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Charlie Alan Ratliff

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Gnome Chompski

 "'Sup."

 "'Sup."

There's something special about getting a game on launch day and playing through it with a bunch of affable strangers, all of who are trying to figure things out. It's not a situation I find myself in often, usually being "late to the party" and all, but it's always fun. Take Left 4 Dead 2, for example. Unlike the first game, I wasn't able to play with any of my friends, so the only way I was going to play co-op was with people I didn't know. A risky situation, sure, but better than playing alone.

Speaking of alone, I don't think I'm the only one who believes the Left 4 Dead games can be pretty damn difficult for a new player, even on the Normal difficulty setting. They become less challenging as you play through them multiple times, mastering the best ways to deal with the different special infected and crescendo events, but it can take hours to complete a campaign when a group of novices are thrown into the fray. Imagine, then, four strangers trying to complete the silly task of carrying a garden gnome through a campaign they've never experienced before, all for an achievement. Well, I did it mostly for the novelty of the situation, but points certainly don't hurt, and I would have doubted the commitment of the team otherwise.

I had just spent quite a while on the first campaign's final crescendo event, where players have to collect gas cans to fill up Jimmy Gibbs Junior's car to escape the mall. A couple of players had either quit or been kicked out due to their inability to follow the simplest of instructions, which consisted mainly of "stick together", but the eighth gas can had finally been collected, and it was time to move on to probably the most anticipated campaign for everyone in the game, Dark Carnival. Like with most games before I beat them, I had yet to look at the achievements for Left 4 Dead 2, so I was surprised when I came across Gnome Chompski at the beginning of the second chapter. One of the other players mentioned there was an achievement for carrying him through the campaign, and the general consensus was yeah, we have to do this.

We hit the button to start the shooting gallery, trying our best to reach the 750 points needed to unlock Gnome Chompski from his box on the wall, which took longer than it should have since we had yet to realize that shooting peanuts deducted points. We had to fight off small hordes of infected every so often, and one of the players grew impatient, but we ignored him and eventually achieved our goal. I took up the task of carrying Chompski, protecting him with my life and only putting him down in the most dire of situations. He was good at stunning enemies, at least. We reached the end of the chapter and all asked each other if an achievement unlocked, as we weren't sure if we had to carry the gnome through the entire campaign or just the chapter. It turns out it was the former. "Fine with me. This is fun!"

 

 "You saved me."

 "You saved me."

Having Mr. Chompski stare at me the whole time was kind of creepy, especially with the lighting in the Tunnel of Love reflecting off his face, but I loved him and protected him like my own. We grew close, him and I, and us and the rest of the survivors persevered until the crescendo event of chapter four, the part where you open the gates and have to push your way through the seemingly infinite horde of infected to reach the safe room. We were not prepared.

In the many times I have played and beaten Left 4 Dead 2, whether it's with friends or people I've never met, this bit in particular is one of the most difficult parts of the whole game. It's hard enough with a fully capable crew, but throw a gnome into the mix, disabling the carrier's ability to use a decent weapon and adding another thing to keep track of, and it can get pretty rough. And let's not forget this was our first time playing through the game.

 

It was like this, but with way more zombies.

It was like this, but with way more zombies.

So we tried. And tried. And tried some more. It became a sunk cost scenario, where we had invested so much time into this little gnome that there was no way we were going to give up now. And then something horrible happened. The gates had opened, I was being swarmed by infected, and Gnomey was nowhere to be found. He vanished, our memories the only evidence of his existence. We had been at this for well over an hour, and I sat him down in a corner so I could assist the team better, and now he was gone. The others pushed forward, and one by one we fell, but that impatient player I mentioned earlier? He made it to the safe house. There were to be no do-overs or retries; we had to continue and finish the campaign. We eventually made it to the helicopter, but something about our victory felt a little empty.

Sorry, little buddy.

Sorry, little buddy.

It was two days later that I returned to the campaign by myself. I put it on Easy, determined to get that goddamn achievement and rescue Gnomey from his eternal imprisonment. I was successful. You may call my success hollow, but I've rescued Gnomey enough times since then with different people on harder difficulties that it doesn't really matter. The gnome always escapes. Always.

Proof!

Proof!

While I may never know what happened to Gnome Chompski on that fateful day, my theory is that a boomer exploded and sent him flying to an unreachable part of the level. It happened to me during one of my later attempts, at least.

So, what's next for my gnome-based achievement adventures? Why, placing Gnomey in that rocket in Half-Life 2: Episode Two, of course! He always said he wanted to fly...

 

Farewell, old friend.

Farewell, old friend.

tags: Gnome Chompski, Left 4 Dead 2, Achievements, Half-Life 2: Episode Two, 2009, Left 4 Dead
categories: Video Games
Thursday 09.01.11
Posted by Charles Alan Ratliff
 

Valve's Christmas Gift

I decided to do something special for Christmas 2009 and bought both sets of Valve's Left 4 Dead Holiday Cards. After filling them out for family and friends, I still had a bunch left over (there were a lot of cards), so I started filling out cards for things that don't fall under "family and friends", like Giant Bomb and Valve. Yes, I sent a Left 4 Dead themed Christmas card to Valve. This one, in fact:

The Left 4 Dead Christmas card I sent to Valve in 2009.
I even drew a picture on the left side. What's on the right is none of your business! Not that it's anything personal - I just believe a message in a Christmas card should only be read by those it was sent to.

I even drew a picture on the left side. What's on the right is none of your business! Not that it's anything personal - I just believe a message in a Christmas card should only be read by those it was sent to.

To my surprise, I received this envelope shortly after. Apparently they got my card:

What Valve sent me in return for the Christmas card I mailed them.

