Friday, August 31, 2007

Yet another homebrew gems!

When I recently dug out the news about the incoming (finally!) release of No Gravity! shooter by Realtech VR group, I also checked their webpage in more detail, which has lead me to discovery of two other games made by them : Ukke and Panic Paradyz. And they are both great!


Ukke is a logical game in which player controls a star that must traverse from the starting square on the left to the ending square on the right, passing through all other squares in the middle in order to activate the exit. The problem is that every couple of seconds a wave passes through the field and if star is not safe on a square, it will die. So each level is split into two parts - at first, player deploys additional squares in sensitive spots to make "islands" on which star may hide before the tide, then player actually controls the star over the level they have created.


This could have come from Tetsuya Mizuguchi himself - it just oozes Q-Entertainment style. Player controls a cube, which represents angel on the highway to heavens. The cube attracts a swarm of little crystal things that represent the souls being led to heavens. The idea is to guide them so that they don't hit anything on the highway, but it is not easy as the swarm has certain inertia and therefore this requires quick reactions and a bit of farseeing skills. The only dissonance is that the exquisite photo of beautiful angel in the menu somehow doesn't fit the simplistic semi-vector style of the game itself.

Both games share great audiovisuals, lots of style, excellent responsiveness and overall sense of quality. I really like the music and, in vein of "Lumines", different kinds of skins for different levels. Even though both games depart from a simple concept, they are very addicting and enjoyable, which is what games should be about - have fun while playing. Also, they have this inexplicable retro charm to them - it's hard to describe this feeling, but they evoke the memories of the gaming days of old.

Altogether - two thumbs up!

Wednesday, August 29, 2007

No Gravity! update

Just a couple days ago the news appeared on RealTech-VR webpage that No Gravity, great homebrew game that I have described in my hombrew compilation, will probably get released this September. The reason for this long making process that creators give is a major graphical overhaul. Seems like the graphics (which was very good to begin with) got totally reworked. Does this mean this trailer is already outdated?...

Tuesday, August 28, 2007

100 Amiga games in 10 minutes!

For nostalgics like me - a must. One hundred Amiga games flashback - I recognized so many of those...



There are similar videos on Youtube with early PC games - if anyone is interested, let me know through comments and I'll post them here as well. Enjoy!

Monday, August 20, 2007

A taste of homebrew

PSP's unlocked firmwares give access to the world of home-made entertainment, you all know that. But many people forget that cracked firmware unlocks is more than just playing pirated games, which, sadly, is one of its main uses. Modified firmware allows for running any code unauthorised by Sony, written by anybody having enough skills to use PSPSDK and write something new. In short, it gives the user the freedom of choice concerning what they want to use on their PSP.

My personal favourites are numerous emulators that run on the PSP. Having a single device in my pocket that plays ZX Spectrum, Atari, Commodore, Amstrad, Atari ST, Amiga, Neo Geo, SNES, Genesis, Gameboy, and GBA games is something that my geeky mind considers extremely cool. There also is a good number of homebrew utilities available, such as synthetizer (PSP Rhythm), alternative environment (IRShell), PDF reader (Bookr), Kanji flashcards (PSPKanji) and others.

But every now and then a new homebrew game pops up on DC-Emu or PSPUpdates. And by new game I don't mean just yet another implementation of chess or Go, but something fresh and original. I am carefully checking almost every new release, because one can really find some little gems of creativity present out there.

In this lengthy post I would like to present a couple of homebrew games that have captured my attention and gained well-deserved place on my Memory Stick. The list is very subjective and is by no means a compendium of homebrew games - the aim of it was to highlight a couple of games that I consider worthy trying.

And now for the list itself :


SnakeSP 7.1


SnakeSP doesn't exactly qualify under "a novel concept", but I think it is a very promising piece of homebrew. It takes the old idea of snake game and builds up on it in its own way. The influence of flOw is clearly noticeable - both snake's looks and the fact that the creature can grow in two ways (regular segments and 'fast' segments).

The screens don't do it justice. The whole thing about this game is that it has its own particular sense of style, the vector art is really nice and the waves that snake generates give it very trippy and yet futuristic feeling. Also, there is a great music track to it, although the mood gets slightly spoiled by snake's burping.

I am just disappointed that the development of this game has stopped. It was already showing promise and I think that adding some more gameplay features (levels, two player mode, obstacles, moving creatures and whatnot) would really turn it into full fledged game. Nevertheless, I turn it on and play every now and then.


