The Kinect sensor can detect movement and make the sprite in the game move accordingly. As the sprite moves, the actor moves, and it just reflects your movements. The behaviors is set to say something like: if this movement to the left, this sprite, avatar move to the right.
There are many actors and even more sprites in this game. In volleyball, for example, many items came flying at you. The people who threw them are actors, and the objects shot are sprites. You, the mascot, is both an actor and a sprite.
For bowling, you need a behavior in place to grab the ball when you reach over to it and a behavior to delete the pins, and one to give you a score if all of the pins are knocked down.
Here are two behaviors in 'English'; if the object (ball) hits the player in soccer, then the score increases by one. If the ball leaves the board (whatever point that is on the map), then a point is awarded to the opposite side in Ping Pong.
As for levels in this game, if you're set to party play, after the time or score is reached then the game goes to the spinner and selects the next level.
There needs to be collision data on any object that hits the mascots, as well as collision data on the mascots.
For this to be possible in Fun Editor, between each game and the game is a level and each player and object would be a sprite based off an actor. This would definitely require a lot of state machines and code but most would be fairly simple code.
The Lost Woods: Video Gaming
Thursday, June 16, 2011
Wednesday, May 18, 2011
Gaming Making a Better World
In this TED talk the video game developers are considering incorporating the benefits of playing games on the real world. While playing games we are engaged in "blissful productivity", harbor "urgent optimism", achieve developed "social fabric", and feel "epic meaning". I think the concept of having gamers use strategic ideas in games can translate well into the real world.
One global problem we have on our hands that a game can help with is our quickly diminishing supply of energy (oil, etc). There could be a game designed that allows the player to come up with and design their own ways of harnessing energy (cost-effective...solar, wind, steam, etc) to use for everyday power that anyone can use. This could be an online game, with the best ideas being acknowledged and perhaps even further explored by scientists. This could be played anytime. People with the best ideas could also be rewarded. The game could have real life factors in it, like the average cost of materials, etc. The game could even about other things...it doesn't have to be restricted to coming up with different ways to use our resources for power. In the game players could learn the true value of our resources, and help preserve them/ use them more wisely.
One global problem we have on our hands that a game can help with is our quickly diminishing supply of energy (oil, etc). There could be a game designed that allows the player to come up with and design their own ways of harnessing energy (cost-effective...solar, wind, steam, etc) to use for everyday power that anyone can use. This could be an online game, with the best ideas being acknowledged and perhaps even further explored by scientists. This could be played anytime. People with the best ideas could also be rewarded. The game could have real life factors in it, like the average cost of materials, etc. The game could even about other things...it doesn't have to be restricted to coming up with different ways to use our resources for power. In the game players could learn the true value of our resources, and help preserve them/ use them more wisely.
Friday, April 29, 2011
Amnesia: The Dark Descent
What game makes Silent Hill look like Disney games, terrifies the life out of you, and has even the most courageous people cowering in shadowy corners for an hour? Amnesia: The Dark Descent, of course. Released for retail on February 22, 2011, this action adventure, survival horror computer game by Frictional Games was critically well received, earning two rewards from the Independent Games Festival and many positive reviews.The game was created to involve the player in the greatest ways possible, and make everything so realistic and believable that you actually feel in the game yourself. Amnesia has truly captured the value of simple mortality.
Amnesia is an exploration-based adventure game played from a first-person perspective, retaining the physical object interaction used in the developer's previous Penumbra series. This feature allows for advanced physics based puzzles and interactions such as opening doors and fixing machinery. One big thing that separates this game from other horror games is how the player is NOT equipped with any weapons to use against the gruesome creatures (complete with stiff but quick walking and a jaw that hangs from its disfigured face) that wander Brennenburg Castle. So in order to survive the player must use their wits to escape and hide from the monsters until they lose interest in finding the player.
