Domain: gamespot.com
Stories and comments across the archive that link to gamespot.com.
Stories · 1,342
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Current-Gen Price Drop and 360 Shortage
Gamespot is running an article reporting that Activision's Robert Kotick believes that current generation games will drop in price due to the arrival of next-gen consoles. From the article: "Unfortunately for current-generation holdouts, Kotick also said that publishers will quickly shift their development efforts away from today's consoles, which has been the case in the past, when the introduction of the PlayStation 2, Xbox, and GameCube games saw PlayStation and Nintendo 64 development plummet." Meanwhile, the retail chain EBGames has announced that it has presold it's allotment of 360 consoles. From the article: "We are currently sold out of our popular Xbox 360 bundles ... Check back frequently for more opportunities to pre-order an Xbox 360." -
Current-Gen Price Drop and 360 Shortage
Gamespot is running an article reporting that Activision's Robert Kotick believes that current generation games will drop in price due to the arrival of next-gen consoles. From the article: "Unfortunately for current-generation holdouts, Kotick also said that publishers will quickly shift their development efforts away from today's consoles, which has been the case in the past, when the introduction of the PlayStation 2, Xbox, and GameCube games saw PlayStation and Nintendo 64 development plummet." Meanwhile, the retail chain EBGames has announced that it has presold it's allotment of 360 consoles. From the article: "We are currently sold out of our popular Xbox 360 bundles ... Check back frequently for more opportunities to pre-order an Xbox 360." -
John Romero Back In The Game
Gamespot reports that John Romero, the well known former id software designer, has opened his own development studio for the first time in several years. From the article: "Romero and Midway parted ways after just two years. He had been hired, along with former Ion Storm colleague Tom Hall, in October, 2003. His departure in July of this year was amicable on the surface, but chatter among industry wags suggested the Midway brass weren't entirely impressed with the work Romero and his team produced. At the time of his departure, Romero and Hall were working on the still-unreleased action role-playing game Gauntlet: Seven Sorrows." -
Peter Jackson Won't Direct Halo
The ever excellent Rumor Control column on Gamespot deals with a couple of good ones this week. The bubble I wish they hadn't popped concerns the upcoming Halo movie adaptation. While IMDB listed Uwe Boll as the director earlier this week, the internets began circulating with the rumor that LOTR Director Peter Jackson might be taking the helm. From the article: "The green valleys and lush terrain of New Zealand, where Jackson filmed Rings, would make a nice stand-in for Halo's surface landscape. Lastly, there's the matter of the country's favorable exchange rate, which made shooting Rings much less expensive than it would have been if it had been made in the States--and the same could be done for Halo ... In this case, it was seen by someone with a sick sense of humor, because, according to a rep from Universal, the Peter Jackson rumor is 'completely untrue.'" -
Microsoft In Legal Battle Over Halo 2 Packaging
Gamespot is running an article about a legal battle regarding Halo 2's metal case. From the article: "The suit reportedly claims that G&M was contacted by Microsoft in 2003 and was looking for a company to produce metal packaging for the release of Halo 2. G&M claims that Microsoft sent its case proposals to Viva, a potential rival for the contract and not part of the NDA. According to reports, the Danish design firm alleges that its proprietary technology was used in a Viva case made for Halo 2 and that Microsoft and Viva are in cahoots. G&M is suing for damages and requesting an injunction against both Microsoft and Viva." -
Plotting the Revolution's Arc
Very few things surprise me about videogames anymore. I won't claim to be all-knowing by any means, but there are very few genuine surprises these days. Release dates are known well in advance, endless features and interviews are conducted with developers during the course of a game's creation, and what few elements that publishers try to keep under wraps get leaked to the media by individuals wanting their moment in the sun. Even the big gaming news stories of this past year (Hot Coffee, the PS3 PreRendered Movie Debate) were more frustrating than surprising. Happily, Nintendo managed to pull a rabbit out of their hat. Today's announcement of exactly what the revolution behind the Revolution will be is nothing short of a showstopper. Read on for my reaction to Nintendo's new bid for the brass ring. I know it's already been discussed, but I'll go ahead and say it here for the record. The GameCube failed as a console. Despite the excellent first party games that have been released for it, and the occasional exclusive (Resident Evil 4), Nintendo has definitely stumbled it's way through this generation of consoles. The failure of the GameCube makes this the second generation of console systems where Nintendo has been left essentially sitting on the sidelines. Every time I post a story about someone editorializing Nintendo's death, or how Nintendo will never die, it saddens me a great deal. Nintendo is the company that brought a lot of the people of my generation into gaming in the first place. The Christmas morning I sat down for the first time with a NES controller in my hand was a life-changing moment. If not for smashing evil mushroom people and searching for Triforce pieces in my youth, my life would be very different today. Every flashy Xbox commercial, PS2 exclusive, or can of crap with Mario's mug stamped on it has made the little kid inside me become more and more jaded about the possibilities this industry can offer.Today, that little kid is beaming. The company that introduced me to gaming so long ago has picked itself up off the mat and looks ready to come out swinging this time around. We've already linked to 1up's coverage of the announcement, but if you haven't read it yet there are plenty of other places to get the specifics. Gamespot, Gamespy, IGN, and Game Informer all have photo spreads, video, and first hand impressions from their experiences with Nintendo's next venture. Commentary is available from CNN Money, Wonderland, Jeremy Parish, The Game Chair, Joystiq, and Next Generation. An interview with Nintendo's Senior EU Marketing director is available on Eurogamer, and if you want to see the announcement firsthand a webcast of the presentation is available.
All of these pieces spend at least a paragraph or two wondering about the future, and with good reason. Within half an hour of the story being posted to the internet there were already lamentations about "the end of an era" and blistering condemnations of the controller as a lark that will fail as badly as the Virtual Boy. Specifically, both the professional media and fan commentaries seemed to center around the reaction that third party developers may or may not have to this extremely intriguing idea. The combination of this new controller style and the mentality that "Nintendo is for kids" may cause the company some problems down the line. They're almost certainly right.
