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Saturday, February 27, 2010

Wii and Ds Release Dates 2010

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http://www.blogcdn.com/www.joystiq.com/media/2010/02/nintendologo580pxheaderimg232.jpg

Yesterday's Nintendo Media Summit played host to a whirlwind dating game with quite a few players. If all the excitement got your heart thumping and left your head spinning, then you'll be relieved to find our list of matches -- each game paired with its release date (or release window...or release season) just below. You're welcome!


Wii:
Max & the Magic Marker (WiiWare) - March 8
Cave Story (WiiWare) - March 22
WarioWare DIY Showcase (WiiWare) - March 29
Monster Hunter Tri - April 20
Super Mario Galaxy 2 - May 23
Sin & Punishment: Star Successor (formerly Sin & Punishment 2) - June 7
Metroid: Other M - June 27
And Yet It Moves (WiiWare) - Spring
Art Style: light trax (WiiWare) - Spring
Art Style: Rotozoa (WiiWare) - Spring
Rage of the Gladiator (WiiWare) - Spring
Super Meat Boy (WiiWare) - Summer
FlingSmash (MotionPlus) - TBD
Game & Watch Collection 2 (Club Nintendo prize; WiiWare) - TBD



 

DS:
DSi XL (hardware; $189.99) - March 28
WarioWare DIY - March 28
Picross 3D - May 3
00 Classic Books ($19.99) - June 14
PhotoDojo (DSiWare) - Spring
Metal Torrent (DsiWare) - Spring
X-Scape (DSiWare) - Spring
GhostWire - October
Dragon Quest IX - TBD

Friday, February 26, 2010

Metroid Other M & Super mario Galaxy 2 Hands On

3 HAVE BECOME IMMORTAL HERE
Metroid Other M its like the End of All Metroid series before Metroid Prime


Our demo begins with a brief CG cinematic where the camera pans to the depths of space to find a person--bounty hunter Samus Aran--curled in the fetal position (like the scene from 2001: A Space Odyssey). After uttering the question, "Why am I still alive?" Samus awakens to find herself in the ending sequence of Super Metroid. An appropriately disgusting and angry Mother Brain stomps around as the baby Metroid (that originally appeared in Metroid II) holds Samus above ground within its maw. Just seconds before Mother Brain releases a devastating beam of energy from her massive eyeball, the baby Metroid drops Samus and takes the brunt of the blast. Its gooey remains drip down onto Samus as she readies her arm cannon and says, "It's time to go." Mother Brain is defeated.
In the following scene, Samus (shown in her Zero Suit form) awakens in a quarantine room and later remarks that she constantly dreams about her confrontation with Mother Brain, as well as the fate of the baby Metroid. In fact, a large part of developing and growing Samus as a character for Metroid: Other M seemingly stems from the loss of the baby Metroid to the extent that it's a focal point of her remaining monologue in the introduction--a suggestion of her growing motherly instincts, perhaps?
As the scene ends, Samus transforms back into her Varia suit and the tutorial begins. In it, we learn about some of her basic movements and abilities--most of which are controlled by holding the Wii Remote sideways so the layout resembles the NES controller setup. The action in Metroid: Other M takes place in 3D space from a third-person perspective, so Samus can move around much as she did in Metroid Prime by using the D pad. You can fire her arm cannon using the button 1 (button 2 performs jumps) and hold it down to perform a stronger, charged shot. By throwing a few enemies at us, the tutorial revealed that there's seemingly no manual way to target enemies, so where you shoot is a combination of where you're facing and which enemy has priority over another for the auto-aiming system. Samus also has some evasive skills--by pressing left or right on the D pad just before a projectile hits, she quickly leaps to the left or right. Lastly, changing into the morph ball is as simple as pressing A on the Wii Remote, and like previous games, Samus can plant regular or superbombs while in this state. Also of note, you can recharge missiles by simply holding the Wii Remote vertically and simultaneously holding down the B button (a similar functions works for recharging health when it gets dangerously low, but it doesn't appear to refill all of your health).
The tutorial also included a section explaining Samus's search mode, which should be immediately familiar to fans of Metroid Prime. By pointing the Wii Remote at the screen, the camera automatically transitions to a first-person, in-the-visor mode that lets you look around by holding the B button. Not only can you use this mode to investigate your surroundings, but you can also use it to lock onto and combat enemies either by using Samus's default arm cannon attack or her missiles. It's worth pointing out that when you search a room and happen to come across a special item (such as an energy tank or missile capacity upgrades), it will be marked on the map shown at the top-right portion of the screen.

