smoketetsuo: (Borderlands 2 siren)
eduke32
I've been following this project for years and the scope has changed since then. At first it was just a port to add better 3D rendering as in accelerated rather than the old software rendering it had and adding somewhat higher resolution textures. But since then it's been upgraded to feature more dynamic lighting, normal maps which carve geometric detail into flat walls making them more detailed and 3D. 
Read more... )
{Eduke32 Web Site}
smoketetsuo: (Default)
eduke32
I've been following this project for years and the scope has changed since then. At first it was just a port to add better 3D rendering as in accelerated rather than the old software rendering it had and adding somewhat higher resolution textures. But since then it's been upgraded to feature more dynamic lighting, normal maps which carve geometric detail into flat walls making them more detailed and 3D. 
Read more... )
{Eduke32 Web Site}
smoketetsuo: (Borderlands 2 siren)
eduke32
I've been following this project for years and the scope has changed since then. At first it was just a port to add better 3D rendering as in accelerated rather than the old software rendering it had and adding somewhat higher resolution textures. But since then it's been upgraded to feature more dynamic lighting, normal maps which carve geometric detail into flat walls making them more detailed and 3D. 
Read more... )
{Eduke32 Web Site}
smoketetsuo: (driving panda)
I just read a retrospective on one game that I personally have enjoyed. Kingpin: Life of Crime. I agree with this statement:

"It wasn’t that it was such a great shooter, but that it contained elements of what might have been great, given time and money."

That's my impression of the game as well. I enjoyed the neighborhoods and the NPCs you could interact with\recruit and how you could go into bars and "pawn shops". The only problem is the way the game ended up turning out it's like the game runs out of steam after a few levels. The hub like level structure where you are able to go to bars and pawn shops stops being used as you get further into the game.

You could loot bodies for money and you could either choose to spend it right away at the pawn shop or you could save it for when you really need it. However the money system wasn't robust enough and they didn't make it all that necessary to actually spend money at the pawn shop most of the things you could buy there you could get for free on the street. Also you couldn't sell any of your inventory to the pawn shop. That would have been useful.

Someone made a COOP mod for Kingpin but when you exit the game you lost your inventory so I was thinking that the pawn shops could have been made more robust at least through the mod. Perhaps even having bank\storage functions. But even if they did modify the pawn shops to work that way it would only work part of the way through the game because like I mentioned earlier the game sort of fizzles out part-way through and they stop putting bars and pawn shops into the levels and it becomes a run of the mill linear shooter.

The only thing you could do in a COOP game to save your inventory is pick a room and dump all your inventory there (you could drop pretty much all your items) and keep the server on and hope the stuff is still there the next time you log in. Anyway.. I agree that there was a lot of unmet potential in this game.

I don't even think their next game, Return To Castle Wolfenstein met or had the same amount of potential as Kingpin: Life of Crime had. Plus RTCW had other things that bugged me and prevent me from wanting to play it such as forced stealth missions. That's one of my pet peeves in games. RTWC did carry over some of the good weapons they had in Kingpin though like the flame thrower, tommy gun, etc.

Oh yeah Kingpin: Life of Crime also had a palette that made it work well with Anaglyph (red and cyan) 3D glasses when used with nvidia's stereovision drivers. The graphics looked better than other games of its time mostly because they upgraded the Quake II engine to support higher resolution 24-bit .tga graphic files as well as stencil shadows. Up until Quake III most games where using 16-bit or lower textures. They made the engine look almost as good as Quake III Arena's. They especially looked good with the aforementioned 3D glasses. Some of the things in the game like grimy sinks looked realistic in true 3D. The stencil shadows didn't even slow the game down much if at all especially on newer computers (even with integrated graphics).

The only real limitation that it kept from the Quake II engine was like they mentioned in that page I linked the wobby looking vertexes the characters had. I think it would be nice for there to be a sequel to this game that brings the game up to more of its potential. I'm surprised that no one seemed to remember that the game they made before this one was Redneck Rampage.

One time I forgot the demo of kingpin: life of crime playing on my PC when I left to take a break and one of the female characters annoyed my sister saying "Damn, you are one bad ass mutha*****"... over and over. @_@; Back then I played it on my Pentium II with 3Dfx Voodoo2 12MB card. Good Times...
smoketetsuo: (Default)
I just read a retrospective on one game that I personally have enjoyed. Kingpin: Life of Crime. I agree with this statement:

"It wasn’t that it was such a great shooter, but that it contained elements of what might have been great, given time and money."

