Wednesday, February 29, 2012

New Info For The Week

The Dispatch: Game Developers Conference 2010 in Austin, TX

“Conference” is something of a misnomer. The GDC is a developer’s retreat. Outside of the expo no one is here to sell anything. No one is here to promote their game. The developers are here to exchange ideas and give others the benefit of their wisdom. Like the bearded guru’s of legend these men and women are humble fonts of knowledge who are here to spread the good word, and the good word is video games.



The Austin Convention center is packed with sessions, and you can’t go to them all. I chose sessions that ran the gamut of the gaming industry, but with overlapping times there is still so much I had to miss. Sessions at the GDC are lectures. Much like their collegiate counterparts, leaders in the industry use PowerPoint presentations to discuss aspects of the video game industry: Social Networking Games, the MMOFPS problem (massive first-person shooter), micro payments, international markets, data mining, net neutrality, service retrospectives, the list goes on.



While few outside the expo are trying to sell anything and much of the conference is academic, don’t be fooled, there is business going on at the GDC. Hands are shaking and cards are being traded. If there is selling at the GDC; the product is first impressions. College students, recent grads and even the gaming initiated are looking for any opportunity to advance their career.



It’s not as cutthroat as it might sound. While many would sell any organ they could do without for a chance at a job or internship, there is a polite and inclusive nature in the chatter. Industry leaders surprisingly alleviate tension. When they aren’t offering up friendly free advice at the conference, they’re out at the great local Austin bars inviting attendees to have a beer and talk video games for a chance to network even further.



One embarrassing caveat: Every attendant wears a low-hanging badge that identifies who they are and for whom they work. What became eventually clear to most attendees was the average human height (especially the average female, to my embarrassment) caused the badges to hang just around crotch level. Everyone wants to know who you are because you are always a potential contact. So you effectively have a flock of professionals making passing glances at each other’s junk… for business reasons.



Mostly I attended what interested me personally, but I tried to keep everyone in mind. Here’s a look into the GDC experience in 2010.



Game Design and Video Game Writing



Many of the sessions available at the GDC focused on game design and a significant portion of those were about game writing. What was once a tertiary consideration in gaming, writing is now included as a key element to game design. If the trend continues, writing is likely to become its own subject and not just an implied component of a game design team. As in any field, good writers are hard to vet. New writers are doubly so. Many of the lectures on writing tried to inform potential applicants on what the industry is looking for in a writer.



It’s Not in the Writer’s Manual: A Q&A for New Writers



Twenty or so aspiring writers were allowed unfettered access to the advice of industry leader: John Gonzalez (Creative Lead Designer, Obsidian Entertainment, Fallout: New Vegas), Chris Metzen (SVP of Creative Development, Blizzard Entertainment, World of Warcraft), Rhianna Pratchett (Independent, Mirror’s Edge), Andrew Walsh (Freelance, Prince of Persia), Evan Skonick (Vicarious Visions) and Toiya Finley (Schnoodle Media, LLC). The session was a remarkably inclusive environment where the successful gave generously from their experience to those with only aspirations of success. Speakers gave frank and even heartfelt advice to new writers. Chris Metzen, in a moment of reflection implored writers to tell their stories from the soul, “We’re full up on clever. Clever hooks are done; the tank is full. Write soul. Sing though your writing.”



Writing the Whirlwind: 10 Years on the Frontlines of Halo Storytelling and Beyond



Joseph Staten (Creative Director, Bungie) gave a retrospective on writing the narrative for Halo over the last 10 years. Equally impassioned, Staten described how to keep an intellectual property (IP) fresh over time, “Pour all of your blood into it, leave nothing in the tank.” While maintaining reverence for the creative process, Staten mentioned in a sobering moment that, “[Halo]’s about shooting stuff. Killing aliens is relaxing” and that story is always beholden to gameplay.



Narrative Design Between the Lines: Game Development Conversation Standards



It’s not all heart and soul, sometimes its grammar and spelling. John Gonzalez (Creative Lead Designer, Obsidian Entertainment) walked attendants through the labyrinth of conversation standards required to keep the dialogue and narrative of Fallout: New Vegas in check. From faction details to the proper spelling of “Stimpak,” Gonzalez scrolled through the actual New Vegas documents while those in the audience strained to read at lightning speed to steal what little details they could.



