| The InfoBot - Issue 5 |
| Zonified | Date: Saturday, 2010-06-12, 8:13 PM | Message # 1 |
Okey Dokey Lokey!
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Zonified
| Introduction Hello and welcome to another issue of the Infobot! In this edition, we focus on the newest game in the Ratchet and Clank series, A Crack in Time. We’ll take a look at some of the places, characters, and weapons from A Crack in Time as well as have a special guest appearance from one of the galaxies greatest heroes! So, what have our favorite Lombax and robot been up to? Keep reading to find out. Before we get Started A Crack in Time has been out for about 6 months now and you most likely have a copy. You’ve probably had time to complete it once or twice, as well. So, with that said, how did you like the game? Leave an answer in a post below. Be sure to tell what you liked and maybe did not like about the game. I would also like to apologize for the 8 month hiatus the Infobot has been in. Because of many uncontrolled circumstances, this issue of the Infobot was postponed. We at the Infobot would like to say sorry and we will try to do our best with future issues of the Infobot. Community Highlights What’s going on in the Ratchet and Clank community? What new threads or sites offer new info or deep discussion on our furry, little friend and his metallic pal? The first highlight is one we’ve seen before. It is back because of many vast improvements and changes it has seen over the past year. Of course, I am talking about the Starship Phoenix created by TOY_ROBOT and ShiFT. The site is near its one year anniversary so expect many exciting events to take place. With lots of great things in store for the Phoenix, it’s sure to become a thriving community. But, they can’t do it alone, so they need your help; take a look around and sign up! The next highlight is our very own Dangergoppel. He has successfully decoded the Zoni language from A Crack in Time and is currently working on a font. The only people to have seen this decoded language are the administrators and moderators from the Starship Phoenix (and of course Insomniac Games since they created the language). But, soon, you will be able to see and use this font, too. For our final highlight, we need your help! Have you or someone you know done something that involves Ratchet and/or Clank in some way? Do you have something interesting to share? If so, contact any of the moderators at the Phoenix (TOY_ROBOT, ShiFT, or Zonified) and tell us about it. If we like your Community Highlight, you might see it in the next Infobot! It’s Over 1,000,000! When a million copies of a game are sold, it’s a pretty big deal. Once this happens, the game will usually end up on the Greastest Hits list if they haven’t already and you may be able to find great deals on it. Ratchet and Clank Future: A Crack in Time is one such game. It may not be a Greatest Hit yet but it soon will be. So, congratulations Ratchet and Clank on such a tremendous accomplishment. Oh, and you too Insomniac Games. These Deals are Out of this World Speaking of Greatest Hits, it seems the little robot that could has made his way there as well. That’s right, Secret Agent Clank is now on the Greatest Hits list for PSP. If you haven’t gotten Secret Agent Clank yet, this is your time to do so because it’s now only $20. And if you’re looking for more Greatest Hits titles to enjoy, LittleBigPlanet PSP, Resistance Retribution (as well as its big brother Resistance 3 for PS3), and Gran Turismo have also been added to the Greatest Hits for PSP. You say you don’t have a PSP? Well then, how about a new PSP Go bundle. If you buy a new PSP Go between now and March 31, 2011, you’ll be able to download 3 games, an $80 value, for free! These games include LittleBigPlanet PSP, SOCOM: Fireteam Bravo 3, and Ratchet and Clank: Size Matters, Ratchet and Clank’s first PSP outing. The bundle will run you around $250. Let’s Create a Better Galaxy Ratchet and Clank have experienced many things in the universe. They’ve gone to unique planets, shrunken down to the size of an ant, and even traveled through time! But, now they are going to one of the craziest places yet; they’re going to ModNation! That’s right, Ratchet and Clank will be racing in the MRC…that is if you preordered ModNation Racers from Amazon. If so, you received a code to download the Ratchet and Clank Mods for ModNation Racers. ModNation Racers is the next game in Sony’s new “Play. Create. Share.” genre of games where you can race against friends, create your own tracks, and customize your characters. If you weren’t able to get a code for Ratchet and Clank Mods, don’t worry. If you’re lucky, Amazon may have some extras left and you may see them on the PSN Store in the future. We