That's my impression of the game as well. I enjoyed the neighborhoods and the NPCs you could interact with\recruit and how you could go into bars and "pawn shops". The only problem is the way the game ended up turning out it's like the game runs out of steam after a few levels. The hub like level structure where you are able to go to bars and pawn shops stops being used as you get further into the game.

You could loot bodies for money and you could either choose to spend it right away at the pawn shop or you could save it for when you really need it. However the money system wasn't robust enough and they didn't make it all that necessary to actually spend money at the pawn shop most of the things you could buy there you could get for free on the street. Also you couldn't sell any of your inventory to the pawn shop. That would have been useful.

Someone made a COOP mod for Kingpin but when you exit the game you lost your inventory so I was thinking that the pawn shops could have been made more robust at least through the mod. Perhaps even having bank\storage functions. But even if they did modify the pawn shops to work that way it would only work part of the way through the game because like I mentioned earlier the game sort of fizzles out part-way through and they stop putting bars and pawn shops into the levels and it becomes a run of the mill linear shooter.

The only thing you could do in a COOP game to save your inventory is pick a room and dump all your inventory there (you could drop pretty much all your items) and keep the server on and hope the stuff is still there the next time you log in. Anyway.. I agree that there was a lot of unmet potential in this game.

I don't even think their next game, Return To Castle Wolfenstein met or had the same amount of potential as Kingpin: Life of Crime had. Plus RTCW had other things that bugged me and prevent me from wanting to play it such as forced stealth missions. That's one of my pet peeves in games. RTWC did carry over some of the good weapons they had in Kingpin though like the flame thrower, tommy gun, etc.

Oh yeah Kingpin: Life of Crime also had a palette that made it work well with Anaglyph (red and cyan) 3D glasses when used with nvidia's stereovision drivers. The graphics looked better than other games of its time mostly because they upgraded the Quake II engine to support higher resolution 24-bit .tga graphic files as well as stencil shadows. Up until Quake III most games where using 16-bit or lower textures. They made the engine look almost as good as Quake III Arena's. They especially looked good with the aforementioned 3D glasses. Some of the things in the game like grimy sinks looked realistic in true 3D. The stencil shadows didn't even slow the game down much if at all especially on newer computers (even with integrated graphics).

The only real limitation that it kept from the Quake II engine was like they mentioned in that page I linked the wobby looking vertexes the characters had. I think it would be nice for there to be a sequel to this game that brings the game up to more of its potential. I'm surprised that no one seemed to remember that the game they made before this one was Redneck Rampage.

One time I forgot the demo of kingpin: life of crime playing on my PC when I left to take a break and one of the female characters annoyed my sister saying "Damn, you are one bad ass mutha*****"... over and over. @_@; Back then I played it on my Pentium II with 3Dfx Voodoo2 12MB card. Good Times...
smoketetsuo: (driving panda)
I just read a retrospective on one game that I personally have enjoyed. Kingpin: Life of Crime. I agree with this statement:

"It wasn’t that it was such a great shooter, but that it contained elements of what might have been great, given time and money."

That's my impression of the game as well. I enjoyed the neighborhoods and the NPCs you could interact with\recruit and how you could go into bars and "pawn shops". The only problem is the way the game ended up turning out it's like the game runs out of steam after a few levels. The hub like level structure where you are able to go to bars and pawn shops stops being used as you get further into the game.

You could loot bodies for money and you could either choose to spend it right away at the pawn shop or you could save it for when you really need it. However the money system wasn't robust enough and they didn't make it all that necessary to actually spend money at the pawn shop most of the things you could buy there you could get for free on the street. Also you couldn't sell any of your inventory to the pawn shop. That would have been useful.

Someone made a COOP mod for Kingpin but when you exit the game you lost your inventory so I was thinking that the pawn shops could have been made more robust at least through the mod. Perhaps even having bank\storage functions. But even if they did modify the pawn shops to work that way it would only work part of the way through the game because like I mentioned earlier the game sort of fizzles out part-way through and they stop putting bars and pawn shops into the levels and it becomes a run of the mill linear shooter.

The only thing you could do in a COOP game to save your inventory is pick a room and dump all your inventory there (you could drop pretty much all your items) and keep the server on and hope the stuff is still there the next time you log in. Anyway.. I agree that there was a lot of unmet potential in this game.

