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	<title>Gamerscag Nation</title>
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	<webMaster>staff@berserkerproductions.com (Berserker Productions)</webMaster>
	<category>Video Games</category>
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		<title>Gamerscag Nation</title>
		<link>http://gamerscagnation.berserkerproductions.com</link>
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	<itunes:subtitle>Gamer Scag Radio</itunes:subtitle>
	<itunes:summary>Gamer Scag Radio brings you gaming news, information, stories, comics and, of course, the Gamer Scag of the Week.</itunes:summary>
	<itunes:keywords>gaming, video games, comics, xbox, gamerscag</itunes:keywords>
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	<itunes:author>Berserker Productions</itunes:author>
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		<item>
		<title>GamerScag Nation Show 46</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=616</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=616#comments</comments>
		<pubDate>Fri, 03 Sep 2010 18:40:18 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[Austin]]></category>
		<category><![CDATA[Bill Gates]]></category>
		<category><![CDATA[Game Stop]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[Hot things]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[THQ]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=616</guid>
		<description><![CDATA[This episode of the gauntlet brings out a cranky Chris and different opinions]]></description>
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<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow46.mp3' >GamerScag Nation Show 46</a></p>
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		<itunes:subtitle>GamerScag Nation Show 46
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		<itunes:summary>GamerScag Nation Show 46
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		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
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		<title>GamerScag Nation Show 45</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=612</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=612#comments</comments>
		<pubDate>Wed, 25 Aug 2010 14:58:49 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>

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		<description><![CDATA[GamerScag Nation Show 45]]></description>
			<content:encoded><![CDATA[<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow45.mp3' >GamerScag Nation Show 45</a></p>
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		<itunes:subtitle>GamerScag Nation Show 45

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		<itunes:summary>GamerScag Nation Show 45

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		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
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		<title>GamerScag Nation Show 44</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=605</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=605#comments</comments>
		<pubDate>Thu, 19 Aug 2010 11:55:06 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[Ace Combat]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Blockbuster]]></category>
		<category><![CDATA[Namco]]></category>
		<category><![CDATA[Netflix]]></category>
		<category><![CDATA[Tekken]]></category>
		<category><![CDATA[Uwe Buol]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=605</guid>
		<description><![CDATA[This week on GamerScag Nation: Ross, Dax, Brandon and Chris discuss a wide variety of topics from Ace Combat, Netflix, Blockbuster, Tekken and Bioshock.  We also lost several new sponsors this week...]]></description>
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<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow44.mp3' >GamerScag Nation Show 44</a></p>
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		<itunes:subtitle>GamerScag Nation Show 44 </itunes:subtitle>
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		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>GamerScag Nation Show 43</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=588</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=588#comments</comments>
		<pubDate>Wed, 11 Aug 2010 17:37:52 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[Half Life]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[Medal of Honor]]></category>
		<category><![CDATA[TWSS]]></category>
		<category><![CDATA[Video Cards]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=588</guid>
		<description><![CDATA[Medal of Honor BETA discussion and we answer the question...Do franchises hurt gaming?]]></description>
			<content:encoded><![CDATA[<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow43.mp3' >GamerScag Nation Show 43</a><a href="http://gamerscagnation.berserkerproductions.com/?attachment_id=600" rel="attachment wp-att-600"><img src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/show431.jpg" alt="" title="show43" width="630" height="250" class="aligncenter size-full wp-image-600" /></a></p>
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		<itunes:subtitle>GamerScag Nation Show 43 </itunes:subtitle>
		<itunes:summary>GamerScag Nation Show 43</itunes:summary>
		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
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		<title>Steal This Pitch: Bioshock 3</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=567</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=567#comments</comments>
		<pubDate>Wed, 11 Aug 2010 02:58:21 +0000</pubDate>
		<dc:creator>Slackerchan</dc:creator>
				<category><![CDATA[Chris Davis]]></category>
		<category><![CDATA[Host articles]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Pitch]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=567</guid>
		<description><![CDATA[Over the course of this generation one of the more interesting new intellectual properties has been a spiritual successor to a long dead one: Bioshock.  Produced in part from the mind of Ken Levine, a senior designer that helped shape famous titles like Thief, Freedom...]]></description>
			<content:encoded><![CDATA[<p>Over the course of this generation one of the more interesting new  intellectual properties has been a spiritual successor to a long dead  one: Bioshock.  Produced in part from the mind of Ken Levine, a senior  designer that helped shape famous titles like Thief, Freedom Force, and  series namesake System Shock 2, him and his team at 2k Boston, now known  as Irrational Games, made one of the most iconic series in 4gaming  today.  Both Bioshock titles have been a commercial and critical success  despite the sequel being developed by another studio.</p>
<p>Despite the continued success however, 2k as a whole is looking to  branch out in new directions rather than continuing to milk the  genetically-enhanced cash cow they have on their hands.  Irrational  Games right now is working on a new, unannounced project that is  reported to be unrelated to Bioshock.  2k Marin, the lead development  studio for Bioshock 2 is working on XCOM, a remake of the classic sci-fi  franchise that’s beloved by millions.  It seems that despite rumblings  of a reboot of the franchise rather than a continuation, for all intents  and purposes the Bioshock franchise as we know and love it may never  see a rise to the surface ever again.  And that my friend is a terrible  shame.</p>
<p>This is not to say that I’m completely against 2k branching out, nor  IP creation and innovation as a whole.  Far from it; you’ll often hear  me complaining about the hundreds of games out there than need a modern  refresh or the thousands of concepts indie game developers are exploring  right now that deserve the public’s (and publishers’) attention.   Rather I feel that sometimes, when you know you have something good on  your hands it is wise to instead stick to your guns and innovate off of  what you’ve already created.</p>
<p>For this reason I feel that 2k is missing out on a grand opportunity  with the franchise and if the series is indeed going away for a time in  order to make room for XCOM and whatever it is Irrational is working on  then I feel that it might be wise to actually conclude the series rather  than put it on hiatus.  Though I am excited about the possibilities of  XCOM I feel that I’d rather play another Bioshock than play Marin’s  latest effort.</p>
<p>When I say ‘conclude’ I mean really conclude the series.  Let it go  out on a high note that ends the Rapture story and ensure that we’ll  never return to the destroyed city beneath the waves.  Ensure that  Rapture’s last breath is made in a third game: Bioshock 3.</p>
<p>Please note that the following includes spoilers to the storyline of  Bioshock 1 and 2.  If you have not at least played the first title I  highly encourage you to do so in order to fully appreciate what is  below.  This also does not reflect the events of the Bioshock 2 DLC  Minerva’s Den which at the time of the publishing of this piece has not  been released.</p>
