Domain: mtv.com
Stories and comments across the archive that link to mtv.com.
Stories · 159
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Stardock Evaluates DRM Complaints, Updates Gamer's Bill of Rights
Earlier this year, we discussed the Gamer's Bill of Rights, a document put forth by Stardock CEO Brad Wardell to address what he felt were the unacceptable characteristics of the gaming industry. ShackNews reports that Wardell has taken feedback from gamers, developers, and publishers, and updated the document accordingly. One particular area on which he focused was DRM. Stardock also published a customer report that examines the issue in greater detail (PDF). MTV's Multiplayer Blog fans the flames of the debate by asking if anyone is embarrassed about pirating video games. -
Age of Conan Dev Talks Problems, Future Plans
Jørgen Tharaldsen, Funcom's product director, recently spoke about some of the problems with Age of Conan and how they are planning to make the game better. "I think it's okay to say that we simply didn't deliver as good as we should have on all the launch features." He goes on to talk about how they're working on improvements to the PvP system, tradeskills, and class balance. Tharaldsen also spoke with Strategy Informer about the development of the Xbox 360 version of the game, which he said was "not our key priority as there are a massive amount of PC gamers already playing the game, and we rightly have the focus on them." -
Using Money As Incentive For Competition On Consoles?
MTV's Multiplayer blog reports on a company about to start offering a service that will allow players to compete in matches and tournaments over their PS2, PS3, or Xbox 360 with real money as a prize. Doing so will, of course, require entry fees, but the contests are set up and opted into by the players themselves. Quoting: "To prevent cheating, the company has access to the game data and promises a knowledgeable in-house customer support team. There's also a reputation and feedback system, which Levy compared to eBay, that will allow gamers to make informed decisions about who they're playing against. ... [Company co-founder Billy Levy] ultimately thinks World Gaming will open up the field for gamers who want to make money from games but can't make it to live competitions due to the expense or having to take time off from work or school. -
Future Sony MMOs Will Be On Consoles
The MTV Multiplayer Blog interviewed John Smedley, President of Sony Online Entertainment, about the future of MMOs. He discusses some of SOE's current projects and comments that they'll be focusing on consoles for all of their upcoming MMOs. "I would say that we would be one of the early adopters on [bringing MMOs to consoles], and we plan on becoming one of the dominant players in the MMO space on consoles." Sony's plans may include games for their hand-held console, the PSP. Smedley goes on to talk about bringing existing, popular franchises into MMO development, and remarks, "It's pretty safe to say that 'EverQuest' has not seen its last game." -
Future Sony MMOs Will Be On Consoles
The MTV Multiplayer Blog interviewed John Smedley, President of Sony Online Entertainment, about the future of MMOs. He discusses some of SOE's current projects and comments that they'll be focusing on consoles for all of their upcoming MMOs. "I would say that we would be one of the early adopters on [bringing MMOs to consoles], and we plan on becoming one of the dominant players in the MMO space on consoles." Sony's plans may include games for their hand-held console, the PSP. Smedley goes on to talk about bringing existing, popular franchises into MMO development, and remarks, "It's pretty safe to say that 'EverQuest' has not seen its last game." -
EA Patches Spore, Eases DRM
EA has released the first patch for Spore, the purpose of which is to fix a number of bugs and tweak some gameplay settings to be more entertaining. Some of the visual effects were upgraded as well. They've also officially responded to the complaints about Spore's DRM, stating their intention to increase the number of allowed installations to five and to set up a system to "de-authorize" systems in order to reclaim the installation credit. They plan to allow multiple screen names per account, which was an issue for many families trying to play the game. This comes not long after EA made similar changes to the DRM of upcoming RTS Red Alert 3, and after Spore's DRM protest spread to in-game creature designs. Reader SoopahMan notes that users in EA's Spore tech support forum are reporting a number of new issues caused by the patch. -
Metallica Guitar Hero Release Has Higher Quality Than CDs
Last week Metallica released a new album, Death Magnetic, on traditional CDs as well as downloadable content for Guitar Hero III. Fans quickly noticed that the sound quality on the CD version was noticeably below-par, thanks to the recording studio's decision to sacrifice range for loudness. However, the tracks released for Guitar Hero III made no such sacrifice, as proved by Mastering Engineer Ian Shepherd. NME found an audio clip comparing the two tracks. This comes alongside statements from Activision claiming that Aerosmith's recent venture into Guitar Hero is generating more success for the band than their actual albums. -
Mythic Launches Warhammer Online
After four days of "head-start" players getting the run of the servers, Warhammer Online launched today to the rest of the public. Mythic took the opportunity to explain why they think World of Warcraft players should give them a chance, highlighting their focus on PvP (or Realm-vs-Realm in this case), and their desire to keep time-intensive activities to a minimum. Creative director Paul Barnett says it's "a bit like Batman." 1.5 million copies of the game have already been sent to retailers, so they're clearly expecting a solid launch. The folks over at Massively have developed an excellent series of guides for players looking to get into the game. They explain and contrast general career choices and look at individual classes as well. They also have a variety of interviews and descriptions of gameplay. -
Full Guitar Hero: World Tour Set List Released
Activision finally unveiled the full 86-song track list for Guitar Hero: World Tour, which is set to come out October 26th in the US. The list contains a wide variety of artists, from Creedence Clearwater Revival to Tool to Ted Nugent. Activision also recently acquired FreeStyleGames to "develop new music-based IP," such as DJ Hero. GH:WT's set list shares 13 songs with Rock Band 2, which is due out tomorrow and may get its own reality TV show. Gamespy ranked the RB2 track list by difficulty. -
Will Modern Games Stand the Test of Time?
