<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>40 Ounces, 1 Game &#187; Uncategorized</title>
	<atom:link href="http://www.40oz1game.com/category/uncategorized/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.40oz1game.com</link>
	<description>Computer games + beer = 40oz1game</description>
	<lastBuildDate>Tue, 26 Jan 2010 20:30:09 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Heroes of Newerth Beta-key Contest &#8211; CONTEST OVER</title>
		<link>http://www.40oz1game.com/2009/09/heroes-of-newerth-beta-key-contest/</link>
		<comments>http://www.40oz1game.com/2009/09/heroes-of-newerth-beta-key-contest/#comments</comments>
		<pubDate>Sun, 13 Sep 2009 21:46:01 +0000</pubDate>
		<dc:creator>d4niel</dc:creator>
				<category><![CDATA[Poorly-planned Ideas]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.40oz1game.com/?p=269</guid>
		<description><![CDATA[




















As has probably been fairly obvious, I&#8217;m completely enamoured with Heroes of Newerth and have been in the closed beta for awhile.  As a result of this, beta testers are occasionally given extra keys to invite other players into the game &#8211; and I&#8217;ve come across an extra key that ONE OF YOU JUST MIGHT [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.40oz1game.com/wp-content/uploads/2009/09/HoN-logo.png"><div style="width:626px; " class="alignleft">
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat left top; width: 30px; height: 7px; float: left;" class="shadow_img"></div>
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat right top; width: 30px; height: 7px; float: right;" class="shadow_img"></div>
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx_top.png) repeat-x center top; margin: 0 30px; height: 7px;" class="shadow_img"></div>
<table style="margin:0;padding:0;width:100%;empty-cells:show;border-collapse:collapse;"><tr>
<td style="margin:0;padding:0;border-width:0;background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat left -7px; width: 15px; height: 25px;" class="shadow_img"></td>
<td rowspan=2 style="margin:0;padding:0;border-width:0; background-color: transparent; line-height:1px;">
<img class="shadow_osx " title="HoN logo" src="http://www.40oz1game.com/wp-content/uploads/2009/09/HoN-logo.png" alt="Heroism of a Newish Earth or Something" width="596" height="279"  style="padding:0 !important; margin:0 !important; vertical-align:text-bottom !important; min-height: 25px !important;">
</td>
<td style="margin:0;padding:0;border-width:0;background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat right -7px; width: 15px; height: 25px;" class="shadow_img"></td>
</tr>
<tr>
<td style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx_left.png) repeat-y left center; width: 15px;margin:0;padding:0;border-width:0;" class="shadow_img"></td>
<td style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx_right.png) repeat-y right center; width: 15px;margin:0;padding:0;border-width:0;" class="shadow_img"></td>
</tr>
</table>
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat left bottom; width: 30px; height: 23px; float: left;" class="shadow_img"></div>
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx.png) no-repeat right bottom; width: 30px; height: 23px; float: right;" class="shadow_img"></div>
<div style="background: transparent url(http://www.40oz1game.com/wp-content/plugins/shadows/shadow_osx_bottom.png) repeat-x center bottom; margin: 0 30px; height: 23px;" class="shadow_img"></div>
</div>
</a></p>
<p>As has probably been fairly obvious, I&#8217;m completely enamoured with Heroes of Newerth and have been in the closed beta for awhile.  As a result of this, beta testers are occasionally given extra keys to invite other players into the game &#8211; and I&#8217;ve come across an extra key that ONE OF YOU JUST MIGHT GET! Read below the cut for more.</p>
<p><strong><span id="more-269"></span></strong>Here is what you need to do: answer two of the three following riddles correctly, and then email it to me at the address listed on this website.  I&#8217;ll amend this post later to include where I got the riddles &#8211; not including them now to prevent cheating.  Not that you couldn&#8217;t just do a Google search &#8211; but that defeats the purpose of this, so please don&#8217;t be a dickbag about things.</p>
<p>1.  What thing has keys that do not open locks, spaces that contain no room, and is something that you can enter &#8211; but never go inside of?</p>
