Infinium Strike (PC) Review

Developer: Codex Worlds | Publisher: 1C Company || Overall: 6.0

Space: the final frontier. These are the voyages of the starship Freedom Strike. Its continuing mission: to not really explore anything, to seek out the Wrog, and to boldly blow the buh-Jesus out of them.

What do you get when you combine Battlestar Galactica, Star Trek, and a tower defense game?  Infinium Strike ::echo::.  Infinium Strike sounds like one of those random cool names you’d expect a sci-fi game to be.  One part “Infinity” and the other part “-ium.”  Don’t ask me what an Infinium is, but its the resource you gather in the game.  Thinking about it, I’m not entirely sure why the game isn’t just called Freedom Strike, since that’s the name of the ship you actually commandeer.  Freedom Strike’s goal is to hunt down a bio-mechanical race of aliens that have all but pushed back human civilization and space exploration back to its last line of defense.  Freedom Strike dives right into the thick of it and seems to be a magnet for humongous portals that the Wrog come through in endless droves.  That’s your cue to start lasering everything you can see.

Infinium Strike’s hook is its 360 degree tower defense layout.  Albeit, very unique from a tower defense standpoint where enemies typically follow a predetermined path and get laid into by tactfully-placed towers, enemies in Infinium Strike just barrel towards your ship and try to blow it up.  You have four platforms to build towers on, each with a limited amount of spots.  Depending on the enemies that spawn you’ll have to be aware of what sort of towers should be placed in each quadrant.  Each tower has the capability of shooting things within a certain range, known as Sectors.  There are three sectors total, and each tower can shoot one, two, or all three sectors in different combinations.  Some enemies will start way back in Sector 3 and make their way to Sector 1, while others always stay in Sector 3.  There are about as many different combos of enemies as there are towers to build, and if they begin to overwhelm your defenses, you’ll begin to lose Shield and Armor.  When Armor gets down to zero, you’ve lost.

Infinium Strike’s unique feature is also its greatest flaw.  Once you have to maintain all four quadrants there can be way too many things happening at the same time.  Monitoring one or two quadrants is not that challenging but when all four begin to have enemies spawning like crazy you’re going to be going a little bit out of your mind.  You will suddenly realize your Shield is taking a pounding because Quandrant 2 didn’t have enough towers that shot into Sectors 2 and 3, while Quadrant 1 has enough for all Sectors, but not for shooting projectiles… etc etc.  Its very hard to keep track of your capabilities due to the fact there are four different tower defense games going on and none of the platforms help each other while they are idle.

A large part of the challenge in a tower defense game usually comes in placement of towers, which can inspire you to replay or retry learning what you failed at.  Infinium Strike unfortunately rips out a large part of what makes tower defense fun by only having about eight spots in a horizontal line.  Most of the towers you’re going to want to rely on are laser-based, since they are the cheapest to place and upgrade, which lessens variety.  Towers upgrade their damage only by paying an increasingly exorbitant cost, but while you may opt to do that, you have to upgrade your base several times to get some vital buffs that allow you to live longer when the going gets tough.  Upgrading your base is kind of a no-brainer but at the same time you’re going to have to spend millions of Infinium to get it to its max level.

A fun mechanic that helps you reinforce one of your quadrants temporarily is the use of your drone Fleet.  There are three types of drones to use, all doing different things, and have a life span of about 30 seconds unless you upgrade.  You can summon a few here and there, but they cost a portion of a bar that maxes out at 250; the bar recharges at one unit per second.  Using your Fleet effectively is a must as you’ll always have at least one quadrant being overrun and you want to make sure they are all in a manageable state as much as possible.

Unfortunately despite turning the genre around on its head a bit, Infinium Strike is dull.  The actual action of things blowing up isn’t very satisfying and kind of gets downgraded to a fireworks show.  The graphics are fine, but the alien designs aren’t that great.  The ship you are in charge of is an okay design but the tower defense platforms are kind of an eye-sore on the design of the thing.  It could remind you of the ship Battlestar Galactica, but only if they glued some rectangular boards on top of it.  Through the 10 missions, you’ll be treated to a little Captain’s log voice over that gives more info about the Wrog (the aliens) and the conflict that is going on between them and humanity.  There are also different difficulty levels and extra objectives to meet if you are particularly inclined to complete them.  Another itchy point is that despite going through the motions of upgrading your base over and over and building towers, you always start the next mission with nothing.  There is no explanation about why you lost all of the progress you made in developing your ship in the last fight.  Considering there is no meta game where you are upgrading your ship through the campaign, it of course makes sense gameplay-wise why you start with a clean slate each mission.

Infinium Strike doesn’t have a whole lot going for it.  Other than its interesting tower defense scenario and a light sci-fi story to go along with it, there won’t be much enjoyment to find in the dredges of space.  I guess we know now why the Wrog want to destroy all of humanity, and its because one of them played Infinium Strike.

 

Daydreamer: Awakened Edition (PS4) Review

Developer: Roland Studios | Publisher: ATLUS || Overall: 6.0

This is a strange world we live in. It’s a world where the most popular app for young adults is related to capturing fictional monsters and is not about hooking up with very real people. It’s also a world where ESPN believes that airing the finals of a Street Fighter tournament makes for good sports programming. These are only the most recent examples, too. For a long time now it seems like whatever was considered unpopular is starting to become popular, and the things that the dweebs, geeks and weaboos among us whispered in silence about have become the subject of very public and sometimes loud conjecture among major media, news outlets and the more popular among us. It’s almost like we are living in some geek’s daydream…

FAMILY MATTERS, Jaleel White, 1989-98, (c)Warner Bros. Television/courtesy Everett Collection

Fashion in five years.

Out of the jaws of failure comes Daydreamer: Awakened Edition for your PS4. Originally starting as two Kickstarter projects that failed to make even three percent of their original goals, the game has come a long way to be published by ATLUS and available for the PS4. As a passion project for Roland Studios (which is really just a code name for the one guy who developed this game), Daydreamer is set to take your imagination and your money on this throwback side-scrolling shooter. At first glance, the game is an obvious departure from the usual flair. The art style jumps at you for being one part gorgeous and another part grotesque. Though, whether the game is all art style and no substance remains to be seen.

It's like if they prepared mutilated bodies for glamour shots...

