The hackneyed topics of “real” FPS

This post is intended at the time where was abandoned the “casual” style of the first FPS, like Doom 1 and 2, Duke Nukem 3D, Rise of the Triad, Blood type 1 and 2…. with boxes like you get items, where doors open by themselves… labyrinth levels, inventories things out “impossible”… etc… and a realistic approach where realism never becomes…

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Alone in the Dark (2008) XBOX360 and Wii

I remember vividly seeing the trailers of the game like this escalation: Or the persecution: Later mechanical with fire. Throwing objects with parable. Puzzles with light and fire. In these short but intense video. I remind them again and again… Or what I like. The inventory in the jacket and the “primitive” crafting. The game hooked me. Needless to say…

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Beyond EMBM: How to achieve better bump / normal mapping on Wii

Definitely something this complicated. High Voltage Software and its engine demo Quantum3 and later, highlights games that took this engine, and put the possibilities, virtually the most: 2011 Conduit 2 2010 Tournament of Legends 2010 Iron Man 2 2009 The Conduit The real problem of the “bump mapping” of the Wii hardware is that it only affects the environment map…

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