With the tutorial over, we got another cutscene where a quarantine officer tells Samus to head to a meeting where news that Mother Brain has been defeated and Planet Zebes has been completely destroyed is met with a round of cheering from others in the room. Time passes and we fast forward to a scene with Samus sitting inside her ship when she suddenly receives what she refers to as a, "baby's cry," which is an SOS coming from a distant part of the galaxy. She eventually reaches the source of the SOS and what appears to be a derelict space station called the Bottle Ship, where the main portion of our gameplay session took place.

Upon arrival, we're told to take a look around using Samus's search mode--a quick inspection of the area reveals that a Galactic Federation Army ship is also docked. We take a few minutes to run and jump around (to test out the controls a little more when the camera's in a side-scrolling perspective) before going through the first door on the ship. Inside, Samus encounters the Galactic Federation group that arrived at the station earlier as it tried to get through a seemingly impenetrable door. As luck would have it, a member of this crew is none other than Adam Malkovich--Samus's former commanding officer in the Galactic Federation Army (and later, the AI construct from Metroid Fusion) before she took up the reigns of a freelance bounty hunter. Samus briefly references tension that exists between the two of them because of her previous career choices, but it's something that will more than likely expand further as the game progresses.
After helping the team get through the door via a missile from Samus's weapon, the team moves forward and Samus is left behind to make her way to the control room on her own. Along the way, we encounter some of the familiar, weaker enemies of Metroid's past, such as zoomers and skree. We take out these enemies using Samus's regular attack and continue to explore before coming upon an empty bathroom area. Normally, such a room wouldn't be a big deal, but it is in this case because we get a glimpse of a new perspective that places that camera closely behind Samus (similar to the camera perspective found in the Resident Evil 4 and 5) and forces her to walk at a slower pace. Whether this camera perspective has any kind of significance over just accommodating the tight space remains to be seen, but it was quite a surprise when we came upon it for the first time.

We continue to go from room to room, putting Samus's acrobatic abilities to good use as she wall jumps and clings to ledges before pulling herself up to make her way to the control room where she meets up with the rest of the Galactic Federation crew, as well as the first boss encounter. This giant, purple monster flings its tentacles about, making it difficult to find enough time to jump into the first-person mode and take shots at its eye using missiles. When we do get a solid shot in, the Galactic Federation soldiers manage to freeze parts of its limbs, which you then have to target and fire upon with missiles in first person. After doing this a few times, the creature is defeated. Adam takes up a position in the main portion of the control room where he tells the rest of his crew to infiltrate other parts of the ship and asks Samus to restore power to the system management area. This requires a bit of backtracking to an earlier part of the level (where we get some more time to snoop around for extra items, some of which can only be accessed via the morph ball), but it only takes a few minutes before we find the designated area, clear out the enemies that were preventing power from reaching other parts of the ship, and head back to the control room where the demo ends.
At this point, Metroid: Other M seems to succeed in creating a new type of Metroid experience, but it's really hard to explain just how different it feels until you get your hands on it. The mixture of old Metroid and Metroid Prime elements seems like it's not an amazing fit initially, but as time goes on, changing from third to first person feels more natural. We'll have more on Metroid: Other M before its release on June 27.


Otro video de Super Mario Galaxy 2, porque viene el 23 de mayo en America del Norte y estoy contento!!



We decided to check out the area that was presented earlier in the day, where we were able to use the drill and dig instantly from one side of the large planetary dirt mound to the next. The controls are the same as in the original Super Mario Galaxy, and they're tight, responsive, and easy to master once you get back into the swing of things. Using the remote, you can point and collect star bits as you bounce over goombas to make your way to the star at the end of the stage. The drill can be found on the ground. By shaking the remote, you'll pick it up over your head, and you simply shake again to plow through anything that doesn't have a metallic surface. We eventually made our way to the boss fight, which wasn't as hard as it looked, given that this particular planet could be navigated only on a 2D plane--so it was like walking on the outside of an onion ring. The robotic creature with two metallic legs stomped around a bit and sent a few power drills our way but then left its underbelly exposed just long enough for us to come up (or down?) from the other side to give it a good kick in its sensitive areas.
In the trailer we saw earlier, there was an image of a giant snakelike space dragon, which we got a chance to face during our hands-on session. This creature, known as Gobblegut, was sent after us by Bowser Jr., and it looped around the planet with its large maw aimed at Mario. It eventually burrowed into the ground and out the other end, weaving and twisting to conveniently block our line of sight. But by staying out of this monster's mouth and hovering around the area where it had dug itself in, we were able to hit the vulnerable areas along its body until it finally backed off.
Before taking charge of Yoshi, we played through a 2D platforming level where the traditional laws of gravity did not apply. By keeping an eye on the blue and red arrows, we could determine which way gravity was working in that particular area and time, but there were portions of the level where it would switch on us, so we had to anticipate the change to avoid landing on some hazardous terrain. Another world we explored was composed of floating platforms made up of traditional Super Mario Bros. bricks, pipes, coin blocks, and jumbo-sized enemies. Just because a flying goomba is 10 times your size doesn't mean that you can't do a spin attack to knock the beast on its head. If you loved Giant Land in Super Mario Bros. 3, you're going to love this level.