Game Writing Workshop



Richard Dansky (Manager of Design/Writer, Red Storm) held a writing workshop focusing on peer feedback. It was an opportunity for one new writer to have a dialogue tree reviewed and critiqued by an industry professional and for several new writers to get a better understanding of how to give and receive criticism. What could have been a wolf pack tearing the unlucky writer’s prose to bits was instead an encouraging and well meaning critique that truly helped her and everyone in the room to write better dialogue.



Narrative Mechanics: An Approach to Crafting Emotion in Games



Writing is far from the final frontier in eliciting emotional responses in players. Jeremy Bernstiein’s (Independent, Dead Space 2) lecture on crafting emotion through the use of game mechanics highlighted an often underutilized tactic for crafting emotion. Via the very tools a we use to interact with the game Bernstein laid out the blueprints for not only putting fear into the player, but vulnerability, tension, helplessness and empathy. Citing examples such as the Andrew Ryan forced resolution in Bioshock (helplessness) to the hand-holding mechanic in Ico (empathy). The possibilities for dynamic emotional triggers was limited only to the creative power of the game designer.



All Your Base Are Belong to Us: Conquest Endgames in MMOs



The developers of EVE Online presented a retrospective that focused on the use of territory conquest for MMO endgame content. EVE Online has been a tireless prize fighter in the world of MMO’s, outlasting all of the major sci-fi space massives while producing an astonishing thirteen expansions in its seven year run. With a plethora of successes and failures under their belts, the developers at CCP were frank about both. The EVE community has notoriously sunk its collective teeth into EVE’s PvP conquest content, which caused a number of challenges. Chief among them was sheer player number in a given zone. On June 6th, 2010 EVE Online reached 60,453 players on a single server. It’s not hard to imagine enormous alliances clashing in a zone and crashing the server. Through clever incentives and a bit of social engineering the developers made great strides in solving the crowding of space, but what about time?



With the competitive popularity of EVE the very time zones of our own tiny planet played a major role in the graying of hairs at CCP. Sooner or later the players in Europe would have to go to sleep, and that’s exactly when American players would be lying in wait with an armada of enormous warships. The developers suggested several options for dealing with this fundamental issue: Segregate time zones, synchronize combat with scheduled combat, or overlap time zones to reduce exploitation.



With the coming release of EVE Online: Incursion in November 2010 it doesn’t appear that CCP has any plans to rest on their laurels. Even with the coming World of Darkness MMO in the pipeline, nothing seems to be slowing them down.



How Online Gaming Adopted the Grind



The Grind. It’s the elephant in the MMO room. More precisely, it’s the elephant in the MMO room that sits squarely on the face of the player while suggesting that the player relax and come to terms with this arrangement to better facilitate reaching maximum level and endgame content. Damion Shubert (Lead Combat Designer, Bioware, Star Wars: Old Republic) feels our pain. Generally speaking, Shubert sees the use of the grind as a crutch. It’s cheap, it’s easy and it’s rarely goes wrong “killing ten rats never fucking breaks.” Grind exists as a kind of membrane between moments of “gold content” or quests that are central to the title and therefore receive the most effort and scrutiny. Often between pitch battles with featured characters and scripted events are large stretches of killing a number of things that are at least within the hazy boundaries of the narrative.



Shubert considered tactics to break up the grind that presumably are being applied to Star Wars: Old Republic, many of which probe into the deep psychological framework of operant and classical conditioning as it applies to the average MMO player who is, by and large, a rat in a box. They pull the lever for the pellet and hope against engineered odds for the occasional epic pellet drop. However, Shubert is not dogmatic in his view of the grind. There are ways to apply the grind appropriately without wearing down the will of the player: Consistent leveling curves, multiple objectives in similar areas or similar enemy types and keeping numbers reasonable (avoid confusing 1,000 killed bandits with a challenging gaming experience).



The 256+ Player Real-Time Server Architecture: Making the MMOFPS a reality



This is my personal holy grail. Too long the RPG has ruled the massive online market with their turn-based tyranny. Sony Online Entertainment attempted to pull the sword from the stone with Planetside, but its efforts were unworthy. Since that time the MMOFPS has remained something of dream for the future. A plan for when technology could meet the demands of such an ambitious endeavor. Lin Luo believes he has designed a solution that will bring the future to the present making the present the past and the past some kind of enriched super-past.



