Showing posts with label funny. Show all posts
Showing posts with label funny. Show all posts

Friday, 22 June 2012

The strange emotions caused by Minecraft multiplayer

Last night got very weird.

After experiencing some problems getting along with fellow gamers on a Minecraft server, me and my house mate (the same man from the Mass Effect 3 Multiplayer post) decided to find a quiet area away from everyone else to start a project.

'Waterfall Farm'
The little waterfall in question. Apart from the crafting table, this was entirely map-generated. (Bonus points for spotting the Creeper who wants to spoil the fun)
With some grass facing this little lagoon, we started building up a little farmstead. The plan was simple: small house, few animals and some crops so that we could have something to do and a steady production of food and crafting materials.

The strange thing was that it didn't take much for this incredibly simple project to become something altogether more personal. Being survival mode, construction was plagued by creepers and other mobs. Gathering animals for stock became not only a vital part of the project but personal tales of over-coming adversity as evil beset us. It was all starting to get a bit biblical.

Look at them, milling around. I don't think they even realise how many times they were nearly blown up!
Then there was the farm house. It started off small, no need for a mansion, and it only ever needed to be practical. However it didn't take long for a few personal touches to creep in and turn it into something a bit odd.

Admittedly, it looks more like a strange prison but...
...it's very nice inside!
Very quickly, this was the place where two farmers were to hold out against the odds. We'd take a floor each as we built it up: sharing design ideas and keeping watch for each other and the creatures of the night. There was one time I watched from the just-installed bedroom window as my partner brought home a cow, only for a creeper to assail them. I nearly smashed the glass with my bow and arrow, but felt a real sense of relief as I saw the creeper outwitted and the cow unharmed. That doesn't happen in real life. It was like being in the old American frontier. We needed the cow, we had to survive. The thought that we might not be able to make a cake was truly worrying, much like the growing recognition of how stupefyingly involved I was becoming.

Pushing the beds together would have probably crossed a line that even the Zelda-themed texture pack would not protect against.
As night finally settled, once the cow had been put in the paddock, we instinctively hurried up the stairs to the bedroom. We laughed at the fact we were so giddy and pleased about having somewhere to 'rest'. Even through we had full knowledge of the absolute ridiculous levels of faux-immersion we were subjecting ourselves to, as we went to our beds and the screen dimmed I couldn't help but look across to the other bed and be glad that my co-worker was ok: that he hadn't respawned back in his original home and lost the livestock.

This had got very silly.

Eventually, after realising that Minecraft-sleep was not the same as real sleep, we called an end to our gaming session. The farm still stands, a testimony to our trials and achievements, and sure enough we will be back to create efficient wheat farms and orchards and pathways to lead us back to civilisation for trade.

Even though this is undoubtedly a foolish waste of time, the beauty of Minecraft is that you can make your own genuine experiences within it. Though it makes me sound like I am being employed by Mojang to say it, you do indeed craft your own entertainment by creating your own little world.

On the downside, I don't see me getting a girlfriend any time soon :/
Can't be put better than that really.

Additional: If you were wondering about the texture pack, it's called 'Xaiwalker' and can be found for download here.

Monday, 18 June 2012

Things I've heard my housemate shout whilst playing Mass Effect 3 multiplayer


  • Do I want to watch an Asari orgasm?
  • Sorry! Didn't mean to shoot you! You all look alike!
  • Geth priiiiime! Geth priiiiiime! Geth priiiiiiiiiiiiiiime!
  • SPACE MAGIC!
  • He's got whips. I don't like that. Whips aren't my thing.
  • I just saw your alien backside. Looking goooood.
  • Man we should've kept this game private. Now there are people getting kills that aren't me.
  • I'm using a sniper rifle like a shotgun. Sniper rifles aren't meant to be used like this. It's blowing holes into people!
  • He's lost his head! I shot his head and now where he had a head he has-a-not-a-head!
  • SPACE LESBIANS!
Like funnies? Check out TOAST

Monday, 7 May 2012

Why more games need to have playable goblins in them

There is a massive spectrum of video game types out there, in the figurative expanse of genres. What's more just about any of them can be complimentary together, merged with one another, or give rise to an entire new genre. What FPS doesn't have some kind of puzzling element these days? What adventure doesn't contain a bit of stat-crunching or ability trees? Why is there a dating simulation in Grand Theft Auto? (Answer to the last one is 'because Rockstar Games forgot what grand theft auto means, presumable')

Seriously, this is a shooter game!
So, what does this have to do with goblins? Well the fact is that, what ties almost all games together is the need for character. Even disembodied games, ones that don't have a perceivable protagonist to identify with, will strive to have a certain look and feel to better engage the player. After all games are basically graphic interfaces on top of not very interesting coding, and even computer hacking games tend to have some minimal graphic design! You need the player to give a damn, and that requires design.