The Multiplayer blog spoke with Tadashi Iguchi, one of the developers for the recent Pac-man and Galaga remakes, about the decision to bring new life to old classics and whether today's games will receive similar treatment twenty years down the road. "'I think more than half of the games you see today with huge budgets and such a "realistic" focus will be either stale or forgotten in 20 years,' he said. 'On the other hand, the masterpieces of the '80s will definitely be enjoyed far into the future. The reason for this is simple — many of these classic titles have unique and fascinating mechanics that can't be diminished by the advancement of technology.'" -
Diablo 3 Developer Explains Health and Potion Changes
One of the new features in the upcoming Diablo 3 release is a change from the traditional potion-guzzling, inventory-clogging system of previous games to a new scheme in which monsters drop health orbs on the ground that refill your health when you touch them. Lead Designer Jay Wilson says the change makes for more varied gameplay and a more consistent way to scale difficulty. He told the Multiplayer blog: "When the player has similar downsides, it means we can make a lot more interesting monsters. We don't have to kill you to challenge you. We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting." -
Diablo III Designer Defends New Look and Feel
In response to a fair amount of angry outcry at the new look and feel for Diablo III, designer Jay Wilson has critiqued some fan-altered screenshots and defended the new style. "The key thing to remember here is that this has been Photoshopped. This isn't created by the engine. Though it looks really cool, it's almost impossible to do in a 3D engine because you can't have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons." -
Nintendo Unveils Wii MotionPlus
Tim MacDonald writes "In a pre-conference announcement at E3, Nintendo has unveiled the newest accessory for the Nintendo Wii — the Wii MotionPlus. The Wii MotionPlus combines with the Wiimote's accelerometers and the Sensor Bar to give true, almost 1:1 matching of motion. More to come during Tuesday's conference." If all these battery mods and add-ons to the Wiimote continue my controller is going to start looking less like a controller and more like a quarterstaff. Looks like the wrist strap is going to have to go through another round of beefing up. -
Blizzard to Boll - DENIED!
Drathos writes "From MTV Movies Blog by way of WoW Insider: Everyone's least favorite director, Uwe Boll approached Blizzard about making a World of Warcraft movie. Their response? "We will not sell the movie rights, not to you ... especially not to you."" -
When Are Kids Old Enough to Play Videogames?
A piece at the MTV Multiplayer blog is exploring the issue of kids and gaming, wondering aloud how old is 'old enough'. A recent CES talk indicated that you should wait until at least seven to introduce your children to Mario, and we've talked in the past about the educational role games can have. MTV's Tracey John spoke to a pair of mothers who offered their own opinions on this topic: "When I asked Alisa why she thought that games weren't imaginative and explained that many games have challenging, puzzle-solving elements, she conceded a little but remained skeptical. 'Honestly, I haven't really explored video games thoroughly, and I'm sure there are video games that fit more the bill of something that I'd be interested in, but I'm kind of hard-pressed to find a game that's like reading a book or something like that. I understand the kids like it, so I allow them to do it; it's monitored but it's not my favorite thing for them to be doing.'" What's the right age for a kid to start playing games? Do you see games as more or less acceptable than traditional kid pastimes like TV or reading? Does it matter if the parents are gaming-savvy? -
What Was Your First Gaming Experience?
Stephen Totilo, at the MTV Multiplayer blog, recently put up a piece that asked a number of notable games industry folks all about their first time gaming. Several had some unique answers, with Peter Molyneux (Black and White, Fable) probably taking the cake: "It would have to be the original Pong. I can clearly remember seeing it in a shop window on Guildford High Street and being utterly transfixed - I had never wanted anything so much - in fact I stole money from my grandmother's purse to buy it. I got it home, took it apart, and never got it to work again - but from that moment on I was hooked on all things to do with computer games." What was your first experience with gaming? d20s on a kitchen table? A Nintendo Entertainment System under the Christmas tree? -
Games Industry Things We Should Leave Behind in '07
MTV's Multiplayer blog has a list of nine videogame concepts we should be 'leaving behind', left to rot in the now-passed year of 2007. From the countdown clocks to Halo 3, their snarky list leaves no stone unturned: "The Phrase 'Next-Gen' - Ladies and gentlemen, 'next-gen' is now. Everyone from PR firms to development studios are still using this phrase. Please, I beg of you, stop using "next-gen" until the PS4, Xbox 4000, and the Nintendo Super Wii are slated for release. Those consoles will officially be 'next-gen.' The PS3, Wii, and 360 are the current generation of games. Now is the time to accept it." -
MTV: 2007 Borked the Music Industry
Sockatume writes "MTV thinks 2007 was the year the music industry broke, and provides a hefty pile of examples to justify it. Unsurprisingly, most of them revolve around the collapse of CD sales and the rise of digital distribution (authorised and otherwise). Be advised that many of the examples are the continuations or repercussions of old favourites (RIAA suits, the Sony rootkit fiasco)." -
The Finest Moments in 2007 Gaming
Stephen Totilo, as he did last year and the year before, has put together a piece looking at the finest gaming moments to be had in 2007. From the high-jumps of Portal to the Colossus battle in God of War 2, he's got a lot of gaming goodness packed into this one article. My favorite moment (the end of Mass Effect) isn't on there, but this is a close second: "Late in the much-praised first-person shooter BioShock, the player is required to don the outfit of another character in the game. Saying much more about this moment would ruin the effect. But rest assured, this transformative sequence changes the way every character in the world reacts to the player's presence. Plus, it might just give a BioShock player some pause about what they had been doing for the dozen hours that preceded the moment. Saying anything more would be a spoiler." -
The Finest Moments in 2007 Gaming
