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Bad Day L.A. screens

belgurdo said:
Basically the same, minus the burger dude, subway sign, and dungeon shots. People were just running into the topic and saying "gta clone sux lol"
I'll break my silence and say the gameplay and humor look no better than a Flash game.
 
My most anticipated future release, period. PD0, Zelda, Colussus, all nice, but if I could have any game right now, this would be it.
 
I interviewed American McGee at E3 and it looked great, I dunno where you all have been but I'm glad the new screens/trailer are getting people excited.

I have a pair of commemorative Bad Day L.A. nail clippers that I accidentally took through security on my way back to Japan, proving that life imitates art imitating life. (That super-power blast is the nail-clipper bomb, your character has a fingernail that slowly regens and when it reaches maximum length he can clip it as a "smart bomb" that attacks all enemies).

Did anyone notice the Dept. of Homeland Security motto? "Be Good Sheeple."

SHEEPLE! Best Game Ever!!
 
A great interview about the best game evar:

http://idlethumbs.net/display.php?id=221

The idea for Bad Day LA was born when American McGee drove on Sunset Blvd past a billboard from the Department of Homeland Security. He was immediately struck by the ludicrousness of the billboard's slogan, which said "Bio-chemical terror attack! Are you prepared?". Everyday Americans most likely aren't prepared for a terrorist attack, and who knows how they could be. There is little reason to be prepared anyway, as the likelihood of becoming a victim of a bio-chemical attack surely is lower than that of being randomly hit by a car. As various book authors have been scrambling to point out as of late, Americans live in a culture of fear.

"I felt an overwhelming urge to do something about this issue," American said in an interview with IGN in June. "If I were a film director or a political blog writer, I would have been inspired to go off and make a movie or write an article... But seeing as how I make video games for a living, I felt that I had to find a way to inject this ageless message into a game: We have nothing to fear but fear itself."
 
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