<p>2. What English word is nine letters long, and can remain an English word at each step as you remove one letter at a time, right down to a single letter?   Extra credit: dissect the word in the correct order.</p>
<p>3. A man had 12 toothpicks in front of him.  He took one away.  Now he had 9 in front of him.  How is this possible?</p>
<p>edit: click &#8220;About&#8221; at the top for my email &#8211; I don&#8217;t want to place it in too many spots on the site. Fuck robots!</p>
<p>edit2: Congratulations, Ethan!  Your HoN key will be sent when I get confirmation of your email address.  For those curious, here are the answers (as provided by Ethan):</p>
<p>1: A keyboard.</p>
<p>2: Through a clever bit of reverse-engineering &#8211; something I hadn&#8217;t really thought to do &#8211; Ethan provided the following:<br />
&#8220;I was actually pouring over a dictionary for a bit and I got it by starting with I or a and adding a letter until I got to nine letters that made a word each time.<br />
I got Startling<br />
-l=starting<br />
-t=staring<br />
-a=string<br />
-r=sting<br />
-t=sing<br />
-g=sin<br />
-s=in<br />
-n=i<br />
i&#8221;</p>
<p>3: The man spelt the word &#8220;nine&#8221; with the remaining toothpicks.</p>
<p>Ignore, if you would, the image quality.  Taken from the HoN website.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.40oz1game.com/2009/09/heroes-of-newerth-beta-key-contest/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Eighth Section of Open Beta</title>
		<link>http://www.40oz1game.com/2009/08/the-eighth-section-of-open-beta/</link>
		<comments>http://www.40oz1game.com/2009/08/the-eighth-section-of-open-beta/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 07:27:09 +0000</pubDate>
		<dc:creator>d4niel</dc:creator>
				<category><![CDATA[Computer Games and Beer]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[futurewar]]></category>
		<category><![CDATA[planejumping]]></category>
		<category><![CDATA[running about with guns]]></category>
		<category><![CDATA[running real fast]]></category>
		<category><![CDATA[Section 8]]></category>
		<category><![CDATA[unicorns]]></category>

		<guid isPermaLink="false">http://www.40oz1game.com/?p=255</guid>
		<description><![CDATA[
So I’ve spent the last week or so pretty heavily engrossed with Timegate’s new futurewar runey-jumpey-shootey game, Section 8 &#8211; and it’s great.  It has all of the elements of a FPS game that I’ve been hunting for awhile now: jet-packs, loud, badass-feeling guns, and a selection of loadouts with which to kit your [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.40oz1game.com/wp-content/uploads/2009/08/S8Game-F-2009-08-19-00-29-31-04.jpg"><img src="http://www.40oz1game.com/wp-content/uploads/2009/08/S8Game-F-2009-08-19-00-29-31-04.jpg" alt="S8Game-F 2009-08-19 00-29-31-04" title="S8Game-F 2009-08-19 00-29-31-04" width="600" height="318" class="alignnone size-full wp-image-468" /></a><br />
So I’ve spent the last week or so pretty heavily engrossed with Timegate’s new futurewar runey-jumpey-shootey game, Section 8 &#8211; and it’s great.  It has all of the elements of a FPS game that I’ve been hunting for awhile now: jet-packs, loud, badass-feeling guns, and a selection of loadouts with which to kit your generic robotic-like futurewar soldier avatar to make him a bit closer to your ideal.  In other words, I’ve been looking for the next version of Tribes 2 &#8211; and in this, Section 8 does not disappoint.  Click through for my overly-lengthly thoughts on the open beta.</p>
<p><strong><span id="more-255"></span></strong>It doesn’t appear &#8211; at least from the open beta &#8211; to have the deep complexity or brick-wall learning curve of Tribes 2, but this isn’t necessarily a bad thing.  On the two maps that were available for play, the simplified Tribes combat worked rather well.  Armored guys, in traditional red vs. blue style, ran about shooting at each other with a variety of weapons in a variety of different kits pursuing a variety of different objectives.  These objectives are a bit neat, a bit like a sidequest in a typical RPG game: go kill the enemy VIP/general, or go and escort ours.  Get into this big truck thing with a bunch of giant guns on it and make sure it gets to the correct destination.  Find the “intel” &#8211; the flag &#8211; and get it to the capture point.  Nothing particularly new here, but their inclusion into an otherwise typical point-capture FPS game mixed up the gameplay a good bit, as four control points + sidemissions ensured that combat was never centered in any one place.</p>