So, what was inside? Why, Left 4 Dead bumper stickers, of course! The fact that they sent something back in return is pretty awesome:

Soon. Soon everyone will know your face.

Soon. Soon everyone will know your face.

Here's what I sent to Giant Bomb, back when they were in Sausalito!:

I picked this one specifically because it had Bill on it.

I picked this one specifically because it had Bill on it.

Deep.

Deep.

Man, Christmas 2011 needs to hurry the hell up! I hope it gets cold in this part of North Carolina. If only Jack in the Box still carried taco nachos, I could celebrate Christmas just as I did then... by watching Giant Bomb content and eating delicious, greasy fast food.

Good times.

Here are the rest of the cards:

 

The Left 4 Dead and Left 4 Dead 2 Christmas cards I bought.

And here is White Fluffy Kitty attacking the cards:

White Fluffy Kitty attacking the Left 4 Dead Christmas cards.

And here is White Fluffy Kitty making amends for attacking the cards by licking my hand:

You are forgiven, Fluffy.

You are forgiven, Fluffy.

tags: Left 4 Dead, Valve, Left 4 Dead 2, Giant Bomb, Whiskey Media, White Fluffy Kitty, Jack in the Box, 2009, 2011
categories: Video Games
Wednesday 08.03.11
Posted by Charles Alan Ratliff
 

Rez HD

Date Initially Beaten: July 29th, 2011 Platform: Xbox 360 (Xbox Live Arcade)

Date Initially Beaten: July 29th, 2011
Platform: Xbox 360 (Xbox Live Arcade)


This post contains major spoilers for Rez HD.


Child of Eden arrived from GameFly recently. I've been interested in it ever since seeing Tetsuya Mizuguchi demonstrate it for the first time using the Kinect. As a Kinect owner myself, I was excited to see something that wasn't some sort of fitness trainer or minigame collection. Hearing Child of Eden described as a spiritual successor to Rez made me finally decide to check it out, so after buying $20 worth of Microsoft Points and using half of them on the Dragon Age II: Legacy downloadable content, I used the other half to download Rez HD from Xbox Live Arcade.

I knew very little about Rez beforehand. It was something I'd heard mentioned enough times to know it was sort of a cult classic, though, and what I did know I learned years ago, having seen a few screenshots and forum posts about it. I knew the game had an odd graphical style, that it had something to do with music, and that there was a vibrator peripheral released for it. This little bit of knowledge didn't tell me much other than that the game was weird, and I felt it was something that would be difficult for me to grasp and play or even understand. It didn't even seem like much of a game in the traditional sense I had known at the time, and all of this was enough for me not to investigate further. Thankfully, all my preconceptions were wrong.

 

Perhaps you can see why one might be confused as to the nature of this game.

Perhaps you can see why one might be confused as to the nature of this game.

Rez is weird, but only in its visual design and use of music; from a gameplay perspective it's pretty straightforward. To put it plainly, it's a rail shooter - you hold the A button, hover a cursor over the enemies/objects you want to shoot, and release to fire, all the while being guided on a predetermined path that never changes. Shooting red power-ups give you the ability to use an Overdrive, which, when activated, automatically shoots everything on-screen and is useful for the more hectic parts of the game when you have dozens of things flying toward you. Shooting blue power-ups (known as Progress Nodes) fill up your "life" meter, in which you level up into the next form when full. These forms basically act as your health bar, with every hit you take devolving you into the previous form, and the game ending if you get hit at form 0. I'm glad I watched the tutorial video before playing, as none of this information is given in the actual game. It took me until my second playthrough of Area 2 to fully understand everything. I remember thinking during the Area 1 boss fight, "I don't know what's going on but apparently I'm doing good!" as I watched its health bar drop. I hadn't even known that I had to be hit by things to devolve, thinking that maybe it was based on how many enemies I failed to shoot as they flew past me.

Well, actually, there was one thing I didn't realize until completing the first four areas. Feeling like something was missing, I did a quick search to find out I had to get 100% analyzation on every level to unlock Area 5, the game's last level. See, each Area consists of 10 layers, and to travel to the next layer, you can either shoot the Password Protectors (in the form of a cube) that appear, which are what give you the analyzation points, or you can do nothing and wait a little longer to travel to the next layer automatically, gaining nothing. I thought that the Password Protectors were just a way to jump ahead more quickly, not realizing they were necessary to complete the game.

The lack of explanation goes for the story, too, with everything told through text on a separate menu outside of any gameplay. Rez is about your infiltration of a network run by Eden, an A.I. that has recently become self-aware and shut herself down. Your goal is to bypass Eden's security, find her, and reboot the system. It's slightly more complicated than that (and I really mean only slightly) but that's the gist of it.

Even with the confusion the game wasn't very challenging, as I only failed and needed to restart an area three times throughout the whole game. They were all for dumb reasons, too. On Area 2 it was because I didn't realize I needed to turn around when the boss came out of its shell, on Area 3 it was because I didn't use Overdrives correctly on the final stage of its boss, and it also happened right before finishing the game at Area 5; I used all my Overdrives at the beginning of the encounter with Eden, not realizing that it was a total boss rush. It makes complete sense that a boss rush would be in there, actually, but I thought I was defeating her for good right then and there. The game doesn't have any checkpoints, but the areas are all fairly short, so having to replay them wasn't a big deal. I actually enjoyed it, as it gave me more time with an otherwise brief game. I've never been into score attack modes or anything like that, so I knew that the story mode and the few extras I unlocked after beating it was all I would get out of it.

