written by Blain Newport on Sunday, 7 August, 2011
In three weeks, PAX will be almost over. Who knows what wonders I'll have experienced by that time. If you don't care about PAX, you can safely skip this post.
I've put up the announcement for the NorCal pre-PAX lunch, and some of my favorite people have already responded, so I'm pleased. I've also signed up for the pre-PAX dinner and post-PAX party, so even though I'll be missing the Magical Mystery Tour this year, I'll still be hitting up many community events.
Oh, and here's a dark secret for you. My memory for names isn't so great, so I cheat and review previous PAX posts.
I still plan to hit up the expo floor, but I have no specific games I'm looking for. While it was good, chartered accountant style fun to compile a list, it never ended up being useful. It's easier to simply get the map that comes in the program and work my way from front to back.
I haven't been too big on panels for the last few years. But going through the schedule I found myself wanting to hit up more of them than usual this year.
In a recent interview, Ken Levine talked about designing the companion AI in BioShock: Infinite. It sounded like he was moving forward with the work done by Valve in Half-Life 2: Episode 2 and LucasArts on Republic Commando. I'm very curious to know if John A. Hancock's work on Republic Commando informed their design process and whether they recorded dialog as a group. Since the two principle voice actors will be there, I probably won't even have to ask.
Randy Pitchford will be hosting the now traditional Sunday Gearbox Pizza Panel. But instead of just Duke Nukem Forever, he'll be talking about Duke Postmortem, Borderlands 2, Aliens: Colonial Marines, and the bizarrely lighthearted Brothers in Arms: Furious Four. That's a lot of games I'm interested in. Well, I'm not so interested in Duke, but he might have some interesting postmortem observations.
And while I'm usually not up for spending an hour of PAX in a single demo, I might make an exception for Skyrim. I'm honestly not that interested in the game, but Todd Howard is demoing it, and I've enjoyed listening to him on various podcasts. He's earnest, intelligent, and soft spoken which could serve as a welcome break from the bombast of the expo hall.
Here are my button designs for this year.
This is a bit of a pun as the grenades can be the best tool for taking down the game's bosses.
The second one goes with a design from last year and is the center of a three year story arc. Here's the one from last year.
Next year will be "My Frog Got Better" and feature the final image from the game. Of course, that means I'll actually have to beat the game again. Just getting to the frog boss took longer than I expected, so I should probably beat the game now while my chops aren't entirely rusty.