It’s like if they prepared mutilated bodies for glamour shots…

Getting the obvious out of the way first, the art style can only be described as “something else.” It may take a while to get used to, but it eventually settles into your heart as the Lovecraftian-wet-dream that it is. Daydreamer has an awkward beauty to it that presents your nightmares in a sort of picturesque–fashion, as if they were plucked right out of a child’s demented fairy tale. This is further supplemented by the amazing animation for the enemies. Each enemy walks, wriggles, crawls and staggers with a fluidity that makes them come to life; a disgusting, scary and ugly life, but a life nonetheless. This also extends to the main character that possesses the same sort of fluidity but without the characteristic grotesqueness of the enemies. Daydreamer: Awakened Edition is quite the sight to behold.

Unfortunately, the same thing cannot be said of the gameplay. The Kickstarter mentions Alien Solider and Gunstar Heroes as inspirations and the gameplay reflects that, but I can’t help but think that it pales in comparison to its precursors. There wasn’t the same sense of urgency or utter chaos that both of those games are well known for; instead of having to contend with wave after wave of enemies, the standard rhythm of Daydreamer seems to be walking forward, shooting the things in front of you and then repeating that process until a boss appears in front of you. Which is a shame because the game seems to have all of the building blocks needed to pull off a fast-pace and fun shooter: a varied amount of weapons, movement options, melee attacks and even bonuses for chaining kills, but they never seem to come together in just the right way to put all those options to good use. There are a few things to break the monotony that include objectives that have you seeking and destroying power cores and a boss battle at the end of every level. Though, they do little to change the overall pacing. The power core hunts happen far too infrequently to matter and most of the boss battles quickly devolve into an arms races where shooting the boss becomes more important than dodging the boss’ attacks with only one notable exception.

Like the gameplay, the story has good intentions but doesn’t quite live up to them. The premise is sound, with the story taking place on an Earth ruled by alien invaders, and our lone protagonist is kept alive as a living trophy to their conquest. Roused from her matrix-like existence by the mysterious, nightmare-inducing, Gatekeeper, she is tasked with a dangerous mission to the Earth’s core and that’s about the point where the story fizzles out. From that point on there really isn’t much mention about what you are doing and why you are doing it, and it ends in a vague way that leaves you scratching your head. The bits of dialogue each boss offers don’t help much either. Their words are often generic and hardly motivating to the player. One striking example of this is a certain boss that starts his encounter by stating “I’m a rabbit, deal with it!!!” The story had a good start but lacks the proper execution to make that matter.

I'll let you decide which of these bosses says, “I'm a rabbit, deal with it!!!”

I’ll let you decide which of these bosses says, “I’m a rabbit, deal with it!!!”

Daydreamer: Awakened Edition came a long way from being a Kickstarter failure to be available on a home console. It’s a shame that the game turned out to be have more style than substance. While those looking for a game with interesting art direction may be able to find something here, those that want to relive their enjoyment of Gunstar Heroes and Alien Soldier or are interested in a story set in a world dominated by alien forces will have to look elsewhere.

When not reclaiming the earth from alien invaders as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.

 

Super Mutant Alien Assault (PC) Review

Developer: Cybernate | Publisher: Surprise Attack Games || Overall: 8.5/10

Super Mutant Alien Assault (SMAA) bears no shame in calling itself a clone of “Super Crate Box.”  Fortunately for SMAA, I never heard of (nor played) the game it is a clone of, so I’ll give it the benefit of the doubt when it says that’s what it is.  Now, aside from the gasping in the back corners of the room by those who cannot fathom that someone does not know the “smash hit” Super Crate Box, I say nay nay, good sir.  I heard of it now, and Super Mutant Alien Assault appeals to me on its face much more than whatever that other thing is.  Plus, I like clones because it reminds me of one of my favorite Schwarzenegger movies, The 6th Day.

“You should clone yourself.  So you can go fuck yourself.” (Paraphrased quote from The 6th Day)

SMAA is a platforming shooter that constrains you in one small level.  Each level contains a particular objective that must be completed before proceeding to the next, along the way massacring as many aliens as you need to.  SMAA, at its core, rides on the “roguelite” wave, but only wades in just a bit.  Power-ups are collected, but don’t endlessly stack — you have a limited amount of slots available for special abilities, weapons, and defenses.  Your character isn’t going to get crazy combinations of power-ups, but most of what you use will be swapped for something else that drops.  This forces you to work on a constantly changing strategy throughout your gameplay, rather than sticking with “what works” for as long as you can.  On top of it all, health can be very hard to come by, which makes the game quite a bit unforgiving.  Friendly-fire is also a thing here, so you’ll have to be careful where you chuck your explosives, just in case it bounces back in your general direction.

Level designs and objectives are randomized, but there is a set amount of maps that cycle within each “Galaxy,” which is a set of four levels.  There are no procedurally-generated maps, and objectives will only appear on particular levels designed for that objective.  This doesn’t detract from the enjoyment but it can get a bit stale depending on how long you decide to play in one go.  Objectives include moving an item from Point A to Point B or releasing a build-up of pressure on multiple points on the map.  It is important to get the objective done as fast as possible, as enemies will gain strength the longer you stay in a level.  A level will always require you to clear whatever enemies remain once the objective is fulfilled, so the path of least resistance will not be rewarded in the slightest.

Game unlocks occur as you complete more levels.  Each time you clear a stage you gain a token that sets you along the path to the next automatic unlock.  As you unlock more weaponry/items you’ll also unlock more enemies to have fun with — although this seems more like a punishment when it happens.  It would have been nicer to see enemies unlocked in a different progression, such as number of enemies killed or if a particular boss was cleared.

“Kinda takes the fun out of living, doesn’t it?”

When you actually get into the gameplay it can be quite frantic and most of it is satisfying.  Each level is equipped with its own configuration of Weapon/Explosive vending machines that randomly equip you with one of the weapons you have unlocked so far.  Explosions are by far the most fulfilling thing about the game and it’s a lot of fun to be able to blow the aliens up with a well-timed grenade or cluster bomb.  Some of the normal weaponry is not as exciting, such as the dual submachine guns and the AK47, but the minigun, sniper rifle, and grenade launcher are fun to wield.  My favorite by far is the pogo stick that explodes things you jump on top of — it would have been great if this was more the kind of thing you saw in the game, but instead it is the outlier.  Your weaponry/explosives all have a set number of charges, so you’ll be needing to re-equip yourself as soon as you use up your ammo, which means you’ll get a random item and change your strategy to effectively use your new combination.  Each level also grants you new power-ups in crates to fill out your other ability slots, such as Special Abilities and Defenses.