would also like you to send in any pictures or videos of any Ratchet and Clank themed Mods, tracks, and karts you may have created in ModNation Racers. If we like it, we may feature it on the Starship Phoenix. Now for the BIG News… Some of you may have heard that Insomniac Games is working on a new IP. But, did you know this will also be their first multiplatform game? Yes, Insomniac has announced that they will be partnering with EA Partners to create their first ever multiplatform game. Their new game will be released for the PS3 and Xbox 360 and is currently in development their Burbank studio. This game will create a new universe for Insomniac and us to explore. Even though Insomniac Games will now make multiplatform games, Insomniac will continue to make Sony exclusives. The Ratchet and Clank and Resistance series will also stay on Sony consoles. Insomniac CEO Ted Price has said that they believe this new partnership will give them ability to bring their games to more people and to let as many more people experience their games. For more information, be sure to watch this video of Ted Price explaining this decision: We also have a copy of Joystiq’s interview with Mr. Price for more details on this extraordinary news:  Joystiq’s Ted Price Interview: Joystiq: This announcement, is this for a single game? Or is this for the entire franchise? Ted Price: This is for a single game. Why not a franchise? Why start with a single game deal? Ted: At Insomniac we actually tend to do game to game deals. We do one deal at a time and our goal is, though, to have a longterm relationship with anybody we work with. As you know we worked with Sony for 14 years and it has been great, and we're looking forward to a long and fruitful relationship with EAP as well. Craig Rechenmacher (EAP): Yeah, from our standpoint, we're announcing a one-game deal, but our job is to make this first product a massive success. And if we do that, this is gonna be a long-term relationship. With this announcement, is Insomniac creating more games or spending more individual time on each game it ships? Ted: Well, it's easy for me to answer the last question -- we are definitely spending more time on games these days than we used to. As you may remember, back in the PlayStation One and PlayStation 2 days, we had one team and we were releasing a game a year. And that was a pretty brutal pace for us. However, as the year stretched on, we began to increase the size of the teams and lengthen our production time to add more polish to the game and have more time to tune them. And now we're continuing to do that, making sure the games we release are the absolute best they can be. Having multiple teams also gives us the luxury of sort of leapfrogging -- having staggered releases -- so that we can have a consistent stream of releases over the years. However, as we've moved into the PlayStation 3, we have lengthened our development times. Are you working on a new software engine for both 360 and PS3 or does your current engine already support development on 360? Ted: We're working on new technology. Do you guys have any interest in licensing that technology? Ted: Well, we've always had a very open approach to sharing what we know with the rest of the industry, not only with Sony first-party. Because it's a small industry, I think we can all learn from each other. The more we share, the more the industry benefits. And in many cases, there really aren't any "trade secrets" per se, because we're all basically doing the same thing. The goal for every developer I think is to create great content. And great games. And that really comes from the sort of "intangibles" at each studio -- generally it's the team itself, the creativity, the idea behind the game. So, in terms of licensing our technology, that's not something we're talking about right now. We're just focusing on making the best possible games we can. Major Nelson tweeted about sending an Xbox dev kit your way. I'm assuming you've had them for longer. How long have you actively worked on the Xbox 360 title? Ted: Not gonna talk about time frames, but if anyone wants to send us dev kits, that's cool! We have no problem with that. (laughs) What is the role of the East Coast studio? Was that launched specifically for this multiplatform deal? Ted: (hesitates) I'm not gonna talk about what they're working on. The reason we started the East Coast branch was because we had several people who were interested in moving to the East Coast and they wanted to build a team with all the Insomniac principles we've all held dear for the past 16 years and they're doing a great job out there. Is this new franchise more Ratchet or Resistance? Ted: Oh man ... I wish I could talk more about it, but we're gonna wait to