<p>Which is a good thing, as combat doesn’t seem to have been designed for large scale affairs.  Most of the man-killing weapons don’t do any sort of area-effect damage, and individual players can take quite a good bit before dying, so firefights of more than four players per side can get, well, almost stagnant, what with half of them carrying repair tools and healing each other in times of need.  So, big firefights are more or less out of the equation &#8211; but how do small fights add up?</p>
<p>Among the best I’ve seen in awhile.  Finding cover is absolutely crucial, as is knowing your flank and surroundings.  While an individual player can inflict great harm on the enemy if well-placed and played, team-work is, as has been the current theme in contemporary FPS games, of tantamount importance.  The genuinely bizarre thing about this is that players seem more than willing to work together &#8211; it’s not uncommon to be sprinting along a path to an objective only to find a couple of other robot-suit pals running along side you, ready to kill a bunch of people and blow some stuff up with whatever their particular kit is.  Generally, these will be pretty varied from one player to the next: one player may opt for heavy armor, shielding, and a rocket launcer to piss off enemy defensive installations, and others &#8211; like myself, most often &#8211; kit themselves for speed, stealth, and weapon power, hoping to attain the addage of &#8220;One Shot, One Kill.&#8221;</p>
<p>Although a mid-range firefight can drag out in excess of thirty seconds, if a bogey drops in on your six with a fast-firing weapon, you’re pretty much already dead.  This is due to the lock-on mechanism found within Section 8.  Right mouse button to zoom, mouse over target, press E, and you’ll lock onto them, automatically moving your gun or knife or other death implement in whatever ridiculous pattern your enemy deigns to move in &#8211; and, generally speaking, you’ll kill them.</p>
<p>But here’s the thing with the lock-on: it doesn’t last long.  At best, when kitted for it, you’ll have a lock for about eight seconds, which is usually just enough time to kill someone at relatively close range.  At medium range, however, the lock-on by itself won’t kill anything, and at best you’ll chew through their shield and then be left to spray lead in the abstract bullet-patterns like so many other games of the genre.  However, choose your lock-on wisely &#8211; like after knocking out a good portion of the enemies’ shield &#8211; and they’re as good as dead.  As a result of this, duels often seem to come down to whomever is at their weapon’s optimal range and who uses their lock-on at the right time.</p>
<p>There are a variety of other means that one can employ to stack encounters in their favor, and this is where Section 8 really shines.  You can pick two of the available weapons for your loadout, although here there isn’t anything special &#8211; a pistol, a shotgun, a machine gun, an assault rifle, a sniper rifle, and a missile launcher.  However, you can take a series of passive modules that spice things up a bit and provide great differences in the otherwise identical sea of guys-in-robot-suits you’ll be fighting.  I’ve generally found that I enjoy either the up-close and grizzly assault style of leaping into combat like a maniac with a machine gun, or cooly picking people off from afar with the sniper rifle; as a result, I generally choose to maximize my damage output with anvil rounds, ensure additional accuracy with the gyro stabilizers (which reduce recoil and grant a bit smaller of a firing arc), and spend my remaining two points on the shield booster to give me more time to react.  There are other options, too, like the repair field, which increases the speed at which you repair both objects and your comrades, and another one that increases running speed and jetpack recharge.  Each player is allowed ten points to customize their loadout any way that they choose.</p>
