Showing posts with label humor. Show all posts
Showing posts with label humor. Show all posts

South Park Chef's Luv Shack Review

South Park Chef's Luv Shack
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This is the most addictive game my family and I have played. There are lots of fun little games to play to earn points for Chef's game show. Up to four people can play, choosing Cartman, Kyle, Stan, or Kenny. The player who chooses Cartman gets to play his exclusive "beefcake" game. The kids love it.

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Chef takes on the role of game show host in a wild multiplayer match, featuring all your favorite South Park characters! Compete with your friends in dozens of minigames that test your South Park gaming skills! It's no mystery why they call South Park: Chef's Luv Shack the greatest party game ever! Is there anything this game doesn't do? In addition to being a really fun and surprisingly challenging trivia contest, this game features well over a dozen minigames that draw upon some of the greatest gaming genres ever created.

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Armed and Dangerous Review

Armed and Dangerous
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I read a few gamer magazine reviews about this title. They claimed it was great to play and had gut busting moments. IT WAS ALL TRUE!
Warning - this game would be good for kids....HOWEVER the jokes and comments are very adult. This game is a shooter....but the violence is mild and made funny, not gory. I would say it is ok for 12 yrs old and up.
Want an example of FUNNY? One of your weapons is a Shark gun. Yes, you shoot it at an enemy, yet all you see is a shark fin swimming on top of the ground. Suddenly, a Great White shark lunges up from underneath the enemy, bites into him and shakes him around like a rag doll before disappearing into the dirt again...THEN IT PATROLS FOR MORE ENEMIES!!!! It can easily wipe out a gang that has you pinned! Best of all, it never gets old. I could watch it again and again and again!!!
Excellent job LucasArts.
The cutscenes are a must see. Do not skip anything, even the opening credits and titles for the game. Some are cute, some are funny and some will have you laughing out loud. True example - I was playing this game at 2am. One of the cutscenes made me burst out laughing. My girlfriend was asleep and did not enjoy being woken up to see me having a great time...lol
Basically, you are part of a crew of rogue-ish Scotsmen roaming the country side for The Book of Rule. You have a blind old Jewish man, a Mole and a robot Roman soldier as sidekicks. Comments while you play and shoot bad guys are made by your side kicks. Example - The Mole cries out in a thick Scottish accent, "Did you hear the one about Miners? Miners do it in the dark!" I have bad guys crawling all over me and I start laughing so hard they killed me quickly becasue I could not react!
Use a rocket to knock off a guy up on a cliff edge and watch and laugh as the vistim cries out something like, "Avenge my death!" and his body flies through the air and lands right near you with a hard smack. Down right funny.
My only gripe about this game - the cut scene graphics are a very low quality. I think the animation and character designs could have been better. Look at their arms...they look very puppet-ish and silly. The video itself is low quality and at times, hard to make out the details. I am really disappointed at LucasArts for that.
No other complaints, the game is awesome fun....play it the first time without the music on so you can hear all the funny screams, comments, etc. Play the game again WITH the music on..the music really adds to the game!!!!

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There's no kill like overkill!Product InformationMeet the Lionhearts. A smack-talking rag-tag band of rebels bound on animpossible quest. With an arsenal of outrageous weapons they are destinedfor victory in 12000 bullets or less. If they can make it through an armyof psychotic robots and wall-smashing Goliaths they just might save theworld...if they don't burn it down first.Product FeaturesNavigate through a richly entertaining story with two smack-talkin' partners in crime.Explore five diverse environments including icy and snowy regions mountains with breathtaking vistas deep and foreboding woods and rain-spattered cliffs.Take down wicked enemies like half-man half-animal Grunts eliminator droids wall-smashing Goliaths evil monks and wild twiglets.Shoot your way through 21 action-packed missions.Brandish over 17 outlandish weapons like the Topsy-Turvy the VindalooRocket Launcher or the World's Smallest Black Hole and the Land Shark Gun.Product Reviews"9 out of 10. Essential Selection Award" - GMRWindows RequirementsWindows 98SE Me 2000 XPIntel Pentium III 1 GHz or AMD Athlon 1 GHz processor required100% DirectX 9.0 compatible computer256 MB of RAM required32 MB 3D Graphics Card with Hardware Transform and lighting (T&L) Capability required100% DirectX 9.0 compatible Audio Device requiredQuad Speed CD-ROM drive requiredKeyboard requiredMouse requiredMicrosoft DirectX 9.0b is included on this CD. Note: DirectXmay require the latest drivers for your particular hardware.

