Showing posts with label Giant Robot. Show all posts
Showing posts with label Giant Robot. Show all posts

Monday, July 13, 2009

New Mechwarrior game - GLEEEE

Whoops, I've let the blog wither slightly. Not much to report, been quite busy in real life with assignments and uni work.

Here's a follow up on the previous post: A full blown New Mechwarrior Trailer. Be sure to watch it in HD. Ok, let's get a brief blow-by-blow look at it.

Just looking at the beginning, it does look like the Mechs have a sense of size, now. It feels like you're piloting a massive 60 ton behemoth right there in the intro. I'll admit it took me a little while to work out it was a Warhammer. An interesting concept is the use of unmanned drones to gain updates on the battlefield rather then just "Radar does all". The Developers have stated they want to try and give all weights of 'Mech a use, so I imagine light 'mechs will function as scouts effectively.

Despite the Jenner being massively outclassed by the Warhammer, the pilot is worried and makes a point of ducking behind cover. This says alot about how dangerous the combat will be. Plus, I have to admit I'm excited about the damage to the buildings. When the Jenner lands on the building you can see the windows shatter, showing how much pressure the building is under. A good missile launch and it collapses. Not to mention the building the Warhammer used for cover gets damaged by the shots fired at it.

In enters the Atlas. I admit I cheered when I first saw that. The Atlas feels genuinely MASSIVE, and watching it move carries across this feeling. I'll admit I'm disappointed that the Autocannon seems to be a single shot weapon, but what can ya do? The PPCs seem to be a weapon to genuinely fear, a couple of good shots from them and the Atlas is in trouble. Note after the PPCs fire, you can see the barrels glowing red, showing the heat build up. Perhaps most important, watch the Warhammer when it gets hit by an AC/20 shot, it gets knocked around massively. While I could understand the reason for this in Mechwarrior 4, it still bugged me a bit. Still, it'll add another element of difficulty to the game.

All in all, I am excite. I am very excite.

Thursday, July 9, 2009

Oh. Oh god. Oh my god. Oh my god AWESOME.

Mechwarrior 5, maybe? I don't know if it's just an awesome CGI movie someone pumped out, or if it's an actual teaser as the title says, but this is AWESOME.

If you're not aware that I'm a major mech-and-giant-robot fan, you're obviously not a long time reader.

Wednesday, April 1, 2009

Giant robots represented as @

Edit: Fixed the link.

Holy crap, nearly up to post 200. Only 20 to go, which should only take me a month and a half.

Any of you know what a Rogue-like game is?

Rogue was a game back when graphics were for PANSIES and real men used screens with black backgrounds and a blinking tile showing you where the cursor was. If you needed a mouse you were a WUSS. In that game, your character is represented by a coloured @, your enemies are represented by appropriate letters all the colours of the rainbow (capital letters if they're a -real threat-), and you kill them by moving around with the up, down, left and right keys, then attempting to move into the square the enemies are in. It's like the ultimate in minimalistic gameplay. The true genius of this? Since the gameplay coding can be done predominantly in a VERY short time, that leaves the creators the chance to work on some very, VERY in depth background coding.

With that in mind I would like to introduce you to a friend of mine. Gearhead. Say hello Gearhead.

Gearhead: Hello.

Thank you. Now what impresses me about Gearhead? Let's ignore for the moment that it's a quite strategic RPG with both personal scale and giant-robot scale combat, or that it's got giant robots in it, or that it's a quite in depth open ended RPG sandbox game. What does it have?

One simple phrase: Every. Play-through. Is. Different.

I don't mean in the sense "Well I used the plasma rifle to kill the bad guy THIS time" sense. I mean in the sense that it randomly generates an overall plot for your character at each juncture. Granted these randomly generated plots may not have as much depth as specifically written ones, but it works. It works REALLY WELL.

Give Gearhead a try. I've attempted number 2, but I actually prefer the Rogue-like system over the poor graphics, personally.

Monday, February 9, 2009

Armoured Core love

Thank god for the Armoured (I refuse to use the Americanization 'Armor') Core series of games.

1. It is a series of games about giant, agile robots blowing the snot out of everyone and everything around them. Even with an incomprehensible storyline, it's AWESOME and genuinely enjoyable.

