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April 3, 2010

Interview: Vector Unit's Small On Starting A Studio And Reviving Hydro Thunder

[Independent developer Vector Unit just announced its first game: a sequel to boat racing classic Hydro Thunder. Matt Small, half the founding team, talks to our own Chris Remo about the studio's history, game, and process.]

San Rafael, California-based independent studio Vector Unit has been operating under the radar for about two years, but at the recent PAX East consumer gaming event in Boston, the studio revealed its debut Xbox Live Arcade project: Hydro Thunder Hurricane [YouTube video trailer], the first true sequel to the 1999 arcade and Dreamcast powerboat-racing hit.

With only two core employees, creative director Matt Small and technical director Ralf Knoesel, along with roughly half a dozen more contractors during peak development, Vector Unit has stayed lean -- which is exactly how the founding pair likes it.

The Indie Catalyst

"Our goal is to make games that, as far as we are able to, feel like retail games, but are stripped down enough that we can produce them with a small team," Small explained to Gamasutra.

Small and Knoesel met in the late 1990s at the now-defunct Stormfront Studios, where they worked together on a number of projects, including Hot Wheels Turbo Racing and The Lord of the Rings: The Two Towers. The seed for the pair's future plans was sown when they collaborated on the Xbox boat combat game Blood Wake, which shipped in 2001.

"There were a bunch of water games that came out around that time, but especially Wave Race 64 and the first Hydro Thunder were big inspirations," Small recalled of Blood Wake's development. "About three years ago, we started talking about we wanted to do another boat racing game, and it all came together when we decided to start our own company and quit our jobs."

So in December 2007, Knoesel quit his job at Stormfront, Small quit his job at Electronic Arts, where he had transitioned, and the following month Vector Unit was born.

Origins of the Project

"I've always really been a fan of water games," Small told us. "I love the dynamic of being able to race on a field that's changing all the time."

"I think there originally were doubts as to whether you could make a game that was fast-paced enough on water, because boats tend to be slower than cars," he added, "but [1999's] Hydro Thunder showed you could make a really fast-paced racing game on a water surface and still have the water feel believable."

That love of the genre led Small and Knoesel to begin working on a boat racing prototype in 2008, before any publisher or license had been secured. In addition to their experience with Blood Wake, Knoesel's own background helped considerably.

"Ralf has a physics education, studying aerospace and fluid dynamics in school, and he came up with a water-based engine and built a combat boat game around that," Small said. "We were totally self-funded, and we spent the first six months or so working on our tools and our game engine, and coming up with a prototype for the boat racing game."

Armed with a core game, Vector Unit starting shopping the unnamed project around, and Microsoft expressed interest. After some discussion, "the idea of attaching it to Hydro Thunder came up," and Microsoft licensed the property from Midway, whose assets have since been acquired by Warner Bros.

The Evolution

Along with the new name, Hydro Thunder Hurricane, Vector Unit continued to modify its underlying mechanics, to fit both the license and the pair's own intuition.

"The original prototype was a little more sim-like," said Small. "There's this one particular feel, and you know it when you feel it on the controller, of the boat rocking over water -- when you're going over the water, you can carve into the slopes of the waves."

One of the key elements of a water-based game is believably selling players the notion that they are navigating through water, but one of the key elements of an arcade racer is maintaining high speeds and exaggerated mechanics, and those two necessities can be at odds.

"It's an interesting balancing act," said Small, discussing that conflict. "If you start going really, really fast, you start bouncing over the waves, and you lose the sense of digging into the water."

"We started with something pretty realistic, and then we spent a lot of time proving that we could crank the speeds up to 200 miles per hour and still have the boats straddle that line," he went on. "It's a question of keeping the realistic parts of the physics that feel good, like carving into the wave, and playing with downforce and dampening the buoyancy so that when you start going fast you don't get out of control."

Running the Studio

Hydro Thunder Hurricane has now been in full production for a little over a year, and Vector Unit plans to ship the game for Xbox Live Arcade this summer.