Special Abilities are fun to use and varied, despite the fact they aren’t able to be used that much due to needing to collect Special Ammo.  Special Ammo drops when you defeat empowered monsters that stick around for a while on the map, and you have to run over the green squares that are dropped before they expire.  This may not always be possible.  Special Abilities and Defenses (that are free to use) include but are not limited to a pillar of energy, pushbacks, running fast, and bullet time.  Defenses don’t damage enemies, but not all Special Abilities deal damage either.

The art is nice and attention is paid to the aliens and levels.  The art style reminds me of old Windows 3.1-era games (not that far removed from DOS games) with a 90’s retro-futuristic design.  The game also runs like a dream 95% of the time, except when you enter hyperdrive when that objective comes around.  The frame lag is helped if you turn off the Screen Shake in the options, but is still apparent even after turning it off — I’m unsure if this is actually intended or not, though, since it “snaps out” of the frame lag as soon as you exit the hyperdrive sequence.  It unfortunately gets pretty annoying when you experience it for the umpteenth time.   The music is all high-energy EDM/Dubstep/electro music and depending on your personal tastes may either be enjoyable or create misery.  It all matches the tempo of the game, but I was somewhere in the middle of the scale with the arrangement.  After about an hour of gameplay, I muted the music and opted for some of my own with the sound effects still on top.

“Doesn’t anybody die any more?”

The game feels a bit bare-bones when you realize that the progression is tied to unlocking weapons through a small number of levels.  Three Galaxies of four levels account for a total of twelve stages, each Galaxy cycling from its own small pool of levels/unlocked bosses.  By design, you’ll be retrying the game over and over since death is inevitable.  Each Galaxy has their own color scheme and set of levels to cycle through, and the game lets you begin on either of the three galaxies you like once you’ve beaten the previous boss level.  To unlock a higher difficulty level you have to start from the first Galaxy and go all the way to the last without dying — which can be quite a task depending on your skills.  Familiarizing yourself with the levels that cycle within a chosen Galaxy is the only way you’ll be able to get through it all in one go.

Super Mutant Alien Assault essentially appeals to those who look for a challenge in their games.  A lot of gameplay comes from perfecting your skills and attempting to get through as many levels as possible before dying and resetting.  The assortment of weapons are fun, keep you on your toes, and as you unlock more powerful weapons and abilities, you’re bound to get further at some point.  However, the biggest buff isn’t a tangible item in the game, it’s your own perseverance to try again and again and again and again….

Super Mutant Alien Assault is available now on Steam for $7.99, currently discounted by 20% from $9.99.

 

Deadly Tower of Monsters, The (PC) Review

Developer: ACE Team | Publisher: Atlus USA || Overall: 8.5

B-Movie science fiction is always characterized by its low-budget charm.  You could see right through the awful costumes, terrible props, and strings the monsters would hang off from — all of which added to the fun.  The Deadly Tower of Monsters seeks to recapture this aesthetic of effects supplanted by computer graphics… by replicating them with computer graphics.

ACE Team, the developer of The Deadly Tower of Monsters, did an amazing job in recreating the B-Movie feel as you play, keeping it interesting throughout.  The set up for the story begins as if you are watching the “movie” on DVD with commentary by the belligerent director, Dan Smith.  As you defeat stop-motion monsters, while completing missions across the sprawling tower, Dan Smith will acknowledge and give background on certain aspects of the production — breaking the fourth/”fifth” wall, reminding you that you are “watching a movie” while playing the game, or rather listening in on the recording session for said commentary.  There are a lot of layers here.

Though the game is not usually laugh-out-loud funny (there are a few great jokes), it is entirely tongue-in-cheek.  Throughout, they introduce new elements that kept me consistently amused.  The attention to detail adds to the goal of being a successful B-Movie homage and the commentary track spreads a layer of cynicism about the film industry on top.  It is important to listen to the commentary while you play, as it is an integral part of the story, and the uniqueness of the game.  Your typical gaming tropes are also explained away using movie tropes, such as blaming watching deleted scenes for when you die and the director “intentionally” wanting the actor to stand still for five minutes “because it is artistic” if you decide to idle for a while.  Some of these tropes are less clever than others, but the narrative essentially includes all of your deaths and “mistakes” as part of the experience.

The visuals and art style are very important to the successful execution of the B-movie homage.  A stop-motion frame-rate effect is used on many of the monsters and is one of the best effects used.  Since most of the game runs at a higher-frame rate than an actual movie would, the most “filmic” part of the game comes with the stop-motion effect and serves to distinguish it from the rest of the “movie” quite well.  Homage is paid to practically every genre of classical sci-fi, with obvious references to Star Trek, Planet of the Apes, and others including dinosaurs, bugs, an evil scientist, giant robots, clones, and a galactic emperor among a wide range of other characters and monsters.

The level design of the tower is essentially a humongous and vertically sprawling 3D platforming level.  You will go for what seems like miles in mostly one direction: up.  While the prevailing theme is space technology, on the ground-level you will encounter things like mutant insects and dinosaurs.  As you climb, the tower is very elaborate and changes themes more meticulously within science fiction.  You will encounter aliens, disembodied brains, space slugs, and other fun monsters.  All parts of the tower are fluidly accessible, and there are no loading screens unless you warp around to checkpoints.

The tower is used to the game’s advantage occasionally.  You are usually tasked with shooting enemies from below in reverse-Space-Invaders style.  At any time you can be knocked off the tower, sending you into a free-fall towards the bottom; mistiming your platforming will also have the same result.  To counteract the annoyance of having to re-scale the tower you can easily warp to any checkpoint, or use an “Air Teleport” button that is available if you haven’t landed on another platform yet.  You also take fall-damage and have a very low amount of jetpack fuel to adjust and break your fall.  Unfortunately, you are not allowed to control the camera very much, which can be annoying at times, but it wouldn’t make sense in the context of watching a movie to be able to switch an angle at any time.  On the plus side, the platforming is designed well enough where this isn’t usually an issue.  For similar reasons, the game is very linear and there isn’t as much exploring to do as you might expect in a 3D platformer.

Combat gameplay is fun and light, and the weapon variety is also great.  Enemies and weapons alike keep the “B-Movie” aesthetic, where you can plainly see re-purposed household items or other everyday items, such as a vacuum cleaner or a puppy, being used as space-age weaponry and monsters.  As you have access to three different characters, their real difference comes in their special abilities.  Dick Starspeed is able to use landmines, Scarlet Nova has a running speed ability, and The Robot is able to use a time vortex ability.  All of the characters will gain more unique abilities you can use during combat and only cost a time-based cooldown, whereas your energy weapons deplete from an energy bar.

