Almost as delayed as PS2 Tomb Raider -- but less likely to crash and wipe your memory -- it's some new UKR! We've now done 12 issues in a year, and that's counting the 'pork pie' thing. At least we're not dead. At least we're still here, acting as a signpost back to happier days, pretending there's still something to say about the games industry other than IT'S ALL SHIT or THERE'S NO HOPE FOR THE FUTURE. It is all shit and there isn't any hope, but at least we have the fun of watching PlayStation2 fizzle out over the next 12 months to look forward to. Seriously. In 12 months time we'll meet you back here and laugh about how it all ended so badly for Sony's video game empire. It's over. It's dying more each day. Watch it go. |
What's
PS2 creator Ken Kutaragi fantasising about happening?
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Magic
Device exclusively revealed!
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HOW
THE WORLD WOULD HAVE BEEN DIFFERENT IF THE SEGA SATURN HAD BEEN A HUGE
SUCCESS Frenchman JF Cecillion would not have been hired as European head for the Dreamcast launch, Sega therefore wouldn't have spunked all its marketing budget away on sponsoring the Frenchman-managed Arsenal, Arsenal would have then have had less money to spend on French players so more English players would've emerged through its youth team, which would've resulted in a stronger English national side which would have definitely won the 2002 World Cup. |
JAPANESE
FRIEND NEEDED! So let us be your REALLY COOL ENGLISH FRIENDS! We'll send you photos of us, and can even arrange to send you prestigious English merchandise in exchange like Harry Potter toys, Mustard, photographs of David Beckham and bowler hats with 'fuck me' written on. It'll be great! You don't have to live anywhere cool like Tokyo or Osaka, any old town or village will do, and you don't even have to be a girl. All we want is someone to buy us things and post them over. Please, be our SPECIAL JAPANESE FRIEND. Thank you much for time listening! (We may even get you to send us two of everything, so we can sell one on at a 100% mark-up. Like this guy does). |
A
gift from Simon Dominguez
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Fun
with the T-Mobile promotional image archive *Currently scheduled for Spring/Summer 2004 |
Domains
we once worshipped that have since died See if your favourite old site from back when people cared still exists, by visiting... |
PSO
-- Vindicated! |
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12 minutes: An online game starts. We're in some kind of empty room. It's not much fun. There's nothing to 'play'. Where's all the cybersex we were promised? 22 minutes: A hasty phonecall to a PSO-loving friend reveals we're standing in some sort of "space ship" and need to "beam" down to "the planet". 31 minutes: We join what appears to be a game and appear in another empty room. It seems we're in a "block" that no one's playing in. Disconnect and try again. 38 minutes: One man joins the game we started. Nothing much seems to be happening. Say this to the man. The man says that's because we're not on the planet yet. 49 minutes: The man leads us to the teleport bit. He's new too. He's at level 4, we're at level one. We both teleport down to some woods. Our character dies. The other man revives us, but gets attacked while he's reviving us and dies in the process. 52 minutes: Left alone to survive, we quickly die again. The man suggests going back up to the ship and starting again. Agreed. 61 minutes: Teleport back down to the woods again. Die after about a minute. The man asks us what weapon we have equipped. We tell the man we didn't know you had to equip a weapon. At this point, cybersex seems a very distant dream. We are impotent in a strange land. 68 minutes: Teleport back down to the woods again, this time with a gun equipped. The gun won't shoot straight, and even when it does hit an enemy it does little damage. We die. Man revives us. We die again. Man dies again from being attacked when reviving us. Sensing that the man is probably starting to lose patience with us, we thank the man for playing with us and suggest we play the game offline a bit to boost our power before returning. The man agrees. 84 minutes: Playing it offline. Back to the same woods. The same enemies. Kill a few. More appear. Kill them. More appear. We die. 86 minutes: Back to the same woods. Our hopelessly ineffective gun and the impossible aiming system makes us die once more. 92 minutes: We return to the woods with a strategy. Run towards the enemy to line up a shot, then turn round and fire. This seems to work, but is slow and often leads to us getting attacked. Think for a moment about persevering, hastily decide against it. VERDICT: OK, so three years ago it was a great novelty to be able to play AND chat at the same time on the humble Dreamcast. We can see that. We understand why people liked it, especially fat people with no friends what with how it let them speak to people without the horrible misconceptions that blighted their lives up to that point. But now, when in-game chatting is the norm on Xbox, PSO is a pioneer that's become outdated so very quickly. So there. |
PSO -- Rubbish. Like we said.
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As-yet
unproven claims by Michael Moore
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The
Beautiful Peephole |
Shit
things about the internet. #9: Adults wallowing in self-pity |
_ _ _ _ Q: How many games PRs does it take to change a lightbulb? A: Dunno. Just put 'TBA' |
HOW
THE WORLD WOULD HAVE BEEN DIFFERENT IF THE SEGA SATURN HAD BEEN A HUGE
SUCCESS Everyone would've bought Radiant Silvergun for £39.99 when it was released in the UK, Ebay therefore would've closed after the first three months due to the lack of interest in buying obscure and over-priced Japanese import games, and Video CD would still be the dominant A/V format. |
Rez
-- An apology |