talk about the details behind that game. Nod once if it's more Ratchet, nod twice if it's more Resistance. (laughs) Why EA Partners and not someone else? Ted: I think at the core, we have the same values when it comes to our creative approach to creating games and to quality over quantity. And, from a more technical perspective, EA as a publisher -- EA Partners -- has an amazing global reach. And being a multiplatform publisher, that's a great combination for us since we're looking to go multiplatform. But more than that, they also work with the best independent developers in the world who, incidentally, own their intellectual property. And for us, that was another very attractive aspect of working with EAP. Was owning IP a requirement or a bonus? Ted: That was a requirement. We, long ago, made the decision that when we create a new franchise it's very important for us to retain ownership of the IP. Did you seek out EAP with that requirement in mind? Ted: Well, actually, it happened organically. We knew about each other. We'd certainly been talking on a casual basis, as we do with everyone in the industry. Really, just, the relationship evolved. Craig: From the EAP standpoint, this is obviously a developer we've had our eye on for quite some time. We were just waiting for the right opportunity, the right time, and this is it. Is there a different audience on 360? Will multiplatform development affect overall design? Ted: Not at all. I think the key principles behind any great game remain consistent no matter what platform you're on. So we'll continue doing things the way we do them. Of course our technology on the Xbox 360 will be a little different, but when it comes to the gaming experience, it doesn't matter what platform we're on. We wanna provide the best we can. Craig: And in terms of opening up the audience, absolutely. This is gonna allow the Insomniac team to bring their quality, innovative title to a brand new audience worldwide. They have a 15-plus year history of making incredible software with the PlayStation folks, and one of the things that always gets lost in this message is that those PlayStation 3 fans, those hardcore fans, have a new franchise to look forward to from Insomniac. Does this open the door to DS, iPhone, or XBLA publishing? Ted: I can say that we are always open to new directions here. The only thing we're talking about right now though, are PS3 and Xbox 360. Following the Bungie/Activision and Respawn/EA Partners announcements, do you think there's a trend towards this type of developer-owned relationship with publishers? Craig: From an EAP standpoint, we're just thrilled to be working with Insomniac. IP ownership -- and it all depends by developer, and a lot of it has to do with their pedigree -- these guys are making massive bets on these new IPs. Our goal is just to work with them. If we do our job, if we make this a world class launch, we believe that we will earn the right to work with these guys in the future. To Ted: Could you speak to the trend of indie devs leaving exclusivity for multiplatform deals? Tim: I think it's good for gamers, really. When you look at the opportunities that are created by developers like Insomniac, Bungie, Respawn, creating new franchises is pretty sweet. I can't imagine that gamers aren't salivating at the thought of new franchises coming from teams who have sold a lot of titles and have produced some of the most well known and well respected franchises across the globe. So for gamers it's great. I think for the development industry it's great, because it's helping the industry evolve in terms of the way that we practice business and that's pretty much only positive, as far as I can see. Do you think that your brand as a developer is growing in terms of your average consumer, who might see the brand of your games but might not see Insomniac as the creative force behind those games? And do you think that that is a trend that's changing? Ted: Well we certainly tried hard to get our brand out there and make sure people associate Ratchet & Clank and Resistance with the Insomniac brand. We've slaved away for years to build a very robust community and we are extremely grateful to all of the fans of Insomniac for continuing to give us feedback for what we do right and what we do wrong. And certainly now, by branching out, I think it'll help people look at Insomniac that's something that's slightly different. Usually people associate us directly with Sony or with the PlayStation and it's great now to have a slightly different identity. Craig: If you look at just the reaction today, there's a lot of excited 360 gamers out there, so I think there's a very large universe of fans of Insomniac and the quality products they put out. I think some