However, monsters are very capable of tearing down doors in their path and kicking obstacles out of the way. They can move as fast as you can sprint, so you'd better sharpen your reflexes to escape unscathed. They can see the light from your lantern as well, so you have to douse that and wait in darkness until they go away. You also need to collect materials for yourself that you will use throughout the game; for example, you need tinderboxes and some oil to light your lantern. Oil happens to be rare, so use it wisely.
You also have a sanity level, so in order not to 'lose sanity' you must leave looking at one of the monsters to a bare minimum. Staying in the shadows will drain your sanity as well, so you have to limit your use of that hiding technique, adding even more uniqueness to the game.
There are loads of screenshot videos of people playing Amnesia, which provides plenty of entertainment for non-players. You only truly understand their fear if you've actually played the game. Lets just say there's lots of high-pitched screaming-from guys too-and all around freaking out at nothing (this one person got startled from a torch that he lit...it wasn't 'traditional fire')I would post a link of the most hilarious video ever, but it's school inappropriate do to the high level of awesomeness...and extreme profanity. Amnesia players have three unbreakable rules while playing the
game:
1. No bright environment. Play the game in the complete dark. NO LIGHTS, preferably sometime in the late night when you're half asleep.
2. You must have a good quality headset. Preferably old school headphones that completely block out any other sounds, and they're better than ear buds.
3. You must play WITHOUT anyone around. Anyone. A friend, your mom, a dog, whoever. Being alone is everything.
These rules ensure that you will (probably) be scared witless just minutes into the game. A Windows, Mac OS X, or Linux platform is required.
EDIT:
After playing the demo for a little bit, I can see how this game can mess with your mind. When your character loses some 'sanity', the rooms swirl and shift, distorting your view of everything, and you might even hallucinate the monster when really he's not there. I haven't gotten to the part where the real monster actually patrols constantly, but I caught a glimpse of him when I hallucinated once. Last time I played the door that I JUST closed kept opening by itself after I turned away from it, and I kept having to close it, not really realizing that my sanity was low, pretty much causing the door to do that. It makes me wonder if it's the game that's becoming all tripped out or if that's just me. Raising the brightness of the game (so far) definitely makes it less frightening as you can actually see everything, which subtracts from the point. Also, the you have to slide the mouse to open the doors instead of merely clicking like in other games. SO...if the door pushes instead of pulls and you try to pull it with the monster hot on your heels...you're screwed. Oil for the lantern is rare, but I found an oil tank that filled me up once so that's convenient. I am currently trying to figure out how to unblock some gears, etc. If you happen to step on this crimson liquid splattered around to floors and walls you will get slapped, lowering your health after a few times of that. A journal that you have is fairly helpful, for example I have something on following the liquid trail and finding its source, and a note about a contraption being blocked by something.
On some Youtube videos I noticed some people say that female players just 'don't get it' and aren't scared in the game, contrary to my original belief that they'd be MORE scared than guys, but maybe it just seems that way since they don't immerse themselves in the game as deep as others, and maybe they don't value the mortality of their character...that's just an idea. Or perhaps it was just one person who thought that and there's no truth to that theory. It is a game that is not as much about shooting zombies, and completing the game by getting from point A to point B as fast as possible. For Amnesia to be good, you really have to submerge yourself in the story <<(very important). Whatever. I really want to play some more Amnesia, so I can get to the more dangerous adrenaline-pumping parts and figure out more puzzles. It's extremely tempting to use Google for help, but that just ruins the whole thing.
Amnesia is an exploration-based adventure game played from a first-person perspective, retaining the physical object interaction used in the developer's previous Penumbra series. This feature allows for advanced physics based puzzles and interactions such as opening doors and fixing machinery. One big thing that separates this game from other horror games is how the player is NOT equipped with any weapons to use against the gruesome creatures (complete with stiff but quick walking and a jaw that hangs from its disfigured face) that wander Brennenburg Castle. So in order to survive the player must use their wits to escape and hide from the monsters until they lose interest in finding the player.