Small says that while developing a game with a core team of two plus a few contractors has been a big change from his days with large teams at Stormfront and Electronic Arts, there have been surprisingly few hitches, and the ability to operate in many roles has been mostly welcome.

"Some of my time was spent managing the contractors and the outsourcers, and doing a bit of art direction, but I got to get my hands in and do a lot of the modeling for the boats and tracks," Small said. "Ralf's title is technical director, but he programmed all the basic water physics."

Overall, he estimated, "you get to choose at least 80 percent of the time which hats you wear, and then sometimes you end up forced into wearing a particular hat."

The biggest challenge? Everyone on the team is critical. "With a big team, if somebody catches the flu and is out for a week or two, it's not that big a deal," Small explained. "One thing that caught us off guard is that when you have three artists on the team and one of them is out for a couple weeks, your production for the month can drop by half."

Thriving with a small team has largely been a product of maintaining focus, he said. He stressed the importance of "stripping out the stuff people expect in bigger games, like cinematics or elaborate scripted set pieces, and focusing on the core of the experience -- which, here, is the racing, the physics, the interaction with the other boats."

"Once you have the core engine and physics," he added, "you realize what parts of the game are surprising and fun, and you can find different ways of capitalizing on them."

Best Of Indie Games: Teleporting is Quicker Than Running

[Every week, IndieGames.com: The Weblog co-editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this edition include a fun one-button Gamma IV entry, a ten-second experimental game, a 2D platformer that features a frog with an indestructible umbrella, a puzzle game that features a teleportation gimmick, and a platform game where growing and shrinking your character is necessary to overcome traps and challenges.

Here's the highlights from the last seven days:

Game Pick: '10 Second Gospel' (Molleindustria, browser)
"10 Second Gospel is a short browser-based game that will take a couple of tries to beat, created by Paolo Pedercini as his entry into this month's Experimental Gameplay game development theme. Your objective here is to figure out what to do on each screen before time runs out, and if you make it to the end you'll be shown a quick congratulatory screen as a reward."

Game Pick: 'Winner Vs. Loser' (Ben Foddy, browser)
"Winner Vs. Loser is a one-button sports game that is best played together with a friend. In it, you can train for the hurdles event alone or compete with a buddy for the fastest time and boasting rights."

Game Pick: 'Teleportower' (Kaho, freeware)
"Teleportower is a puzzle platformer with fifty levels to play, split evenly between the five towers that you have to visit in order to beat the game. The objective here is to collect a blue gem located in the final room of each tower, but to do that you would first have to overcome a series of increasingly difficult challenges designed to thwart the efforts of any brave adventurer who attempts to loot the treasures within."

Game Pick: 'Specter Spelunker Shrinks' (Ken Grafals, browser)
"A Unity-based platformer in which you overcome obstacles and challenges by growing or shrinking the size of the main character. There are regular checkpoints scattered around the level to save your progress from time to time, although players won't be utilizing them too much as the entire adventure can be completed in half an hour or less."

Game Pick: 'Unblade' (uepom, freeware)
"Unblade (Record of War) is a 2D platformer in which you play as a frog carrying an indestructible umbrella, on a quest to find a kidnapped princess and rescue her from the clutches of an evil minion. Along the way you can collect power-up items that could be used to destroy floors or walls, replenish health, bombs that help you jump higher, and even the occasional invincibility spell or two to help you through a tricky section in a level."

April 2, 2010

Round-Up: Gamasutra Network Jobs, Week Of April 2

In our latest employment-specific round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including opportunities at Vicarious Visions, WB Games and many more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Trion Austin Software Engineer
"Trion World Network (www.trionworld.com) is the publisher and developer of games and original entertainment for a connected world. We have assembled many of the most respected names in the industry – with the backing of the world’s biggest media companies, Time Warner, NBC Universal, Bertelsmann, and of top venture capital firms, Trinity Ventures, DCM, Rustic Canyon – to fulfill the incredible potential that global broadband has created for games. With our innovative technology, we’re combining the best of online, gaming and traditional media to revolutionize the way connected games are designed, developed, and delivered."