people erroneously assumed that Insomniac was actually a Sony first-party studio because of your long-standing relationship with them. Ted: Yeah, I can understand. One thing we have tried to get out in front of is that nothing changes in our relationship with Sony in terms of how we're working with them. We're continuing to make titles with Sony. And we're very grateful to Sony for helping us get to where we are today. Because without their support it would be very difficult to be here, where we are now. Just for clarification, Sony owns the Ratchet & Clank & Resistance properties? Ted: That's correct. Last thing I've got: Timetable. When can we expect to hear more about the game, this relationship, etc.? Ted: What I can tell you is you won't hear anything else at E3. We wanted to get out in front of E3 with this announcement just to make sure that people actually heard it. And, we will be showing more and describing more, when the game is ready. That's the approach we really have to take. This is truly a landmark partnership. More information is sure to be on the way so stay tuned to the Phoenix, where our ace reporter, drerossi8392, will have the latest news. With this recent development, what do you want to see come from Insomniac Games? What type of game should they make and how should they go about it? Comment on it below. The Mystery behind I-5 Before the Ratchet and Clank series was conceived, Insomniac Games was working on a little game that came to be known as “Girl with a Stick.” The codename for this secret game was I-5 which stood for Insomniac 5. This would have been their fifth game, the first being Disruptor and the next 3 being the original Spyro games. I-5 would have also been Insomniac’s first PS2 game. But before I-5 was even out concept phase, Insomniac canceled the project. To them I-5 wasn’t worth it. They believed that the game would have no audience and that it would be no fun to play. But Insomniac didn’t give up. From the ashes of I-5 rose a game that would become one of the greatest series in gaming history. Ratchet and Clank was born. No information on I-5 has been released to the public until now. Insomniac’s latest Full Moon Podcast explains some of the work behind I-5 and their thoughts on the game. If you want to learn more, be sure to listen to the newest Full Moon Podcast for the full story on I-5. A Crack in Time: The Newest R&C Game To celebrate the release of Ratchet and Clank’s newest adventure, we are going to focus on a special location, weapon, gadget, hero, and villain introduced in A Crack in Time. First, we will explore the Great Clock, a device that holds together the very fabric of time! Then, we’ll test out the Spiral of Death, an energy based weapon that packs a punch. Next, Ratchet lets us try out his Hoverboots (We’ll try not to crash.). After that, we get the story behind a famous Lombax. No, not Ratchet; we’re talking about Alister Azimuth. Finally, we will tell you about Lord Vorselon, one of the galaxies fiercest foes. So, get ready to learn more about the world of Ratchet and Clank! Featured Environment: The Great Clock  The Great Clock is located in the center of the universe (give or take 50 feet) in the Breegus System, a system on the edge of the Polaris Galaxy. The Great Clock was described by Sigmund, the Clock’s Junior Caretaker, as the universe's contingency plan. It was constructed to keep the balance of time in order after improper use of time travel by the Fongoids created a small tear in the space-time continuum, destroying 83 celestial entities. Orvus, the leader of the Zoni, claimed that using the clock improperly could rip the universe apart, and that under no circumstance should the Clock be used as a time machine (it was later revealed by the Plumber that it could be used to go back in time “no more than six minutes”). The Great Clock is made of different Sectors. It is know that there are a least 9 Sectors, but there are likely more. Most of these Sectors have a mnemonic station somewhere within. Other areas of the Great Clank include Deck 9 Particle Accelerator, Solana Terminal 6, and the Orvus Chamber. The Great Clock has over 4.3 trillion moving parts, making it the most complicated piece of machinery in the known universe. There are also 117,000 Zoni that maintain and guard the Clock. When Nefarious destroyed various equipment using his Hypersonic Brainwave Scrambler, time distortions began to appear on planets throughout the galaxy. Clank, being the son of Orvus and the next in line to be caretaker of the Great Clock, was given the task of fixing these distortions. However, Clank promoted Sigmund to caretaker so that he could stay with Clank. Featured Weapon: The Spiral of Death "The Spiral of Death is the latest addition to