Upgrading weaponry, skills, switching characters, and other gameplay systems are accessed via in-game computer consoles.  While they show up often enough, it can detract from the “joy” of playing around with the progression systems and possibly even the “movie” aesthetic.  The systems aren’t very complicated, but it is sort of questionable why they give you 16 different weapons, but only allow you to have access to four at any given time before switching around at a console.  It would have felt better to be able to switch out weaponry through a pause menu (a prop closet?) since in-game consoles aren’t necessarily used in an intriguing gameplay fashion other than to be more props to put in the levels.  The in-game consoles bring up a game-based UI regardless, so the argument for being immersive doesn’t hold very much weight.  It might have also been more convenient to halve the variety of weapons and allow you to use them at all times; instead I just keep four random weapons and rarely trade them out.  Despite that, the variety of weaponry is still a nice part of the game.

Difficulty and challenges in the game are not too bad.  If you die, checkpoints are usually pretty close to where you could possibly die.  That isn’t to say you don’t need to play smart (as health is hard to come by), but the only real punishment for dying is wasting time.  Puzzles aren’t too trying on the intelligence and there’s only a few situations where you need to use one of your special abilities to get items or into certain areas.  There are also miscellaneous missions that aren’t easily earned on your first trek up and will require you to backtrack certain parts of the tower to complete.  One fun side-quest is jumping off the tower and skydiving into floating hoops, using the tower’s height to the game’s advantage.  The game can be pretty short as well, but its nice to be able to get through a whole game in a couple of days.

If you are a fan of classic film and games, you will get a blast out of The Deadly Tower of Monsters.  Even if you aren’t knowledgeable about older sci-fi film, it is a light, fun, and short game that is visually pleasing and humorous.  It is available now on Steam at a sale price of $9.89, and regularly priced at $14.99.

 

Rogue Continuum (PC) Early Access Preview

Developer: Rocktastic Games  | Publisher: Surprise Attack Games

THIS IS A TEST OF THE EMERGENCY SQUACKLE SYSTEM!

THIS IS ONLY A TEST!

IF YOU OR SOMEONE YOU KNOW DECIDES TO ALTER THE TIMELINE, DON’T! IT IS A HIGHLY VOLATILE AND SENSITIVE PART OF METAPHYSICS THAT SHOULD ONLY BE HANDLED BY A PROFESSIONAL. SO UNLESS YOUR FIRST NAME IS “DOC” AND YOUR LAST NAME IS “BROWN,” PLEASE LEAVE THE TIME STREAM ALONE.

SIDE EFFECTS INCLUDE BUT ARE NOT LIMITED TO: NOT KILLING JOHN CONNER, ATTEMPTED SEDUCTION BY YOUR OWN MOTHER, BEING YOUR OWN GRANDFATHER, AND BEING CAUGHT BETWEEN TWO TIMELINES WHERE EITHER YOUR ROMANTIC INTEREST OR CHILDHOOD FRIEND WILL DIE.

ONCE AGAIN, THIS WAS ONLY A TEST!

Time is a valuable resource; luckily you’ll have plenty of it in Rouge Continuum. The newest incarnation in the rouge-like genre, Rogue Continuum has you die, die and die again all to stop the eventual destruction of Earth. The Earth has been destroyed and the survival of the human race is in peril as a small team of psychos take it upon themselves to go back in time and take the fight to the alien’s home world. Armed with plenty of weapons and a time machine that allows them to retry missions time and time again, the team looks to eradicate the alien menace before they can even reach Earth. Thankfully, with a good assortment of characters, varied enemies and a system that makes your character stronger with every death, it also might be a lot of fun to do so.

Rouge Continuum attempts to inject rouge-likes with a good bit of crazy to bring out the best in the genre. Already impressive, even in this Early Access build, there is a good bit of fun, variety and fast-pace zaniness. The basic set up is simple: maneuver through an enemy-filled stage, fight a few bosses and then make your way to the enemy-infested extraction point to finish the level. You get power ups along the way that upgrade your speed, attack, defense and weapons to make you stronger overall. More importantly, you acquire experience points that increase your character’s base stats and abilities. You’re allowed to keep any abilities or stats gained through experience points but must forfeit any abilities or upgrades picked up during the level when you die. This makes you steadily stronger at the start of every new life and eventually makes you strong enough to complete the level. This common repetition of fighting, dying and coming back stronger is the basic rhythm of this game.

Though the formula may sound a bit repetitive, Rogue Continuum does a fine job keeping it fresh and new. Having 4 vastly different characters, many enemy types, unique upgrades and various stages to enjoy, it is often a pleasant surprise to see how they all work. The playable characters deserve special note since they all play quite differently from each other; whether it is Smackdown Sam (yes, that’s his real name, isn’t it awesome?) with his run-and-gun style of combat, Ownage Olga’s (and yeah, they don’t really get much better than that first name) charge shot and dodge tactics, Rampage Rufus who is the only melee combatant in the game, or Destructobot who is quite literally a walking tank, each character plays wildly different from the other. Couple these characters with a game that doesn’t really care about the small things like “realism” or “making sense” and you have a fun time-waster. At one point in time, I was even able to mix elemental abilities to create a bullet that encased enemies in blocks of ice while setting them on fire. Rogue Continuum cares about that much.

Other than some balance issues between the weapons and characters, and the occasional pop-up of a bug or two, it’s really hard to fault Rogue Continuum, even at this stage of development. They could inject many things to make it better, but it would be more of a wish list than any actual detriment the game currently has this early in its Early Access cycle. And with the inclusion of online co-op on the way, they are already hitting one of the items on that personal wish list. Overall, they are off to a mighty fine start.

The flow of the game may be repetitive, but the variety of character, enemies and weapons really make Rogue Continuum stand out. Plus, the way it wholeheartedly embraces its unrealistic premise with equally unrealistic gameplay makes for a game that’s low on brain power but high on fun. Rogue Continuum is currently on Steam Early Access for $9.99, look for it today… or sometime yesterday.

When not writing previews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

 

Super Mutant Alien Assault (PC) Early Access Preview

Developer: Cybernate | Publisher: Surprise Attack Games

Super Crate Box /soo-per kreyt boks/
          (Proper Noun)

  1. a retro style indie game known for it’s three major gameplay aspects: the item
    crates that appear throughout the level, one-room-per-stage level design and
    wave after wave of enemies are set upon the player.