Droplets


Droplets is a logic game, designed and coded by Drakonite from PS2Dev forums. Even though it has both simple mechanics and simple looks, it is a very nice and polished game.

The idea is to add water to droplets occupying the slots of the board. When a droplet has too much water in it, it explodes and disappears, sending drops of water in four directions. These drops can "overload" other droplets thus causing chain reactions.

The game is very relaxing, easy on the eyes and really enjoyable. The only minor drawback is that there is no saving or password system, so if the player fails on the last level, they must start from zero.


Callisto


This is a variation on the subject of classical shoot'em ups. Player's vessel travels from left to right and shoots everything in its way, Callisto is as simple as that. It is, however, very nicely executed. Sound is nothing special, but it doesn't get in the way, graphics are interesting and captivating enough. The main advantage of the game is that it is very well balanced and playable. It is also one of the first full homebrew games on PSP written entirely from scratch. So even if there are prettier games around, don't underestimate this one. You will be pleasantly surprised.


No Gravity


No Gravity is not yet finished, but it deserved a mention. This is essentially a space 3D shoot'em up / simulation kind of game in the vein of Wing Commander, TIE Fighter or Privateer. I won't be saying much about it as far as the gameplay is concerned, because this has never been my kind of game, even though I liked Privateer a lot. There are different kinds of weapons and enemy ships and lots of things are blowing up leaving space debris behind.

What is extraordinary, however, is No Gravity's audiovisual prowess - frankly, I have seen commercial games that are less spectacular in terms of how they look (beautiful flare and lightning effects here) and sound (I love the music with "searching for the sun" voice motive in the backround). This shows how much you can squeeze out of PSP even without official SDK.

Definitely worth a try.


Ozone


Ozone is a strange element on this list, because it is not so much a game but an experience. All of the ten levels are accessible from the very start, there are no points, and playing is just something that happens. It reminds me slightly of a ZX Spectrum game, the name of which has unfortunately slipped my mind (if you happen to know what I mean, let me know through comments).

The game sounds just like Electroplancton on DS (or at least it makes me think of it) - every time the bubble player controls comes in contact with the walls, they make a delicate sound. And since your bubble loses little bubbles of oxygen every time it does that, player usually tries to steer it clear off the walls, but rapid corrections of the course make it bounce even more and the whole symphony starts playing...

With Ozone (which should be called Oxygene, since it's all about oxygen) it's hit or miss - some will love this game, some will immediately hate it. But there is no denying that it stands out and therefore it deserved to be mentioned here.


Biohazard 2


This game made the list not so much because it is so good (which is in fact not true), but more because of the potential I see in it. Biohazard 2 has a fair share of issues - sprites seem to be flickering every now and then, it seems to be impossible to finish the first level, it is very hard, and so on.

Nevertheless, it is one of these games that keep player on their toes. You have to struggle hard to not get eaten from the very first second after starting the level. Sprites are original and have sense of style, sounds are gloom and spooky, and all in all I think that it would be a nice little game if the author sat down and worked some more on it. So I am not too impressed by it, but I mention it here because it promises to be something really interesting. Hope it makes it there.


Pollo Pollo


Pollo Pollo is a Puyo Puyo clone (d'oh), but what makes it interesting is the care for audiovisual aspect of the game. A lot of effort went into everything in this game, from sounds and voices, to fully animated intro. I admit that the effect beats some of the commercial games - I won't name the exact titles, but I have seen worse menus in some recent games.

The only thing that annoyed me a little was the colour scheme - violet blocks are barely distinguishable from dark blue ones for a partially colourblind person such as me (yes, unfortunately - 5 to 10% colour vision impairment, but still).

Nevertheless, this game is a very interesting free alternative for all Puyo Puyo lovers out there.


Trigonometry Wars


Famous Xbox Live! game Geometry Wars was so immensely popular that it spawned a couple ofremakes. My favourite was a PC version called Grid Wars. Its author was threatened with legal action by Microsoft, but you can still find the game on the internet. I loved it for its crazy difficulty and customisation options.

Trigonometry Wars is another remake, this time for the PSP. Unfortunately, it lacks the polish of either of its older brothers. Somehow it is neither as shiny and spectacular as PC or Xbox 360 version, nor as playable. It goes to show that making a good game is really a difficult task and requires getting all the components right.