2. Enormous amounts of customisation, leading to players designing their ideal robot with ease, then feeling pangs of guilt as they have to replace that (currently) useless laser canon on their shoulder with a missile launcher, even if only for one mission. This degree of customisation is absolutely brilliant, and is something all giant-robot games should strive for and attempt to emulate. Aesthetically, even though I'm more one of the bulky mid-tech style robots, the Armoured Core design is quite beautiful and varied, going from streamlined slender light 'bot, to bulky tank-tracked brute force machine.

3. I'm good at it.

You heard me. One of the reasons I view this game as superior to many others is the entirely selfish reason that I AM GOOD AT IT.

It takes me a few minutes when I pick the game up after a 12 month break, but upon replaying my friend's copy of AC4, I was able to defeat enemies that are meant to be enormously difficult with a scary amount of ease.

I'm not a savant at it or anything, I struggle with plenty of the missions, especially on hard, and there are still enemies in the Simulator I just can't beat, but... I do scarily impressive at it. And it gives me a chance to try and exercise the tactical side of my brain. I do radical redesigns of my beloved Scythe MK-II AC (creating the Scythe DF and MB. Direct Fire and Missile Boat respectively) dependant on what is required for the fight. From there I alter my in-game tactics dependant upon the AI strategy employed, keeping close to ranged-fighters, keeping distant from close-combaters, etc etc.

I love these games.


Coming up: First impressions of Grand Theft Auto, having actually, finally, played the bastard.

Monday, January 12, 2009

Decepticorps

Yesterday I read a comic panel scan with the line "You've got to get out of here! Your vagina is haunted!"

That line wins on so many levels. Perhaps the best one being "... Wait, is she supposed to run away from her own lady-bits?"


  • 95. I'm not very religious. By that I mean I put Jedi down on my census form. A while back I undertook an online test of how your religious views fare logically, and the Force actually does pretty good. The only place it falls down is in that the force doesn't really have a moral code. It just has two sides, one we prescribe as "good", one we prescribe as "evil".


TO: Decepticon forces
FROM: HR dep.
RE: A few small things

Just sending out this memo letting staff know of a couple of upcoming events and some concerns from the "higher ups".

1. The picnic is still schedualed for this Saturday, and while you're not EXPECTED to come, it would be wonderful if everyone could make it. We do have plans for another attempt to siphon off Earth's natural resources into it's generic Energon form this Wednesday, but by the weekend you should all be in tip-top shape again (and if things go according to plan, alot more Energon wealthy!)

2. There are some mutterings from CERTAIN individuals (not accusing anyone) that perhaps one or two other individuals in the group could lead better then Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots). While the Decepticon ranks are quite open, with a very fluent command structure, we do like to keep a team spirit going here. There's no 'I' in Team fellows, and you can't find 'Me' in Decepticon and Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots) can't shoot his own gun.

If you have concerns about your current leadership, direct it to the relevant department heads or their delegated representative (Shockwave for the Cybertron branch, and Soundwave for the Earth branch).

3. HR and Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots) both appreciate solidarity among you all, and would like to help deal with any concerns you have about your subsection leader. We do occasionally hear things from the Air Wing of our forces, and would like to remind everyone that Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots) has the fullest confidence in Air Commander Starscream. However, if you do have more complaints to add to the file, just email them to us and we'll review them along with the others.

4. After a review of our internal policy, we've decided that gestalt robot teams (those under paycode 11-A) such as the Constructicons and Stunticons will only be only paid for their individual members, and not the team as a whole in addition to those individuals. Sorry folks! I argued for this one, as well.

5. We want to remind everyone that just because some members of our group may be entirely unable to speak any language understandable by our audio sensors, doesn't mean you can pick on them. Ravage, Ratbat and Lazerbeak have noticed an increase in 'ribbing' around the workplace (or at least that's what we think they said). This goes just as much for some of the 'lesser able' employees. Trypticon may not have a degree, but he has just as much right to enjoy himself at the workplace as any of us.

6. Here among the Decepticons we believe in Motivation. Though recently we have been getting some reports of de-motivating activity, such as name-calling and the like. Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots) would like to remind everyone that when he calls people 'fools' he doesn't really mean it, and is just under alot of pressure, and with that in mind would like to encourage people to treat their fellows with respect. It may SOUND like Megatron (almighty ruler of the Decepticons, lord of Cybertron and destroyer of the weakling Autobots) and Starscream don't get along, but really, why else would Starscream be head of the Aerial wing for so long if that were the case?