          (Adjective)

  1. based on “Super Crate Box” and often sharing many similar designs.

There you go! I took that made up and somewhat redundant combination of words and defined it so you didn’t have too. You can thank me later.

Developed by Cybernate, published by Surprise Attack Games and in the very early part of its early access career, Super Mutant Alien Assault is a retro-style action game that sets to re-polish your 2D trigger finger and reacquaint you with your old jump-to-dodge tactics from days of video games past. Considering itself the “Citizen Kane” of Super Crate Box clones (this is about the point where you should be thanking me), it shares many similar designs with the old 2010 game, as well as, it’s own little spin on the little known sub-genre.

Playing the part of security droids burdened with protecting cryogenically frozen humans that have escaped a dying earth, you must defend against herds of aliens while wielding a varied and random assortment of weapons, explosives and special abilities. Along the way to extraterrestrial genocide, there is a simple but sometimes difficult objective that must be cleared. Whether it is transporting something from point A to point B, stopping a series of explosives set around the stage, or simple eradication of the alien menace, it usually requires a careful balance between killing and completing the objective. To add to your troubles, the radiation your ship is apparently leaking (which I’m sure passed the high standards of whatever safety commission was involved in designing these ships) makes the Aliens evolve into bigger and stronger versions of themselves every few seconds. So if you somehow complete the objective without destroying a single alien, you’d find yourself with a screen’s worth of aggressive and powerful aliens that must be destroyed before moving onto the next stage.

If put into one word, I’d say this game is hardbutfair. Though there is a spot of chance involved with the abilities, guns and explosives you have at any particular moment due to their random nature, I never thought the game treated me unfairly. The randomness, in fact, was part of the fun. Responding and adapting to my ever-changing assortment of explosives and guns forced me to think on my feet and change my strategy at a moment’s notice. Thankfully, the game had plenty of options even in this early version. From the standard to the bizarre, one moment you’ll find yourself gunning down the alien herd with a machine gun and double jump combination, and the next  having to use your explosive Pogo stick to “Mario” your way to victory by jumping on top of the aliens. Local multiplayer is also available and strikes the same strategy-changing beats, though it is a bit easier since you are allowed to revive a fallen comrade. Overall, even at an early stage, the game has the potential to be a challenging but fun game.

While fun, that’s not to say the game doesn’t have its hiccups. The game is still very early in its Early Access cycle and it shows. In particular, the game has a few bugs to iron out. Though, not always, if the game is left paused for a few moments it will freeze and then close itself. Another bug makes the game’s frame rate drop by half whenever a countdown is taking place. Super Mutant Alien Assault is also very short, packing only 9 regular stages, three boss stages and a few unlockables in this early build; it has very little content. Of course, this is all likely to change in the coming months and upon full release.

Much like the security droids in the game, the developers of Super Mutant Alien Assault have some bugs to work out before its full release, sometime later this year or early next year. Though if they do manage to eradicate the alien menace that makes the game buggy and add more content to it in the process, the game might keep its promise in being the “Citizen Kane” of Super Crate Box clones… whatever that means.

When not writing previews as Unnamedhero, Eduardo Luquin can be reached at unnamedheromk13@gmail.com.

 

Third Party Ownership

Third party ownership is really annoying, I mean let’s take Crayola for instance.  They’re owned by Binney & Smith, which is owned by Hallmark.

It’s really stupid when you look at it.  But I guess we’ll have one thing to be looking forward to: Microsoft owning every company in every industry in the damn world, which means owning US, the government, and the world!  And then the bushes we squat by.  THen, the aliens will come and buy Microsoft which means buying the world, and all our Chipmunks compilation CDs (yes, even the Christmas ones).

Then people everyone hates, like Bill Gates, Rosie O’Donnel, Dennis Rodman, Jean Claude Van Damme, etc. will live forever just to spite us and make more reality TV shows such as Double Dare Extreme (where people use napalm instead of slime) and continuing Survivor forever.

And we can’t do anything because we don’t have any intergalactic space weapons or things that go “whoo whoo” to get rid of the aliens.

Then, the aliens make crop circles everywhere.  Even in our grass, our pretty flower fields, and our landfills.  I’m sorry, I’m getting out of hand.  Bye.

 

Squacklecast Episode 7 – “FUCK the Strawberry Festival!”

This entry is part 7 of 31 in the series The Squacklecast

This week we watched Chernobyl Diaries, a movie about a bunch of college kids going to Russia to dick around and take Instagrams of ruined buildings and put them in meaningless filters so that they can show off to their friends.  They also bring their crazy knife-wielding soccer coach along for the lulz.

Chernobyl Diaries has an old zombie lady masturbating in a closet in an attic of one of the buildings.  Gross!

Too much Carrie Underwood and Colbie Caillat in Chernobyl Diaries for my taste.  It’s almost like a boring wedding video.

This is the knife that the soccer coach had.

Cool Knife

Why does Will Smith like making sequels to movies 10 years after the fact?  It’s not like he was doing anything that important in the mean time between movies.  If he’s going to make a shitty movie, he might as well make it while it is still relevant.

Bad Boys (1995) -> Bad Boys II (2003) = 8 years

Men in Black II (2002) -> Men In Black III (2012) = 10 years

I, Robot (2004) -> I, Robot 2 (currently 2015) = ~11 years

Hologram Tupac takes the forefront in Men In Black III, don’t be fooled by the trailers.  They’re pulling a Metal Gear Solid 2 on us.

Ali 2 will be Will Smith walking around with Parkinson’s until he either cures it or dies from it, made in 2018.

Independence Day 2 or even 3?  Welcome to URF again in 10 years!

 

Jeff Goldblum and Will Smith shitting on their White House and blowing up alien landmarks.  How do you like that, mother fuckers!?  Aliens getting shit on all the time!

Kind of sounds like Avatar

Avatar 2 is gonna be at the bottom of the ocean.  Or something.  You heard it here first, Jeff Goldblum is in Avatar 2.

On the flip side of things, Prometheus looks like it’ll be a good movie.

AVP and AVP 2 are no bueno.

Mortal Kombat: Legacy was terrible.  You should watch it.  It was directed by that guy that did Fame.

Street Fighter and The Legend of Chun-Li had it right — only have a story about one character, not 35 million characters at the same time.  That’s about the only thing they did right, and the rest of it was so wrong it was right.

Paul W.S. Anderson is the poor man’s Michael Bay.  And obviously not as good looking.