Stephen Totilo, as he did last year and the year before, has put together a piece looking at the finest gaming moments to be had in 2007. From the high-jumps of Portal to the Colossus battle in God of War 2, he's got a lot of gaming goodness packed into this one article. My favorite moment (the end of Mass Effect) isn't on there, but this is a close second: "Late in the much-praised first-person shooter BioShock, the player is required to don the outfit of another character in the game. Saying much more about this moment would ruin the effect. But rest assured, this transformative sequence changes the way every character in the world reacts to the player's presence. Plus, it might just give a BioShock player some pause about what they had been doing for the dozen hours that preceded the moment. Saying anything more would be a spoiler." -
The Finest Moments in 2007 Gaming
Stephen Totilo, as he did last year and the year before, has put together a piece looking at the finest gaming moments to be had in 2007. From the high-jumps of Portal to the Colossus battle in God of War 2, he's got a lot of gaming goodness packed into this one article. My favorite moment (the end of Mass Effect) isn't on there, but this is a close second: "Late in the much-praised first-person shooter BioShock, the player is required to don the outfit of another character in the game. Saying much more about this moment would ruin the effect. But rest assured, this transformative sequence changes the way every character in the world reacts to the player's presence. Plus, it might just give a BioShock player some pause about what they had been doing for the dozen hours that preceded the moment. Saying anything more would be a spoiler." -
Jerry Bruckheimer Teams With MTV For Games
Well-known action film and television producer Jerry Bruckheimer has teamed up with MTV Games to make games. Stephen Totilo and the MTV Multiplayer blog had a chance to speak candidly with the director himself, as well as the MTV executive behind the deal, Jeff Yapp. "Bruckheimer: I think the same kind of stuff we bring to television and films, we always want to look at things a little differently from other people. Pirate films were dead for a long time and we put Johnny Depp in it and created an unforgettable character. We did the same thing with fighter pilots in "Top Gun" and dancers in "Flashdance." So we're just trying to see things a little differently." -
Jerry Bruckheimer Teams With MTV For Games
Well-known action film and television producer Jerry Bruckheimer has teamed up with MTV Games to make games. Stephen Totilo and the MTV Multiplayer blog had a chance to speak candidly with the director himself, as well as the MTV executive behind the deal, Jeff Yapp. "Bruckheimer: I think the same kind of stuff we bring to television and films, we always want to look at things a little differently from other people. Pirate films were dead for a long time and we put Johnny Depp in it and created an unforgettable character. We did the same thing with fighter pilots in "Top Gun" and dancers in "Flashdance." So we're just trying to see things a little differently." -
Talking With the Women Working In Games
MTV's Multiplayer blog is working, all this week, on a series of interviews called Women Working in Games. They've already had great discussions with Ubisoft's Elspeth Tory on the Ubisoft/SomethingAwful thing, and X-Play's Morgan Webb about her work on cable television. They've also spoken with GameGirlAdvance's Jane Pinckard about the differences between men and women and the games they play. "I also think that women have traditionally been at the forefront of this, because they're burdened with more than their fair share of house work and childcare, usually. That's just statistical. And so they're going to have less leisure time for games. Now men are sort of catching up. But I think women have always been less free to play games the way that men have. So maybe that's why women play casual games or they play more casually. And they just don't want the same kind of game that requires 20, 40 hours of play. I think that's totally right." Tomorrow they're speaking with Brenda Brathwaite, a designer and author of the book Sex in Games. -
Talking With the Women Working In Games
MTV's Multiplayer blog is working, all this week, on a series of interviews called Women Working in Games. They've already had great discussions with Ubisoft's Elspeth Tory on the Ubisoft/SomethingAwful thing, and X-Play's Morgan Webb about her work on cable television. They've also spoken with GameGirlAdvance's Jane Pinckard about the differences between men and women and the games they play. "I also think that women have traditionally been at the forefront of this, because they're burdened with more than their fair share of house work and childcare, usually. That's just statistical. And so they're going to have less leisure time for games. Now men are sort of catching up. But I think women have always been less free to play games the way that men have. So maybe that's why women play casual games or they play more casually. And they just don't want the same kind of game that requires 20, 40 hours of play. I think that's totally right." Tomorrow they're speaking with Brenda Brathwaite, a designer and author of the book Sex in Games. -
Talking With the Women Working In Games
MTV's Multiplayer blog is working, all this week, on a series of interviews called Women Working in Games. They've already had great discussions with Ubisoft's Elspeth Tory on the Ubisoft/SomethingAwful thing, and X-Play's Morgan Webb about her work on cable television. They've also spoken with GameGirlAdvance's Jane Pinckard about the differences between men and women and the games they play. "I also think that women have traditionally been at the forefront of this, because they're burdened with more than their fair share of house work and childcare, usually. That's just statistical. And so they're going to have less leisure time for games. Now men are sort of catching up. But I think women have always been less free to play games the way that men have. So maybe that's why women play casual games or they play more casually. And they just don't want the same kind of game that requires 20, 40 hours of play. I think that's totally right." Tomorrow they're speaking with Brenda Brathwaite, a designer and author of the book Sex in Games. -
Talking With the Women Working In Games