However, monsters are very capable of tearing down doors in their path and kicking obstacles out of the way. They can move as fast as you can sprint, so you'd better sharpen your reflexes to escape unscathed. They can see the light from your lantern as well, so you have to douse that and wait in darkness until they go away. You also need to collect materials for yourself that you will use throughout the game; for example, you need tinderboxes and some oil to light your lantern. Oil happens to be rare, so use it wisely.
You also have a sanity level, so in order not to 'lose sanity' you must leave looking at one of the monsters to a bare minimum. Staying in the shadows will drain your sanity as well, so you have to limit your use of that hiding technique, adding even more uniqueness to the game.
There are loads of screenshot videos of people playing Amnesia, which provides plenty of entertainment for non-players. You only truly understand their fear if you've actually played the game. Lets just say there's lots of high-pitched screaming-from guys too-and all around freaking out at nothing (this one person got startled from a torch that he lit...it wasn't 'traditional fire')I would post a link of the most hilarious video ever, but it's school inappropriate do to the high level of awesomeness...and extreme profanity. Amnesia players have three unbreakable rules while playing the
game:
1. No bright environment. Play the game in the complete dark. NO LIGHTS, preferably sometime in the late night when you're half asleep.
2. You must have a good quality headset. Preferably old school headphones that completely block out any other sounds, and they're better than ear buds.
3. You must play WITHOUT anyone around. Anyone. A friend, your mom, a dog, whoever. Being alone is everything.
These rules ensure that you will (probably) be scared witless just minutes into the game. A Windows, Mac OS X, or Linux platform is required.
EDIT:
After playing the demo for a little bit, I can see how this game can mess with your mind. When your character loses some 'sanity', the rooms swirl and shift, distorting your view of everything, and you might even hallucinate the monster when really he's not there. I haven't gotten to the part where the real monster actually patrols constantly, but I caught a glimpse of him when I hallucinated once. Last time I played the door that I JUST closed kept opening by itself after I turned away from it, and I kept having to close it, not really realizing that my sanity was low, pretty much causing the door to do that. It makes me wonder if it's the game that's becoming all tripped out or if that's just me. Raising the brightness of the game (so far) definitely makes it less frightening as you can actually see everything, which subtracts from the point. Also, the you have to slide the mouse to open the doors instead of merely clicking like in other games. SO...if the door pushes instead of pulls and you try to pull it with the monster hot on your heels...you're screwed. Oil for the lantern is rare, but I found an oil tank that filled me up once so that's convenient. I am currently trying to figure out how to unblock some gears, etc. If you happen to step on this crimson liquid splattered around to floors and walls you will get slapped, lowering your health after a few times of that. A journal that you have is fairly helpful, for example I have something on following the liquid trail and finding its source, and a note about a contraption being blocked by something.
This one of the tunnels that I currently have access to |
Friday, April 15, 2011
Sakura-Con
Sakura-Con is an annual anime convention spanning three days, held during March or April at the Washington State Convention and Trade Center in Seattle, Washington. In the years before the twenty first century anime fans hatched a plan for an anime convention when they were unsatisfied with the amount of anime content represented at conventions such as Norwescon. Originally named Baka!-Con, (baka or ばか is Japanese for idiot,) the first convention was held at the Double Tree Inn in Tukwila, Washington in 1998. In 2000, Baka!-Con changed its name to Sakura-Con, (sakura or 桜 {alternately: さくら} is Japanese for cherry blossom).
Sakura-Con's rapid growth prompted a search for larger venues. In 2004 and 2005 Sakura-Con had to limit its attendance to 5,100. Even with the attendance cap, Sakura-Con was ranked the eighth largest anime convention in North America in 2004 by paid attendance figures, and tenth in 2005. When Sakura-Con moved to the Washington State Convention and Trade Center in Seattle, Washington in 2006, it roughly tripled its capacity for attendees.Since its beginning, starting with 313 anime fans, Sakura-Con has grown to be much more than a local event. In 2006, only about half the attendees were from the area.
