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    <title>Useless Inc. - Gaming</title>
    <link>http://www.tomergabel.com/</link>
    <description>Tomer Gabel's annoying spot on the 'net</description>
    <language>en-us</language>
    <copyright>Tomer Gabel</copyright>
    <lastBuildDate>Wed, 16 Jan 2008 10:24:04 GMT</lastBuildDate>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
I take pride in being one of the few people I know who actually <em>buy</em> their
media: I have a sizable collection of CDs, DVDs, computer games and software that
I've bought over the years, and I always feel good about having paid the people responsible
for these efforts.
</p>
        <p>
Until recently, that is.
</p>
        <p>
It is commonly said that one of the most obvious traits of Israelis is that they hate
to be screwed, and this is as true for me as it is for everyone else. It seems the
media companies have taken upon themselves to screw me in every conceivable way, and
paying for media is fast becoming an exercise in frustration for me. A most recent
example of this is Valve's not-so-new-and-shiny content delivery network which goes
by the name of <a href="http://www.steampowered.com/v/index.php">Steam</a>. I don't
even know where to begin recounting what's wrong with this thing:
</p>
        <ol>
          <li>
Content delivery speeds are abysmal. I recently downloaded Half Life 2 Episode Two
and got 200K/sec maximum transfer rate (more common rates hovering around 50K/sec)
on a dedicated line with 5Mb downstream. I consistently get 300K+ rates to even the
most busy content delivery servers (Akamai, Microsoft etc.) and it's not like I can
use a download manager to better tune the download to my connection.</li>
          <li>
The download manager is <em>shit</em>. Even ignoring the fact that the only controls
it exposes are "pause" and "resume" doesn't help the fact that the error detection
code is buggy as all hell: the first time I tried downloading the game it got stuck
on 99% without any type of diagnostic or error message, and wouldn't resume. Reading
piles of angry forum threads led me to the conclusion that the downloaded content
files are simply corrupt; deleting and re-downloading the game solved the problem.</li>
          <li>
Terminology is all screwed up: telling the game manager not to automatically download
updates for a certain game will <strong>pause any pending download for that game,
including the game content itself.</strong></li>
          <li>
Although there is no apparent reason for this, <strong>playing a game pauses the downloads
for all other games</strong>. That, at least, has been my observation (Episode Two
was downloading when I started on Episode One, and hasn't progressed a single per
cent when I quit the game).</li>
          <li>
The application itself is completely opaque. At no point does it give any indication
of what it's doing; you can start the client, nothing happens for two minutes until
it finally shows you an "updating Steam client" window. There are no visible clues
when it's attempting to access a server (e.g. when clicking on Show News) or when
a downloaded upgrade is being installed.</li>
          <li>
            <strong>I don't want to connect to a server to play a locally installed, legally bought
game</strong>. That's just unforgivable, even if it didn't mean I sometimes have to
wait for several minutes before the server actually logs me in instead of timing out.</li>
          <li>
It might shock you, but I still play old games. Sometimes <strong>very</strong><em></em>old
games (think <a href="http://www.mobygames.com/game/master-of-magic">Master of Magic</a>).
Will Half Life 2 be playable in five- or ten-year's time when the Steam servers have
long been cold? I doubt it.</li>
        </ol>
        <p>
I know Steam probably works well for a lot of people, but for me it's a god-damned
affront: I'm a paying customer, there's no reason why I should have so little control
over a game that takes up gigabytes on my hard drive. To add insult to injury, the
pirated versions often work better: the pirated version of Half Life 2 itself had
considerably lower loading times, didn't suffer from the audio stuttering issues that
plagued the original, and didn't waste hours of your CPU time on decrypting the game
content once it was finally downloaded. If Valve wants to keep my business, here's
what they should do:
</p>
        <ol>
          <li>
Switch to an open distribution model (HTTP or, preferably, BitTorrent) so I can use
my own software to download their games if I so wish;</li>
          <li>
Get rid of the dependency on Steam for their games. When I click on the HL2E2 icon
I want the game to come up, and <strong>I don't give a rat's ass about Steam</strong>;</li>
          <li>
Move to an asynchronous, transparent update mechanism for their games, preferably
one that allows me to download game updates and install them on my own.</li>
        </ol>
        <p>
With the original versions becoming increasingly irritating and pirated versions becoming
better than the originals (not to mention less costly), does paying for media still
make sense? Remember, that's just <em>one</em> example, I could give a great many
more. 
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=ae4d9ba4-2eee-4e60-ae4f-0c00303d9242" />
      </body>
      <title>Steaming Pile of Crap</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,ae4d9ba4-2eee-4e60-ae4f-0c00303d9242.aspx</guid>
      <link>http://www.tomergabel.com/SteamingPileOfCrap.aspx</link>
      <pubDate>Wed, 16 Jan 2008 10:24:04 GMT</pubDate>
      <description>&lt;p&gt;
I take pride in being one of the few people I know who actually &lt;em&gt;buy&lt;/em&gt; their
media: I have a sizable collection of CDs, DVDs, computer games and software that
I've bought over the years, and I always feel good about having paid the people responsible
for these efforts.
&lt;/p&gt;
&lt;p&gt;
Until recently, that is.
&lt;/p&gt;
&lt;p&gt;
It is commonly said that one of the most obvious traits of Israelis is that they hate
to be screwed, and this is as true for me as it is for everyone else. It seems the
media companies have taken upon themselves to screw me in every conceivable way, and
paying for media is fast becoming an exercise in frustration for me. A most recent
example of this is Valve's not-so-new-and-shiny content delivery network which goes
by the name of &lt;a href="http://www.steampowered.com/v/index.php"&gt;Steam&lt;/a&gt;. I don't
even know where to begin recounting what's wrong with this thing:
&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
Content delivery speeds are abysmal. I recently downloaded Half Life 2 Episode Two
and got 200K/sec maximum transfer rate (more common rates hovering around 50K/sec)
on a dedicated line with 5Mb downstream. I consistently get 300K+ rates to even the
most busy content delivery servers (Akamai, Microsoft etc.) and it's not like I can
use a download manager to better tune the download to my connection.&lt;/li&gt;
&lt;li&gt;
The download manager is &lt;em&gt;shit&lt;/em&gt;. Even ignoring the fact that the only controls
it exposes are "pause" and "resume" doesn't help the fact that the error detection
code is buggy as all hell: the first time I tried downloading the game it got stuck
on 99% without any type of diagnostic or error message, and wouldn't resume. Reading
piles of angry forum threads led me to the conclusion that the downloaded content
files are simply corrupt; deleting and re-downloading the game solved the problem.&lt;/li&gt;
&lt;li&gt;
Terminology is all screwed up: telling the game manager not to automatically download
updates for a certain game will &lt;strong&gt;pause any pending download for that game,
including the game content itself.&lt;/strong&gt;
&lt;/li&gt;
&lt;li&gt;
Although there is no apparent reason for this, &lt;strong&gt;playing a game pauses the downloads
for all other games&lt;/strong&gt;. That, at least, has been my observation (Episode Two
was downloading when I started on Episode One, and hasn't progressed a single per
cent when I quit the game).&lt;/li&gt;
&lt;li&gt;
The application itself is completely opaque. At no point does it give any indication
of what it's doing; you can start the client, nothing happens for two minutes until
it finally shows you an "updating Steam client" window. There are no visible clues
when it's attempting to access a server (e.g. when clicking on Show News) or when
a downloaded upgrade is being installed.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;I don't want to connect to a server to play a locally installed, legally bought
game&lt;/strong&gt;. That's just unforgivable, even if it didn't mean I sometimes have to
wait for several minutes before the server actually logs me in instead of timing out.&lt;/li&gt;
&lt;li&gt;
It might shock you, but I still play old games. Sometimes &lt;strong&gt;very&lt;/strong&gt;&lt;em&gt; &lt;/em&gt;old
games (think &lt;a href="http://www.mobygames.com/game/master-of-magic"&gt;Master of Magic&lt;/a&gt;).
Will Half Life 2 be playable in five- or ten-year's time when the Steam servers have
long been cold? I doubt it.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;
I know Steam probably works well for a lot of people, but for me it's a god-damned
affront: I'm a paying customer, there's no reason why I should have so little control
over a game that takes up gigabytes on my hard drive. To add insult to injury, the
pirated versions often work better: the pirated version of Half Life 2 itself had
considerably lower loading times, didn't suffer from the audio stuttering issues that
plagued the original, and didn't waste hours of your CPU time on decrypting the game
content once it was finally downloaded. If Valve wants to keep my business, here's
what they should do:
&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
Switch to an open distribution model (HTTP or, preferably, BitTorrent) so I can use
my own software to download their games if I so wish;&lt;/li&gt;
&lt;li&gt;
Get rid of the dependency on Steam for their games. When I click on the HL2E2 icon
I want the game to come up, and &lt;strong&gt;I don't give a rat's ass about Steam&lt;/strong&gt;;&lt;/li&gt;
&lt;li&gt;
Move to an asynchronous, transparent update mechanism for their games, preferably
one that allows me to download game updates and install them on my own.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;
With the original versions becoming increasingly irritating and pirated versions becoming
better than the originals (not to mention less costly), does paying for media still
make sense? Remember, that's just &lt;em&gt;one&lt;/em&gt; example, I could give a great many
more. 
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=ae4d9ba4-2eee-4e60-ae4f-0c00303d9242" /&gt;</description>
      <category>Gaming</category>
      <category>Personal</category>
      <category>Software</category>
    </item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
          <a href="http://www.secrettechnology.com/gamegame/agame.html">Check it out</a>. I
don't even know how to explain it.
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5146e1bb-caa6-438f-90b5-8e27929b171d" />
      </body>
      <title>This is, by and large, the trippiest game I've ever played</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,5146e1bb-caa6-438f-90b5-8e27929b171d.aspx</guid>
      <link>http://www.tomergabel.com/ThisIsByAndLargeTheTrippiestGameIveEverPlayed.aspx</link>
      <pubDate>Wed, 05 Sep 2007 13:42:40 GMT</pubDate>
      <description>&lt;p&gt;
&lt;a href="http://www.secrettechnology.com/gamegame/agame.html"&gt;Check it out&lt;/a&gt;. I
don't even know how to explain it.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5146e1bb-caa6-438f-90b5-8e27929b171d" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
Oh man, <a href="http://www.richardcobbett.co.uk/codex/articlelibrary/filingcabinet/the_horror_of_hopkins_fbi/">this</a> had
me laughing my ass off. Badly.
</p>
        <p>
          <em>The "random link every now and then" corner is brought to you by lack of caffeine.<br />
Oh, and thanks for the link, Mickey.</em>
        </p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=b4814df1-7e85-46eb-9870-e1d96a3a263e" />
      </body>
      <title>Best review for worst computer game ever</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,b4814df1-7e85-46eb-9870-e1d96a3a263e.aspx</guid>
      <link>http://www.tomergabel.com/BestReviewForWorstComputerGameEver.aspx</link>
      <pubDate>Sun, 03 Jun 2007 22:56:31 GMT</pubDate>
      <description>&lt;p&gt;
Oh man, &lt;a href="http://www.richardcobbett.co.uk/codex/articlelibrary/filingcabinet/the_horror_of_hopkins_fbi/"&gt;this&lt;/a&gt; had
me laughing my ass off. Badly.
&lt;/p&gt;
&lt;p&gt;
&lt;em&gt;The "random link every now and then" corner is brought to you by lack of caffeine.&lt;br&gt;
Oh, and thanks for the link, Mickey.&lt;/em&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=b4814df1-7e85-46eb-9870-e1d96a3a263e" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
      <trackback:ping>http://www.tomergabel.com/Trackback.aspx?guid=30078c45-6dee-4813-b848-0ddfb2d9f271</trackback:ping>
      <pingback:server>http://www.tomergabel.com/pingback.aspx</pingback:server>
      <pingback:target>http://www.tomergabel.com/PermaLink,guid,30078c45-6dee-4813-b848-0ddfb2d9f271.aspx</pingback:target>
      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
          <a href="http://www.tomergabel.com/content/binary/WindowsLiveWriter/SystemShock2Youknowyouwantto_AD3E/sshock2%5B17%5D.jpg" atomicselection="true">
            <img style="border-right: 0px; border-top: 0px; margin: 0px 0px 5px 5px; border-left: 0px; border-bottom: 0px" height="160" src="http://www.tomergabel.com/content/binary/WindowsLiveWriter/SystemShock2Youknowyouwantto_AD3E/sshock2_thumb%5B15%5D.jpg" width="160" align="right" border="0" />
          </a>I've
mentioned <a href="http://pc.mobygames.com/game/windows/system-shock-2">System Shock
2</a> before; to make a long story short, it's one of the finest computer games ever
made.