<p><img title="Just a perfectly normal strangely-lit lighthouse hundreds of miles away from any sort of land.  Nothing to see here, move along." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/lighthouse.jpg" alt="Just a perfectly normal strangely-lit lighthouse hundreds of miles away from any sort of land.  Nothing to see here, move along." width="630" /></p>
<p><strong>The Pitch</strong></p>
<p>At the heart of almost every great singleplayer game is probably one  of the most important aspects of gaming in general: a story.  Sure,  gameplay is essential in creating a masterpiece but when combined with a  great story you can completely alter how one approaches the game as a  whole.  Some series as a whole have forgotten over the years that a  story is what can take an already good game and make it an incredible  one.  Bioshock doesn’t deserve this fate and neither do we.</p>
<p>I’ve always enjoyed games that explored the concept of a  Cold-War-gone-hot scenario.  Titles like World in Conflict (a game  that’s close to my heart) and Freedom Fighters, and books like Red Storm  Rising have always been exciting to me.  After all, during one of the  most dangerous times in recorded human history never has the fate of our  entire species ever been in such doubt as it was during that forty year  period after the fall of the Nazi regime.</p>
<p>Andrew Ryan, one of the main antagonists of the first Bioshock, knew  the risks of what must have appeared to him as a no-win scenario between  the two superpowers.  To his eyes the world was too polarized between  politics and religion to allow for survivability in a world where the  power of the atom had been harnessed for destructive purposes.  I  believe that was one of the many reasons he founded Rapture: to help  ensure that, if the world above the waves fell into a disarray of war  and nuclear fire that the pinnacles of humanity would live on.</p>
<p>If I am correct in assuming that Ryan’s vision for an underwater  utopia was fear of the outside world then there were definitely reasons  to justify such a drastic course of action.  After all, the Soviet Union  finally developed an atomic bomb in 1949 and steadfastly deployed the  weapon for use amid rising fears of invasion by NATO and the United  States.  In response the Western powers drastically increased their  arsenals and the friction between the two lead to the largest arms race  in the history of mankind.</p>
<p><img title="The seven most powerful people in all of Rapture, all of whom also played a key roll in the downfall of the city." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/story2.jpg" alt="The seven most powerful people in all of Rapture, all of whom also played a key roll in the downfall of the city." width="630" /></p>
<p>While the societies above the waves quibbled over the use of a  nuclear weapon, deep within the North Atlantic a new type of weapon was  being discovered: a genetic one.  Sometime between 1948 and 1951 Dr.  Brigid Tenenbaum, a former German scientist who had come to Rapture  following World War II, found herself passing through Neptune’s Bounty,  one of the first areas you visit in Bioshock, and watched a former  soldier unloading a barge with another worker.  What she found  fascinating was that the worker’s hands had been paralyzed during the  war several years back.  When she asked how his hands had become  functional once again he said that he had been bitten by a sea slug and  that the following morning he had awoken to find himself able to  articulate his fingers for the first time in years.  When asked if he  had kept the slug he said yes and offered it to her, ignorant of the  repercussions of what the slug meant.</p>
<p>This gave way to the birth of ADAM, the genetic currency of Rapture  and the very reason for its eventual downfall years later.  The viscous  substance the sea slug created was able to alter the genetic material  within the human body.  While Ryan did not see the possibilities of such  a life-altering discovery was and refused to offer funding to  Tenenbaum’s research another man named Frank Fontaine, whose funds came  from smuggling illegal goods into Rapture, did.  His funding lead to the  eventual creation of Tonics and Plasmids, the weapons that would soon  alter life for the worse rather than the good of the people as  intended.  And thus, on New Year’s Eve in 1958 it all came to a head  when Fontaine, under the guise of Atlas, lead teams of Splicers  (citizens who had become addicted to ADAM after ingesting Plasmids) in  strikes against key locations within Rapture, igniting the Rapture Civil  War.</p>
<p>ADAM and its weaponization of the human body through Plasmids could  fundamentally alter the balance of power in the world and potentially  the course of warfare forever.  No more would the mightiest weapon be  that of nuclear fire; instead you would fear the ordinary man who walks  down the block who could cause you to burst into flames with a snap of  his fingers.  An army of Splicers has the potential to topple an entire  nation and all it would have to do is live among us waiting for the  right time to attack.</p>
<p>So what would have happened if either of the Cold War superpowers had  gotten a hold of ADAM and Plasmid technology?  Ryan was justifiably  fearful of this possibility even if his methods for containing Plasmid  technology from the outside not being as such.  This is very apparent in  the metanarrative behind the fall of Rapture in actions such as closing  down the bathysphere transportation system in and around the city,  effectively cutting off Rapture from the outside world.  Nowhere else in  the series is this more apparent than during the opening events of  Bioshock in which the main character, Jack, gets trapped by Ryan  in-between stations and accuses him of being a foreign agent here to  procure Rapture technology.</p>
<p>But what if Ryan’s worst nightmare came to life?  Here is one  scenario I’d like to offer that provides a glimpse as to what that could  be like.</p>
<p><strong>The Story</strong></p>
<p>The year is 1984, almost forty years after the foundation for Rapture  was laid and long after the departure of Sofia Lamb from the decimated  city.  To most intelligence agencies across the globe Rapture has gone  silent; no radio transmissions have been intercepted in almost five  years and no traffic has been monitored coming in or out of the  underwater city.  For all intents and purposes, to the outside world, it  appears that Andrew Ryan’s mad yet partially successful dream has come  to a bitter end.</p>
<p><img title="No dogs, cats, hampsters, turtles, goldfish, lions, bears, snickerdoodles, Sno Balls, Twinkies, red licorish, and ESPECIALLY no marshmellows.  Ryan HATES marshmellows." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/story.jpg" alt="No dogs, cats, hampsters, turtles, goldfish, lions, bears, snickerdoodles, Sno Balls, Twinkies, red licorish, and ESPECIALLY no marshmellows.  Ryan HATES marshmellows." width="630" /></p>
<p>Meanwhile, on the surface, the tides of change are coming in.  Four  years after the death of Leonid Brezhnev, General Secretary of the  Community Party, the Soviet Union is entering a state of collapse.  The  still newly appointed General Secretary, Mikhail Gorbachev, is  struggling to contain the situation and hopefully restore power to the  once great nation.  It is still fighting a fierce war in Afghanistan and  Soviet satellite states are abandoning communism in favor of democratic  and capitalistic approaches.  Even attempts to restore the pubic and  international trust via doctrines such as Glasnost are not helping to  save the fledgling nation.</p>
<p>On one chilly November afternoon Gorbachev receives a classified  report concerning the perceived dead state of Rapture.  Survivors of the  city are few and far between to locate but in the documents it is  revealed that an interrogation of a former Little Sister who was rescued  by Jack and brought to the surface gave detailed accounts of Plasmids  and their ability to alter human DNA into a malleable yet controllable  weapon.  Engrossed by the possibility that this could be the tool needed  to return the Soviet Union to prominence Gorbachev call together a  meeting of his best and most trusted military minds to discuss recovery  operations.  A plan is formed, detailed, and, just a week prior to New  Years, is enacted.</p>
<p>A Soviet fleet is dispatched to the 63°5’N, 29°55’W, the location of  the lighthouse above the dead city.  In what is perceived to be the  largest deployment of Soviet naval assets since the Cuban Missile  Crisis, the United States and NATO’s militaries are placed on high alert  and begin to deploy their Atlantic fleets in order to shadow the  Soviets.  Learning that a Soviet reconnaissance force has been put in  place in and around the sea above Rapture, intelligence officials deduce  that the Soviets are mobilizing to take control of it and the  technology within.  Fearing a resurgent Soviet threat and the  possibility of a new arms race, one that the Americans would not have a  leg-up on, President Reagan orders an American team to Rapture in hopes  of beating them to it.</p>
