09/16/2007

How To Get Girls On The Intenet: My Time With MakeOutClub

by Matthew Edward Hawkins

I was originally going to pass along my report of Friday night’s chiptunes cruise, either later tonight or sometime tomorrow. But before that…

Last night, my roommate threw a party for her boyfriend’s best friend, and I hung out with some old friends of mine, and for whatever reason, told them about my MakeOutClub days, which they found interesting, as does most people who hear about it. Which is why I decided to write it up for the forums, and because I believe it to be… “good advice” to some, I figured it’s worth sharing here. And here we go:
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I’ve already passed this along to friends, but I figured the rest of you folks would get a kick out of it: Sorry, file not found! To protect the innocent, at least to a certain degree, I’m keeping a link to the file that has the pictures of all the girls I chatted with (there’s like seriously close to 300 of them) safe and sound in the “hidden” section, i.e. Hermione’s Chamber of Secrets. So those who are dying to check it out… you know the drill! Gotta sign up for the forums. I will say though, that about 80% have glasses, which I guess is no surprise to most who know me personally. But anyhow…

Back in 2001-03, when I was mostly unemployed (I was totally jobless between 01-02 due to “you know what”), I spent a LOT of time online, primarily to look for work, but mostly to flirt with girls. That was when makeoutclub first hit, which gets no credit for leading the path that since Friendster, MySpace, and Facebook has forged in terms of giving cute, college girls a means to hook up with random dudes on the internet, and not just those found in their dorms, who may or may not have the same “tastes” as them. The site was originally conceived as a means for those who liked the same music as a means to network, so if they?re in some foreign city to catch some faggy emo band, then they could maybe find a place to sleep. The name itself was derived from a lyric by some emo band, which naturally lent itself to another meaning, which believe it nor, was totally lost on some of its users.

My days broke down like this: spent an hour or so surfing job sites, maybe another checking out various other websites (mind you, this was before the days of YouTube and link-logs, so things were a bit more wilder and less organized, plus I had dial up and didn?t know about message boards, so I spent less time just goofing around in general), spent a couple hours playing games (mostly Rez, which I was super into at that point), maybe a few more to watch TV (I had digital cable, and had Noggin, which was playing Pete & Pete at the time, plus G4 had just started and it wasn?t completely wretched at the very beginning). The rest of my time was spent chatting with girls. For hours on end, way into the night.

Everyday, I would check for latest additions in the New York, New Jersey area, and see who was hot or not. I would save their user pics, and add their MOC name, plus AOL handle, and some info, like their interests or whatever else that I could use to spark a conversation, all onto this one text file. I would then add their AOL name to my buddy list and then wait?

I had about, on average, about 200 names on my buddy list at any given time. There were three sections: just plain ?girls? were just the ones that I hadn?t had a chance to talk to, or perhaps only briefly, and hadn?t had a chance to start any real dialogue. If there was a girl that I had managed to strike a good conversation with and had a decent rapport, she went to the ?hot? list. These were girls I had a decent shot at actually meeting and perhaps getting romantic with (or just plain fucking).

Then there were girls who I chatted with that came off as disinterested, or just plain bitches, but were so hot in their pics, or perhaps seemed loose, and therefore still bangable, or perhaps just plain interesting (including mental trainwrecks), and they were put in the ?cold? list, ones still worth working on.

I sometimes had about 16 conversations going on, all at once, which was pretty tough. Hence the text pad came in handy; I used it to make notes? what was said during their last conversation, what their real names were, etc. And keeping things consistent and accurate was not an easy task, but a total necessity. I will admit that I developed quite the gift for gab with the ladies online, which I was able to transport to the real world to some effect. I also developed certain patented lines that worked to charm them 9 out of 10 times.

One of them involved them confessing, on their own, that they were hungry. Here?s how that would go:

“I?m hungry.”

“Me too, I?m actually about to make a pb&j sandwich, want one?”

“LOL, sure.”

“Alright, what I need you to do is open up your window and I?ll throw one out to you… Ready?”

“Hehehe. Okay!”

“Here I go…

Damn, it hit the ground!”

“LOL”

“Fuck, lemme try again…

Dammnit, that one didn?t go that far either. And the neighbor dog is eating it! That fat fuck!”

“:)”

“Hey, how far is Syracuse again?”

Hey, laugh at you want, but it was a panty peeler to a certain extent. Yes, I did get laid via this method, and via MOC in general. Even got a real, deal girlfriend from it, who was actually very much normal. Next time, I might share along some specific stories, though sifting through all the pics might take some time.

Oh, about the folders, I think they?re pretty self-explanatory. One set, called “MOC an AOL”, has all the pics divided by years (most of my “activity” took place during 2002 and 2003). There?s a third folder labeled “Too Young” which was where I placed the pictures of girls that I would only discover through the course of talking were underage, and not worth getting in trouble over.