MTV's Multiplayer blog is working, all this week, on a series of interviews called Women Working in Games. They've already had great discussions with Ubisoft's Elspeth Tory on the Ubisoft/SomethingAwful thing, and X-Play's Morgan Webb about her work on cable television. They've also spoken with GameGirlAdvance's Jane Pinckard about the differences between men and women and the games they play. "I also think that women have traditionally been at the forefront of this, because they're burdened with more than their fair share of house work and childcare, usually. That's just statistical. And so they're going to have less leisure time for games. Now men are sort of catching up. But I think women have always been less free to play games the way that men have. So maybe that's why women play casual games or they play more casually. And they just don't want the same kind of game that requires 20, 40 hours of play. I think that's totally right." Tomorrow they're speaking with Brenda Brathwaite, a designer and author of the book Sex in Games. -
LittleBigPlanet Demo Not Coming This Year
The MTV Multiplayer site has the saddening news that the LittleBigPlanet demo, probably one of the most-anticipated PlayStation offerings for this year, has slipped to 2008. Not terribly surprising given the time of the year. "'I can officially confirm that there won't be a demo this year,' Ron Eagle, senior manager of PR for Sony Computer Entertainment America told me. But he did say he's played 30 of the games 50 planned developer-made levels and that it's a lot of fun. He seemed genuinely pleased about his time with the game, but his company won't be showing more 'LBP' at least until next month. Eagle could only add that the full game is set for a 2008 release. And with that, the video game release calendar for 2007 is complete. No more delays. No more surprises. Right?" -
Croal vs. Totilo - The Portal Letters
Today Newsweek's N'Gai Croal and MTV's Stephen Totilo conclude another of their fascinating email correspondences, this time surrounding Valve's recently released Portal . In part one, the two journalists explored the power of minimalism in gaming, and why that 'less is more' attitude worked so well. Part two saw the pair wrestling with some fundamental disagreements about the nature of character in the game. In today's finale, the twosome addresses the game's brief length, and how that made the game all the better. "What's great about Portal's approach is that suggestive spareness of the plot and the absence of characterization leaves us plenty of room to fill in the blanks with our imagination, which, when supported by a framework as precisely and elegantly thought out as it is here, delivers a more powerful final product than many other games that give us plenty of characterization and story but precious little genuine mystery ... Portal goes one step further and questions the very nature of the person thing giving us those orders; like you said, Valve's puppeteering of its players." -
Game Journalists Go Head to Head in 'The Metagame'
The Metagame event, held this past GDC in San Francisco, garnered a good deal of buzz ... even if not that many people had a chance to see it. The folks behind GameLab set up another session of the inventive game-knowledge gameshow, and pitted two pairs of journalists against each other to see who could better argue their (randomly determined) cases. The results are not only hilarious, but viewable on the MTV website. -
The Story Behind the Bioshock Hacking Mini-Game
MTV's Multiplayer Blog has a chat with Dorian Hart, the designer at 2K Boston that gave us the pipes-like hacking mini-game in Bioshock. The two of them discuss the reason we direct blue liquid to win, the fan reaction to the game, and the value mini-games bring to their 'parent' titles. "I suppose it certainly gives the game an extra dimension: something else to do other than shoot. In a shooter, even a shooter that has small variance in how the game plays out, the number of verbs that you actually use in a given 10 minutes, half an hour, an hour of gameplay is pretty limited: you have a gun; you shoot it. Having a mini-game just gives the player a different thing to do, a way to break the player out of a rut they may be in, in how they're thinking about what they're playing. It engages a different part of their brain. As long as it's not too onerous or forced upon the player too commonly. They say, "Variety is the spice of life," and I think that applies in this case. As long as you don't make it an essential, unavoidable, too-important part of the game, because people are expecting a shooter." -
Colbert Ballot Bid Shot Down
wizzard2k writes "Some of you may have seen Stephen Colbert's bid for the South Carolina Presidential Primary, however it seems his hopes to appear on the ballot as a candidate for the Democratic Party have been shot down. From the report: 'Stephen Colbert's bid to get on the ballot for the upcoming Democratic primary in his home state was shot down on Thursday (November 1) by the executive committee of the South Carolina Democratic Party. Colbert's bid was voted down 13-3 ... Using criteria such as whether the candidate was recognized in the national news media as a legitimate candidate and whether they'd actively campaigned in the state, the committee put the kibosh on the Colbert bid.'" -
Nintendo's Perrin Kaplan Takes A Bow
The MTV Multiplayer blog is playing host to a two-part interview with outgoing Nintendo president of marketing Perrin Kaplan. A well-respected figure in the games business, Kaplan's 'exit interview' with Stephen Totilo touches on everything from the missing September surprise to why the US doesn't have a fan club. "You know we've taken a really close look at what they're doing in Europe and what they're doing in Japan. You have to remember that, geographically, we're much bigger here and cost-wise, it is much more expensive to run a program like that. We try to do pre-sale with our retailers as often as possible. You're talking about a scale that is much larger. But we do look at the differences in markets and what consumers are liking. It's just a difference in scale." Good luck to Ms. Kaplan in her future endeavors. -
Nintendo's Perrin Kaplan Takes A Bow
The MTV Multiplayer blog is playing host to a two-part interview with outgoing Nintendo president of marketing Perrin Kaplan. A well-respected figure in the games business, Kaplan's 'exit interview' with Stephen Totilo touches on everything from the missing September surprise to why the US doesn't have a fan club. "You know we've taken a really close look at what they're doing in Europe and what they're doing in Japan. You have to remember that, geographically, we're much bigger here and cost-wise, it is much more expensive to run a program like that. We try to do pre-sale with our retailers as often as possible. You're talking about a scale that is much larger. But we do look at the differences in markets and what consumers are liking. It's just a difference in scale." Good luck to Ms. Kaplan in her future endeavors. -
Ratchet and Clank's Trek Towards Pixar Quality Visuals