<p>Unfortunately the Soviets beat them to it.  As the Soviet fleet  arrives on the scene on New Year’s Eve they attempt to contact their  reconnaissance force; nothing.  All attempts to reach them fail so the  fleet’s admiral orders a Spetsnaz team to the patrol crafts adjacent to  the lighthouse and to report back with the news.  When the team boards  the lead craft they find no one.  All the equipment is intact, all their  weapons are still unloaded and in their proper space, and there is even  coffee in the pot, albeit cold.  In essence the men have simply  vanished.  Thinking the men may have gone down to the city itself the  Spetsnaz team is recalled to the flagship where they board a minisub  that will take them down to the city.</p>
<p>As the sub descends the small portholes gaze upon the art deco  buildings that have stood tall and strong for almost half a century.   Despite years of war and lack of maintenance they still look intact and  almost habitable were it not for them having no signs of power or life  for that matter.  As they approach their destination, the same  bathysphere terminal Jack arrive at twenty-four years prior, the team  sees lights coming from inside.  As the sub docks and the team exits  they are greeted with a horrific sight: the mangled remains of the  reconnaissance crew now ripped apart and strewn across the floor and  walls.  Only one body remains intact, crucified against the wall.  Above  it, written in the blood of the men is written a message: “Rapture will  rise tonight.”  Reporting in to the fleet, the team is cut off in  mid-communications as static fills the airwaves.  The lights suddenly go  out and a scream comes from the point-man whose body flies past them.   One by one the team is literally torn apart, gunfire only able to  partially illuminate the source of death.  Whatever it is, it’s huge.   As it continues tear its way through the team the last man watches as  his team leader is grabbed by the head and thrown against the wall,  impaling him against it.  The final man runs and manages to get into a  derelict bathysphere; the creature closes fast but stops just short.  It  stands there for a minute breathing a guttural, animalistic growl and  it stares at the last man.  With an ethereal voice that sounds more like  a beast than man, it speaks.</p>
<p>“Your time will come little one.”</p>
<p>With a grunt, the bathysphere is lifted into the air and is hurled  against the wall, crashing against it with a large clang.  As the man  slips into unconsciousness you hear an almost demonic laugh as the title  screen rolls.</p>
<p><strong>The Way to Play</strong></p>
<p>If there’s one thing that 2k Boston really drove home it was  definitely the gameplay of Bioshock.  In most modern shooters nowadays  you see the same format over and over again: cover, shoot, cover.   Bioshock changed this formula up with the introduction of Plasmids, a  tool that would become utilized by players as much as the weapons  themselves.  Should the base gameplay of the Bioshock experience change  to fit the modern methods established in Call of Duty, Battlefield, and  the likes?  In my opinion: absolutely not.</p>
<p>What should change however is the way the game should be perceived  and played through as.  For too long modern horror titles have relegated  themselves to being anything but scary and the fight for survival has  not dependent on surviving on meager weapons and ammo and knowing when  to run but rather on getting as many hits in before the enemy gets too  close.  That is not survival horror at all and I’m looking at you  Resident Evil 5, F.E.A.R. 2, and Condemned 2.</p>
<p>In the original marketing for Bioshock it was shown to be a horror  title that would live up to the legacy left behind by System Shock 2.   Though I cannot vouch for whether this is a complete success or not as I  never actually played either of the System Shocks I can tell you that  it did indeed succeed as a horror title if only partially.  Throughout  the majority of my first playthrough of Bioshock I did feel like I was  underprepared for many of the games sequences.  During the second half  of the game did I feel especially ill-suited for many of the tasks such  as the optional quest to investigate Apollo Square.  The problem is that  the horror aspect is completely defeated by one simple yet  narratively-necessary part of the Bioshock experience: the Vita-Camber.</p>
<p>The problem with a horror game is that, at the end of the day, if you  remove the fear of death there is almost no reason for a player to feel  fear.  Without the threat of death and a loss of progress a gamer can  do some Leroy Jenkins-style charges over and over again to defeat the  enemy over time.  While this may work in an MMO it certainly doesn’t  apply to horror games at all.  When I played both Bioshock titles, in  order to truly appreciate the horror aspect of the game, I disabled the  Vita-Chambers.  That way, I felt the consequences of death and foolhardy  balls-to-the-wall escapades and learned to approach a situation  appropriately.</p>
<p><img title="This Big Daddy design wasn't actually in either game.  However, given that the design was that far along I feel that we may actually see it in Minerva's Den..." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/bigdaddy.jpg" alt="This Big Daddy design wasn't actually in either game.  However, given that the design was that far along I feel that we may actually see it in Minerva's Den..." width="630" /></p>
<p>To this end I propose to you the following: either make the  Vita-Chamber a story-imperative piece of technology or get rid of it all  together.  I can picture a sequence early on in what would be Bioshock 3  in which, as the player is being briefed on Rapture 101 a distant  explosion from another building causes a power surge and explosion  within the Vita-Chamber network, either causing it to be completely  destroyed or possibly becoming disabled.  In the case of the later I’d  suggest that they only be active in segmented areas or levels and that  they would require powering up in order to be utilized if worse comes to  worse.</p>
<p>Another suggestion I would have is for the Vita-Chamber network to be  narratively crucial.  Sure, Bioshock 2’s story opens with the main  character being revived from death ten years after he died within one  but after that they didn’t serve anymore purpose other than what they  did in the first game.  To that end I think that it would be a good idea  to make resurrection a necessity in order to advance the plot.  For  example, suppose our main character is trapped in a room that is slowly  filling up with water.  On the other side of the room, separated by a  glass wall, is a Vita-Chamber that needs to be powered on and right next  to him is the control panel for it.  After solving a time limited  hacking puzzle (after all, if the player doesn’t do it fast enough then  the room fills up with water and the character drowns) the Vita-Chamber  powers on, allowing the player to kill himself instead of suffering a  painful drowning and a game over screen.</p>
<p>Another aspect I’d recommend retooling is the question of who can  actually utilize a Vita-Chamber.  According to the Rapture narrative  Jack and Subject Delta are the only two known to have had their genetic  information stored in the Vita-Chamber network.  What if, however, in  the years since the events of Bioshock 2 that the Vita-Chamber network  had been penetrated and made open-source, allowing for anyone to be  resurrected instead of a particular person?  This, in my opinion, could  greatly restore the horror aspect originally proposed in the first  game.  Imagine, if you will, a boss enemy that continues to resurrect  over and over again and endlessly hunts you down as you progress through  a level until you are able to disable the local Vita-Chamber network.   How terrified would you be to be low on ammo and EVE hearing the  approaching footsteps of an enemy that you don’t think you can take down  again with your limited resources?  Done properly this could be a  fascinating change to the combat of the game.</p>
<p>One final aspect of the Vita-Chamber I’d recommend changing is the  consequences of a revival.  When resurrected in one you automatically  have all of your inventory back and are essentially ready to face the  enemy head-on once again.  What if, however, it didn’t come with you and  all you had was your one bar of health of a single bar of EVE?  As such  you’d have to seek out your lost weapons and tools for a far more  challenging sequence.</p>
<p><strong>What Evil Lie in the Hearts of Men?</strong></p>