In any FPS there is simply too much going on for any server to handle more than 16-32 players per team. Should they all be in close relation to one another, the server would likely lag or crash altogether. Luo postulates that he could fix this issue by dividing the work load. A central hub server would synchronize 4-8 “battle servers” that would be responsible for populating and coordinating various object requests or physics calculations individually when relevant. Let’s say that MastaKilla69 fires a rocket in an attempt to kill Spartan420 in a crowd of over 100 players. His client would request a rocket be populated. That request would travel to the hub server and then be populated by a connected battle server then routed back through the hub server to each connected client within view of the rocket so that MastaKilla69 and the 100+ throng of players all bear witness to Spartan420’s exploding demise. Thus, no one server pulls the entire load. It appears, on the surface, as a rather elegant solution. While Luo admits to a small increase in latency due to inter-server communication, he’s confident that there are ways to reduce this during development.



Got Gold? An Inside Look at Chinese Gold Farming Markets



One of the more entertaining lectures was given by Jason Psigoda an American expatriate in China who has taken a deeper look into a problem encountered by all MMO players: The Goldfarmer. Crime is always fascinating, and video games are always interesting. If you combine complicated crimes and video games you’ve got my attention pretty well nailed to the projection screen. Gold farming in China is an enormous business, and for the most part, it’s legal. Complete with multi-tiered operating structures, clandestine delivery services and even a gold trading index that gives the worth of an amount of gold in a given game in real time. This prompted me to describe the whole process as “some pretty nefarious shit” and I request an interview with Mr. Psigoda at his earliest convenience. So keep a look out for my interview with Jason Psigoda on the Chinese goldfarming market. There really is so much more to it than chat spam.



Networking with the Pros



After a short awards ceremony where many of the awards went to Riot’s “League of Legends” (deserved) the last lecture was strangely on how to make contacts at the GDC. After all the fumbling attempts by eager students not to make an enormous ass out of themselves in front of major designers and producers, they were treated to a well produced “Here’s what you did wrong” by Jeremy Gibson from USC. While well-meaning and with good intentions, and admittedly containing a lot of good advice, the whole lecture was marred by the hanging resentment of being told something too late at literally the last moment of the conference. Better luck next year, kids.



The Takeaway



If you want to make an honest shot at the video game industry, you need to attend the GDC. The ticket isn’t cheap ($149-$1195 depending on level of access, discounts for early registration), but you get every dollar back in advice, experience and contacts. The people you talk to are real designers of top grossing games and they are willing and enthusiastic to give you advice with little exception. You can go to an expo, but there the same people are basically at work. At the GDC everyone is relaxed and filled with enthusiasm for video games. You can’t buy a better opportunity.




GAME won't stock Mass Effect 3, refunds pre-order deposits

UK retailer skipping EA's entire March line-up save SSX.


Have you still got your Mass Effect 3 pre-order receipt? Might want to dig it out. Troubled retailer GAME Group (which encompasses both GAME and Gamestation) will not stock any EA games released in March besides SSX.



Medal of Honor controversy and how Warfighter dodges the bullet

Is Medal of Honor 2 too safe for its own good?.


Medal of Honor was a first-person shooter set during a still-raging war, co-written by people fighting in that war. Despite this impressive grounding in fact, Danger Close's conveyer belt campaign was only a qualified exercise in historical documentary. The game didn't shy from portraying the actions of US soldiers, including the antics of mysterious "Tier 1" operatives. But showing things from the perspective of the other side? A bridge too far for publisher EA - and in this regard, the just-announced sequel Warfighter may be a step back.








Why You Shouldnt be Upset if Fatal Frame IIs Remake Doesnt Come Stateside

Adorkably's Gerald DeMattia writes:

"No one can say that it hasnt been an extremely odd year for the Nintendo Wii. Xenoblade is finally coming stateside and XSEED stepped up to the plate to deliver The Last Story onto us. Now, Nintendo of Europe announces that the previously Japan only Fatal Frame II: The Crimson Butterfly remake will indeed get a Euro release.

While exciting at first, its hard to forget the cold shoulder Nintendo of America gave us when it came to bringing the fourth entry in the series stateside. This leads me to believe we wont be joining the Amakura sisters on their second tour of All Gods Village. With that said, Im not as crushed this time around.

I had to give it some thought because something about this remake is off-putting and Im not talking about the resident ghouls."