GrummelNet's line of energy-based weapons. Originally designed by the Fongoids, this baby unleashes a kinetic spiral of energy at your enemies. Just get them in your sights and let her rip. The spiral will take out your enemy, and then nail them again on the return trip! The Spiral of Death! Available only at GrummelNet" The Spiral of Death works by charging up energy and then releasing it in a spiral around the user. This energy then sends enemies flying, causing damage in the process. It later upgrades into the Spiral of Carnage which releases three blades at once. It can be obtained by completing the Silver Cup in the Battleplex Arena. The Spiral of Death was originally created by Jackson Finley for the My Blaster Runs Hot Weapon Contest. Featured Gadget: Hoverboots The Hover-Boots are a new Gadget in the new game Ratchet and Clank Future: A Crack in Time. They were first seen being used Allister Azimuth in the Teaser Trailer for A Crack in Time. They allow you to speed through vast areas. With the absence of Clank's trusty Heli-Pack glide, Ratchet can still glide using the Hover-Boots by pressing X while in the air. If you speed towards a ramp you can get some air and more speed. If you come across Bounce Pads you can use the Hover-Boots to wall-jump across large gorges and canyons while in mid-air. Behind the Hero: Alister Azimuth Name: Alister Azimuth Homeworld: Fastoon Species: Lombax Description: yellow eyes, sandy-brown colored fur, wears armor, carries dual-headed wrench Galaxies Saved: Polaris Galaxy Game Appearances: A Crack in Time  History: General Alister Azimuth was a revered, yet rebellious leader of the Lombaxes. The Court of Azimuth was architected by him, and he was a childhood friend of Kaden. He was a Four-Bolt Magistrate of the Lombax Praetorian Guard and also an elder councilman of the Center for Advanced Lombax Research. Azimuth had a variety of equipment including a double-ended wrench, holoarmor, Hoverboots and a pocket watch containing a picture of him and Kaden. Azimuth also had his own ship, similar to the Aphelion. He was banished by the Lombaxes after he accidentally let Tachyon use Lombax technology. He lived on Torren IV and gathered information on the Great Clock. He thought that if he could use the Great Clock, then Tachyon would have never risen to power and the Lombaxes would still be around. But, when he finally got to the Great Clock and activated a time shift, he realized it would destroy the universe. He then sacrificed himself to stop the Great Clock’s time shift and save the universe from total destruction. Abilities: Azimuth was a hardened war veteran and a powerful fighter who could backflip and jump distances Ratchet would not be able to cross without a Meteor Pad or Swingshot. His hoverboots were far superior to Ratchet's (possibly because of upgrades or experience) enabling greater velocity and a wider jump. His close-combat skills were also combined with his double-ended wrench making him a deadly adversary. Supervillain Weekly: Lord Vorselon Name: Lord Flint Vorselon Homeworld: Terraklon Six Species: Terraklon (cyborg) Description: head in a jar (one eye, orange skin, and 2 horns, one on each side of his head), red, grey, and blue robotic suit, 2 arms with pincers, no legs (glides around on tentacle like tubes) Galaxies Antagonized: Polaris Galaxy (specifically the Breegus System on the edge of the galaxy) Game Appearances: A Crack in Time History: Lord Flint Vorselon was first a powerful mercenary but later became a high ranking commander for Dr. Nefarious. He controls his own star cruiser only known as Vorselon’s Ship. This ship was also used to help him escape from Zordoom Prison. Vorselon gained his robotic suit after he lost his body in a battle against Drophyds. Ironically, his suit is similar to that of the Drophyd’s suits as well as his head being in a jar just like the Drophyds. Vorselon’s robotic suit was actually stolen from GrummelNet HQ in Meridian City. Abilities: Lord Vorselon's abilities are connected to his robotic suit. At first, his attacks consisted of a brief burst of laser fire from his claws, a focused energy beam with a constant laser, a field of aerial spheres which fire electric bolts, and a cloaking device he uses to regroup when injured. Later on he upgraded to sending a pair or possibly a wave of energy discs out, he fires more lasers (two waves of lasers at once), his focusing laser has a two-prong sweeping beam, he launches more spheres, and when he cloaks he does a sneak attack. Even later on he has a four-prong sweeping beam, he fires 3 lasers at a time, he launches even more spheres and discs and he becomes more resilient with each battle. But without his suit he is helpless to his enemies and so has jet boosters on