MTV's Multiplayer Gaming site has up a discussion with Brian Allgeier, creative director on the latest iteration of the Ratchet and Clank series. The Ratchet games are made by Insomniac, who released Resistance at the same time the PS3 launched last year. That makes them unique, one of the first teams to have a second PlayStation 3 title out, and it shows in their amazing graphical presentation. The interview covers the team's trek towards an internal idea of 'Pixar-quality' graphics. "The new game is designed to sell itself at a glance. The hook is the image, the approaching-Pixar graphical quality. It's the product of 125 developers at Insomniac, a surprisingly small increase in team size from the 110 who made the third Ratchet game, Up Your Arsenal, for PS2. Allgeier conveyed some stats to emphasize the boost in graphical quality: 90 joints in Ratchet's face in the PS3 game compared to 112 joints in his whole body in the PS2 games; 'tens of thousands' of particle effects on the screen at any one time on PS3 compared to 3,000 in the PS2 Ratchet games. The game's action glides at 60 frames per second, double the rate of Insomniac's Resistance game. But, again, it's not numbers that count. It's just supposed to take a glance." Meanwhile, for more on the development process, the PlayStation blog has up a video post by Brian Hasting, Chief Creative Officer at Insomniac, on clarifying the vision of the game. -
The Orange Box Review
"PC Gaming is dying," the analysts tell us. "The Massive genre is the only viable business model left," websites report. That they're off the mark is obvious to anyone that's actually played a PC game in the last few years; games like Sam and Max , Battlefield 2 , or any of the numerous puzzle titles available online prove the flexibility and strength of the PC platform. Then, every once in a while, you get an offering like the Orange Box. A value-packed storm of content from Valve, this single sku offers five complete games at an amazing price. That would be great, even if the games weren't any good ... but they are. They're very, very, very good. Read on for my impressions of Half-Life 2: Episode 2, Team Fortress 2, and (the cake is a lie) Portal.- Title: The Orange Box
- Developer/Publisher: Valve
- System: PC (360, PS3)
- Genre: Story Based Shooter/Team Multiplayer Shooter/Shooter Puzzler
- Score: 5/5 - These games are all classic titles. They transcend genre, and are worth playing by almost any gamer. Certain to be a part of many serious gamers' collections, definitely worth purchasing, and a great value for your dollar.
Given the amount of time it has taken Valve to release this, the next chapter in the Half-Life saga, it's not surprising that their thinking about episodic content has changed significantly. At this point, rather than being a continuation of Half-Life 2, Valve now effectively sees these episodes combined as Half-Life 3. That new focus is evident in Episode Two, in terms of storytelling and pacing. It picks up just a few moments after Episode One left off, with Gordon and Alyx picking their way out the wreckage of a train in the forest outside of City 17. The story almost immediately kicks into gear, hooking you up with members of the resistance, pitting you against an antlion hive, and forcing you to drive through trackless wastes on the way to your ultimate destination. Though there is plenty of action, the storyline of the Half-Life tale is greatly advanced over the course of the game. There are a few answers handed out but, as with any middle child in a trilogy, there are many more maddening questions raised by the events of the game.
More than a year has passed since the release of Episode One, and as a result numerous promises about Episode Two's gameplay have been muddied as a result. Many of the most-discussed new gameplay elements (Strider-busters, open environments) only come into play at the game's climax. Primarily, you'll be following the same sort of well-crafted (but very much walled-in) path seen in previous entries in the series. For some, this may be a disappointment - a more open environment was a much-discussed element of this title during its development. Personally, I was pleased by the game's focus. A Valve hallmark has always been tightly crafted progress, measurable movement through the gamespace. That focus is sharpened to a knife's point in Episode Two, with the intermingling of action, story-based downtime, and quick puzzles being better than ever before. And that climax ... it's essentially a race against time, putting every skill you've learned over the course of three games to the test. It's fantastic.
From an audio/visual standpoint, Episode Two more than meets expectations set by the previous chapters in the series. The new Hunter designs are deadly works of art, and carry a sound design to match their menacing appearance. The imagery of the portal storm left in the wake of Episode One dominates the skyline for much of the game, providing not only a visual landmark but a very concrete reminder of what has come before. The voice acting, as always, hits a high water mark for emotional resonance; and there's quite a bit of emotion to convey in this title. Once again, you're left with a very high opinion of Alyx Vance and the other members of the resistance against the combine.
For me, that emotional connection was the takeaway from this chapter in the series. The gameplay is just as solid as it has been in the past (essentially flawless). Other than hunting the Hunters (they don't like tires in the face much), there weren't a lot of stand out combat or puzzle elements. Which was fine, because I very much focused on the storyline as it unfolded around me. Much like Empire Strikes Back Episode Two ends on a down note, making you question what the future will bring in a hard and sometimes confusing world. Unlike that trilogy, though, the end of Gordon Freeman's tale has yet to be told. Just one more game to go before we find out the ultimate fate of the Freeman.
Team Fortress 2
Team Fortress 2 is a substantial redressing of a venerable entry into multiplayer gaming. Built on the original Half-Life engine, the first Team Fortress game was one of the first examples of role-based team play on the PC. The older game, with its own quirks and peculiarities, is still beloved by thousands of FPS gamers; indeed, some of them feel somewhat put off by Valve's re-envisioning of the game. Grenades are no longer a weapon available to every class, each of the classes has undergone significant retooling, and the unique visual aesthetic more resembles a Pixar film than a hardcore multiplayer shooter. What those changes add up to, though, is one of the most approachable online shooters ever released for console or PC.