That said, if you've read the description of the Metroid Prime demo you can't help but pause. The mental gymnastics required to use a mouse and keyboard in a First Person Shooter have confounded non-gamers since the genre began. As anyone who's played an FPS on a console can tell you, the two joystick approach gets the job done but is far from intuitive. Attempting such a title on the console is basically out of the question unless you can work at the interface, something a non-gamer is rarely willing to do. Nintendo deftly sidesteps this with an interface that has ties directly into what we do in our everyday lives. Turning your head to observe your environment is already an instinct we posses, so not only will it be easy to explain it will be trivial to do. The natural flow of such an interface opens up many horizons. Shooters are well and good, but the immediacy of the first person perspective is a tempting way to just tell a story. Divorced of its more violent aspects and with an interface that doesn't require years of practice to use, who is to say that our mothers won't be playing something built in the Unreal Engine a year from now?
The FPS is just one example of a genre that we traditionally think of as "hardcore" which could be opened up to non-gamers by an interface that allows the user to interact with a gameworld in a less artificial manner . Real Time Strategy games would be a snap, as you wave your hand and the map moves effortlessly along beneath your outstretched hand. Driving games where you could actually apply your real life driving reflexes. Puzzle games where manipulating pieces is second nature. Sports games that require you to actually swing the bat or catch the football. Fighting games where you can feel a guy get punched in the face. At the end of the day, games are about having fun. Say what you will about their business acumen, Nintendo has always understood that. With the Revolution interface, the company is reaching out to the millions of people who have yet to pick up a controller. Why should those of us who have been playing since that first grey box reached our shores be the only ones who have access to the fun?
This is a risky venture, no doubt about it. If third party developers don't catch on to the possibilities here, if the EAs of the world don't take a chance with the new interface, then Nintendo will be looking at a big problem. This may be the last console larger than the DS we see out of the company for quite a while. If that's the way it's going to be, then I say so be it. Finally, at least, Nintendo isn't just going to sit there and try to imitate the other consoles poorly. Sony and Microsoft are very, very good at what they do. Instead of keeping up with the Jonses, Nintendo is striking out on its own. For better or worse, they've taken steps to expand the field of game players and change the nature of game playing.
The number of games at launch, third party commitment to the console, and the commercial reaction to this departure from the norm will be the only way to determine if Nintendo has made the right call. Either way we can look forward to a generation of consoles that will not only be graphically more impressive, but fundamentally different from the gaming systems we've played in the past. For me, at least, when I pick up the remote for the first time it will be like sitting down again on Christmas morning. I can't wait.
I've had my say ... what do you think? The controller announcement was put up early this morning. Now that you've had the chance to look at it more carefully, is your opinion any different? Most importantly, are you planning on buying one? -
Final Fantasy IV One Of The Greatest Games
Gamespot's series of "The Greatest Games of All Time" rolls on with a look at Final Fantasy IV. Dubbed Final Fantasy II in the states, it was easily one of the best games to be released for the SNES. From the article: "The narrative in Final Fantasy II gripped you and shook you like a rag doll right from the beginning of the game. Your introduction to the protagonist, Cecil, took place on the deck of a military airship that had been ordered to extort a magic crystal from an innocent town (not a very heroic vocation). After his complicity in this war crime, the conscience-wracked Cecil was dismissed from the military and sent on an errand to a nearby town, along with his best friend Kain. Using generic archetypes for characters (like Final Fantasy's White, Black, and Red Mages, for instance) was standard operating procedure in RPGs at the time, but Final Fantasy II went off on a far more interesting tangent." -
Quickies Get Massive
More movement on the massive scale. WoW Players should be aware that Patch 1.7 was released today. It's a big one, with a new raid instance, Hunter changes, and the inclusion of a new type of server (Roleplaying PVP) available. Get downloading. City of Heroes has seen Issue 5's Release, with a new zone, new power sets, and a big tweak to the Blaster archetype. Late last week a whole bunch of new City of Villains Beta invites went out, and Gamespot has a rundown on the upcoming stand-alone sequel. Major changes are afoot in Everquest II's Producer Letter, with changes to combat, classes, items, NPCs, buffs, crafting, and grouping. Is it even the same game? On a final non-commercial note, CNet has news that the Second Life virtual world is now free to enter, with the Linden Dollars economy expected to prop up the costs associated with running it. Interesting. From that article: "Currently, Rosedale said, "Second Life" has 45,000 members and is growing at about 10 percent a month. There are now more than 16,000 acres of owned land in the virtual world, and new land sells for about $129. Users must pay a fee of about $25 a month to maintain their land. Thus, Linden Lab is earning about $400,000 a month without ever factoring in membership fees." Update: 09/14 05:50 GMT by Z : Cutriss rightly points out that I overlooked the interesting Ballista Royale update to FFXI. Additionally, a new patch for Dark Age of Camelot was released today, and the main site revamped for the upcoming expansion. -
Quickies Get Massive
More movement on the massive scale. WoW Players should be aware that Patch 1.7 was released today. It's a big one, with a new raid instance, Hunter changes, and the inclusion of a new type of server (Roleplaying PVP) available. Get downloading. City of Heroes has seen Issue 5's Release, with a new zone, new power sets, and a big tweak to the Blaster archetype. Late last week a whole bunch of new City of Villains Beta invites went out, and Gamespot has a rundown on the upcoming stand-alone sequel. Major changes are afoot in Everquest II's Producer Letter, with changes to combat, classes, items, NPCs, buffs, crafting, and grouping. Is it even the same game? On a final non-commercial note, CNet has news that the Second Life virtual world is now free to enter, with the Linden Dollars economy expected to prop up the costs associated with running it. Interesting. From that article: "Currently, Rosedale said, "Second Life" has 45,000 members and is growing at about 10 percent a month. There are now more than 16,000 acres of owned land in the virtual world, and new land sells for about $129. Users must pay a fee of about $25 a month to maintain their land. Thus, Linden Lab is earning about $400,000 a month without ever factoring in membership fees." Update: 09/14 05:50 GMT by Z : Cutriss rightly points out that I overlooked the interesting Ballista Royale update to FFXI. Additionally, a new patch for Dark Age of Camelot was released today, and the main site revamped for the upcoming expansion. -