</p>
        <p>
The random Gnome's random Lair published <a href="http://gnomeslair.blogspot.com/2007/03/system-shock-2-2k7.html">an
article on how to run</a> System Shock 2 on modern PCs, plus links to the various
(extremely mature) mods that improve the sound, texture and mesh quality in-game;
one of these mods also subtly balances the game, making certain items more powerful
while normalizing others.
</p>
        <p>
I've been playing System Shock 2 once a year or so since 2003 (four years after it
came out!) and I can tell you that it's an experience not easily topped. Go, play!
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=30078c45-6dee-4813-b848-0ddfb2d9f271" />
      </body>
      <title>System Shock 2: You know you want to</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,30078c45-6dee-4813-b848-0ddfb2d9f271.aspx</guid>
      <link>http://www.tomergabel.com/SystemShock2YouKnowYouWantTo.aspx</link>
      <pubDate>Thu, 15 Mar 2007 10:17:47 GMT</pubDate>
      <description>&lt;p&gt;
&lt;a href="http://www.tomergabel.com/content/binary/WindowsLiveWriter/SystemShock2Youknowyouwantto_AD3E/sshock2%5B17%5D.jpg" atomicselection="true"&gt;&lt;img style="border-right: 0px; border-top: 0px; margin: 0px 0px 5px 5px; border-left: 0px; border-bottom: 0px" height="160" src="http://www.tomergabel.com/content/binary/WindowsLiveWriter/SystemShock2Youknowyouwantto_AD3E/sshock2_thumb%5B15%5D.jpg" width="160" align="right" border="0"&gt;&lt;/a&gt;I've
mentioned &lt;a href="http://pc.mobygames.com/game/windows/system-shock-2"&gt;System Shock
2&lt;/a&gt; before; to make a long story short, it's one of the finest computer games ever
made.
&lt;/p&gt;
&lt;p&gt;
The random Gnome's random Lair published &lt;a href="http://gnomeslair.blogspot.com/2007/03/system-shock-2-2k7.html"&gt;an
article on how to run&lt;/a&gt; System Shock 2 on modern PCs, plus links to the various
(extremely mature) mods that improve the sound, texture and mesh quality in-game;
one of these mods also&amp;nbsp;subtly balances the game, making certain items more powerful
while normalizing others.
&lt;/p&gt;
&lt;p&gt;
I've been playing System Shock 2 once a year or so since 2003 (four years after it
came out!) and I can tell you that it's an experience not easily topped. Go, play!
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=30078c45-6dee-4813-b848-0ddfb2d9f271" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
          <a href="http://cognitivelabs.com/word_shoot.htm">Word Shoot</a> is reminiscent of
Crimsonland's typing mode. Enemies advance at you and, in order to shoot them down,
you have the type in the wordsthat show up below them. It's an excellent exercise
for fast typing, not to mention a great way to get RSI.
</p>
        <p>
Something's really screwed up with the high score system though; I scored 69,700 on
my second game (hard difficulty, 9 missed words - at least 3 of which were because
of overlapping enemies). I'm a fairly fast typist, and while I have no problem accepting
the concept of people typing faster and/or more accurately than I do, still - <a href="http://scores.crazymonkeygames.com/hs/listscores.php?id=112">358,620</a> does
not seem to me like an attainable score. I'll give it a couple more tries before I
get back to work (we have a regularly scheduled flame throwing every Sunday. And no,
I can't remember where that joke comes from).
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=515ef6a6-1b21-4a77-a672-8eef3e0c6585" />
      </body>
      <title>Cool online game</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,515ef6a6-1b21-4a77-a672-8eef3e0c6585.aspx</guid>
      <link>http://www.tomergabel.com/CoolOnlineGame.aspx</link>
      <pubDate>Sun, 17 Dec 2006 13:30:24 GMT</pubDate>
      <description>&lt;p&gt;
&lt;a href="http://cognitivelabs.com/word_shoot.htm"&gt;Word Shoot&lt;/a&gt; is reminiscent of
Crimsonland's typing mode. Enemies advance at you and, in order to shoot them down,
you have the type in the wordsthat show up below them. It's an excellent exercise
for fast typing, not to mention a great way to get RSI.
&lt;/p&gt;
&lt;p&gt;
Something's really screwed up with the high score system though; I scored 69,700 on
my second game (hard difficulty, 9 missed words - at least 3 of which were because
of overlapping enemies). I'm a fairly fast typist, and while I have no problem accepting
the concept of people typing faster and/or more accurately than I do, still - &lt;a href="http://scores.crazymonkeygames.com/hs/listscores.php?id=112"&gt;358,620&lt;/a&gt; does
not seem to me like an attainable score. I'll give it a couple more tries before I
get back to work (we have a regularly scheduled flame throwing every Sunday. And no,
I can't remember where that joke comes from).
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=515ef6a6-1b21-4a77-a672-8eef3e0c6585" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <div style="FLOAT: right; MARGIN: 10px">
          <img src="http://www.tomergabel.com/content/binary/pocketnw_asset_3.png" />
        </div>
        <p>
Remember <a href="http://www.mobygames.com/game/dos/nuclear-war">Nuclear War</a>?
If not, slap yourself on the wrist and go <a href="http://www.the-underdogs.info/game.php?gameid=777">download
it</a>. Right now, like.
</p>
        <p>
One night a couple months ago (before my <a href="http://www.tomergabel.com/NotAGoodOmen.aspx">laptop
hard drive woes</a>, which are nay over by the way) I found myself unable to sleep
at 5 in the morning. I figured a couple of rounds of Nuclear War would do well to
alleviate my sleeplessness; I fired the game up and after 10 minutes was hit by a
sudden inspiration. The game is turn-based, and the controls are exceedingly simple:
mouse cursor and left click. Since I was still looking for something useful to do
with my newly acquired PDA it struck me that the game would work extremelly well on
a stylus-equipped PDA or phone, and I was wondering if someone made a version for
Pocket PC devices. A quick search through Google assured me that this is not the case,
and since I had the next day off I fired up Visual Studio and started working.
</p>
        <p>
At that point I figured that a simple rewrite wouldn't do. I wanted an identical version
of the original game. Since <a href="http://en.wikipedia.org/wiki/New_World_Computing">New
World Computing</a> is no more, I figured the chances of getting the source for a
1988 game are a little on the slim side. At a whim, I fired up <a href="http://www.datarescue.com/idabase/index.htm">IDA
Pro</a> and started working. A couple of days later I managed to disassemble most
of the graphics code and image decompression (<a href="http://oldwww.rasip.fer.hr/research/compress/algorithms/fund/lz/lz78.html">LZ78</a>-derivative)
and wrote a utility to help me extract the game assets. It features picture and palette
display, histogram and font parsing:
</p>
        <p style="TEXT-ALIGN: center">
          <a href="http://www.tomergabel.com/content/binary/pocketnw_asset_1.png">
            <img height="200" src="http://www.tomergabel.com/content/binary/pocketnw_asset_1.png" width="301" border="0" />
          </a> <img height="200" src="http://www.tomergabel.com/content/binary/pocketnw_asset_2.png" width="252" border="0" /></p>
        <p>
Interesting technical footnote: the palettes were embedded in the data segment; I
wrote a regex-based parser for IDA's assembler output for this purpose. The palettes
were in the VGA 0..63 scale, but some values are also higher and have to be clamped,
which gave me quite a bit of grief until I noticed this.
</p>
        <p>
With the game assets ripped I could proceed to write some actual code, however this
posed an interesting dilemma: I want the game to be completely faithful to the original,
but disassembling the game logic and AI is a huge task. I originally estimated
it would take a month to complete the reverse engineering, but given that it's already
been two or so months (discounting my laptop's downtime) it seems my guesstimate was
woefully inadequate. This is where I turn to you for feedback: should I keep going
in this direction (meaning the alpha version will probably take another several months
to be released), or should I just write my own game logic and AI code, get a release
out and then proceed with reverse engineering?
</p>
        <p>
Let me know your thoughts. Also, if you want to create better (higher quality, different)
graphics and music for the game get in touch -- I'm aiming for a very spartan first
release (to keep it in a reasonable timeframe), but once I'm done with this baby the
sky's the limit.
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5704ee4b-f8b1-4aa1-bbc1-e63e3e20beb3" />
      </body>
      <title>Newest pet project: Pocket Nuclear War</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,5704ee4b-f8b1-4aa1-bbc1-e63e3e20beb3.aspx</guid>
      <link>http://www.tomergabel.com/NewestPetProjectPocketNuclearWar.aspx</link>
      <pubDate>Thu, 22 Jun 2006 16:28:35 GMT</pubDate>
      <description>
&lt;div style="FLOAT: right; MARGIN: 10px"&gt;&lt;img src="http://www.tomergabel.com/content/binary/pocketnw_asset_3.png"&gt;
&lt;/div&gt;
&lt;p&gt;
Remember &lt;a href="http://www.mobygames.com/game/dos/nuclear-war"&gt;Nuclear War&lt;/a&gt;?
If not, slap yourself on the wrist and go &lt;a href="http://www.the-underdogs.info/game.php?gameid=777"&gt;download
it&lt;/a&gt;. Right now, like.
&lt;/p&gt;
&lt;p&gt;
One night a couple months ago (before my &lt;a href="http://www.tomergabel.com/NotAGoodOmen.aspx"&gt;laptop
hard drive woes&lt;/a&gt;, which are nay over by the way) I found myself unable to sleep
at 5 in the morning. I figured a couple of rounds of Nuclear War would do well to
alleviate my sleeplessness; I fired the game up and after 10 minutes was hit by a
sudden inspiration. The game is turn-based, and the controls are exceedingly simple:
mouse cursor and left click. Since I was still looking for something useful to do
with my newly acquired PDA it struck me that the game would work extremelly well on
a stylus-equipped PDA or phone, and I was wondering if someone made a version for
Pocket PC devices. A quick search through Google assured me that this is not the case,
and since I had the next day off I fired up Visual Studio and started working.
&lt;/p&gt;
&lt;p&gt;
At that point I figured that a simple rewrite wouldn't do. I wanted an identical version
of the original game. Since &lt;a href="http://en.wikipedia.org/wiki/New_World_Computing"&gt;New
World Computing&lt;/a&gt; is no more, I figured the chances of getting the source for a
1988 game are a little on the slim side. At a whim, I fired up &lt;a href="http://www.datarescue.com/idabase/index.htm"&gt;IDA
Pro&lt;/a&gt; and started working. A couple of days later I managed to disassemble most
of the graphics code and image decompression (&lt;a href="http://oldwww.rasip.fer.hr/research/compress/algorithms/fund/lz/lz78.html"&gt;LZ78&lt;/a&gt;-derivative)
and wrote a utility to help me extract the game assets. It features picture and palette
display, histogram and font parsing:
&lt;/p&gt;
&lt;p style="TEXT-ALIGN: center"&gt;
&lt;a href="http://www.tomergabel.com/content/binary/pocketnw_asset_1.png"&gt;&lt;img height="200" src="http://www.tomergabel.com/content/binary/pocketnw_asset_1.png" width="301" border="0"&gt;&lt;/a&gt;&amp;nbsp;&lt;img height="200" src="http://www.tomergabel.com/content/binary/pocketnw_asset_2.png" width="252" border="0"&gt;
&lt;/p&gt;
&lt;p&gt;
Interesting technical footnote: the palettes were embedded in the data segment; I
wrote a regex-based parser for IDA's assembler output for this purpose. The palettes
were in the VGA 0..63 scale, but some values are also higher and have to be clamped,
which gave me quite a bit of grief until I noticed this.
&lt;/p&gt;
&lt;p&gt;
With the game assets ripped I could proceed to write some actual code, however this
posed an interesting dilemma: I want the game to be completely faithful to the original,
but&amp;nbsp;disassembling the game logic and AI is a huge task. I originally&amp;nbsp;estimated
it would take a month to complete the reverse engineering, but given that it's already
been two or so months (discounting my laptop's downtime) it seems my guesstimate was
woefully inadequate. This is where I turn to you for feedback: should I keep going
in this direction (meaning the alpha version will probably take another several months
to be released), or should I just write my own game logic and AI code, get a release
out and then proceed with reverse engineering?