7. Above all, do remember that while we are 'work', that doesn't mean you can't have fun!



Swindle

Decepticon H.R. Dept. & Bruticus Right Leg.

    Friday, January 9, 2009

    'Realistic' giant robots

    You get no joke today.

    • 91. In real life, I am a very laid back person. The only times I really get excited are when things that aren't real are being discussed, such as fictional gaming universes. The real world just doesn't excite me as much. If anything I am too laid back.

    I may have discussed this before, but I'm gonna do so again, because I like the sound of my keyboard going 'clackity clack'.

    I do love me some giant robot blowing-up action. Get huge (vaguely-)humanoid robots blowing the crap out of things, and I'm content. One of the things that buggers it up for me is just how ridiculous the concept is, generally. Because, let's face it, Giant robots that are combat effective are completely impossible under current scientific capabilities, and that is unlikely to change.

    They would require an enormous amount more maintenance then normal millitary machines (probably from a specialist because of their unique movement systems) because of the complexities of the systems required for them just to MOVE, which is a strike against them compared to the (relatively) more simple treads of tanks or wheels of wheeled vehicles.

    In a relatively flat battlefield (not enormously mountainous or anything) the giant robot is even more useless. Unlike most vehicles, the giant robot's largest dimension is height, rendering it an enormously visible target unable to utilise most forms of cover. The only exception to this would be if technology was so far advanced the giant robot had the capability to move like a normal person does, which in itself is unlikely.

    These are all (hopefully) valid complaints about giant robots which ache in my heart, mind, and loins (I like giant robots THAT MUCH). But there is one RPG/Wargaming system that actually works around these complaints.

    In the Heavy Gear universe (created by Dream Pod 9 and using the Silhouette rule system) most of these problems are addressed.

    The Robots are about three meters tall, and fill in the roll in between infantry and tanks. They're more versatile and faster then the heavy vehicles, and can both take and dish out more punishment then infantry. The areas they fight in are usually deserts (rocky and/or sandy), meaning heavier vehicles often have difficulties in areas the humanoid 'Gears' (the name of the robots) can manouver easily. In addition, the humanoid configuration they use includes hands, allowing them to swap out their handheld weaponry as needed, rendering them more versatile still. There's a bit of Jedi-Mind-Trick with the maintenance problem ("It's in the future, the tech is more reliable"), but that's forgivable, I think.

    In general, I am a major fan of this setting. It's even got a reason air superiority isn't a major factor anymore. With the advent of (somewhat expensive) millitary grade lasers, planes became too risky. It doesn't matter how agile a craft is if they're being shot at by something the speed of light. And few planes can mount the required armour to protect against this sort of assault.

    By including Giant(-ish) Robots in a system in which they are an important part of millitary, but not the most powerful part (in a standing fight with tanks, the only advantage Gears have comes from their manouverability, tanks have them out-gunned and out-armoured) it both seems more reasonable, and gives a genuine sense of danger to the Robots. Unlike in Battletech or Armoured Core where 'Mechs/ACs were the be-all and end-all of all forms of combat, in Heavy Gear they need to be used along with a combined arms millitary force to be truly effective.

    Look up Heavy Gear. It's a good setting, and the Silhouette ruleset seems pretty impressive for RPGs or Wargaming, allowing a combination of them both.

    Sunday, September 14, 2008

    41st post celebration!

    ... at which point the Prince and the Pauper both picked up their Martinis and had a sip, resulting in the Pauper shouting "Wait a minute, this isn't a Martini!" Everyone had a hearty laugh, except the Prince, who ordered the poor person shot.

    (Since I forgot a 100 list thing last post (I was drunk, lay off!) I'll put two in this post.)
    • 5. When I was young, I had to get checked out by professionals twice to see if I was 'special'. Yeah, that's a line that gets the ladies rollin' in!
    • 6. I have never used a pick up line. Hell, I've been too shy to even be the one to initiate most conversations. Yet they often seem to spring up.

    Since I've been watching the anime recommended to me by a friend recently, I figured I'd dedicate this post to the wonderful topic of giant robots. In general, among various mediums there are three forms of robots. There are the 'real' robots, the 'super' robots, and the 'mystic' robots. Each of them, from a writing position, have their own special advantages and disadvantages.