I don't even think their next game, Return To Castle Wolfenstein met or had the same amount of potential as Kingpin: Life of Crime had. Plus RTCW had other things that bugged me and prevent me from wanting to play it such as forced stealth missions. That's one of my pet peeves in games. RTWC did carry over some of the good weapons they had in Kingpin though like the flame thrower, tommy gun, etc.

Oh yeah Kingpin: Life of Crime also had a palette that made it work well with Anaglyph (red and cyan) 3D glasses when used with nvidia's stereovision drivers. The graphics looked better than other games of its time mostly because they upgraded the Quake II engine to support higher resolution 24-bit .tga graphic files as well as stencil shadows. Up until Quake III most games where using 16-bit or lower textures. They made the engine look almost as good as Quake III Arena's. They especially looked good with the aforementioned 3D glasses. Some of the things in the game like grimy sinks looked realistic in true 3D. The stencil shadows didn't even slow the game down much if at all especially on newer computers (even with integrated graphics).

The only real limitation that it kept from the Quake II engine was like they mentioned in that page I linked the wobby looking vertexes the characters had. I think it would be nice for there to be a sequel to this game that brings the game up to more of its potential. I'm surprised that no one seemed to remember that the game they made before this one was Redneck Rampage.

One time I forgot the demo of kingpin: life of crime playing on my PC when I left to take a break and one of the female characters annoyed my sister saying "Damn, you are one bad ass mutha*****"... over and over. @_@; Back then I played it on my Pentium II with 3Dfx Voodoo2 12MB card. Good Times...
smoketetsuo: (Default)
It looks like the system requirements which where quoted before aren't the actual requirements. Those are the requirements to get Unreal Tournament 3 running in high details. The actual requirements are the following:

Minimum System Requirements
  • Windows XP SP2 or Windows Vista

  • 2.0+ GHZ Single Core Processor

  • 512 MB of System RAM

  • NVIDIA 6200+ or ATI Radeon 9600+ Video Card

  • 8 GB of Free Hard Drive Space


Recommended System Requirements
  • 2.4+ GHZ Dual Core Processor

  • 1 GB of System RAM

  • NVIDIA 7800GTX+ or ATI x1300+ Video Card

  • 8 GB of Free Hard Drive Space


None of my computers cut the mustard but at least it doesn't require a 2.8Ghz CPU as previously thought. 512MB is also a pretty low requirement but generally systems don't run well nowadays with that amount. I'm surprised that they didn't put dual core as a minimum requirement. I know the game would benefit greatly from it. Some people thought the hard drive space requirements are pretty high but UT2004 was taking up 5GB on my hard drive so it's no surprise that UT3 would take more. In fact I'm surprised that it doesn't take 10GB+. Also of course those requirements are for windows, it may be a bit different for OS X or Linux.

One last thing... the PS3 version was delayed until 2008 just like the X360 version was earlier this year. Some people where saying that the PS3 was going to get a timed exclusive. Well it wasn't going to be totally exclusive since the PC version was also slated to come out at the same time but at least for the time being it looks like the PC version is the timed exclusive. The PC version is coming out in November and the console versions are coming out at an unspecified date next year. Although I kind of feel like it is never too late to say that the PC version is also going to be delayed and I just know that the Mac and Linux versions are probably going to come out later too.
smoketetsuo: (Default)
It looks like the system requirements which where quoted before aren't the actual requirements. Those are the requirements to get Unreal Tournament 3 running in high details. The actual requirements are the following:

Minimum System Requirements
  • Windows XP SP2 or Windows Vista

  • 2.0+ GHZ Single Core Processor

  • 512 MB of System RAM

  • NVIDIA 6200+ or ATI Radeon 9600+ Video Card

  • 8 GB of Free Hard Drive Space


Recommended System Requirements
  • 2.4+ GHZ Dual Core Processor

  • 1 GB of System RAM

  • NVIDIA 7800GTX+ or ATI x1300+ Video Card

  • 8 GB of Free Hard Drive Space


None of my computers cut the mustard but at least it doesn't require a 2.8Ghz CPU as previously thought. 512MB is also a pretty low requirement but generally systems don't run well nowadays with that amount. I'm surprised that they didn't put dual core as a minimum requirement. I know the game would benefit greatly from it. Some people thought the hard drive space requirements are pretty high but UT2004 was taking up 5GB on my hard drive so it's no surprise that UT3 would take more. In fact I'm surprised that it doesn't take 10GB+. Also of course those requirements are for windows, it may be a bit different for OS X or Linux.