But putting these bitter remarks on the side, it is the best Geometry Wars clone for the PSP, with customisable controls and decent gameplay, so if you like the original and would like to experience it on the go - give Trigonometry Wars a try.


Cave Story


I am not an expert when it comes to PC version of Cave Story, but the game has a great number of fans and that probably means something. I appreciate its retro style, reminding me of old-school platform games from the past, I am not too fond of the game itself (meaning that it just somehow didn't captivate me), but there is a lot of content here, lots of playing and if you happen to like platform games, this is obligatory position to play. Also, I really think that game's author, Pixel, was very nice to actually allow homebrew coder ufo_z to port his game and ufo_z did a great job porting it to the PSP.


Hexaxis XXI


So far I have written twice about Tim Hackett's Hexaxis - you can read my initial impressions here and my opinion on the newest release here. Although the gameplay itself is not really my thing, I cannot overlook the amount of work that author has put into his game and the originality of the concept. Don't miss this one!


Go! Go! Goo!


I have already presented Go!Go!Goo! here on Bart's News some time ago. Basically, it is a nice game that is almost a copy of an old game called Troddlers. And although copying is the ultimate form of flattery, I consider it would be nice to at least give some credit to the original.

Apart from this qualm, which can be sorted out by authors very quickly (just mention Troddlers in the documentation guys, and I'll shut up once and for all), the game is a great example of homebrew : nice visuals, decent sounds, interesting graphical style, and great fun factor. Go!Go!Goo! has my recommendation (with some meaningful coughing accompanying it, but still).


R-Gear


And yet another game that I have already reviewed, but the compilation wouldn't be complete without one of my favourite homebrew shoot'em ups. Great retro-styled execution, fiendish difficulty level, great music, faithful recreation of great classic (R-Type, in case anyone didn't know) and a touch of humour make R-Gear a must for every homebrew-enabled PSP owner!

EDIT: I have found two excellent games that absolutely should have made the list - I present them in this post.

And so we have reached the end of my lengthy list. This was supposed to be split in many posts, each concerning a single game, but it was getting delayed on and on, so I have finally decided to push it out as a whole megapost.

Maybe you would like to point out an interesting game that I have missed? Maybe you don't agree with some of the reviews? Feel free to let me know your impressions through comments.

Wednesday, August 15, 2007

Skin your PSP

I have just recently dived into the world of XMB modding. What is it, I hear you ask? Essentially, it is a way of changing the look of how you default PSP interface looks like.

This has always sounded scary to me, since I am very careful with any firmware related operations (fearing bricking). However, it turned out to be really simple - to install a theme, simply copy the contents to the vsh/resource directory after having booted up your PSP into the recovery menu and selected the Advanced > Toggle USB (flash0) option. Voila!

And this is how Barts' PSP looks now...

Of course, if I were you, I would make a backup copy of what was initially there just in case. But maybe you like living on the edge...

The best page out there carrying different themes and icons is EvolveXMB. I really recommend that you have a look at what people post there, because some of these themes are really incredible. You can also download a huge theme pack from QJ.net, however if you use 3.5xM33 firmware, most of them probably won't work.

Saturday, August 11, 2007

Emulating Amiga on PSP with PSPUAE 0.63

One of my earliest posts on this blog was about PSPUAE, the Amiga emulator on PSP. Being an avid Amiga fan since childhood, I bought PSP fueled by the desire to play Amiga games on the go. Unfortunately, the reality was not that great back then, which made me somewhat bitter and unpleasant (read here to find out more).

Anyhow, just recently I have got my hands on the newest version of PSPUAE, namely 0.63 nicknamed "Birthday Edition". Happy birthday, PSPUAE!


Right, and now to the essentials: it certainly is nice, but how does it play?

The answer to that is : really good. One year has passed and it was not wasted. There's a lot of things that have changed since I first got a copy of PSPUAE

Most importantly, the authors have significantly improved the speed of emulation with this edition. Although still not sufficient to fully emulate every game in perfect fluidity, PSPUAE definitely has made progress. Many games are emulated almost perfectly, and many more have accelerated and crossed over a threshold from barely playable to playable.

The usability has also improved, in terms of user interface and the customization options available. The menu is more user friendly and I had no problem finding the options I needed.

Another important feature is the use of so called save-states. They allow for loading the state of Amiga memory directly in the emulator, instead of emulating the regular loading process from a fake drive - thus allowing for much faster loading times. It sounds a little complicated, but it boils down to being able to start playing without having to wait for a long time. Certainly a nice feature.