Dead Or Alive is one of Paul W.S. Anderson’s travesties.  But at least that is better than any of Uwe Boll‘s movies.

The Island is a less classy version of Never Let Me Go.

George Lucas would probably go back into the Star Wars movies and remove Ewan MacGregor’s beauty marks just so that it is consistent through all of the movies.

Kind of something like this:

Ewan MacGregor After George Lucas Had His Way With Him

Ewan MacGregor After George Lucas Had His Way With Him

 

And most of all, FUCK THE STRAWBERRY FESTIVAL!

Did you hear they banned plastic bags in LA?  Fuck that shit!  How am I supposed to line my little trash cans?

Everything is going to be made from the blood of trees now.

The Middle East is just a big fucking desert, who cares what happens to the environment there.  No one freakin lives there anyway.  So let’s toss all of our unused plastic bags into it.

Gobi Plastic Desert

See you guys next week! :licky:

 

The Wise Tennis Ball

Tenny the Tennis Ball has been stuck in the same fence for 15 years.  Oh, the stories he could tell you about Rochestor Elementary School.  Tenny wasn’t always in a fence, though.  At one point, he was used as a tool for mass infliction of pain!

But, ever since he was thrown into the very top rung of the fence, Tenny observed the school and all of the events that transpired below.

Unbeknownst to anyone, Tenny is a romantic.  He longed for the days when he was trapped between two other tennis balls to whom he could have constant contact with in the metal tube he came from.  He is into the multi-racial thing, too, as one was green and the other was orange.

It isn’t easy being stuck in a fence at a lowly school in Missouri.  No one ever says, “Hi,” to him and when the seasons change, he weathers the weather without so much as a glimpse from a 5th grader.

There Tenny stayed stuck in a fence, never minded upon, simply unnoticed, always observing.

That is, until an electrical storm forced an alien spaceship into the atmosphere!  They were planning an attack on a K-Mart building that had gained sentience and was threatening to collect on the layaways the aliens had at the store.  The Layawaliens’ plans were foiled when the K-Mart Building #1335 created an electrical storm to foil them.

The immense radiation blast that came from the Layawaliens’ ship was focused solely at Tenny the Tennis Ball.  His simple existence of being stuck in a fence had instantly become something more… and as the Layawaliens tried to restabalize and exit the atmosphere, a second large burst of radiation hit Tenny and he sprouted legs, and arms, and a brain, and a head, and a kidney… two even!  He had become what he only knew… and elementary school kid.  A 5th grader, to be exact.

But he was still stuck in a fence, body organs hanging out every which way because there was no room for him to grow “naturally.”  There he groaned and lamented in pain as his tennis-ball-fur-covered organs hung and bounced around as he tried to free himself to no avail.

How he longed even more for the days of being a normal tennis ball!  This being a half-human-half-tennis-ball thing got old after about ten minutes of having two swinging kidneys.

There he stayed over the weekend until the children went out to recess.  It’s sort of hard to not notice this weird human hybrid monster thing hanging at the top of the fence.  Some children started to throw rocks and insults at Tenny for no reason.  He hated being “human” and hated humans, too!

Just then, the K-Mart Building #1335 developed space flight capability and empathically felt Tenny’s pain.  If K-Mart Building #1335 wanted a life-hating space captain, Tenny was it.

As the K-Mart building lifted off it made a tractor beam shoot out and rip off the piece of the fence that Tenny was stuck in and levitated it into its roll-up doors and exited the atmosphere.  Tenny the Tennis Ball was given a chair that fit the contours of his new body perfectly.  Even though he was still stuck in afence, he was able to integrate his thoughts with the space-bound building.

First order of business, was a volley of phasers and rockets and contact solution as well as several types of canned goods at Rochester Elementary.  There were tons of screaming children as they were splashed with exploding cases of contact solution and pelted with canned cucumbers and peaches.  The phasers targeted the handball and four-square courts to the children would never get to play at recess again.  This would lead to diabetes in 3/4 of the children and they wouldn’t be able to eat any fun food for the rest of their lives.

The K-Mart building communicated to Tenny that it was going to follow the damaged Layawalien ship back to its home planet and collect on its layaways in full, even if that means taking over their planet.

The Layawaliens ship finally made its way back to its home planet of Layaway Planet, where everything on the planet took a decade to pay for, so it was all old-looking shit.  The defensive capabilities of the planet were no match for K-Mart Building #1335, and soon it landed on the planet, creating a fortress around itself and infecting the population with a derivative of salmonella from its sliced Turkey products that the Layawaliens foolishly took it out on layaway from the store.

Three weeks after the fortress had been completed and 90% of the Layawalien population had food poisoning and stomachaches, Tenny declared Layaway Planet the property of K-Mart Building #1335.  The Layawaliens were forced to sign a treaty agreeing to this fact, so that they would be able to get antacids and cures for the salmonella poisoning that threatened their race.

Tenny thought back to his simpler days of being stuck in a fence as a normal tennis ball.  Look how far he had come, in such a short time.

Moral:  When your life is changed drastically, think of the consequences it has on others as well.

 

Fake Game: Slave Trade Tycoon

Slave Trade Tycoon is a game that is similar to other “Tycoon” games like Roller Coaster Tycoon, Railroad Tycoon, and Marine Park Empire.

You can choose from many time periods to slave trade in, including “the past” (easy), “the present” (normal), and “the future” (hard).  The further in time you go, the harder it gets to keep your slave trade in business, due to new humanitarian laws and the rise of individual self-worth among developing nations.

The goal of this game is to try to make money by raising and selling slaves.  You can build many kinds of things that promote your slave trade business, making it easier to supply your customers (short-term profit) with slaves or put them to work on your own personal properties (long-term profit).

You can allocate which slaves work where, and they increase in sale value depending on conditions such as youth, strength, current health, will power (bad), stupidity (good), and how many different types of jobs they can do.

Another element of the game is keeping a balance in the morale of your slaves.  Being nice to your slaves is good, but you don’t want your slaves to think you are too nice of a guy, that would mean they’d walk all over you.  There are many ways to be a slave trade master — rule with an iron fist, a warm blanket, or both!

Many different cultures/themes are available, along with their own specific goals, such as:

Egyptian – Making the pyramids.