Valve has chosen to apply the same kind of design directives to online combat that it applies to the single-player experience of games like Half-Life 2. Playing the game online (there is no single-player component) is like a moment-to-moment tutorial. Nuances of play become obvious as you progress through a match in your chosen class. The Medic profession is the best example of this philosophy. The character's healing gun links him to a particular character, creating a bond between two players who (in all probability) don't know each other. Learning to play the Medic is an interplay between your positioning vs. your partner, your positioning vs. opponents, and deciding when to use the 'invincibility charge' that slowly builds up as you apply healing. As a member of another class you learn the nuances of keeping your healer protected or (if you're on the opposing team) that shooting the medic first is often the best approach.
This 'tutorial-as-you-go' experience applies to every one of the nine classes. The complete team roster is a balanced array of strengths and weaknesses. Assuming that your team can agree to not all play the same class, they should allow either effective offense or defense as the scenario allows. The other Valve hallmark shows up in these classes: they're all fun. Each offers a substantially different play experience, but you can have an amazingly good time with each of them. Whether you're dropping turrets into play or wielding a fast-firing heavy machine gun, you'll have the opportunity to participate and make a dent. And if you're not having fun, it's a matter of a few moment to switch to a different class.
TF2 has some weighty competition in the online FPS space this year, but from what I've seen none can compete with it in terms of approachability. Halo 3 played online is fun, to be sure, but the preternatural skills of your opponents gets really old after a while. Team Fortress 2 rewards skill, to be sure, but the shallowness of the learning curve and self-teaching mechanisms means that expertise in TF2 is a much lower piece of fruit. Ultimately, isn't that the sign of a great online game? One that lots of people can participate in?
Portal
Words are ill-suited tools to describe the sheer amusement value of Portal. At about three hours long, it's one of the shortest games you'll play this year. You have absolutely no offensive weaponry, no special powers, and for most of the game your only real opponent is yourself. It's still, bar none, one of the best games I've ever played. You likely already know the basic premise of the game: you have a gun that makes holes in space. The Portals connect two points in reality and allow movement through them. You'll be using the device to solve puzzles, move through levels, and generally keep yourself alive in the face of the game's environment.
These puzzles are an absolute distillation of the Valve philosophy. Every challenge provides you with all the instruction you need to escape ... though their solutions are not always immediately obvious. Each one is only slightly more difficult than the last, and builds incrementally on every lesson you've previously learned. Portal is not only an excellent game, it's also a microcosmic example of the human learning process. This results, near the end of the game, in astonishing feats you would never have thought possible at the start of your journey. This plottable line of advancement from the simple to the sublime is the core of the game.
That said, more than just fun gameplay makes this title stand out. Aside from the Portal gun, you have but two companions on your journey. The voice from the ceiling, telling you what to do while lying out of one side of her face, is an artificial personality. The other companion is a lifeless cube. If that sounds sort of grimly funny, you're already getting the joke, and the point. Portal is hilarious in an Edward Gorey-meets-Douglas Adams sort of fashion, dark humor mixing with futurism for the sake of futurism.
Portal, then, is funny and intelligent in equal measure. It's wholly unlike anything else released this year, and on its own validates the entry price for Orange Box purchasers. It is, in point of fact, well worth buying all on its lonesome if you are interested by the rest of the offerings Valve has here. It also has the benefit of having the one of the best game songs ever made as its finale track.
Conclusion
Valve's Orange Box is easily one of the best offerings available for any platform this year. It's an amazing value and variety, offering story, online play, and intellectual challenge in equal measure. Every component of the piece is so strong that it could stand on its own - together it's an unstoppable force of gaming goodness. It's worth noting that reality intrudes on every element of perfection - lag has been a problem for Xbox 360 Team Fortress 2 players, but a patch is on the way. Otherwise ... there's really very little to complain about here. It's boring and unfunny to say "the whole thing is terrific" and leave it at that.
But then, I'm a nerd. The whole thing is terrific. In the face of dozens of high-price AAA titles this Christmas season Valve's offering stands out from the crowd with a clusterbomb of content that won't be easily put down. People will be playing TF2 for literally years to come, if you're done with Episode Two you can go back through it gnome-style, and I fully expect Portal to be supported by fan-created rooms for a long, long time. It's well worth buying for anyone that enjoys the first-person perspective on gaming, regardless of what kind of gamer you are. Now if I could only get that song out of my head ...
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Mario Might Save Christmas?