&lt;/p&gt;
&lt;p&gt;
Let me know your thoughts. Also, if you want to create better (higher quality, different)
graphics and music for the game get in touch -- I'm aiming for a very spartan first
release (to keep it in a reasonable timeframe), but once I'm done with this baby the
sky's the limit.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5704ee4b-f8b1-4aa1-bbc1-e63e3e20beb3" /&gt;</description>
      <category>Personal</category>
      <category>Gaming</category>
    </item>
    <item>
      <trackback:ping>http://www.tomergabel.com/Trackback.aspx?guid=c92731af-4fe5-4a6d-b367-e528cadc5059</trackback:ping>
      <pingback:server>http://www.tomergabel.com/pingback.aspx</pingback:server>
      <pingback:target>http://www.tomergabel.com/PermaLink,guid,c92731af-4fe5-4a6d-b367-e528cadc5059.aspx</pingback:target>
      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <div>
          <div style="float: right;">
            <p>
              <img src="http://www.tomergabel.com/content/binary/050606_dreamfall_longest_jo.jpg" />
            </p>
          </div>
          <p>
It's been a while since I've posted anything gaming-related, and I'll make it short
and sweet: stop whatever it is you're doing. Buy <a href="http://www.dreamfall.com/">Dreamfall</a>.
Play it. Relish it. It would be better if you played <a href="http://pc.mobygames.com/game/windows/longest-journey">The
Longest Journey</a> first, but it's not an absolute must (you'll enjoy the sequel
a lot more though).
</p>
          <p>
Suffice to say that this game looks amazing, plays amazing, sounds amazing... the
voice acting is top-notch, the story and settings are magnificent. It's... bloody
awesome. Along with <a href="http://pc.mobygames.com/game/windows/psychonauts">Psychonauts</a> it
must be the best game I've played in years.
</p>
        </div>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=c92731af-4fe5-4a6d-b367-e528cadc5059" />
      </body>
      <title>Where dreams have fallen</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,c92731af-4fe5-4a6d-b367-e528cadc5059.aspx</guid>
      <link>http://www.tomergabel.com/WhereDreamsHaveFallen.aspx</link>
      <pubDate>Sat, 03 Jun 2006 03:22:30 GMT</pubDate>
      <description>&lt;div&gt;
&lt;div style="float: right;"&gt;
&lt;p&gt;
&lt;img src="http://www.tomergabel.com/content/binary/050606_dreamfall_longest_jo.jpg"&gt;
&lt;/p&gt;
&lt;/div&gt;
&lt;p&gt;
It's been a while since I've posted anything gaming-related, and I'll make it short
and sweet: stop whatever it is you're doing. Buy &lt;a href="http://www.dreamfall.com/"&gt;Dreamfall&lt;/a&gt;.
Play it. Relish it. It would be better if you played &lt;a href="http://pc.mobygames.com/game/windows/longest-journey"&gt;The
Longest Journey&lt;/a&gt; first, but it's not an absolute must (you'll enjoy the sequel
a lot more though).
&lt;/p&gt;
&lt;p&gt;
Suffice to say that this game looks amazing, plays amazing, sounds amazing... the
voice acting is top-notch, the story and settings are magnificent. It's... bloody
awesome. Along with &lt;a href="http://pc.mobygames.com/game/windows/psychonauts"&gt;Psychonauts&lt;/a&gt; it
must be the best game I've played in years.
&lt;/p&gt;
&lt;/div&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=c92731af-4fe5-4a6d-b367-e528cadc5059" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
      <trackback:ping>http://www.tomergabel.com/Trackback.aspx?guid=72aba4dd-18e2-4ed7-b2ff-80bfe2110555</trackback:ping>
      <pingback:server>http://www.tomergabel.com/pingback.aspx</pingback:server>
      <pingback:target>http://www.tomergabel.com/PermaLink,guid,72aba4dd-18e2-4ed7-b2ff-80bfe2110555.aspx</pingback:target>
      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
Check <a href="http://www.toysforbob.com/database/tfb_news.html">this out</a>, then
stop wasting our collective time and send a supportive e-mail to alexness at toysforbob
dot com.
</p>
        <p>
GET ON WITH IT!
</p>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=72aba4dd-18e2-4ed7-b2ff-80bfe2110555" />
      </body>
      <title>Star Control sequel a possibility!</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,72aba4dd-18e2-4ed7-b2ff-80bfe2110555.aspx</guid>
      <link>http://www.tomergabel.com/StarControlSequelAPossibility.aspx</link>
      <pubDate>Sat, 15 Apr 2006 22:45:50 GMT</pubDate>
      <description>
&lt;p&gt;
Check &lt;a href="http://www.toysforbob.com/database/tfb_news.html"&gt;this out&lt;/a&gt;, then
stop wasting our collective time and send a supportive e-mail to alexness at toysforbob
dot com.
&lt;/p&gt;
&lt;p&gt;
GET ON WITH IT!
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=72aba4dd-18e2-4ed7-b2ff-80bfe2110555" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
      <trackback:ping>http://www.tomergabel.com/Trackback.aspx?guid=8c4a44de-f458-49ce-b23d-70ae418a2610</trackback:ping>
      <pingback:server>http://www.tomergabel.com/pingback.aspx</pingback:server>
      <pingback:target>http://www.tomergabel.com/PermaLink,guid,8c4a44de-f458-49ce-b23d-70ae418a2610.aspx</pingback:target>
      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">I haven't had much time on my hands lately,
what with buying a car, moving into a new place (a nice large flat in Haifa), work
and starting university (at the <a href="http://www.technion.ac.il">Technion</a>).
Coupled with the fact that I've stopped working full-time and that I'm eagerly awaiting
the new Visual Studio 2005 (due to come out on November 7th), the direct result is
a very low rate of posting lately. 
<p>
Despite all of the above, I've managed to snag a few hours of gameplay and have a
few comments to make:
</p><div style="padding-left: 15px;"><ul><li>
The <a href="http://www.whatisfear.com/us/">F.E.A.R demo</a> was absolutely terrific.
Admittedly my (now two year-old) machine is no match for the souped up 3D engine,
but it still managed perfectly playable (&gt;40) framerates at 800x600 at very high
detail levels. This will not do so I expect to buy a new console/machine pretty soon
(probably the latter, I'm not very fond of consoles), but regardless the hour or so
of gameplay featured in the demo was very satisfying indeed. The graphics are absolutely
top-notch and the bullet-time effect is finally something to write home about (although
it seems more like a last-minute addition than a feature based in solid design) and
the gameplay is very good indeed.</li><li>
I also played the <a href="http://www.serioussam2.com/sam_home.html">Serious Sam 2
demo</a> and enjoyed it quite a bit. It's not as slick and tongue-in-cheek as the
first game was, but the 30-minute-odd level was very fun indeed. This time, however,
the 3D engine is anything but revolutionary; it's decent enough, but not quite as
fast and not quite as good looking as some of its competition (F.E.A.R, Doom 3, Half-Life
2 come to mind). My laptop (Dothan 1.7GHz, Radeon 9700 Mobility) couldn't handle more
than medium detail at 1024x768; considering that the game isn't really visually groundbreaking
(the laptop handles HL2/Doom 3 fluently) this isn't very encouraging.</li><li><a href="http://www.half-life2.com/news.php?id=472">Half Life 2: Lost Coast</a> is
out and kicks a lot of ass. Aside from the top-notch map design (which isn't annoying,
stupid or frustrating like some parts of HL2 itself), the new HDR mode is absolutely
stunning. On my gaming machine (same one that couldn't handle F.E.A.R...), as long
as I don't run with AA everything is very smooth and looks <i>beautiful</i>. There
is also a nifty commentary feature which allows you to hear (on demand) audio commentary
by the team responsible for the game. On the negative side, Source is still a horrible
mess as they haven't fixed the millions of caching and sound issues, and the loading
times are dreadful to boot. Plus, 350MB for a demo based on pre-existing resources
seems a bit much.<br /></li><li>
I had amazingly high expectations from <a href="http://www.atari.com/indigo/">Indigo
Prophecy</a> considering all the hype. To make a very long story short, it got uninstalled
about 5 minutes into the tutorial. The controls are <b>horrible</b>, horrible to the
point where I couldn't figure for the life of me what the hell the tutorial wants
with me. Aside from the already convoluted interface, the tutorial at some point wants
to "test your reflexes"; it does this by showing you a sketch of a D-pad controller
(I guess the game was originally devised for consoles...), and at the opportune moment
one of the controller buttons lights up and you have to press the same button on your
actual controller as fast as possible. As the reigning deathmatch king in the vicinity
I think I can safely say that my reflexes were NOT the issue here, not after about
20 attempts by myself about about 20 more by my brother. Either the tutorial does
a terrible job at conveying what it is you're supposed to do, or the game is simply
badly programmed. Either way, removed, gone, zip, zilch. Unless some future patch
seriously alters the control scheme I'm not touching this game with a 60-foot pole.
This only goes to prove my theory that consoles are directly responsible for the lower
quality of PC titles today; not because of technology, not because of cost, but simply
because of shitty controls originating in consoles and badly ported to the PC. Want
a counter-example? <a href="http://www.mobygames.com/game/windows/psychonauts">Psychonauts</a> has
absolutely perfect controls, even on the PC.</li><li>
I spent about 25 minutes watching my brother play <a href="http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/">Shadow
Of The Colossus</a> on the PlayStation 2. Graphically the game is very impressive,
however it tries to do a lot more than the aging PS2 platform can really handle; I've
seen framerates in the 10-15 range, which for a straightforward console title is simply <i>not
cool</i>. I haven't actually played the game, but from watching my brother I can safely
say that the controls are either poor or difficult to get a handle of, but a couple
of days later my brother said that the real problem is simply an ineffective tutorial
and "it's really quite alright once you get the hang of it." Gameplay-wise it didn't
seem overly exciting, but I may yet give it a shot at some point.</li><li>
After a couple of hours playing <a href="http://offstudio.fabry.cz/index3.html">Five
Magical Amulets</a> I believe I can safely conclude that, while I appreciate that
it is a labour of love and a lot of work went into making it, it's simply not a good
game. The plot is very simple and uninspired; some of the dialogs are very poorly
written; the quests are either too simple and easy to figure out or simply make very
little sense (minor spoiler: combining the fly and the pitch made some sense, but
the bag?!) and the graphics are very amateur. The whole game is <a href="http://www.mobygames.com/game/dos/legend-of-kyrandia">Kyrandia</a>-esque
but without the high production values, although in its defense the music is actually
quite good. Bottom line: there are better independent games for sure. <a href="http://www.studiotrophis.com/wc.php">The
White Chamber</a> is one.</li></ul></div><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=8c4a44de-f458-49ce-b23d-70ae418a2610" /></body>
      <title>Games galore</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,8c4a44de-f458-49ce-b23d-70ae418a2610.aspx</guid>
      <link>http://www.tomergabel.com/GamesGalore.aspx</link>
      <pubDate>Sun, 30 Oct 2005 17:47:48 GMT</pubDate>
      <description>I haven't had much time on my hands lately, what with buying a car,
moving into a new place (a nice large flat in Haifa), work and starting
university (at the &lt;a href="http://www.technion.ac.il"&gt;Technion&lt;/a&gt;).
Coupled with the fact that I've stopped working full-time and that I'm eagerly awaiting
the new Visual Studio 2005 (due to come out on November 7th), the direct result is
a very low rate of posting lately. 
&lt;p&gt;
Despite all of the above, I've managed to snag a few hours of gameplay and have a
few comments to make:
&lt;/p&gt;
&lt;div style="padding-left: 15px;"&gt;
&lt;ul&gt;
&lt;li&gt;
The &lt;a href="http://www.whatisfear.com/us/"&gt;F.E.A.R demo&lt;/a&gt; was absolutely terrific.
