Update - PvP: The Comic Book
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I haven&#8217;t talked about the PvP comic book for a while and there&#8217;s a reason for that: I&#8217;ve been avoiding the subject. I made a lot of extra work for myself last year what with the animated series, moving into a new office, bringing my store in house, etc. Because of that, I got behind on [...]
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Tycho:  I uploaded the comic early, as many of you noticed.  I entered the wrong number in the update field.  You may also have noticed that the spelling in these posts has really gone to hell.  So, that's numbers and letters.  I hope to one day discover a set of pictograms with which I can manage some baseline fucking proficiency.
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Tycho:  I've tried to make the most of the Playstation 3 now that it's set up, and hearing that Tekken 5 would see release on the service yesterday made us dig deeper into their virtual storefront. This has got to be one of the most careful, convoluted purchase experiences ever engineered.  The comic presents it as a conversation, which I suppose each transaction is, at some level - but this is actually how it goes down.
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Gabe:  Kara and I got ganked by four or five Horde last night out in Winterspring while we were trying to finish up a long quest chain. Thanks to everyone that showed up to help us. I'm not sure a 30 man raid was necessary, but we appreciate it.
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In my last blog post, I mentioned the work on rubinius (then at a 0.7 release and now at 0.8) and JRuby.  I also promised I&#8217;d follow up on them.  Here&#8217;s what&#8217;s been going on so far.
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Tycho: The writing process for today's comic was recorded in its entirety, and we have uploaded this harrowing process as a podcast. If these 'casts are something you enjoy, you can probably get them earlier than the official announcements by subscribing to our ridiculously convenient feed. (CW)TB
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Gabe: Sorry for the late comic strip today. It was just a little more than I was able to get done in one day. I ended up having to finish it up this morning. I've had some requests for wallpapers of the relief at the top of the Olympus and I'll try and get something like that out.
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Gabe: I know we don't talk about our game much. We really don't want to beat you guys over the head with it. Honestly we handle most of our big projects that way. We try to make coming here "easy" and I don't want you guys to feel like you're constantly being pitched something. Balancing that against the fact that if we don't tell you about things like new shirts and books you are less likely to purchase them is tricky. another reason for the lack of coverage is that we really weren't sure the game was going to be any good. We're doing a lot of the art and all the writing but the reality is that this was a collaboration with the Hothead guys and until very recently I wasn't convinced making the game was a good idea.Tycho said it best in a couple interviews "games look like shit until they look awesome." it's really more than that though because they also play like shit until they are fun. I remember getting the first build months ago and telling Tycho we should scrap the entire thing. The builds kept coming though and they kept getting better and better. I understand now that that's just how game development works. It wasn't until the most recent build that I finally saw something genuinely fun. The Hothead guys obviously knew what they were making but for me it was like looking at a sketch and not understanding how it could ever be a finished painting. I've played through it multiple times now and I can tell you truthfully that it's funny and it's fun to play. If you like PA I believe you will enjoy it. If you don't know about PA I think you will still laugh and If you hate us you'll hate our game. The game just hit beta and Hothead is polishing it more and more every day. I can tell you that what I see right now I'm honestly proud of. Tycho has written some of his best stuff for this game. Like me, he hates himself and hates the things he makes so he would never link you to this, but I feel like he deserves it. A while back Tycho spent a week at the Hothead studio writing non stop for the game. Ron Gilbert was up there as well and he posted this on his blog shortly after."Jerry from PA is up here as well doing the writing and it's a thrill to see him work.He's a top-shelf writer, right up there with Tim Schafer and Dave Grossman."I'm sure when Tycho sees I linked that he'll go right for his wrists, but it's true. An early build of the game recently made its way through the media digestive system. The result is that you will see coverage of it popping up at many of your favorite game news sites. Everything I've seen so far has been very positive but I guess that's the way it is with previews. I think the best place to go is Gametrailers as they simply post high quality video of the game being played. You can make your own decisions based on what you see. If you want more you can watch the 1up show where a narcoleptic Jedi will tell you that the game is "like not really like PA but also like totally like PA." Maybe that's helpful to someone? The Gamelife blog over at Wired also has a very complete write up of the game if you want more than just raw footage. It's funny, before the game I never would have thought twice about calling someone a narcoleptic Jedi. After I had typed it out though I paused. Am I Derek Smart now? Will this effect our PR persons relationship with 1Up and other media outlets? Will they savage us in their review and will that hurt sales? Should I not talk about the coverage at all?Even if all of that is true should I care?Obviously the answer is no. -Gabe out