American – Plantations

Germany – Slave Camp

Russia – Prostitution

Alien – Human slave camps

Different problems that occur during the game that challenge your skills include:

Slave riots

Slave escape (Underground Railroads)

Civil Wars/Wars with other nations

Plagues/Diseases

 

“Is Our Health On the Line?” Breakdown

This entry is part 3 of 13 in the series Dave's Breakdown

While I’m at work, I get to read Yahoo! News.  I’ve got plenty of time to catch up on everything that’s fucked up with the world, and all this stuff with WikiLeaks is going off into this weird place with people asking for the death of the founder and all this other conspiracy-worthy nutjobbiness.

Then comes Yahoo! Health.  Every time I read one of their stupid ass articles I get angry.  I don’t get angry because of the facts they present.  I mostly get angry in the WAY they do it.  Most of their stupid articles are about how a hamburger from TGI Fridays is the equivalent to 15 large chocolate smoothies or how an extra-cheese pizza is the equivalent to 29 tofu hot dogs without the buns.

But their most recent travesty of the English language comes in the form of an article named “Is Your Health on the Line?” — and if you couldn’t get the pun in the title of the article its about CELL PHONES!!!! OMG!!!!  THE LASER BEAMS ARE SHOOTING INTO YOUR BRAIN AND INTO YOUR PELVIS AND ITS GOING TO GIVE YOU CANCER SO STOP USING YOUR CELL PHONE AS AN ALARM CLOCK AND START JUMPING OFF BUILDINGS BECAUSE YOU’RE NOT GOING TO GET AWAY FROM YOUR CELL PHONE’S LIFE-STEALING RADIATION!

So I’m going to break down the article piece by piece, mostly by the quotes that I hate.

“Unless you’ve had your cell phone permanently glued to your ear, chances are you’ve heard the recent health buzz: …”

This opening sentence just rubs me the wrong way instantaneously, and really sets the mood for the whole article.  “HAHA FUCK YOU” is what the author is saying to everyone who might fit the description.  Gross generalizational remarks such as this are part of the reason why I hate writers who try to make their sensationalist bullshit something you should care about.

“… Mobile devices may cause cancer. While it’s true that the National Cancer Institute has ruled them safe, a growing number of independent researchers disagree.”

Okay.  So… they “MAY” cause cancer.  However, the leading institute of cancer research says its safe.  Soooo…. let’s find some random people who can say otherwise, and call them “independent researchers.”  Yes, these independent researchers that you’ve never heard of, but now are making statements that can affect your life and tell you what to do.  It’s bullshit like this that makes those random idiots out there say “THEY SAY IT CAUSES CANCER.”  Who is the ever elusive “they?”  “They” are fictitious “independent researchers” (aka experts, apparently) quoted by terrible writers who nominate themselves for Pullitzers.

Now, let’s take a look at how reliable the National Cancer Institute is.  Well, look at that, they have a .gov in their URL.  http://www.cancer.gov/.  So, a fucking governmental institute that has researched cancer as the sole purpose of their existence is not reliable enough to put the issue to rest.  So let’s get all the paranoid idiots of the world hyped up about cell phones shooting dangerous radiation into our skulls since there’s nothing else better to do.

“Most phones do comply with the federal standards, but SAR monitors only thermal effects. (In other words, if the radiation from your phone isn’t cooking your brain, it’s regarded as safe.)”

Sensationalism!  YES!  :zzz:  If a cell phone doesn’t FRY YOUR BRAIN it must be safe!! :zzz: :zzz: :zzz: :zzz:   I guess if a cell phone doesn’t signal an airplane to land on your face it’s also safe.

So, apparently there are phones that don’t comply with federal standards, as proven by this article.  I would assume if this statement were actually founded, that cell phones that DIDN’T comply with federal standards should be reported.  Y’know, since that’s not exactly legal.  Or maybe it is.  In which case, where can I buy a microwave gun to shoot some people’s ovaries and testicles with so they never procreate?

“But mounting scientific evidence suggests that nonthermal radio frequency radiation (RF)—the invisible energy waves that connect cell phones to cell towers, and power numerous other everyday items—can damage our immune systems and alter our cellular makeup, even at intensities considered safe by the FCC.”

Mounting scientific evidence from the articles own, nameless independent researchers/experts?  WHO ARE THESE PEOPLE!

THE INVISIBLE ENERGY WAVES – OH NOOOOO!!  They’re invisible!  That must mean they’re bad!  Hey guess what, you fucktard.  VISIBLE ENERGY WAVES have more radiation in them than RF waves!  MIND BOGGLING!

Alter our cellular makeup, so we’re mutating right in front of ourselves?  Sweet, when do I get to turn into a puddle of water and hide behind the laundry machines?

“”The problem is that RF can transfer energy waves into your body and disrupt its normal functioning,” explains Cindy Sage, an environmental consultant in Santa Barbara, California, who has studied radiation for 28 years.”

OH LOOK!  It’s our first independent researcher.  Cindy Sage.  Hmm… Let’s see if we can find anything about her.  But before that, let’s take a look at the “RF can disrupt its normal functioning” statement.  What the fuck does she think we are?  Robots?  We don’t take signals from a cell phone tower to lift our arm, do we?  And another thing, “can” is a very interesting word to use.  It’s mostly used when you don’t know for sure one way or the other.  Meaning… YOU DON’T KNOW what the fuck you’re talking about apparently.

So, Cindy Sage.  Who are you and why do you think you’re so smart?  Let’s go look at your web site.  http://www.silcom.com/~sage/emf/index.html.  Wow.  So your web site is all about how you can decrease the intensity of electromagnetic fields… among other seemingly random things.  And you charge people for it, obviously.  So, I see a conflict of interest here.  Why wouldn’t you want people to freak out about EMF bullshit when you make money by decreasing the amount of EMF in a given area.  Let’s jump to later in the article:

“We’re going to wireless offices and living in wireless homes. Even beaches and parks are going wireless. We’re exposed everywhere.”

Because the sun never posed a threat in beaches or parks before cell phones.

“The good news is that you don’t need to ditch your gadgets. This advice will let you stay plugged in—and keep you healthy.”

Oh, good.  After seven paragraphs of saying how terrible any of these wireless “gadgets” are, you say we can keep them.  How terribly contradicting.  Yet, it soothes the minds of your readers after you’ve insulted them, because they can’t live without their high tech gizmos and gadgets.  I guess Aeriel from Little Mermaid got a brain tumor since she spent so much time with cell phones sailors dropped in the ocean.

“When your phone is on (which it probably is even as you read this) it’s constantly sending and receiving RF signals… The activity really amps up when you’re, say, driving through rural areas. Plus, within the close confines of a car, your entire core is exposed to the radiation.”

