Wednesday, December 21, 2011

The Social Nerds Episode 4 - Less Work More Penetration


In this weeks edition of the podcast we were finally reunited with Mr T.j Scrivener who has apparently been fraternising with Frost Trolls in the land of Skyrim until he took an arrow to the knee. With the wolf pack back to full power we started to discuss the latest in gaming and tech news.
 
Dan then went on to quiz Ben and I on our knowledge from the video game awards, he also went through all nominations and winners from the award ceremony. Of course the Social Nerds would not be anything without it’s daily spoonful of banter.

Written by TJ Scrivener

Sunday, December 18, 2011

The Social Nerds 4 - Less Work More Penetration


This week on The Social Nerds Ben and Dan are joined by their newest regular member Mr TJ Scrivener. With this new edition to the team the guys cover all the latest in gaming and tech news, discuss the results of the Video Game Awards and as usual find the best (or worst, depends on how you see it) of ads on craigslist.
Hosts -
Ben Sainty - @TheDoomSpoon
Daniel Smith - @Lord_Aten
TJ Scrivener - @TJScrivener
Contact us?!
Web - Thesocialnerdsblog.blogspot.com
Email - Thesocialnerds@gmail.com
Tweet - @TheSocialNerds

Friday, December 9, 2011

Dead Island Review


Conceived in 2005,

Dead Island finally makes its shambling way to shop shelves, invigorated by a promotional boost but carrying some telltale traits picked up during its six-year gestation. What began as a straight survival FPS – a wide-eyed go-anywhere, wield-anything premise – arrives looking a bit peaky. We spy Borderlands-shaped toothmarks on its loot-focused weapon customization and four player online co-op. Elsewhere, NPCs bear Oblivion-esque side missions – with none of Bethesda’s branching outcomes – while zombie types echo Left 4 Dead’s. Only Banoi Island itself remains Techland’s own, complete with all the texture, audio and animation glitches we’ve come to expect from its Chrome Engine.

Dead Island delivers death by a thousand cuts, both literal and figurative. The literal cuts are almost good fun. As zombie hordes (or, thanks to limited tech, zombie tens) shuffle closer, a series of melee blows result in chuckle-some injuries. Wrenches split heads, butchers’ knives cleave legs clean off and baseball bats dislocate arms, leaving them swinging impotently from the shoulder. Hit a sprinting infected with a well-timed swipe and its head pops off in slow motion as momentum sees the body comically run on by. In a game about bashing zombies, the zombies look suitably bashed. The problems arise from the bashing.
For a game built primarily around melee combat, the swinging arc is an inexact science. Some blows clip enemies visibly out of reach, while others refuse to snag bodies filling the screen. The vital kick move, handily knocking attackers down, sees the player’s leg constantly alter its length. Sometimes we are lanky Bruce Campbell, at others a wee Sarah Michelle Gellar. The mystery of this ever-changing limb is more engaging than Techland’s yarn. Console players get the added bonus of an inconsistent auto-aim, refusing to dish out the head lops that come more easily to PC mouse-wielders. What should be laughs of vindictive satisfaction are more often snorts of genuine surprise. You can see what they have attempted to do with the combat system, and they had some good ideas, but missed the mark on it's execution.

The survival fiction is particularly inept. Items respawn after a short window of time, lending infinite resources to a narrative that trades on desperate struggle. On a micro level, it leads to the absurd. Characters cry about dehydration as energy drinks lie at their feet, while tricky supply runs sit at odds with the infinite quantity of canned food in the room next door. And these inconsistencies cannot be forgiven with a weary shake of the head. Ongoing trade missions can be exploited as XP mines, while weapons need never go blunt thanks to endless trading funds. Only an awkward shopping interface dissuades such underhand play – every item has to be sold one unit at a time. Selling 17 magnets in a row is a true survival horror.

So while they have created an attractive world, and had some good ideas, they failed to deliver what they had promised to zombie game lovers. In a game that took so long to make, why do we see so many similarities to other games? This level of game complexity could have been carried off in a much shorter time, when we might have apreciated what it gave us, but they took too long, and although it can still be a fun game, it is far from the complete zombie experience that players were hoping for.

Written by Tj Scrivener

The Undead Nightmare Review


The Undead Nightmare pack, an expansion for Red Dead Redemption is one of those games that, when played in a busy office, can act as a Weapon of Mass Disruption. For starters, there's the odd spectacle of zombies swarming all over Rockstar San Diego's carefully constructed Western wilderness, disrupting the cut-scenes and generally making a mess of things. Then there's the utter racket made by the undead hoards - the wails and howls, boxers-browning shrieks that attract people from the adjacent room. The occasional frustrated yell adds to the disturbance, but that's nothing compared to the excitement that greets the arrival of a rare mythical creature. "WHAT THE ***K IS THAT?! Is it... wait... no! Can I ride it? I can ride it! And it's on fire!"

