10/10/2008

Little Big Beta

Impressions

I will be completely honest with you. I think Little Big Planet is the best thing that happened to video games industry since the first Playstation. Seriously.
I wanted this game ever since I saw the first footage and after spending a few days with the beta I can honestly say that this is one of the few games that will define this generation of hardware. And if it will succeed financially, and I’m sure it will, I anticipate a big comeback of classic platform games.

Little Big Planet’s roots are in all the great old-school 2D platformers that generations of players loved. Yes, the game may have 3D graphics (and damn good ones if you ask me), but the gameplay is 2.5D at most. It’s not bad by any means, far from it. Thanks to the fantastic physics engine and “materials” (simulating real-life materials like polystyrene, wood, stone, rubber, sponge and so on) used in the creation of all the stages the level of interactivity is beyond any platform game that I can recall (and I can recall quite a few).
The whole artistic design is created around that too and is just incredibly cute and adorable, but it’s not the cuteness of Viva Piñata. It’s something that appeals to a much broader audience - to my surprise actually. I didn’t notice anything out of the ordinary because I like silly, cartoonish designs, but when I showed the beta to EXramp, who is generally against putting into games anything that make little girls smile, he expressed an enthusiastic approval. I was shocked, shocked I tell you. It seems that Media Molecule really nailed the art design.

In the beta version of LBP there are only a few story levels designed by the developers. The function as both: tutorials and material/item storages. Before you’ll be able to build anything, you will need to get through those levels to acquire the “building blocks”. And LBP is about using those “blocks” in the most creative way you can muster. The level editor is unbelievably powerful – the possibilities are almost unlimited. Those who think that you’ll just see simple landscapes and some platforms are in for a big surprise. The amount of devices, triggering systems, switches and contraptions is impressive, but what’s even more impressive is what people can do with it. There is one level in particular that made my jaw drop all the way to the basement. I can’t really recall the author’s name (sorry bout that), but the level is called World of Colour (or something very similar) – it is one of the best levels I’ve seen in any platformer… ever. The person who created it should get a job in Media Molecule and a big pile of cash.
And yet the whole creating process is as easy as tying your shoelaces – by that I mean, that a 4-year-old might have a problem with it, but with some practice even he will be able to make helicopter out of it.
The only problem I have with the game right now is that it’s fairly easy to make a level that simply won’t work and player will not be able to finish it. That, however, is unavoidable and cannot be fixed. Still, if someone is diligent enough he will test his own creations for all possibilities of failure.
Another thing that worries me a bit is that a player can only publish five levels at a time. That is not a lot, but the again, if, let’s say, a million people will buy the game and everyone publishes those five levels it gives five million levels to play. Let me write it in capitals – FIVE MILLION LEVELS! Even if 1/10 of them are playable the potential is just mind-blowing.
And that leads me to the last thing – the community. Even in the beta the community is lively, prolific and helpful. Considering that everything (posting levels, comments and all sorts of interactivity) is completely done in-game I would have to say that it works extremely well.

The beta will end in a few days and when it happens I will be holding my breath until I die or get the retail version of the game. Because it’s worth it.

EDIT

Since I'm being subjected to constant nagging by my beloved finacee I should point out that Little Big Planet made a big and surprisingly positive impression on her. So big actually, that she WANTS me to buy the game and play with me, which is remarkable. That is something that doesn't happen very often even though she's not against games at all, and occasionally plays them as well.

10/04/2008

et omnia vanitas...



Longing for Still Life 2 (what's taking them so goddamn long?!) I decided to try out some other adventure games featured on Microids homepage, namely Dracula 3 and Sinking Island. While I haven't tried the latter, I've finished the former and here's what I think about it.

One big applause for not making the story painfully cliched - no, there is no Van Helsing on a blood hunt, no Jonathan searching for his beloved one, no Victorian Era. Instead, the year is 1920, the old Tepes castle, much like Transilvania itself, has been nearly leveled by the war and the protagonist is a simple, yet educated priest, who has been sent by his Vatican authorities to a sleepy village of Vladoviste in order to investigate the death of a certain female doctor who is to be made a saint. Needless to say, the investigation will take a few unexpected turns.

The setting is really promising - like in some good novel, the plot pretends to have nothing to do with the title, when, one by one, the disturbing details enter the stage, eventually placing the good Father right before the burning red eyes of the infamous undead voivode. However, a nice story is nothing if you can't sell it properly and even that does suffer from an acute case of anemia from time to time. So, as they say, let's get it on.

