Alderac Entertainment writing RPG books for several years, then moving to Fantasy Flight Games, where I wound up in the board game department. At FFG, I've worked on a number of their board games over the last ten years, including A Game of Thrones, Arkham Horror, Descent: Journeys in the Dark, Android, and Sid Meier's Civilization.
jdodson: Recently you had a hand in the Fortress America reboot. I wonder how the process was refreshing the original? How involved was Hasbro in the process?
Kevin Wilson: Mostly I talked to Mike Gray to see if he had any thoughts on things he'd like to see changed. Hasbro was very hands-off for the small bits of redesign I did and in general I tried to have a very light touch because I felt Fortress America was a very good game already.
jdodson: As you think back to the games you have created I wonder which one you look back at as your best work?
Kevin Wilson: That's a tough call. I think that my work on Android is perhaps the work I'm _proudest_ of, but I don't think it's my best work, necessarily. Arkham Horror was certainly the most successful work, but I think I have to give the nod to Sid Meier's Civilization: the Boardgame as my best work to date. I had a good amount of time to really engineer that game, and I felt I was able to weave a lot of interesting mechanics together into a game that really felt like the computer game while still retaining an identity of its own.
jdodson: When you are creating a new board game how long and involved the process is for coming up with the initial concept to playing the first version of the game? Do you play it by yourself generally or with others?
Kevin Wilson: It varies greatly based on the size, ambition, and clarity of the initial concept. I've designed a couple games in an evening, while Android took approximately two years to finish. For my initial playthrough, generally I'll just solo the game for a few turns to make sure things are flowing the way I envisioned. After that, I step it up to actual playtesting with others, and that continues until the game is ready for prime time.
jdodson: For aspiring board game designers I wonder what you recommend they do to break into the industry?
Kevin Wilson: Another hard question. I was undoubtedly in the right place at the right time when I broke into the industry. You can't really engineer something like that. What you CAN do is present a professional personality and appearance, be friendly and courteous to EVERYONE in the industry you talk to (you never know who will turn out to be the key to your future career), and do your research. By that I mean to include not only books on game design, but actually study the products made by the game companies you are interested in. Also, cultivate other hobbies and interests besides gaming. It's not only useful to be a more well-rounded person when trying to break in, but if you DO make it into the industry, you can find yourself swallowed up by the job if you don't have other things to anchor yourself.
jdodson: I love Doom. I couldnāt get enough of Doom and one year many moons ago I picked up Doom: The Board Game. Quickly it became my favorite board game of all time. I love it because it totally threw me for what I thought board games were. It had awesome pieces, the rules fit the mood of the game and it had a tone I hadn't seen in a board game before. I was blown back by how well a first person shooter translated to a board game. Oh, and its hard as hell, which is awesome. That said, if you could beg my indulgence as its been out for many years now, I had some questions about it.
jdodson:When I first sat down to play the game with my wife I wanted to collect everything and take my time with going through the scenarios. She stomped my face into the dirt and I quickly learned the point was to escape alive. I wonder, where the focus on the escape and evasion rather than the typical dungeon crawl came from?
Kevin Wilson: I wanted the marine players to be afraid. If they kept fighting and dilly-dallying, they would eventually be overwhelmed, dragged down, and defeated. This motivates them to move through the level as quickly as they dare, in a sort of endless fire fight. I really wanted that desperation, and all the time the invader player is sitting on the other side of the table, taunting and laughing at them.
jdodson: How involved was iD in the process of the creation of the board game?
Kevin Wilson: iD wasn't involved any in the actual design, but they were very generous in providing nice 3d shots of the monsters from all angles posed however I wanted them. It was incredibly helpful when we had the miniatures sculpted. Overall, they were pretty pleasant to work with, I thought.
jdodson: This game is generally panned as being very difficult. Ill admit, I lost all of my early games as a lone Marine. Part of the games charm is how difficult it really is, for me winning is a badge of pride. That said, I wonder for you what do you think about its difficulty now? Have you been designed a game that was more difficult by design or chance?
Kevin Wilson: It was interesting to see how difficult many people found playing the marines, and the various ways they reacted to that. When I designed Descent 1st ed., I purposely started the quests easier for the heroes at first, and then ramped them up over time because of the violent reactions some folks had to Doom's difficulty. It's tricky to gauge that sort of thing because no two gaming groups are the same, and that makes the 50/50 win ratio that some expect kind of impossible, assuming it's even a worthwhile goal. People forget that just because a game plays one way for their gaming group, doesn't mean it plays that way for EVERY gaming group. Still, I won't deny that the difficulty of playing the marines in Doom was an unpopular choice.
As for more difficult games, I'd say that I've cranked the difficulty of Arkham Horror beyond that point when you take into account the various expansions. I've always found it funny how players keep asking for it to be harder. Well, at least up until Innsmouth Horror. I think that expansion finally scratched the difficulty itch for players.
jdodson: Over the years as you have experienced people playing your games, I wonder what has surprised you the most about that? Do people experience your games in ways you didnāt expect?
Kevin Wilson: Hmm, I'd have to say that seeing parents playing Doom with their kids was quite surprising for me, given the source material. That said, I was very proud of that, and made sure to anticipate it more when designing Descent 1st ed.