One last thing... the PS3 version was delayed until 2008 just like the X360 version was earlier this year. Some people where saying that the PS3 was going to get a timed exclusive. Well it wasn't going to be totally exclusive since the PC version was also slated to come out at the same time but at least for the time being it looks like the PC version is the timed exclusive. The PC version is coming out in November and the console versions are coming out at an unspecified date next year. Although I kind of feel like it is never too late to say that the PC version is also going to be delayed and I just know that the Mac and Linux versions are probably going to come out later too.
smoketetsuo: (Default)
It looks like the system requirements which where quoted before aren't the actual requirements. Those are the requirements to get Unreal Tournament 3 running in high details. The actual requirements are the following:

Minimum System Requirements
  • Windows XP SP2 or Windows Vista

  • 2.0+ GHZ Single Core Processor

  • 512 MB of System RAM

  • NVIDIA 6200+ or ATI Radeon 9600+ Video Card

  • 8 GB of Free Hard Drive Space


Recommended System Requirements
  • 2.4+ GHZ Dual Core Processor

  • 1 GB of System RAM

  • NVIDIA 7800GTX+ or ATI x1300+ Video Card

  • 8 GB of Free Hard Drive Space


None of my computers cut the mustard but at least it doesn't require a 2.8Ghz CPU as previously thought. 512MB is also a pretty low requirement but generally systems don't run well nowadays with that amount. I'm surprised that they didn't put dual core as a minimum requirement. I know the game would benefit greatly from it. Some people thought the hard drive space requirements are pretty high but UT2004 was taking up 5GB on my hard drive so it's no surprise that UT3 would take more. In fact I'm surprised that it doesn't take 10GB+. Also of course those requirements are for windows, it may be a bit different for OS X or Linux.

One last thing... the PS3 version was delayed until 2008 just like the X360 version was earlier this year. Some people where saying that the PS3 was going to get a timed exclusive. Well it wasn't going to be totally exclusive since the PC version was also slated to come out at the same time but at least for the time being it looks like the PC version is the timed exclusive. The PC version is coming out in November and the console versions are coming out at an unspecified date next year. Although I kind of feel like it is never too late to say that the PC version is also going to be delayed and I just know that the Mac and Linux versions are probably going to come out later too.
smoketetsuo: (Gir Thumbs Up)
This is another video that demonstrates why I so look forward to this game:
smoketetsuo: (Default)
This is another video that demonstrates why I so look forward to this game:
smoketetsuo: (Gir Thumbs Up)
This is another video that demonstrates why I so look forward to this game:
smoketetsuo: (Marvin the Paranoid Android)
I just heard this time around Capcom is bringing the new Devil May Cry game simultanious to PS3, Xbox360 and... PC. This is good news as in the past if Capcom brings out a game to other systems a lot of times they do it much later than the original system they bring it out for. The only problem is the previous game DMC3 was converted to the PC by a third party company that Capcom farmed the job out to. This company (Sourcenext.. I think) has been dropping the ball with their ports I've seen screenshots of Resident Evil 4 for the PC which lacks all lighting so everything looks full bright.. no lighting.. no shading.

DMC3 came out with quite a few of the effects missing... they did fix some of that with a patch but in general it was a sloppy port. They also had busted gamepad controls which didn't work so well and you could not use keyboard and mouse which I know some people had a problem with. The thing is is that neither of those games control like Max Payne so it makes more sense to use a gamepad with them.

Anyway I'm hoping this time they are going to do the conversion in house since it's simultanious. If they do it in house and do a good job I wouldn't mind seeing more games being released this way like say... RE5 or Dead Rising 2.. or whatever new game they may come out with.

Now that I'm on the topic of games though here's a FPS that runs in your browser that you can play online. It works on any system that flash works on and has a video card capable of 3D.The graphics look about at least as good as the original Unreal (original not UT)\Half Life. Only thing is I try to set it to be fullscreen but it doesn't seem to remember my preferences.
smoketetsuo: (Marvin the Paranoid Android)
I just heard this time around Capcom is bringing the new Devil May Cry game simultanious to PS3, Xbox360 and... PC. This is good news as in the past if Capcom brings out a game to other systems a lot of times they do it much later than the original system they bring it out for. The only problem is the previous game DMC3 was converted to the PC by a third party company that Capcom farmed the job out to. This company (Sourcenext.. I think) has been dropping the ball with their ports I've seen screenshots of Resident Evil 4 for the PC which lacks all lighting so everything looks full bright.. no lighting.. no shading.