Korean Government Reaches Out To Game Addicts
Joystiq has commentary on a Gamespot article which goes into detail on the Korean Government's response to the country's growing online addiction problem. From the Gamespot article: "When asked why South Korean society has had a more prevalent occurrence of online gaming addiction, Grace offered her own observation, 'There is a lot of stress in Korean society. Going to PC bangs is one way to relieve stress and disconnect themselves from the real world. It's mainly the stress-relieving factor.'" -
First UMD Movie/Game Combo
Gamespot is reporting that, for the first time, Sony is selling a combo UMD movie/game disc. For about $40 you get three levels of Wipeout: Pure and the craptacular film "Stealth", which didn't even manage a 30% recoup on the film's budget. From the article: "On November 15, Sony will release the military sci-fi film Stealth, which slipped under most summer moviegoers' radar, on UMD. The portable version of the $130-million-budget, $31-million-grossing film will come with the first three levels of the best-selling PSP racing game Wipeout Pure. It will also feature a "Stealth" track not found in the regular version of the game, which will let players race as the advanced fighter jet from Stealth." -
Satisfying Sequels
As the 360 launch approaches and more developers get on-board the PS3 wagon, more titles are coming to light. Sega has announced the first next-generation Sonic the Hedgehog title, which will see publishing on both Microsoft and Sony's platforms. Additionally, while it's not a next-gen sequel, the announcement of a Seaman 2 title for the PlayStation 2 certainly is surprising. Word is that the microphone that came with the PS2 version of the original fish-man sim will work with the upcoming sequel as well. From the Sonic article: "We are proud to re-create our famous friend, Sonic, for a new generation of gamers on PlayStation 3 and Xbox 360...With Sonic the Hedgehog, we have gone back to our starting point, more than 15 years ago, to reinvent the attitude and speed that made our hero a legend. The 'rebirth of Sonic' will offer an unparalleled sense of speed that is only possible using the processing power afforded by the new systems." -
Satisfying Sequels
As the 360 launch approaches and more developers get on-board the PS3 wagon, more titles are coming to light. Sega has announced the first next-generation Sonic the Hedgehog title, which will see publishing on both Microsoft and Sony's platforms. Additionally, while it's not a next-gen sequel, the announcement of a Seaman 2 title for the PlayStation 2 certainly is surprising. Word is that the microphone that came with the PS2 version of the original fish-man sim will work with the upcoming sequel as well. From the Sonic article: "We are proud to re-create our famous friend, Sonic, for a new generation of gamers on PlayStation 3 and Xbox 360...With Sonic the Hedgehog, we have gone back to our starting point, more than 15 years ago, to reinvent the attitude and speed that made our hero a legend. The 'rebirth of Sonic' will offer an unparalleled sense of speed that is only possible using the processing power afforded by the new systems." -
WoW Expansion At BlizzCon
The world will get a taste of the first World of Warcraft expansion at BlizzCon, according to Gamespot. From the article: "In the second World of Warcraft Battleplan, which went up today, a Blizzard employee named 'Drake' confirmed the first WoW expansion will make its debut at BlizzCon, Blizzard Entertainment's annual expo. 'I'm very happy to announce that we'll have the first public showing of the expansion for World of Warcraft at BlizzCon,' wrote Drake. 'Attendees will be able to view the work that is going into the project and hear some of the eagerly awaited details.'" -
No Halo 3 For 360 Launch
Gamespot's Rumor Control column this week covers the usual half-truths, and mentions in specific that Halo 3 will not be a launch title for the 360. This despite some hopeful fan exclamations prompted by an ordering page slip-up. From the article: "On Monday, the site posted a page that seemed to indicate that the most anticipated game for the Xbox 360 would be a surprise launch title. The posting, coupled with the fact Wal-Mart is letting you pick Halo 3 as one of the games in its Xbox 360 bundles, had would-be Master Chiefs more hysterical than a pack of Grunts on the run. However, a sneak November release would go against all logic, especially considering the very existence of the game was revealed by Bill Gates talking about how it would parry the PlayStation 3 launch." -
Realism vs. Style: the Zelda Debate
Bonnie Ruberg is a staff writer for Planet GameCube and Gaming Age, a freelance games journalist, and the author of Heroine Sheik, a blog dedicated to investigating sexuality in gaming cultures. Today, we have the pleasure of running a piece she's written for the site about a topic that's been brought up more than once in the comments here on Slashdot. "For Zelda fans, this is a time of anticipation. The Legend of Zelda: Twilight Princess is officially on its way, and everybody is talking. By now, we've all seen the pre-release screenshots and videos. Nintendo has made some major changes with the series' latest installment, and the gaming world has let out a unanimous gasp at the results." Read on for the rest of her analysis of this oft-debated issue. "Realism vs. Style: the Zelda Debate"
By Bonnie Ruberg With the stylized aesthetic of Wind Waker all but gone, Nintendo has implemented carefully rendered, highly realistic polygons in its place - perhaps in response to the outcry of fans who disapproved of "kiddy," cel-shaded Link. The game's release date has even been pushed back in part to allow developers more time to perfect the new look. The question of realism versus style is one that has plagued art for centuries, and video games are no exception. Since the 2003 release of Wind Waker, a title both adored and despised, the Zelda series has come to epitomize that debate for the gaming industry, and heated words have been exchanged on both sides. Now, with Twilight Princess on the horizon, the old argument has been rekindled. What better time to take a look back at the issue and ask, once and for all: Is this really just a question of a pretty face?When The Legend of Zelda: The Wind Waker came out two years ago, it's cel-shaded graphics caused a big stir in the American gaming community. Since then, debate over the value of the game's stylized aesthetic continues to be a popular topic in online video game forums. While there are some gamers who openly defend the title and its style, it seems the majority of voices express disappointment, even disgust. Many feel that the cel-shading gave Wind Waker a "cartoon-like" or childish look. One fan writes of encountering the new aesthetic for the first time, "I felt as though something had been stolen from me." Other forums-users remark, in comments that mirror thousands by like-minded gamers, "The graphics ruined the game," and "[Wink Waker] destroyed everything Zelda stood for." Now that Nintendo is taking the series back in a more graphically realistic direction, one precedented by the artistic approach in Ocarina of Time, those same disappointed fans are starting to rejoice. "These screens are exactly what i have been waiting for [sic]," writes one forum-user. Another: "All I can say is wow!!! I am so glad the cartoonish Link is gone. That is what kept me away from the whole Zelda franchise."