WB Games Senior Designer
"The Senior Game Designer is also responsible for ensuring the AI uses the proper scripting logic as well as overseeing the creative design of the AI. He or she must mentor younger technical designers on best practices as well as pinpoint inefficient implementations."

Budcat Creations, Design Director
"Budcat Creations is a developer of quality entertainment software for the PC and console markets. With over eight years of development experience and more than fifteen published titles under its belt, Budcat stands ready to deal with anything thrown its way. A game studio in Iowa? Sounds like trickery. But, I assure you, we’re not actually a farm who has mistaken themselves as a game development studio. As far you will ever know, at least."

Guerrilla Games Senior Game Designer
"Guerrilla Games is looking to add a battle-hardened Senior Game Designer to its ranks for an upcoming project. If you're recruited, you will play a pivotal role in formulating the game design and guarding the game's vision. You will also act as a mentor, problem solver and source of bravery and inspiration for your fellow troops."

Tencent Games General Artist
"Tencent Boston is a premier game development studio led by industry veterans that are driving the creation of world class online games for a global audience. We are a division of Tencent Inc., one of the largest internet companies in China. If you’re an inspired, driven individual who is ready to take game development to the next level, then Tencent Boston is your new home."

Vicarious Visions/Activision, Art Manager
"Vicarious Visions (www.vvisions.com) has gained critical acclaim with hit titles for top brands such as Tony Hawk's Pro Skater™, Spider-Man®, and Star Wars®. VV games are known for pushing technical boundaries to deliver addictive gameplay and immersive art that bring favorite characters and worlds to life for portable, console, and PC gamers. VV offers a competitive compensation and benefits package including fully paid health benefits, bonus plan, flexible PTO plan, and 401K with match."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

IGF Finalist Feist Reappears With New Trailer

Nearly a year has passed since we've heard anything new about Feist, that other mysterious and silhouette-based platformer that seemingly disappeared despite the hype around it, but developers Florian Faller and Adrian Stutz have brought the game out of hiding with a new trailer to show off their progress.

For those of you who've already forgotten the game, Feist was a Student Showcase winner and a Main Competition finalist for the "Excellence in Visual Arts" at the 2009 Independent Games Festival. Though the project was far from finished and only offered a few playable levels, it also managed to pick up the grand prize at the 2008 Unity Awards.

"About two years ago, we’ve set out to journey the forests of FEIST and we’re still making our way through the underbrush," the duo posted on Feist's blog. "The way we’ve traveled has been long and there has been a lot we’ve learned and many interesting forest people we’ve encountered on the way. But we’re not yet satisfied, it’s not yet time to return home and call it a day."

"The forest still harbors secrets we’ve not yet dared to touch and therefore we ask all of you to give us some more of your patience as we venture even deeper into the parts where the trees stand so close they almost touch and the light of the sun never reaches their roots."

[Via @brandonnn]

Mount&Blade's Multiplayer Expansion Warband Released

Turkish developer TaleWorlds has released Warband, its expansion to the previously single-player medieval sandbox RPG Mount&Blade, adding online multiplayer battles that support up to 64 players. The new multiplayer mounted combat modes include Deathmatch, Team Deathmatch, Capture the Flag, Conquest, Battle, and Siege.

Though Warband is an expansion to the Mount&Blade PC game released two years ago, adding onto the single-player mode with new features and improving the user interface, the new release is considered a standalone expansion, as you're not required to purchase or install the original game to run Warband.

Other additions to Warband include a "graphic overhaul", a new faction, the ability to become king and to convince lords to become your vassals, and the option to marry a woman "for romance or cold political gain", winning her heart through poetry bravery.

Mount&Blade: Warband is available to purchase and download for $29.99 through TaleWorlds's shop. You can also grab a limited demo (your character will only reach Level 7) for free.

Opinion: The Future Of Retail And The Blockbuster Myth

[In this new GSW opinion piece, Divide By Zero CEO James Portnow says retail has a much longer life ahead than many often presume, and explains why comparisons to the video rental industry are irrelevant for games.]