First of all, I must admit, that I've never played previous Dracula games, so the static "click-to-go-in-that-direction" first person gameplay was something of a surprise to me - not being a total adventure freak, I was quite amazed that they still make games like that. At least the interface is pretty intuitive with the cursor showing exactly where you can go, what can be examined or operated and how it is done. Too bad the inventory is a little worse - there's a standard set of empty slots and one "to go" stack, where every newly acquired item lands. You then have to take it out from the stack and place it in the normal inventory. Complicated and totally pointless.

From the inventory screen you also have access to the objectives list, the save/load menu, the dialogues section and the files department, which is really large, since there lot's of reading in this game. This includes the entire text of Bram Stoker's "Dracula" (or so it seems, I didn't bother to read those 500 pages to be sure), many pictures, which you can inspect with a magnifying glass and many, many books and letters written in various languages and translated (nice touch). Finding your way through all this can get tedious, especially when you have to find a certain document or instantly switch between some of them; all the necessary icons and buttons are there, it's just not very comfortable to use them - I think spacing things out a little better might have done the trick.

The graphics are tolerable enough, if you manage to convince yourself that it's 2002. The backgrounds and cinematics are atmospheric and fitting, yet their rather simple design is just unimpressive. It's hard to be scared in this kind of environment. Then the character design. During the end credits, you get to see all the rendered models together with their concept sketches in the background. You compare them and ask yourself "where did they go wrong?" I know it's a matter of personal taste, but the people in Dracula 3 are just... warped, deformed in a dismaying fashion. Especially the gravedigger and the little kid. Even the protagonist - Father Arno Moriani - looks like a young, cartoonized version of Gabriel Byrne's character in Stigmata. Plus their movements are way too slow - again reminding me of the good old, but long since gone, days when such a thing was normal. The voice acting and the music are also tolerable enough, though I've found it strange that the dialogue options chosen by the player are not spoken out - when they usually lead to dozens of other questions which are spoken.

Most of the time Father Moriani tells you directly where he should go or whom he should talk to next which, in close co-operation with the detailed objective list in your inventory, makes the game quite straightforward. So are the dialogues themselves - you get a list of questions and you just ask them one by one, until you run out of options and the conversation ends. You never need to worry about saying something inappropriate which might get you into trouble or getting stuck altogether. The only times when the game actually pauses and lets you do the thinking are the puzzles.

Yes, the puzzles... The heart of any adventure game, aren't they? Dracula 3 features many of them, so, as you can probably guess, some are great and some are just horrible. Most of them are somewhat complex and require more then one activity to solve them. I was completely mesmerized by the one where you have to take the sample of your own blood - before you grab the needle and the torniquet, you have to sterilize the tools, which involves taking a pot, filling it with water, putting it on a stove, taking a piece of wood for the fire, letting the water boil and so on and so on. Neat. Then there are some standard button-pressing and switch-flipping ones, some use-this-on-that ones, even some what's-wrong-with-picture ones - diversity is definitely there. Fortunately, while most puzzles are not overly simple and do require some neural activity, they rarely cross the unpleasantness threshold are are usually quite fun to solve.

Then again, some puzzles are just agony, for example the one with counting white blood cells. I swear to God I did everything exactly the way I was supposed to (the game wouldn't let me do otherwise) and I just kept getting wrong results. I've consulted some online walkthroughs and apparently sometimes you have to repeat the puzzle to finally get it right. Plus, the puzzle itself is very tedious - just clicking on the right things in the right order over and over again. Unforgivable. I can imagine someone suffering a similar pain while trying to decode letters encrypted with Enigma (did they actually have Enigmas back in 1920?) and there are more. Again, I'm not an adventure game freak - escpecially since they've seized to be a proud game genre and have become underdogs, with the underdog sales and underdog quality - so I'm not really sure if such brain-boilers are normal or not. Yet, I believe that any element which makes you angry and willing to throw the goddamn game out of the window is a bad thing.

Just one more boo-boo before I wrap this up - the entire game is operated just by mouse, except for one thing and that's skipping dialogues and cutscenes which is done by hitting your space bar. Sounds like an unimportant little thing, but believe me, having to reach for a keyboard from wherever your hand is resting can be annoying. It especially bites since even the Esc key, which you'd expect to take you to an in-game menu or something, doesn't work.