    Real robots are the type that're restricted by some forms of 'genuine' mechanics. The most obvious example are Battletech robots. They have their own rules for combat, and mostly cannot act outside of the realms of possibility for ten meter tall mechanical constructs. They still suffer from limited movement possibilities, although they do move far more impressively then any modern human construct of the same type could.

    The primary advantages of storytelling with the real robots is that they allow human error, since they can be incorrectly wired, have mechanical faults, and are generally fallible. Also, since they're all constructed from similar basic principles, you won't have many situations were one lone prototype is capable of destroying billions of mass production models of supposedly similar specs. They follow simply understood rules, wherein a few basic presuppositions are understood. Heavier = better armour and weapons. Lighter = faster. That sort of thing. Their fallibility means that in appropriate cases, supposedly outclassed foes DO stand a chance, and there are few situations of "Oh, well the Gundam's here, let's all just go home."

    The primary disadvantages are that since everything relies upon similar rules, the commonly used dues ex machina idea so loved in stories of all forms fails. If a Regiment of Battlemechs are slowly advancing through your city, destroying everything they come across, then any Dues Ex Machina to save you had better be another bloody regiment! You sure as hell aren't going to get any kind of small team of supermechs showing up and saving the day, which does limit some dramatic possibilities. In addition, unlike other giant robot styles where things are a little fuzzy, in Real mech types then everything is understood very well, meaning there isn't much wiggle room for "what can beat what" barring extremely lucky shots.

    Super robots are the type commonly used in many anime shows. The scientific principles behind them are left deliberately fuzzy, often calling upon some super energy source that is never explained properly. The weaponry can vary from machine guns to heavy energy blasters (often in the same show). All this adds up to allow for immense differences between the potential abilities of two similarly designed models, often skirted around simply by saying "This one is a mass production model, while this is a specially designed experimental model"

    The most obvious advantage of this method of story telling is that it allows the actions of the few (the main characters) to have major and dramatic effects on the world as a whole quite easily. The super powerful robots piloted by the heroes can show up as the true saviors of an entire planet, taking out many times their number. These fuzzy rules allow for enormous lengths of author alteration. It's impossible to say which particular model of robot is better then which other model outside of a direct battle between the two, since their capacities vary so much, and without specific explanations on what-does-what, there's no real basis for the authors interpretation to seem implausible. Perhaps most obvious is that this sort of ruleset allows the author to give an OBVIOUS reason to focus upon the heroes of the story. They have the awesome f-ing good robots.

    The diadvantages are just as irritating, however. When the heroes robots are so ridiculously overpowered, the only real way to offer any sort of genuine challenge is to give the villains equally (or even more so) powered robots. This in turn reduces any 'grunts' involved in the battle to a level below useless. And if that's the case, well there's no drama involved in ANY battle if it's "Super robot versus army of grunts". This really lowers the tension, especially compared to the Real Robot style, in which EVERY battle can (but, let's face it, probably won't) end in peril.

    Finally the Mystic robots. These are your Voltron style machines, completely non-understood 'magical' (or ridiculously technologically advanced) robots, sometimes placed among more 'mundane' robots to make their incredible capacities stand out even more. They have completely unexplained capabilities (such as merging into a more powerful robot, or just somehow being miles ahead things that should, by all rights, be comparable to them) and often interact with their pilots through a form of mental or spiritual interface.

    This style of story appeals to younger viewers, more often, but in that way it works quite well. It doesn't overburden the story with meticulous details, and always leaves the good guys able to 'power up' their machine should they be in severe danger of some sort. Plus the mystical element adds an element of the unknown to the machine, giving it a layer of uncertainty. Maybe it'll pull out a super weapon never before seen, this episode. Or maybe due to events barely understood it could be heavily underpowered.

    The most obvious problem with this method is, quite simply, the characters are obviously VERY rarely in any form of danger. Plus it requires an enormous amount of suspension of disbelief to think the characters just always happen to leave powering their capacities up to full to the very end of the story every single time. If I was fighting for my life, I'd go for overkill every single time, just to be sure. Finally, and this is a matter of personal opinion, but this type of giant robot just feels like a cheat. It feels like just another stage of "Character gets more powerful to defeat powerful opponent." You could substitute 'uses giant robot' with 'grows in size', 'activates power amulet' or 'charges up magic weapon' into the story line and it would look no different. It's not really any kind of Giant Robot, it's just a story vehicle.

    So, hopefully that enlightened you a little on how much spare time I have.