Hard Lines: The Comic - 'Angry Lines'
Marc Kusnierz |
Wednesday, June 29, 2011 at 9:26AM Based off Hard Lines, available now on iTunes (iPhone/iPod Touch - $2.99)
Marc Kusnierz |
Wednesday, June 29, 2011 at 9:26AM Based off Hard Lines, available now on iTunes (iPhone/iPod Touch - $2.99)
Marc Kusnierz |
Monday, June 27, 2011 at 2:00PM 
I am admittedly a huge fan of Marvel, pinball, and whenever Zen Studios throws them into a blender, so Marvel Pinball: Captain America is a delicious smoothie of many things I love. Not only does Captain America keep up Zen Studio's great track record, it may be the best Marvel table to date. Part of my love is due to my affinity towards the character—as a young kid with asthma who kept on fighting, I always had a special bond with the Mr. Rogers who didn't live in the neighborhood—but when it comes down to it, this table is a wonderful time and delivers a feeling I hope I receive from the upcoming film—a feeling of bliss and excitement.
It's hard to review a pinball table when I've reviewed previous tables and I'd be shocked to meet someone who has never heard of pinball, not to mention part of the fun is experiencing a table fresh. The table seems to be reflective of the upcoming film as it includes Red Skull and the cosmic cube, but Baron Zemo, a Sleeper robot, and the Howlers also have a presence. The audio is great as always and the music in particular inspires continued play. There's not much left to say other than fans of pinball should be grabbing every table Zen Studios releases because even their worst is worthy of play.
Marc Kusnierz |
Monday, June 27, 2011 at 1:23PM
Marc Kusnierz |
Sunday, June 26, 2011 at 6:08PM 
As scheduled, I hung out with my Pixelated Radio co-host and his better half at the Galloping Ghost Arcade earlier today and if I'm being honest, I left a little unimpressed. The concept is wonderful—an arcade full of classic to current machines, with a one-time fee for the day—but its execution was subpar. While the arcade claims to have two hundred and thirty-five working machines, they never specify if the machines work at one-hundred percent.
From my experience, many machines had an unresponsive button or a control pad that didn't want to move in a specific direction—apparently Marge Simpson is only interested in going left, right, and down (that's what she said). Other issues included flickering screens that never returned to their correct orientation and the awesome Silent Scope without a working scope. It's not all bad; however, as the arcade contains many fighters—including Mortal Kombat on a custom rig with a beautiful display—and most of them are in pretty good condition.
Marc Kusnierz |
Friday, June 24, 2011 at 5:39PM
Marc Kusnierz |
Friday, June 24, 2011 at 3:12PM 
This is the ultimate question—why is Duke Nukem Forever so great? Well, no one calls me the answer man, so I don't know why I'm still here, but that's really more of Joaquin Phoenix problem. Why is Duke Nukem Forever so great? I have some answers below and they may just surprise you with how unsurprising they are...
Marc Kusnierz |
Tuesday, June 21, 2011 at 3:20PM 
How many games are user-friendly for someone who is blind? I have no idea—it definitely isn't a high number—but Stem Stumper is a blind-accessible game that can be played by what I was originally going to say 'everyone,' but then I remembered the existence of amputees. This blind-accessible gameplay is possible due to the game's use of sound—the game uses sound cues to show an item's location, allowing someone to play the game without the need of sight. A visual mode exists for those with the ability to see and/or those uninterested in a challenge.
From a design standpoint, this is a great idea, but in its execution, I found the sound effects, music, and visuals off-putting. This kills any potential for enjoyment, but these complaints are the epitome of subjective thought. What I find ugly may be appealing to you, but I cannot speak for anyone but myself. The fundamental gameplay is fun in theory, but my audio and visual preferences leave me unable to find any joy, which disappoints me more than anyone.
Marc Kusnierz |
Friday, June 17, 2011 at 9:42AM 
Invincible #80 is the first issue I have ever waited for; that's right, I am fairly new to the Invincible universe. While the issue delivered on my anticipation, it felt far too crowded—so much happens in so little time and it all seems forced. It is impossible to discuss the issue without spoilers, so let this be a warning that everything past this point is meant for those who already read #80, or simply don't care.
The issue opens with Debbie and Nolan choosing to attempt reconciliation, which they plan to attempt on another planet. It was a great opening, if tad anti-climactic, but was immediately followed by a second curveball—the reveal that William is gay. I have no problem with a gay character or a longtime character coming out, but this seemed random and as if it was obvious and expected. I never suspected William of being anything but a whiner and of little importance to the overall story, so I was rather surprised. My curiosities also question if this was purposefully revealed in June.
Marc Kusnierz |
Friday, June 10, 2011 at 9:40AM 
Do you remember playing Snake on your old school idiot phone—with no internet connection, no color display, a no touch controls? I do and may be one of the few who has fond memories of those days. I don't know how rare a Snake fan is, but regardless of rarity, I'm as big a fan as you'll ever meet. Well, Hard Lines is basically Snake with a lot of deviations and the presence of personality. It may be my love of Snake, but Hard Lines is one of the best iPhone games I've played in quite some time.
There are many modes to choose from—Survival, Deadline, Time Attack, Piñata, Gauntlet, and classic Snake—and each mode adds its own flavor. All modes other than 'Snake' feature A.I. lines in need of destroying—comparative to Tron's light cycles—but sometimes their dialogue makes them hard to kill. That's right, the lines talk and I loved every second of it. The dialogue holds the potential to distract, but I found it entertaining and different in a genre that hasn't seen much change in countless decades. Seeing a line say, "I thought you were my friend," makes me cry on the inside because he or she is right; what kind of person would kill their friends without a second thought? Apparently me, I guess.
Marc Kusnierz |
Thursday, June 9, 2011 at 9:55AM 
The Mega Man story continues with Mega Man #2 and it only took issue two to lose me and probably you. Sorry, but the last sentence was practically begging for the rhymes. I understand that Mega Man—and Archie Comics in general—is directed towards children, but there is a way to write for children without writing like a child. It may just be me, but there is nothing lamer than using the word "lame." And don't accuse me of hypocrisy, I was simply making my point before there was a point to be made.
Reading how Mega Man feels bad about everything he does over and over again got old faster than a mayfly. The entire comic is bipolar in its nature and goes round and round in a circle of sadness, conflict, achievement, and questions. Part of the comic's problem is that this specific storyline is only a four-part arc, which forces the writer—Ian Flynn—to rush through what little he has to work with. Watching Mega Man easily defeat three robot masters in one issue is anticlimactic. A robot—who was never intended for battle—being able to easily defeat supposed masters removes most excitement.