Admittedly my (now two year-old) machine is no match for the souped up 3D engine,
but it still managed perfectly playable (&amp;gt;40) framerates at 800x600 at very high
detail levels. This will not do so I expect to buy a new console/machine pretty soon
(probably the latter, I'm not very fond of consoles), but regardless the hour or so
of gameplay featured in the demo was very satisfying indeed. The graphics are absolutely
top-notch and the bullet-time effect is finally something to write home about (although
it seems more like a last-minute addition than a feature based in solid design) and
the gameplay is very good indeed.&lt;/li&gt;
&lt;li&gt;
I also played the &lt;a href="http://www.serioussam2.com/sam_home.html"&gt;Serious Sam 2
demo&lt;/a&gt; and enjoyed it quite a bit. It's not as slick and tongue-in-cheek as the
first game was, but the 30-minute-odd level was very fun indeed. This time, however,
the 3D engine is anything but revolutionary; it's decent enough, but not quite as
fast and not quite as good looking as some of its competition (F.E.A.R, Doom 3, Half-Life
2 come to mind). My laptop (Dothan 1.7GHz, Radeon 9700 Mobility) couldn't handle more
than medium detail at 1024x768; considering that the game isn't really visually groundbreaking
(the laptop handles HL2/Doom 3 fluently) this isn't very encouraging.&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.half-life2.com/news.php?id=472"&gt;Half Life 2: Lost Coast&lt;/a&gt; is
out and kicks a lot of ass. Aside from the top-notch map design (which isn't annoying,
stupid or frustrating like some parts of HL2 itself), the new HDR mode is absolutely
stunning. On my gaming machine (same one that couldn't handle F.E.A.R...), as long
as I don't run with AA everything is very smooth and looks &lt;i&gt;beautiful&lt;/i&gt;. There
is also a nifty commentary feature which allows you to hear (on demand) audio commentary
by the team responsible for the game. On the negative side, Source is still a horrible
mess as they haven't fixed the millions of caching and sound issues, and the loading
times are dreadful to boot. Plus, 350MB for a demo based on pre-existing resources
seems a bit much.&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
I had amazingly high expectations from &lt;a href="http://www.atari.com/indigo/"&gt;Indigo
Prophecy&lt;/a&gt; considering all the hype. To make a very long story short, it got uninstalled
about 5 minutes into the tutorial. The controls are &lt;b&gt;horrible&lt;/b&gt;, horrible to the
point where I couldn't figure for the life of me what the hell the tutorial wants
with me. Aside from the already convoluted interface, the tutorial at some point wants
to "test your reflexes"; it does this by showing you a sketch of a D-pad controller
(I guess the game was originally devised for consoles...), and at the opportune moment
one of the controller buttons lights up and you have to press the same button on your
actual controller as fast as possible. As the reigning deathmatch king in the vicinity
I think I can safely say that my reflexes were NOT the issue here, not after about
20 attempts by myself about about 20 more by my brother. Either the tutorial does
a terrible job at conveying what it is you're supposed to do, or the game is simply
badly programmed. Either way, removed, gone, zip, zilch. Unless some future patch
seriously alters the control scheme I'm not touching this game with a 60-foot pole.
This only goes to prove my theory that consoles are directly responsible for the lower
quality of PC titles today; not because of technology, not because of cost, but simply
because of shitty controls originating in consoles and badly ported to the PC. Want
a counter-example? &lt;a href="http://www.mobygames.com/game/windows/psychonauts"&gt;Psychonauts&lt;/a&gt; has
absolutely perfect controls, even on the PC.&lt;/li&gt;
&lt;li&gt;
I spent about 25 minutes watching my brother play &lt;a href="http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/"&gt;Shadow
Of The Colossus&lt;/a&gt; on the PlayStation 2. Graphically the game is very impressive,
however it tries to do a lot more than the aging PS2 platform can really handle; I've
seen framerates in the 10-15 range, which for a straightforward console title is simply &lt;i&gt;not
cool&lt;/i&gt;. I haven't actually played the game, but from watching my brother I can safely
say that the controls are either poor or difficult to get a handle of, but a couple
of days later my brother said that the real problem is simply an ineffective tutorial
and "it's really quite alright once you get the hang of it." Gameplay-wise it didn't
seem overly exciting, but I may yet give it a shot at some point.&lt;/li&gt;
&lt;li&gt;
After a couple of hours playing &lt;a href="http://offstudio.fabry.cz/index3.html"&gt;Five
Magical Amulets&lt;/a&gt; I believe I can safely conclude that, while I appreciate that
it is a labour of love and a lot of work went into making it, it's simply not a good
game. The plot is very simple and uninspired; some of the dialogs are very poorly
written; the quests are either too simple and easy to figure out or simply make very
little sense (minor spoiler: combining the fly and the pitch made some sense, but
the bag?!) and the graphics are very amateur. The whole game is &lt;a href="http://www.mobygames.com/game/dos/legend-of-kyrandia"&gt;Kyrandia&lt;/a&gt;-esque
but without the high production values, although in its defense the music is actually
quite good. Bottom line: there are better independent games for sure. &lt;a href="http://www.studiotrophis.com/wc.php"&gt;The
White Chamber&lt;/a&gt; is one.&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=8c4a44de-f458-49ce-b23d-70ae418a2610" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
      <trackback:ping>http://www.tomergabel.com/Trackback.aspx?guid=fb794140-469a-49dc-bf5b-365c08e93ec4</trackback:ping>
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      <pingback:target>http://www.tomergabel.com/PermaLink,guid,fb794140-469a-49dc-bf5b-365c08e93ec4.aspx</pingback:target>
      <dc:creator>Tomer Gabel</dc:creator>
      <title>LAN party be good, yo</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,fb794140-469a-49dc-bf5b-365c08e93ec4.aspx</guid>
      <link>http://www.tomergabel.com/LANPartyBeGoodYo.aspx</link>
      <pubDate>Sun, 16 Oct 2005 16:29:16 GMT</pubDate>
      <description>About a month ago I invited a bunch of people to an impromptu LAN party to be held at my parent's house (as they were out of the country at the time). Despite some organizational hurdles (primarily the lack of a network switch with enough ports) we eventually managed to overcome the party was sweet, short and to the point.

&lt;p&gt;
&lt;div style="text-align: center; font-size: xx-small;"&gt;
&lt;img src="http://www.tomergabel.com/content/binary/lanparty_omer.jpg" /&gt;
&lt;br /&gt;
Omer playing StarCraft
&lt;/div&gt;
&gt;
&lt;p&gt;
During the course of about 20 hours we played loads of &lt;a href="http://www.mobygames.com/game/windows/call-of-duty"&gt;Call
of Duty&lt;/a&gt;, some &lt;a href="http://www.mobygames.com/game/windows/starcraft-brood-war"&gt;StarCraft:
Brood War&lt;/a&gt;, a bit of &lt;a href="http://www.mobygames.com/game/windows/warcraft-iii-reign-of-chaos"&gt;WarCraft
III&lt;/a&gt; and a whole lot of my personal favourite: &lt;a href="http://www.mobygames.com/game/windows/unreal-tournament-2004"&gt;UT2k4&lt;/a&gt;.
UT flavours included regular deathmatch, quite a bit of Onslaught (not my favourite
of gaming modes, but nevermind that), a little bombing match and what I consider the
best gaming-mode: instagib deathmatch. It's hillarious, and you can't beat the andrenaline
rush (well, except maybe Q3 DM17 with 5 bots at hardcore).
&lt;/p&gt;
&lt;div style="text-align: center; font-size: xx-small;"&gt;
&lt;img src="http://www.tomergabel.com/content/binary/lanparty_gabel.jpg" /&gt;
&lt;br /&gt;
Myself, concentrating on a round of UT
&lt;/div&gt;
&lt;p&gt;
As usual we saved StarCraft for the wee hours of the night. The two games I played
prove that I can still hold my own; my personal preference is for team melee where
I control base contruction and expansion at first and combat later, with a second
player supporting me on construction and exploration at first and maintenance later.
I find that I'm extremely capable when it comes to fast micromanagement but am terrible
when I have to do more than one big task at once (for example managing combat while
micromanaging fleet construction). Playing with my brother that way was an extremely
effective combination and we took the game by a large margin, which was very satisfying.
&lt;/p&gt;
&lt;div style="text-align: center; font-size: xx-small;"&gt;
&lt;img src="http://www.tomergabel.com/content/binary/lanparty_oren.jpg" /&gt;
&lt;br /&gt;
Oren next to Call of Duty
&lt;/div&gt;
&lt;p&gt;
My personal fort&amp;eacute; is first person shooters though, so it's no surprise that's
what I played the most (I couldn't be bothered joining in on WarCraft III). We played
Call of Duty and UT2k4 for several hours each; Call of Duty proved to be an excellent
multiplayer game, but &lt;i&gt;only&lt;/i&gt; if there are a lot of players in the game. 8 players
are enough for a good game, but say 5 or less simply aren't enough to keep the action
up and the game becomes very dull indeed.
&lt;/p&gt;
&lt;p&gt;
I wish I could convince the others to give &lt;a href="http://www.mobygames.com/game/windows/tron-20"&gt;Tron
2.0&lt;/a&gt; a multiplayer spin, but other than that I don't even know where to start in
looking for good multiplayer games. &lt;a href="http://www.mobygames.com/game/windows/halo-combat-evolved"&gt;Halo&lt;/a&gt; proved
to be a big disappointment for me (way too slow - not in performance but in gameplay
- and too much emphasis on vehicles) and trying &lt;a href="http://www.mobygames.com/game/windows/counter-strike-source"&gt;Counter
Strike: Source&lt;/a&gt; for a bit only strengthened my resolve not to play tactical shooters.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=fb794140-469a-49dc-bf5b-365c08e93ec4" /&gt;</description>
      <category>Gaming</category>
      <category>Personal</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">Damned if I know why, but the <a href="http://www.callofduty.com/">Call
of Duty 2</a> demo sucks. Oh, I can describe the <i>symptoms</i> alright, but there's
a fundamental problem there that eludes me. Why would a sequel that's seemingly based
off of the same (extremely good) codebase as its predecessor not be able to compete
in visuals and performance with two <a href="http://www.mobygames.com/game/windows/doom-3">year-old</a><a href="http://www.mobygames.com/game/windows/half-life-2">games</a>? 
<p>
Now don't get me wrong, I'm as big a sucker for visuals as the next guy (if not more
so), but although the CoD2 screenshots look pretty sweet there's nothing there to
take the visual acuity crown from either of the games I mentioned above. There's certainly
nothing to justify a former hi-end machine - AthlonXP 2800+, 1GB RAM, Radeon 9800XT
- grinding to unplayable framerates at low resolutions (about 20 frame per second
at 640x480 with most everything turned either off or low) or having decimal-point
framerates at high resolutions (0.2-0.5 frames per second at 1024x768 with medium-high
details and no antialiasing). The same machine plays Doom 3 and Half-Life 2 at 1024x768
with x4 AA and crunches frames like there's no tomorrow. To reiterate, both games
look considerably better than CoD2.
</p><p>
On a radically different note, I managed to miss the fact that the <a href="http://www.serioussam2.com/">Serious
Sam II</a> demo is out. I'm downloading it and will report when I get the chance to
play it. <a href="">Indigo Prophecy</a> is out too, so I guess my current playlist
reads something like:
</p><div style="padding-left: 15px;"><ul><li>
Finish <a href="http://www.mobygames.com/game/windows/fallout-2">Fallout 2</a> again
(I'm at about 15% - will probably be done in a week or two, what with the holidays
and all)</li><li>
Serious Sam II demo</li><li><a href="http://www.mobygames.com/game/xbox/fable-">Fable</a> (apparently there's
a PC version now)</li><li><a href="http://www.mobygames.com/game/windows/indigo-prophecy">Indigo Prophecy</a></li><li><a href="http://www.mobygames.com/game/windows/american-mcgee-presents-scrapland">American
McGee's Scrapland</a> (the demo was friggin' awesome)</li></ul></div><p>
Guess I gotta get some spare time on my hands...
</p><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=f9556772-297d-4734-91a0-90e18522cda3" /></body>
      <title>Too bloody slow!</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,f9556772-297d-4734-91a0-90e18522cda3.aspx</guid>
      <link>http://www.tomergabel.com/TooBloodySlow.aspx</link>
      <pubDate>Sun, 02 Oct 2005 11:23:04 GMT</pubDate>
      <description>Damned if I know why, but the &lt;a href="http://www.callofduty.com/"&gt;Call of Duty 2&lt;/a&gt; demo
sucks. Oh, I can describe the &lt;i&gt;symptoms&lt;/i&gt; alright, but there's a fundamental problem
there that eludes me. Why would a sequel that's seemingly based off of the same (extremely
good) codebase as its predecessor not be able to compete in visuals and performance
with two &lt;a href="http://www.mobygames.com/game/windows/doom-3"&gt;year-old&lt;/a&gt; &lt;a href="http://www.mobygames.com/game/windows/half-life-2"&gt;games&lt;/a&gt;? 
&lt;p&gt;
Now don't get me wrong, I'm as big a sucker for visuals as the next guy (if not more
so), but although the CoD2 screenshots look pretty sweet there's nothing there to
take the visual acuity crown from either of the games I mentioned above. There's certainly
nothing to justify a former hi-end machine - AthlonXP 2800+, 1GB RAM, Radeon 9800XT
- grinding to unplayable framerates at low resolutions (about 20 frame per second
at 640x480 with most everything turned either off or low) or having decimal-point
framerates at high resolutions (0.2-0.5 frames per second at 1024x768 with medium-high
details and no antialiasing). The same machine plays Doom 3 and Half-Life 2 at 1024x768
with x4 AA and crunches frames like there's no tomorrow. To reiterate, both games
look considerably better than CoD2.