DMC3 came out with quite a few of the effects missing... they did fix some of that with a patch but in general it was a sloppy port. They also had busted gamepad controls which didn't work so well and you could not use keyboard and mouse which I know some people had a problem with. The thing is is that neither of those games control like Max Payne so it makes more sense to use a gamepad with them.

Anyway I'm hoping this time they are going to do the conversion in house since it's simultanious. If they do it in house and do a good job I wouldn't mind seeing more games being released this way like say... RE5 or Dead Rising 2.. or whatever new game they may come out with.

Now that I'm on the topic of games though here's a FPS that runs in your browser that you can play online. It works on any system that flash works on and has a video card capable of 3D.The graphics look about at least as good as the original Unreal (original not UT)\Half Life. Only thing is I try to set it to be fullscreen but it doesn't seem to remember my preferences.
smoketetsuo: (G4 Cube Girl)
Check it out here it's always pretty interesting to me when Apple gets a page featuring a game that has just been released on the Mac. *Checks the Apple store* Yup, 50 bucks for this game there too. Like I said it's really too bad they have to charge so much for the Mac version when the PC version is being sold for 20 bucks with extras like pewter figures and or you can get it on Steam for that much. The reason is the company who converts the game gets charged royalties by the original author and they have to make up the cost of converting the game. Unfortunately this also means that games don't tend to come down in price on the Mac unless you get it second hand or something.

Something that is on the plus side for me though recently I heard that Aspyr is updating American McGee's Alice so it'll run natively on both PowerPC and Intel Macs. I would like to see ALL the old Mac games upgraded to universal so when\if I upgrade to an intel mac I won't miss a thing.

One last thing... one thing that is cool about getting games on the Mac is that you can pretty much guarantee that instead of getting 5 CDs you'll get a game on one DVD. This is because pretty much all Macs that are games capable have DVD drives. Where on the PC there are a bunch of computers out there where the people ugpraded everything except their optical drive. Or they built their own computer and for some reason decided against a DVD drive.
smoketetsuo: (G4 Cube Girl)
Check it out here it's always pretty interesting to me when Apple gets a page featuring a game that has just been released on the Mac. *Checks the Apple store* Yup, 50 bucks for this game there too. Like I said it's really too bad they have to charge so much for the Mac version when the PC version is being sold for 20 bucks with extras like pewter figures and or you can get it on Steam for that much. The reason is the company who converts the game gets charged royalties by the original author and they have to make up the cost of converting the game. Unfortunately this also means that games don't tend to come down in price on the Mac unless you get it second hand or something.

Something that is on the plus side for me though recently I heard that Aspyr is updating American McGee's Alice so it'll run natively on both PowerPC and Intel Macs. I would like to see ALL the old Mac games upgraded to universal so when\if I upgrade to an intel mac I won't miss a thing.

One last thing... one thing that is cool about getting games on the Mac is that you can pretty much guarantee that instead of getting 5 CDs you'll get a game on one DVD. This is because pretty much all Macs that are games capable have DVD drives. Where on the PC there are a bunch of computers out there where the people ugpraded everything except their optical drive. Or they built their own computer and for some reason decided against a DVD drive.

Wii remote

Jun. 24th, 2006 01:16 am
smoketetsuo: (Kat Ranger Mug)
I was telling someone today that the way the Wii remote works probably works best with games designed for it (like the new DBZ game a friend wrote about recently) and this is a good example of what I mean. It turns out there is a problem with the Wii remote and first person shooters... there just is controllers that fit certain genres the best and the Wii remote will definitely have it's genres that it works best with. For first person shooters the keyboard and mouse is still the best control although I think it might be a good idea if you want analog control for movement to create a special keypad where depending on how hard or far down you press the up, down and strafe left and right key the faster you go. Or a joystick+mouse combo might not be a bad thing.

The Wii remote needs some kind of head mounted display in order to work in a first person shooter if they just have it setup so you actually have to turn around a full 360 in order to turn around in the game (virtual reality anyone?). There are probably a lot of older types of games that are not good for it as well and that's why they made the Wii classic controller especially for the older console emulation that is included in the console. Some people just say that people will just "have to" adjust to the Wii remote with when it comes to first person shooters though I'm like no you don't. You can use whatever you want there are choices. I also don't like them putting down people who might have a different preference.... it's mostly fanboys who do that.

