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Posts Tagged ‘Woo’

Tim Schafer Hired 20 Years Ago Recently

Posted by Kieron Gillen on September 29th, 2009.

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My 'Internet whiners whine about internet whiners' line is totally wasted, alas.

Ah, yes. I return from a day of adventuring. Alec’s doing a post about Gameswipe, bless him. In which case, I’ll draw your attention to something which emerged over the weekend. Tim Schafer was hired 20 (count ‘em!) years ago as a designer. He does a post including some splendid rejection letters, as well as reciting the awesome Ballblazer Story. I said the word “ball”. You have to go and read that, yes? No, yes. Yes.

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Hot Shooty: Stranglehold Demo

Posted by Jim Rossignol on September 15th, 2007.

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The Stranglehold PC demo has finally struggled its way onto the internet. It’s a big old beast, weighing in at a portly 2gb. You can get it from here.

Right, so Stranglehold is the game of John Woo’s style of movie making. It’s a kind of gaming sequel to Woo’s Hard-Boiled, delivered in a third-person action sort of way. It’s not exactly Max Payne, but you can see the connections – especially since Max Payne was pretty much an open homage to Woo’s slow-mo-diving-through-stuff manner of filming shooty sequences. Woo even has a cameo in the game, just as he does in a bunch of his films. The show off.

Bullet time comes on pretty much every time you dive or leap over something – and you leap over things automatically, often in unintentionally comedic fashion. For some reason this is called ‘Tequila Time’ and it’s a rather different Tequila time to the one you might be familiar with.

Is it any good? Well, it’s pretty – Unreal Engine 3 pretty – and there’s plenty of destructible objects in the environment. Diving around shooting people in the face as you plunge fearlessly through a shower of debris is pretty satisfying – it never goes goes like this when I try it at home. Yeah, there’s nothing realistic or measured about Stranglehold, it’s a barrage of unadulterated gun-wankery, with non-stop cinematic frippery to dress up the repetition. Death, death, wads of gore, and great clods of ultraviolence – and hardly sophisticated with it. I’ve seen a few people moaning that the full game isn’t long enough, but judging by this I don’t suppose there’s much reason to care: it’s a concentrated dose, and you won’t need much to get your fix. John reports that the game gets a bit arse once you hit the Chicago levels, so maybe the demo will be all you need…

An absurdly high body count, ludicrous bullet-dodging nonsense, and a moderate amount of fun.

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