&lt;/p&gt;
&lt;p&gt;
On a radically different note, I managed to miss the fact that the &lt;a href="http://www.serioussam2.com/"&gt;Serious
Sam II&lt;/a&gt; demo is out. I'm downloading it and will report when I get the chance to
play it. &lt;a href=""&gt;Indigo Prophecy&lt;/a&gt; is out too, so I guess my current playlist
reads something like:
&lt;/p&gt;
&lt;div style="padding-left: 15px;"&gt;
&lt;ul&gt;
&lt;li&gt;
Finish &lt;a href="http://www.mobygames.com/game/windows/fallout-2"&gt;Fallout 2&lt;/a&gt; again
(I'm at about 15% - will probably be done in a week or two, what with the holidays
and all)&lt;/li&gt;
&lt;li&gt;
Serious Sam II demo&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.mobygames.com/game/xbox/fable-"&gt;Fable&lt;/a&gt; (apparently there's
a PC version now)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.mobygames.com/game/windows/indigo-prophecy"&gt;Indigo Prophecy&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.mobygames.com/game/windows/american-mcgee-presents-scrapland"&gt;American
McGee's Scrapland&lt;/a&gt; (the demo was friggin' awesome)&lt;/li&gt;
&lt;/div&gt;
&lt;p&gt;
Guess I gotta get some spare time on my hands...
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=f9556772-297d-4734-91a0-90e18522cda3" /&gt;</description>
      <category>Gaming</category>
    </item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">Or to quote Penny Arcade from <a href="">a
while back</a>: <blockquote>Quit whatever you're doing, it's not important. Maybe
you're performing a surgery. Put the scalpel down. Maybe you're holding a runaway
car back from rolling over a carriage which contains an infant. There's no baby shortage,
and even if there were, they're apparently a lot of fun to make. Run over the roof
of the car, go home, and open up a browser.</blockquote><p>
It's rare that I encounter something which I can't find the proper amount of <i>superlatives</i> to
describe. That something is <a href="http://www.imdb.com/title/tt0367594/">Charly
and the Chocolate Factory</a>, the latest <a href="http://www.imdb.com/name/nm0000318/">Tim
Burton</a>/<a href="http://www.imdb.com/name/nm0000136/">Johnny Depp</a> movie based
on the famous novel by <a href="http://en.wikipedia.org/wiki/Roald_Dahl">Roald Dahl</a> (which
I admit not to have read). I will not bother you with the list of superlatives I <i>did</i> manage
to come up with, but trust me: <b>you owe it to yourself to watch this movie</b>.
Just stop whatever it is you're doing and go.
</p><p>
Another recommendation that's bound to steal a few days of your life (and repay you
by making the remaining days worth living) is the fantastic <a href="http://www.mobygames.com/game/psychonauts">Psychonauts</a>.
It hardly matters what you're playing now, it can't compare. Remember Monkey Island?
Day of the Tentacle? Grim Fandango? <a href="http://www.mobygames.com/developer/sheet/view/developerId,1365/">Same
guy</a>, and Psychonauts just might be his best work ever. <b>You owe it to yourself
to play this game</b>. Just stop whatever it is you're doing and go.
</p><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5c56d923-1850-47ef-a135-0d9422d86c41" /></body>
      <title>Stop the press!</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,5c56d923-1850-47ef-a135-0d9422d86c41.aspx</guid>
      <link>http://www.tomergabel.com/StopThePress.aspx</link>
      <pubDate>Tue, 09 Aug 2005 06:30:11 GMT</pubDate>
      <description>Or to quote Penny Arcade from &lt;a href=""&gt;a while back&lt;/a&gt;: &lt;blockquote&gt;Quit whatever
you're doing, it's not important. Maybe you're performing a surgery. Put the scalpel
down. Maybe you're holding a runaway car back from rolling over a carriage which contains
an infant. There's no baby shortage, and even if there were, they're apparently a
lot of fun to make. Run over the roof of the car, go home, and open up a browser.&lt;/blockquote&gt; 
&lt;p&gt;
It's rare that I encounter something which I can't find the proper amount of &lt;i&gt;superlatives&lt;/i&gt; to
describe. That something is &lt;a href="http://www.imdb.com/title/tt0367594/"&gt;Charly
and the Chocolate Factory&lt;/a&gt;, the latest &lt;a href="http://www.imdb.com/name/nm0000318/"&gt;Tim
Burton&lt;/a&gt;/&lt;a href="http://www.imdb.com/name/nm0000136/"&gt;Johnny Depp&lt;/a&gt; movie based
on the famous novel by &lt;a href="http://en.wikipedia.org/wiki/Roald_Dahl"&gt;Roald Dahl&lt;/a&gt; (which
I admit not to have read). I will not bother you with the list of superlatives I &lt;i&gt;did&lt;/i&gt; manage
to come up with, but trust me: &lt;b&gt;you owe it to yourself to watch this movie&lt;/b&gt;.
Just stop whatever it is you're doing and go.
&lt;/p&gt;
&lt;p&gt;
Another recommendation that's bound to steal a few days of your life (and repay you
by making the remaining days worth living) is the fantastic &lt;a href="http://www.mobygames.com/game/psychonauts"&gt;Psychonauts&lt;/a&gt;.
It hardly matters what you're playing now, it can't compare. Remember Monkey Island?
Day of the Tentacle? Grim Fandango? &lt;a href="http://www.mobygames.com/developer/sheet/view/developerId,1365/"&gt;Same
guy&lt;/a&gt;, and Psychonauts just might be his best work ever. &lt;b&gt;You owe it to yourself
to play this game&lt;/b&gt;. Just stop whatever it is you're doing and go.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=5c56d923-1850-47ef-a135-0d9422d86c41" /&gt;</description>
      <category>Gaming</category>
      <category>Movies</category>
      <category>Personal</category>
    </item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">I find that I keep reverting to <a href="http://www.mobygames.com">MobyGames</a> for
game-related links, searches etc. Trixter's baby project is an awesome resource for
the sort of info I often look for, and I figured that it would be really great if
I could do a MobyGames search directly from <a href="http://www.mozilla.org/firefox/">Firefox</a> (much
like I constantly do with eBay, Amazon etc.). I spent a couple of minutes looking
through MobyGames' prominent navigation links for a solution with none to be found,
so I figured I'll just add it to Firefox myself. 
<p>
The browser linked me to Firefox's "<a href="http://www.mozilla.org/products/firefox/add-engines.html">add
engines</a>" web page, but as luck would have it, the Mozilla servers were down at
that exact moment. I figured that since I can't do it myself at the moment I might
as well have a look if someone else'd already done it - which apparently they did;
if you click through the <a href="http://www.mobygames.com/info/fob">Friends of Moby</a> page
in MobyGames you'd get a very improperly-positioned link to their <a herf="http://www.mobygames.com/info/searchbutton">Firefox
search button</a>. I happily clicked it, it works like a charm and dead useful.
</p><p>
This only goes to show that even the most useful tool, application or whatever will
be completely ignored if it's not prominently showcased! I'll be sending an e-mail
to the great guys at MobyGames about this.
</p><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=a0e12447-2551-4390-ab1f-cefebff8fa0b" /></body>
      <title>MobyGames Coolness</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,a0e12447-2551-4390-ab1f-cefebff8fa0b.aspx</guid>
      <link>http://www.tomergabel.com/MobyGamesCoolness.aspx</link>
      <pubDate>Mon, 25 Jul 2005 11:23:05 GMT</pubDate>
      <description>I find that I keep reverting to &lt;a href="http://www.mobygames.com"&gt;MobyGames&lt;/a&gt; for
game-related links, searches etc. Trixter's baby project is an awesome resource for
the sort of info I often look for, and I figured that it would be really great if
I could do a MobyGames search directly from &lt;a href="http://www.mozilla.org/firefox/"&gt;Firefox&lt;/a&gt; (much
like I constantly do with eBay, Amazon etc.). I spent a couple of minutes looking
through MobyGames' prominent navigation links for a solution with none to be found,
so I figured I'll just add it to Firefox myself. 
&lt;p&gt;
The browser linked me to Firefox's "&lt;a href="http://www.mozilla.org/products/firefox/add-engines.html"&gt;add
engines&lt;/a&gt;" web page, but as luck would have it, the Mozilla servers were down at
that exact moment. I figured that since I can't do it myself at the moment I might
as well have a look if someone else'd already done it - which apparently they did;
if you click through the &lt;a href="http://www.mobygames.com/info/fob"&gt;Friends of Moby&lt;/a&gt; page
in MobyGames you'd get a very improperly-positioned link to their &lt;a herf="http://www.mobygames.com/info/searchbutton"&gt;Firefox
search button&lt;/a&gt;. I happily clicked it, it works like a charm and dead useful.
&lt;/p&gt;
&lt;p&gt;
This only goes to show that even the most useful tool, application or whatever will
be completely ignored if it's not prominently showcased! I'll be sending an e-mail
to the great guys at MobyGames about this.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=a0e12447-2551-4390-ab1f-cefebff8fa0b" /&gt;</description>
      <category>Gaming</category>
      <category>Personal</category>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://www.mobygames.com/game/windows/doom-3/reviews/reviewerId,60/">Doom
3 owns</a>. 
<p>
I also got around for an hour or so of <a href="http://www.mobygames.com/game/windows/doom-3-resurrection-of-evil">Resurrection
of Evil</a>; unfortunately I was left less than satisfied. The Grabber weapon is more
useful than <a href="http://www.mobygames.com/game/windows/half-life-2">Half-Life
2</a>'s Gravity Gun, but also far less interesting or cool. The physics engine is
adequate, but nothing like HL2's Havoc engine, which also detracts from the weapon's
cool factor; the whole thing just basically feels like a ripoff of HL2 (which is something
id Software should not feel compelled to do). I'll give it a fresh attempt tomorrow.
</p><p>
Finally, of note is the <a href="http://cdoom.d3files.com/index.php?page=news">Classic
Doom 3</a> project, which is sort of a must-have for any Doom fan.
</p><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=f7f7a922-874c-4c8b-8de4-04c8438915de" /></body>
      <title>Games are good for the soul</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,f7f7a922-874c-4c8b-8de4-04c8438915de.aspx</guid>
      <link>http://www.tomergabel.com/GamesAreGoodForTheSoul.aspx</link>
      <pubDate>Mon, 20 Jun 2005 21:18:10 GMT</pubDate>
      <description>&lt;a href="http://www.mobygames.com/game/windows/doom-3/reviews/reviewerId,60/"&gt;Doom
3 owns&lt;/a&gt;. 
&lt;p&gt;
I also got around for an hour or so of &lt;a href="http://www.mobygames.com/game/windows/doom-3-resurrection-of-evil"&gt;Resurrection
of Evil&lt;/a&gt;; unfortunately I was left less than satisfied. The Grabber weapon is more
useful than &lt;a href="http://www.mobygames.com/game/windows/half-life-2"&gt;Half-Life
2&lt;/a&gt;'s Gravity Gun, but also far less interesting or cool. The physics engine is
adequate, but nothing like HL2's Havoc engine, which also detracts from the weapon's
cool factor; the whole thing just basically feels like a ripoff of HL2 (which is something
id Software should not feel compelled to do). I'll give it a fresh attempt tomorrow.
&lt;/p&gt;
&lt;p&gt;
Finally, of note is the &lt;a href="http://cdoom.d3files.com/index.php?page=news"&gt;Classic
Doom 3&lt;/a&gt; project, which is sort of a must-have for any Doom fan.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=f7f7a922-874c-4c8b-8de4-04c8438915de" /&gt;</description>
      <category>Gaming</category>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://www.mobygames.com/developer/sheet/view/developerId,202/"> Brian
Moriarty</a> (creator of <a href="http://www.mobygames.com/game/loom">Loom</a>) <a href="http://forums.vintagegaming.org/showpost.php?p=72419&amp;postcount=10">speaks</a>!
Besides explaining how Loom was originally meant to be a trilogy, he adds an insight
on the reason its sequels never came out: <blockquote>Contrary to popular belief,
the LOOM sequels were not abandoned because LOOM didn't sell well. LOOM has sold more
than half a million copies in various formats since it was published in 1990. The
reason the sequels weren't made is because I decided I wanted to work on other things,
and nobody else wanted to do them, either.</blockquote><p>
As a huge fan of Loom I'm not sure which saddens me more: the original theory that
Loom did not sell well (aside from being an astoundingly good game, Loom had an Israeli
version - in native Hebrew no less! - and sold extremely well here), or the fact that
the trilogy was simply... neglected.
</p><p>
Another interesting bit of trivia: a Japenese re-arrangement of the soundtrack was
made but never released. Moriarty <a href="http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&amp;item=8185499357&amp;category=4315&amp;sspagename=rvi:1:1v_home">sold
one of the only existing copies</a> on eBay last April. I contacted the buyer and
hope to get the music available on the internet.