his life-support tank to make his escape. Qwark’s Thoughts Zonified: Hello everyone. Because of this special edition of the Infobot, we have a surprise for you guys. Today, we have a special quest interview that we know you’ll love. With us today is the- Captain Qwark: The galaxies favorite and best superhero, Captain Qwark! Zonified: Right…okay, then. Are you ready to start, Captain Qwark? Captain Qwark: Please call me, Qwark. Can I call you Zoni, Zoni? Zoni: Um, sure, why not. Okay, before we begin, I just want to let you know that these questions were submitted to the Infobot by our readers. If there is any question you feel uncomfortable answering, just say so. Okay, first question: Ever since your connection to Drek, your involvement in the Protopet incidents and your affiliation with Tachyon, people have wondered if you are truly a superhero. How do feel about this? Qwark: No comment. Zoni: Next ques- Qwark: Wait, I thought of something! I would say to those skeptical few that I was not really part of those “accidents” but merely saving the galaxy. I went undercover in each of those events to stop the evil doers in charge! When Ratchet showed up, I had to act like I was “evil” so he wouldn’t blow my cover. Zoni: Then how do you explain the Protopet incident? I mean, you were caught messing with the Protopet itself. Qwark: Hey, hey, hey. Keep to the questions your viewers submitted. Zoni: Uh, sorry. Anyways, next question: why did you choose green as your signature color? Qwark: Well, I can answer that one. You see, green was the only color that truly represented me. It stands for my strength, honor, and heroism! Zoni: You chose it to show off your muscles, didn’t you… Qwark: You bet! It really shows off my defined body. Zoni: Now that you’ve starred in your own movie and voiced yourself for the videogame adaptation, how has your career been affected by the release of both? Qwark: Well, as we all know, videogames based off of movies never do very good. But, because it features me so many people bought it. And, don’t get me started on the movie itself. We were sold out every night since the movie’s release. It’s also one of the most bootlegged movies in the galaxy. So, no, the fame and fortune has not gotten to my head. Zoni: Um, that wasn’t the question. And, didn’t the game do so badly that they took every copy of the game and buried it in one of the junkyards on Metalis? Qwark: No comment. Zoni: And, the movie. I was told it was- Qwark: I said no comment! Zoni: Okay, I’m sorry. Moving on: what about the Q-Force? Do you have any plans on bringing it back? Qwark: I’ve actually been planning a reunion with the Q-Force for some time now. I’ve been trying to reserve conference room Sigma 21 at the Pokitaru Resort. Did you know that room comes with a 100 foot all you can eat buffet? And, it will only cost me 1,000 bolts and a used Crotchitizer. Zoni: Why a used Crotchitizer? Qwark: I have some sick fans. Zoni: Eww… Qwark: Yeah. Zoni: It seems we’re running out of time so let me ask you one more question. Qwark: How about we change things up? Let me ask you a question. Zoni: Ask me a question? Okay, what is it? Qwark: Your name is Zoni, correct? Zoni: It’s really Zonified but I do go by Zoni for short. Qwark: Right, Zoni. Anyways, I was wondering if you could get me some time with Orvus. I’ve been meaning to see about some sweet “Qwark and Orvus” merchandise. Zoni: I’m sorry, but I’m not an actual- Qwark: Oh, don’t be shy. If you can’t get me a meeting with Orvus, can you get me a tour of the Great Clock? Zoni: But, I’m not a real Zoni. That’s just my name. Qwark: What if I bribe you, will you do it then? How’s about 50 Bolts? Zoni: But, I’m not a Zoni! Qwark: Fine, if you won’t let me talk to Orvus, can I talk to TOY_ROBOT? Maybe he has some connections to Sigmund. Robots usually know each other. Zoni: I give up… Qwark: Are we done already? What about my thoughts? Zoni: Oh, yeah. Go ahead and share your thoughts, I guess. Qwark: Alrighty, then! Ahem… What would be a brilliant catchfrase in my upcoming hit My Blaster Runs Hot? If you ran into an angry Blarg and needed to find a way to calm him down before he pummels you to a puddle that looks like my abs on a break after a month what would you do? Trivia Question: What developer worked next to Insomniac Games when they worked for Universal Studios? And, with that, I say good bye Cadets! See you next time. And please buy my game…I need you to buy it. Credits: Dangergoppel minameissteve ShiFT TOY_ROBOT Zonified Special Thanks To: Noculonder Insomniac Games High Impact Games Sony Computer Entertainment Playstation.Blog
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| Zonified | Date: Saturday, 2010-06-12, 8:32 PM | Message # 2 |
Okey Dokey Lokey!