Since we saw what Yoshi could do with the blimp earlier in the day (basically balloon up and float), we decided to see what would happen to him if he ate a dash pepper. If you point at an object onscreen and press the B button, Yoshi's unnaturally long tongue will wrap around almost anything and swallow it. We're assuming that the dash pepper was extra spicy, because Yoshi immediately turned red and began to run at full speed. Controlling him is tricky while he's in this state, because he's ultrasensitive to your motions. Running into a wall will knock him back and slow him down, and the way the levels are designed, you need to get to the top of a ramp or the end of a long stretch of platforms before the effects of the pepper wear off. It took us multiple tries to get through some of the trickier areas, because he can easily run up the side of a wall, but if you brush against any wall or take a turn too early, you're going to take a tumble. It's incredibly fun to guide Yoshi as he darts up a long ramp, but it'll take a few mistakes before you know what to expect and can breeze by without any mishaps.
Even though it seems like our green friend can inhale everything, bullet bills don't seem to be a part of Yoshi's diet. What he can do, though, is keep a bullet in his mouth temporarily and then spit it out to help you wipe out enemies or break things--like glass--that may be blocking your path. If Yoshi gets separated from you at any time and goes off a ledge, he'll reappear in a nearby nest so you don't have to risk falling off a platform to get him back. Another one of Yoshi's talents is the ability to use his tongue to latch on to daisies, which can then propel you to higher ground like a swinging monkey.

Super Mario Galaxy 2 is what you would expect from a sequel, with more of the same mechanics but new content as well to encourage you to explore this unique universe full of familiar faces and new bizarre creatures. The varied environments are a blast to go through, and the animations look really good at this point, so we can't wait to play more of the game as soon as we can get our own build. What's also exciting is that Nintendo has announced that Super Mario Galaxy 2 will be coming May 23. Be sure to keep checking back for more updates as soon as they become available.

Mamita pones sabanas rojas porque voy de torero¡¡¡...........yawl

4 HAVE BECOME IMMORTAL HERE
Neta que No le pediría a mi chava que las usara, neta, para esos menesteres prefiero otras cosas < 3

Pero de que están cutes yawl!!!
















Aunque pensandolo bien la del password, la del bonus stage y la de achievement locked no son mala idea ^.^


Pero si la mami no sabe ni que rollo con eso la cosa ya valió chetos .....cha =(

Thursday, February 25, 2010

Retroreunión 20 marzo.....oh si!!!

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La idea se gestó casi desde el inicio de las reuniones, pero por varios motivos no la habiamos podido realizar, pero ese pero se ha ido a chingar a su madre.

La siguiente reunión de la banda será RETRO, aunque debo confesar que a mi eso de retro me suena muy chungo, yo sigo jugando en el NES y el SNES ^.^

De cualquier manera si hubiera algo que definiera "retro" ese sería yo....cha!!!

Por definición yo soy retro
Bueno, en lo que estabamos, reunión RETRO en casa de esmaug el dia 20 de MARZO, hora de despegue tentativa 11 a.m.

Para aquellos que aún le tienen que pedir permiso a su mama para limpiarse el julian vayan agendando y haciendo los tramites necesarios para no salir con la batea de baba de "es que mi mama no me dejó".

Tienen un MES COMPLETITO para hacer meritos y no hacer fail con la banda ese dia, en caso urgente y extremo.....pasenme a su mama y yo hablo con ella muy personalmente jojojojojojojojo.

Bueno, basta de coñazos!

La onda está así:

Esmaug pone a disposición de la banda su chante, algo de botana y chescos y practicamente todas las consolas necesarias, lo que será menester llevar son: JUEGOS Y CONTROLES.