 

The boss in Area 4 reminded me of Seven Force from Gunstar Heroes.

The boss in Area 4 reminded me of Seven Force from Gunstar Heroes.

There were a couple of specific moments that reminded me of some other music-based games, as well. There is a form that Mars, the Area 2 boss, takes that gave me a heavy Everyday Shooter vibe. The targets you shoot prior to Mars coming out of its shell look exactly like something out of that game, and I wouldn't be surprised to hear that Jonathan Mak was influenced by Rez, with the similarities the games share in regards to how the actions of the player and music are tied in to each other. There were also some camera sweeps during other boss stages that reminded me of Space Channel 5.

A lot about Rez just emanates a feeling of cool, whether it's the way your character pulsates with the beat of the song, or how your every action is timed rhythmically with the music. The game appropriately hits its high point with the final level as you progress through the evolution of life on Earth, from its beginnings in the sea to the exploration of outer space, with it all ending in a showdown with Eden as you face off forms of all the previous bosses you encountered. It's also my favorite use of music, featuring "Fear" by Adam Freeland. All of this is enhanced with an additional Xbox 360 controller laying on your crotch with the trance vibration functionality activated. That is what I was supposed to do, right? Either way, I recommend it.

 

Make me feel it! Make me feel alive again!

Make me feel it! Make me feel alive again!

I'm glad I decided to play this before starting Child of Eden. I learned while doing some research for this that Child of Eden is actually a prequel, so that'll be interesting. I'm sure I'll feel even cooler controlling everything with my hands, but I'll have to see how well that actually works. Regardless, Rez HD was a fun, albeit short experience - not that being short is a bad thing. I prefer a game that's tightly knit as opposed to one that drags on, and Rez never felt dull. 800 points well spent.

The achievements I unlocked for Rez HD.

Games I've Beaten
Entry #2
#1: Alien Syndrome / #3: Duck Hunt


tags: Rez HD, Child of Eden, Tetsuya Mizuguchi, Xbox 360, Xbox Live Arcade, Kinect, GIB Xbox 360, Dragon Age II, Gunstar Heroes, Everyday Shooter, Jonathan Mak, Space Channel 5, 2011
categories: Video Games, Games I've Beaten
Tuesday 08.02.11
Posted by Charles Alan Ratliff
 

StreetPass 2: Giant Bomb Staff Edition

I haven't had a lot of luck with StreetPass encounters. Shortly after the aforementioned post, I met two other Miis in the form of Gamessa and Clif, making for a total of three people I've come across since the launch of the 3DS in March. My experience with this feature has been disappointing, especially since receiving duplicate puzzle pieces in Puzzle Swap is common when purchased with Play Coins, as opposed to being guaranteed a new piece when encountering a fellow player. Having never been to a convention where it's common for people to pack their 3DS, I was excited to see what would happen when I visited the Whiskey Media office on June 24th. Arriving back at my hotel later that night, I had completely forgotten that my 3DS was still on and in my pocket. I excitedly took it out and booted up StreetPass Mii Plaza to be greeted with this:

 

Can you guess who?

Can you guess who?

View fullsize    Matt Kessler telling me the most recent game he's played. It turns out he was playing it for his first review for Giant Bomb.
View fullsize  Meeting Patrick Klepek's Mii.
View fullsize    Meeting Patrick Klepek's Mii.
View fullsize  Meeting Patrick Klepek's Mii. You sure do, Patrick!
View fullsize    Meeting Ryan Davis's Mii.
View fullsize  Meeting Ryan Davis's Mii. "Blocked!"
View fullsize  Meeting Ryan Davis's Mii.
View fullsize  Meeting Ryan Davis's Mii. Cats are better.

As you can see from the second pic, I totally had the inside scoop on Matt Kessler's first review.

I then loaded up Puzzle Swap to reap my rewards.

 

Patrick helped me finally complete my Mario and Bowser puzzle.

Patrick helped me finally complete my Mario and Bowser puzzle.

 Encountering Matt Kessler's Mii in Puzzle Swap.
 Getting a new piece for the Metroid: Other M panel in Puzzle Swap.

Though I've technically finished Find Mii, I still have a few more hats to collect. Here's what the guys look like when pissed off at ghosts.

Ryan is a badass.

Ryan is a badass.

View fullsize  Matt Kessler helping me kill ghosts in Find Mii.
View fullsize  Patrick Klepek helping me kill ghosts in Find Mii.
View fullsize  Ryan Davis helping me kill ghosts in Find Mii.

I also had the StreetPass functionality for Super Street Fighter IV turned on, and was surprised when I saw that Jeff was one of my opponents since I didn't encounter his Mii.

They both kicked my ass, by the way.

They both kicked my ass, by the way.

And those are probably the last StreetPass encounters I'm going to have for a very long time.

Oh, and if there was still any doubt as to the identity of the man in the following photo (from this thread), I think Ryan's Mii is enough evidence to lay this mystery to rest:

 

Case closed.

Case closed.

tags: StreetPass, Find Mii, Puzzle Swap, Super Street Fighter IV, Nintendo 3DS, Giant Bomb, Whiskey Media, Matt Kessler, Patrick Klepek, Ryan Davis, Jeff Gerstmann, Metroid: Other M, Resident Evil: The Mercenaries 3D, Crimson Viper, 2011
categories: Video Games
Monday 08.01.11
Posted by Charles Alan Ratliff
 

Vito's Game Giveaway: Six Months and Counting

*This post is about a contest I host on Giant Bomb. It was written specifically for the members there.

The original header for charlesalanratliff.com. Also used as the banner for Vito's Game Giveaway on Giantbomb.com. Done by Kat Smith (Turbo_Toaster).