Last week there was a Nintendo media event giving the gaming press preview experiences for the Christmas season's games. 1up has a look at all the titles on offer, but the one that (understandably) got the most attention was Mario Galaxy for the Wii. Wired's Chris Kohler thinks Mario's bee suit might save Christmas, while MTV's Stephen Totilo has comments from an hour hands-on with the game ala Games For Lunch. From Totilo's comments: "Each planetoid presents a challenge -- squash things, collect things -- that rewards players with the creation of a new launch star. I've launched Mario to a sphere that looks like it's made of wood. A star guy of some sort is in a glass jar. I need to kill all the Goombas to free it. I can jump on their heads, but I can also do the spin move, which knocks them dizzy and sends them spinning themselves. If Mario runs into them while they spin, they die." -
The Importance of Portal
Team Fortress 2 and Episode Two may have been more anticipated elements of Valve's Orange Box offering, but it's the charmingly small Portal that's been getting a lot of attention in the last few days. MTV's Multiplayer blog thinks the game has the move of the year, and the Gamers with Jobs site offers up a convincing argument why Portal represents a significant step forward for storytelling in games: "Portal is an object lesson in interactive storytelling. We in the media are so fond of shaking our heads, scratching our beards and looking for the "art" in videogames. Well it's time for us all to shut the hell up. This is it. It's in this finely crafted, lovingly rendered piece of short-story literature. Honestly, I'd be surprised if the authors themselves see it as the accomplishment it is. It's a simple set of mechanics, a few pages of sound-booth dialog, a handful of textures and repetitive level designs. But then, a novel is only made up of 26 letters, black ink and white paper. And most artists of lasting brilliance don't recognize the importance of their own work. And how many now-revered musicians and painters died unknown and broke?" If you still haven't heard it, Jonathan Coulton's 'Still Alive' (the ending theme to Portal) has been in my head for over a week now. Just try to get it out of yours. -
First Look at World of Warcraft Comic
The MTV Multiplayer blog has a first look at the World of Warcraft comic book slated to start its run next month. Set to be published by the Wildstorm imprint, and written by "Thor" and "Orion" veteran Walter Simonson, the comic will focus on the exploits of an amnesiac human washed up on the shores of the continent of Kalimdor. "Simonson said the comic will be 'very much tied to the lore and to the Warcraft history.' 'If you're a longtime player, I think the comic is a revelation about some of the mysteries,' he explained. 'There are mysteries from the past that have never been totally addressed within the game, or at least we're able to address them in the comic in a way that the game hasn't been able to.' He also said that he tried to write the comic so that it appeases Warcraft fans as well as newcomers." For a taste of the art from the first issue (done by Ludo Lullabi and inker Sandra Hope), the site has the first five pages available for viewing. -
What Would Make Manhunt 2 Acceptable To BBFC?
MTV's Multiplayer Blog wonders aloud what would make Manhunt 2 acceptable to the BBFC. The BBFC rejected the game for a second time a few days ago, and now MCV is reporting that the version they rejected was identical to the US version approved for an 'M' rating by the ESRB. From the BBFC's response: "Unfortunately I cannot list the changes we suggested as this is a matter between us and the distributor and if they are not happy to give you chapter and verse I'm afraid I can't either. I can say, however, that the changes were to the level of visual detail in the kills and to some of the dialogue. As our news release said, 'The impact of the revisions on the bleakness and callousness of tone, or the essential nature of the gameplay, is clearly insufficient. There has been a reduction in the visual detail in some of the 'execution kills', but in others they retain their original visceral and casually sadistic nature.'" -
A Case for Video Game Remakes
The MTV Games site has up a talk with Morgan Grey, the producer on the recent title Tomb Raider: Anniversary. Anniversary is a remake of the now-classic original Tomb Raider title and (perhaps not unsurprisingly) Grey makes an argument to Stephen Totilo that game remakes are a way of preserving gamer culture. "'We have all witnessed remakes of movies that have been modernized for us to digest that came out 50 years ago before we were born,' he said as a point of comparison. If games are to achieve the same timelessness, the classics need to be easily accessible. But anyone who has tried to play certain 3-D gaming classics from even just five years ago -- let alone tried to get someone who didn't play them at the time to put up with outdated controls, graphics or camera-work -- know that it's hard to appreciate them." Grey goes on to point out that this is less true of 2D titles; he's primarily talking about 3D games here. Any titles you'd like to see remade, like Anniversary, or even re-envisioned ala Prince of Persia? -
Official - Bungie Departing Microsoft
jasoncart writes "Microsoft today confirmed the news that has been speculated for some days, that Halo developer Bungie is 'on the path' to becoming an independent company. Microsoft describes this as an 'evolution' of their relationship, but no concrete reason is given for this move. 'Shane Kim, corporate vice president of Microsoft Game Studios, said the company was "supporting Bungie's desire to return to its independent roots". However, he added, Microsoft "will continue to invest in our Halo entertainment property with Bungie and other partners, such as Peter Jackson, on a new interactive series set in the Halo universe". "We look forward to great success with Bungie as our long-term relationship continues to evolve through Halo-related titles and new IP created by Bungie," he added.'" MTV wonders out loud ... if Bungie doesn't make Halo 4 who will? The official press release from Bungie gives you the same information from the other side, as does an interview with Frankie at GameDailyBiz. Update: 10/05 21:25 GMT by Z : In the wake of the announcement Kotaku has a quickie email interview discussing the future of the company. -
Mass Effect Collector's Edition Info, More Background Unveiled
Several pieces of Mass Effect information have come up recently. Eurogamer had the chance to get some hands-on time with the title and speak to BioWare's Greg Zeschuk. " When we started Mass Effect's development, we decided to do a big space epic, we went away and wrote the story, and we just felt it fitted better as installments. But a key thing for us is, we never want to make a game where the end of part one doesn't feel like the end. That's not to say we'll never have any kind of cliffhanger, but you've got to be satisfied with the ending." For more of a sense of the game, check out a video exclusive over at MTV: a tense confrontation between the protagonist and the bounty hunter Wrex. Finally, if you're the type to like extras, they've finally released details of what's going to be in the Limted Edition. -