The convention features a vast array of programming and activities, such as industry guests, various discussion panels, and anime screenings. It also sports a large and lively Exhibitor's hall where one can buy many things related to anime or Japan. Various contests are hosted, including anime music video, cosplay, fan fiction, and karaoke contests, as well as a fashion show. The event hosts multiple J-Pop concerts featuring popular groups such as The Slants. An art show and auction as well as a charity auction benefiting the Make a Wish Foundation are also hosted. A variety of gaming rooms provide console/video, PC/LAN, CCG, RPG, and tabletop gaming. Cosplay is an integral part of Sakura-Con.
The awesome thing about cosplay conventions such as this one is that you can be any character you want, regardless of your occupation, background, etc. Some people feel inclined to exactly mirror their character in both costume and body shape, but this isn't really necessary or encouraged as 1. the costumes can be very difficult to obtain or create, whether you don't have the materials to make it or it's just plain expensive and 2. most anime bodies are either equipped with a tiny waist and unrealistic proportions of their chest (females) or they are seriously buff or even rail thin (males). Also, a girl can cosplay as a male character and vice versa, they usually look fine either way.
Take Goku for example of complications; it'd be extremely hard for a guy to achieve that body type, unless they are already in possession of it. Hair styling/wigs also represents a problem. Also the outfits can be very intricate and complex, but generally only the more serious cosplayers attempt to achieve the desired look. You don't have to know a lot about anime or video games either, simple know your character, and go with the flow, but obviously it's better if you do know the series, as people will ask you about it. Don't worry about fitting in; random people will run up to you and hug you, and you'll probably get engaged in conversation about your character, etc...at conventions it is VERY easy to make good friends. At Sakura-Con there are places for video gaming, so you can also have fun kicking some butt in Brawl as your character.
Neku Sakuraba is the main protagonist in the game The World Ends With You |
Girl as Link |
The awesome thing about cosplay conventions such as this one is that you can be any character you want, regardless of your occupation, background, etc. Some people feel inclined to exactly mirror their character in both costume and body shape, but this isn't really necessary or encouraged as 1. the costumes can be very difficult to obtain or create, whether you don't have the materials to make it or it's just plain expensive and 2. most anime bodies are either equipped with a tiny waist and unrealistic proportions of their chest (females) or they are seriously buff or even rail thin (males). Also, a girl can cosplay as a male character and vice versa, they usually look fine either way.
Goku |
Wednesday, March 23, 2011
Dead Island Impression
It seems that all it took was the trailer for the zombie game, Dead Island, to stir everyone up with excitement.
When a friend sent me a link of a "freaking awesome" brutal, zombie-killing video game, my initial reaction was, let's just say, not positive. I think if you've seen one zombie game, you've seen them all. Kill zombies. Go somewhere else to kill more zombies. Repeat. What fun.
But then I saw the trailer. Wow, was I amazed. There was actually EMOTION in there. The PlayStation 3, Xbox 360 and PC game’s introduction featured a beautifully compiled, reverse-chronological look at a family on vacation being attacked by zombies. You actually feel compassion for the little girl in there, and the rest of the family, a huge quality that almost all other games seem to lack. 'The music is somber, the visuals utterly harrowing, making the oversaturated zombie genre seem appealing again,' says a previous post of Game Life.
Word instantly spread through every kind of social media. Everyone was talking about the gorgeous, well-edited, emotionally engaging game, but no one knew what the game itself looked like.
At Game Developers Conference, Game Life got a 45 minute demo. Here's the outline of what they saw.
The game features four characters to choose from, each with different attributes and playing styles, and you can play through the game multiple times as each one for a slightly different experience. There will also be drop-in and drop-out multiplayer, so the co-op experience will be a big draw for the game. The player we saw in our demo was a one-hit wonder rapper who said things like “damn,” often, and would remark on kills using plenty of four-letter words. Oh, stereotypical African-American characters … will gaming ever grow tired of you?