The first Vito's Game Giveaway was posted on January 16th in the Off-Topic forum. Since its inception (bwaaaaaah):

  • 28 games have been given away.
  • 20 of those games were donations from 11 different people.
  • 12 out of 28 games were physical copies and had to be shipped. Let's say it cost $7 average for me to ship each game, including cost of bubble envelopes, delivery confirmation etc. 12x7 = $84 spent. This does not include the cost of shipping that the two donors who sent physical games had to pay.
  • 3200 Microsoft Points have been given away. These were digital codes, so I didn't need to pay shipping, meaning the cost was $40 total. This means, along with the cost of shipping the physical games, about $124 has been spent thus far.
  • 30 people have won something.
  • 1 contest began and ended while flying several thousands of feet in the air.
  • Vito's Game Giveaway has never missed a week!

I've had a few people ask me why I started doing this. Sometimes the question is phrased in an almost mistrustful manner, as if it isn't possible for a person to just give away games without some insidious motive. It's perfectly understandable, really, with the Internet the way it is, though I still find it amusing whenever I see my threads mentioned elsewhere as spam.

The origin of Vito's Game Giveaway isn't very interesting. If you want to get really deep into it, it all started when I was younger and had to sell games to afford new ones. I've never been a collector, and I very rarely ever want to replay a game once I beat it. The ones I do, I keep. But the habit of selling games I no longer want to play stayed with me as I got older, even though it wasn't necessary anymore. So I was sitting at my desk, looking at a stack of 360/PS3 games I had organized into a pile of "things I probably won't play again", thinking to myself, "Welp, let's see how much I can get for these on eBay."

Now, eBay has been very good to me. It was even a major source of income at one point, making thousands of monies selling my old stuff and even selling stuff for other people, taking a cut. It was also, surprisingly, not a bad way to make money as a model photographer. But I was looking at these games, figuring out about how much I would make, and it suddenly hit me: Why not give them away to the community of Giant Bomb? Giant Bomb is awesome, and I wouldn't be getting a whole bunch of money anyway. I love Giant Bomb, and I wanted to do something to give back to the community, so to speak.

So I took some time to think about how I would do it, how much money I would be spending doing this and if that was something I'm OK with, etc. I also thought about if I should make people do something to enter that would directly benefit me, but quickly decided against it. I wanted this to be a contest for the community of the greatest video game site in the world, and I wanted it to be as easy, fair and non-sleazy as possible. Easy in that all a person has to do is answer a random question I've come up with (I mean, you guys have to do something), fair in that the winner would be randomly selected, and non-sleazy in that it would never be a requirement to do anything that would directly benefit me to enter.

I typed up a Notepad document outlining how I wanted to do it, found a random selecting tool, and eventually started the first Vito's Game Giveaway. JohnAsscream was the first winner, winning Alan Wake. I thought it was funny that he was the first to win, since he is one of the few people from the site I know. The contest would have only been rigged if I had chosen again to get a person I didn't know, however.

I had only expected Vito's Game Giveaway to last about six weeks, seeing as that's all I wanted to give away at the time. I then thought of maybe having a monthly contest where I give away $20 worth of Microsoft Points or something, using sites that let you buy points cards from other parts of the world so it wouldn't only be limited to those in the U.S. I also thought of buying cheap, used games that I could use to give away. These concerns were soon alleviated, however, when I started getting PMs from people offering to donate. Other users sending donations was honestly never something that entered my mind, but I wouldn't be writing this post if they hadn't. The first mention I made of donations was on February 15th in Vito's Game Giveaway #5, exactly 30 days after it all started. I had received my first donation by the seventh contest: an unused copy of Mass Effect 2 from zoskia. By the eighth contest I had received my second donation, this time from nintendoeats, who had donated four games. Out of all the donations I've received (and not to diminish the effort or value of the others), nintendoeats's would have to be my favorite. Every time someone wins a contest, I send them a PM titled "You're Winner!" asking for their details. nintendoeats is the only person to acknowledge the reference (whether that's because people don't know it or just don't say anything) with the awesome package he sent me:

 

It's Big Rigs: Over the Road Racing, by the way.

Since then, eight others have also generously donated games. Big thanks to mosdl, rentfn, Kyreo, Sjosz, mracoon, rebgav, Dalai, and ArbitraryWater for always following through and keeping this going as long as it has.

Another question I've been asked is why don't people just give away the games themselves, instead of giving them to me first. I can't speak for anyone that has donated, but it's probably because it's easier. They don't have to make a thread, come up with rules, select a winner, and then send the game out. They can just give it to me and still get the proper credit they deserve. Sending a game out doesn't really matter anymore, either, since Vito's Game Giveaway has dealt almost exclusively in digital donations for a while now. I give the donor the winner's Steam ID or whatever, and they get sent the game. It's an easy process that saves everyone shipping costs!

The Look and Changes

The banner that has been at the top of every thread was done by Turbo_Toaster, who you probably know best as the fantastic artist who does all the quest icons, or for her work on Season 3 of the Bombcast (and Season 4 pretty soon!). It was a piece I hired her to do a while before the game giveaway was even thought of, but I thought it was fitting. I had asked her to do a drawing of me surrounded by all the major gaming platforms, with all of us happy and such, and I love what she came back with. I now use it as my avatar everywhere I go and have even had people identify me because of it. I'll probably need to have the DS and PSP changed out for the 3DS and Vita some time in the future, though!

Now to talk about how the contests have changed. I've always been fascinated by the evolution of something, and I don't think I've ever done anything for this long a time that I can look back on and be like, "Yeah, I can see what I was thinking there."