In order to use the emulator, user needs to have KickStart files. Due to copyright issues they are not distributed with the emulator, but they can be found on Google. The emulator itself can be downloaded from a couple of places, such us QJ.Net or its homepage.

A couple of examples of test scenarios (what a nice euphemism for playing games) is presented below :

International Karate Plus - plays great with sound and a little amount of frameskip. Fluid and playable.

WarZone - slight slowdowns, but playable with sound.

Speedball Deluxe - runs smoothly with sound. Impeccable.

SWIV - unfortunately not really playable. Sluggish even with frameskip, less so with no sound.

Another World - no problems here, runs great with sound and music.

My beloved Wolfchild also loads and plays great, with sound and decent framerate, although some frameskipping is necessary. But it finally plays fluidly!

To sum up, this is a very good release of a very good emulator. I hope for some more improvements, but given the complexity of task, I must say I appreciate what we already have. If you have a PSP, this one is a must.

Friday, August 10, 2007

Wolfchild speedrun

One of the most memorable games of my youth was Wolfchild. This can be attributed to many things, but for me it was The Game. The cyberpunkish story, the atmosphere, the graphics and music, the gameplay - Wolfchild had it all. And metallic howling of werewolf during the transformation...

I remember this commercial from Amiga Power or some other Amiga magazine.

The intro sequence, although today it may seem boring and uninteresting, back then made the kind of impression on me that today might be similar to watching Animatrix or some perfectly produced anime.

The forest level with its dark backgrounds and strange music remains for me one of the most vivid memories of 16 bit era. Also, the moment when the player beats the first boss and starts falling down from crumbling spaceship - this was really an innovative approach to already established shoot'em up genre.

As for the music - I even asked one of my friends, Arek Maciejewski (now a respected businessman), to record the music track on a tape recorder for me to listen (yes, we didn't have CDs back then...). This music is still my soft spot - I have it in mods and also two great remixes.

Why do I reminiscence like this at this moment, and, what's more, publicly?

The answer is that I have just discovered a video of Wolfchild speedrun on Youtube, which caused a surge of memories. So whether you are a nostalgic like me, dwelling on the 16 bit past, or a young PSP user who has never owned a Gameboy (the last 16 bit gaming machine) and never heard of Amiga, I invite you to discover the retro charm of Wolfchild story



Thanks for bringing this to us, Cubex!

Thursday, August 09, 2007

Reminiscing Flashback

I have told you the story of my fascination with Amiga games, maybe even a little too often. One of the unforgettable games of that generation was Flashback from Delphine Software.


Incredibly fluid animation (referenced in one of Kid Paddle comics), great atmosphere, space conspiracy, thrilling story, incredible music - this game had it all. Oh, and insane difficulty, too. Nevertheless, there are some people that still get tears in their eyes when they hear the main theme...

Reminiscence is a homebrew application aimed principally at these people. It is an engine for running Flashback on PSP, sort of an emulator created for emulating but one game. I almost overlooked it in the flood of cool homebrew apps appearing recently and I certainly am glad I didn't.


The cult classic actually looks great on the PSP screen, and even though I don't usually like to play my games in artificially stretched 16:9 (due to the fact that proportions look strange to me then), somehow this format goes well with Flashback.

In order to play Flashback with Reminiscence, you will need to provide the engine with data files, but this is not a problem - you can download the game from House of the Underdogs, or from any other abandonware site. You will also need to download music from Amiga version in mod format, which you can find on UnExoticA.


The game hasn't lost anything in translation and it is a real pleasure to be able to have it in my pocket everywhere and anytime. It is as difficult as always and I have lost the patience to retry same fragment over and over, but it still is very enjoyable, especially for a nostalgic like me. I also think that younger PSP users might actually have fun playing Flashback as well, since it is a game that gets so many thing right, contrary to so many modern products.

So if you are reading this - have a flashback of gaming past and play the damn game!

Wednesday, August 08, 2007

Hexaxis story continued...

Tim Hackett has just recently contacted me to let me know that he has just released a new version of his homebrew game Hexaxis. I also noticed quite a lot of entries on this blog from people wanting to know more about the game - I wrote about it some time ago, but since the story goes on and the new version really adds a lot, I think it deserves an update.


As I mentioned before, I am not too fond of the game mechanics itself, but this is just a question of personal taste - there are people who don't draw fun of playing Starcraft, yet noone sane would say that Starcraft is not a good game (toutes proportions gardées). I have seen the first PSP build and I must say that it has gone a long way from where it had started.