Dead Island takes place on a tropical island, but the environments will include a jungle, a city, interiors, exteriors and everything in between. The developers promise a wide variety of environments to fight through, and you’ll be killing zombies with a variety of hand-to-hand weapons and even some firearms. The game is played in the first person, and the battles against the undead will be close, intimate affairs.
The actual combat looks strong. They saw the character break the left arm of one zombie only to be clobbered by the right. The interactions between the characters are a little stilted, and the voice acting isn’t as strong as they would like. Still, the game has it where it counts: It’s a tense, often brutal game, although they saw precious little of the emotion and tone of the trailer that caused everyone to fall in love with it.
There will be vehicle missions, a black market and the ability to mix and match objects to create new weapons. You’ll just need to find items to combine, blueprints, workbenches and … where have we heard this before? That prompted me to ask if the developers are worried about being compared to Capcom’s recent zombie game Dead Rising 2.
“No, because we’re never going for the funny stuff. We’re doing weapons that make sense, and upgrading what you have,” they told me. “You can sharpen a machete as you saw, or you can attach a battery and make it a stun gun of sorts.” They’re not taping a paddle to a chainsaw, they pointed out. But is making a stun gun with a knife and a battery that much different?
There are slow zombies, there are fast zombies and there are zombies that look like they were infected by the Flood and explode when shot. Fun stuff. Killing the zombies in innovative ways will get you experience points, and you’ll use those points to level up and create a zombie-killing machine no matter what character you play as. Your friends can jump in and out of your game at will to help you survive.
The setting is goofy, the voice acting is subpar and many of the concepts seem to have been borrowed from past games, but it all looks good. Certainly goofier than we were hoping for based on the trailer, but I went into the appointment excited about Dead Island, and left wanting to get my hands on it and play some more. That’s a win, no matter how you cut it. It comprises less of emotion but offers more of an overall fun, ultra-violent look at the possibility of zombies taking over paradise. I think the axe-throwing of the developers will be enough to grab everyone's attention.
Dead Island is coming to the PlayStation 3, Xbox 360 and PC, and will feature between 20 and 30 hours of open-world, zombie-killing fun. The voice acting may be a little rough, but as long as the core action is this good, it’s easy to overlook.
http://www.wired.com/gamelife/2011/03/dead-island-preview/?utm_source=feedburner&utm_medium=feed utm_campaign=Feed%3A+Gamelife+%28Blog+-+Game|Life%29&utm_content=Pageflakes
When a friend sent me a link of a "freaking awesome" brutal, zombie-killing video game, my initial reaction was, let's just say, not positive. I think if you've seen one zombie game, you've seen them all. Kill zombies. Go somewhere else to kill more zombies. Repeat. What fun.
But then I saw the trailer. Wow, was I amazed. There was actually EMOTION in there. The PlayStation 3, Xbox 360 and PC game’s introduction featured a beautifully compiled, reverse-chronological look at a family on vacation being attacked by zombies. You actually feel compassion for the little girl in there, and the rest of the family, a huge quality that almost all other games seem to lack. 'The music is somber, the visuals utterly harrowing, making the oversaturated zombie genre seem appealing again,' says a previous post of Game Life.
Word instantly spread through every kind of social media. Everyone was talking about the gorgeous, well-edited, emotionally engaging game, but no one knew what the game itself looked like.
At Game Developers Conference, Game Life got a 45 minute demo. Here's the outline of what they saw.
The game features four characters to choose from, each with different attributes and playing styles, and you can play through the game multiple times as each one for a slightly different experience. There will also be drop-in and drop-out multiplayer, so the co-op experience will be a big draw for the game. The player we saw in our demo was a one-hit wonder rapper who said things like “damn,” often, and would remark on kills using plenty of four-letter words. Oh, stereotypical African-American characters … will gaming ever grow tired of you?