The press too seems glad to see the return of realism. After playing the demo at E3, Gamespy called the change in graphics an "upgrade," noting that "the overall style is a lot more grownup" and that "the game simply looks more alive." Gaming Age said realism "seals the deal" on the title, which is "by far one of the best looking games Nintendo has ever made," while Gamespot simply refers to "the undeniable appeal of realistic Link." According to Eiji Aunoma, the director of Twilight Princess, the decision to move away from the highly stylized aesthetic of Wind Waker was based partially on fan reaction. It was also dictated in part by the new game's storyline, which follows an older Link and a more serious adventure, and therefore needed a more "adult" graphical style. Still, even this decision to focus the game on a mature hero was affected by criticism from gamers who didn't enjoy playing as younger Link. As Planet GameCube notes, in the end, "The fans asked for a realistic Zelda, and Nintendo is delivering in a big way."While it's understandable that players would have opinions about the looks of a favorite game, the debate over the aesthetics of Zelda has gone beyond friendly banter. What makes the topic so important that gamers just can't let it go? It's not really all about looks. If Zelda weren't Zelda, no one would make such a big fuss. As it stands, the series has so strong a fan-base, full of so many die-hard followers, that it has come, in a way, to represent video games as a whole, if not the industry itself. This makes the question of realism versus style in Zelda a much larger one than if it were applied to an unpopular, or even moderately well-known game. The issue has been further complicated by Zelda's close association with Nintendo, which struggles constantly with its already "kiddy" image. While the developers of Wind Waker made an artistically bold decision in utilizing cel-shading, their choice may have weakening Nintendo's mainstream image - one which must remain welcoming to adult gamers if the company is to compete against Sony and Microsoft in the current market.
But for the video game community, the question of aesthetics is also a cultural one. Whereas, in the Japanese market, unique style is highly regarded, realism in games is more often an American ideal. This can be seen in the supposedly negative link that critical gamers draw between Wind Waker's cel-shading, officially called "toon-shading" by Nintendo, and cartoons themselves - considered by most Americans to be a juvenile form of entertainment. Yet in Japan, anime and manga (the Japanese equivalents of cartoon shows and comic books) are regarded as legitimate art forms, and though some are designed for children, men and women of all ages enjoy these products, which lack the "kiddy" connotations they hold in the United States. Similarly, the gender expectations that are so rigid in mainstream America are not as clearly defined in Japanese culture. Japanese gamers are less concerned with appearing "masculine," at least in the American sense of reveling in games that flex their graphical muscle. The comments of U. S. gamers, especially those participating in forums, are influenced by the need to protect a certain macho image, one in favor of "grownup" realism instead of "childish" stylization. The larger question at hand, however, is perhaps unanswerable: Is the point of gaming to recreate reality, or should it go beyond realism, into the realm of art? Video games confront this issue directly through the use of interactivity. Developers must decide whether to make a gaming experience as realistic as possible, allowing the gamer to step inside the character and his actions, or to keep him at a distance through an unfamiliar visual style. Certain types of games logically benefit from an inclusive aesthetic; racing and fighting titles rely on increasingly robust graphics technology to bring you more believable interactivity. With other categories of games, such as action-adventure, the genre into which the Zelda series falls, the decision isn't so clear. Neither is who makes the call: Should it be the developers/creators/artists themselves, or the game's fanbase, its potential consumers? If gamers demand graphical prowess in a quality game, as their response to both Wind Waker and Twilight Princess implies they do, they also have to face the possibility that all games, if rendered as realistically as possible, may soon look the same - not so much art as playable photographs of the world around them. Then they must ask themselves, honestly, whether or not that's a bad thing. -
Exploiting Gaming Icons For Profit
The Escapist has up an article from the end of the week discussing the exploitation of favorite gaming icons from our past for modern day profit. From the article: "Every year, dozens of gaming legends are subjected to cruel and unusual treatment in the name of profit. Such animated icons as Mario are forced to perform tasks beneath their golden standards so their owners may earn a few extra dollars. Do you have a ridiculous game idea? Throw Donkey Kong in there and suddenly you're sitting on box-sales gold! I come to you today with a plea; a fervent hope for a cause that I hope many players will join: We need to stop the exploitation of gaming icons." Coincidentally, Gamespot has an article up entitled The History of Mario Sports Games. That's called synergy, folks. -
Toshiba May Delay HD-DVD Launch to 2006
Mictian writes "According to Reuters Toshiba may be delaying the launch of it's HD-DVD players that was originally slated for the end of this year. One of the reasons cited was that talks with Hollywood and major studios about the timing are still ongoing. It now seems that the players may not be shipped to retailers before 2006, at least not in the US. The Japanese might still get their hands on 'em by christmas. In any case it looks like a setback for the HD-DVD camp (Toshiba, NEC & Sanyo) if one of their few advantages over the Blu-ray camp (Sony & Matsushita), an earlier product launch, is essentially eliminated. Sony has been rumoured to consider a Q1 2006 launch for Blu-ray in the form of the PlayStation 3 console. There was an earlier Slashdot story about the rivals giving up on a unified format." -
Activision Accused Of Trying To Kill Off Indie Studio