<p>Finally, there are the useable items.  There are not many of these, and two of them &#8211; the mortar and the det pack &#8211; were not available in the open beta.  You can choose the knife, for even grizzlier up-close mayhem than the shotgun or machinegun, which often kills in a single blow; the grenade, which is nice because it doesn’t actually explode unless you toss it nearby somebody; the mini-sensor which, well, it senses stuff, and ensures that little red triangles representing the enemy robot-suit-guys will appear forever on your screen.  Until the charge runs out, anyway.  My personal favorites were the repair wrench, which lets you heal yourself and your robot pals, and the stealth matrix, which doesn’t actually make you invisible &#8211; rather, it removes your little red triangle from the enemy HUD and prevents/removes lock-on attempts.  It’s great for running the hell away if you’re not in an optimal position for a fight, or to give you a very prominent edge in a tight duel.</p>
<p>I’ve made mention several times of how everybody looks like they’re wearing a robot suit or something, and they really do.  Each player looks identical, whether teammate or not, and although you’re rarely close enough to notice enemy graphical differentiation, some variety here would have been nice.  The robot-guy-suit thing doesn’t end with player avatars, however, as almost every aspect of the HUD is modeled after this &#8211; and it’s done supremely well, and in a way Section 8 reminds me of a single-warrior version of Supreme Commander.  Little red triangles show where bad guys might be, little red diamonds where enemy controlled points are, and it all works very well, but what is fantastic about the robot-suit theme Timegate is working here are the little touches.  For example, spawning is relatively unique in Section 8; instead of being reborn at your team’s home base or whatever the generic term is, you are instead allowed to spawn anywhere &#8211; absolutely anywhere &#8211; that you might choose to click, and you are then flung from a spaceship that hovers over the battlefield.</p>
<p>And it’s completely awesome.</p>
<p>Friction burn flickers on the periphery and the shimmer of your shield envelops you as you fall.  At a thousand meters up, you can initiate the air brake, which grants you a modicum of control over your descent.  Neglect to hit the brake and you’ll fall and strike the ground far faster, ensuring you’ll avoid enemy anti-aircraft emplacements, and although you’ll take no damage, there is still a cost: you make earthfall much harder than normal, and you land crouching, delayed before you can move.  The beauty in this is what happens to the perspective during the hard earthfall: when you land, your vision shifts to pink/blue/green, almost as if the connection between your character as a human and your robot-suit is being frayed.  It works wonderfully.</p>
<p>The drop ship also serves another function: to drop stuff for the player.  In the beta, you can only requisition three of the eight or so available items: a supply depot, which bestows ammunition and health, a minigun turret, which shoots at red-colored HUD enemy units, and a heavy suit of armor.  Think a smaller mechwarrior &#8211; a minigun on each hand and big fists with which to grab, strangle, and smash your enemies upon the ground with.  That last bit is no fancy wordy trick to make them sound cooler, as the greatest strenght of the heavy comes in having the capability to kill an enemy robot suit in one squeeze.  That, and they&#8217;re a huge pain in the ass to kill with anything but the rocket launcher.</p>
<p>As with all running-jumping-shooting games, the player has to do a bit of running and jumping in addition to shooting &#8211; and as this is my favorite feature of the game, I’ve decided to close with it.  Player movement is relatively slow and ponderous, but this lends the impression that your robot-suit is heavy.  However, there’s a great mechanism to get around this; hold down the shift key as you run, and you’ll begin to run a bit faster.  Fill up a little gauge on the left of the HUD, and the camera will shift into a third-person perspective as you begin to sprint at super-human speeds.  The transition in speeds is really quite striking, and causes the player to feel like an immense and total badass when it is engaged.  Leap while you’re sprinting in this mode and engage the rocket-pack &#8211; by continuing to hold down the jump key &#8211; and you’ll rocket into the air, propelled forward by your incredible momentum, which allows you to make ludicrously dramatic and intense entrances.  I can’t imagine a better way to say hai to some pals than this &#8211; or to land within the enemy ranks with a machinegun and an air filled with blood.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.40oz1game.com/2009/08/the-eighth-section-of-open-beta/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