Dead Island takes place on a tropical island, but the environments will include a jungle, a city, interiors, exteriors and everything in between. The developers promise a wide variety of environments to fight through, and you’ll be killing zombies with a variety of hand-to-hand weapons and even some firearms. The game is played in the first person, and the battles against the undead will be close, intimate affairs.
The actual combat looks strong. They saw the character break the left arm of one zombie only to be clobbered by the right. The interactions between the characters are a little stilted, and the voice acting isn’t as strong as they would like. Still, the game has it where it counts: It’s a tense, often brutal game, although they saw precious little of the emotion and tone of the trailer that caused everyone to fall in love with it.
There will be vehicle missions, a black market and the ability to mix and match objects to create new weapons. You’ll just need to find items to combine, blueprints, workbenches and … where have we heard this before? That prompted me to ask if the developers are worried about being compared to Capcom’s recent zombie game Dead Rising 2.
“No, because we’re never going for the funny stuff. We’re doing weapons that make sense, and upgrading what you have,” they told me. “You can sharpen a machete as you saw, or you can attach a battery and make it a stun gun of sorts.” They’re not taping a paddle to a chainsaw, they pointed out. But is making a stun gun with a knife and a battery that much different?
There are slow zombies, there are fast zombies and there are zombies that look like they were infected by the Flood and explode when shot. Fun stuff. Killing the zombies in innovative ways will get you experience points, and you’ll use those points to level up and create a zombie-killing machine no matter what character you play as. Your friends can jump in and out of your game at will to help you survive.
The setting is goofy, the voice acting is subpar and many of the concepts seem to have been borrowed from past games, but it all looks good. Certainly goofier than we were hoping for based on the trailer, but I went into the appointment excited about Dead Island, and left wanting to get my hands on it and play some more. That’s a win, no matter how you cut it. It comprises less of emotion but offers more of an overall fun, ultra-violent look at the possibility of zombies taking over paradise. I think the axe-throwing of the developers will be enough to grab everyone's attention.
Dead Island is coming to the PlayStation 3, Xbox 360 and PC, and will feature between 20 and 30 hours of open-world, zombie-killing fun. The voice acting may be a little rough, but as long as the core action is this good, it’s easy to overlook.
http://www.wired.com/gamelife/2011/03/dead-island-preview/?utm_source=feedburner&utm_medium=feed utm_campaign=Feed%3A+Gamelife+%28Blog+-+Game|Life%29&utm_content=Pageflakes
Tuesday, February 22, 2011
Holograms Becoming Reality?
Playing and interacting with a 3D image projected from your phone or other objects may not be totally out of reach after all.
A hologram created in Japan |
MasterImage 3D is best-known in Hollywood for its 3D projectors, but it is now developing a technology that seemed pretty impossible when Chewbacca played holographic chess with R2-D2, or when the projection of Leia pleaded to Obi Wan Kenobi. The new and as yet unnamed technology will allow a phone or a tablet like the iPad to project an image that you can interact with by merely touching it, like Star Trek's holodecks. Games using this tech are a no-brainer, but web-browsing and other daily tasks will also be possible. MasterImage 3D will debut the technology at Mobile World Congress from Feb. 14-17 in Barcelona.
Playing holographic chess |
"If you take the screen and lay it flat, it projects the holographic object around your device, and you can interact with it," said Roy Taylor from MasterImage.
He's made the tech available to software companies and they're already spinning their wheels on coming up with applications using 3D images. "Software companies are already working on productivity enhancements with touch," Taylor said. "This will be the evolution of how we interface with consumer-electronics devices."
At first glance, the tech seems to be little more than a trick. After all, you aren't really touching the holograms as they are composed of light and all, at least not as much as you are manipulating them by placing your hand in a certain place. In the case of a recent Japanese invention, the ball projection doesn't bounce off your palm, for example — the system registers that that's where your hand is and the virtual ball reacts accordingly.