Gamespot is reporting on a lawsuit pending between Call of Duty: Finest Hour developer Spark and Activision. Spark claims that Activision broke the contract they had signed with the publisher. From the article: "According to Spark, the agreement it signed with Activision called for it to make three games, the first of which was Call of Duty: Finest Hour. However, in its complaint, Spark alleges that over the next two years, 'Activision induced Spark into reducing and delaying certain of its rights under the contract by falsely promising that it would continue to partner with Spark to develop the second and third titles in the Finest Hour line, when in fact Activision had already decided to bring the development of the sequel in-house at Activision so it could realize an even higher level of profit on the sequels than it had on the original game.'" -
Japanese Devs Talk 360 Development
Japanese developers have had the chance to work with the Xbox 360, and as Gamespot reports, there are mixed feelings over there. From the article: "...but even with Microsoft's development tools and strong technical support (another aspect for which the developers had kind words), there are still a number of issues game makers face. Many developers consider the system's graphic capabilities 'double-edged.' The Xbox 360 can handle much better looking graphics than previous consoles, but it also requires a lot more effort in development." -
Capcom May Be Prepping Street Fighter 4
Gamespot reports that Capcom is likely to unveil a new Street Fighter title later this week. From the article: "Capcom has added some fuel to that fire today with the announcement that it will indeed be showing off a new arcade fighting game at the [Amusement Machine] show. The company made no mention as to whether the game would be an installment of an existing franchise or a new product altogether. Regardless, the new fighting game will only be presented in video format, meaning it's most likely to be quite early in development." -
PAX '05 Tops 9,000 In Attendance
Gamespot has word that this year's PAX convention saw more than 9,000 attendees. The runaway success of the Penny Arcade Expo has led them to make plans for an East Coast PAX sometime in 2008. From the article: "In fact, he said that expansion plans are afoot. Not only will the Bellevue convention change locations next year, Penny Arcade plans an East Coast version of PAX in 2008, specific location as yet undecided. 'Actually,' Khoo comments, 'most of our readers are on the East Coast.'" -
World of Warcraft Continues To Grow
Lots of tidbits for you about WoW today, to get you through the weekly downtime. Gamespot is reporting that there are now over 1 Million players in North America, and over 4 Million players worldwide. If you're one of those 4 Million players, perhaps that special someone is out there in Azeroth. Tom's Hardware has a guide on meeting women in World of Warcraft, for the lonely druid or warrior. For a view of what the game is like now, Mogg wrote to mention a 9 months later review at GamerGod. Finally, not everyone is happy. As we mentioned earlier this month, China is planning on forcing MMOG vendors to build in time restrictions for their games. GameDaily.biz reports that players have already begun to protest the separation from their game. From the GamerGod article: "The main dilemma preventing battlegrounds from being a break away hit is the queue required to join one. It is best compared to standing in line at a grocery store. The bigger and busier the store... the more lines and more cashiers there is. The smaller the store the fewer. On low population servers there is literally no battlegrounds open outside of prime time leaving off hour gamers unable to enjoy battlegrounds. High population servers often have five or more of each instance activated during peak hours and rarely struggle for players to battle." -
The Heartbreak of Canceled Games
Gamespot has a piece running today revisiting some of the late and lamented game titles that never made it out of the development phase. Though the article covers all genres, there are a depressing number of canceled Massive titles on the list. From the article: "You'd be hard pressed to find a game whose cancellation caused Xbox owners to shout "D'oh!" louder than True Fantasy Live Online. The ambitious game was slated to be the system's first MMO and it was being crafted by seasoned Japanese developer Level 5, whose resume includes such gems as Dark Cloud 2 and Dragon Quest VIII. The game had all the signs of being one of those special landmark titles for a platform--more than just a seminal moment in the console's software library. The game's ambitious use of Xbox Live, which would have been the most extensive use of the service in a game ever, was more in line with the level of sophistication seen in a PC game. Unfortunately, it appears that Level 5's ambition was what led to TFLO being shelved. The game's scope and rich experience presented a sizable challenge for both the developer and Microsoft within the given time frame." -
Rumour Control on the Revolution Controller
Gamespot's excellent Rumor Control column this week has some weighty topics to consider. Specifically, they take on the rumor floating around that the revolution in the Revolution's controller will be 'tilt resistance'. From the article: "When Nintendo intimated that the truly revolutionary aspect of its next-generation consoles was in its controller, rumors began to fly fast and furiously. One of the very first was that it would incorporate gyroscopes, which would allow players to control games via physical movement of the controller. Later rumors said the controller would sport everything from a touch screen, which would allow for configurable virtual buttons, to there not being any controller at all--just a visor and floor-mounted motion sensor." Their verdict? We're going to have to wait and see what Iwata has to say at the TGS. Other topics covered this week include Nintencats and Killzone 2. -
Toontown Online Goes Big Time
Disney's ToonTown Online is finally getting a day in the sunshine. Gamespot is reporting that Sony Online Entertainment is going to be publishing the game commercially, both for the PC and console systems. From the article: "The boxed version of the game will retail for $19.95, which includes a two-month subscription to the $9.95-a-month service. Toontown has been available directly from the game's official Web site since June 2003." -
Penny Arcade Expo Kickoff
The Second Annual Penny Arcade Expo kicks off today, with a weekend full of goodness planned. A GameCloud interview with organizer Mike Fehlauer goes into detail. From the article: "...the show was created as a party for fans, and everyone was cool with each other and had a good time despite a few first-show bugs. We expected about 1,500 people so when over 4,000 showed up we were a bit overwhelmed." Gamespot has a look at some of the vendors this year, the second Omegathon contest is set to run, and The Frag Dolls will be recruiting from the female convention attendees. Additionally CmdrTaco will be there getting his nerd on, so make sure to give him a hard time if you see him. -