I also really believe that certain control schemes suit certain games best. For FPS, strategy games and third person games that are like FPS like Alice I think mouse and keyboard is the best control. For fighting games like Soul Calibur, Tekken, Street Fighter and Mortal Kombat a fighting stick is the best just like in the arcade cabinets. For 2D platform games and shooters a gamepad is the best. For driving games a driving wheel is best. For rail shooting games a light gun is best (although I do see that the wii remote on the right side has a trigger which makes it almost like a gun). Though those are just my personal preferences I don't begrudge others from using what works best for them.

Super mario Galaxy looks like it'd work well with the remote because of changes they undoubtedly made with the game. I'm not against the Wii remote really but I'm no nintendo zealot (aka fanboy). To some I might seem like some kind of fanboy\zealot\what have you but I like PC and Mac (not just one over the other), and I don't mind consoles though I prefer to put my money into a PC\Mac. I choose not to argue with zealots because it's a futile waste of time.

"This is something that complainers frequently forgot you have to adjust to a new control scheme and that takes loosening up the rectum and more then [sic] a few minutes on a game. Someone coming fresh onto the wii fps will decimate those stuck in the past on fps."

Is it just me or does this reek of fanboyism. An average person who never played a FPS before might just end up being lost in the game spinning, going the wrong way, looking at the floor.. just like a new person with any controller and a FPS game. A person who is used to keyboard and mouse might pick up the control and do well but still prefer the keyboard and mouse. Then I wonder if this person would suggest that a new person on a Wii remote would "decimate" an experienced person who is playing with keyboard and mouse in a multiplayer game Wii vs PC. I don't think so.

Wii remote

Jun. 24th, 2006 01:16 am
smoketetsuo: (Kat Ranger Mug)
I was telling someone today that the way the Wii remote works probably works best with games designed for it (like the new DBZ game a friend wrote about recently) and this is a good example of what I mean. It turns out there is a problem with the Wii remote and first person shooters... there just is controllers that fit certain genres the best and the Wii remote will definitely have it's genres that it works best with. For first person shooters the keyboard and mouse is still the best control although I think it might be a good idea if you want analog control for movement to create a special keypad where depending on how hard or far down you press the up, down and strafe left and right key the faster you go. Or a joystick+mouse combo might not be a bad thing.

The Wii remote needs some kind of head mounted display in order to work in a first person shooter if they just have it setup so you actually have to turn around a full 360 in order to turn around in the game (virtual reality anyone?). There are probably a lot of older types of games that are not good for it as well and that's why they made the Wii classic controller especially for the older console emulation that is included in the console. Some people just say that people will just "have to" adjust to the Wii remote with when it comes to first person shooters though I'm like no you don't. You can use whatever you want there are choices. I also don't like them putting down people who might have a different preference.... it's mostly fanboys who do that.

I also really believe that certain control schemes suit certain games best. For FPS, strategy games and third person games that are like FPS like Alice I think mouse and keyboard is the best control. For fighting games like Soul Calibur, Tekken, Street Fighter and Mortal Kombat a fighting stick is the best just like in the arcade cabinets. For 2D platform games and shooters a gamepad is the best. For driving games a driving wheel is best. For rail shooting games a light gun is best (although I do see that the wii remote on the right side has a trigger which makes it almost like a gun). Though those are just my personal preferences I don't begrudge others from using what works best for them.

Super mario Galaxy looks like it'd work well with the remote because of changes they undoubtedly made with the game. I'm not against the Wii remote really but I'm no nintendo zealot (aka fanboy). To some I might seem like some kind of fanboy\zealot\what have you but I like PC and Mac (not just one over the other), and I don't mind consoles though I prefer to put my money into a PC\Mac. I choose not to argue with zealots because it's a futile waste of time.

"This is something that complainers frequently forgot you have to adjust to a new control scheme and that takes loosening up the rectum and more then [sic] a few minutes on a game. Someone coming fresh onto the wii fps will decimate those stuck in the past on fps."

Is it just me or does this reek of fanboyism. An average person who never played a FPS before might just end up being lost in the game spinning, going the wrong way, looking at the floor.. just like a new person with any controller and a FPS game. A person who is used to keyboard and mouse might pick up the control and do well but still prefer the keyboard and mouse. Then I wonder if this person would suggest that a new person on a Wii remote would "decimate" an experienced person who is playing with keyboard and mouse in a multiplayer game Wii vs PC. I don't think so.

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