PokePark 2: Wonders Beyond (Wii) Review By Canadian Online Gamers

Canadian Online Gamers - It seems lately that the more Pokémon games I play, the more I do not like them. It is not because the newest games do not require a lot of strategy or the fact that they are too easy. There is just no depth to them and I just do not find them all that enjoyable. Yes, I am a bit down on Pikachu and company but the franchise seems to be geared more towards younger and younger kids. Thus the franchise seems to be alienating some of their more mature fans. Take for example the newest Pokémon game, PokePark 2: Wonders Beyond (here on in known as PP2WB) for the Wii. PP2WB is essentially the opposite of what made the other games so good. When I say the other games, I mean the turn-based ones for the handheld systems. PP2WB may look, sound and feel like a Pokémon game, it is not a stellar Pokémon game by any stretch.


Tuesday, November 8, 2011

Skyward Sword Zelda Themed 3DS and More

Nintendo has just unveiled a new 3DS, which has a Zelda theme. Skyward Sword will be released next month and what better way to celebrate it than to release a new 3DS. I’m pretty sure the Zelda lovers will be all over this thing.

The Zelda themed 3DS will be releasing on November 25th and has a cool design as well.

It says Zelda 25th anniversary edition and is made in limited quantities. Stay tuned for our review of Skyward Sword soon. The game is shaping up to be a critical hit with two perfect scores already.

Tell us what you think in the comments section below.


http://gamingbolt.com



gow3



30 Seconds of Skyward Sword: A Clever Musical Trick

The music of The Legend of Zelda: Skyward Sword is delightful. The musical trick the game's creators pull in the game's main shopping area, the bazaar, is one of the first things I discovered in the game that made me smile.

Lisen to the clip here to hear how the music changes as Link walks through the room. I first heard this trick on the Nintendo 64 in Rare's Banjo Kazooie. I loved it then. I love it now. - http://kotaku.com/



Nintendo’s 2012 Concert ‘The Legend of Zelda: Symphony of the Goddesses’ Tour Will Start in Dallas - On Jan. 10, the Dallas Symphony Orchestra will kick of the Tour by performing orchestral musical arrangements of music from The Legend of Zelda franchise. The game is celebrating its 25th Anniversary and the concert with have video content from the games playing along side the orchestra. The tour will go across the United States in 2012 as The Legend of Zelda: Symphony of the Goddesses.

Tickets are now available for the Dallas performance at Ticketmaster as well as performances closer to where you live ranging in price from $19 to $115. Through Nov. 30, tickets are available to Club Nintendo members at a 15 percent discount. The concert will retell key moments in the game 25 year stretch in order through the music as well as the video. Official press release below.



Limited Edition set heading to Europe on November 25. -

A limited edition The Legend of Zelda themed Nintendo 3DS will be released across Europe on November 25, reports Kotaku.

The black unit features the Hyrule crest and gold details. You'll also get a copy of Ocarina of Time 3D in the box.

There's currently no word on pricing.
VideoGamer.com Analysis

The Zelda 3DS is just one of several bundles coming to stores this winter - it joins the white Super Mario 3D Land bundle and the pink nintendogs + cats bundle.

Wednesday, October 5, 2011

Resistance 3 Review


ON THE ROAD

The game is essentially one big road trip. Capelli is travelling east from Oklahoma to New York City to destroy a gargantuan Chimeran tower. There's a nice feeling of pace and movement, with levels set on boats and speeding trains. Predictably, Capelli's journey is fraught with danger, drama and catastrophe, including an unexpected twist about five hours in that we simply can't spoil. Just when you think you've figured the game out, something changes that completely catches you off guard.


The world itself is utterly beautiful, and the graphics engine has been totally overhauled. Every environment is dense with detail and rich with history, and the subtle lighting and muted colour palette really add to the game's subdued, sombre atmosphere.


The environmental storytelling is, in places, on a par with BioShock. In the flooded town of Wrightsburg, which you pass through by boat, sad-looking Christmas decorations hang from twisted lamp posts. In St. Louis you come across an overturned railway car filled with the corpses of rotting horses. In Oklahoma, the body of an old lady lies face-down in what was once her kitchen. You often find yourself bleakly wondering whether this world is even worth saving at all.


Echoes of happier times can be felt every where, and it's quite affecting in places. In some levels you'll find an audio diary which gives context to the scene before you. making the fiction feel even richer. It's a sublimely immersive game, and there's even the odd moment of calm where you can wander around interacting with NPCs and exploring. It's not all action - for the first half at least.