It's not the worst game ever. It's (moderately) atmospheric, (moderately) clever and (moderately) enjoyable. For once, I managed to finish it (that means something), but then again, I had no second thoughts about uninstalling it and forgetting about it. If you need to take a break from the next-gen craze and feel like drinking a tepid tea instead of hot chocolate or ice-cold cocktail, go ahead and play it. It won't bite much.

PS
The last cutscene suggests there's going to be a sequel, this time during the WWII period and maybe it will be (moderately) better.

10/03/2008

Fears and Thrills

Love or Hate

Being a Silent Hill fan[atic] I was waiting eagerly for the first next-gen entry to the series… and then I found out it was being developed by an American team. What’s even worse I found out that it will borrow some elements from the not so great Silent Hill movie. Oh, the horror, the horror. From that day everything went downhill. I didn’t like that the protagonist looks like a member of Westlife, I didn’t like the monster designs – especially those taken directly from the movie, I didn’t like the fact that they decided to include pyramid head – and take the movie version and I didn’t like the fact that they were putting so much emphasis on the combat. I didn’t like what the developers were saying during the production cycle and most of all I didn’t like what Akira Yamaoka said – the only guy from the original Silent Hill team claims that the best thing that connects all the games are the silly bonus endings. Let me make a direct comment to Yamaoka-san:

You are making the best gaming music, but please, shut the hell up. You are making a fool out of yourself.

Still, despite all those things I bought a US version of the game, because I can’t wait until it will have its European release. Why? Because I love Silent Hill and I will play any crap with the name attached. Well, excluding Silent Hill Arcade – for that Konami should burn in digital hell. Yes, I have finished Play Novel. And even though I’m very scared about how the game will turn out I already know that I will play it, see all the endings and make the best of it. And I knew since the day it was announced that I will add it to my collection. But know this - if this game fails to deliver at least to some degree I will embark on a personal crusade to punish those responsible.

A side note.
Have you seen the official SH:H website? It’s the most pathetic videogame site I’ve seen in many, many years. Being a web designer myself I can tell you that I’ve made a similar thing about the Silent Hill series… nine years ago… in high-school… alone… in two days… after school… with one hand. Why did Konami agree to put up on the net a deformed monstrosity like that is beyond my understanding.
So an offer from me to Konami – I can create a decent Silent Hill Homecoming for you, if you will promise me that you will forbid Yamaoka to speak in public.

10/01/2008

Have Some Decency

How Rude

I have to tell you that I must be getting old. I’ve been browsing the internet extensively lately, reading a lot of forum threads and gaming blogs, not too different than our own and I found myself frowning more often than usual. There seems to be a growing trend to include cheap vulgarisms in statements for no real reason. No, I am aware of the fact that that has been done before and I don’t really mind reading the “F” word every second sentence as long as it has merit. Vulgarisms are a part of our everyday language and even though in most cases they aren’t necessary I find them a good way to make a point or emphasize an opinion. I condone that kind of language use. I do.
The problem is that even though I don’t mind listening to the Angry Video Game Nerd swearing or "Yahtzee" Croshaw calling people bastards I do have a problem with people offending or mocking others because they are have no way to prove their point.
I’ll give you an example.
I’ve read a review of Viva Pinata: Trouble in Paradise on a polish blog – the text itself isn’t that bad, save for the fact that the author’s grammar and orthography are not particularly good, but the review’s conclusion made me want to find that guy and kick him in the groin hard enough so that he would be unable to pass his genes. Let me quote.

“I can recommend it [the game] to caretakers of young children or single mothers who got child benefits. However, the game is probably best suited for girls who are so ugly that they need something better to do than get scared while looking at themselves in the mirror. Even a stud and a real man like me can find the game to be a pleasant change.

P.S
I forgot about horticulture students… I recommend the game to them too.”

