the sine wave
August 2003

I'm still here
Don't worry, I haven't given up on the Internet.  I still spend a lot of my time on here, looking at message boards and webpages, and sometimes I download demos and stuff with my 56K modem.  These days, most demos are around 100 to 200 megabytes in size, so I have to spend an entire day or two downloading a single one.  I was going to do another Demo Days feature but time is running short, so I'll just tell you about the demos I've downloaded this summer.
Demo Nights, parts 1 through 5
I got the Unreal Tournament 2003 demo and it was pretty good, sort of like the original UT but with Quake 3-style graphics and gameplay elements.  It was pretty good, and I enjoy that style of play so I ended up getting the full game when it was down to $30.  I also downloaded the demo for Unreal 2, the single-player-only counterpart to UT2003, and I didn't like it as much.  Like most first-person shooter demos, there were only a few short levels to play through, and while the graphics were great, the gameplay wasn't very different from a lot of other games I've played.  Also, it had the annoying tendency to crash my computer or destabilize my video card functionality after I finished it, and that plus the fact that it was still $50 in stores kind of turned me off getting the full game.  I guess I didn't learn my lesson from the Unreal 2 demo because shortly after that I downloaded the Will Rock demo.  There was more action and content in that demo than in the one for Unreal 2, but it seemed like such a blatant ripoff of the Serious Sam games, and the mouse control was kind of screwed up.  Now, I enjoyed the Serious Sam games as far as mindless shooting action goes, but I don't think I need to play any more games like them.  Then I downloaded the demo for some game called XIII, which is another first-person shooter (notice a pattern here?), but this one uses cel shading and panels on the screen so that it has sort of a comic book style.  Beyond that gimmick, it's your standard FPS with stealth elements, but the panel system looks like it would be a good feature to use in other games, perhaps for a side or rear view camera like the one Descent 2 had.  After I got the XIII demo, I got the demo for another game called Tron 2.0.  It's based on the movie Tron, which I hadn't seen before I played the demo.  Tron 2.0 is primarily a first-person shooter, which I guess completes my demo-downloading pattern, but it also has a variant of the light cycles game where you draw a trail behind your cycle and try to get opponents to crash into it.  In the first-person sequences, you can find upgrades and extra program components to help you defeat enemy programs, and you can search the levels for secrets and information about the computer system and its users.  The demo only had one FPS level, a training session, and a few light cycle courses, but it was still fun to try out new things.
A small hijack about game views
One real problem I've noticed with these first-person games, and even all 3D games in general, is that there's never any way to achieve full 360 degree vision with only one camera because the lateral field of sight is planar instead of spherical like it is in real life.  In other words, if you look at an object that's 50 feet in front of you, it looks just as big as it does when it's 50 feet in front of you and 20 feet to the right.  With a planar system, there's no real way to have a field of view that's 180 degrees or greater, and objects start to look skewed if you raise it above 100 or so.  I suppose that's not going to change anytime soon because of the limitations of real-time polygon rendering, but it would be nice to have greater peripheral vision in games in the future.
Life is cubic, reality is cubic, time is cubic
My birthday was this month, and I got the Gamecube with the games Metroid Prime and Zelda: the Wind Waker.  I decided to get the Gamecube because I could think of at least six games I wanted for it, and that's enough to justify buying it.  Metroid and Zelda were my two top choices, and I've really been enjoying them.  I just beat Zelda with all the heart pieces, but I haven't gotten all the figurines yet so I guess I can do that on my second quest.  I also finished Metroid, but I only had 79% of the items and I didn't get all the log entries so I'll be playing through it another time as well.  Another game I want to get is Mario Sunshine, and I've also been looking at Starfox Adventures and the Sonic games, and maybe that Star Wars game as well.
Going back to college soon
I'll be heading back to Madison in a few days.  Sorry I haven't finished any more of Azenera yet; it's just that the more I think about Drakan and what I can do with the game, I think even more about all the things I can't do, and about how the editing possibilities are limited because so much is hardcoded into the game with no way to change it in the editor, and about how the Drakan engine's performance is for some inexplicable reason just as poor at rendering polygon-intensive levels on modern hardware as it was on computers 4 years ago, and I become a little discouraged.  I just wish Surreal had designed Drakan to be moddable right down to things like the AI scripts, the MIDI-style music, and interface graphics such as level maps and inventory icons.  As it is, Drakan is only a semi-editable game, and I just want to be able to do a little more with it.

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