Wood Boundary

food

I like how much they’ve built up the idea that food absolutely tasteless and sucks unless it’s made by a chef. That’s pretty good timing if you ask me. Didn’t feel too forced, and we got a little bit of food porn, and the resultant typical food orgasm. I laughed.

Log Horizon happens to be another trapped-in-a-game themed anime. And goddamit, I’m going to be hopeful once again while I watch it. It’s such a deep seated desire of mine to see one such themed anime to succeed because once it does, it’s going to permanently earn a seat in the highest of positions. [dot].hack overextended it’s reach and aimed for amazingly ambitious designs that would span multiple media. It only, however, manages to occasionally do anything better than average. Not exactly a good prospect for others trying to pave the way.

Perhaps the trapped-in-a-game theme is weak? I don’t think so. There’s plenty of fiction that would be achieving the same essential theme.

More words if you click.

Wood Boundary

MechWarrior 4 is re-released.

http://mektek.net/projects/mw4/

Thought I’d start with the link first. MechWarrior 4 has been released for free and is available for download.

If you have any part of your body that has an itch for giant mech combat and lazors (which you should, you’re at a website called maserbeamdotcom for christ’s sake) you would have already downloaded it before even coming here!

MechWarrior 4 is re-released.

Experimental Games (00000001)

This category of games is rather filled to the brim if you know where to look. Many of these games are just like Yume Nikki, where an easy and simple platform of content generation is the main drive behind it. Yume Nikki was made with RPGMaker. It didn’t even use most of the functions that RPGMaker is for. Yume Nikki is mostly ignoring the functionality of the software it was made on, bearing no resemblance to an RPG. But the more interesting aspect of these types of games is that they are made by a very small group, if not a single person. One example today is Eskil Steenburg, the creator and sole person working on Love. Doesn’t need massive amounts of people behind it; talking to gamers about this concept would be preaching to the choir. All modern day gamers that grew up on the 8-bit era would like to think that a game only needs to be fun.

The way I use experimental might be a misnomer. But I’ll be damned if the games I mention here didn’t correctly execute some strange aspect or function that is either still not working in other games, or no one really hasn’t done it in the same scope. Here’s an old one for you all.
Wait for it.

Experimental Games (00000001)