</p><p>
Last but not least, you know you've played way too much Loom when not only do you
recognize the source of the following passage, but you can actually hear Cygna's voice
in your head when you read it:
</p><blockquote>Destiny shall draw the Lightning<br />
Down from Heaven; roll its Thunder<br />
Far across the Sea, to where I<br />
Wait upon the Shore of Wonder<br />
On the Day the Sky is oepened,<br />
And the Tree is split asunder.</blockquote><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=e1f84cf8-e031-456d-ae03-90f9c7599d50" /></body>
      <title>Loom</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,e1f84cf8-e031-456d-ae03-90f9c7599d50.aspx</guid>
      <link>http://www.tomergabel.com/Loom.aspx</link>
      <pubDate>Mon, 20 Jun 2005 09:01:11 GMT</pubDate>
      <description>&lt;a href="http://www.mobygames.com/developer/sheet/view/developerId,202/"&gt; Brian Moriarty&lt;/a&gt; (creator
of &lt;a href="http://www.mobygames.com/game/loom"&gt;Loom&lt;/a&gt;) &lt;a href="http://forums.vintagegaming.org/showpost.php?p=72419&amp;amp;postcount=10"&gt;speaks&lt;/a&gt;!
Besides explaining how Loom was originally meant to be a trilogy, he adds an insight
on the reason its sequels never came out: &lt;blockquote&gt;Contrary to popular belief,
the LOOM sequels were not abandoned because LOOM didn't sell well. LOOM has sold more
than half a million copies in various formats since it was published in 1990. The
reason the sequels weren't made is because I decided I wanted to work on other things,
and nobody else wanted to do them, either.&lt;/blockquote&gt; 
&lt;p&gt;
As a huge fan of Loom I'm not sure which saddens me more: the original theory that
Loom did not sell well (aside from being an astoundingly good game, Loom had an Israeli
version - in native Hebrew no less! - and sold extremely well here), or the fact that
the trilogy was simply... neglected.
&lt;/p&gt;
&lt;p&gt;
Another interesting bit of trivia: a Japenese re-arrangement of the soundtrack was
made but never released. Moriarty &lt;a href="http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&amp;amp;item=8185499357&amp;amp;category=4315&amp;amp;sspagename=rvi:1:1v_home"&gt;sold
one of the only existing copies&lt;/a&gt; on eBay last April. I contacted the buyer and
hope to get the music available on the internet.
&lt;/p&gt;
&lt;p&gt;
Last but not least, you know you've played way too much Loom when not only do you
recognize the source of the following passage, but you can actually hear Cygna's voice
in your head when you read it:
&lt;/p&gt;
&lt;blockquote&gt;Destiny shall draw the Lightning&lt;br&gt;
Down from Heaven; roll its Thunder&lt;br&gt;
Far across the Sea, to where I&lt;br&gt;
Wait upon the Shore of Wonder&lt;br&gt;
On the Day the Sky is oepened,&lt;br&gt;
And the Tree is split asunder.&lt;/blockquote&gt; &lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=e1f84cf8-e031-456d-ae03-90f9c7599d50" /&gt;</description>
      <category>Gaming</category>
    </item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">I somehow managed to miss the release of <a href="http://sc2.sourceforge.net">The
Ur-Quan Masters</a> alpha 0.4. Just so you understand, alpha 0.3 was quite stable
and I was able to complete a game successfully. Alpha 0.4 is even more stable and
adds some more features (PC intro/ending sequences, "triscan" filter to name two).
It is <b>the best free PC game you will ever play</b>. 
<p>
Also, the <a href="http://www.medievalfuture.com/precursors/">Precursors' remix project</a> contains
some pretty kick-ass remixes and covers of the various SC2 tunes. I've made an addon
for Ur-Quan Masters which contains what I perceive as the best version for each tune;
I'll post a link when I can find some web-space for that (the package currently weighs
in at about 90mb) - alternatively I'll do some reading about the new trackerless BitTorrent
and see if I can use it instead.
</p><p>
One thing I do wish UQM had is the ability to select a tune at random from a selection
(for example, there are two or three very good versions of the Thraddash theme I would
like to be able to put in the remix pack). I'll see if I can file a feature requests
or maybe even add it to the source code myself.
</p><img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=d622c6af-518c-45d3-ab9f-8d05ebbe66d8" /></body>
      <title>Star Control Lives</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,d622c6af-518c-45d3-ab9f-8d05ebbe66d8.aspx</guid>
      <link>http://www.tomergabel.com/StarControlLives.aspx</link>
      <pubDate>Sat, 18 Jun 2005 14:23:38 GMT</pubDate>
      <description>I somehow managed to miss the release of &lt;a href="http://sc2.sourceforge.net"&gt;The
Ur-Quan Masters&lt;/a&gt; alpha 0.4. Just so you understand, alpha 0.3 was quite stable
and I was able to complete a game successfully. Alpha 0.4 is even more stable and
adds some more features (PC intro/ending sequences, "triscan" filter to name two).
It is &lt;b&gt;the best free PC game you will ever play&lt;/b&gt;. 
&lt;p&gt;
Also, the &lt;a href="http://www.medievalfuture.com/precursors/"&gt;Precursors' remix project&lt;/a&gt; contains
some pretty kick-ass remixes and covers of the various SC2 tunes. I've made an addon
for Ur-Quan Masters which contains what I perceive as the best version for each tune;
I'll post a link when I can find some web-space for that (the package currently weighs
in at about 90mb) - alternatively I'll do some reading about the new trackerless BitTorrent
and see if I can use it instead.
&lt;/p&gt;
&lt;p&gt;
One thing I do wish UQM had is the ability to select a tune at random from a selection
(for example, there are two or three very good versions of the Thraddash theme I would
like to be able to put in the remix pack). I'll see if I can file a feature requests
or maybe even add it to the source code myself.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=d622c6af-518c-45d3-ab9f-8d05ebbe66d8" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
One of the features carried over from my first website (amazingly still <a href="http://ganymede.8m.com">available</a>)
is a digital rendition of the ingame music from the <a href="http://www.mobygames.com/game/amiga/defender-of-the-crown">Amiga
version of Defender of the Crown</a>. Back in the year 2000 I had this to say:
</p>
        <blockquote>
          <p>
            <img src="http://www.tomergabel.com/content/dotc/doc-pict.gif" width="320" height="200" alt="Defender of the Crown" border="0" />
          </p>
          <p>
Defender of the Crown is a computer game by Cinemaware, originally released in 1986
for the Commodore Amiga and later ported to every major platform (including the PC,
C64, ZX80, NES and Atari ST). The game is branded an "interactive movie" and was one
of the earliest Amiga games released. It was used by many Amiga enthusiasts to demonstrate
the abilities of the computer, and with good reason: the game had <a href="http://www.sitting-ducks.com/~jeff/sachs.html">beautifully
drawn graphics</a> by James D. Sachs and never-before experienced atmosphere.
</p>
          <p>
One of the most prominent aspects of the game is its music. I've heard the game's
music throughout my childhood as I went to a neighbouring Amiga owner and played this
and many other wonderful Amiga games. The music was composed by Jim Cuomo, who now
pursues a career as a musician.
</p>
          <p>
          </p>
          <p>
The music here is recorded from the Amiga version via an Amiga emulator, specifically
Fellow 0.3.3. Due to an emulator handicap the WAV files produced had some bugs which
I fixed using Sound Forge 4.0. The tunes are now almost identical to the original
Amiga ones (as verified using my A500+), depsite a somewhat shoddy MP3 conversion
using MusicMatch 4.0.
</p>
          <p>
The tunes provided are distributed with permission from Jim Cuomo, who was also gracious
enough to send me one of his CDs entitled <a href="http://webperso.easynet.fr/pigeon/pigeon/gp.htm">Gameplay</a>,
which contains excellent revisited tunes from several computer games he had composed
music for. He also permitted me to post the Defender of the Crown tunes from the same
CD - they will be added in a few days.
</p>
          <p>
I am still, unfortunately, missing the Love theme (rescuing the princess) and the
victory/loss themes, the latter of which will be posted as soon as I finish working
on them.
</p>
        </blockquote>
        <p>
At the time free hosts were usually limited to 5 or 10mb per user, and my having no
desire to pay for storage meant it took more than a few days to post the Gameplay
sound snippets - more like 5 years. Also, scratch the comments about Fellow 0.3.3
and MusicMatch 4.0; I've re-recorded some of the tunes from my A500+ (softkick'ed
to 1.3) and re-encoded everything with OGG Vorbis (which means stereo [in the new
recordings] and much higher quality for just slightly larger files - well worth it
in my opinion). When I find the time, all themes will be re-recorded from a proper
A1000 (512k, kick 1.0) through a more modern soundcard with lower SNR. I also pledge
to re-rip and re-encode the GamePlay tracks properly.
</p>
        <p>
        </p>
        <p>
Avast! Files off ye starboard bow!
</p>
        <p>
In-game recordings: 
</p>
        <ul>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/dotc-title.ogg">Game Title</a> (1.30mb,
recorded from Amiga)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/dotc-robin.ogg">Meeting Robin</a> (752kb,
recorded from Amiga)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/dotc-tournament.ogg">Holding a Tournament</a> (356kb,
emulated)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/dotc-raid.ogg">Raiding a Castle</a> (516kb,
emulated)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/dotc-garrison.ogg">The Garrison</a> (617kb,
emulated)</li>
          <li>
Love Theme (to be added)</li>
          <li>
Victory Theme (to be added)</li>
          <li>
Loss Theme (to be added)</li>
        </ul>
        <p>
GamePlay CD tracks: 
</p>
        <ul>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/gameplay-castlekeep.mp3">Castlekeep
(The Garrison)</a> (1.82mb)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/gameplay-dashing.mp3">Dashing (Raiding
a Castle)</a> (2.18mb)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/gameplay-rebecca.mp3">Rebecca (Love
Theme)</a> (2.07mb)</li>
          <li>
            <a href="http://www.tomergabel.com/content/dotc/gameplay-success.mp3">Victory</a> (1.72mb)</li>
        </ul>
        <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=87ea807a-c431-4549-a31c-a6c00aba209e" />
      </body>
      <title>Defender of the Crown music</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,87ea807a-c431-4549-a31c-a6c00aba209e.aspx</guid>
      <link>http://www.tomergabel.com/DefenderOfTheCrownMusic.aspx</link>
      <pubDate>Wed, 01 Jun 2005 20:10:49 GMT</pubDate>
      <description>&lt;p&gt;
One of the features carried over from my first website (amazingly still &lt;a href="http://ganymede.8m.com"&gt;available&lt;/a&gt;)
is a digital rendition of the ingame music from the &lt;a href="http://www.mobygames.com/game/amiga/defender-of-the-crown"&gt;Amiga
version of Defender of the Crown&lt;/a&gt;. Back in the year 2000 I had this to say:
&lt;/p&gt;
&lt;blockquote&gt; 
&lt;p&gt;
&lt;img src="http://www.tomergabel.com/content/dotc/doc-pict.gif" width="320" height="200" alt="Defender of the Crown" border="0" /&gt;
&lt;/p&gt;
&lt;p&gt;
Defender of the Crown is a computer game by Cinemaware, originally released in 1986
for the Commodore Amiga and later ported to every major platform (including the PC,
C64, ZX80, NES and Atari ST). The game is branded an "interactive movie" and was one
of the earliest Amiga games released. It was used by many Amiga enthusiasts to demonstrate
the abilities of the computer, and with good reason: the game had &lt;a href="http://www.sitting-ducks.com/~jeff/sachs.html"&gt;beautifully
drawn graphics&lt;/a&gt; by James D. Sachs and never-before experienced atmosphere.
&lt;/p&gt;
&lt;p&gt;
One of the most prominent aspects of the game is its music. I've heard the game's
music throughout my childhood as I went to a neighbouring Amiga owner and played this
and many other wonderful Amiga games. The music was composed by Jim Cuomo, who now
pursues a career as a musician.&lt;p&gt;
&lt;p&gt;
The music here is recorded from the Amiga version via an Amiga emulator, specifically
Fellow 0.3.3. Due to an emulator handicap the WAV files produced had some bugs which
I fixed using Sound Forge 4.0. The tunes are now almost identical to the original
Amiga ones (as verified using my A500+), depsite a somewhat shoddy MP3 conversion
using MusicMatch 4.0.
&lt;/p&gt;
&lt;p&gt;
The tunes provided are distributed with permission from Jim Cuomo, who was also gracious
enough to send me one of his CDs entitled &lt;a href="http://webperso.easynet.fr/pigeon/pigeon/gp.htm"&gt;Gameplay&lt;/a&gt;,
which contains excellent revisited tunes from several computer games he had composed
music for. He also permitted me to post the Defender of the Crown tunes from the same
CD - they will be added in a few days.
&lt;/p&gt;
&lt;p&gt;
I am still, unfortunately, missing the Love theme (rescuing the princess) and the
victory/loss themes, the latter of which will be posted as soon as I finish working
on them.