So... yeah, this next part is mainly for myself. You can probably stop reading now.

With Vito's Game Giveaway #1, I didn't really have a set plan; I just knew I wanted an image at the top that would become synonymous with the contest and myself. I also didn't know what Vito's Game Giveaway was going to become, so it was pretty simple to set up. I made sure to throw in a disclaimer in there about these being my own, used games, and that I wouldn't be held responsible if anything happened to them during shipping. I also had placed "Art by Turbo_Toaster" under the banner.

In Vito's Game Giveaway #2, I made things a bit clearer by using bold, underlined headers so people could quickly see how to enter and when the deadline was. I also added a "Previous Winners" section at the bottom, and announced the winner at the top along with how many contestants there were, which is something I've continuously done.

Vito's Game Giveaway #3 was the first contest to have games for different platforms, so I divided them up with a small header.

I threw in a "Quick Notes" section in Vito's Game Giveaway #4, which would be where I first mentioned donations in Vito's Game Giveaway #5. Giveaway #4 was also the first time I wrote the contest as a blog and attached it to the forums, as opposed to just making them threads. I did this so it would be easier for followers to know when a new contest started.

Vito's Game Giveaway #6 was when I started attaching the blog posts to the General Discussion forum instead of the Off-Topic forum. General Discussion is a more appropriate place since the blogs are about games. I was also hoping it would get the contests more views.

I added a "Donations" section to Vito's Game Giveaway #7, since it was the first contest where I had a donation. I also mentioned at the bottom that people could follow my Twitter and Facebook page for updates on contests.

Vito's Game Giveaway #8 was the first time I had a non-game-related question for people to answer, having everyone tell me what their favorite Brad Pitt movie was. This was the contest where nintendoeats sent me the "You're Winner!" box, and I couldn't stop thinking about the end of Se7en.

Vito's Game Giveaway #13 was where I introduced the big redesign by placing everything in tables. I also removed the "Art by Turbo_Toaster" caption from the banner, because we got into a huge fight. That was a lie. It was actually because I thought it made things look cleaner, and I figured that most people probably knew it was by her after 12 weeks. If newcomers wanted to know who it was by, I would happily tell them! This was also the lengthiest first post I ever made for VGG. I started toying around with using an image in the "How to Play" section, as well, using an image from Tangled. This was the first time where I mentioned a future Facebook-related contest.

Vito's Game Giveaway #14 continued the redesign of #13, albeit in shorter form. This was because I decided to make separate blog posts for the "Disclaimer" and "Donations" part of the contest and just link to them, saving a ton of space. It was also the last contest to use an image for the "How to Play" section. I mentioned in the notes section that when the "Past Winners" section reached 20 people, I would carry their names over to a separate blog post and start fresh with Vito's Game Giveaway #21.

Vito's Game Giveaway #15 was the first time I introduced the concept of a "Bonus" contest. I had three copies of Portal and decided to let people who just wanted Portal enter into their own little contest where they would have a much higher chance of winning. This was also when I had started moving and was staying at various hotels and using an annoying laptop to do all the work. 

I was still moving during contests #16 and #17, so I put as little effort into them as possible. Vito's Game Giveaway #18 is when I started including the "How to Play" bit under the banner, all in the interest of saving space. I made the "Disclaimer" and "Donations" links a bit more prominent, as well.

Vito's Game Giveaway #21 was the first (and only) contest without a banner, due to me having a ton of trouble with the editor that night. I threw in a quick "How to Play" and the list of games people could win and left it at that.

Vito's Game Giveaway #22 was where I decided to just host all "Past Winners" in a separate blog post instead of including any at the bottom. I don't think it's something important enough to warrant being at the bottom of every contest, and most people probably don't care.

Vito's Game Giveaway #23 is probably the best-looking contest I've hosted thus far, and it's definitely a look I'm going to be keeping for a while. I mean, seriously, look how clean it is!

I hosted Vito's Game Giveaway #25 from a goddamn airplane. :@

Vito's Game Giveaway #20

I wanted to do something special for the 20th edition of the contest, so I decided to give away $20 in the form of Microsoft Points, PlayStation Network money, or Steam games. I also wanted to do something for myself while keeping in line with the "not making people do anything other than answer a question as a requirement" rule that I had set up from the beginning. I was a little concerned about how people would respond to it, but I made it so anyone who "Like"d my Facebook fan page (I know, I know...) would get an additional entry into the contest. The fan page is just a place where I link to blogs I write on Giant Bomb in an effort to get more views, so it all still ties into the site. I made it very clear that this way of getting an additional entry into the contest is only for VGG #20, and that it wasn't a requirement at all.

Regardless of what some may have thought about it, no complaints were voiced (at least that I saw), which I was happy about. It actually ended up being my most successful contest thus far, with 156 contestants total, and 54 of them participating in the Facebook drawing (it was actually a user's Facebook entry that won them the contest). My fan page went from around five fans to over 90 in just a few days. It was more successful than I expected it to be, and it's definitely something I will be doing again in the future.

The Future

There are some neat things happening with Vito's Game Giveaway later this year. While I'm not going into detail on most of it, I will say to be on the lookout for a special contest on July 20th. 

I also wanted to mention that it was cool making it into the March 2011 and April 2011 editions of Ethan's Data Porn posts. I hope to one day make it into the "Most Viewed Blog" category without the allure of free video games, though I suppose that would require me to write consistently, first. Here's to hoping!

And seriously, you guys? With the way things are going, I fully expect Vito's Game Giveaway to run a whole year straight.