Asheron's Call 2 Goes Sunset
In the wake of so many new MMOGs, it was inevitable that one would sink beneath the waves. Turbine's Asheron's Call 2 has called it quits, with a message on the official site stating that AC2 will close as of the end of December. The move comes at a somewhat confusing time, only three months after the release of Legions, the newest expansion for the two and a half year old gameworld. Gamespot has a report as well. The notice on the site reads: "In spite of our hard work and the launch of Legions, AC2 has reached the point where it no longer makes sense to continue the service. We will be officially closing the Asheron's Call 2 service on 12/30/05. Until then, we plan to run live events, but we will not be adding any content or features. We deeply appreciate the many dedicated fans of AC2 who have stood by us over the years. You have our sincerest gratitude. " -
XBox 360 Bundles Top $700
Gamespot is reporting that, with some idea of the skus that will be available for the Xbox 360 when it launches, game retailers are now prepping incredibly expensive console bundles for the first of the next-gen systems. From the article: "...when hot new gaming systems come out, supply is short, and demand is often so high that retailers can elect to sell the units only as parts of bundles that include accessories and games of the retailer's choosing. EBgames.com unveiled its holiday offerings today, and the prices may make some gamers feel as though they're getting 'scrooged.' Like Microsoft, EB Games is offering two bundles, one for gamer's interested in the Core System and one for gamers eyeing the premium package. The Xbox 360 Core Bundle is priced at $599.93, and it includes everything in the standard package, plus an extra wired controller, a 64MB memory unit, and four games: Perfect Dark Zero: Limited Edition, Dead or Alive 4, Project Gotham Racing 3, and Kameo: Elements of Power. Using Microsoft's announced pricing for peripherals and an assumed $59.99 price point for Xbox 360 games, the package unbundled would come to $618.94. " -
Halo Movie Slated For 2007
Master Chief is slated to come to the silver screen...in 2007. Gamespot reports that Fox and Microsoft have come to an agreement. From the article: "However, negotiating a movie deal proved as challenging as taking down a Covenant dropship, as several studios surprisingly passed on producing a Halo movie. The reason: film studios may be used to kowtowing to A-list actors' demands, but don't typically cave in to requests from non-Hollywood players. Initial reports saw the software giant asking for $10 million against 15 percent of the gross (whichever is higher), a below-the-line budget of $75 million (budget before hiring actors and crew), near-immediate production of the movie, and a large say in the creative development of the movie." Update: 08/23 20:59 GMT by Z : Fixed time travel problem. -
Great Gaming Easter Eggs
Gamespot is running a piece detailing some of the most well known Easter Eggs in gaming history. The list starts with the first egg in a game, the Warren Robinett room in Adventure. From the article: "In the depths of the black castle in Games 2 and 3, which required special tools, direction, and a certain amount of know-how, players could maneuver to a room by the catacombs that had a single-pixel gray dot, the same color as the game's background. The dot would allow players access through a wall to a superfluous area with the text "Created by Warren Robinett" running down the middle. Robinett was partially motivated by the fact that, at the time, designers weren't given credit for their games." -
Movie Based MMO Updates
Neo writes "The handover of The Matrix Online to SOE has finally begun with users given 45 days to convert their accounts over to SOE's Station system." Star Wars Galaxies, TMO's sister game, has been having its own troubles. A recent patch had to be removed from the live game because of overwhelming, crushing player protest. Another "Star" MMOG has new help this week, with none other than Michael Okuda signing on to work on the Star Trek Online Massive game. From the article: " A technical designer and all-around Star Trek guru, Okuda has worked as a technical consultant to the writers of The Next Generation, Voyager, and Deep Space Nine television series, as well as seven Star Trek films. He will primarily design the game's interface, along with serving as a more general Star Trek universe consultant." -
Movie Based MMO Updates
Neo writes "The handover of The Matrix Online to SOE has finally begun with users given 45 days to convert their accounts over to SOE's Station system." Star Wars Galaxies, TMO's sister game, has been having its own troubles. A recent patch had to be removed from the live game because of overwhelming, crushing player protest. Another "Star" MMOG has new help this week, with none other than Michael Okuda signing on to work on the Star Trek Online Massive game. From the article: " A technical designer and all-around Star Trek guru, Okuda has worked as a technical consultant to the writers of The Next Generation, Voyager, and Deep Space Nine television series, as well as seven Star Trek films. He will primarily design the game's interface, along with serving as a more general Star Trek universe consultant." -
Only NFL Game This Year Gets Lukewarm Response
aendeuryu writes "The first reviews are in for Madden '06, and the reception is underwhelming -- it's scoring an average rating of 79% on gamerankings.com (at the time of this submission). The reviewers on Gamespot (7.8) and 1up.com (9.0) have different takes on the game, but the readership of both sites doesn't (7.4 and 7.8 respectively). Gamespot's criticisms put the game in a less-than-exciting light: the new QB-vision feature adds realism but takes away from basic fun, and (perhaps most damning) the graphics rate a 7 out of 10 on what was supposed to be a next-generation title. Normally, a mediocre game release isn't a big deal, except that, because of EA's negotiated exclusivity deal with the NFL, this is the only NFL title you'll get to play this year. So, what are the players to do?" -
Only NFL Game This Year Gets Lukewarm Response