&lt;/p&gt;
&lt;/blockquote&gt; 
&lt;p&gt;
At the time free hosts were usually limited to 5 or 10mb per user, and my having no
desire to pay for storage meant it took more than a few days to post the Gameplay
sound snippets - more like 5 years. Also, scratch the comments about Fellow 0.3.3
and MusicMatch 4.0; I've re-recorded some of the tunes from my A500+ (softkick'ed
to 1.3) and re-encoded everything with OGG Vorbis (which means stereo [in the new
recordings] and much higher quality for just slightly larger files - well worth it
in my opinion). When I find the time, all themes will be re-recorded from a proper
A1000 (512k, kick 1.0) through a more modern soundcard with lower SNR. I also pledge
to re-rip and re-encode the GamePlay tracks properly.&lt;p&gt;
&lt;p&gt;
Avast! Files off ye starboard bow!
&lt;/p&gt;
&lt;p&gt;
In-game recordings: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/dotc-title.ogg"&gt;Game Title&lt;/a&gt; (1.30mb,
recorded from Amiga)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/dotc-robin.ogg"&gt;Meeting Robin&lt;/a&gt; (752kb,
recorded from Amiga)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/dotc-tournament.ogg"&gt;Holding a Tournament&lt;/a&gt; (356kb,
emulated)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/dotc-raid.ogg"&gt;Raiding a Castle&lt;/a&gt; (516kb,
emulated)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/dotc-garrison.ogg"&gt;The Garrison&lt;/a&gt; (617kb,
emulated)&lt;/li&gt;
&lt;li&gt;
Love Theme (to be added)&lt;/li&gt;
&lt;li&gt;
Victory Theme (to be added)&lt;/li&gt;
&lt;li&gt;
Loss Theme (to be added)&lt;/li&gt;
&lt;/ul&gt;
&gt;
&lt;p&gt;
GamePlay CD tracks: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/gameplay-castlekeep.mp3"&gt;Castlekeep
(The Garrison)&lt;/a&gt; (1.82mb)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/gameplay-dashing.mp3"&gt;Dashing (Raiding
a Castle)&lt;/a&gt; (2.18mb)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/gameplay-rebecca.mp3"&gt;Rebecca (Love
Theme)&lt;/a&gt; (2.07mb)&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.tomergabel.com/content/dotc/gameplay-success.mp3"&gt;Victory&lt;/a&gt; (1.72mb)&lt;/li&gt;
&lt;/ul&gt;
&gt;
&lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=87ea807a-c431-4549-a31c-a6c00aba209e" /&gt;</description>
      <category>Gaming</category>
    </item>
    <item>
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      <dc:creator>Tomer Gabel</dc:creator>
      <body xmlns="http://www.w3.org/1999/xhtml">First, if you're up for a decent laugh,
go ahead and read <a href="http://www.pointlesswasteoftime.com/games/manifesto.html">A
Gamers' Manifesto</a>. You may have noticed the odd discrepency between this post's
title and that article's; it's intentional - I do not presume to represent the gamer
crowd as a whole, and for several very good reasons: 
<ol><li>
I'm about as mainstream as the guy next door who <i>never</i> seems to shave, or shower,
or do anything other than moan and occasionally groan something that sounds oddly
like "braaaaaaaaaaaaaaaains." I certainly enjoy an occasional hit as much as the next
guy (<a href="http://www.mobygames.com/game/windows/unreal-tournament-2004">UT2k4
anyone?</a>), but other than that I'm definitely not your run-of-the-mill Israeli
gamer. For one, I actually buy my games, which appears to be a particular oddity that
even my absolutely closest friends can't fathom. Second, I often play older games
(sometimes on their native platforms) because I enjoy them and do not mind their being
old or technically outdated. Third, I consistently despise <a href="http://www.mobygames.com/game/windows/half-life">games</a><a href="http://www.mobygames.com/game/windows/far-cry">heralded</a> as <a href="http://www.mobygames.com/game/windows/max-payne">breakthroughs</a> by
many of my peers; and lastly, I find myself playing less and less games and wondering
why, exactly, that is. I used to play practically every game out there; there are
few games from the '90s I haven't played extensively or at least taken for a spin.</li><li>
Gamers, even intelligent ones, look for different things in different games. I openly
declare the original <a href="http://www.mobygames.com/game/dos/doom">Doom</a> to
be one of the greatest games I've ever played. It's certainly mindless, quite repetitive
and lacks any manner of story or plot. It doesn't matter. I've spent countless hours
(must be about over a month in total) playing this particular title because it was
so thoroughly satisfying. In recent years, however, I've heard people blaming Doom
for starting a "dangerous trend in computer gaming" of mindless action games with
no plot. Hate to break this to you: mindless action games were out there way before
Doom (the arguably first computer game ever, Space War, was one). Besides, mindless
action is definitely good for the soul. Still, it doesn't stop me from enjoying the
more <a href="http://www.mobygames.com/game/dos/chronomaster">thought-inducing</a> genres,
which only goes to prove my point: people (especially gamers) enjoy things differently.</li></ol>
That said, I have several comments about A Gamers' Manifesto. Let's go by the numbers: 
<ol><li>
I agree with the gist of the thing (tough, smart AI), but not with the particular
example. Doom III was meant to retain Doom's simple, mind-numbing but gratifying gameplay,
and does so <i>extremely well</i>. Playing Doom III was a religious experience for
me: everything I loved about Doom - the suspense, the heaps of enemies, the challenging
gameplay, the gameplay <i>mechanics</i> - is there. Giving the Lost Souls a proper
AI would be like giving George W. Bush brains; it's great in theory, but it probably
won't make the world a better place.</li><li>
With this I cannot possibly diagree. Games have been getting less and less diverse
for years, and the studios that create the few exceptions usually get financially
whacked: where are Bullfrog and Lionhead Studios these days? Do you recall the financial
fiasco that befell DreamWorks' completely revolutionary <a href="http://www.mobygames.com/game/neverhood">The
Neverhood</a>, or the lackluster sales of the completely original <a href="http://www.mobygames.com/game/dos/loom">Loom</a>?<br />
Customers are obviously responsible, but it's also a result of the astounding costs
involved in creating a top title these days. Twenty years ago you could've been a
15-year old mashing on his C64 and be pretty well off, but nowadays you need heaps
of people and money to create even an astoundingly bad title like <a href="http://www.mobygames.com/game/windows/chrome">Chrome</a>.
I firmly believe, however, that tools will get progressively better, allowing less
people to make more detailed, more immersive games in less time and effort; it's just
a question of time. When that happens, the ball will be in our (the gamers') hand
again: will we buy the creative titles? Will we reward creative persons and game studios?
Time will tell.</li><li>
This is an interesting throwback to the time when the in-game graphics were so bad
you had to tantalize your customers' imagination with interesting background stories,
or beautifully drawn imagery on the packaging (recall <a href="http://www.mobygames.com/game/atari-2600/defender/cover-art/gameCoverId,20733/">Defender</a> for
the Atari 2600?). I think concept art has its place, but it's not good enough. Screenshots
don't cut it nowadays either; I distinctly recall being thoroughly unimpressed with
the Doom 3 screenshots and mesmerized by Half Life 2's, and Doom 3 turned out to be
the more graphically impressive of the two (HL2 is no slouch, though!). 
</li><li>
The image made me laugh my ass off, and though I do not play adult games I find myself
more than a little disturbed by the analogy (which is closer to reality than I originally
thought.)</li><li>
It should come as no surprise that men <i>do not know how to cater to women</i>. I'm
a guy, I do not presume to understand women, and wouldn't know the first thing about
what they'd be looking for in a computer game. My immediate thoughts are "something
cute," which is the exact stereotype and which only goes to show that game designers
are probably equally in the dark.</li><li>
I couldn't possibly agree more. Save points are OUT, quicksave is IN. Still, I'd like
to add that having quicksave/load available is no excuse for poor gameplay, and actually
having to use it every few minutes equals shitty gameplay (Half Life again).</li><li>
Finally someone put it into words. Loading screens are bad, however I'll add that
while I would definitely prefer not having to wait at all, as long as I'm kept waiting
at least make it worthwhile. Half Life 2 had 30+ second loading times per 2-10 minutes
of gameplay (reminiscent of the first game), while Doom 3 would take the same time
to load an area you would play anywhere between 15 and 60 minutes, which is much more
acceptable.</li><li>
Woah, I'm glad I'm not a football fan.</li><li>
If I had a nickle for every time a bug in a game forced me out of the "obvious" game
space and into an invisible barrier, I would be one rich monkey. Too bad I don't.</li><li><b>YES!</b> This is the one thing that's been driving me <b>insane</b> these last
few years. Artifically linear gameplay was one of the things that annoyed me most
about both Max Payne, Half Life 2 and even <a href="http://www.mobygames.com/game/windows/painkiller">Painkiller</a>;
it drives me insane not to be able to walk into a room or a corridor "just because."
Half Life 2's electronic barriers were better in that respect, but certainly not the
solution. God damnit, if you want to trap me in a long corridor, at least don't pretend
there are locked rooms and find some more reasonable way to make it plausible.</li><li>
The voice acting and cinematics comments are spot-on. <a href="http://www.mobygames.com/game/prince-of-persia-the-sands-of-time">Prince
of Persia: The Sands of Time</a> is a classic example of this; it could've been one
of the best games of 2003 had it not been for astoundingly bad voice acting ("I saw
my father turn to sand!") and horrible camera controls.</li><li>
While I agree with the authors' frustration, I can't see any other solution. Some
of their comments are certinaly acceptable (particularly the RPG triggers), but for
example I consider ammo starvation much less an issue than most of my fellow gamers:
although I haven't played Resident Evil for the GameCube, many single-player first
person shooters - Doom 3 and <a href="http://www.mobygames.com/game/windows/serious-sam">Serious
Sam</a> for example - require (at least in their higher difficult settings) careful
expenditure of ammunition. I consider this part of the challenge, not an artificial
way to inflate difficulty. That I reserve to just throwing 50% or 100% more monsters
at you in the higher difficulty setting, as is done in most games. I think it's a
lot more challenging to have to use the lesser weaponry where possible against tougher
monsters so you have enough ammo for the big guys. As for instant-faliure levels,
I have two words for you: Half, and Life.</li><li>
I completely disagree. There should be the option to unlock everything, but starting
with low-class weaponry is part of the FPS tradition (as well as a direct cause-and-effect
for gameplay), and unlocking content (or upgrading your car) is a huge part of the
fun for certain types of games. Remedy's excellent <a href="http://www.mobygames.com/search/quick?q=death+rally">Death
Rally</a>, or the astounding 2D shooter <a href="http://www.mobygames.com/game/dos/tyrian">Tyrian</a>,
would be a great deal less fun if you could just start with the toughest ship.</li><li>
Oh, I don't know. I love crates.</li><li>
I'm increasingly worried about intellectual property issues, in particular software
and concept-based patents. I was not aware of the effect patents have on gaming, so
this is something of an eye-opener for me. I'll be sure to keep updated on this subject.</li><li>
For that matter, stop with the multiplayer bullshit. I don't particularly like multiplayer,
and would definitely prefer to pay less for most games and just not get the multiplayer
capabilities.</li><li>
Again, I'm not sure I agree. As long as you have a DVD drive and MPEG-decoding capabilities,
since the console is stuck in your living room connected to your TV anyway it might
as well play DVDs. Or audio CDs. But I'd rather the other, nonnatural features (PC-oriented
features) be left out of the initial product, and either added later or just left
to 3rd parties. It's obvious that Microsoft and Sony want their respective platforms
to be the centerpiece of the living room, but I'm not interested in paying for it
since I'm not going to be using it.</li><li>
I don't play any massively multiplayer games, so I'm not very familiar with the subject
- but I don't like the sound of it.</li><li>
Unlike most people I don't have issues with jumping puzzles in first person shooters, <b>providing
the controls are adequate</b>. That is part of the problem, a lot of games did that
really, very badly (again Half Life comes to mind) but a lot of others did it just
fine - proof of that is that I do not recall jumping puzzles that did not suck, and
I've played a lot more FPSs than I can recall jumping puzzles. (Did that make <i>any</i> sense?)</li><li>
Buggre that for a larke. (tm)</li></ol>
That said, I much prefer PC gaming to console gaming; I do not get along well with
the incresingly complicated controllers (still stuck in the D-pad+A/B buttons era),
I hate the low resolution and crappy displays (good televisions are getting cheaper,
but still prohibitively expensive) and the whole set up doesn't work for me. However,
I must face the harsh reality: I spent the equaivalent of $1500 on my last machine
(sans monitor!), and after 1.5 years I can already feel the hardware getting dated.