If you ask me, I think that's pretty fucking cool.

tags: Giant Bomb, Whiskey Media, Big Rigs: Over the Road Racing, Vito's Game Giveaway, Se7en, 2011
categories: Video Games
Friday 07.01.11
Posted by Charles Alan Ratliff
 

My Xbox 360 Avatar Showdown

As an owner and active user of the Kinect, I was excited when Microsoft announced and released Kinect Fun Labs during their E3 2011 press conference yesterday. I immediately wanted to try out Kinect Me, an application in which you scan yourself to build an Xbox Live avatar, and compare it to the avatar that I built myself using their premade face parts and clothing. I was too busy watching live streams of E3 yesterday to do it then, but today I threw on one of my several Whiskey Media shirts and compared the two.

Here's the avatar I had before (changed my clothes and hair to something closer to what I expected the scan would be. My hair is like that since I chose to watch Nintendo's conference instead of showering):

 

My Xbox 360 avatar before transforming it with Kinect.

and here's the avatar made in Kinect Me:

The horrible monster Kinect created.

While it captured my "I'm a Wizard" shirt and black jean shorts pretty well, it did a horrendous job with my face. For most of you who don't know what I look like, I most certainly don't look anything like a Mexican middle-schooler who opts not to shave his shitty preteen moustache just because he's the only kid that can grow one. Oh, and on the closeup, it looks like I have some sort of horrible skin disease. At least it wasn't as bad as this one report where a white guy with good complexion got turned into a black guy with terrible acne.

This was actually my second try, and the lighting and setup seemed fine, but this is what I got. That's not the most disappointing part, though. Maybe I missed something during the press conference, but I thought I could actually use this as my avatar, when instead all I can do is record a short photoshoot and upload the video to KinectShare.com. I mean, I can certainly understand why they wouldn't let people use their scans as their public avatars, but I still hope it is something we can do in the near future.

There was one neat surprise, though: achievements. Yep! You can totally unlock eight achievements for a total of 50 Gamerscore. They're super easy, too. I thought that was kind of weird.

Now I'm going to go scan myself naked; I'll be sure to post up pics later.

 

tags: Xbox 360, Kinect Me, Kinect Fun Labs, E3 2011, Giant Bomb, Whiskey Media, 2011
categories: Video Games
Tuesday 06.07.11
Posted by Charles Alan Ratliff
 

Five Guys: Burgers and Mega Busters

The Five Guys logo.

There's this restaurant chain some of you may know of called Five Guys. If you've never heard of it, Five Guys is essentially a place where you can get some delicious hamburgers and fries. I've moved to Fayetteville, North Carolina recently and just visited their restaurant for the first time. Adorning their walls are various awards and snippets from magazines praising their food, and near the front door is a board where they've hung up various thank-you notes they've received for being so yummy. I noticed something odd upon my first glance, however. Here's what the board looks like:

A drawing of Mega Man at a Five Guys restaurant I went to in Fayetteville, North Carolina.

See something familiar? Here, let's have a closer look:

A drawing of Mega Man at a Five Guys restaurant I went to in Fayetteville, North Carolina.

Apparently, Mega Man likes their double cheeseburgers.

tags: Mega Man, Five Guys, 2011
categories: Video Games, Food
Sunday 05.08.11
Posted by Charles Alan Ratliff
 

StreetPass

My first StreetPass ever on the Nintendo 3DS.

I'm in the backseat of my brother's car, sandwiched between two cat carriers on our way to Fayetteville, North Carolina, and the main thought going through my head at the moment is, "Will I have any StreetPass encounters?"

Since I've had my 3DS (March 28th, 2011), I've traveled from Oklahoma to Texas, Texas to Oklahoma, Oklahoma to Texas (again), Texas to Arkansas, Arkansas to Tennessee, and now, currently, Tennessee to North Carolina. So how many StreetPass encounters have I had? One. One measly encounter at some convenience store in Texas during the first trip mentioned above. Their name was "Bunny", to be exact. And wow, how exciting that encounter was when the little movie for our introductions played. Thanks to Bunny, I was able to obtain an extra puzzle piece for Puzzle Swap without having to spend my precious Play Coins. I was able to vanquish another ghost on my way to save the king in Find Mii.

The rarity in which I meet other 3DS users in sleep mode isn't for lack of trying, either. My 3DS is on and in my pocket everywhere I go. It's now on the same list as my wallet, keys, and phone under "Things to Take" whenever I leave the house. Hell, I even explored the confines of a three-story hospital when I took my brother to the emergency room (he's fine) in hopes to meet someone. Here are the messages I posted to Twitter during my little adventure:

 

A collection of Twitter posts from when I was trying to StreetPass in a hospital.

Pathetic? Maybe. But my effort will eventually be rewarded, and when it is, it will be glorious...

Man, I really just need to go to PAX or something.

 

tags: Find Mii, Puzzle Swap, StreetPass, Nintendo 3DS, Battlefield 3, 2011
categories: Video Games
Sunday 05.01.11
Posted by Charles Alan Ratliff
 

Igiari! - The Takarazuka Revue's Phoenix Wright Musicals

Igiari! - The Takarazuka Revue's Phoenix Wright Musicals header

This is the Igiari! - The Takarazuka Revue's Phoenix Wright Musicals piece that I wrote for The Luchazine (Issue #5) that was never released. The header is by aurahack.

Ranju Tomu as Phoenix Wright

You may have heard me talk about the Takarazuka Revue and their amazing Phoenix Wright musicals on episode #3 of The Luchacast, but I wanted to delve more into on just what these magnificent shows really are. 