I propose that goblins are a grossly under utilised 'player-identifier'.

Based on my favourite representations of them across different media, goblins are small, mischievous, ever-so-slightly magical idiots who break rules but have entirely emotionally-driven motives. Goblin wants something? They take it. Goblin doesn't like something? They smash it! Goblin is curious but a bit unsure about something? They get all their mates to pile in and see what happens! A goblin is the morally-unbound inner-child of an adult given just enough power and sparkle to achieve things but flawed by not being very big.

This childish characteristic, combined with a pro-active disregard to restraint, is pretty much what gaming is about. We don't play games because they're things we do in our usual lives! We play them because they let us engage with things we are otherwise unable to do, much like the imaginary play almost all kids engage in! Even simulations put you in a seat of control you might not always have, and less likely to have at your beck and call. Goblins are the perfect compliment to this, as they could be a vehicle for all those desires, with all that added charm of being a recognisable figure (every culture seems to have some form of goblin in their folklore) and they can engage with the other side of games: the challenge of playing and winning, exemplified by the fact that goblins are not meant to be the most powerful creatures in the world!

That's right little fella! Be my vehicle of destructive impulses!
(picture from Nolan's Sketches)
Just for example here are some games which I think would be vastly improved if you played as a goblin instead of the original character:

  • Grand Theft Auto (Want to go bowling? How about I just kick you in the bum and run away?)
  • Mass Effect (Save the universe? Let me call up my 500 pointy-eared mates first!)
  • Call of Duty/any pseudo-realistic shooter game (Never stop running, never let go of the trigger, and never stop cackling as you mow down anyone and everyone!)
  • Batman Arkham City (Nothing would be better than sneaking up behind some goons, tying the shoelaces together of all of them, then announcing your presence by swinging a bag of rocks! Also, leaping from buildings whilst screaming.)
  • Left 4 Dead (Pretty sure I could get to Mercy Hospital if I hide in bins, never stop balling along whilst yelping, and knife the back of the legs of every zombie I see.)
  • Mario (Not much would actually change, except when you finally get to the princess you nick her crown and carry on running whilst laughing.)

Convinced? Not convinced? Have any semblance of an opinion? Comment below!

Friday, 4 May 2012

Things I never learn in Left 4 Dead 2


  • Running ahead is funny BUT I should not expect my team mates to give a damn when I get taken out by a single special infected miles from safety.
  • Shouting "HUNTER HUNTER HUNTER HUNTER HUNTER HUNTER" when it has already pinned me is not worthwhile use of the headset.
Nonononononononono!
  • Pistol whipping a Tank never works.
  • Grenade launchers are not corridor-friendly.
  • Using a grenade launcher from the back of a group in a corridor, is definitely not friendly.
  • The hilarity of sniping a single zombie with a grenade launcher isn't funny enough to outweigh how much of a complete waste of ammo it is.
    • Although this is debatable.
  • People don't like it when you shoot a boomer that's within Eskimo-kissing range of them.
  • Don't Eskimo kiss a boomer.
  • AI team mates WILL try to heal you regardless of you shouting at them.

I've had this game a good two years and I still do this stupid kind of stuff. On the plus side, I did leap across a stairwell in Dead Centre, across fire and spitter goo, kill a hunter, rescue someone who was incapacitated, and all without taking damage.

Didn't make up for all the other stuff but still...

I say! Dredging through the Americas shooting people? It just isn't cricket is it?!



Thursday, 26 April 2012

The worst five fantasy weapons in video games (without swearing)

Now I'm sure this is not a comprehensive list, nor am I forgetting the simple joy of doing the ridiculous in video games. After all, why play through a recreation of something I could just as easily do in real life?

Sometimes however I just sit back from a game and proclaim POPPYCOCK!

There is often a reason why fantasy weapons only exist in fantasies, and I'm going to share my five favourite examples to bite my thumb at.

(Before I go on though, allow me to express my disdain for real life violence. I do not condone it, merely think about it as we all do from time to time in a perfectly harmless manner. My apologies if this article in anyway seems to be in bad taste. Don't go hurting people, and if you must do don't do it with one of these items!)

1. The Keyblade
The Kingdom Hearts series
At least it's a pretty funky looking key!


It's a massive key. There really isn't much else too it. It seems the designer was looking for something original, and just picked the nearest object to hand. It could of just as easily have been a massive pen or a mobile phone. At least with the latter idea there could of been flip-phone-fu!