Gaming PCs are ridiculously expensive and short-lived. I'll probably spend the money
for my next two PCs on a next-gen platform and a really great HDTV-capable display
and be done with it. <img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=7f173475-350a-428d-9bed-a8498f0eb2b0" /></body>
      <title>A Gamer's Manifesto</title>
      <guid isPermaLink="false">http://www.tomergabel.com/PermaLink,guid,7f173475-350a-428d-9bed-a8498f0eb2b0.aspx</guid>
      <link>http://www.tomergabel.com/AGamersManifesto.aspx</link>
      <pubDate>Tue, 31 May 2005 08:17:15 GMT</pubDate>
      <description>First, if you're up for a decent laugh, go ahead and read &lt;a href="http://www.pointlesswasteoftime.com/games/manifesto.html"&gt;A
Gamers' Manifesto&lt;/a&gt;. You may have noticed the odd discrepency between this post's
title and that article's; it's intentional - I do not presume to represent the gamer
crowd as a whole, and for several very good reasons: 
&lt;ol&gt;
&lt;li&gt;
I'm about as mainstream as the guy next door who &lt;i&gt;never&lt;/i&gt; seems to shave, or shower,
or do anything other than moan and occasionally groan something that sounds oddly
like "braaaaaaaaaaaaaaaains." I certainly enjoy an occasional hit as much as the next
guy (&lt;a href="http://www.mobygames.com/game/windows/unreal-tournament-2004"&gt;UT2k4
anyone?&lt;/a&gt;), but other than that I'm definitely not your run-of-the-mill Israeli
gamer. For one, I actually buy my games, which appears to be a particular oddity that
even my absolutely closest friends can't fathom. Second, I often play older games
(sometimes on their native platforms) because I enjoy them and do not mind their being
old or technically outdated. Third, I consistently despise &lt;a href="http://www.mobygames.com/game/windows/half-life"&gt;games&lt;/a&gt; &lt;a href="http://www.mobygames.com/game/windows/far-cry"&gt;heralded&lt;/a&gt; as &lt;a href="http://www.mobygames.com/game/windows/max-payne"&gt;breakthroughs&lt;/a&gt; by
many of my peers; and lastly, I find myself playing less and less games and wondering
why, exactly, that is. I used to play practically every game out there; there are
few games from the '90s I haven't played extensively or at least taken for a spin.&lt;/li&gt;
&lt;li&gt;
Gamers, even intelligent ones, look for different things in different games. I openly
declare the original &lt;a href="http://www.mobygames.com/game/dos/doom"&gt;Doom&lt;/a&gt; to
be one of the greatest games I've ever played. It's certainly mindless, quite repetitive
and lacks any manner of story or plot. It doesn't matter. I've spent countless hours
(must be about over a month in total) playing this particular title because it was
so thoroughly satisfying. In recent years, however, I've heard people blaming Doom
for starting a "dangerous trend in computer gaming" of mindless action games with
no plot. Hate to break this to you: mindless action games were out there way before
Doom (the arguably first computer game ever, Space War, was one). Besides, mindless
action is definitely good for the soul. Still, it doesn't stop me from enjoying the
more &lt;a href="http://www.mobygames.com/game/dos/chronomaster"&gt;thought-inducing&lt;/a&gt; genres,
which only goes to prove my point: people (especially gamers) enjoy things differently.&lt;/li&gt;
&lt;/ol&gt;
That said, I have several comments about A Gamers' Manifesto. Let's go by the numbers: 
&lt;ol&gt;
&lt;li&gt;
I agree with the gist of the thing (tough, smart AI), but not with the particular
example. Doom III was meant to retain Doom's simple, mind-numbing but gratifying gameplay,
and does so &lt;i&gt;extremely well&lt;/i&gt;. Playing Doom III was a religious experience for
me: everything I loved about Doom - the suspense, the heaps of enemies, the challenging
gameplay, the gameplay &lt;i&gt;mechanics&lt;/i&gt; - is there. Giving the Lost Souls a proper
AI would be like giving George W. Bush brains; it's great in theory, but it probably
won't make the world a better place.&lt;/li&gt;
&lt;li&gt;
With this I cannot possibly diagree. Games have been getting less and less diverse
for years, and the studios that create the few exceptions usually get financially
whacked: where are Bullfrog and Lionhead Studios these days? Do you recall the financial
fiasco that befell DreamWorks' completely revolutionary &lt;a href="http://www.mobygames.com/game/neverhood"&gt;The
Neverhood&lt;/a&gt;, or the lackluster sales of the completely original &lt;a href="http://www.mobygames.com/game/dos/loom"&gt;Loom&lt;/a&gt;?&lt;br&gt;
Customers are obviously responsible, but it's also a result of the astounding costs
involved in creating a top title these days. Twenty years ago you could've been a
15-year old mashing on his C64 and be pretty well off, but nowadays you need heaps
of people and money to create even an astoundingly bad title like &lt;a href="http://www.mobygames.com/game/windows/chrome"&gt;Chrome&lt;/a&gt;.
I firmly believe, however, that tools will get progressively better, allowing less
people to make more detailed, more immersive games in less time and effort; it's just
a question of time. When that happens, the ball will be in our (the gamers') hand
again: will we buy the creative titles? Will we reward creative persons and game studios?
Time will tell.&lt;/li&gt;
&lt;li&gt;
This is an interesting throwback to the time when the in-game graphics were so bad
you had to tantalize your customers' imagination with interesting background stories,
or beautifully drawn imagery on the packaging (recall &lt;a href="http://www.mobygames.com/game/atari-2600/defender/cover-art/gameCoverId,20733/"&gt;Defender&lt;/a&gt; for
the Atari 2600?). I think concept art has its place, but it's not good enough. Screenshots
don't cut it nowadays either; I distinctly recall being thoroughly unimpressed with
the Doom 3 screenshots and mesmerized by Half Life 2's, and Doom 3 turned out to be
the more graphically impressive of the two (HL2 is no slouch, though!). 
&lt;/li&gt;
&lt;li&gt;
The image made me laugh my ass off, and though I do not play adult games I find myself
more than a little disturbed by the analogy (which is closer to reality than I originally
thought.)&lt;/li&gt;
&lt;li&gt;
It should come as no surprise that men &lt;i&gt;do not know how to cater to women&lt;/i&gt;. I'm
a guy, I do not presume to understand women, and wouldn't know the first thing about
what they'd be looking for in a computer game. My immediate thoughts are "something
cute," which is the exact stereotype and which only goes to show that game designers
are probably equally in the dark.&lt;/li&gt;
&lt;li&gt;
I couldn't possibly agree more. Save points are OUT, quicksave is IN. Still, I'd like
to add that having quicksave/load available is no excuse for poor gameplay, and actually
having to use it every few minutes equals shitty gameplay (Half Life again).&lt;/li&gt;
&lt;li&gt;
Finally someone put it into words. Loading screens are bad, however I'll add that
while I would definitely prefer not having to wait at all, as long as I'm kept waiting
at least make it worthwhile. Half Life 2 had 30+ second loading times per 2-10 minutes
of gameplay (reminiscent of the first game), while Doom 3 would take the same time
to load an area you would play anywhere between 15 and 60 minutes, which is much more
acceptable.&lt;/li&gt;
&lt;li&gt;
Woah, I'm glad I'm not a football fan.&lt;/li&gt;
&lt;li&gt;
If I had a nickle for every time a bug in a game forced me out of the "obvious" game
space and into an invisible barrier, I would be one rich monkey. Too bad I don't.&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;YES!&lt;/b&gt; This is the one thing that's been driving me &lt;b&gt;insane&lt;/b&gt; these last
few years. Artifically linear gameplay was one of the things that annoyed me most
about both Max Payne, Half Life 2 and even &lt;a href="http://www.mobygames.com/game/windows/painkiller"&gt;Painkiller&lt;/a&gt;;
it drives me insane not to be able to walk into a room or a corridor "just because."
Half Life 2's electronic barriers were better in that respect, but certainly not the
solution. God damnit, if you want to trap me in a long corridor, at least don't pretend
there are locked rooms and find some more reasonable way to make it plausible.&lt;/li&gt;
&lt;li&gt;
The voice acting and cinematics comments are spot-on. &lt;a href="http://www.mobygames.com/game/prince-of-persia-the-sands-of-time"&gt;Prince
of Persia: The Sands of Time&lt;/a&gt; is a classic example of this; it could've been one
of the best games of 2003 had it not been for astoundingly bad voice acting ("I saw
my father turn to sand!") and horrible camera controls.&lt;/li&gt;
&lt;li&gt;
While I agree with the authors' frustration, I can't see any other solution. Some
of their comments are certinaly acceptable (particularly the RPG triggers), but for
example I consider ammo starvation much less an issue than most of my fellow gamers:
although I haven't played Resident Evil for the GameCube, many single-player first
person shooters - Doom 3 and &lt;a href="http://www.mobygames.com/game/windows/serious-sam"&gt;Serious
Sam&lt;/a&gt; for example - require (at least in their higher difficult settings) careful
expenditure of ammunition. I consider this part of the challenge, not an artificial
way to inflate difficulty. That I reserve to just throwing 50% or 100% more monsters
at you in the higher difficulty setting, as is done in most games. I think it's a
lot more challenging to have to use the lesser weaponry where possible against tougher
monsters so you have enough ammo for the big guys. As for instant-faliure levels,
I have two words for you: Half, and Life.&lt;/li&gt;
&lt;li&gt;
I completely disagree. There should be the option to unlock everything, but starting
with low-class weaponry is part of the FPS tradition (as well as a direct cause-and-effect
for gameplay), and unlocking content (or upgrading your car) is a huge part of the
fun for certain types of games. Remedy's excellent &lt;a href="http://www.mobygames.com/search/quick?q=death+rally"&gt;Death
Rally&lt;/a&gt;, or the astounding 2D shooter &lt;a href="http://www.mobygames.com/game/dos/tyrian"&gt;Tyrian&lt;/a&gt;,
would be a great deal less fun if you could just start with the toughest ship.&lt;/li&gt;
&lt;li&gt;
Oh, I don't know. I love crates.&lt;/li&gt;
&lt;li&gt;
I'm increasingly worried about intellectual property issues, in particular software
and concept-based patents. I was not aware of the effect patents have on gaming, so
this is something of an eye-opener for me. I'll be sure to keep updated on this subject.&lt;/li&gt;
&lt;li&gt;
For that matter, stop with the multiplayer bullshit. I don't particularly like multiplayer,
and would definitely prefer to pay less for most games and just not get the multiplayer
capabilities.&lt;/li&gt;
&lt;li&gt;
Again, I'm not sure I agree. As long as you have a DVD drive and MPEG-decoding capabilities,
since the console is stuck in your living room connected to your TV anyway it might
as well play DVDs. Or audio CDs. But I'd rather the other, nonnatural features (PC-oriented
features) be left out of the initial product, and either added later or just left
to 3rd parties. It's obvious that Microsoft and Sony want their respective platforms
to be the centerpiece of the living room, but I'm not interested in paying for it
since I'm not going to be using it.&lt;/li&gt;
&lt;li&gt;
I don't play any massively multiplayer games, so I'm not very familiar with the subject
- but I don't like the sound of it.&lt;/li&gt;
&lt;li&gt;
Unlike most people I don't have issues with jumping puzzles in first person shooters, &lt;b&gt;providing
the controls are adequate&lt;/b&gt;. That is part of the problem, a lot of games did that
really, very badly (again Half Life comes to mind) but a lot of others did it just
fine - proof of that is that I do not recall jumping puzzles that did not suck, and
I've played a lot more FPSs than I can recall jumping puzzles. (Did that make &lt;i&gt;any&lt;/i&gt; sense?)&lt;/li&gt;
&lt;li&gt;
Buggre that for a larke. (tm)&lt;/li&gt;
&lt;/ol&gt;
That said, I much prefer PC gaming to console gaming; I do not get along well with
the incresingly complicated controllers (still stuck in the D-pad+A/B buttons era),
I hate the low resolution and crappy displays (good televisions are getting cheaper,
but still prohibitively expensive) and the whole set up doesn't work for me. However,
I must face the harsh reality: I spent the equaivalent of $1500 on my last machine
(sans monitor!), and after 1.5 years I can already feel the hardware getting dated.
Gaming PCs are ridiculously expensive and short-lived. I'll probably spend the money
for my next two PCs on a next-gen platform and a really great HDTV-capable display
and be done with it. &lt;img width="0" height="0" src="http://www.tomergabel.com/aggbug.ashx?id=7f173475-350a-428d-9bed-a8498f0eb2b0" /&gt;</description>
      <category>Personal</category>
      <category>Gaming</category>
    </item>
  </channel>
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