Showing posts with label hot games. Show all posts
Showing posts with label hot games. Show all posts

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.


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.

Saturday, May 21, 2011

Games Info For Today


Mortal Kombat’s Kombat Pass temporarily dropped on PSN

Due to the long-lasting PSN outage, Mortal Kombat publisher Warner and developer NetherRealm have announced, through the game’s Facebook page, that they are dropping the Kombat Pass requirement for online play while the PSN Store is down.


Latest rumors suggest the store will return on May 24th but this has yet to be confirmed. Until that happens, you can enjoy free online play on the PS3.





Harold camping may 21

Ratings Reveal: Kinect Me, Fusion: Genesis, Crimson Alliance Coming To Xbox 360

certainaffinity.jpgThe Australian Classification Board has been a great resource for finding information about games prior to their reveal, and today's update is no different -- three games for the Xbox 360 have been revealed, possibly showing us what we're up for during E3.



The first title is Crimson Alliance, developed by Certain Affinity. This developer previously got their feet wet in the digital space with Age Of Booty back in 2008. Since then they've been the go-to guys for Halo: Reach and Call Of Duty map packs. Some have speculated that it could be a downloadable return of Crimson Skies based on the name, but it also might be intertwined with a Bungie-based property.



The second title is Fusion: Genesis, which does not have a developer specified. Thanks to Shard on the NeoGAF forums, we also know that Microsoft trademarked Fusion: Vault and Fusion: Sentient, possibly showing a new downloadable trilogy or part of a three-screen strategy by Microsoft.



The final game is a little more obvious: Kinect Me, which might be a new mini-game collection for download or retail. The Korean Rating Boards have also rated something called the Kinect Fun Lab, which could very well be the same thing.



Just three more weeks until E3!





Zumba

Games starring controversial figures

Did they help or hinder their games in the marketplace?Tiger Woods PGA Tour 10 - Looks like EA's keeping Tiger on their leash.Mercenaries 2: World in Flames - Hugo Chavez isn't technically in the game, but close enough.Fight Night Round 4 - Mike Tyson may be troubled, but he's gaming gold.Postal 2 - Gary Coleman or Osama Bin Laden. Take your pick.Space Channel 5 Special Edition - One of Michael Jackson's final video game roles.Sneak King - The King is a known stalker and unhealthy food-peddler.




Byty na predaj

Friday, May 6, 2011

Games Info For Today


Blizzard Donates $800,000 From Virtual Pet Sales To Make-A-Wish

Blizzard Entertainment is donating $800,000 to the Make-A-Wish Foundation America, which it raised through virtual pet sales in World of Warcraft late last year.



When Blizzard introduced its Moonkin Hatchling to the MMORPG, the publisher promised to send 50 percent of the proceeds from the $10 pet during November and December 2010 to Make-A-Wish. Presumably, it sold 160,000 of the pets during that period.



Blizzard also worked with the charity last month to grant the wishes of two boys facing life-threatening medical conditions. The kids visited the company's headquarters in Irvine and were treated to an inside look at World of Warcraft with the MMORPG's development team.



This news comes a few days after Blizzard added another in-game pet, the Cenarion Hatchling, to World of Warcraft. The company will donate 100 percent of the $10 pet's sales between now and July 31 to the American Red Cross's Japan Earthquake and Pacific Tsunami relief efforts.



The publisher began its World of Warcraft charity efforts in November 2009 when it created its first premium pet, the Pandaren Monk, for the online game. Blizzard raised $1.1 million during a two-month campaign, which it donated to Make-A-Wish.



"We've had a long relationship with the Make-A-Wish Foundation and are proud to help contribute to the great work they do for children," says Blizzard CEO and co-founder Mike Morhaime.



"We're also proud of the spirit and generosity of our players – their enthusiasm for World of Warcraft and for supporting a good cause made this donation possible."




Deus Ex 3

Call of Duty: Black Ops Escalation

REVIEW: Turning up the heat.


Call of Duty has never wanted for memorable moments. Your first taste of Nuketown - pure, face-clawing masochism in model village form. The first time you had your guts torn out by an attack dog in World at War. Watching zombies chow on "Tricky Dick" Nixon. "No Russian".







Varenie Hry

Update On Identity Protection Scheme

As you will have read in the letter from Sir Howard Stringer, that we posted a few hours ago, in the US we are offering all PSN users one year’s free access to an identity protection scheme. I can assure you that here in the SCEE region, we are working incredibly hard to offer you something very similar. As is often the case here, with so many countries in our region, this is a very complicated thing to achieve, but we are close.