Often in this industry I hear people speak of the imminent death of retail game stores. At each conference I’ve attended for the past two years, there’s been at least one talk about how digital distribution is poised to consume the now anachronistic brick-and-mortar institutions we all know so well.

I hate to be the one to burst our glorious digital dream, but retail's got a longer life than we, as an industry, seem to think.

Introduction

Before the flames begin (as this seems to be a touchy topic for reasons beyond my ken) and we decide to dismiss me as an anti-technology luddite fascist, or some other ridiculous forum-post fanboyism, I’d like to simply state my views on digital distribution: it’s great.

I love digital distribution. Be it Steam, Stardock or Greenhouse, PSN or XBLA, or my frickin' iPhone, I, as a consumer, I adore the convenience, the 24 hour schedule and the portability of digital goods.

None of this changes the fact that retail’s not going anywhere for five to 10 years.

The Blockbuster Myth

Many of you technophiles will remember the bold claims that Blockbuster would be undone by the digital revolution. In fact, a little web surfing will find you many reputable sources prognosticating Blockbuster’s demise in the first half of the '00s. And yet, in this, the two thousand and tenth year of the Common Era, if I were to ask you, dear reader, “Where is the nearest Blockbuster?”, almost universally you would be able to answer.

Of course Blockbuster isn’t what it once was. They’ve had their rough patches. Digital distribution has certainly hurt them... but not nearly as much as was anticipated.

Why do I bring this up? Because when discussing digital distribution, the decline in video sales is often brought up as a parallel to what is going on in our industry today, and yet the argument that digital distribution poses an immediate threat to retail is even less valid for game retailers than it was for movie rental chains.

So, if you will forgive, I’m going to make you endure one more paragraph about why if you ever hear someone bemoan the woes of film as a harbinger of the doom of Gamestop... run.

First, most of Blockbuster’s problems have actually been caused by their business model, not by the digital world at all. Blockbuster rents their goods, which means that they have to keep large amounts of product on hand. This has been a problem as they’ve had to endure two major format shifts in the last decade which made most of their existing stock worthless.

Blockbuster also primarily deals in film, which has seen its share of people’s entertainment budget decrease dramatically over the last decade as people began spending more time on the internet and on video games. The opposite is true of game retailers.

Lastly, film is incredibly easy to pirate and has no built-in methods of protecting itself against piracy (such as updates, hosted servers, et cetera), which leads me back to our main point: Retail will not start to die until there is a “download only” console generation.

Why Retail Has Legs

If you peruse the inventory at your local Gamestop, how much space is devoted to PC titles? Almost none. At this point, the video game retail business means console sales.

We can argue all day about whether this is because online digital distribution/piracy drove the brick-and-mortar retailer out of the PC space, but, any way you slice it, the indomitable behemoth that is GameStop can continue rolling along at its present rate without PC sales at all.

What does this mean? This means that service like Steam and Stardock are having almost no impact on GameStop and other similar retail outlets. This isn’t to say that PC digital distribution isn’t a huge market: it’s just not taking a bite out of the GameStop or GameCrazy we know today.

Until digitally-distributed products are available on launch day for major retail console titles we won’t see digital distribution’s impact on the traditional retail model.

And who holds the keys to console digital distribution? The platform holders. Right now, platform holders aren’t really incentivized to try and make the leap to a parallel digital/retail model (which I believe will be the first step towards a “download-only” box). In fact, given hard drive limitations and the difficulty of getting console owners to adopt new hardware piecemeal, I believe it to be extremely unlikely that you see any moves in that direction this console generation.

Better-informed men than I know the broadband penetration rates amongst console owners, but even in the U.S., we’re still years away from platform holders being able to viably do away with retail as an option and rely solely on digital distribution.

This means that in the next console cycle (unless some dark horse fourth console shows up) we’ll probably see one of the platform holders try the hybrid retail/digital same-day launch model (I’m guessing Microsoft). At that point we’ll begin to see the impact of digital distribution and be able to judge the longevity of retail. If I know anything about console cycles, I’d lay money on it that that’s at least three years out.

