Media & Advertising Kit
Gabe

Armadeaddon wallpaper

Wednesday, August 9 2006 - 3:26 AM
by: Gabe

I had a lot of requests for a wallpaper based on Frank and the last panel of today’s strip. So here it is:

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It seemed to me that an epic storyline like ARMADEADDON needed a nice big intro comic to kick things off. I thought you might like to see a bit of the process on this one.

Here’s what my pencils look like when I scan them in. It’s all pretty rough but it’s enough to remind me what’s going on in each panel. You can see I hardly drew any of the background or zombies at all. I figured I could work that out in the inks.

This is what it looks like after I’ve gone over it in Photoshop using a Wacom tablet. I’ve been trying to focus on doing less “noodling” when I’m inking. For me that means I don’t spend as much time zoomed way in, tweaking and re-drawing little parts of the image. I’ve been working on laying down my inks quickly. It’s not easy since I’m fucking crazy and I could easily spend all day tinkering with one characters face.

It took me about three and half hours to get from pencils to inks and that meant I only had a couple hours left before I had to go home and be a dad for the rest of the night. So I feel like I had to rush the colors quite a bit and in the end I’m really not too happy with them. I feel like I did alright considering how much time I had but I wish I could have had another day. Working under such a tight deadline is actually pretty good I think. It’s teaching me to be quick even when I don’t want to be. Most of the time I think it’s good for my stuff. It’s getting looser and less “vectory”. I just made that word up.

Anyway, that’s my process. Glad you guys liked this strip.

-Gabe out

Tycho

Defcon

Wednesday, August 9 2006 - 3:27 AM
by: Tycho

Finally some video of this game hits.  I found the fourth one pretty frightening. 

Defcon is the latest game from Introversion, the ones that brought us Uplink and then Darwinia.  All I've seen of it thus far was the intriguing WOPRian screenshots they had released - I've essentially only had those shots and my strong faith in the developer to keep me warm on cold nights.

(CW)TB
Tycho

Armadeaddon: The Black Orchard

Thursday, August 10 2006 - 5:59 PM
by: Tycho

Penny Arcade Armadeaddon continues - into territory more horrifying than you could possibly imagine.

Because trying to play through a Dead Rising and The Outfit (co-op) simultaneously apparently wasn't ambitious enough, I decided to make it out-and-out impossible by placing Chromehounds, jenga-like, upon the teetering stack. I know I'm late, late, late on this one, but if you knew the shit I've been working on, you might forgive me.

After getting a sense from early reviews that there was something genuinely foul about the game, I felt content without it - I looked out the window, chin cupped in my hands, wondering what dark purpose I could put that sixty dollars toward. Reading the 1up review (and then, shortly thereafter, Greg Kasavin's review at Gamespot) made me wonder had happened, precisely, in the all the other reviews I had read - until I realized that I was simply seeing the entire scale being put to its intended purpose. I had forgotten, I think, that the scale as designed actually ranges from one to ten, and that opinions can diverge more that the customary five percent.

It's not really clear initially, I didn't pick up on it at any rate, but Chromehounds is best thought of as an online-only affair - like a Battlefield, or a Tribes, except that the online portion takes place on a dynamic, intimidating online map that three player "countries" strive to control. It includes a single player campaign, more accurately called a Training Mode, where you can get a feel for the different roles you'll be asked to perform as well as unlock robot parts based on your performance.

As for robot parts, and this is probably the most robust part of the game, the equipment you get is based on your performance in training (which I've mentioned), items you win in the in-game lottery, or which country you ally with in the persistent online war. You purchase new parts online with the spoils from successful missions, and the parts available are determined to a certain extent by what your nation researches(!!!), though I understand that wars are often over so quickly a lot of the advanced stuff doesn't appear. Next time you're in an EB, flip through the Prima guide real quick to see just how much of the game's content payload is only available online. And once you get these parts, haul them into the garage like a rustling box of Lego and start stacking them up. There are so many "nodes" per part for deadly toys to be attached to that I think it's a legitimate venue for creativity - the default machines one sees in screenshots don't communicate this.

Like I said, late - and had the scoring on the game not been so distributed, I might never have made the plunge for myself. I'm just getting into it, so while I'm intrigued by some of the heavily obscured potential of the game please don't pick it up on my say so. I need some time to stock up more equipment and run my hand along the smooth contours of its humming mech generator before I'd be comfortable offering an authentic verdict. I was just wondering what kind of game it was that could reinstate the lowest part of the ratings system, and I am starting to understand why: it presents a few big ideas, and the degree to which you'll think it succeeds seems to be connected to how much you're willing to overlook.  People hate failed potential an order of magnitude more than they hate mediocrity.

(CW)TB out.

mediocrity rules