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Thread: ATT Mike vs. Microsoft Sam

  1. Registered TeamPlayer
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    #1

    ATT Mike vs. Microsoft Sam

    Ok this has to be the most creative gangster war ever.

    Check these out in this order....


    http://samshow.ytmnd.com/

    http://ihaterap.ytmnd.com/

    http://samstillridin.ytmnd.com/

    Has to be some of the most creative stuff I have ever seen online.

  2. Registered TeamPlayer clint's Avatar
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    #2

    Re: ATT Mike vs. Microsoft Sam

    LAWLROFLOMGWTFBBQ HAHAHAHAHAHAHAHAHAHAHA

  3. Registered TeamPlayer
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    #3

    Re: ATT Mike vs. Microsoft Sam

    IMHO cop, u have no social life as well as the guy who edit all this.
    No offense.

  4. Registered TeamPlayer
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    #4

    Re: ATT Mike vs. Microsoft Sam

    Quote Originally Posted by Carcass
    IMHO cop, u have no social life as well as the guy who edit all this.
    No offense.
    I have a life only on the weekends...

  5. Devious Tyrant
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    #5

    GDC09: Kojima Keynote

    Yesterday at the Game Developers Choice Awards, Hideo Kojima was honored with the Lifetime Achievement Award. Today, Kojima spoke at GDC for the first time; something he pointed out may have been related to the award he received the night prior. His keynote speech focused primarily on the theme of making the impossible possible. While no big announcements were made, the keynote was interesting to anyone looking to break into game design and faced with the ever-present roadblocks inherent to the industry.

    Kojima defined possible as anything that has been done before, or something that has been experienced.

    Kojima defined impossible as something that has never been done before, or has not been experienced. In his mind impossible is merely a “preconceived notion.”

    Starting with his work on Metal Gear, Kojima discussed how each game he designed seemed impossible at first, but how he eventually overcame the obvious obstacles.

    With Metal Gear, Kojima discussed the limitations of the hardware at the time, the MSX2. Because of these restraints he considered making a title without combat entirely, or crafting a game that would be about the act of escaping. Instead, after much thought, he decided to avoid combat through the acts of sneaking and infiltrating. Thus he gave birth to the stealth game genre. Still, the result was something he believes was more of a puzzle game than a stealth game, which he rectified in the next iteration.

    Next, his goal was to create a deeper stealth title, which resulted in Metal Gear 2: Solid Snake. The hardware restraints were the same, so the game design needed to change. He changed the line of sight of enemies, giving them a wider span to make it more human. He also added enemies off screen by adding radar, to make the tension even higher. Bad guys could also now hear, and the addition of the evasion phase helped to improve the title from its predecessor.

    After creating Metal Gear Solid 2: Solid Snake, Metal Gear Solid came to be. This time Kojima wished to create a 3D stealth game, which resulted in a new wall of impossibility. Luckily, this is the time that the PlayStation 1 was born, and this allowed him to reach this goal.

    For the sequel to Metal Gear Solid, they set their sights even higher, and the PlayStation 2 came to the rescue. The result was Metal Gear Solid 2: Sons of Liberty. This was the first time they used motion capture technology, and the change to the DVD format allowed the long cut scenes Kojima teased we didn’t like. Metal Gear Solid 3: Snake Eater followed much the same design with the obvious graphic and gameplay improvements.

    Metal Gear Solid 4: Guns of the Patriots was created especially to take advantage of the PlayStation 3, which was just a rumor at the time they started developing it. The goal this time was dynamic battlefield alliances, and to introduce the Octo-camo and the ability to disguise yourself.

    He ended with a few tips and words of advice: “Before giving up and saying ‘I can’t do it,’ identify the impossible barrier is that is holding you back. By overcoming the barriers of impossibility, yesterday’s impossibilities become today’s possibilities.”

    …and “90% of what is considered impossible is, in fact, possible. The other 10% will become possible with the passage of time and technology.”

    SOURCE: GDC09: Hideo Kojima Keynote ? Making the Impossible Possible

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