Ars Technica's Frank Caron plunges into the stormy seas of terrorism recruitment video games, reviewing such modern classics as Night of Bush Capturing, Quest4Bush, War on Americas, and Rescue The Nuke Scientist ("the player is an Iranian soldier seeking to rescue two Iranian nuclear experts who were kidnapped by U.S. forces. The game was designed in response to an American-made game called Assault on Iran that featured almost exactly the same situation, but in reverse").
Bottom line seems to be that jihadis can manage to produce workmanlike first person shooters, but fall flat when it comes to using humor, sarcasm, and novel game-mechanics to drive the point home. Of course, the same can be said for the producers of America's Army -- a recruiting tool produced by the US military tool to fight people recruited by these video games.
NBOC's final boss fight is by far the most disappointing part of the game. The game's central encounter –the final showdown with George W. Bush–simply falls flat on its face. Though the boss's character model bears the likeness of Bush and stands about three feet tall, you'd be hard-pressed to distinguish him from any other enemy in terms of both his AI routines and his in-game demeanor.
The developers started down the right path: Bush's evil lair is hidden underneath an abandoned port-a-potty out in the middle of the desert. Within this lair are a variety of pictures depicting a distinguished-looking Bush in the company of various world leaders and diplomats, so it has all the makings of a dramatic final encounter. But the developers, for whatever reason, completely passed up the opportunity to stoke their target audience's anger at the American president as a way of motivating them to defeat the final boss. For instance, they could have had him spout random Bushisms as he attacks (might we suggest, "Bring it on!"), but there's nothing so creative about this fight. Bush simply attacks you with no apparent master plan, shooting away with his M16.
Language Evolution Simulation is exactly that, showing words changing little by little as time passes in a tiny world with three islands. It’s agent-based, which is to say that it models little computer folk interacting with one another to simulate the little mutations that add up over time. Rules If an agent intersects with another, […]
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