Group: Administrators
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Awards: 25
Zonified
| Sorry about the lack of pictures. I'll have to add them tomorrow. It's getting late over here.
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| TOY_ROBOT | Date: Saturday, 2010-06-12, 8:36 PM | Message # 3 |
That Singin' Fella
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TOY_ROBOT
| I'll take care of it. Thanks for everything Zonified. You did a good job.
-Founder/Co-owner/CEO- †
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| Zonified | Date: Saturday, 2010-06-12, 8:39 PM | Message # 4 |
Okey Dokey Lokey!
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Posts: 806
Awards: 25
Zonified
| Quote (TOY_ROBOT) I'll take care of it. Thanks for everything Zonified. You did a good job. Thanks bud. Nice avatar btw.
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| TOY_ROBOT | Date: Saturday, 2010-06-12, 8:41 PM | Message # 5 |
That Singin' Fella
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TOY_ROBOT
| Quote (Zonified) Quote (TOY_ROBOT) I'll take care of it. Thanks for everything Zonified. You did a good job. Thanks bud. Nice avatar btw. Thanks.
-Founder/Co-owner/CEO- †
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| TOY_ROBOT | Date: Saturday, 2010-06-12, 10:28 PM | Message # 6 |
That Singin' Fella
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TOY_ROBOT
| Hahaha. The Qwark interview was hysterical! Great job, Zoni! Oh, and for Qwark: Quote (Qwark) What would be a brilliant catchfrase in my upcoming hit My Blaster Runs Hot? Iron. Hard. Abs. Quote (Qwark) If you ran into an angry Blarg and needed to find a way to calm him down before he pummels you to a puddle that looks like my abs on a break after a month what would you do? Stare him down. Quote (Qwark) Trivia Question: What developer worked next to Insomniac Games when they worked for Universal Studios? I know, but I don't want to give it away. Quote (Qwark) And, with that, I say good bye Cadets! See you next time. And please buy my game…I need you to buy it. See ya Copernicus.
-Founder/Co-owner/CEO- †
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| TheJakandDaxter | Date: Saturday, 2010-06-12, 10:35 PM | Message # 7 |
One of Natures Mysteries!
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JakandDaxterDude
| Great issue!
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| ShiFT | Date: Sunday, 2010-06-13, 6:03 AM | Message # 8 |
lolwut?
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shiFT_131
| Awesome issue!!!
Jak signature gone... NO!!
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| WARSOUND | Date: Sunday, 2010-06-13, 9:52 AM | Message # 9 |
The Wise Owl
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Noculonder
| Great issue, guys. It keeps the essence of the previous Infobots, and I give that Qwark Interview an A+. It really catches Qwark's character, and Zonified's responses add to the humor. Keep the good work up.:)
Message edited by WARSOUND - Sunday, 2010-06-13, 9:54 AM |
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| Dark__Gamer | Date: Sunday, 2010-06-13, 10:58 AM | Message # 10 |
The Evil Gamer
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Dark__Gamer
| Quote (TOY_ROBOT) Quote (Qwark) Trivia Question: What developer worked next to Insomniac Games when they worked for Universal Studios? I know, but I don't want to give it away. So do I...
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| RatchetAndClankDude | Date: Sunday, 2010-07-25, 4:22 PM | Message # 11 |
-Ratchet And Clank Till I Die-
Group: Multi-media Reporter
Posts: 84
Awards: 4
J-D26
| loved this one
- Ratchet And Clank 100% Marathon - Playing A Ratchet And Clank 100% Marathon, Im On Ratchet And Clank 2: Locked And Loaded ATM Trying To Get 11,400,000 Bolts For R.Y.N.O 2 And All The Weapons Upgrades And Im Getting Some Remaining Skill Points And One Titanium Bolt. - Ratchet And Clank Till I Die - 
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