Las veces anteriores, en casa de Sha y Moko compramos los botecitos esos del qentoki, creo que aqui serviran igual de bien a la hora del pipirín, así que ya saben, lleven sus morlacos para la tragazón.

copy/paste de una conversación en el messenger con el carnal esmaug:

yo tengo una tele de 21"
mi monitor de la compu de 22"
Ceniciento dice:
ahi se puede conectar alguna consola?
chris dice:
sip, tiene entradas de video
y me van a prestar una pantalla de chorromil pulgadas
Ceniciento dice:
o sea 3 teles o monitores + las que podamos llevar
chris dice:
sip
consolas?
juegos?
cuanta gente cabe en tu jaus?
chris dice:
pues la sala es masomenos grandecilla, y como no hay muebles pues si cabemos algo de banda
unos 15, entramos chido
el unico pedo es que no tengo sillas o sillones jaja
y consolas, yo tengo el intellivision, que habrá que ver que funcione haha
el nes, snes, 64, dream
Ceniciento dice:
ok, exceptuando el intel que no sabes si sirve, las demás jalan? o si no para llevar
chris dice:
si jalan
entonces basicamente necesitaremos juegos y controles
chris dice:
aunque un dream de respaldo estaria chido
Ceniciento dice:
me llevo el mio o si no el demitri creo tambien tiene y el psycho
chris dice:
con uno adicional creo que sera suficiente
Ceniciento dice:
va
chris dice:
y juegos claro
Ceniciento dice:
ok juegos y controles
chris dice:
del nes tengo 2 controles, pero no jalan muy bien, asi que si alguien tiene controles del nes, estará de lujo
Ceniciento dice:
yo tengo 2
chris dice:
tengo la pistola y el tapete jaja
juegos tengo varios
Ceniciento dice:
y vives cerca de?
chris dice:
del metro chilpancingo
en la roma sur
Ceniciento dice:
gud
cero alcohol verdad?
chris dice:
simon, como siempre
y tengo creo que 4 controles

del dream tengo nadamas 2 controles
y del snes si tengo los 2 en buen estado
clarin
cierto, tengo tambien el cubo
y cables tambien =P
creo que tengo 3 controles
tal vez cuatro
y pos el xbots con algunos arcades de los viejillos
incluido el intellivission lives, por si falla la consola =P


En esta platica esmaug es Chris y yo soy ceniciento ^.^


Edite algunas partes que ni al caso venian, como se podrán dar cuenta esmaug tiene las consolas necesarias para la reunión, a saber:

NES
SNES
DREAMCAST
64
Cubo

Seria necesario llevar solo la supertele del Sha (obvio, el sha la lleva), un dreamcast de respaldo (yo), 1 cubos (yo), el superlink para linkear los cubos (sha) y CONTROLES Y JUEGOS para las consolas anunciadas.

Esto en cuanto al gaming (ya saben, etiquetar sus respectivos juegos y controles, yo en estos dias compro etiquetas para ese dia.) en cuanto a la tragadera y los chescos llevense una lucecita para la vaquita.

Empiecen a confirmar asistencia y aportes señores, señoritas y transexos.

y no está por demás insistir , si tienen problemas con su jefa.....hablenle de mi!!!!!!!!!!!!


Compinches confirmados:


Esmaug
Shadax
Indalesiosaurio



Los detalles finales de horario y lugar, así como la ubicación exacta de la casa del carnal esmaug se los envio como siempre, a unos dias de la reunión.

Porfas cuidenselo, lavenselo y hagan gargaras con el agua que les sobre :p


indalesiosaurio out!!!!!

Todas las consolas All consoles

0 HAVE BECOME IMMORTAL HERE

Buenos dias aqui les dejo esta maravilla, una imagen vale más que mil palabras. Aunque muchos nos quedamos con unas pocas de ellas, lo cierto es que las videoconsolas han evolucionado mucho más de lo que algunos creemos. Aquí puedes disfrutar de más de 140 consolas con un sólo vistazo y más o menos ordenadas cronológicamente.

Si quieres ver más, checate la web de donde vi la  Consollection donde todas ellas están expuestas de forma espectacular en la pagina principal y enlazadas para que puedas ver todos los detalles.