Please keep an eye on the blog as we hope to be able to announce something about this very soon.





Lady Gaga Judas Music Video

Tuesday, May 3, 2011

Playstatiton News For Tonight


Giant Bombcast 05-03-2011











<img src="http://media.giantbomb.com/uploads/0/27/1774671-jet_mag_tyrese_cover_large.png">

We re-open old Fable III wounds, get serious about Mortal Kombat fiction, spend an inordinate amount of time figuring out how to bring pizza to space, try and make sense of Jets publishing/foreign language business, in this weeks Bombcast!





















Suchmaschinenoptimierung Service

Virtua Tennis 4

REVIEW: Aim for a slice of stardom.


Five minutes in, and we're watching Andy Murray leading some freshly-hatched chicks towards a large hen. Ah, Virtua Tennis: forever the giggling lunatic of the sports game circuit.







Barbie hry pre dievcata

News In Brief: Atom &amp; Cosmos - Science News

A world record for atom smashing, plus black hole threesomes, a volcanic Mars in this week's news.




Navy Seal Training

Friday, February 25, 2011

Xbox 360 Information For 25.02.2011

GDC 2011 Details Poster Sessions, EGS Speakers, 'Social Devs Rant Back'

GDC 2011 organizers are detailing specifics for next week's San Francisco-based show, including the return of 'Poster Sessions', the speaker line-up for Experimental Gameplay Sessions and the 'Social Devs Rant Back' talk. The complete GDC conference schedule, including over 650 speakers, is currently available on both GDC Schedule Builder and the newly launched, smartphone-centric GDC Mobile site. With the Moscone Center, San Francisco-based show just a few days away from its February 28th through March ...





Kendrick Perkins

This Week In Video Game Criticism: From God Mode To Art

[This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham, on topics including characterization in Left 4 Dead 2, god mode, and the Smithsonian's take on gaming art.]



This calendar week, blogger Ashelia wrote on her personal tumblr some stinging criticisms of the characters of Left 4 Dead 2 in “Axe me a question”.



Ashelia’s criticism begins with the character of Rochelle, but expands outwards to encompass the rest of the quartet. It includes some criticisms I share, personally, and it makes me all the more excited to hear the news of the original Fab Four’s imminent arrival to the sequel. It’s criticism from a place of love though, truly.



Mitu Khandaker announced her arrival at Game Set Watch this week with a first post in a new series called ‘Gambrian Explosion’ – more a statement of intent at this introductory stage, but well worth reading to get excited about where she’s going with it.



Max Lieberman of the Boom Culture blog tried to spark a conversation about the "gamification of learning" – employing so-called ‘gamification’ tactics such as points, rewards and badges in the classroom. It’s a piece called ‘Narrative in Games-Based Learning’.



The best thing I read all week was an exchange of letters between author Tom Bissell and academic/critic Simon Ferrari, hosted by Paste Magazine. It covers a lot of ground but the locus it moves around is game narrative, writing and response. Strong stuff.

And oh yes, it was Valentine’s Day this week, and Gay Gamer’s blogger Super Swede posted ‘A valentine from Andrew Ryan’ delivered in typical Randian fashion: "One of your writers recently asked my opinion of the celebration of February the fourteenth, a holiday that uses the Christian superstition of 'Saint' Valentine as a vehicle for the expression of our most despicable urges: doting upon those with whom we find ourselves in the pitiful waltz we call 'love.'"



Russia Today has an interview up with Navid Khonsari of Grand Theft Auto fame. And Eric Lockaby at The Last Metaphor has kept up the steady trickle of excerpts from his novel ‘Kickaround Nixon’ and is now up to the 6th part.



The SteelRiverSavior blog is another cool little blog I’ve only just heard about. ‘Ludens Is a Cough Drop’ from this week is a great read:



"In the first few pages of “Beyond Good and Evil," Nietzsche taught me the most important lesson of my life. Everything that has ever been written was written by a person with their own mind, their own thoughts and prejudices, their own opinions. This colors everything, almost always unintentionally. This is why I hate people who reject the notion that games can be art."



Pippin Barr writing for his personal blog about the opposite of permadeath in games has been playing Half-Life 2 in god-mode, which I remember doing with the first game when I was younger. He informs us that surprisingly, "there was much less of the 'this is meaningless' experience in my playing than I’d anticipated. Instead, the overriding emotional tone of the game became, for me, that of being a kind of immortal psychopathic hero."



At the Vorpal Bunny Ranch blog Denis Farr writes about a family history of gaming, and reflects in particular upon his mother’s engagement with games, in ‘Trade Wars to Facebook Games’:



For the online blog portion of KillScreen Magazine, J. Nicholas Geist wrote about ‘Violence remembered and forgotten’.