Oh no, my tumorous-causing, cancer-causing, soul-stealing cell phone is on and sending my position to the aliens!

I find it very misleading that “within the close confines of a car” you are exposed to MORE RF from your cell phone than if you aren’t in a car.  How does a cell phone’s RF signals all of a sudden expose your “entire core” to radiation as opposed to outside of your car?  It’s in the same place relative to your body.  If anything, the RF signals would be absorbed by the car around you instead of shooting into the 6 year old kid you always seem to have next to your cell phone so you can give them brain cancer.  Being in a car doesn’t do anything more than being out of a car.  In fact, having your windows closed avoids radiation from a more powerful source of energy – ULTRAVIOLET.  Yeah, remember that?  That’s actually something to be mindful of.

“The safer solution: Keep your phone off when driving until you really need it, says Carpenter.”

Well, Carpenter is an idiot.  How would we be able to desperately call for help in a car crash if our cell phone was off?  We’d have to wait 15 seconds for the cell phone to come on, and by then you could have already gone into cardiac arrest.  So, fuck that!  But, at least the bonus is you don’t have to worry about RF waves shooting into your exposed liver as your bleeding all over your face in an car turned upside down in the middle of the freeway.

“And no matter where you are, avoid holding a cell phone directly to your noggin… and use either speakerphone or a corded headset (not a wireless headset).”

So I guess if I’m in public it’s okay for people to hear both sides of the conversation, not like private information being leaked around is worse for you or anything.

“If you have a smartphone that’s loaded with games, music, and movies, turn your wireless settings off while playing or rocking out.”

I HATE PEOPLE WHO SAY “ROCKING OUT.”  FUCK YOU.  I AM NOT ROCKING OUT, IT IS A FUCKING SONG THAT I LIKE TO LISTEN TO.

“Cordless Phones

These stealth wireless threats “have become so powerful, they’re often as strong as cell phones,” says Sage.”

My God.  They’re like worse than a Stealth B-2 Nuclear Bomber, the way they write this article.  At least we can control nuclear bombs.

“Preliminary blind studies have found that, when sitting beside a DECT phone base, some people experienced arrhythmia, a troubling heartbeat irregularity that could eventually lead to stroke or coronary disease, says Sage.”

If RF signals do that by themselves, then there must also be a frequency that stops arrhythmia, too!

“If the whole body is radiated by a router’s RF emissions, the greatest concern is cancer, especially leukemia,” says Carpenter. Also, be aware of your at-home router and any plug-in wireless USB cards you often use.

So, lets get this straight.  Wireless Routers cause leukemia.  Cordless phones cause arrhythmia.  Cell phones cause brain tumors and/or cancer.  Sounds totally real yet so very unproven!

“That Ethernet technology doesn’t leak RF and is often faster and more secure.”

So bad.  They make it seem like anything that uses RF technology UNINTENTIONALLY shoots out its RF signals.  As if that’s not what it’s designed to do!

“If you just can’t give up your wireless router (e.g., if you live in a home with a handful of computer users), make sure you sit as far away from it as possible, says Crofton, and turn it off at night and whenever you’re not online.”

That defeats the purpose of a wireless router.  Sitting as far away as possible from a wireless router gets you shitty reception.  Why would you want shitty internet intentionally?

“When you hold your laptop on your lap, what you’re essentially doing is radiating your pelvis,” says Carpenter, …”

And Laptops make you sterile…

“Indeed, early studies point to a heightened risk of testicular cancer for men who keep RF-emitting devices close to their belts.”

…give you testicular cancer…

“For women, adds Carpenter, “the studies aren’t quite there yet, but I think we can say that anything that might cause cancer almost always causes birth defects, so pregnant women—or those wanting to become pregnant soon—should take extra precautions.”

…give you ovarian cancer and makes your babies downy babies.  Death to RF!  I mean, death to light!  Does that make sense?

“The safer solution: Keep your laptop off your lap (if you have to rest it there, buffer it with a sturdy pillow that’s at least six inches thick).”

Because pillows absorb RF light or something?  How is a pillow supposed to stop that if it isn’t opaque to RF light?  It could be translucent, for all we know, depending on the material your pillow is made of, and the RF waves just go right through the pillows.  Not to mention you are creating a FIRE HAZARD by putting your laptop on a pillow and having the laptop heat up and possibly start smoking and blow up and burn you and your pillow and your ovaries and your house down.  Smart people are really dumb.

“Try to use a desktop computer at home and treat your laptop as an on-the-go convenience.”

Isn’t the reason that most people have a laptop because they don’t have room for a desktop?

“One thing to keep in mind: Laptops are a high RF radiation risk only while connected to wireless Internet, so when you’re watching a DVD, fiddling around with your photos, or writing that dissertation, just disable your connection and you’ll be much safer.”

Safe from what?  The invisible cancer waves?   I guess fiddling around with your secret porn collection is just as dangerous in the end, you never know who might see you doing stuff with them, and use that as justification to murder you.  Guess you don’t have to worry about invisible threats of cancer when you’re DEAD from an abusive relationship.

“Baby monitors release more RF than cell phones do, and putting them next to a crib is very, very unwise,” says Carpenter. He points to a recent University of Utah study that shows RF radiation can penetrate almost entirely through a child’s brain, which doesn’t form completely until nearly 20 years of age. “It’s very clear from all the existing research that the younger the child is, the more vulnerable he or she is to the effects of RF radiation.”

In one temporal lobe and out the other, I always say (I don’t)!  Did all of that “existing research” also say that the younger a child is, the more vulnerable they are to BELIEVING STUPID SHITTY ARTICLES ON YAHOO HEALTH?

“The safer solution: Consider not using a baby monitor. If you absolutely must use one, place it far from your baby’s crib—at least 10 to 15 feet away.”

That way it makes it easier for you to not know if your baby is in need of help!  Or makes it easy for some random guy to come in and steal your baby!  Guess you don’t have to worry about brain tumors and cancer when you don’t have a baby anymore.  Also, if there’s nothing in between the baby and the monitor, THE LIGHT DOESN’T GET ABSORBED.  In fact, you’re making sure to shower your baby’s WHOLE BODY with RF waves, and making everything around him absorb RF light as well so they can sleep in an irradiated crib.  According to the article’s logic, anyhow.

In conclusion, there is no conclusion.  This article is full of stupid crap and is trash.  This is one of the worst articles I’ve ever read.