<p>One of the key ingredients to the Bioshock franchise is the aspect of  the Splicers, denizens of Rapture who became addicted to ADAM and have  been driven mad in their never-ending quest for more.  These people were  victims of their own devices and thus many of them find themselves  stuck in a never-ending cycle of rage and sorrow.  With thousands of  them patrolling the streets of Rapture seeking their next hit of ADAM it  is understandable that they would make a great common foe to run into.</p>
<p>Therein however lays the problem: the evolution, or rather the  devolution, of the Splicer.  According to the story of Bioshock ADAM is  able to unlock the potential of human DNA at the cost of physical and  mental deformation.  While Bioshock depicted the madness one suffers  from after ingesting ADAM into oneself the Splicers, more or less,  appeared like any other normal human being.  Conversely, during Bioshock  2, which takes place eight years later, players were shown aging  Splicers whose physical appearance had been deformed severely in most  cases, leading to many of them being obligated to wear masks.</p>
<p><img title="Come to think of it I didn't think they were THIS ugly until I actually saw this picture.  She's a looker alright." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/splicer.jpg" alt="Come to think of it I didn't think they were THIS ugly until I actually saw this picture.  She's a looker alright." width="630" /></p>
<p>What if, however, the Splicer changed even further?  What if, say,  twenty-five years after first splicing up they were still alive?  How  would this be represented in the game?  Well we actually have some  choice examples to examine this idea with, notably Frank Fontaine from  the end of the first game and Gilbert Alexander from the second.  In the  first instance we witness the over-splicing of one in a very short  length of time.  Fontaine’s transformation in that time turns him into a  sort of demigod not unlike that of Dr. Manhattan in Watchmen.  In this  case Fontaine appears to retain his mental prowess.  In the instance of  Alexander however this is not the case.  Whereas Fontaine was  transformed into a hulking pinnacle of the male form Alexander instead  turned into a gigantic, almost prenatal human not unlike a child still  in the womb.  The contrast between the two is stark but it does give  clues as to how large a threat a Splicer can become if exposed to too  much ADAM over period of time.</p>
<p>In a way Bioshock’s Splicers are a bit of a commentary on Darwinism  and evolution.  Not unlike the possibilities of the genetically-altered  beasts of the Resident Evil series, is it possible that prolonged and  continued exposure to ADAM would induce genetically destabilizing  conditions that would allow for continuous, unrelenting growth not  unlike that of a cancer tumor?  If this is the case then wouldn’t the  type of ADAM ingested by a Splicer help artificially determine the  genetic outcome of him/her?</p>
<p>To this end I feel that the Splicer is a character that should be far  more fearsome than they were in the first two games and therefore could  allow for a hierarchy of them instead of just a simple variety.   Imagine if Spider Splicer’s continued to evolve to a state in which the  lower half of its body actually resembled a spider.  Imagine the Houdini  Splicer had had their skin pigmentation altered to a permanent state of  translucence rather than just being able to teleport wherever they  wanted.  Or, even further beyond that, imagine a Splicer whose body  exhibits plant-like characteristics and can manipulate the environment  around it with releases of pheromones.  The possibilities are endless in  this regard.</p>
<p><strong>Keeping it in the Family</strong></p>
<p>By far one of the most iconic things about the Bioshock franchise is  the Big Daddy and Little Sister dynamic.  Almost always an optional  thing to do, a fight with a Big Daddy is something you didn’t want to do  on a whim.  Heck, I can recall the first time I was actually forced to  fight one in Bioshock.  I remember feeling extremely apprehensive after  having witnessed one take down a half dozen Splicers earlier in the  level after having gotten caught in the crossfire.  Even after the first  encounter I had I still felt I had to prepare for a fight rather than  even consider starting one on a whim.</p>
<p>When Bioshock 2 rolled around we were introduced to the Big Sister, a  Little Sister who had grown up and been modified to protect Little  Sisters whose Big Daddy had died in combat.  The idea of the Big Sister  was intriguing and, in the marketing leading up to the release of the  game, it was described as the ultimate challenge in the Bioshock  universe.  If only this were the case.</p>
<p><img title="The initial encounter with the Big Sister was indeed frightening; it's too bad that how you interacted with her didn't retain that same feeling." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/big_sister.jpg" alt="The initial encounter with the Big Sister was indeed frightening; it's too bad that how you interacted with her didn't retain that same feeling." width="630" /></p>
<p>Contrary to what we were shown in trailers and in previews of the  game, a Big Sister encounter was not indeed random.  Instead, a Big  Sister would only arrive after you have rescued or harvested all the  Little Sisters in a given area.  While the battle was indeed intense and  the lead up to your first battle with a Big Sister was equally  frightening, after recognizing the pattern I did not feel that the Big  Sister adds to a horrific atmosphere that the franchise tries to pass on  to the player.  Instead of being terrified of a sudden Big Sister  encounter I instead found myself laying out traps before finally  rescuing my Little Sister, prepared for the inevitable battle.</p>
<p>If there were to be a third Bioshock then this would have to be  entirely changed in order to maintain a horror atmosphere.  While Bid  Daddy and Little Sister encounters should remain as they are (though  with multiple variants present in a level), Big Sisters should be a  random encounter that can happen at any time during the game.  While  this would cause an imbalance with the gameplay I do propose a solution  for the player: allowing them to hide.  Imagine, if you will, wandering  through a large mall-esque area when suddenly you hear the scream of a  Big Sister.  She’s on her way and she’s pretty pissed but doesn’t know  exactly where you are.  As would be the case, what if the player could  hide in say a locker or a closet should they wish to not engage in  combat or be unable to for that matter?  The Big Sister could search the  environment, looking for you and would leave after a short while,  satisfied that you are not there.  This could provide a sense of fear  that players would enjoy and would actually make each person’s  experiences a little unique from everyone else’s.  It’s not a tremendous  change from the standard formula but it is definitely something that  would make a world of difference in gameplay.</p>
<p><strong>For the Love of Others </strong></p>
<p>For a story to properly conclude the Bioshock series I feel that  there is one character that absolutely has to return for one last go:  Dr. Tenenbaum.  Tenenbaum is probably one of the most tragic characters  of the series as she is both responsible for the downfall of Rapture due  to her discover of ADAM but also her attempts at redemption for her  sins by rescuing the Little Sisters from their enslavement at the hands  of Andrew Ryan, Frank Fontaine, and Sofia Lamb.  Tenenbaum was a  critical character in both Bioshock games as she aided you in the rescue  of the Little Sisters while providing information on how to reach and  complete objectives.</p>
<p>While her fate in Bioshock 2 is unknown (Minerva’s Den may answer  this question) I can only assume that she left Rapture again after  Subject Delta and Eleanor Lamb escaped Persephone.  The ideal scenario  for her return for the storyline I proposed above would be that she had  been found and entrapped to help the Soviet or American forces as an  “advisor” to the men who’d be descending beneath the waves.  One can  imagine a Naomi Hunter-esque relationship.</p>
<p><img title="The most tragic and compelling character of the series, Dr. Tenenbaum deserves more than just to disappear into the night like she did at the end of Bioshock 2." src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/Tenenbaum.jpg" alt="The most tragic and compelling character of the series, Dr. Tenenbaum deserves more than just to disappear into the night like she did at the end of Bioshock 2." width="630" /></p>
<p>I also believe that this would be a prime opportunity to give a voice  to former Little Sisters rescued by either Jack or Subject Delta.   While we have had very little experience with these women other than the  endings to Bioshock and the marketing for Bioshock 2 I feel that this  would be a perfect chance to explore their side of the story in a way  that Bioshock 2’s Little Sister sequence hinted at.  Imagine being given  advice through the radio by one of Eleanor Lamb’s rescued girls,  explaining aspects of areas you are exploring and giving you advice  about how to proceed from there.  This could be an excellent prospect to  take advantage of and breathe even more life into this lively universe.</p>