The second set, “The Best Of” is where I put the very best pics I encountered, as the name implies. These were girls that I found unbelievably cute or just had plain awesome pictures, sometimes regardless of the girl themselves (occasionally you couldn?t even see them, or they?re not my type, but the picture is just so well taken or composed). A few of these weren?t even local; I would often just get random profiles when doing searches for similar interests. I actually sent these to a friend of mine who had/have similar tastes, for his amusement. But I had to stop when he became worries about his work catching on, as well as his girlfriend.
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EDIT: BTW, for you folks that live around NYC, see if you recognize any of these girls! Maybe you’re one of them! I already know that there’s a good chance that Liz might be in the batch (before we really knew each other, of course), though I haven’t had a chance to check it out myself.

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09/13/2007

The Greatest Performance Ever In The History Of Tetris

by Matthew Edward Hawkins

Hey, let’s talk about games!

- Yesterday Eidos was in town to show of a pair of upcoming holiday releases, and I swung on by. And I was delighted to see was a familiar face from Sega who recently jumped ship! Sup Jennie Sue.

Anyway, I got to check out Tomb Raider Anniversary for the Wii. I’ve never been a big fan of Tomb Raider, due to the crappy tank controls from day one, but Crystal Dynamics did a pretty amazing job of resuscitating the franchise with Legends, so I was interested in giving Laura Croft a spin via the Wii-mote and Wii-chuck. Unfortunately, that didn’t happen because the PR department couldn’t get their couldn’t get their hands on a dev unit for their press thing, which meant just watched a video. Oh well. Aside from getting a glimpse of the graphics, which resembles the PS2 version that came out a short while go, though appropriately updated, examples of the Wii-centric gameplay, as well as the how the controllers themselves will be held, were also demonstrated. When Laura has both guns a blazin’, so will the player, with each component acting as a firearm, which means John Woo style action, and that’s nice (did Red Steel do the same? I never played that game due to hearing to sucking so bad). Though I have no idea if both weapons can be utilized independently (btw, yes, I was one of those guys who played Virtua Cop with both player 1 and 2 guns), or how things transition from exploration to combat. Furthermore, Laura identity as an archaeologist has been “tapped” into, which translates to many minigames involving moving stuff around, or breaking away at rocks to uncover clues and items, or other physical puzzle-oriented activities that constitute the Wii-exclusive content. At first I thought it was cheesy as hell, but you know, it does makes sense in the context of the game and Laura’s character. Other stuff has been updated to, such as how one of the generic gangsters from before now looks like Kevin Federline.

On the way out, ran into Steve, whom I’m always running into at press events as of late, and he had some good news for me: fort90.com is finally getting added to his MTV blog-roll. Nice! I also got a plug on the Figure 4 Podcast this past Tuesday, which was also quite nice!

- Dave also passed this along at the forums yesterday: 1UP’s Panzer Dragoon retrospective

It’s an absolutely outstanding look at one of the best video game series of all time, and that’s no bullshit. It’s filled with a information, insightful interviews, and dead-on analysis (all orchestrated by the always awesome James Mielke… and I’m not just saying that because he was the dude that got me on the Ziff Davis gravy train!), especially the section on Panzer Dragoon Saga. Just a taste:

“… While much has been made of Sega’s decision to print an excruciatingly limited number of copes in the U.S. — a necessity created by retail reluctance to stock any new Saturn titles in light of the PlayStation’s dominance — far too little attention has been paid to the sacrifices and losses the development team took in creating this game. While fans attempt to score near-mint copies of Panzer Dragoon Saga on eBay and RPG lovers bicker over the relevance of Saga in the harsh light of hindsight, few people know the trials Team Andromeda went through in bringing Saga to market. Resting comfortably in the top five most anticipated games list in Japan’s Sega Saturn Weekly for what must have been approximately two years, it was understandable that Sega would have high expectations for the title. Of course, all things being relative, the Saturn’s rapidly dwindling market share and comparatively miniscule (compared to that of the PlayStation) installed base should have tempered the excitement stirred up by the hardcore Saturn users who voted weekly. Still, despite the glowing reviews and high hopes, sales of Panzer Dragoon Saga (called Azel: Panzer Dragoon RPG in Japan) in its home country and North America were underwhelming at best. The fallout, as urban legend would have it, was that one of the lead designers of Saga, who had poured absolutely everything he could into making it the best game possible, took his own life as a result. So distraught were the surviving members of the development team that they apparently all visited a Buddhist temple to help cleanse themselves of the sorrowful vibrations caused by the suicide.