Thankfully for the rest of the staff here, I've now finished my battle against the plague-ridden denizens of New Austin. The fight took a surprisingly long time to finish, however - far longer than what you might expect from an 800 MS point / £7.99 piece of DLC. Undead Nightmare gives you an awful lot for your money: a new single player campaign that will take five to six hours to wrap up, a quartet of fresh weapons, and a long list of side quests and challenges to complete. After you're done with all this, there's new multiplayer material to get to grips with: the territory-snatching Land Grab match-type, and a co-op mode called Undead Overrun - essentially a zombie-based variant of Gears of War 2's Horde, pitching four human survivors against 10 waves of re-animated nasties.

Aside from the volume of additions, the impressive thing about Undead Nightmare is its sheer thoroughness. Rather than going for the easy money, and perhaps just lobbing a few new enemies into the existing framework, Rockstar has opted to completely overhaul the Red Dead experience in fine detail. So alongside the new quests, foes and weapons - the kind of thing you expect from a typical expansion pack - the developers have changed the whole appearance of their world, redressing the land in gloomy hues. There's a revamped soundtrack too, including a few licensed psychobilly tunes and even new cheeky comments for Marston himself as he loots the bodies of his rotten opposition.

This expansion is well worth it's reasonable price tag, and if you enjoyed Red Dead, and love zombies, which of course everyone does, then you're sure to enjoy this well developed expansion which brings you back to the rogue with a heart, to kill those whose hearts no longer beat.

Written by Tj Scrivener

Homefront: Good but short


Yes, it is short.
Just putting that out there, people aren't exaggerating, in terms of actual time, and in terms of how long it feels while you're playing it, its very very short. But does that detract from its fun? Only slightly. The problem is that it seems to rush itself, its not that they haven't padded it out with pointless length like some games, but that it feels like its literally from A to B to C, there needs to be more substance, its missing the detail and richness that other FPS's have, for example, the dialogue, again feels like only what needs to be said is said, which leaves the characters just kind of being there, rather than any deep interaction or emotional investment.
Having said that, the story itself creates a certain level of attachment, it does a good job of making you empathise with both the people and the situation. The plot is very well written, and very enjoyable to absorb. Does it stand up to other FPS's? Well, yes and no, if I compare it to MW2, which has a fairly similar story in terms of America being invaded, it just feels like a woolly attempt at an action driven FPS, the thing that dawned on me is that it feels like its been purposely made easy, and with an age tag of 15 instead of 18 like so many FPS's, it feels very much like its been made for a younger audience. Feeling like a kiddy FPS, the movement is sluggish, you're walked through everything all the time, you're pretty much always following people, you aren't let off the reigns, to explore, and man up, even though at the same time your ego is being inflated by everyone telling you how awesome you are and that you're gonna save the day, does this make 15 year olds feel good?
Another criticism is that the achievements don't feel very rewarding. 10G for completing a chapter? When there are only 7 chapters? Come on now, that's harsh, although this is supported by 25G for not dying or restarting on each chapter, along with the odd 10G for accomplishing certain things, or in certain times. I'm not saying I'm an achievement whore, with a very modest 24755G in three years, but getting a bleep bloop pop up for only 10G at the end of a chapter is disappointing. And there isn't even one for completing the story on normal, so if you want to actually feel good for having completed a 7th of the game, play on the hardest difficulty to get 60G per chapter, a big improvement.
Something I find very annoying in games, that is mostly being done away with now, is infinite spawning enemies. Not only is it extremely unrealistic, it adds to the frustration of playing this game. You think to your self, hmm, I'm in a nice spot, and I can take them all out without them noticing (The church), but no, all those bullets are wasted unless you push past their spawn point. Why would a game developer decide to do this? I just cant see the logic, I'm all for being pushed into battle and getting right in there, but if you have a sniper rifle and a lovely vantage point, why force the player to run straight in there?
If you've read to this point you might be starting to think that I hate this game, that's not true though, its a very good game, potentially. They just missed some key things that made it more frustrating than it should be. Lets add a positive though, the gun set is nice, I like the range of weapons that are both given to you at strategic points, and that you can find dotted around or on bodies. I like the sniper rifles particularly, and they come in very useful, I like how they've modded guns slightly to reflect that its set in the future, but haven't gone crazy with Spartan lasers and controllable sniper bullets.
And then we come to the end, of the game, but not quite the review. The end of the last chapter is very anticlimactic, the action is just starting, the revolution is just starting, it's starting to look and feel like a much better game, then you remember, and are abruptly shown, that this is the last chapter. Where's the end? Where's a conclusion of any sort? I'm all for games and films alike having open endings, which have the potential for a sequel, but a game shouldn't need it, actually need it, in order to tell the story. So is this game worth buying? Not for the campaign alone, if that's what you're interested in, rent it, you'll have plenty of time spare to start on the multiplayer, which is fun and interesting. It feels like a cross between COD and Battlefield, a comparison that no game could shrug off. I'll again state that I really enjoyed this game, and I really like it, I like the feel, and I like the story, while other aspects aren't quite on par, but then this is the first Homefront game, and I certainly hope there's a sequel, so I and others are able to see the rest of the vision behind this game, it's a good first attempt, so keep at it, but a bit more polish next time.
Adopting the IGN rating scale
Presentation: Plot and setting put it right at the top, but characters for me, along with delivery of everything you expect lead me to give it an: 8.5
Graphics: They aren't terrible, but they aren't great, you wouldn't expect them to be bidding for the next COD game, gonna have to give it a: 6
Sound: Mediocre, some really good times, but more where its like, ok, whatever, the gun and explosion sounds are good though: 7
Gameplay: Fun, it's fun to play, but sluggish and too guided, a babies version of COD: 6
Lasting Appeal: Do I ever want to play through the campaign again? Not really, but the multiplayer is good, so this ones tough.: 5

Which gives it an overall 6.5 'OKAY', which I feel is reflective of what they've done with this game, its not bad, pretty good, but, they fall short in different ways.