So let me state it loud and clear : this is one of the most polished homebrew games I have seen so far. The quality of execution is comparable to commercially available games, and seeing how some recent titles are a complete waste of time, I would go as far as to say that Hexaxis beats some of games that you have to pay for. With the advantage of being completely free. You can download the game from PSPHacks. There is also a PC version, but unfortunately it is not free.



With the new release, there are now different play modes present, possibility to use analog pad, saving of the highscores (author even promises 50$ to the person with highest score, read the details here) and different skins. If I treated this game as a commercial release, I would probably scowl at too few levels and skins that are a little too similar to each other for their own good (no, inverting colours doesn't count as a new skin, sorry Tim), but that would simply be unfair.

Overall, I am really impressed with this last game update. I don't see much place for improvement now, so I am actually curious as to what will be author's next creation. Good luck, Tim!

Tuesday, August 07, 2007

StateShift impressions

When I saw first batch of images from this game, I thought that this might be a worthy successor to Rollcage. Unfortunately, I was wrong.


I won't be torturing this game with going into detailed review, but I'll wrap it up in the following way : it is the game that is as much fun as racing parts of Ghost Rider on PSP. In short : interesting graphics and audio, but totally not fun to play. Somehow driving just seems bland and pointless. And although I definitely had played worse games, this one is not worth of your attention unless you have finished all great games that PSP has in the library and are desperately itching for something to play.

Sunday, August 05, 2007

Alien Syndrome PSP mini-review

This game is... oh, let me just quote Monthy Python :
Anchovy:
Exciting? No it's not. It's dull. Dull. Dull. My God it's dull, it's so desperately dull and tedious and stuffy and boring and des-per-ate-ly DULL.

Alien Syndrome is basically a mediocre dungeon crawler, disguised in Sci-Fi clothes. Enemies are neither original nor memorable, they appear in great amounts out of nowhere, backgrounds are bland (compared for example to the beautiful lands of Dungeon Siege : Throne of Agony), there is an awful lot of model reuse, control scheme is practically making it impossible to play the game comfortably, the cut-scenes are uninspired and overall impression has left me totally indifferent.

This image is probably the nicest this game can get.

All in all, unless you are die-hard fan of Alien Syndrome (in which case you should really get a life), it is safer to pass on this game. There are so many good games on the PSP that it is a waste of your life to be playing this one.

Saturday, August 04, 2007

Open Document Format petition

There is a petition to ISO organisation concerning Open Office standards. I highly recommend that anybody even vaguely interested in using office documents signs this :


The page after jump explains in more detail why this is important. In short, ODF is the only truly open document format. Microsoft's arrogance deserves a counteraction. I already signed.

Friday, August 03, 2007

Next Gen Wars - live

Just one curiosity that I have accidentally stumbled upon in the depths of the Web : almost live feed of the number of the next generation consoles sold (updated every minute).

nexgenwars.com

Interested how many XBoxex or PS3s are being shipped right now? How many Wiis have been sold? Just refresh the page.

On a sidenote, I am not sure if everybody remembers my predictions concerning Xbox360 winning the Next-Gen war in Tokyo Game Show 2005 coverage in CD-Action? Well, seems like I was right.

Thursday, August 02, 2007

NeoGeo on PSP

I never actually owned a NeoGeo console, nor did I play on it. However, I happened to have played Samurai Showdown and other cult classics in the arcade lounges in the south (Zakopane) , north (Karwia) and middle (Łódź, Warszawa) of Poland, leaving a trail of my parents' hard-earned coins behind me. Another fond memory of my childhood is reading about NeoGeo games in foreign game magazines - in the early nineties, those were like glimpses of a better world.

Therefore it comes as no surprise that when I have learnt about possibility of emulating NeoGeo on my PC, I started playing it immediately. King of Fighters series, Garou : Mark of the Wolves, Samurai Showdown, Metal Slug, Ninja Masters... I could name all heroes from these games, I would know the twists of storylines, I finished many of hem with different characters, achieved bonuses and became master fighter in some of them - briefly, I was in love.


No wonder that when I have heard about emulating NeoGeo on PSP, I was sold from the very beginning. After all, at the beginning the main thing about PSP for me was all the homebrew emulators and other programs (eventually, I would notice that there are some great commercial games for the system as well).