One More Specious Argument

On the other side, it’s been said that no one will carry an all-digital distribution console. This is equally ridiculous. Yes, Gamestop will leverage its weight to delay its own demise as long as possible, but saying that you won’t be able to find a retail outlet to sell a digital distribution Xbox is like saying that MP3 players aren’t viable because record stores won’t carry them.

We may find ourselves walking into a Wal-Mart or a Best Buy to get our consoles in the world of the future, or we might be may be shopping at Sony and Microsoft stores (less likely Nintendo, as they don’t have the range of products that Sony and Microsoft have), but either way, so long as console games are a multi-billion dollar business, you’ll find plenty of people willing to take a cut of the console sales.

Conclusion

The digital revolution will change how we do business - how we sell and even how we make games. It’s a powerful thing and it’s unstoppable. Digital distribution is coming, and it will destroy retail as we know it, but it’s not going to make a dent in the brick-and-mortar game business until there is a digital distribution console…so if you really don’t think you’ll be walking into a Gamestop in 2015, I’ve got a bridge to sell you.

[Questions, comments, death threats and Nigerian banking offers can be directed to jportnow@gmail.com or @jamesportnow on twitter.]

Soar Through Two Of Flying Hamster's Cute'em Up Stages

I posted screenshots weeks ago for PSP exclusive Flying Hamster, the first game out of Parisian indie studio The Game Atelier, but now I have footage to share of the colorful cute'em up in motion: videos of Newton the hamster flying and spitting his way across two of the downloadable game's stages.

The clips show off an amusing menagerie of enemies -- milk-spurting cows, yarn-throwing cats, and salmon-tossing bears -- and a curious power-up system that has Newton engulfing whatever he flies into (sunflower seeds, beer) and spitting it back at enemies. The game's also more forgiving than most typical shoot'em ups, letting you take a few hits before you're knocked out.

Purported Ultra Rare Air Raid Box Up For Auction

Though some are still skeptical this is an April Fools' Day joke that's overstayed its welcome, AtariAge forumer Tanner claims he's unearthed a never-before-seen box in astonishingly good condition for super rare Atari 2600 game Air Raid. He also has a copy of the game, only a handful of which are known to exist.

Ostensibly a hack of Wickstead Design's Space Jockey, Air Raid is considered by many collectors as the "holy grail" of Atari 2600 games. Very little is known about the game's developer, Men-A-Vision, and it's rarity is such that the last eBay auction for just the game's light blue, T-handle cartridge ended at $2,850.

Tanner explained how he first came across the game decades ago and rediscovered its box recently:

"I clearly remember buying this game back in 1984 or 1985. My mother had taken me to a Tuesday Morning store in Arlington Texas. It was near the corner of Arkansas Lane and Medline Drive. Not too long after I purchased it, I got an Atari 800 and stopped playing the 2600.

Since then, the Air Raid cartridge has been boxed up in my garage along with my 2600 and other games for over 20 years. The game box was stored separately and I just found it. I had no idea that I still had these game boxes."

If this all sounds too good to be true, especially with the revelation's proximity to April Fools' Day, Tanner posted several close-up photos of the box to dispel accusations of him counterfeiting the box -- see some of the shots below (the Men-A-Vision logo is ACES).

AtariAge administrator and owner Albert even visited Tanner's home to inspect the Air Raid box in person:

"I had a chance to meet Tanner this morning and take a good look at the Air Raid box and cartridge. After doing so, I'm of the opinion this is a legitimate box and that someone is going to be adding a thus far one-of-a-kind box to their collection soon. As valuable as such a box is, it seems unlikely that someone would be able to produce a box of this nature so convincingly without spending a good amount of time and money in doing so.

Everything about the box seems authentic to me, from the chipboard paper stock used, the offset printing, the die-cut nature of the box, the aging of the box interior, the insert with the plastic tray perfectly sized to the cartridge, the horrible typesetting (which would be a lot of work to reproduce digitally!), ... the wear of the box, and more.