Croal vs. Totilo - Metroid Prime 3 vs. BioShock
Another round of considered commentary from two game journalism luminaries is now completed, and ready for your consumption. Newsweek's Croal and MTV's Totilo go back and forth on the merits of those 'other' console shooters, the ones without Halo in the title. What follows is a fascinating conversation focused on the titles BioShock and Metroid 3, with a wide-range of topics explored. They touch on the importance of a memorable opening, the sense of empowerment required for a good game, and a few words on what may have been lost in the move to 3D in the Metroid series. 'There's a very real argument to be made that something was lost in the transition from 2D to 3D, which is what the Wii's backers have been happy to talk about. While it's worth exploring why the transition ruined things for some gamers, I think little has been discussed about why other gamers didn't lose touch and what kind of tastes may have developed in those of us who stayed hardcore on both sides of the break. What do such gamers have to add to a discussion that so often deals only with the lapsed 2D gamers and the children of the 3D era, to say nothing of the outsider casuals?'" -
Croal vs. Totilo - Metroid Prime 3 vs. BioShock
Another round of considered commentary from two game journalism luminaries is now completed, and ready for your consumption. Newsweek's Croal and MTV's Totilo go back and forth on the merits of those 'other' console shooters, the ones without Halo in the title. What follows is a fascinating conversation focused on the titles BioShock and Metroid 3, with a wide-range of topics explored. They touch on the importance of a memorable opening, the sense of empowerment required for a good game, and a few words on what may have been lost in the move to 3D in the Metroid series. 'There's a very real argument to be made that something was lost in the transition from 2D to 3D, which is what the Wii's backers have been happy to talk about. While it's worth exploring why the transition ruined things for some gamers, I think little has been discussed about why other gamers didn't lose touch and what kind of tastes may have developed in those of us who stayed hardcore on both sides of the break. What do such gamers have to add to a discussion that so often deals only with the lapsed 2D gamers and the children of the 3D era, to say nothing of the outsider casuals?'" -
Sony Dismisses Critics of Lair
Despite some very public, very negative criticism of Factor 5's dragon/shooter Lair, Next Generation notes that Sony remains unfazed. "Outgoing SCEA PR boss Dave Karraker told Next-Gen in a phone interview that despite poor critical reception, the flying lizard game isn't necessarily grounded. 'At the end of the day, I'll be interested in the consumers' response, because the consumer awareness for this title was so huge.'" Meanwhile, MTV's Stephen Totilo notes, with more than a touch of seriousness, that Lairs production may have been a touch cursed. -
PS3 Issues Caused GTA IV Delay?
Dr. Eggman writes "According to statements made by Michael Pachter on Gamasutra, 'The Rockstar team had difficulty in building an exceptionally complicated game for the PS3, and failed to recognize how far away from completion the game truly was until recently.' The article goes on to describe an agreement between Rockstar and Sony not to favor the 360 by releasing their version first, necessitating the delay on the 360 as well. Pachter's comments are interesting, because all Take-Two has been willing to say is that 'technological issues' were causing the hold-up. " -
Manhunt 2 Ban Fallout, Game Rated AO By ESRB
In the wake of yesterday's announcement of a UK ban on Manhunt 2 , Rockstar has registered its disappointment at the BBFC's decision. The company simply stated that they 'respect those who have different opinions about the horror genre and videogames as a whole, but we hope they will also consider the opinions of the adult gamers for whom this product is intended.' Meanwhile, here in the US, the ESRB has given the game the dreaded AO rating, for adults only. If you're unfamiliar with this seldom-seen designation, it's essentially the 'kiss of death' for a title at retail; a number of popular videogame outlets refuse to carry titles with that rating. MTV's Stephen Totilo has a lengthy and considered discussion of these proceedings. "For 'Manhunt 2,' signs pointed to the title being both less and more extreme than the first. Gone from press previews were mentions of snuff films and Directors. Instead, a more traditionally violent video game premise: one man's struggle to stay alive in an insane asylum gone mad." -
Video Game Documentary Stirs Up Controversy
Game Master writes "Billy Mitchell has long been one of the gaming industry's most recognizable players. He appears in a new documentary, King of Kong, which has been screening to very positive reviews at film festivals around the country, and has been picked up by a major motion picture distributor. The movie, which portrays Billy in a very negative light, has come under fire recently in an article posted at MTV.com, where Billy and others spoke out about what they believed to be an unfair portrayal in the film. 'Ultimately, the documentary hasn't settled the Mitchell/Wiebe debate, which has been going on for nearly a half-decade. Mitchell, Day, Mruczek and several other arcade aficionados are now compiling a response to the film, a timeline they plan to post on TwinGalaxies.com in June. An early draft of the document lists [what they refer to as] KOK fiction, like, "Billy Mitchell will stop at nothing in order to keep his DK score," and promises facts that will prove those assertions wrong.' The end of the article seems to imply that legal action may follow." -
LittleBigInterview
The Guardian Gamesblog has up an interview with Leo Cubbin, a Sony point man on the LittleBigPlanet project. They discuss the aim of the game, some of the challenges of balancing game fun and community participation, ways of ensuring that players contribute, and the future of the Game 3.0 economy. "The idea of creativity can be quite daunting to a lot of people. You give a blank piece of paper and a pen and say, "Be creative!" What do I do? People are looking for inspiration. With LBP we want to create a fuzzy felt experience, where we give the component parts to trigger the creativity. I don't think any of us as kids had a problem with cracking on and creating something when we were given a Lego set; it didn't really matter how it ended up. We're trying to give people the bare bones, and then we'll let them go." For more on the felt-and-imagination fueled title, Stephen Totilo shares impressions from Sony Gamer's day of the game. Complete with virtual puppet-slapping.