Usability: 4/5
I've done some research, and it would appear you smack people over the head with it. Seems reasonable. The only baffling thing is why there is a hand in the middle of that lobed bit? Surely it'd make sense to either have it ninety degrees on, or to just hold it along the main haft? What TWADDLE!

Lethality: 3/5
Take your house key, and hit yourself over the knuckles. Hurts right? (Pro-tip, if you actually just did that then you're a DOLT!) Imagine what a key much much larger would do? Yeah, it'd hurt. It just doesn't seem like the weapon of kings does it?

Defence: 2/5
How do you defend yourself with a key? Again those lobe things only really get in the way, rather than protect your hands. Then the rest of it as only useful for parrying something in the same way not using a bare hand is. I just don't see key-fencing hitting the Olympics any time soon.


2. The Buster Sword (Second entry from Square Enix)
The Final Fantasy series
Back in the days when gelled hair and a boiler suit were cool.


The guy over there is Cloud. He has some SERIOUS issues and difficulty playing with others. Therefor, he feels the need to overcompensate for his social inadequacies with the biggest weapon he could find. He's like those kids with that automatic need to stand on ledges and pick up sticks when they find them. Suffice to say I think his choice of weapon is VERY SILLY! Simply because it's so very very big, and that isn't always better, despite what the other kids might say.

Usability: 1/5
To suggest anyone could actually use this sword is hilarity in itself. I'm not saying you couldn't lift it, as I have seen many DIY geeks give it a good shot themselves, but to actually use this as anything more than a club is the foolish part. If you swing it, you either have to move with it or let it fall to the ground. There's no form, no grace, no sword part to it! You could stick a sharp edge to a dead person and use it just as well!

Lethality: 4/5
Fair enough, if somebody hit me with a shard of metal this big I would be PERTURBED! It only looses out top marks because firstly, I'm pretty sure there is no feasible level of subtlety which could disguise a foretelling of the mother of all home-run swings. Secondly, I'm pretty sure that if the first swing didn't kill me it would be such hard work to pull it of me that we'd both just stand there gory and unhappy. That is, until I used a superior weapon to jab him with... probably a normal sized sword in this instance.

Defence: 3/5
In favour of this sword, is that it is both pretty scary to look at and nearly the size of a wall anyway. On the downside, it would probably work better as a wall than a weapon at all! Speedy, this thing won't be. Not unless you drop it out of a plane. Furthermore, Cloud's main rival is a man called Sephiroth who uses a reeeaaally long katana-style sword... It's longer and lighter than the Buster Sword, but still apparently as strong and sharp. I know what I would rather be using!


3. Faeblades
Kingdom of Amalur: Reckoning
Neeeeeoooooow it's a plaaaaane!


A very young entrant into this hall of shame, the Faeblades were added to the virtual world this year in Kingdoms of Amalur. Used in pairs, the combatant spins in completely impossible ways as monsters die all around you. It's fun, definitely! I feel like a DASTARDLY PICAROON when I play with them, but I have to forget how stupid they would be in real life.

Usability: 2/5
If you were to swing one of these, you'd forever be swiping at thing slightly behind you. Your fist, gripping the handle inside the blade, is pointing one way whilst the weapon bits are pointing elsewhere. You might notice that if you took off one of the blades it'd look like a curved sword. However there's a reason swords don't have blades on the top and the bottom! It's an accident waiting to happen! That's before you even consider that in-game you usually use these in pairs; meaning the chance of accidently stabbing yourself, catching a limb, or just bumping into yourself in the most un-cool of ways is bordering on a outright certainty!

Lethality: 3/5
I can almost see how these could be dangerous, asides from being dangerous to the user. However there are two real-life analogues that outline why this design just ins't right. There's the pick, and the punch dagger. Picks are usually tools but they bury into skulls just as easily as rock or ice. That's because you swing them from the handle for added momentum. Faeblades are only as long as the arm swinging them. Punch daggers have horizontal grips like the faeblades so you can punch with a fist-forward dagger. However faeblades don't have anything as useful as a forward facing blade so that simplest and most effective of attacks is nigh-on-void. The end result is that these could be the finest crafted blades in the world, but unless you mount them on the side of a bicycle you're not going to get any force out of them. Someone will definitely bleed, but it's a 50/50 gamble on who that'll be.


Defence: 1/5
Well at least your hands will remain unscathed, if unattached.