And Auntie Pixelante posted on her blog the words and slides from a talk she gave this week about her game Mighty Jill Off : "In 2008 I made a game called MIGHTY JILL OFF. It’s inspired by a 1987 Nintendo game called Mighty Bomb Jack – a difficult game – and it’s about the masochistic impulses that players of challenging games have."



M. Suliman, newly of the blog Mending the Wall, formerly of Bergsonian Critique, wrote this week about ‘The Two Voices of Isaac Clarke’. And the author of the Go Make Me A Sandwich blog takes an unapologetic look at the character of Yuna from Final Fantasy X-2.



The Critical Missive blog turns its critical eye to the Smithsonian’s “Art of Videogames” exhibition in ‘Close, but not 1-UP’. Almost as if in answer to some of Critical Missive’s concerns, the Rock Paper Shotgun team have spent the past week working on ‘The Very Important List of PC Games’, in 6 out of 5 parts. It’s limiting its scope to just PC Games, but you’d be hard pressed to find a more exhaustive list, or one that included so much detail about why these are important games.



We haven’t heard from the Fabula Ex-Machina blog for a while, what’ve they been up to? Paul Sztajer writes in to let us know they've been thinking about ‘stakes’ (aka consequences) and death in games.



I’ll leave you with an imposingly long essay by Erik Germani of the blog Weapons Grade Ennui titled ‘Play of the Land’, which purports to be about the use of topography in turn based strategy. I’ve not had a chance to read much past the opener yet, but the start leaves me extremely optimistic:



"In videogames, there is deep appeal in leveraging your surroundings. Luckily, games have long encouraged our inner Jason Bournes. You’ve encountered it before, when you shot those combustible barrels carelessly strewn about in every corridor shooter, or when you hurled a car at a henchman in Freedom Force and he flew back three blocks like he was a small marble and the car was a much larger marble made of nitroglycerine."





Pablo Picasso paintings / Current Trends

Life, Death, and Blocks

Post image for Life, Death, and Blocks

This is a story about dying in a video game.


This is a story about dying peacefully in a video game.


I built a tower, a 3×3 winding staircase with walls to keep me from falling out. I climbed it, I looked at the world beneath me, and I jumped.



I’m writing about this because it was an example of how powerful Minecraft is. This is also the outgrowth of learning that a friend is beginning a slow slide from age into death, and the in-game actions were shaped by transitory emotions. Please don’t read too much into this regarding my mental health or my opinions on death. That is not why this was written.


The tower is 48 blocks tall. 96 blocks of cobblestone are in the stairwell, with ten torches and 768 blocks of sandstone, dirt, and cobblestone in the walls. From the top, I look down at the clouds.


I’m told that the world is infinitely large, but I can see the edge of my chunk. My world is a softened blue, the color of ice; it ends abruptly in the dark, fathomless blue of the ocean between chunks. My world is white with snow, except for a few scars of green and brown. I have been digging.


My inventory is snowballs and gravel; things I won’t need. Everything else is in a chest below me, next to the furnace that I’ve emptied of coal. If my inventory disappears when I die, I won’t lose anything special; I don’t perfectly understand the game’s rules on respawning.


I scroll over to my sixteen snowballs and throw one, and it falls through the cloud layer. It’s one of the first snowballs I’ve thrown in Minecraft, and it’s a simple joy to watch it drop. Before now, the snow just added to the time it took to dig through dirt and sand, but now I throw the sixteenth snowball and switch to another hotkey slot.


One of the cows below jumps, and I throw snowballs at it; when it jumps, I imagine it wondering who called down an orbital snowball strike. I try to compensate for the arc as they fall, throwing one at a time as I zero in on the cow.


The cow flashes red, and I realize that it’s dealing damage. I immediately switch to tossing snowballs in horizontal, sprinkler-like patterns. They fall eventually, but my avatar has a cannon for an arm.


I run out of snowballs, and all that’s left in my inventory is gravel. The entertainment has been exhausted, but I might never have played with the snowballs had I not come up here. In another iteration, it could have been a delaying tactic. Not in this life.


I am calm. The last time I felt this serenity in a game was during “No Russian,” with the complete certainty that I was playing a game, not living something out.


I stand on the tower’s edge, look down at the world, and step forward.


Postscript: I didn’t notice it at the time and take it as you will, because my own religious beliefs can be a bit nebulous on the subject – but seeing this is reassuring:



Song of the moment: “This Is Why We Fight,” The Decemberists, from The King Is Dead.