Darth Maul hologram |
The only stumbling block for Roy Taylor's plan might be the lack of 3D capability for most phones, but he's working on a graphics chip that can provide the extra oomph without costing your first born's college education. "I think we can get a 3D phone down to around $150," he said.
$150 would mean an okay phone nowadays. A lot of high-tech phones stretch hundreds more. But a hologram projecting phone that I can interact with? For that price? I'm sold.
Plus, if you think about it, touching a 3D image to manipulate a game is even more advanced than Star Wars. Even R2 had to use his information plunger thing to play the game and when Luke touched the hologram of Leia she just disappeared. Next thing you know we'll come up with an engine that lets us make the Kessel run in less than 9 parsecs.
http://www.escapistmagazine.com/news/view/107713-3D-Holograms-Coming-to-Your-Phone-from-a-Galaxy-Far-Far-Away
Wednesday, February 16, 2011
Popular Physicist Talks Science in Mass Effect 2
The science in Mass Effect 2 isn't entirely impossible, according to theoretical physicist and futurist Dr. Michio Kaku, but don't expect humanity to be criss-crossing the stars anytime soon.
'Mass Effect 2 is a rollicking adventure across the stars, but just how solid is the sci in the fi? Dr. Michio Kaku, a "famed futurist, physicist, bestselling author and radio & television personality" (so says his website) recently sat down with GameTrailers to talk about some of the theories behind the science in BioWare's futuristic galaxy and while most of it goes way over my head, he does a pretty good job of making it sound not entirely implausible.
Topics of discussion range from the practicality of personal cloaking devices, which Kaku says may be only a few decades off, to the composition of the universe itself, which is a bit more complicated. Fortunately, the good doctor is quite adept at tailoring his explanations to the non-string theorists in the crowd, although dumbing down concepts that are already highly theoretical does have the result of leaving things just a wee bit on the vague side.' -Escapist
"It may be possible to harness something called negative matter. Negative matter is perhaps the dilithium crystals of Star Trek, perhaps the spice of the Dune series. It allows us to open gateways through the fabric of space and time," Kaku explains. "Einstein's equations have a loophole. When you put negative matter into Einstein's equations, then space and time curl up into knots. Time wraps up into a pretzel. So it may be possible to build gateways. We're not sure how stable these gateways would be, but perhaps negative matter is the 'mass effect.'"
Even though you may be skeptical of this seemingly out of reach concept, I think we can accomplish it as our technology further develops. I mean, we thought sustained flight was impossible before the Wright Brother's famous invention.
'Hey, it makes sense when he says it. But don't expect any of these advances to arrive in time to do you any good: According to Kaku, the ability to actually roam the stars is still centuries away.' -Escapist
http://www.escapistmagazine.com/forums/read/7.182774-Popular-Physicist-Talks-Science-in-Mass-Effect-2
Saren Arterius |
'Mass Effect 2 is a rollicking adventure across the stars, but just how solid is the sci in the fi? Dr. Michio Kaku, a "famed futurist, physicist, bestselling author and radio & television personality" (so says his website) recently sat down with GameTrailers to talk about some of the theories behind the science in BioWare's futuristic galaxy and while most of it goes way over my head, he does a pretty good job of making it sound not entirely implausible.
Topics of discussion range from the practicality of personal cloaking devices, which Kaku says may be only a few decades off, to the composition of the universe itself, which is a bit more complicated. Fortunately, the good doctor is quite adept at tailoring his explanations to the non-string theorists in the crowd, although dumbing down concepts that are already highly theoretical does have the result of leaving things just a wee bit on the vague side.' -Escapist
Gameplay |
Massive array of weapons |
Even though you may be skeptical of this seemingly out of reach concept, I think we can accomplish it as our technology further develops. I mean, we thought sustained flight was impossible before the Wright Brother's famous invention.
'Hey, it makes sense when he says it. But don't expect any of these advances to arrive in time to do you any good: According to Kaku, the ability to actually roam the stars is still centuries away.' -Escapist
Gameplay |
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