Written by Daniel Smith

Sunday, December 4, 2011

Episode 2 - Get Drinking Bitch

Hello and welcome to the blog for the social nerds, in which the weeks episode will be summarised, and we hope this will provide a supplement to your listening and general enjoyment.

This week on The Social Nerds podcast, we had a special guest, Mr David Geeson from the other podcast Dan hosts on The Xbox Banter Cast. We had some very interesting and wide ranging discussions, discussing the weeks news as per usual, having some debate about iPhone and Android, and thanks to Dave, things got weird and awkward, but in a good way of course.

We progress from Italian porn to German, albeit very briefly. Ben and Dave discuss playing BF3 Co-Op missions as well as the other games we have been playing, and then we discuss what we've been watching, including The Walking Dead.


Among other discussions, we then come across our discussion for the week; iPhone VS Android.

Dan is very much an apple fanboy and therefore sides with the iPhone, while Ben and Dave are champions of the Android camp. Although there were two entrenched views within the discussion, both sides were able to see the merits of the iPhone, which has chosen a very specific premium slot within the market, and the Android which is much more diverse, with a phone to suit what each person is willing to pay.

What sets apple apart from other phone's, atleast in the first instance, is probably it's appearance, apple products are beautifully designed, and as much as anything else, the product is meant to look attractive, which of course all products aim to do, but apple stand above the rest in creating a product that people want to look at, touch and show off. While android phone's in the most part certainly aren't unattractive, they strive for practicality and functionality sometimes to the detriment of aesthetics.

Then there is the aforementioned functionality. Android phones are good at what they do, and what they do is based around practicality, while there are many add ons to occupy the user, boasting apps that rival those of the iPhone, from the base up, android phones have everything you need and expect in a smartphone. Where as apple, have sometimes lost sight of what a phone should have by default, because they strive so much to be innovative, attractive and creative with all their products.

What it all comes down to at the end of the day is preference. What do you feel comfortable and find intuitive to use? That is what is important. Most smartphones these days do everything you want them to do, it's just the way they do them that changes, and that is what we found within our discussion, we talked about the strengths and weaknesses of both camps, but it all just came down to how we feel about the rectangle of metal and glass that we put in our pockets, what we want from it and how we want to use it.

Written by Daniel Smith

P.S iPhone is the best

The Social Nerds Episode 2


This week on The Social Nerds you are joined by your lovable regular hosts Mr Ben Sainty and Mr Daniel Smith along with guest, co-host of the Xbox Banter Cast and professional alcoholic Mr David Geeson. Together they cover the latest gaming and tech news, discuss smart phones and their operating systems and find you the "creme de la creme" of raves, rants and ads off craigs list!
All this and much more only on The Social Nerds!
Hosts -
Ben Sainty - @TheDoomSpoon
Daniel Smith - @Lord_Aten
Guest -
David Geeson - @TGF_David
Contact us?!
Email - Thesocialnerds@gmail.com
Tweet - @TheSocialNerds

The Social Nerds Episode 1

Welcome to the first ever episode of The Social Nerds! Your one stop weekly shot of Game news, Tech updates and merry banter!


First of all thank you to everyone for tuning in and we hope you enjoy listening as much as we did recording this episode. This week we look at the two biggest first person shooters of the year Battlefield 3 and Call of Duty Modern Warfare 3. In Tech News we discuss cloud gaming and how it can restore pc gaming. Dan finds some really strange lonely hearts ads and Ben talks about how his girlfriend beats him up.... Anyway all of that and much much more here at The Social Nerds!


Questions? Look below for contact details.


Hosts - Twitter Ben Sainty - @TheDoomSpoon
Daniel Smith - @Lord_Aten


Contact -
Email - Thesocialnerds@gmail.com
Twitter - @TheSocialNerds

Welcome to The Social Nerd's Blog!

Hello and welcome to The Social Nerd's Blog! Your one stop shot of gaming news, tech updates, reviews and some merry banter thrown in!


Your blog writing team and hosts of The Social Nerds podcast are the very striking Daniel Smith, the very simple Ben Sainty and the very extraordinary TJ Scrivener. Together we will keep you up to date with the latest in gaming and tech news, reviews and any weird and wonderful stuff we find along the way.


Contact us:
Email - Thesocialnerds@gmail.com
Tweet - @TheSocialNerds

Sincerely,

The Social Nerds Team.