Related posts:
Real Life Pokemon Movie Trailer I found this awesome trailer for the Pokemon Apokelypse via Destructoid....


Somewhat Off Topic – Halo Mega Blocks Toys Look Pretty Sweet I’ve always been more of a Lego man but these...


New Dirt 3 Trailer I’ve never actually owned a Dirt game but I’ve played...




Externe Festplatte 2,5

Saturday, December 18, 2010

Xbox 360 Info For This Week


GDC 2011 Adds Biz, Production Talks From Sony, WB, CCP Veterans

Organizers of the 2011 Game Developers Conference have revealed Production and Business & Management Track talks spanning Sony, Warner Bros. and CCP veterans for the Main Conference at the 25th edition of the industry's leading digital entertainment event next March.



The Production and Business & Management Tracks take place from Wednesday March 2nd to Friday March 4th, 2011 during the pre-eminent, San Francisco-based event, alongside other discipline-specific Tracks dedicated to art, audio, programming and game design.



As the overall session list for the event further expands, and following notable Game Design/Programming Track and Art/Audio Track highlights, organizers are spotlighting these two final Main Conference tracks.



All of the above Track sessions are open to those with a Main Conference or All-Access Pass. Some of the top new sessions debuting in the Production and Business & Management Tracks are as follows:



Production Track



Newly revealed as a key GDC 2011 Production Track lecture, 'More Pirates on a Burning Ship and Other Leadership Challenges' sees WB Games Seattle GM and Microsoft veteran Laura Fryer discussing key game business learnings.





Low Profile Grafikkarte

Next cumulative release of iAuxSoft engines

This release includes many additions, improvements and bug fixes for all four iAuxSoft engines. Besides that, the support for webOS Palm/HP is coming that will enable iAuxSoft middleware for all major mobile platforms: iOS, Android, Windows Mobile and webOS Palm/HP.




Hry

LittleBigPlanet 2 Update: Three “Must” Videos

LBP2


This week, we’ve been video happy and today we have three “Must” Videos for you to enjoy.


“Must Share”


We knew (and sure you did too), that when LBP2 started getting into the hands of our community, you guys would create so many great games and so many different genres – so much that it’ll change the way people will think of LittleBigPlanet.


And with all this great gameplay, we wanted to dedicate a video to our fans by highlighting all the great content within a particular genre. Here’s the first of four “Genre” videos. Help us by sharing, tweeting, liking, etc, etc it with your friends and show them that LBP2 is much more than just ‘jumping’ Sackboys.



Kudos to the creators of the levels in the video, and to the many more found on the beta!


“Must See”


Check out gevurah22′s latest game creation, a whole lotta’ top-down awesomeness! Willed with VO’d tutorials and super-ninja combo moves. EPIC!



“Must Hear”


And in case you missed this AM’s post, wanted to make sure you saw our latest LittleBigPlanet 2 “feature”-ette….the MUSIC SEQUENCER. No doubt that this tune has become an ear-wig throughout the weekend.



And finally “Must Find”


Consider this a public service announcement for those still interested in the Limited Edition LBP2 Collectors Edition…Don’t forget to pre-order yours before they’re all accounted for. The list is growing pretty quickly…


LittleBigPlanet 2 Collector's Edition





Gebrauchte Laptops

Tuesday, November 30, 2010

Best News For 30.11.2010

GDC 2011 Announces Art, Audio Talks From Final Fantasy, Pixar, Gears Of War 3

Organizers of the 2011 Game Developers Conference have debuted initial lectures from the Art and Audio Tracks for the Main Conference, spanning Gears Of War 3, Pixar, Limbo, Final Fantasy and beyond. As the overall session list for the event further expands, organizers are specially highlighting the initial Main Conference session announcements around these two areas. The Art and Audio Tracks take place from Wednesday March 2nd to Friday March 4th, 2011 during the pre-eminent, ...





Tahaky

Gran Turismo 5

After an extremely long gestation period and seemingly endless delays, Gran Turismo 5 is finally here. Was it worth the wait? Here's where you can find out! GamePro Score: 4.5




Diablo 3

Black Ops Still No. 1 In Irish Charts Despite GT5's Release

TheGamingLiberty.com writes:

"A lot of people would have predicted a different outcome from the Irish charts this week but it seems that not only did Call of Duty: Black Ops beat Gran Turismo 5 to the top spot but so did Assassins Creed: Brotherhood. GT5 debuts at No. 3."