At first I was pretty sure that the ending was some sort of cumbersome irony, but after reading the whole text for the second time I knew that the guy actually meant it.
Now, it’s one thing to call people names when it serves humorous purposes, but that was beyond my tolerance. In a goddamn Viva Pinata review of all things. Was it really necessary? I may not be some sort of self-righteous morality protector, but one needs to have some decency. Or leave the gaming world and become a politician.
It’s not just the blog. It’s all over the internet. You don’t have to search too far. Go to GameTrailers, check the forums and tremble. There are a lot of gaming message boards that feature insecure, aggressive teenagers who call everyone a moron, but the forums on GT harbor the largest and most diverse menagerie of boorish and militant assholes (yes, I used the word for a purpose). And they come in all shapes and sizes. People with common sense are few and far between in there.
Chances that you could have a normal discussion on GT are pretty much non-existent. You would be better off trying to breathe in outer space.
I don’t get it. It’s not politics we’re talking here, it’s games - an entertainment, a way of relaxing, spending your free time in a creative way that doesn’t involve hurting others. If you offend people because of a trivial matter like this I don’t want to know how you can react during a heated argument.
And I’m not really worried that our humble, little blog will face an assault of negative, hateful comments from the GT community… or any other for that matter, because most of the people on those boards feel the same way as I do, even if they themselves indulge in this shameful behaviour. I can only imagine that this must be the internet “incognito” syndrome. Let me tell you this. Just because you’re under an anonymous nickname it doesn’t make you less of an cretin.
I would really like to think that it’s just kids who do that, but I don’t think that’s the case. You see, you can expect children and younger teenagers to become emotional and aggressive during a discussion, because they are too impatient to look for suitable arguments and because of that they can act nervously. It’s normal at some age. Now, when a grown-up calls you a f***er because he doesn’t agree with what you have said or written it mean he’s an idiot. It clearly shows his cognitive processes are not developed enough to participate in an exchange of ideas and arguments. And that is what worries me because it directly influences game developers. I’ve written about it in my earlier editorial so I won’t go back to the topic. The thing to add would be that more stupid people joining the gaming community is good for the industry but not good for the core gamers. A paradox in a way.
I could go on, bringing fanboys into the equation, but that is a pretty broad material better left for another editorial, so I will stop here. Treat this block of test as a prelude to a series of editorials about gamers’ etiquette.

Actually why not write down a code of gamer’s behaviour – something like “Screaming SCHEIßE! into the microphone during Call of Duty match is considered faux pas and will not be tolerated.”

I dare you gamers to come up with a code like that and write your examples in comments under this article. When we will gather enough, we’ll make a comprehensive guide and put it up on a website.

9/15/2008

Life

Spore

“There was a Player that created life and he saw it was good. So he fed the life with… stuff and gave it an electrical butt so that the life could protect itself and kill others. The Player watched the life grow and change. The Player saw the life walk out of the primordial sea into the lands of the world, but he grew tired of the slow evolution so he mutated the shit out of the life and turned it into a demonic, carnivorous cow. The Player taught the cow how to use fire so that it could burn every village but its own and rule the land. But the cow was ungrateful. All but one cow city turned their backs on the Player, and they build cities of gold and silver, and guano. And blasphemy was on their lips, and they started to feast on turnips and marshmallows. So the Player taught the last faithful city of cow to build war machines from plastic and cheese and gave them ray guns and megaphones. The Player spoke to the cows and ordered them to kick the living shit out of the heathens until they return to the Player’s bosom. And there was much rejoicing. And as a reward the Player made a space ship so that the cow could rule the space. And then the Player died of boredom. The end.“

That pretty much sums up the experience Spore offered me. Spore is an odd game to review – I really had fun on my first playthrough, but it was diminishing very quickly on my subsequent approaches to the game. The game is not bad by any means, but has a few very irritating shortcomings that make playing Spore not nearly as entertaining as it could have been.

When all the hype around spore started to arise everyone was talking about it like it was the second coming. It’s not.
The gameplay of Spore is a mix of strategy and RPG, with the last (the space) phase being something of a single player MMO (makes no sense, I know). Since the game was said to be about evolution of your creatures I was expecting that feature to be most pronounced, but I found out it’s not entirely the case. The evolution part ends pretty much at the beginning of the civilization phase (the 4th one), which is about at ¼ of the game. The rest is about conquering the globe and going into space and let me tell you - the space stage is more than half of the game. Sure, you’ll be advancing in the last stage, but it’s more like a strategy game advancement than anything else. It’s done through trade and combat.