<p>One final aspect of gameplay I think should be explored is having an  occasional companion to fight alongside.  In almost every instance in  the Bioshock series you are either alone or in the presence of a  non-combative NPC.  What if on the other hand you had to protect and  fight alongside a friendly Splicer or perhaps a teammate?   Such a  sequence would allow for players to actually feel that they are not the  only good soul in Rapture, especially more so than a voice on the radio  talking to you.  While I do not propose a full-on cooperative mode for  the game I do suggest that players would want to feel a little bit  safer, if only for a short while.</p>
<p><strong>Somewhere, Beyond the Sea</strong></p>
<p>Bioshock as a franchise is one of very strong possibilities.  With 2k  exploring new directions however there is no guarantee that the  prestige that the franchise deserves will stay with it.  I fear that a  Bioshock remake as has been rumored would lead to a completely different  style of gameplay or worse a more family friendly experience.  I can  only hope that this doesn’t happen.  While Irrational Games is set to  reveal Project Icarus Thursday (8/12) I feel that whatever that project  will eventually be will not indeed be a new Bioshock title.  Who  deserves to take up the mantle?  That is not a question I can properly  answer at this time given that the two studios that have done the  primary work on the series are currently at work on other games.</p>
<p>Whatever comes, one thing remains certain: Bioshock is not a series  that deserves to be sent out to sea without at least a proper final  title.  2k, do the series proud.</p>
<p><a href="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/growned_up_little_sister.jpg"><img class="size-full wp-image-577 alignnone" title="growned_up_little_sister" src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/growned_up_little_sister.jpg" alt="" width="630" /></a></p>
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		<title>GamerScag Nation Show 42</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=563</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=563#comments</comments>
		<pubDate>Thu, 05 Aug 2010 18:01:01 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[1 vs 100]]></category>
		<category><![CDATA[Avenger]]></category>
		<category><![CDATA[Green Lantern]]></category>
		<category><![CDATA[Joss Whedon]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[TWSS]]></category>

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		<description><![CDATA[Show 42 has the newest Gauntlet where we discuss 8 articles for 2 minutes each.]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/gauntlet43.jpg"><img src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/08/gauntlet43.jpg" alt="" title="gauntlet43" width="637" height="581" class="aligncenter size-full wp-image-564" /></a></p>
<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow42.mp3' >GamerScag Nation Show 42</a></p>
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		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>GamerScag Nation Show 42


 </itunes:subtitle>
		<itunes:summary>GamerScag Nation Show 42


</itunes:summary>
		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
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		<title>DarkStar One Broken Alliance Review</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=552</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=552#comments</comments>
		<pubDate>Mon, 02 Aug 2010 03:04:08 +0000</pubDate>
		<dc:creator>Slackerchan</dc:creator>
				<category><![CDATA[Chris Davis]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[DarkStar One]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=552</guid>
		<description><![CDATA[Space simulators are starting to become hard to come by these days.  Long since gone are the glory days of Tie Fighter, Freespace, and Wing Commander each of which were pinnacles of the genre.  Nowadays we have titles that fill that need like Eve Online,...]]></description>
			<content:encoded><![CDATA[<p>Space simulators are starting to become hard to come by these days.   Long since gone are the glory days of Tie Fighter, Freespace, and Wing  Commander each of which were pinnacles of the genre.  Nowadays we have  titles that fill that need like Eve Online, X, and Star Trek Online but  none of these can really capture that unique feeling a singleplayer  space simulator can bring you.  DarkStar One, originally released back  in 2006, dated back to that age with a determined focus on exploration,  deep combat, and an objective story, but four years on now can its  console port, DarkStar One Broken Alliance, capture that same awe I felt  as a kid?</p>
<div id="ds1ba">
<p><strong>Beyond the Sky</strong></p>
<p>DarkStar One takes place far into the future in a time in which  humanity has spread out to the stars, encountered extraterrestrial life,  and established itself as a permanent race in the vastness of space.   In the years following a grand galactic war five sentient races have  formed the Galactic Union, a United Nations-like government that rules  across the known galaxy.  As the game begins a series of indiscriminant  and seemingly unrelated attacks by a sixth race known as the Thul, have  stirred up controversy and put the militaries of the various races on  high alert.  With the Thul attacks on the rise and their targets  becoming increasingly larger the various races are bracing for what  could be an inter-cluster war.</p>
<p>Meanwhile, deep within Terran (human) space a young man named Kayron  Jarvis receives his first ship, the DarkStar One, from Robert, a family  friend.  DarkStar One was a top secret ship developed by Kayron’s late  father.  After spending some time getting to know the new ship Robert  informs Kayron that he suspects his father’s death was due to sabotage.   Indicting a rogue human named Jack Forrester Kayron begins his quest to  bring Forrester to justice.</p>
<p>The overall story of DarkStar One is a lackluster one that takes far  too long to get through.  While you do encounter several  semi-interesting characters throughout your journey you only meet one  really permanent figure: a girl named Eona whose arrival is extremely  predictable and whose dry, dim attempts at humorous puns and quips leave  you groaning instead of smiling.  And yes, Eona is unfortunately your  copilot throughout almost the entire game.</p>
<p>DarkStar One’s story is typical at best of the classic space opera:  guy goes on revenge trip, meets a cute redhead, has adventures, and ends  up saving the galaxy.  The problem is that this method of delivery does  not match up with the scope of the gameplay; more on that in a second.</p>
<p><strong>You Aren’t Actually Going IN to an Asteroid Field?!</strong></p>
<p>The DarkStar One is a very versatile ship in both design and  gameplay.  The true character of the game, the ship can accept weapons  and equipment modules made by each race and will actively transform over  time as you collect artifacts, pieces of long dead alien technology.   It is here that the game utilizes an almost RPG-esque tech tree leveling  system.  By upgrading certain sections of the ship not only do you  enhance aspects of gameplay such as adding automated turrets or  increasing your engine’s throughput but you also visually alter the  appearance of the ship.  Watching your ship transform from a mildly  appealing Terran transport to a badass, nigh unstoppable marauder will  take you dozens of hours but the results are inextricably worth it.</p>
<p>As you venture through the known universe of DarkStar One you’ll find  that, while there is an overall narrative to the game, it is almost a  completely sandbox experience.  You have on hand several hundred star  systems to explore, an almost infinite amount of missions to be had,  and, of course, plenty of enemies to shoot.  While you will be  attempting to follow the story to its conclusion you’ll find yourself  relegating most of your time to exploring each star system and only  going after story goals after having finished all other tasks available.</p>
<p>This is all well and good but one of the main problems the game  suffers from is repetition.  And by repetition I mean a lot of doing  almost the exact same thing all the time just to earn a paycheck.   Almost all of the missions in the game can be consigned to one of three  mission types: escort, reconnaissance, and attack.  While there are  small variations therein the game’s missions can get old fast so only  the most patient souls may be able to tolerate doing all the side  missions.  The missions to wipe out the pirate gangs alone will take up  more time than you are willing to give.  There are very few missions  down to the surface of a planet either and even these are letdowns.</p>
