About games and gaming thereof!

Let’s Play Unreal! Episode 1

Are you looking for a level of intellectualism unmatched in games? An experience full of riveting dialogue, intense situations, compelling characters and moral quandaries that will have you pondering the human condition for years to come?

Well then I’ll sadly have to ask you to leave, because we’re playing a game about running around and shooting stuff.

Sorry the video cut out at the end. The next few episodes are going to do the same thing. I didn’t realize Livestream Procaster cuts the video off after like 16 minutes or so. And also sorry there isn’t any combat for the first half of the video. I promise we’ll be blowing up lots of stuff in the episodes to come.

My partner in crime’s name is Galzzly, in case you were wondering how that’s spelled. He’s one of the guys behind the podcast that I talked about awhile ago (still planning on doing that in case you forgot).

Advertisements

4 responses

  1. Ranneko

    You have an inventory, it is in the top right hand corner, look for next item, previous item and use item in the preferences.

    The story is primarily told through messages that appear on the one item you have at the start, it is some sort of datapad/auto translator.

    June 2, 2011 at 5:36 AM

    • JPH

      Yeah, I realized the inventory thing later on (we recorded four episodes in one sitting).

      And I know that that’s how they tell the story. I didn’t want to have to sit and read all that because I knew it’d bore anybody watching the LP.

      June 2, 2011 at 5:59 AM

  2. Somewhat similar observations that I had playing Doom. The player moves around faster than in recent FPSs, slow moving projectiles that can be dodged, movement is incredibly important. Compared to the new school of FPS design, where movement is hardly important cause you’ll spend most of the game crouching behind cover waiting for health to regenerate, or die.

    One of the few recent games that’s like this is Ratchet and Clank series, which is a third person shooter/platformer, but the enemies shoot slow moving projectiles that can be avoided, and health doesn’t regenerate. It probably has more in common with old school FPS than new FPSs do.

    June 2, 2011 at 11:48 AM

  3. Fang

    All I can imagine the character doing in Unreal now to use the buttons is:
    Unreal Guy: “Button? FACE SMASH!”

    June 2, 2011 at 3:35 PM

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s