The first four stages are very brief – you can get from the cell to the end of the civilization phase in four to five hours and while it’s fun it seems really underdeveloped. Sure, you’ll be utilizing many of the game’s creation tools - you’ll shape your creature, your vehicles, your buildings and some other stuff, but none of it significantly influences how the game plays. Even though you’ll have different stats depending on what parts your plane has the changes are insignificant, especially considering how easy and forgiving the game is.
Will Wright said that the game was designed in such a way because he wanted everybody to be able to play it. I think he went a bit too far.
First of all, the game is really simplistic. I mean really, really simplistic. Even the most complex of the planet stages, the civilization one, utilizes three types of vehicles (land, air and water) and three types of buildings, and that’s it. Oh, sorry… there are turrets as well, silly me.
Second of all, Spore doesn’t pose any challenge. You can die and there is no penalty for that. You can loose a battle and there is no penalty for that either.
That is all until the space stage. In a split of a second you will be swamped with options and mechanics that are disproportional compared with the rest of the game. It’s not hard to learn them all, but it can be overwhelming at first.
And what can I tell you? Even with all the available options I simply found the space stage boring. After six hours I found myself drooling on my mouse-wielding hand with my eyes fixed on my spaceship. In that respect it reminds me of MMOs as well. It’s a grind.
Just one more thing about the difficulty; I’ve played the game on all three settings and I have to say that none of them works very well. Easy is just too easy. You’ll be through all the stages in a matter of eight hours. The game could almost play by itself. Normal is also too easy, but the space stage seems a bit better. And on hard the first four stages are also very easy, but the space stage is ridiculous – I had my colonies constantly attacked and destroyed and found myself starting from scratch time and time again – it was not fun.

And still, maybe excluding the space phase, I found the game to be a blast to play. It just works for some reason. There may be no challenge, but it’s a great game to relax with. Keep in mind however, that it works best in moderation. Play one stage, go to sleep then play the next one on another day. Finish the game on one sitting and you may find that you won’t want to play it again. I blame the space stage – it’s tiresome.
Also, the constant need to create new stuff every time you play a new species gets old rather quickly and can get on your nerves.

There is also one thing that bothers me the most probably. Regardless of the way you play, be it a friendly, aggressive or a middle road, your experience will be pretty much the same.

Technically Spore is great. It may not be a flashy game with photorealistic graphics, but the art design and uses of perspective are excellent. It’s great to look at and it makes it a tad more fun to play. I especially liked that space stage in that regard. The planets are small and it’s really fun to fly around them, look at the catroonish surface textures and the multicoloured atmospheres. The space is charming as well. It’s not EVE Online, but still. A standing ovation should go to the creators for the animation algorithms. You can make an eight-legged creature and each leg could have six joints and it will still move like it could exist in real life. I understand where all that development time went; because it certainly wasn’t spend designing gameplay mechanics.
Not much to say about sound – it’s there, it works, but the alien voices can get a bit irritating.

Some people protested about the “use” of religion in Spore and I kind of see their point now. You see, you conquer a city by using religion in pretty much the same way as you would by using force. You don’t destroy anything, but it’s still an attack in a sense. A bit disturbing.

So there you have it. Spore - another game by Wright that actually manages to convince you that it’s better than it actually is. Just like SimTower. Something should have been a lot more complex than it is, but works well enough for people to blindly buy millions of copies. And I’m ok with that.


For the Record.

The game uses an unbelievably ridiculous DRM. You can install the game a total of three (3) [III] times, because you’re only allowed to activate it three (3) [III] times. It’s just… WOW. EA should have delegates in the Polish parliament; they would fit nicely in there.

But in case of Spore the DRM is not a really big deal, because once you uninstall it, you probably won’t want to install it again.

9/12/2008

Penumbra Level Pack



One fine day I went to my local media store to buy some new cartridges my printer had been crying out for and, while I was walking through the PC games aisle, I caught a glimpse of a familiar cover with not so familiar subtitle.
'Penumbra: Requiem?' I asked myself. 'Could this be the third and final part of Penumbra? Hell, they've released it already and I didn't know anything... Damn vacation...'
The fact that the thing was bundled with Black Plague (the second part) was a little suspicious, but oh well... The things we do to maintain the review count...
About an hour later I started the game and about two (okay, so maybe three) hours later I finished it. Seriously, like, what was that all about? Confused like hell, I checked the official website and... Yeah, that's how utterly stupid I am.

All I had to do, was to check the box a little closer and I would have learned that Requiem is not, in fact, the third and final part of Penumbra trilogy, but just a bunch of levels the creators made to test out the game's engine. At some point they decided to try and make so more money out of it, so they released Requiem together with Black Plague, hoping that someone would buy it. Someone did...

There are 9 levels (more or less, depends if you count the cutscenes), all of which are about finding "keys" to open magic gates which teleport you to the next location. There are no enemies this time, but that doesn't mean you can't die - on a contrary, the opportunities to drown, explode, freeze to death, or fall to your doom present themselves. What's also lacking, is the Penumbra's trademark adventure element (pick up some item, examine it, then use it on some other item) - Requiem is more Portal-ish in nature, where you have to rely on running, jumping and limited interaction with the environment (throwing switches, moving around objects, etc.), so adventure game fans, who love spending nights figuring out how to make a jetpack from bubble-gum and some toilet paper* might be a little disappointed. On the other hand, Portal fans who happen to like Penumbra's dark atmosphere will feel right at home.