Founded by the president of Hankyu Railways in 1913, the Takarazuka Revue is an all-female theater troupe based out of Japan. Often performing musical adaptations of Western works, the Takarazuka Revue has performed shows based on movies like Casablanca and JFK, novels such as The Great Gatsby and Zorro, various plays by Shakespeare, manga, and even video games. 

The Cosmos troupe—the newer, more experimental of the five troupes that make up the Revue and the one that did the Phoenix Wright musicals—were performing their rendition of Trafalgar, and I was fortunate enough to attend a showing in July. Though I barely understood any of it, I was enthralled throughout the entire two-hour showing. With a live orchestra located in the lower front, revolving stages, seamless background and scene transitions, crazy lighting effects, beautiful and detailed clothing designs, along with great acting and singing performances, it was quite a show indeed. Now, apply everything I just said to the Phoenix Wright universe and you have something of ridiculously awesome proportions.

YES

YES

The first musical, "Phoenix Wright: Ace Attorney - Truth Resurrected", focuses on Phoenix Wright as he tries to prove the innocence of his former lover, Leona Clyde, who has been accused of murdering a senator. Of course, Miles Edgeworth is there to get in his way, and the results are awesome song and dance sequences featuring some of your favorite characters from the franchise. In fact, the big opening sequence features Phoenix Wright, Miles Edgeworth, Larry Butz, Lotta Hart, Detective Gumshoe, Maya Fey, and Ema Skye all dancing in tandem. My favorite sequence, however, would have to be the Phoenix Wright/Miles Edgeworth dance-off that seamlessly turns into them facing against each other in the court room. The combination of the music, lighting, and general mood due to their history makes it truly special.

Miles Edgeworth and Phoenix Wright face off.

Premiering just six months later due to the popularity of the first Phoenix Wright, Phoenix Wright 2 focuses on a young woman whose mother is a suspect in a crime she didn't commit. Well, that's all the official description will give you, anyway; the story actually goes much deeper, but I won't spoil anything for potential viewers. It does do a good job of capturing the twists and turns the games are so known for, however, and even introduces Franziska von Karma herself—carrying her signature whip, of course! The best part of the show comes at the end, when the main characters dress in extra fancy versions of their outfits and do a song/dance number that lasts for a good ten minutes.

Franziska von Karma wagging her finger.

It's really all the little touches that help make these musicals so great, though. Working alongside Capcom, the musicals feature a close attention to detail that doesn't go unnoticed and is much appreciated. Using actual songs (particularly from the court room), art assets and sound effects from the game just oozes fanservice, and it totally works. They even go so far as to mimic character mannerisms you're familiar with, such as the way Miles shakes his head and shrugs his shoulders, or the way that Franziska waves her finger back and forth at Phoenix whenever he has screwed up. They also do a great job with the character design, making changes when needed; for example, Ranju Tomu (Phoenix Wright) was originally going to have the same hairstyle as the character does in the game, but they changed it due to it actually looking pretty terrible. Some purists may complain about this, but the changes they make are for the better. It's just like when a movie changes a superhero's costume from the comics—some things just don't translate properly to real life.

 

Larry Butz

I could write an entire Luchazine about these wonderful works of art, but I'll stop here. Words and screens can only express so much, so I highly recommend that you look up these musicals on your own; there are plenty of fansubs just waiting to be watched.

You messed with the wrong prosecutor.

You messed with the wrong prosecutor.

---

All images are screencaps I took from the DVDs I got at the Takarazuka Revue gift shop. (The 'u' is silent in Takarazuka, by the way.)

Here are a bunch of images that weren't included in the article!:

 

Phoenix Wright: Ace Attorney - Truth Resurrected

View fullsize    The logo before the show starts.
View fullsize    The opening to the show.
View fullsize    A dance number featuring all the main characters.
View fullsize    Awesome.
View fullsize    Phoenix Wright losing the face-off against Miles Edgeworth.
View fullsize    Phoenix Wright losing the face-off against Miles Edgeworth some more.
View fullsize    Lotta Hart's testimony.
View fullsize    Phoenix Wright thinking about the past with Maya Fey.
View fullsize    The ending testimony.
View fullsize    Perhaps the final bit of evidence...
View fullsize    Case solved!

Phoenix Wright 2

View fullsize    The logo before Phoenix Wright 2 started.
View fullsize    The opening scene for Phoenix Wright 2.
View fullsize    The opening credits for Phoenix Wright 2.
View fullsize    Some of the main cast gathered in the court room.
View fullsize  A dance number with the main characters of Phoenix Wright 2.   
View fullsize    Franziska von Karma with her signature whip.
View fullsize    Franziska von Karma finding the flaw in Phoenix's argument.
View fullsize    Phoenix Wright singing and Miles Edgeworth being Miles Edgeworth.
View fullsize    Phoenix Wright discovering that Maya Fey has been kidnapped.
View fullsize    Miles Edgeworth singing and walking through the audience.
View fullsize    Phoenix Wright in turmoil.
View fullsize    Franziska von Karma singing.
View fullsize    A sequence featuring the three main stars.
View fullsize    The final testimony.
View fullsize    The verdict.
View fullsize    A fancy ending dance sequence featuring Miles Edgeworth.
View fullsize    The big sequence at the end.
tags: Phoenix Wright, The Luchazine, Ace Attorney, Takarazuka Revue, Japan, 2010
categories: Video Games
Monday 02.07.11
Posted by Charles Alan Ratliff
 

Electric Town: An Akihabara Arcade Experience - Part II

This is the Electric Town: An Akihabara Arcade Experience - Part II piece that I wrote for The Luchazine (October 7th, 2010 edition of Issue #5) that was never released. I'm only including a small image of the design (done by JohnRabbit) this time, as the text included isn't final. You can read the full article below! You can read Part I in the fourth issue of The Luchazine.