aendeuryu writes "The first reviews are in for Madden '06, and the reception is underwhelming -- it's scoring an average rating of 79% on gamerankings.com (at the time of this submission). The reviewers on Gamespot (7.8) and 1up.com (9.0) have different takes on the game, but the readership of both sites doesn't (7.4 and 7.8 respectively). Gamespot's criticisms put the game in a less-than-exciting light: the new QB-vision feature adds realism but takes away from basic fun, and (perhaps most damning) the graphics rate a 7 out of 10 on what was supposed to be a next-generation title. Normally, a mediocre game release isn't a big deal, except that, because of EA's negotiated exclusivity deal with the NFL, this is the only NFL title you'll get to play this year. So, what are the players to do?" -
Crackers Slam EQ2 Economy
Gamespot.com is reporting that third parties are manipulating the currency in EQ2, leading to massive inflation on the Station Exchange. From the article: "The players then began trying to sell the ill-gotten plat on Station Exchange, the official auction exchange for EQ2 weapons, armor, currency, and other virtual goods. 'The amount of money in the game increased by a fifth in about 24 hours,' Kramer said. 'We have a lot of alarms for this kind of thing, and they all went off on Saturday.'" Thanks to some exhaustive data tracking, most of the duped currency was removed from the economy by Sunday. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Rockstar's Next Game Draws Protesters
Rockstar's next title, Bully, has already come under fire from anti-bullying groups. Activists have taken it up another notch, though, by demonstrating outside of the NY Rockstar offices. They've also laid out a list of demands to the game developer, hoping to get the company to change its ways. The Peaceoholics demand Rockstar "Not to release Bully under any circumstances, Volunteer to sell its violent and sexually explicit games in adult video stores only, Let parents return Grand Theft Auto for a full refund until they do a national awareness campaign to educate parents of content and possible effects, Create a fund for victims of unauthorized use of a motor vehicle and car-jackings, etc, Make a national apology for misleading and lying to children, parents, and legislators about their intentions and causing insurance premiums to sky rocket, Give a written response within five business days of receipt of these demands" Press the Buttons has commentary, and uses some words I'd like to myself. -
Bully To Blacken Rockstar's Other Eye?
Tom writes "As if Hot Coffee wasn't enough for the reeling publisher, Gamespot has an article regarding the uproar starting over Rockstar's next game, Bully. Seems like the assault is coming from both sides of the pond, with anti-bullying advocates from England worried about the game causing kids to act out in classroom what they saw on the screen and with America's very own Jack Thompson calling upon Take-Two president Paul Eibeler to stop the release of the game. How will Rockstar handle the additional pressure being put upon it?" -
Blizzard Closes North Offices
An anonymous reader writes "GameSpot reports that Blizzard, the company responsible for StarCraft, Diablo, and most recently World of Warcraft, will be closing the offices of Blizzard North, the division of the company that traditionally housed Diablo series development. The article mentions that employees will either be offered severance or moved down to the Blizzard HQ to work on an unnamed project, and speculates that Diablo 3 could be the project. Is it just coincidence that Blizzard released the 1.11 patch for Diablo II on August 1st and closed the studio on the same day?" -
Square Enix Event Revelations
Square Enix has their yearly media event in Japan this past weekend, and news on upcoming titles is plentiful. Final Fantasy XII has finally been given a release date...in Japan. The Japanese launch is set for March 16, 2006. Aside from knowing the Japanese release date, details on the theme song for the highly anticipated title were also available. Aside from the heavyweight, information on Square Enix's Mobile games had some time in the sun, FFVII: Dirge of Cerberus had some new info revealed, and Fantasy Earth (Square's next MMO) was shown off but was unplayable. FFXI, their current MMOG, got the business end of a Q&A about upcoming plans, while movie fans will be happy to hear that FFVII: Advent Children is set to premiere in Japanese theaters in September. Finally, the rumour from the event that has everyone excited is the possibility that the Final Fantasy VII tech demo is more than a demo. The beautiful movie, shown originally at E3 this year, was shown again at the event and has prompted commentators to wonder if this is the first glimpse of the much rumoured remake of the classic console RPG. -
Square Enix Event Revelations
Square Enix has their yearly media event in Japan this past weekend, and news on upcoming titles is plentiful. Final Fantasy XII has finally been given a release date...in Japan. The Japanese launch is set for March 16, 2006. Aside from knowing the Japanese release date, details on the theme song for the highly anticipated title were also available. Aside from the heavyweight, information on Square Enix's Mobile games had some time in the sun, FFVII: Dirge of Cerberus had some new info revealed, and Fantasy Earth (Square's next MMO) was shown off but was unplayable. FFXI, their current MMOG, got the business end of a Q&A about upcoming plans, while movie fans will be happy to hear that FFVII: Advent Children is set to premiere in Japanese theaters in September. Finally, the rumour from the event that has everyone excited is the possibility that the Final Fantasy VII tech demo is more than a demo. The beautiful movie, shown originally at E3 this year, was shown again at the event and has prompted commentators to wonder if this is the first glimpse of the much rumoured remake of the classic console RPG. -
Square Enix Event Revelations
Square Enix has their yearly media event in Japan this past weekend, and news on upcoming titles is plentiful. Final Fantasy XII has finally been given a release date...in Japan. The Japanese launch is set for March 16, 2006. Aside from knowing the Japanese release date, details on the theme song for the highly anticipated title were also available. Aside from the heavyweight, information on Square Enix's Mobile games had some time in the sun, FFVII: Dirge of Cerberus had some new info revealed, and Fantasy Earth (Square's next MMO) was shown off but was unplayable. FFXI, their current MMOG, got the business end of a Q&A about upcoming plans, while movie fans will be happy to hear that FFVII: Advent Children is set to premiere in Japanese theaters in September. Finally, the rumour from the event that has everyone excited is the possibility that the Final Fantasy VII tech demo is more than a demo. The beautiful movie, shown originally at E3 this year, was shown again at the event and has prompted commentators to wonder if this is the first glimpse of the much rumoured remake of the classic console RPG. -