Also, the artwork on the front of the box certainly was not 'blown up' from a label scan--as I stated earlier, it would have had to been redrawn from scratch to match the label artwork if this was a fake. If I had this in my collection I would not doubt its authenticity."

Tanner has listed both the Air Raid box and game together in an eBay auction set to end in eight days. 16 bids in, the auction has already reached $6,500.

[Via GDRI]

Mega64 At GDC: The Dark Knight Returns

"Can Batman defeat the Joker’s goons and solve a mystery before the public notices?" Comedy video group Mega64 looked to answer that question in this third video from its skits debuted at last month's Indie Games Festival/Game Developers Choice Awards (make sure to watch their previous Indie Man and Beatles: Rock Band clips).

Here, Batman protects the streets Arkham Asylum-style, emerging from the shadows to neutralize enemies and finding hidden clues, all while confused people eating ice cream watch the comic book character's antics. He even sets an explosive trap for one of Joker's thugs, and a pedestrian runs up to kick the scoundrel while he's down.

Mega64's Batman is the hero GDC deserves, but not the one it needs right now. So we'll watch him because he can take it. Because he's not our hero. He's a silent guardian, a watchful protector. A dark knight.

In-Depth: Reflections On The Pinball Hall Of Fame

[Sister site Gamasutra's "dormant pinball nerd" Kris Graft speaks with Tim Arnold of the non-profit Pinball Hall of Fame in Las Vegas, and contemplates the attraction of pinball from a digital gamer's perspective.]

Just off of the Las Vegas strip and across the street from the Liberace Museum is an inconspicuous building that is home to around 150 pieces of machinery capable of stirring up nostalgia, even in visitors who missed the heyday of these bulky contraptions.

A plastic sign is tied at the corners near the top of the building: "Pinball Hall of Fame."

After spending the last couple days in a city that has such an array of glowing, pulsating signage, I expected something more ostentatious. Typically you'd think any physical location of a "hall of fame" would want to scream, "Look at me, I'm important!" This just looks plain… like part of a strip mall.

But it's inside where visitors' senses are barraged by the blinking lights, the beeps, the clangs and the "dings," bouncing off of the walls and 10,000 square feet of floorspace. The commotion is coming from an arsenal of pinball machines ranging from the late 1940s to the 1990s, neatly lined up in several rows, along with a select few classic video arcade machines like Defender.

After turning a $5 bill into quarters, the first pinball game I fired up was the somewhat infamous Pinball 2000-based machine, Revenge From Mars. Based on a clever concept that utilized a PC monitor and a mirror that reflected digital images onto the pinball playing field, it was an attempt to meld an arcade video game machine with a pinball machine -- an old-meets-new design attempt that was meant to make the aging pinball format more relevant to an audience hooked on the latest arcade fighting or racing game.

I had recently watched the rather depressing documentary Tilt: The Battle to Save Pinball, in which Pinball 2000 was the focal point. That platform essentially marked the death knell of the pinball business after the failed release of a Star Wars: Episode I Pinball 2000 machine, so I wanted to play Revenge From Mars, the last commercially successful pinball machine that Williams released before canning its pinball division in 1999.

That's one of the major draws of pinball today -- you feel like you're playing a part of history; you're pushing the same buttons attached to the same hulking piece of hardware as someone did years ago when this type of entertainment technology excited people. Now we are jaded by high poly-counts, networked home console play and the pursuit of the next "Level Up" to be scrawled across a 1920x1200 PC monitor.

It might feel like simple nostalgia at first, but pinball is more than that. Pinball is hyper-personal. A pinball machine invites you to shove quarters into it so that you can challenge this physical piece of hardware in a game that's based on the best physics engine ever, physics itself.

The "Old Fart"

When I took an initial stroll around this Hall of Fame, I noticed a gray-haired guy with glasses who had a headlamp strapped to his forehead. He was elbow-deep in a pinball machine apparently in need of maintenance.