Wednesday, February 24, 2010

Megaman 10 - Cave Story - Rage of the Gladiator Gameplay

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Wiiware title:

Super Mario Galaxy 2 & Sin And Punishment 2 Trailers

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CAPCOM® BLOWS THE LID OFF MONSTER HUNTER TRI

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Free Online Play, Release Date, Wii-Speak Support, Playable Demo, and Exclusive Pre-order Incentives Give Consumers Even More Reason to Join the Monster Hunter Phenomenon

SAN FRANCISCO, CAFebruary 24, 2010 — Capcom® Entertainment, a leading worldwide developer and publisher of video games, today announced big plans for its upcoming game Monster Hunter™ Tri at the Nintendo Media Summit in San Francisco. Capcom revealed that the Wii™ exclusive would be shipping to retail stores on April 20, 2010 along with the launch of the new Classic Controller Pro™. Limited quantities of Monster Hunter Tri will be bundled in with the new controller for a suggested retail price of $59.99. The standalone game will be released with a suggested retail price of $49.99. Along with the exciting news of the ship date, Capcom and Nintendo revealed its online plans for the North American fans by offering online play at no cost. Gamers also now have options for how they want to communicate as they develop tactics and strategies for hunting majestic monsters, either by text based chat or Wii Speak™, Nintendo’s hands free microphone.

Additionally, a playable demo and new pre-order incentive will be available exclusively via a partnership with GameStop locations across North America. Nintendo fans can get a taste of the action on March 8th when the demo becomes available at GameStop stores nationwide. For a limited time only, those consumers who place a pre-order for the game will receive an exclusive collectible Monster Hunter™ Tri Points Card valued at 500 Points ($5.00) and available at time of pick-up, good towards the purchase of any content in the Wii Shop or Nintendo DSi™ Shop Channels.

Simultaneously with these announcements, Capcom today begins a robust marketing campaign including the first in a series of viral videos focused on “true hunters” as the doors on the Monster Hunter Tri website officially open. Featuring a master hunter named Ironbeard McCullough, the new website and videos give deeper insight into becoming a true monster hunter and allows them to sign up for a hunting license. The Monster Hunter Tri Hunting License rewards users for sharing content by unlocking achievements and digital rewards. The videos and content that are shared will be derived from the Monster Hunter Channel on Youtube.com.

Making its North American debut on Wii this spring, Monster Hunter Tri is one of the most strikingly beautiful titles developed for theWii. Monster Hunter Tri depicts a living, breathing ecosystem where man co-exists with the fantastic beasts that roam both the dry land and the brand new sub-aqua environment – a first for the series. Offering the player varied control configurations to suit their style of play, players can choose between the Classic Controller Pro™, Wii Remote™ and Nunchuk™, or Classic Controller™ to slay the majestic beasts that inhabit the world.

The Monster Hunter® series has sold over 11 million units worldwide and has become a social phenomenon in Japan giving rise to training camps, dedicated festivals and numerous licensed products. Monster Hunter Tri sold 520,000 units in its first week of release in Japan and became the leading title sold across all platforms for the week of its release.

For more information about Monster Hunter Tri, please visit: http://press.capcom.com

ABOUT CAPCOM
 Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices. Founded in 1983, the company has created hundreds of games, including best-selling franchises Resident Evil®, Street Fighter®, Mega Man® and Devil May Cry®. Capcom maintains operations in the U.S., U.K., Germany, France, Tokyo Korea and Hong Kong, with corporate headquarters located in Osaka, Japan. More information about Capcom can be found on the company web site, www.capcom.com.

Monster Hunter, Capcom, the Capcom logo, Resident Evil, Mega Man and Devil May Cry are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries. Street Fighter is a registered trademark of Capcom U.S.A., Inc. Wii and Nintendo DSi are trademarks of Nintendo. © 2006 Nintendo. All other marks are the property of their respective owners.

Sunday, February 21, 2010

Nintendo Patents Vibrating feedback through stylus

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Nobody knows if this one has to do with the upcoming DS.
This is not the first time that nintendo tries to bring vibration functionality through its handheld.
The first effort was the Rumble Pak expansion of 2005.



http://img715.imageshack.us/img715/5069/vib.jpg



Nadie sabe si esta tiene que ver con el DS próximo.
Esta no es la primera vez que Nintendo intenta llevar la funcionalidad de las vibraciones a través de su Consola Portatil.
El primer esfuerzo fue la expansión Rumble Pak de 2005.
Lo unico que espero es que sea retro compatible con juegos del DS


Sources:
kotaku
Full patent document

Lenguaje.

5 HAVE BECOME IMMORTAL HERE
Hace un mes aproximadamente, me encontraba jugando (aprendiendo a jugar, mejor dicho) FIFA 09 con mi primo Paulino. Como él es un "vago" en todos los juegos, me estaba ganado de manera por demás humillante (muy independiente de que los juegos de deportes no son mi fuerte, mi primo juega muy bien y me ganaba por mas de 4 goles de diferencia).