The best NeoGeo emulator for the PSP is definitively MVSPSP by coder NJ. It runs smoothly at 60fps, games are emulated accurately, there is a nice and functional user interface present, games load really fast. Its main disadvantage is the need to prepare so called cache. Basically, you need to convert regular zip files to something more "digestible" for the emulator, using the attached converter. This can be a minor annoyance at first, but when you get it done, the emulator works like a charm.

I tested in on a couple of my old time favourites (Last Blade, Samurai Showdown, Metal Slug) and also on King of Fighters 2003, which I haven't had the opportunity to play yet. Everything was smooth and impeccable and games look great on PSP crisp screen (plus player can chose whether they prefer stretched 16:9 format or regular 4:3 one). So far the emulator turned out to be working flawlessly.


Unfortunately, PSP digital pad and/or analogue pad (because there is option to customize controls) are somehow not very fit to pulling out some of the more complicated moves, which makes playing some of those games significantly harder. But this is not really the fault of the emulator, since I had the same impression when playing Dark Stalkers and Guilty Gear on PSP.

A very important feature of MVSPSP is an option to have two player mode via Ad Hoc mode. Thanks to my colleague Adrian, who kindly borrowed me his PSP, I was able to try that out. I have downloaded dedicated Ad Hoc version (which also works fine for single player, so I really don't understand the logic behind splitting the emulator into two versions) and tried to play the game on two PSP. And then surprise - I was totally unable to either make PSPs see each other or find any Ad Hoc parameter in options. It took me some googling, but I have finally found the answer, translating the Japanese instructions :
AdHoc時
ファイルブラウザで□(Square)でゲームを選択するとAdHocモードで
ームを起動します。

which, courtesy of Babelfish, became :

When at the time of AdHoc the □(Square) with the game is selected with the file browser, the game is started with AdHoc mode.

So finally, the procedure is the following :
  • Download the dedicated Ad Hoc version (from QJ.net or from NJ's page).
  • Convert the games using the converter and place the files in the correct directories. You can use them with both regular and Ad Hoc version later on.
  • Find NeoGeo BIOS file and put it in Roms directory (Google is your friend).
  • Set your connection to Ad Hoc in the Networking menu of your PSP.
  • Run the emulator - on OE firmwares, you may need to put it into GAME folder (instead of GAME150) in order to work.
  • Important step! Instead of running the game by pressing O (Circle) button, run it by pressing [] (Square) button (on both consoles).
  • One PSP will be a master and the second one will be a slave. Chose the server on the slave PSP, accept incoming request on the master PSP and enjoy playing the game versus your friend.

I suppose this should also apply to CPS2PSP and CPS1PSP, since user interface is the same in both cases. I didn't have the time to confirm this, though.

There also exists a version of the emulator, called NCDZPSP, that will allow you to play your NeoGeoCD games. These are few and far between, but I have tested it on Last Blade CD edition and it worked great, just like its cousin. Sixty frames per second, nice interface, and the additional bonus of not having to painfully create games' cache. The game music is stored in MP3 format, so you can in fact remove it and gain some space, but that's taking away the whole beauty of using CD versions - after all, Last Blade's score sounds great in high quality.

To sum up, this is an exemplary piece of homebrew : polished, user-friendly, fast, functional. If only all homebrew programs could be like this one...

Wednesday, August 01, 2007

Bears of War - animation

You might remember me writing about Bears of War - a Gears of War parody by Śledziu / Mr Herring. My little note got picked up by QJ.Net and more folks learnt about the webcomic. Yesterday, Śledziu released a short animated Bears of War movie to commemorate his birthday (Happy Birthday Śledziu!) and I thought it deserves the mention.



I expected something funny in the vein of general Bears of War humour, probably with Winnie the Pooh getting splattered again. The short animation, however, turned out to be in much more serious mood. Bitter and melancholic, it doesn't make fun of GoW game, but instead just shows the general sadness of war. Most notably it makes the reference to the destruction of Buddhas of Bamyan - I remember hearing about this and feeling sadness that a great relic of the past got blown away by a bunch of fundamentalist troglodytes. Apparently Śledziu felt the same about it.

The author says that his creation looks like 16 bit game introductory sequence - perhaps, but I liked old-school intros and I definitely like this one. There is also version formatted for PSP available for download. Enough talking - just go and watch it!

PS. And I know I promised a list of my favourite online comics already back in March, just bear with me (pun not intended) a little longer...