stubbs

We're extremely late in mentioning this article, but Gamasutra did an interview with Wideload Games founder Alexander "The Man" Seropian last month as Part 2 of their Tour of Chicago. Seropian's post-Bungie startup is based there, as Bungie was prior to the Microsoft buyout.

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Aspyr has released a patch to bring Wideload Games' Stubbs the Zombie up to version 1.0.2. It addresses some issues related to performance issues caused by a memory leak, problems with saved games and limited user accounts, and audio and video stutter.

So far it seems to be only the Windows version that's getting patched.

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Welcome to level 3: The Slammer. Unfortunately, I don't really like this level. It is pretty short, and not too interesting. The parts that are meant to be great fights end up being a little too easy, and retracing steps is always a no no in a game (except for Resident Evil and Tomb Raider... I still don't know why anyone likes them). Here is how to beat level 3, although there is less strategy needed than there is shooting accuracy.

Also, if you notice a lack of lovely 800x600 captured content, my apologies. My capture card is fubar, and to the extent that it likes to drag my whole computer down with it. So for now, no more nice pictures, but if I ever get the chance, I will go back and old ones.

A side note to the rest of you: I hope you read this guide incorectly, and that in doing so, you have trouble beating the level.

The Slammer

Kill all of the prisoners! Once you leave the lineup room, there will be three detectives. I usually just fart, because it is embarrassing to die this early on in the level. Right out of the lineup room, go right twice (into the room for viewing the lineup). Just to the right of the door is the first of what seems to be very few hippos in this level (Commentary 1). Push your zombie army (should be about 6) into the next couple of rooms to help clear out the cops.

Click "read more" from the front page to read the entire article.

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Early in Stubbs the Zombie, the game's eponymous street-shambler is captured by the police and taunted by Chief Masters, who wonders if "there'll be anything left to dissect" for Professor Wye.

Well, it seems there was.

Alex "The Man" Seropian pulled out the scalpel and put Stubbs and its creator Wideload Games under the knife at GDC, talking about what worked and what didn't work with their subcontractor-heavy business model:

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We may have neglected it to mention it before, but Wideload Games was nominated for the New Studio award at the Game Developer Choice Awards. The competition certainly seems stiff; ArenaNet is up for Guild Wars, DoubleFine Productions up for Psychonauts, and TellTale Games up for Bone: Out From Boneville. The last nominee in the category is New Crayon Games up for Bonnie's Bookstore.

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Rampant for over se7en years.




Rampant for over se7en years.




Rampant for over se7en years.



Here is level two. I mean to get these done quicker, but school is hectic, as well it should be. I know I am getting my moneys worth. These end up taking me quite a while, because I finish the level every time I play through the whole level, but only get a percentage of the walkthrough finished. Then on the next few rounds through I have to play through the start of the level again. The problem is that I can't just rush though the level, especially not the Sod-O-Mobile bit. There is always something that catches my intrest, and keeps me playing for a while, most often seeing how high I can jump up a wall does it. This one includes links to commentaries. Thanks to Wideload Games dot Org and the guy that captured them (Quicksilver I think).

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Online gaming magazine The Escapist has a nice piece on Stubbs the Zombie; Escapist writer Joe Blancato talks with Wideload's "writer guy" Matt Soell about the grisly genesis of Stubbs; Soell also gets to talk about one of the underlying themes of the game:

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If you've played through Stubbs at least once already, all the way to the end, at any difficulty level, you will have unlocked the audio developer commentaries strewn throughout the game. You can trigger them by walking over one of the many pink hippo heads you'll see, as pictured here.


Rampant for over se7en years.



The loading screen for the first level of Stubbs the Zombie, Welcome to Punchbowl. As with all of Stubbs' loading screens, the animation that plays slowly turns the screen green while ever-loudening groans of "brains... brains" by a zombie horde plays wistfully in the background.


Rampant for over se7en years.



In the first part of my review of Stubbs, I lamented that most gaming media outlets were giving the game less attention than it deserved. That is still so. It was fortuitously released around Halloween, which gave many mainstream outlets an excuse to mention the game, but for the most part the hardcore gaming press dismissed it as a game with a cute premise and a nice soundtrack but just not much to write home about.

Without meaning any disrespect to Robert 'Apache' Howarth at Voodoo Extreme (a site I generally find to be a cut above most gaming sites, even if it is part of IGN) I found his mini-review of Stubbs a good example of what's wrong with game reviews in general and reviews of Stubbs in particular. So I thought I'd annotate a version of it here.

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A multi-part review of Stubbs the Zombie by Rampancy.net.

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N1NJ4 is writing an Insane Walkthrough of Stubbs the Zombie in his Rampancy.net blog. Naturally, it contains spoilers, so if you haven't played the game yet but intend to, be wary. The first level, Welcome to Punchbowl, is up now.

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