Other than that, I don't know that I've been "surprised by" so much as I've "learned from". Games are sort of like a conversation between the players, and the best designers learn how to slip in what they have to say without interrupting the players. I feel I've succeeded some at this and failed some at this, but I always strive to push my skills to the next level with each new design.
jdodson: What have you been playing lately?
Kevin Wilson: My group has been playing a fair amount of Quarriors and King of Tokyo lately, besides our usual mainstays of Cosmic Encounter and Battlestations. I'm not really sure why we've gravitated to lighter fare lately, but we certainly have.
jdodson: What game do you think really encapsulates what you love most about gaming?
Kevin Wilson: If I had to choose a single game, it would have to be Cosmic Encounter. It's endlessly replayable, and it creates all sorts of interesting dynamics between the players at the table that shift over the course of the game. All that and it's a simple game to learn and teach. It's truly a gem of a design.
Now, on the other hand, if I were to choose a game designer who encapsulates what I love about game design, it would have to be Sid Sackson. He was a master of crafting wildly different experiences with each of his games. If you look at I'm the Boss!, you get this tense, freewheeling negotiation game. Acquire is a wonderful mix of luck and skill with some incredibly clever bits. Can't Stop is an exciting press-your-luck game...the list goes on and on. He always had something new to say with each release. Sid was really an amazing guy.
note: As we finished the interview Kevin let me know that he was leaving Fantasy Flight Games on good terms to become an independent Board Game Designer. He was awesomely able to answer a follow up to that:
jdodson: Are you going to be making a game on your own or consulting in some other way? If you are going to be building a game, do you have any details you want to share about it?
Kevin Wilson: Well Jon, having left FFG, I'm going to be going out on my own as a freelance designer. That means I'll probably be doing a mix of work-for-hire and my own original concepts, which I'll then attempt to sell to a company. Some of those projects may very well be with FFG, since I'm still on good terms with them. I can't speak about anything I'm working on yet except to say that I'm definitely planning on doing a collaboration with Eric Lang (Chaos in the Old World, Quarriors) later this year.
I think the big take away from this list is that everything will be limited for free to play users with the story being one exception. The limitations don't seem to restrictive, but we will know more when free to play is available.
If you make any purchase at all the game unlocks:
The ability to run faster (Sprint) starting at Level 1.
Cargo Hold access (Bank Slots) and higher login queue priority.
Increased access to Chat and Secure Trading.
The ability to run faster has me wondering if we... Read All
For quite some time EA has been saying Star Wars: The Old Republic will go free to play. They recently dropped some details on how that will work.
I think the big take away from this list is that everything will be limited for free to play users with the story being one exception. The limitations don't seem to restrictive, but we will know more when free to play is available.
If you make any purchase at all the game unlocks:
The ability to run faster (Sprint) starting at Level 1.
Cargo Hold access (Bank Slots) and higher login queue priority.
Increased access to Chat and Secure Trading.
The ability to run faster has me wondering if we are not entering a strange new world of DLC similar to DLC quest? As long as your player doesn't crawl along, it might not be too bad, but still... Pay to run faster?
I feel like having to pay to run is a little ridiculous. I mean, maybe if you couldn't have mounts or something, but running? That is stupid. Might as well take away other basic things such as attacking and wearing armor if your going to start taking away stuff like that.
Anyways, I do think the game will do better free to play. I most likely will not try it, but I think more people who are on the fence will at least give it a try.
The referenced Sprint ability is normally available at level 14 (or 15, I don't remember). It appears that paying just makes that ability available at level 1 instead.
Erm. Or I could be wrong about that; looking at some patch notes from a couple months ago, it looks like the ability is now at level 1 normally. Hrmph.
Move along. Nothing to see here.
jdodson Admin Post Author
wrote on 10/21/2012 at 05:56pm
Yeah paying to run faster is a bit odd. But, it looks like just buying anything unlocks that set of things so hopefully you can buy a lightsabre or something for .99 cents.
The other MMO I play at times is Lord of the Rings Online and the only reason I picked it up because it was F2P. I haven't sunk any money into it but a few friends I have did as a results of us all playing together.
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Looking forward to getting ripped apart by all you better FPS players! :)
HAHAHA! We shall see.
Just getting my machine setup and ready to go here.
Game updating.... Going to check on my heating pizza.
OK you can add me in quake live as a friend my username is... wait for it....
jdodson
I have added you.
looks like i invited you to the match.
Heading over to Left 4 Dead. Join us if you can.
You all missed out on some fun! With the exception of the people who kept reciting lyrics from Gangnam Style, the Quake Live games were a blast, and my first real L4D experience was exactly what I had hoped for.
Quake Live was a blast! I still love the rocket launcher!
Left 4 Dead stole the show for me though. After about the 3rd wave we started I was really digging the game and the strategy of it. I really enjoyed helping people and healing, which is odd as I don't particularly like playing the medic in TF games.
Sorry, I couldn't join you guys. I didn't even see the post until today. I was pretty busy playing apb as I just started playing again.
No problem, I plan on running a game meetup every other week so ill try and make the next one more visible!
Ya, try to another one this weekend. I'll get it running so I can shove rockets up your quake holes