La frustración de la 5ta derrota consecutiva sumada al coraje por las continuas burlas de mi estimado primo, arrancaron de mi alma una serie de ofensas dirigidas al juego: mis quejas consistían en la pésima configuración del control y la terrible respuesta. Claro, mi grado de n00bnes en el FIFA me obligaba a culpar al juego en lugar de comprender que mi propia inexperiencia conlleva al fracaso.


La pasión de los videojuegos y la pasión del futbol se mezcló de una manera, debo decir, trágica: mi mamá escuchó tan florido lenguaje y naturalmente, se indignó de que en su casa se pronuncien semejantes palabras.


Lo anterior y los videos del AVGN me llevaron a reflexionar al respecto. Recordando las pasadas LeveReuniones, me di cuenta que las groserías son una característica de la mayoría de las personas que compartimos el gusto por los videojuegos. Nunca faltan cuando jugamos con amigos o familiares, incluso cuando jugamos solos siempre habrá un personaje, una situación, un nivel que nos inspire y haga descender a las musas que llenarán nuestra alma de tantas palabras altisonantes como de alabanzas a los dioses tiene la Iliada de Homero.


Habrá quien diga que jamás ah cometido la osadía de maldecir al prójimo, quizá sea cierto, no dudo que alguien sea lo suficientemente prudente y contenga su coraje, emoción, etc., pero piénsenlo bien, parte de la convivencia se da a través de tales "ofensas"; cuando las personas comprenden que es solo un juego y existe la suficiente confianza entre compañeros, la dinámica no consiste en denostar sino en compartir el tiempo y las alegrías que los videojuegos nos ofrecen.

Thursday, February 18, 2010

Nintendo registra la marca Eternal Darkness; Si Otra vez

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El próximo evento de Nintendo podría sacarnos de dudas de las intenciones con respecto al juego de Gamecube
Eternal Darkness fue una de las granes sorpresas del catálogo de Gamecube, de manos de Silicon Knights, autores del no tan grande Too Human.
Esta semana, Nintendo América volvió a registrar la licencia tras abandonarla en Diciembre en el servicio de patentes y marcas registradas estadounidense.
¿Significa esto que deberíamos esperar una continuación de la saga? Tal vez, aunque algo similar ocurrió también con otro compañero de consola, Luigi's Mansion, con lo que es probable que nos espere una nueva hornada de juegos New Play Control.
Aunque también cabe la posibilidad de que todo esto sean simples movimientos de saneamiento de licencias entre el gobierno norteamericano, Nintendo y Silicon Knights.
A finales de este mes, Nintendo ha convocado un evento en el que mostrará sus novedades, así que tal vez en una semana salgamos de dudas.


(ya vieron el precio de el juego nuevo en Amazon?) yo lo consegui en 15 Dlls en un Hollywood video, usado pero el disco en perfectas condiciones y con la caja y su manual en mismas condiciones.

Wednesday, February 17, 2010

Sniper.......Gears of War 2

1 HAVE BECOME IMMORTAL HERE
Estabamos Squall y yo jugando Horde en el Gears en modo marica, eramos solo el y yo y si mal no recuerdo andabamos por ahí de la oleada 24, nos faltaba solo un wey que no localizabamos pero nos traía juidos.

Jugando en Security, nosotros, enchiquerados dentro de los lasers, ya sabe, por aquello del no te entumas, nos faltaban solo 2 locust para terminar la oleada, dimos cuenta de uno pero el otro, ni sus luces..............bolas!, me bajó de un disparo, lo habiamos encontrado, resulto ser un boot chirrín, ni pex, mis nulas habilidades en el Gears salieron a relucir, el pobre de Squall se iba a quedar sin mi valiosa ayuda....si...aja!

Pero como el Squall no encontraba donde estaba el wey que nos estaba esnipeando (palabra dominguera que en el argot gameril quiere decir esnipear, o sea esnipear chingao!!!) yo utilizé la opción de la camara que el juego tiene para los pendejos qué como yo que han morido en acción.

Y de repente ví al maldito bastardo..........Y le tomé una foto



Me quedó bastante chidis la pic no?

Todo este choro fué para presumirles mi foto del esnaiper que tomé en el gears.......jijijijijiji


Ay despues les platico como fué que en una de esas hordas demoniacas con el Squall me mató mi propio escudo....oh si!!!


Pero eso será otra historia......