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Dungeon Keeper 2 Review

Dungeon Keeper 2
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I bought Dungeon Keeper 2 a few years on budget out of curiosity and at the time it struck me as being quite a fun game. I completed it, then decided to sell it, as it didn't grab me *that* much. About a year later I thought back to it and realised how much I would like to play it again, so I bought it again and worked my way through the campaign.
Dungeon Keeper is a real time strategy game with an obvious difference. You play on the side of evil and try to crush the sickeningly pure and good inhabitants of the Sunlit Kingdom. But there is more to the game than simply a change of side. In most Real Time strategy games you have control over your minions and little control over the terrain. In Dungeon Keeoer 2 the opposite is true. You can dig out your subterranean kingdom any way you see fit. You can build a few large rooms with few corridors, or you can build mazes of corridors and many small rooms; whatever strikes you as being a good strategy. However you have little control over your inhabitants. If you build a room it will attract a certain type of creature. Workshops attract Trolls, Libraries attract sorcerors, Combat Pits attract Dark Knights etc. But you can't order anyone to actually do anything. Of course they like to keep busy, so Trolls will toil ion the Workshop and Sorcerors will research Spells in the library but the only way to force someone to do anything is to physically lock them in a room.Strategically Dungeon Keeper is potentially rich. Gold is mined as a resource and is in only limited supply. Your creatures demand payment and higher level creatures demand a higher wage. If you run out of money your hard trained creatures will leave your dungeon in anger, so there is certainly pressure in completing a mission before your gold reserves run out. A dungeon with many corridors may make it harder for invaders to wind their way to your vulnerable dungeon heart and make good areas for boulder traps, but may result in your creatures having to walk too far to get to lair, hatchery or treasury. Obviously the converse is true. Many large rooms make areas accessible to your creatures but leave you wide open to enemy encroachments. No strategy is really the "right" one most of the time, and missions should not be thought of as a puzzle with only one solution.
Aesthethically Dungeon Keeper 2 is great. The graphics are good at conveying stone passages and gold seams, and you may feel feel a hint of gold fever as you zoom in to your treasury laden with chests overflowing with gold coins. The presentation is all quite tongue in cheek though so expect smiles rather than chills when you survey your realm. The voice acting is uniformly good and often amusing; the Troll with make a goofy annoyed sound when picked up and hearing the Goodly Folk describe you as a "foul fiend" is amusing. The music is excellent too. Although synth infused it contains a menacing ambience to convey your dungeon and Gregorian chant style music to denote the Heroes.
However there are some faults to the game. As I said Dungeon Keeper 2 is *potentially* strategically rich. Some missions simply need you to crush a rival Keeper and that isn't actually all that difficult. Simply build a dungeon, train them up using Training Rooms and Combat Pits and when your army is large enough and well trained enough just plant a call to arms flag on the dungeon heart and they'll destroy it. For me the game is at it's best when your dungeon is on the defensive as this is where your arsenal of traps comes into use. There is much strategy in placement of traps. Some can be used in harmony with others for greater effect. A freeze trap by itself for instance isn't much use but in conjunction with a lightning trap it can be brutal. Establishing killing zones laced with traps is an under utilised aspect of the game. Which is a shame as it's the most satisfying. Too often you're expected to be the attacker and this is where the game tends to play too much like a standard real time strategy game.
The spell list is curiously unsatisfying and limited too and some spells you might use only a couple of times in the game.
Of the game modes the Campaign is probably the best, as there are a wide variety of mission styles to complete. There is a Skirmish mode but the AI is too passive and most maps just require you to build up an army and unleash it. There are a few exceptions, but they are too few and far between.
However it's worth pointing out that it's rated Mature for a reason, mainly for the Mistress character. Her cries of ecstasy as she is being tortured on her own equipment certainly might meet with the disapproval of some family members if they hear it. Perhaps a pair of headphones would be recommended when playing this.
Overall a highly enjoyable and unusual strategy game that unfortunately could have improved upon. Still highly recommended.


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The Portmanteau Book Review

The Portmanteau Book
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Like the other reviewers, I thought I had imagined this book, one of my favorites from the local library when I was a kid. I was very excited when I was able to locate a copy. Yes, it is a very interesting and unique puzzle book... But I think I can guess why no publisher is bringing it back into print. In today's society, where there is increasing concern about children's violence, there may be many people who would object to several items in the book. For instance, the cookbook section describes in detail how to capture a bratty little sister, tie her up and "pretend" to eat her for a meal (Boiled Kvetch)... How to scare a pretty girl who is teasing you with sticky syrup (Candied Peach), or how to add a dead mouse to spinach (Infested Spinach). Standard fare from Rockwell, the guy who taught us all how to Eat Fried Worms, but there would certainly be some child in America who will actually try out some of Rockwell's suggestions, landing the author and publisher in some sort of lawsuit. So, Parents, if these kinds of things worry you, DO NOT GET THIS BOOK FOR YOUR KIDS. On the other hand, its a great book for grownups to enjoy.

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Thanksgiving Day Review

Thanksgiving Day
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Thanksgiving Day, by Anne Rockwell, conveys the story of Thanksgiving through colorful pictures and historical facts. The story itself is being told by Charlie, a student in Mrs. Madoff's class. Charlie and his classmates have put on a Thanksgiving Day play. The play has helped the students learn about the events and the people from that "first" Thanksgiving. I really like this book. Any reader would enjoy the brightly illustrated pictures and the lessons being taught. Halloween Day is another good example of Anne Rockwell and Lizzy Rockwell's ability to portray historical facts through an enjoyable story with the use of vivid illustrations.