<p>One other nagging problem you’ll find yourself experiencing is the  game’s failure to encourage true exploration.  With hundreds of star  systems to explore you would think that there would be endless amounts  of things to find but the problem is that this simply is not the case.   Almost all of the star systems, while vast in size, are lacking in  differentiation between almost all the other systems.  Most systems have  a large asteroid or debris field in them.  In fact, other than the  Terran Sol system there is almost nothing worth visiting in almost half  of the star systems.  Most visits the systems that have missions and  quests in them will result in only a handful of minutes being spent in  them before moving on to the next one on the map.</p>
<p>Despite it these problems though the main part of the game that  Ascaron Entertainment, the game’s developer, got right was the combat.   While most of the space battle are far from epic in size (the most  you’ll see of enemies in a map at a time is usually no more than a dozen  fighters or so) your engagements will have you dogfighting waves of  enemies at a time with the occasional back up of AI mercenary ships.   These ships share the same AI as the enemies of the game and thus charge  into battle with almost no hope of survival but hey, as long as you  survive, usually there are no consequences.  Regardless, the controls  for the flight mechanics are spot on and the game’s auto targeting  system allows you to all but slaughter your foes.</p>
<p><strong>The Wall of Space</strong></p>
<p>DarkStar One was originally released in 2006 as a PC title.  Back  then the current console generation was still in its infancy and thus it  was visually on par with that of titles of the time.  Today however,  four years after the game’s original release, Broken Alliance does not  match up.  Despite being advertised prominently as being presented in  1080p four years on the game simply doesn’t hold up to expectations.   While some scaling on large asteroids and planetscapes look nice the  game does have noticeable pop-in issues and the framerate can dip  significantly should the amount of rendered objects in a given map be  exceptionally large.  In other words, if you’re in the middle of a large  battle, be prepared for some shuttering.</p>
<p>The biggest offender technically speaking is the voice work.  Put  quite simply this reviewer has not heard such a horrendous effort put  into a Western-developed title in years, and that’s saying something.   In fact, if I had to hazard a comparison I would liken it to last year’s  auditorially detrimental Onechanbara Bikini Zombie Slayers; it’s that  terrible.  Almost every single line you will hear is cookie-cutter at  best and downright read-straight-off-the-page quality.  The voice work  doesn’t even lip-sync to the characters depicted on screen, nor does  this port even seem like this was attempted.  Eona is the biggest  offender in this case as her attempts at humor neither amuses nor  enlightens the player.  May her voice actress find work outside the  realm of video games.</p>
<p>One last quip that needs to be mentioned: the cinematics. While  prerendered FMV sequences still exist prominently in video games they  are becoming increasingly obsolete in an age in which visual wonders  like Mass Effect 2 and Killzone 2 exist.  While this isn’t to be  expected of a four year old port it would have been appropriate for the  cinematics to have been at the very least upscaled properly if not  having undergone a complete reworking with enhanced models and redone  character articulations.  Sadly this is not the case.  More egregiously  it seems that the cinematics have had almost no work done on them at all  as they have been poorly scaled to match the demands of 1080p.  There  is even very visual artifacting during these sequences, something that  is almost unforgiveable in my book.</p>
<p>All in all if you’re looking for a visually compelling game you aren’t going to find it in DarkStar One.</p>
<p><strong>The Wrong End of the Galaxy</strong></p>
<p>Overall DarkStar One, despite many items that have not aged well and  some technical flaws, is still a welcome entry in a genre that rarely  sees new titles anymore.  For those looking for a decent game to pass  the Summer gaming drought DarkStar One Broken Alliance is an appropriate  fix, especially for obsessive compulsive collectors, but for those who  have plenty of other games they could play you should stick of this  near-black hole.</p>
</div>
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		<title>GamerScag Nation Show 41</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=549</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=549#comments</comments>
		<pubDate>Wed, 30 Jun 2010 08:16:43 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[Game Focus]]></category>
		<category><![CDATA[Quagmire]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=549</guid>
		<description><![CDATA[This week we have an interview with David Collins, aka King Quagmire.  He's a senior editor for GameFocus, as well as an Xbox Ambassador, the founder &#038; editor of Quagmire's Kingdom, &#038; a father.  Not to mention a bacon lover to boot... ]]></description>
			<content:encoded><![CDATA[<p>This week we have an interview with David Collins, aka King Quagmire.  He&#8217;s a senior editor for GameFocus, as well as an Xbox Ambassador, the founder &#038; editor of Quagmire&#8217;s Kingdom, &#038; a father.  Not to mention a bacon lover to boot&#8230; </p>
<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow41.mp3' >GamerScag Nation Show 41</a></p>
]]></content:encoded>
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			<enclosure url="http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow41.mp3" length="28667262" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>This week we have an interview with David Collins, aka King Quagmire.  He's a senior editor for GameFocus, as well as an Xbox Ambassador, ...</itunes:subtitle>
		<itunes:summary>This week we have an interview with David Collins, aka King Quagmire.  He's a senior editor for GameFocus, as well as an Xbox Ambassador, the founder &#38; editor of Quagmire's Kingdom, &#38; a father.  Not to mention a bacon lover to boot... 

GamerScag Nation Show 41</itunes:summary>
		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>E3 2010 Hands-off: Rage</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=531</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=531#comments</comments>
		<pubDate>Sat, 26 Jun 2010 01:28:57 +0000</pubDate>
		<dc:creator>Slackerchan</dc:creator>
				<category><![CDATA[Chris Davis]]></category>
		<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[Host articles]]></category>
		<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Rage]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=531</guid>
		<description><![CDATA[This year was my first E3 and luckily I was able to obtain an invite to a Rage demonstration session behind closed doors.  My story was posted on my other site (HookedGamers.com) but it was heavily edited due to the editor&#8217;s wish to keep preview...]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><a href="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/06/rage_hi.jpg"><img class="aligncenter size-large wp-image-532" title="rage_hi" src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/06/rage_hi-1024x576.jpg" alt="" width="581" height="327" /></a>This year was my first E3 and luckily I was able to obtain an invite  to a Rage demonstration session behind closed doors.  My story was  posted on my other site (HookedGamers.com) but it was heavily edited due  to the editor&#8217;s wish to keep preview stories on only three pages.   Needless to say I didn&#8217;t agree.</p>
<p style="text-align: left;">So here, for your reading  pleasure, is my full, unedited preview of Rage, Id&#8217;s first new IP in  almost a decade and, in my opinion (though I hate to use the cliche), a  Fallout-killer.</p>
<p>Note: this article is a bit of a double-edged  sword.  It is very long but is however probably the most comprehensive  depiction of the demo show at E3 2010.</p>
<p><strong>Knee Deep in the  Dead</strong><br />
As I sat alongside other journalists and developers alike in  the cramp theatre within Bethesda booth I was struck with a bout of  both curiosity and anticipation as to the title that would be shown only  momentarily.  After all, Bethesda and, by extension, Id Software had  been relatively absent from the PR market as of late and if there was  ever a best time to strut your stuff then I can think of no better a  place than the 2010 Electronic Entertainment Expo.  What I was in for  however was something that would ignite a childhood glee that had long  since disappeared years ago.  This giddiness appeared culminated in a  near squeal, much to my embarrassment, as a crossbow arrow found its  mark in the head of an insane mutant.</p>