2. Ring Blade
The Soul Calibur series
What a pretty lass. Now tell me how that's supposed to be a weapon?


In Soul Calibur 3, we were introduced to Tira: the parent-less murderous wanderer who kills people with a massive bladed hula-hoop. Presumably, the lack of a stable domestic life is why she doesn't know what 'suitable attire' is, let alone what constitutes as a weapon. Not surprisingly, no one complained. Let alone myself I might add, as back in the day she was my favourite character: all perky and exciting in her... personality and what not... WHAT A ROUSING FILLY!

Still a ridiculous weapon though.

Usability 1/5
I know how she uses it in the game. She spins it about and pulls poses. Fair enough, you could do this with a hula-hoop. Put massive steel blades on it and you could do this PERADVENTURE!  What doesn't make sense is the idea that you could put any kind of force behind it. If it hit anything whilst spinning, it's not going to keep spinning like a medieval buzz-saw, it's going to stop spinning and probably hit young Tira over the head and make her eyes water. Since it also has no proper handles, if you tried to smack someone with it whilst holding onto the blunted side it'll bounce off them because it's round and you're basically pinching it between your fingers and your palm. Imagine what would happen if you grabbed it incorrectly for that matter! Frankly only a LUMMOX would forget to make a weapon with a handle!

Lethality: 2/5
Well, you could wear some heavy-duty clothes and just try to clobber someone to death with it...

Defence 2/5
This really bugs me, when considering this weapon in a real life (and probably horrifying) situation: how would you use this to help stop someone from killing you? Considering what Tira has to do to fill up an entire move-list in game, in the grim real world you'd have to be a never-stopping gymnast to keep up at least the pretence that approaching you would be dangerous. That's before you consider what might happen if someone out-foxed you with a long stick or they decided not to grit their hands with a lubricating oil. At best your opponent could presume that with such an odd weapon, you are some incomprehensible master of martial arts who will use the hoop to staggering effect. Good luck with that.


1. Hidden Wrist Blade
The Assassin's Creed series
The greatest union of blades and wrists since kids started getting 'emotional'


This is probably a bit controversial. As in, everyone I know who has ever played an Assassin's Creed game has wanted to at some point use a wrist blade. They're flashy, sleek, clever and above all suggest that it's possible to kill any military professional with little to no repercussion. A quick look on that crazy FANDANGLED internet suggests that every geek with questionable motives has attempted to make their own hidden wrist blades with a certain level of success. However I simply do not buy it as a viable weapon.

Usability 2/5
Sadly, and I do mean that honestly, it is incredibly easy to pick up a knife and kill someone. They represent one of the earliest tools used by man, and have been the preferred tool of murderers throughout history. A knife is silent, reliable and intuitive. Their utilisation can turn almost anyone into a killer of human beings.

So Ubisoft decided to give their assassins something a lot more complex.

It's a BABOONISH experiment, but if you try taping a ruler or something similar to your wrist you can work out why a wrist blade isn't as good as Ol' Reliable. There is nothing to brace the weapon against when it's slung on the underside of your forearm. In your hand though, your palm and fingers can all get a purchase on the handle to maximise grip and help drive the point into the target. Even with a lavish amount of leather lashings (oo-er) there is no way that a wrist blade is going to stay put, certainly not after a long day of genocide. Then consider that this contraption also requires you to activate it, making the blade spring forth with that satisfying air of discrete menace. In the first game, is involved loosing a finger! Even in later games though, it's based on finger manipulation. Can anyone else see the problem in having a spring-loaded hair-trigger stabber that's connected to the most dextrous part of your entire body? One false move and that itch you had is going to get relieved in the most awful of ways!

Lethality 3/5
Again I feel I must stress that the knife is the tried and tested way to kill just about any human being. In principle then, a hidden blade that is ready to hurt someone at the very last second is just an efficient evolution of that principle. However we're also talking about a contraption located in a PREPOSTEROUS location and connected to a GORDIAN trigger system. It actually makes killing people harder! Consider just how many people in the world have died from knife wounds. It's an obscene amount. It can't really be considered a tactic that needs evolving.

Consider this. As gun technology improved, people saw the opportunity to replace personal knives as the number one self-defence/offensive weapon of the day. The idea was to use gunpowder contraptions to make a weapon small, discrete, easy to use and reliable. The result? Well for a very long time it was LAMENTABLE devices with an effective range of just a few inches. It took many many years to come up with anything compact enough to be hidden well, and even longer to just make it quieter than Zeus's flatulence. All the while knives and daggers kept on doing what they do best, and do so to this day. It makes you wonder then why a more complicated version of a knife would be better than... a knife?