Original – Resistance 3. (2011, November 1). PSM3, pp.92-95.



gow3

Friday, September 23, 2011

Gears Of War 3 Review


Gears with War 3 arrives five years after the primary sketched the rulebook for modern console shooters. In that time the military sci-fi series’ cover system, visual style and regenerating health get become standards in the third-person action game, even influencing additional genres for better and worse. It's the very definition of a popular console shooter and that's something which nobody could very well take away from it.

The long term didn't look best humanity any time we last played a new Gears of War title; the last human city had features fallen and a whole new alien threat had reared its main too, the ridiculously named Lambent. Gears of War 3 continues 18 months afterwards, with survivors scattered and civilisation in ruins - a predictable point to jump to, but therefore much better than if everyone just kissed and made high.

Gears with War 3 can't want to evoke the same type of wow phase that the best game did with release, though; the first game's crisp graphics and wily technical tricks designed it main titles to convince console gamers that a new HDTV was a legitimate expense. Still, Gears of War a few wears its blockbuster quality on its sleeve - the graphics are outstanding, and there's little to complain about, apart from the occasional jaggy shadow. Motion is slick, with a decent structure rate maintained throughout. What's more, in response to the main criticism in the series’ look, the surface textures will also be now varied, and pop-in is rare, helping to be able to create a more interesting game world than its predecessors.




Gears of War 3 Recenzia

Friday, September 16, 2011

Several Min. of Kirby’s Surprisingly Good Nintendo DS Video

Silly me. I thought the major draw of Kirby Mass Attack would be Kirby MassAttack. Nope. The principal mode of what I presume is Kirby's final video game on the sunsetting Nintendo DS—the mode that gave this game its name—is a decent experiment in managing ten pink puffballs at once in a side-scrolling journey.

The actual draw is that this video game has a bevy of nutso mini-games.

Hooray for Kirby pinball! Cheers for Kirby the area-shoot-em-up! And thumbs up to the Kirby position-enjoying-video game. People and other, lesser mini-video games are unlockable in this month's Kirby Mass Attack. The mini-video games are modest, enjoyable and foolish, as jolly and satisfying as nearly anything I've been throwing away time with on my iPhone recently. And they star Kirby who, it appears, is up for just about any variety of video game.

I've used to seize the ideal of Kirby Mass Attack and its unlockable oddities in this video tour. Get pleasure from.

Tuesday, September 13, 2011

Street Fighter X Tekken Newer Movie

Capcom's cinematics work group must be acting on long-term mandatory overtime, as yet another character movie trailer for Street Fighter X Tekken have been revealed from Famitsu. Largely concerned with Street Fighter 4's Rufus, the most recent trailer (above) additionally corroborates recent teasers which hinted at everyone's beloved Underoos spokesman, Zangief. Marshall Law as well makes an appearance, even if in the a lot more gaseous form.

We find you'd have to be really damn sloshed to confuse Tekken's portly prodigy Bob Richards for Street Fighter's hardbodied heart-throb Ken Professionals, but they will be either blonde Us citizens, and we are going to happy to accept virtually any unnatural excuse that allows Capcom personas to fight their immediate Namco counterparts.

Monday, June 13, 2011

3DS finally reaches a million sales in Japan

3DS lastly reaches a million sales in Japan

The Nintendo 3DS has reached the million sales mark in Japan right after 13 weeks on the market. Comparatively, Andriasang points out that the DS hit that mark in four weeks, even though the DS Lite and DSi took about eight weeks.



Nintendo head Satoru Iwata previously stated that the handheld wasn't performing as expected as well as the business was arranging a push for summer time. The business officially announced that it had sold 3.61 million 3DS units globally in the finish of its fiscal year in March.




Ubisoft's Wii U roundtable, today on video clip



Remember the second developer roundtable that Nintendo held throughout E3 2011? The one that featured Killer Freaks From Outer Space? First and foremost, it's rude to refer to Nintendo head Satoru Iwata and Ubisoft head Yves Guillemot as killer freaks, not to mention accuse them of becoming from other outer space. Oh, appropriate, yes, the game. That one.



Anyway, the full HD video of that roundtable discussion continues to be uploaded by Ubisoft, showing the entirety of what we saw, previewed, and broke out in its original presentation. Thinking about watching foreign men struggling with all the English language in front of dozens of journalists? Or in reside gameplay of Ghost Recon On-line and Killer Freaks? Here's your opportunity!




Moje Hry