<p>Rage is something I&#8217;ve been  looking forward to for years now.  As Id&#8217;s new flagship title it also  served as the first new intellectual property to be made by Id in ten  years.  Given that this was the same developer that ignited my passion  for gaming as a child with the Nazi stomping wonder that was Wolfenstein  3D it is needless to say that I do hold some bias toward the Dallas  developer.  While Rage did not have an official hands-on experience on  the E3 show floor this year, despite having been shown as early as E3  2008, Rage did have a behind closed doors presence within Bethesda&#8217;s  squared off booth.  Bethesda and ZeniMax were kind enough to allow me to  come by Tuesday afternoon and the excitement that I left with after  having experienced 30 minutes of the new IP was the perfect end to a  rather hectic day.</p>
<p><strong>A New Wasteland</strong><br />
Rage is set apart  from the most of the other Id titles in a similar vain to Id&#8217;s  semi-remake of the 2004 classic Doom 3.  Set in the not too distant  future, Apophis, a real life asteroid, is bearing down on Earth with  almost no hope of escape for the citizens of the planet.  With all other  plans failing, the governments of the planet unite in a last ditch  effort to ensure the survival of the human race. Creating the Ark  series, a network of automated subterranean vaults, the best candidates  from every corner of the globe are selected and placed in them in a  state of suspended animation with the hope that, once the smoke has  cleared and life is capable of continuing on, these lucky souls will be  able to reestablish civilization.  Of course, like any governmental  plan, nothing ever goes the way it is planned.</p>
<p>The player  character awakens years after Apophis has taken its toll on the planet  and long after humanity has begun to rebuild.  Stumbling out of the  malfunctioning Ark, the player&#8217;s character awakens to find his roommates  all dead, never having even seen the light of day.  Leaving the Ark,  the player enters a vast wasteland that nature is still trying to fix.   While the overall goal of Rage&#8217;s story has yet to be revealed, the  player&#8217;s actions will help determine the fate of those who live in the  wasteland.</p>
<p><strong>The Remains</strong><br />
E3 2010 served as the first time  Id Software felt comfortable showing off their latest title, the first  major production in six years, and the limited exposure setting of the  Bethesda theater was more than enough to whet the appetite of those who  have wanted to explore a post-apocalyptic wasteland that did not have  Fallout in the name.  Rage&#8217;s demo lasted thirty minutes and consisted of  four different sections of gameplay and environments to explore, a  selection that we were told shows a balanced taste of the Rage  experience.  The first area shown was the wasteland proper and the home  of Crazy Joe, a drifter whose intelligence was questionable and whose  demeanor was not exactly genuine.  Warning us of ravenous mutants, the  demonstrator exits the hut only to be attacked by the denizens who had  been mentioned only seconds ago.</p>
<p>The mutants, one of several  factions present in the world of Rage, are anything but friendly and are  far more likely to tear you to shreds than anything else.  These  unfortunate souls are the remnants of those who survived the fall of  Apophis but became the unfortunate victims of the strong radiation that  engulfed the world thereafter.  The mutants are nothing more than  dangerous animals now, their humanity long since having left them and  they now serve as one of the primary threats to the remaining survivors  that litter the wasteland.  While the demonstrator is able to dispatch  them with a pistol and assault rifle, he takes his time demonstrating  the power of a thrown weapon known as the wingstick, a bladed version of  your typical boomerang.  One thing is made clear in this quick combat  demonstration: threat of mutants hunting in packs establishes them as a  force you don&#8217;t want to go against without plenty of ammo.</p>
<p>Let’s  get this out of the way right here and now: Rage is nothing short of  gorgeous.  The demonstration we saw that afternoon was running on the  Xbox 360 rather than the PC platform for which Id is known for.  The  demo ran a smooth at a smooth 60 hertz and never for an instance showed  any sign of slowdown.  Upon seeing the game in combat I knew that, no  matter what platform you choose to experience Rage on, the result has to  be spectacular.</p>
<p>After dispatching the mutants the player  character enters a modified dune buggy and drives off through the  monument valley-esque environment.  Driving is something very new for an  Id title as the limited extent of the previous Id driving experience  was limited to a couple monorail trains in Doom 3.  The new driving  system seems competent and about as easy to utilize as that of any other  driving title out there.  The vehicular combat portion of the Rage  driving experience however is something that only a handful of titles  have ever been able to successfully create, the most prominent title  being the Twisted Metal series.  As the player follows a waypoint on the  HUD two others approach and attack, firing off machine guns and  rockets.  Luckily however this dune buggy has been modified with  semi-automated machinegun turrets and, by centering the screen on a  fleeing target and pulling the trigger, the turrets track the targets  and unleash a wall of hot lead upon the vehicles, destroying them.  As  the formerly intact, now smoking and flaming, buggy reaches the gate to  Wellspring, the local population center that pumps water to the  surrounding area.</p>
<p>Wellspring is the site of another feature that  Id experimented with and is radically expanding: NPC interaction.  NPC  interaction has only really been previously done by Id in Doom 3,  wherein during the beginning sections of the game prior to the demonic  attack on Mars you could interact with some NPCs and do a little  exploring.  This time around however Id is making these characters  persistent though they are being intentionally vague when it comes to  alignments with or against them but it was confirmed that side missions  are available to those who repeatedly interact with them.  Id did reveal  however that players will be able to purchase and sell weapons and  items found throughout the world as well as participate in various  gambling minigames.</p>
<p>After having explored the town for a little  bit, the player enters a water pumping station where an alarm is going  off.  After meeting the engineer assigned to ensure the upkeep of the  vital resource the player is informed that a group of bandits known as  the Ghost Clan have broken into the tunnel system beneath Wellspring and  are ransoming the water supply.  After accepting the mission, the  player descends into the tunnels below.</p>
<p><strong>With a Gun at My  Side</strong><br />
Within the tunnel system the familiar game design that Id  built its reputation comes to the forefront as the long, cramp corridors  forebode close encounters with less friendly citizens than what you  found above ground.  Lain back against the wall are the bodies of two  guards sent to negotiate with the bandits; they never had a chance.  The  environment we’ve just entered is stunning in the level of detail  present.  As a water pumping station you’d naturally expect to see walls  and puddles of water.  The water details shown however are nothing  short of beautiful: sheets of it slide down the walls, puddles  realistically reflect the light and environment around them, and large  maws of it create waves as you wade through it.</p>
<p>As the player  progresses through the tunnel we begin hearing the sound of bandits  chatting to one another as they pick a corpse clean of valuables.  It is  here that we are introduced to a new weapon: the crossbow.  While bows  are nothing new to games the power of the weapon in Rage cannot be  understated.  As the player sneaks up to the rim of the stairs to peer  down on the soon-to-be victims of the new weapon our demonstrator loads  up an electric bolt into the crossbow.  The electric bolt works almost  exactly like the trap bolts utilized in Bioshock: you shoot it into the  water and any enemies that are in it are electrocuted.  As the  demonstrator looks over the edge of the stairs, we see the two bandits  standing in a pool of water oblivious to our presence.  Taking aim, the  player fires the bolt into the pool, electrocuting them instantly.</p>
<p>The  bandit threat isn’t over however; just feet away in another room stand  another two bandits, these two unaware of the death of their compatriots  outside due to the stealthy nature of the crossbow.  It is here that we  are introduced to a new aspect of Rage’s gameplay: item creation.</p>