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Tycho:  Having played collectible card games since the original printing of Magic - taking my dishwasher's tips across the street to Dragon Tails to secure boosters for the coveted Arabian Nights - seeing Gabriel take up the pastime has warmed (but not thawed) my black heart.  It's always a portion of myself I've bridled in his presence, kept hidden, suppressed may be the word.  To have him take it up so freely makes me wonder which perversion of mine he'll take up next.    When he started talking about his "Firestarter" deck, whose dancing fires were stoked by a mysterious device known as "The Holon Engine," I began to worry.  The dangers of Netdecking are fairly substantial when it comes to friendly play, a corrosive force that turns friendly pick-up games into ostentatious displays of wealth on par with rap videos.  If you're playing in a competitive venue, building on prior art and making loads of precision purchases is probably your only recourse.  But if you're just playing at lunch, let me be clear:  you are consorting with devils.    I took time over the weekend to hit the level cap in Call of Duty 4, and then just to be sure that I understood what was going on I played for several more hours.  I'm not the most skilled player you will encounter, with a roughly equal number of kills and deaths, but I prefer to think of my work in an assassinative context - the removal of key players at key moments.  Please let me have this.  In the absence of the game's deeply integrated progression scheme, Infinity Ward would merely have created one of the best shooters available today.  It would have staunch proponents, and they would be right to praise it.  Is there a substance within cream that can rise to the top of itself?  This substance has been discovered.  As a distillation of the Infantry FPS, this is right down to it.  This is brutal, unrepentant, bathtub fucking hooch.  It is tight and smooth, it is lethal.  Unrelenting in its intensity, your first rounds - indeed, your first few levels - will be spent without the succor of CoD4's rich rewards for continued play.  But you'll see them on the killcam, every time you go down:  this one has increased health, of course that would help.  This one does more damage.  This one, after he's killed, pulls his sidearm and takes a few final shots.  This one's shots retain more of their damage after they pass through a wall.        You earn these for leveling up, with the experience you gain for every kill, for every round.  You also earn experience for Challenges, which are (collectively) "awesome things that you did."  I completed X-Ray challenges last night for killing people behind walls, which dished up bonus XP - this is displayed with exultant audio and video cues at the very moment of success.  Killing while crouched, killing while prone, taking down an enemy helicopter, this is all gravy.  There are challenges specific to your weapon, as well:  for kills and headshots with that firearm, you travel down an upgrade path unique to that weapon that reveals sights, camouflage patterns, and other tools to customize your equipment.    Watching videos of multiplayer play online, you'll get the impression that it looks better than it does.  It looks fantastic, don't get me wrong, but it's not completely photorealistic.  What it does have is an extremely reliable framerate and excellent level design, so that during the experience of play these fantastic visuals are transmuted into something sublime.  Here's what I mean:  if a friend is over, and they are watching you play, they'll be able to detect flaws here and there.  Level geometry isn't especially fanciful, and blown paper or leaves look a little strange.  But for the player, movement is just right, player models are just right, and the environments are right so that moment to moment everything gels.      As I said on Friday, to bring this thing into the house of Halo is pretty ballsy - but it'll carve out its proper due.  On the Playstation 3, what force could stand against it?  I have a high opinion of Haze, but I've never played it - that's based mostly on my gut.  Call of Duty 4 will fall hard on that system, like shrieking artillery.
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Tycho: Some of you have probably already heard it, since I put it up yesterday - but we're trying new hosting for the podcast, and I wanted to make sure everything made sense before I dropped it on the front page. The podcast is for Wednesday's strip, "The Ungift, Part Two." You can download it here, or subscribe to the feed here. The levels are a little crazy in a couple spots, for which I apologize. I think we've got those ironed out, now. (CW)TB
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Tycho: Two new shirts today. One based on the Broodax Strips, which can be found here, and looks like this:   And another shirt based on the control scheme for Starfire Saga V: Laserion, which can be found here, and looks like this:   (CW)TB
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In May, Image comics and I will be releasing what&#8217;s sizing up to be a 48 page 10 year anniversary one shot book full of art and pin-ups from Comic book industry giants. I am blessed to have already received cover-art from the amazing Jeff Smith. Other industry phenoms who have agreed to donate art [...]
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Gabe:  We had this shirt at PAX and next to the actual PAX 2007 design I think it was our best seller. Like the majority of our stuff this probably won't make any sense to some of you. I'll just say it's Pokemon related and leave it at that. For you trainers out there who couldn't make it to PAX the shirt is now available in our store. The Target by our office had the new PSP slim with Daxter pack today so I went and picked one up. They unfortunately did not have the AV cables so I can't test the video out stuff yet. In fact all I've done so far is open it up and plug it in to charge. I don't know how "slim" it is but it's crazy light. I thought I was holding some kind of fake display PSP and the real one was still in the box somewhere.-Gabe out
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A new video-game publisher wants to put creative power back in the hands of the little guy. Plus: Halo 3 button lets you mute whiney players. In Game|Life.
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Tycho: Gabe had to watch the other Gabe today, so we made the comic a day in advance. It's about the guy who wrote that ridiculous Mass Effect article. We decided to put it up a day early because, just as we predicted in the strip, he's taken a swipe at gamers. The young man quoted in his piece did not represent our community well, but locking horns with a professional liar would bring out the worst in anyone. (CW)TB
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Gabe: I didn't realise it before but the comic we did for Assassins Creed is also being shown online. You can still get the printed version in the collectors edition of the game. The first page just went live today over on the official site. Here's a direct link if you're interested. It's an eight page story and I'm actually not sure what the release schedule for the rest of the pages is. I'll be sure and let you know here as they become available.   I drew this one and the the colors were handled by Imaginary Friends. Tycho is responsible for the words. The story takes place before the game and gives a little insight in the character of Altair. Obviously it's only one page right now but once you've seen some more of it I'd love to hear what you think.-Gabe out
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At last, we have the results in the Talk-to-the-Prime-Designer Contest. I apologize for the delay, which was due partly to the volume of entries (over 400) and partly to an unusual late-hour conflict among the judges. The rules of the contest were simple: Assume weâre all living in a computer simulation like the envisioned by [...].