Defence 0/5
Here's the final gripe about this weapon. It's a stealth weapon that makes stabbing someone harder, but worse still is that it's only use is to stab people who are unaware. Even in the fantastical realm of the games, anyone who  already knows you're going to use the wrist blade generally has the upper hand on you. It is a wholly offensive weapon, that's not as good as the one it's based on.

Not bad enough? Still think it can be redeemed? Scroll up the page and swallow your pride as you realise that any of the above weapons could hold an advantage over the wrist blade in a straight fight. No really, it's daft but it's true. At least a normal knife can be thrown, swapped hands and used with force: all things which might give an attacker a fair chance against any of the antagonists listed above. Wrist blade though? Only helpful if you think they might be distracted by gadgetry.


Agree? Disagree? Got any suggestions for even worse fantasy weapons? Comment below and I will happily jump into the NIMPERDOODLE debate! (Fair cop, the last not-swearing word was completely made up)

Wednesday, 4 April 2012

Things learnt on a Minecraft server


  • Minecraft + Skype = Black box recordings of the worst tragedies.
  • Wolves will cross entire oceans for people who feed them bones, and not hold it against them that their new master only had room for one in their boat.
  • Spiders are never in short supply. Neither are spider-related reasons for swearing.
  • Creepers may very well hate you, but the entirety of the Nether hates you even more.
  • If someone's bartering demands seem steep, it's because "you weren't there man!"
  • Coal always appears when you don't need it.
  • If you're going to play with exploding bottles of poison, expect to get poisoned.
    • Further more, if you're going to invest a lot of time and effort into exploding bottles of poison, expect to muck up regardless!
  • Remember to eat... both in-game and out.
  • The End is always very very very far away!
Check out the rest of this blog for more game-related foolery, or if you thought this post was funny, check out my other blog: 'TOAST'

Wednesday, 28 December 2011

The problem with Skyrim

The Elder Scrolls V Skyrim is potentially the worst game ever. (Please note the use of the word 'potentially')

Skyrim is a massive game. A real achievement in the world of interactive art. I often stop mid-game to just try and take in how amazing it is, and that is exactly the problem: It's too much. When there are enemies to slay, plots to solve and a whole wealth of experiences to be had, it can be really hard to get on with them when you're being distracted by other great stuff that ISN'T game play!

Take the butterflies for example.

It doesn't matter if I'm sneaking up on giants, running from the flames of a dragon or even just trying to get home: I go from Skull-Biter the Barbarian to Giddy McSkipperty the second a butterfly flutters by. In real life, I might take notice of a butterfly when I see one or even take a closer look if it lands, but I hope to high heavens that in a life or death situation I wouldn't take up lepidopterology mid-escape.

It's these breaks in character that unravel the whole role-playing facade. I am, sadly, not an all-powerful warrior hell-bent on saving the world. I do not know the angst of watching monsters tear apart my family, and rightly I shouldn't want to know, but I do want to pretend that's the case and get a cathartic release from braining a troll whilst shouting "I WILL NEVER FORGET!" The problem is though that my core interest, the slightly worrying need to zealously bury hatchets in skulls, does not have a window in it's philosophy for reacting to a scared rabbit diving into a waterfall: which did happen to my avatar.

I'm pretty sure the real life reaction is to yelp, laugh and 'aww' in quick succession. (Sadly I'd probably make it my internet status of the day too). However Skull-Biter would probably shrug off the foolishness of lesser beings, or conversely have a flashback to his dead child diving off a cliff to escape the monsters that now haunt his nightmares: neither of which I could role-play him doing because I was too busy walking round the house giggling.

There are so many things that can distract you; domestic-level interaction, the need for money, physical obstacles between you and what you want, the conflict between desire and obligation and etc. It's nigh-on impossible to maintain a simple character's drive because the world they live in is that much more complicated.

"I just wanted to open a bakery in a quiet provincial town, and provide for my children, but needs-must"
- Spider


Determinism is pretty much part-and-parcel of gaming, in that you are presented an experience to enjoy. The more choice you give the player though, the harder it is to structure their experiences: something important when trying to emulate a persona. Sometimes these experiences tick the right boxes with incredibly satisfaction, but other times this elaborate pseudo-reality of a high fantasy world is just that little too close to the bewildering truth of reality that your own high fantasy gets confused.

Not to make a direct comparison between two very different games, but Crash Bandicoot never had to deal with this shit. He smashed crates and ran down the road to victory. Sadly he won't see the light of day for months now because Skull-Biter is too busy juggling guilt, revenge and vegetarianism, and that's not easy to do with just an axe.