In speaking with original Saga member and Team Andromeda leader Yukio Futatsugi, we discovered that the events, while tragic, were slightly different. In actuality, two members of the development team died during Saga’s gestation period, one from an actual suicide that occurred during development (and not afterward, as rumor had it), and another from an automotive accident, also during the release of the game. It’s worth pointing out that, for all the analysis we put on games and for all the petty, callous personal demands we make of game developers and their efforts, there are real people with real-life problems going to work every day on the games we play. Not enough focus is applied to the long hours and sleepless nights, for weeks and months at a time, that Japanese developers often endure to meet a game’s ship date. Of course, working conditions being what they are there (they’re downright inhumane in many cases) this is probably a bigger-picture issue, but we thought it should be noted that the somber overtones of Panzer Dragoon Saga’s four-disc epic and the tragic events that befell the development team are probably not unrelated.

But, as anyone who played (and finished) the game knows, things don’t all turn out badly. Panzer Dragoon Saga was, and is, one of the most unique and memorable role-playing games ever devised — original, fresh, and never duplicated. It would be hard to suggest that the tragedies the development team suffered were worth it, but the end result of this exceptional game is certainly beautiful. As we mentioned earlier, outside of Sega re-creating the game from scratch or emulating it from existing North American code, we’re unlikely to ever see a port of Saga, as the original code (which would allow programmers to go in and adjust text files and the like) is apparently no more…”

- Last night, I had dinner with friends Job and George. After some quality burritos, we walked around the East Village and stopped by VideoGamesNewYork; Job was looking for a flash cart to play the new Tingle game, Tingle’s Rosey Rupeeland, which has just been dumped online (the European version that is). Alas, they did not have what Job was searching for… George then pulled out his DS and flash card, and loaded up the DS port of Cave Story for me, which looks quite nice (its similar to the PSP version, except its a bit zoomed in), though its more of a tech demo at this point, with no collision detection, nor the ability to shoot. And because Job absolutely had to have a DS flash cart by the end of the evening, to play Tingle, George lent him his (in exchange, Job passed along his copy of Elite Beat Agents, which was in his machine). Funny stuff.

Though one good look at the game’s cast of characters alone is enough to make anyone understand where Job was coming from. The dog is just so cute!

- In the forum thread about Rez coming out for the 360 yesterday, Dave also mentioned that both Ikaruga and Trigger Heart Exelica are both coming out for Live Arcade as well. That’s great news! Especially about THE, which the more I play the more I like it’s wacky mechanics. Though I would have loved to see Karous also get included, since I still have no f’n idea how to play that game.

And another Sega title from the past that’s making a return is Bangai-O; called Bangai-O Spirits, its a port of the N64/DC game and will apparently come with a level editor! Given how there will also be wireless multiplayer, one can only hope that it’ll also support custom maps.

- Also from house that Sonic the Hedgehog and Virtua Fighter built is Miburi-&Teburi- for the Wii, which is a game that combines crossword puzzles, charades, and cosplay….

- Not sure if everyone knows by now, but there might be a Tron 2 after-all!

- Time to check out some stuff found over at Kotaku (yeah, I know, but they occasionally point out some interesting things). First up is a mock-up of what Guitar Hero for the DS might look like.

Next, be sure to check out Bloxorz, which they point out this past Monday I think, and which I haven’t been able to stop playing ever since.

And here’s concept art for The Rose Princess, which the creator describes as a “Glam Action RPG”…

It stars a cursed cellist and a “failed” entertainment robot (I guess, a la the Country Bear Jamboree, that type of robot) that turned to cross dressing and prostitution to support his alcoholism and addiction to drugs. What a concept! You can find out more here.

- Sticking with indie developers, check out the trailer for World of Goo, by 2D Boy, which I believe is comprised by folks that used to be at Maxis (perhaps they got sick and tired of working on Spore?). It kinda reminds me of Loco Roco, with a tinge of Time Burton/Henry Selick and Jhonen Vasquez thrown in.

Speaking of, I finally picked up a copy of Loco Roco the other day for the cheap and have been playing that mostly (I finally had to give up Cave Story for the system because the ghosting was starting to give me a headache), and I guess when I eventually get a PS3, I’ll get the version for as well, despite IGN’s constant claims that its nothing more than an interactive screensaver, which no else really understands at this point still.

- Gotta quick question: is Poison a girl or a dude? I forget, and since it’s Japan… you know…

… And hey, that same site also has a Trigger Heart Exelica figure too, for those who are into such things.

- Haven’t been to Insert Credit in a while, and after a quick visit, it would seem that I’ve missed out on quite a bit. For example, they have the head’s up on a freeware adventure game in which you walk around in people’s dreams (which btw, was an idea I came up with while at Ubi Soft, and I recently came across the original game design document the other night while going through some old files on my Mac… and before you ask, sorry, still haven’t found the concept doc for the Charles in Charge RPG, sorry… oh, and I also know that traveling in other people’s dreams is hardly an original concept… see: Psychonauts).