At this point I was going to write something about the story, but I think I'll give up, because the plot, if there actually is any, remains a mystery to me. According to the developers, Requiem picks up right when Black Plague left off, but sorry, I'm really unable to tell if that's true. The protagonist is on the run, trying to escape from the underground complex and that sort of makes sense, but the rest was just plain madness.

Speaking of madness, remember Clarence? No, he's not back, thank God, but this time, there will be as many as three voices speaking to us from within the protagonist's head. Thankfully, none of them is as terribly aggravating as that Clarence bastard and I must admit, I really got like the female one informing you about your progress with the keys (sounds like a cheap GlaDOS rip-off, but still).

Overall, Requiem is a pretty good game, even though it's a level pack, or a tech-demo, if you prefer. There are no monsters, but the music, the darkness and all that crazy-talking voices have a fairly good chance of keeping you on the edge. The levels are big and varied: caves, corridors, sewers, outdoor area and many more. The puzzles are interesting and, while some of them may get a little tedious, I guess you'll have at least some fun trying to figure them out. The bottom line - if Frictional Games includes some of these ideas into the third Penumbra (and, for heaven's sake - improves the goddamn monsters!!!) we're in for quite a treat.

* About that jetpack: add some antimatter and it will work.

9/05/2008

Never Forgive.

Never Forget

Seems that THQ really digs the Warhammer 40k universe – they made a very good strategy game (and are making a sequel), they are making a WH 40K MMO (at least they claim they are), they made the FPS - Fire Warrior (which I didn’t like because Tau suck ;) ) and now they are conjuring an action game.
The game is simply called Warhammer 40000: Space Marine and seems to be a shooter slash brawler.
I can’t really give you much detail about it, because THQ did not provide us with any details.

I can however tell you that there was a video from an early build of the game that showed a lot of promise. Even in that early stage of development the graphics look very good and the art style is grim enough to make a good 3rd person WH 40k game.
The game is fairly brutal and features sweet, slow-motion finishers. The video showed the title Space Marine fighting the forces of Chaos (with very nice Chaos space marines) in an abandoned city under siege by Chaos soldiers. I really hope they will put some Tau in that game so I can gut them with my chainsword. Oh, oh, and Tyranids. Can I please have tyranids? 

It seems that the footage leaked without THQs consent and is being taken offline as soon as someone submits it.

Ah well, seems we’ll just have to wait for something substantial.

9/04/2008

Summer's not fun.

Boredom

The holidays are over and we are back.
During my time off I made a few observations about the summer in gaming context. First of all summer is a lousy time for gamers. Unless you like to reminisce or play old games that you didn’t have a chance to play before summer is the season of boredom because nothing comes out.
I can imagine it has something to do with the fact that people go on vacations and need to have money to buy pointless souvenirs so they are not willing to shell out a few bucks on new games, hence the publishers don’t want to risk lower sales.
I for one would be more than happy if I had a few new titles to play through during the only period in the year when I actually have some free time on my hands.

Second thing I’ve learned is that portable consoles are your friends when it rains and you happen to be away from home. Not only that – they are also your fiancées friends. Nothing like some collective brain storming while playing Professor Layton and the Curious Village (fabulous game by the way).
Another thing that I’ve learned is that the first DS is no good in the sun. If you ever wondered if you should sell your old DS and get the Lite one I encourage you to do it right away. I promise, you’ll be as happy as a clam.

In my infinite boredom I have decided that I will rather make another World of Warcraft character than play through Resident Evil 2 again. After playing a hunter for a while I came to a conclusion that WoW bores me to death and I would rather watch my nails grow.
I’ve been playing this game since open beta – that is about four years. I am pretty sure that the game started to bore me about two years ago. If anyone has an idea why I’ve been playing it since then let me know. I’ll be sure you’ll get a figurative coconut.
I will give WoW one more chance after Wrath of the Lich King is released, but I won’t hold my breath.

Another thing that, as a gamer, I don’t like about holidays is that when they are over there is an avalanche of new games. It’s not good, because I have neither time, nor money to play them all.

Oh well, at least I finally finished Resistance.
And tomorrow, a happy day – Viva Pinata 2 comes out ;) … Some impressions in the next few days.