Electric Town: An Akihabara Arcade Experience - Part II Luchazine mock-up

Waking up at 5 AM, I was too excited to go back to sleep. Yesterday's experience at GiGO arcade left me wanting more, so I made a list of all the greatest arcades in the Akihabara area, including Club Sega and Taito HEY.

My worries of spending more time trying to find these places than actually playing the games in them were instantly alleviated. Turning the first corner after exiting Akihabara Station, I saw this in the distance:

 

Club SEGA in Akihabara

Much like GiGO before it, Club Sega is a six-level arcade that continues the apparent pattern of having the first floor dedicated solely to claw games. Passing by some Hatsune Miku gear and Mickey Mouse pillows, I headed downstairs to B1, only to stand stunned at what I saw next.

"This is what I've been looking for this whole time." I thought to myself. In front of me were twenty-five Virtua Fighter 5 R machines and twenty Tekken 6: Bloodline Rebellion machines. The best part of all was that this place was packed—if someone wasn't in the middle of a furious battle, they were standing around watching matches. Trying my hand at Virtua Fighter 5 R and failing miserably (a series I am most familiar with via capsule toys in Shenmue), I purchased a Tekken-Net ID card and headed to the back corner of the room. My brother had been fighting this one guy for a while, and I decided to see how I would fare against him. As I sat down, I slid the overflowing ash tray to my side—apparently, people smoke a lot more when playing fighting games—and inserted my card. His Steve and my Hwoarang fought for quite some time, and regardless of how close I came, I just couldn't beat him. I guess that's the problem when you rarely play fighting games and then go to a Japanese arcade.

 

This card holds the proof of my shame.

This card holds the proof of my shame.

Coming to the conclusion that I would probably never win and not wanting to waste anymore of my precious 100 yen coins, I headed up to the 2nd floor. If B1 was the fighting floor, than this was the racing floor. Eight Initial D: Arcade Stage 5, four R-Tuned: Ultimate Street Racing, and eight Wangan Midnight Maximum Tune 3 DX Plus machines took up the majority of the floor space. However, it seemed like most of the people there were far more interested in playing Hatsune Miku: Project DIVA Arcade, even if it meant having to stand in a roped-off line for a while. Not in the mood for racing or waiting in line for twenty minutes, I played another rhythm-based game where you hit giant buttons called pop'n music. A 1998 game by Konami that was updated earlier this year with new songs, you select your difficulty by choosing whether to play with five or nine buttons (insanity!). Most of the music was unfamiliar to me, though I did do pretty well when it came to the themes of Gradius and Kill Bill. Another rhythm-based game on this floor was Taiko no Tatsujin 13, which you may be familiar with as "that drum game" from Lost in Translation (though that was an earlier version). I watched a few gaijin play it for future reference (foreshadowing!) and scaled the stairs up to the third floor.

I cannot possibly overstate how popular she is here.

I cannot possibly overstate how popular she is here.

Another room packed with people and fighting games, there was a lot of variety to choose from here. You had your choice of playing: Sengoku Basara X, The King of Fighters 2002, BlazBlue: Continuum Shift, Arcana Heart 3, Melty Blood, Guilty Gear XX Λ Core, The King of Fighters XIII, and Street Fighter IV. It was, to say, complete madness. Getting my ass kicked once again (my Terry Bogard just wasn't strong enough), I went up to the fourth floor to experience even more craziness.

"Actually, Charles, I think you just suck."

With the exception of the wildly out-of-place Power Smash 3 machines (tennis!), this floor was nothing but seemingly complicated-ass mech games, mostly from the Gundam franchise. Satisfied at being able to grasp Gundam far better than Cyber Troopers, I progressed up the final set of stairs to the fifth floor of Club Sega, only to lay eyes upon one of the greatest arcade setups I have ever seen. Imagine eight players, all with their own arcade cabinets, controlling and managing their football players via collectible trading cards and then seeing the results of their actions on a 100-inch plus screen in front of them which is showcasing the match as if it were a live football broadcast. World Club Champion Football Intercontinental Clubs 2008-2009 must be what Football Manager fans have wet dreams about. I know I would if I were into these types of games.

World Club was so awesome, in fact, that I nearly missed the Shining Force Cross machines. However, due to the awesomeness of the game (it being one of my favorite things I played in all of Tokyo), this author has decided to do a separate feature on it in issue #6.

Leaving the complex in a wave of euphoria, I went in search of Taito HEY wondering if my experience at Club Sega could hope to be matched.

---

Obviously, there won't an issue #6 of The Luchazine, but I will continue this series in blog format.

 

tags: The Luchazine, Arcade, Hatsune Miku, Lost in Translation, Sega, Shenmue, Shining Force Cross, Taito, Tekken 6: Bloodline Rebellion, Terry Bogard, Virtua Fighter 5 R, Japan, Claw Games, Mickey Mouse, Initial D: Arcade Stage 5, R-Tuned: Ultimate Street Racing, Wangan Midnight Maximum Tune 3 DX Plus, Hatsune Miku: Project DIVA Arcade, pop'n music, Gradius, Kill Bill, Taiko no Tatsujin 13, World Club Champion Football Intercontinental Clubs 2008-2009, Power Smash 3, Sengoku Basara X, The King of Fighters 2002, BlazBlue: Continuum Shift, Arcana Heart 3, Melty Blood, Guilty Gear XX Λ Core, The King of Fighters XIII, Street Fighter IV, Gundam, 2010
categories: Video Games
Friday 02.04.11
Posted by Charles Alan Ratliff
 
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