<p>Rage  is a swift departure from the Id norm in many ways as hinted at by the  game design mentioned above but nowhere else is this more present than  in the game&#8217;s experience system.  Just like that found in many modern  RPGs, Rage allows players to learn new skills and create new weapons and  abilities based on their interaction within the environment.  For  example, utilizing tools and items found in the environment, the player  was able to construct an RC car with bombs attached to it using a  blueprint found earlier in the game.  Driving it into the room, the  bandits have no more time to react than the ensuing explosion sees them  explode into a fountain of blood and sinew.  These new items and tools  can be constructed at any time meaning no need to go looking for a  special room or a work bench: if you need it and have the prerequisite  tools necessary then you are good to go.</p>
<p>As the player progresses  through the tunnel system, taking out a dozen more enemies he becomes  trapped next to a treatment processor.  As the Ghost Clan horde  approaches the demonstrator deploy another device: an automated turret.   This turret in particular is a lower end version that can be enhanced  further after finding more blueprints.  As such the turret only fires in  bursts and take a little bit to reload.  The help is invaluable however  as they player constantly has to turn and take out enemies that  approach from seemingly every direction.  As the horde finally stops  attacking, we’re given a short breather before moving on to the next  level.</p>
<p><strong>The Ways of War</strong><br />
From the tunnels of the water  pumping station we are whisked away to another level a little later in  the game.  We have been sent to an auto shop to retrieve some car parts  necessary for making a new dune buggy.  The building however is infested  with bandits, these ones more advanced than the Ghost Clan and having  no qualms about carrying fire arms.</p>
<p>The ensuing level play out  like any other shooter on the market: moving from room to room, taking  out enemies along the way.  The AI in Rage is definitely smart: I’ll  give it that.  As we enter one of the rooms we are attacked from behind  by an enemy that had flanked our position.  After taking them out we  proceed further into the area.  Given that this building was above  ground when Apophis hit it is in a state of decay.  Case in point the  demonstrator is able to kill an enemy with a well placed headshot thanks  to a hole in the sheetrock of a decaying wall.  His hidden buddy takes  notice of this though and blows open the door only to be dispatched by a  burst of assault rifle fire.</p>
<p>Proceeding further into the building  the numbers of enemies are increasing.  Luckily, the demonstrator has  another tool at his disposal.  The player deploys an advanced version of  the automated turret seen in the previous level.  This version however  fires faster and is mobile.  The design of the turret is almost exactly  like the lifesaving spider sentry bot from Doom 3.  As the player and  his robotic companion head into the next areas, taking enemies out all  along the way, the robot is destroyed upon entering the final room where  cars are in various states of disrepair.  As the player presses forward  a trap is sprung and an enemy armored car charges at us.  The  demonstrator takes cover and is able to take out the gunner and the  other remaining bandits.  Pushing past the car, the player retrieves the  necessary auto parts, ending the level.</p>
<p>While the level was  relatively short compared to the other two the final level Id was to  show off was something entirely different.</p>
<p><strong>Citizens of the  Ruins</strong><br />
The final level Id was to take us to is currently called  Dead City and, as you’d expect, the name is pretty descriptive of the  overall feel of the level.  Located a good distance from Wellspring,  Dead City is a former major urban center from which no visitor has ever  returned alive.  We were about to find out why.</p>
<p>As the  demonstrator trekked forward through some jagged terrain we came across  the remains of a former cityscape.  Ruined buildings dotted the skyline  and dozens lay collapsed upon one another covered in dirt and rust.  The  feeling of silence is ominous yet the player strides forward and jumps  off the large rock barrier and enters the streets.  As he does so a  ravenous howl splits the air: the mutants are coming.</p>
<p>Taking up  arms, the player begins a desperate stand against the horde, upwards of  half a dozen surrounding him at a time.  As he holds out a wall of  debris bursts out from which appears a far larger mutant than the rest.   Easily ten feet tall, this behemoth wields a grenade launcher which is  squarely pointed at the player.  While the player continues to take pot  shots at the larger creature while trying to fend off the smaller ones.   The larger one fires erratically, some of his shots just whishing by  the player while other accidently killing his compatriots.  The player  is eventually able to kill that larger mutant and the scene dies down.   The battle over, the room takes a collective breath of relief, if only  for a second.</p>
<p>That’s when we notice the ground starting to  shake.  The pounding on the ground is loud and it is with such force  that dust and small bits of debris fall off the remains of the building  next to the player.  Something is approaching, something even bigger  than the large mutant dispatched moments before.  The camera pans around  in an almost nervous fashion, scanning the horizon for enemies, the  assault rifle fully restocked on rounds and ready to fire.  Inside I  can’t help but feel the same apprehension I did as a child watching the  glass of water ripple with each footfall of the Tyrannosaurus Rex as it  arrived on screen for the first time in Jurassic Park.  As the camera  pans around to a street corner a giant hand broaches the edge of another  building.  The mutant is easily five or six stories tall and is easily  one of the most imposing creatures Id has ever created.  As it turns to  the corner, it turns its head and notices the player.  With a mighty  roar, it begins the attack only for the demo to end.</p>
<p><strong>No One  Will Hear You Scream</strong><br />
Our short time with Rage was nothing short  of wonderful and is easily my number two experience at E3 2010.  While  we were only given a small taste of the overall Rage experience Id  Software’s Matt Hooper, the man who narrated our thirty minute demo,  said that in the coming months we would be given more information on  even more parts of the game to be revealed such as the racing portion  you can do with your buggy, the various side quests, and the inevitable  multiplayer segment.  He did say that details regarding the multiplayer  are forthcoming, giving this writer the opinion that, should you want to  get a taste of Rage yourself, you need to come to this year’s Quakecon  in Dallas.</p>
<p>Overall though Rage seems to be shaping up quite nicely  and looks to provide a fantastic alternative to Bethesda’s already  incredible Fallout series for those who want a more focused, semi-linear  experience.  Rage doesn’t release until sometime next year so let us  all keep our fingers crossed that that time is sooner rather than later.</p>
<p style="text-align: center;"><a href="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/06/rage_fi.jpg"><img class="aligncenter size-large wp-image-533" title="rage_fi" src="http://gamerscagnation.berserkerproductions.com/wp-content/uploads/2010/06/rage_fi-1024x576.jpg" alt="" width="581" height="327" /></a></p>
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		<title>GamerScag Nation Show 40 Part 2</title>
		<link>http://gamerscagnation.berserkerproductions.com/?p=527</link>
		<comments>http://gamerscagnation.berserkerproductions.com/?p=527#comments</comments>
		<pubDate>Fri, 25 Jun 2010 12:00:02 +0000</pubDate>
		<dc:creator>Jcsphreak</dc:creator>
				<category><![CDATA[Gamerscag Nation]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://gamerscagnation.berserkerproductions.com/?p=527</guid>
		<description><![CDATA[A continuation of our E3 show. This time we discuss Nintendo, Ubisoft, EA. GamerScag nation Show 40 Part 2]]></description>
			<content:encoded><![CDATA[<p>A continuation of our E3 show.  This time we discuss Nintendo, Ubisoft, EA.</p>
<p><a href='http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow40part2.mp3' >GamerScag nation Show 40 Part 2</a></p>
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			<enclosure url="http://gamerscagnation.berserkerproductions.com/gamerscagnation/gamerscagnationshow40part2.mp3" length="42166515" type="audio/mpeg" />
		<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>A continuation of our E3 show.  This time we discuss Nintendo, Ubisoft, EA.

GamerScag nation Show 40 Part 2

 </itunes:subtitle>
		<itunes:summary>A continuation of our E3 show.  This time we discuss Nintendo, Ubisoft, EA.

GamerScag nation Show 40 Part 2

</itunes:summary>
		<itunes:keywords>Gamerscag Nation</itunes:keywords>
		<itunes:author>Berserker Productions</itunes:author>
		<itunes:explicit>yes</itunes:explicit>
		<itunes:block>no</itunes:block>
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	</channel>
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