First Look: Chevalier Saga Tactics

Andriasang: Imageepoch's JRPG press conference last week gave us a teaser look at the new publisher's strategy RPG Chevalier Saga Tactics, which is being developed in conjunction with Han Games portal operator NHN Japan. Today, we got a closer look from NHN as the game's official site went live.



EU Google

Tuesday, November 23, 2010

Hot News For Today

“DoneJohn” by UncleBibby. Following last...

“DoneJohn” by UncleBibby. Following last week’s WarioWare DIY-created “Mega Micromusic” album, another interesting DS-based work: a cover of The Legend of Zelda’s dungeon theme made entirely in the $8 DSiWare music app Rytmik!


There are so many ways to make music with the DS: two Korg DS-10 carts (and the upcoming M01), two Jam Sessionses, six different Music On instruments from Abylight, Rhythm Core Alpha, Electroplankton, tapping on the case with your hands…



Buy: Special Edition Red Nintendo DSi XL bundle, Nintendo DSi XL (Blue, Burgundy, & Bronze), Standard Nintendo DSi (White, Pink, Black, & Blue)






Dokumenty

An Xbox 360 Successor Wishlist

Over 2 weeks ago we spoke our mind on the Wiis Successor, and well delve into the PS3s heir soon enough. But as we promised you on Nov. 8th, part 2 of our 3-part series is going to explore what wed like to see from an Xbox 360 successor in the future. Microsoft has made it clear that theyre here to stay in the home-console gaming arena. With many stellar exclusives, a new motion-controller, and top-tier online connectivity, the future for Microsofts juggernaut is looking good.

But theres always room for improvement! The 360 was certainly NOT without flaws and.....

The Future is Coming - Video Game Awards

Spike show us the next VGA 2010 Live show this 11 of December.




North Korea bombs South Korea

Soul of Darkness


Soul of Darkness
Genre: Platformer

Company: Gameloft

Platform: Nintendo DS

Release date: July 5, 2010


Retail price: 500 Nintendo Points ($5)



B



It’s been a dark time for fans of traditional 2D Castlevania. Sure, Konami released the multiplayer-based Harmony of Despair on the Xbox 360 but it’s really its own sort of game. Order of Ecclesia on the DS was the last real game in the series and it came out in 2008. Gameloft has risen to the challenge with Soul of Darkness, a DSiWare title adapted from their cellphone Java catalog. While Kale isn’t quite worthy of the Belmont name, he does an admirable job filling in during their absence.


Soul of Darkness is less Symphony of the Night Super Castlevania IV. There is no open, free-roaming castle. Players are instead treated to ten linear and self-contained levels (plus a final boss fight). You’ll explore ancient forests and icy caves during your quest to rescue your beloved from the clutches of the evil vampire lord Ritter. There are secrets hidden in the walls and small branches from the path here or there, but it’s pretty much a straight shot through each of the levels. It’s actually a nice change of pace — there have been six exploration Castlevanias on Nintendo handhelds since 2001 and this game may have felt tired if it followed that route.



The two weapons in the game, a sword and a lance, are tied to fire and ice respectively. Each has a magical ability as well — the sword provides a radial explosion and the lance can be thrown as a projectile that doubles as a platform when it hits a wall. These abilities are used a decent amount within the level design, though the explosion is woefully limited in terms of creative tasks. Each can also be upgraded God of War style in several categories. Attack damage, magic strength, combo length and critical attack can all be improved by spending crystals found when defeating foes or in chests and walls.


While Soul of Darkness is a brief journey (clocking in around two or three hours) it’s also surprisingly diverse. In addition to the normal platforming and combat combination you’ll find a shooter-style level. There are also a few segments where you’ll transform into different creatures with totally different sets of abilities. They never last longer than a couple of minutes but they force the player to think outside the game’s normal methods, helping to keep things fresh.


There may not be a whole lot of reasons to return to Soul of Darkness after reaching the end, but it’s hard to fault a five dollar game for that when it’s this engaging the whole way through. It’s a decent stop-gag for Castlevania fans and could flourish as its own series if crafted by the proper hands.




Smoke equals fire? Sony comments on Playstation Phone

Sony is doing a horrible job keeping rumors about the Playstation Phone under wraps. Maybe it’s part of the plan.


Sony Ericsson Chief Executive Bert Nordberg was asked about the device and its rumors by The Wall Street Journal, and his response wasn’t exactly a denial.


“There’s a lot of smoke, and I tell you there must be a fire somewhere,” Nordberg said.

“Sony has an extremely strong offering in the gaming market, and that’s very interesting.


“Sony is of course a very strong brand, and why shouldn’t we use that? Gaming, including content, is a very interesting proposition.”






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