And here’s info on a DS port of that slapping game that was linked to at the forums a while ago. And for those who might have missed it, here ya go.

- Let?s talk about shumps some more; Insert Credit recently revealed that the Play Asia backed shooter finally has a platform, and it’s going to be the PlayStation Network. Kind of a shame really… I was hoping it would appear on Live Arcade (actually, the Dreamcast, even though that was a total pipe dream).

Meanwhile, Castle Shikigami 3 is coming soon, for the 360, and Cave’s new game is based on… wait for it… gothic lolitas! Awesome.

Comiket recently took place last month, which means a whole slew of fresh homebrew shmups from Japan to check out.

Plus, there?s that one hailing from Mexico, OmegaFenix.

Also with Rez HD coming out, how about… “Rez Low Fi”? That’s how The Brews Brothers describes Lead, a Italian homebrew 2600 title that tries to do the whole synesthesia thing, and apparently does it quite well. The vid definitely makes me want to give the game a spin, despite the needless Rez-bashing.

- As silly as it sounds, I actually feel somewhat dumb for not remembering the Dreamcast’s 8 year anniversary (which was this past Sunday… I totally missed my chance to post that Ewok graphic like I do every year).

Anyhow, this just popped up: the Dreamcast ZIP drive which never came out is now up for sale, or at least the prototype. Urge to blow money on something totally useless at a time when I need to save all the money I can, yet it’s so fucking cool, rising.

- The guy behind Pirate Babies Cabana Battle has a new pixel short coming out soon, called Kings of Power 4 Billion %…

Be sure to check out the trailer

- And finally, this has got to be the most insane Tetris related video you will EVER see. It starts out “slow”, and by the half-way point it becomes totally insane. But wait till you see the ending, when the blocks become INVISIBLE… trust me, EVERYONE needs to see this one.

- Actually one more: with Halo 3 on the way and all, most have probably already seen the original. Well, here’s the real story. Again, thanks Dave!

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09/12/2007

Rez HD

by Matthew Edward Hawkins

Courtesy of John Riccard, a la the Gaming Age Forums:

Cult Classic Shooter Rez? Comes Back To Life
On the Xbox LIVE? Arcade

Tokyo, Japan (Sept. 12, 2007) ? Tokyo-based video game developer Q Entertainment, Inc. today announced that the critically acclaimed video game title ?Rez? is being developed for the Xbox LIVE Arcade with a target release date of Q1 2008. Originally released by SEGA in Japan in 2001 for the Dreamcast and PlayStation?2 computer entertainment system, followed by a North American release only for the PlayStation 2 and European release on both platforms in early 2002, Rez was developed by SEGA?s United Game Artists (?UGA?) division. Tetsuya Mizuguchi, former president of UGA and current chief creative officer of Q Entertainment, conceptualized and produced the fast-action shooter, which is known to be one of the most unique, offbeat and eccentric games ever released.

?We are excited to announce that Rez will be given a new life, this time in digital form,? said Mizuguchi. ?The game will be presented in hi-definition and will be accessible to those who did not have a chance to experience Rez the first time around. Personally, Rez has been and will always be a lifelong concept. I hope to take what I learned from the experience of creating the original game and look forward to taking it to a whole new level in the future.?

Carrying the slogan ?Rez will open your senses?let?s go to synaesthesia,? the dynamic, total integration of visual presentation, sound and player?s input provided a rich aesthetic experience that was difficult to describe in words. While the basic gameplay was simple, critics called Rez ?the ultimate audiovisual experience? and emphasized that ?it must be seen and heard to be fully understood.? The old-school vector style graphics, sensory response and beat synchronization presented by the game set aside the title apart from the rest of the games that were released during that time.

Rez consisted of five different levels, each with its own unique visual theme and style, musical track and a boss battle at the end. The game also featured several different modes and plenty of unlockable elements, giving it a higher replay value. To further enhance the Rez experience, artists including Coldcut, Adam Freeland, Joujouka, Ken Ishii and Keiichi Sugiyama (SEGA?s Wave Master) contributed tracks to the game.

Rez HD (title pending) for the Xbox LIVE Arcade will be a direct port of the original, delivered in hi-definition and 5.1 surround sound. Further details on Rez HD for the Xbox LIVE Arcade including pricing will be revealed at a later date.

Rez

Rez

Rez

Rez

Rez

Rez

It goes without saying that this is truly the greatest thing ever. Thank you Sega, thank you Microsoft, thank you Mizuguchi, THANK YOU.

Well… I guess I now finally have a reason to jump on the HD gaming bandwagon!

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