Square Enix Event Revelations
Square Enix has their yearly media event in Japan this past weekend, and news on upcoming titles is plentiful. Final Fantasy XII has finally been given a release date...in Japan. The Japanese launch is set for March 16, 2006. Aside from knowing the Japanese release date, details on the theme song for the highly anticipated title were also available. Aside from the heavyweight, information on Square Enix's Mobile games had some time in the sun, FFVII: Dirge of Cerberus had some new info revealed, and Fantasy Earth (Square's next MMO) was shown off but was unplayable. FFXI, their current MMOG, got the business end of a Q&A about upcoming plans, while movie fans will be happy to hear that FFVII: Advent Children is set to premiere in Japanese theaters in September. Finally, the rumour from the event that has everyone excited is the possibility that the Final Fantasy VII tech demo is more than a demo. The beautiful movie, shown originally at E3 this year, was shown again at the event and has prompted commentators to wonder if this is the first glimpse of the much rumoured remake of the classic console RPG. -
Half-Life 2 Lost Coast, Antlion Troopers
Ant writes "Antlion Troopers is a series of Half-Life 2 modifications where it puts you on the squad of a combine expeditionary force to fight off the antlion population. Just think of Starship Troopers movies. The sequel, Deuce, lets you interact with the squad members, set up sentry guns, etc."Additionally, Gamespot has a first look at the Lost Coast add-on for the main campaign. From the article: " You fight your way up a sheer cliff face, trading fire with those pesky Combine soldiers every step of the way. You'll occasionally have to deal with some of the more vicious sorts of headcrabs, and at the end you'll have to bring down a Combine gunship with Gordon Freeman's trusty rocket launcher. You'll have to solve a couple of light physics puzzles as well, which we won't detail for the sake of preserving at least a little of the surprise." -
House Calls for Investigation Into Rockstar Games
Spad writes "The BBC is reporting that the U.S. House of Representatives has overwhelmingly voted for an FTC investigation into Rockstar Games following the GTA:SA 'Sex scandal'. Their basic premise is that Rockstar intentionally deceived the ESRB in order to 'peddle sexually explicit material to our youth'." Gamespot has coverage as well. From the BBC article: "The release of Grand Theft Auto: San Andreas was widely anticipated, but an adults-only rating would have severely limited its sales in retail outlets...It appears that the publisher has blatantly circumvented the rules in order to peddle sexually explicit material to our youth, and they should be held accountable. A company cannot be allowed to profit from deceit." -
So You Want To Be a Game Designer?
Gamespot is running a feature which talks to designers such as CliffyB and Akira Yamaoka on the subject of what it means to be a game designer. From the article: "No one just falls into the position. You claw, kick and scream and push your way into it. Most designers start off as programmers or artists. They understand gameplay systems; they live and breathe games. From my perspective, I was making my own games, programming them, doing all the artwork, the production, level design, and everything because I didn't have anybody else to do it for me. That background helped give me the perspective it takes to pull a product together and have a creative vision for it. Being a designer is about having a creative vision and adhering to it." -
Thompson Goes After Sims 2 Nudity
magicbond_007 writes "Miami lawyer Jack Thompson is at it again, this time with something above and beyond absurd. Gamestop is reporting that Thompson has accused The Sims 2 of contain obscene material. From the article: 'In the statement, Thompson says, "Sims 2, the latest version of the Sims video game franchise ... contains, according to video game news sites, full frontal nudity, including nipples, penises, labia, and pubic hair."' At this rate kids won't be able to play Mario because Princess Peach is dressed too slutty." -
Hot Coffee Cooling Off
The storm of media and cynicism that was "Hot Coffee" is, thankfully, coming to an end. To wrap things up, reactions were mixed to the re-rating of GTA. Some thought it too much, some too little too late. With the removal of the M rating, ESRB president Patricia Vance considers the matter closed. Even those in the industry itself seem glad that it's over, though the folks quoted for the 1up story seem cynical about the whole thing. "[Rockstar] TOTALLY screwed the modding community, as far as I am concerned. Because they could have just removed the content. They tried to get cute and leave it in. In my experience that sort of thing is always deliberate. Anyway, the point is that most game developers are recalcitrant and immature jerks. When mom tells us we can't do something, we're sure as hell going to do it. If you get my meaning. I think 'mom' in this case was the ESRB." As a sidenote, stock in Take-Two Entertainment dropped by almost five percent at close of market today, on the news that even Gamestop is dumping the now AO-rated GTA title. -
Hot Coffee Cooling Off
The storm of media and cynicism that was "Hot Coffee" is, thankfully, coming to an end. To wrap things up, reactions were mixed to the re-rating of GTA. Some thought it too much, some too little too late. With the removal of the M rating, ESRB president Patricia Vance considers the matter closed. Even those in the industry itself seem glad that it's over, though the folks quoted for the 1up story seem cynical about the whole thing. "[Rockstar] TOTALLY screwed the modding community, as far as I am concerned. Because they could have just removed the content. They tried to get cute and leave it in. In my experience that sort of thing is always deliberate. Anyway, the point is that most game developers are recalcitrant and immature jerks. When mom tells us we can't do something, we're sure as hell going to do it. If you get my meaning. I think 'mom' in this case was the ESRB." As a sidenote, stock in Take-Two Entertainment dropped by almost five percent at close of market today, on the news that even Gamestop is dumping the now AO-rated GTA title.