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How to Eat Fried Worms Review

How to Eat Fried Worms
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To my mind, "How To Eat Fried Worms" is an American children's classic ranking just behind "Harriet the Spy". In school, kids are constantly being forced to read books that, while excellently written, haven't a funny or amusing sentence anywhere to be seen. This is a foolish act on the part of schools. If you want your children to become good readers, you need to soften the meaningful with the flamboyant and silly. I was actually expecting, "How To Eat Fried Worms" to be some kind of mildly amusing but essentially meaningless tale. I certainly didn't expect anyone to actually EAT a worm. Instead, I found that this is a brilliantly plotted war between two factions of friends and a book that can do a lot of good in teaching kids about rising action, climax, and satisfying endings. Plus lots of worms get munched.
When four friends, Billy, Tom, Alan, and Joe meet one day to discuss why Tom failed to join the others in a trespassing incident, they learn that he was kept indoors for not eating his dinner. Billy, the group's unofficial leader, pooh-poohs Tom's finicky ways, claiming that he could eat almost anything. This kind of statement leads to a dare. Could Billy eat a worm? How about fifteen worms? How about fifteen worms in fifteen days for fifty dollars? The bet is made, hands are shaken, and the rules are clear. Billy can use any condiment he chooses and may eat the worms broiled, fried, baked, or however he prefers. As the contest continues, Alan and Joe attempt to find ways to win an increasingly desperate war against Billy. They try psychological warfare. They try out-and-out cheating. They try using Billy's parents against him. They try using Billy's greed against him and at the last minute come up with a plan that very nearly finishes their friend for good. This all inevitably leads to fights, panicked late-night worm hunts, and an ending that will have kids gripping the edge of their seats as Billy's little brother Pete comes through at the last minute.
At the heart of the tale, however, is the worm eating. It's funny, but as the years have gone by the covers for "How To Eat Fried Worms" have grown more and more explicit. At first they wouldn't even show a worm. In the 1980s the cover displayed two kids presenting two others with a steaming silver plate of ... something. Now, at last, the worm is displayed on the cover in all its magnificent ickyness. Rockwell balances out the gross with the funny with the thoughtful. Some reviewers of this book have shown confusion over such chapter headings as "Admirals Nagumo and Kusaka on the Bridge of the Akaiga, December 6, 1941" or "Guadalcanal". I don't think it takes too much intelligence, however, to determine that these titles show that the boys are in a state of war. It's mind against not-so-queasy stomach and the stomach seems to have the obvious advantage. Reading this book, kids get easily sucked into a slowly escalating battle between two desperate sides. It's like a war without much in the way of pain and blood and gore. By the way, the original pen and ink illustrations by Emily McCully (who later went on to give us the Caldecott winning title, "Mirette On the High Wire") are simple but effective, complimenting the text very nicely indeed.
I'd like to state for the record that those of you who eschew this title without having read it are doing yourself a disservice. This is a consistently amusing, intelligent, and really well-written title that'll get even reluctant readers engrossed... and grossed. To those schools who already assign this book for Summer Reading I commend you. To those schools who do not, I would like to point out that "How To Eat Fried Worms" was originally published in 1973. What on earth are you waiting for?


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Norman Rockwell: Behind the Camera Review

Norman Rockwell: Behind the Camera
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I bought this book after reading David Kamp's review in the November 2009 issue of Vanity Fair, which also has good background information on Rockwell. I suggest reading that article for a lot more information than I will provide here.
The book itself discusses the photographic process Rockwell used to plan his paintings. It includes interviews with models and a lot of background information on the technical processes used.
This all turns out to be much more interesting than it might sound. One can see exactly which details Rockwell kept and discarded from the photographs. Of particular interest is how important each detail in the photos is, and the extent to which Rockwell worked to get them right.
There is also some interesting commentary on the social milieu and attitudes of the time. Rockwell in some ways was conciously creating an American mythos, but it was a mythos very grounded in actual fact.
Some of the original paintings or covers are reproduced in a small format (and sometimes not at all) but these are generally easy to find elsewhere, so it is not a serious flaw.
All in all, this was a thought-provoking and educational book that is sure to increase readers' understanding and appreciation both of Rockwell and of painting generally.

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Norman Rockwell: Behind the Camera is the first book to explore the meticulously composed and richly detailed photographs that Norman Rockwell used to create his famous artworks. Working alongside skilled photographers, Rockwell acted as director, carefully orchestrating models, selecting props, and choosing locations for the photographs--works of art in their own right--that served as the basis of his iconic images. Readers will be surprised to find that many of his most memorable characters-the girl at the mirror, the young couple on prom night, the family on vacation-were friends and neighbors who served as his amateur models.In this groundbreaking book, author and historian Ron Schick delves into the archive of nearly 20,000 photographs housed at the Norman Rockwell Museum. Featuring reproductions of Rockwell's black-and-white photographs and related full-color artworks, along with an incisive narrative and quotes from Rockwell models and family members, this book will intrigue anyone interested in photography, art, and Americana.

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