"Yes, I am the hunched over old fart wrenching on the games all the damn time!" Tim Arnold (pictured) told me in an email after my visit. He's the owner of all of these pinball games.

The Pinball Hall of Fame, which he opened in February 2006 in Vegas, is his personal collection, one that he moved from Michigan, where he ran multiple pinball arcades, to Las Vegas. While the Pinball Hall of Fame has about 150 machines, his collection stands at over 1,000, making him the biggest pinball collector around.

Arnold really must be at the Hall of Fame "all the damn time" working on machines, helping customers and collecting quarters. It was about 10 p.m. at night when I was there, and lo and behold, there he was, probably working the daily 12-hour shift. Actually, he said he often works 15 hours a day.

He told me he was initially drawn to pinball machines in 1969 "because they were, according to my parents and other adults, 'evil gambling machines that are run by the mafia!' -- which made me want to play them all the more.' ... I wanted to be the mafia, the slick guy in the fancy clothes and the big car that ran the machines."

To reach his goal of being the Godfather of pinball, he, his brother and a friend originally pooled their money together to buy a Gottlieb Mayfair machine, which originally released in 1966. He still owns that machine.

"The collection grew and grew. We put them in restaurants, frat houses, anywhere that would take one. While my high school buddies were freezing their asses off on a paper route or at a fast food job, I was pinball pimpin'! I just never stopped... so here I am."

Dormant Pinball Nerd?

I can't say that I'm some pinball fanatic, because I really hadn't had much exposure to it growing up during my posh NES (and TI-99/4A) childhood. Like a lot of people who play video games, I've crossed paths with a lot of pinball machines at arcades or other outlets (and I really like The Who's Pinball Wizard), but the machines never really stirred up emotions in me that said "Hey, this is amazing."

Maybe because I'm a bit older, I have more appreciation for these relics of coin-op. After visiting the Pinball Hall of Fame, I do have this feeling of wonderment, as corny as that may sound. Just seeing all of these beasts lined up, lit up and working exactly as they did when they released years or decades before I was born really affected me. I might be a dormant pinball nerd. Actually, everyone might be a dormant pinball nerd. It's just difficult these days to distract people from more modern pastimes.

"People are really attracted to pinball, but it is getting very hard to find [machines] out in public to play," said Arnold. "All the mom and pop stores that all used to take a game have been replaced by chain stores. No pinball in those. Corner bars are also a slowing shrinking market. That is why we are doing well with the concept. No competition."

It's All For Charity

Keeping a pinball arcade open all-year-round is feasible because of Las Vegas tourism. People come in from everywhere for hands-on time with Arnold's collection.

That's a good thing, because the Pinball Hall of Fame isn't really a "pinball business." It's a registered not-for-profit charity operation.

Arnold is not paid to run and maintain the museum, and neither are his few helpers. Instead, the Pinball Hall of Fame donates mainly to the Las Vegas Salvation Army, along with a smaller amount of funds given to non-denominational charities. The Hall of Fame's website lists donations made between May 2006 and July 2008. The listed donations add up to over $80,000.

The self-described "old fart" told me that he made enough and saved enough money during his days operating Pinball Pete's in Michigan that he doesn't really need to make an income.

For Arnold, the Pinball Hall of Fame is no longer about his love for flinging a steel ball around with a couple of flippers. The main thing is the charity. "I do not play any more," he said. "I work really hard running the museum, and we take the quality of our product with a lot of pride, so when I get out from 12 to 15 hours of it, the last thing I want to do is play pinball."

[For more information on the Pinball Hall of Fame or to make donations, visit http://www.pinballmuseum.org/. You can also visit Pinball Hall of Fame's blog, Twitter and Facebook.]

April 1, 2010

Wacky Packages Lampoons Guitar Hero

In not quite April Fools' Day news, yes, Wacky Packages is still around, and it has a new set of parody trading cards. According to comic book catalog Previews, this new set will have at least one spoof of a popular video game: Guitar Zero: World Loser.

Lame? Of course it is, but it's better than the company's past two video game parody attempts: Stupid Moron Bros. 2 and Tetanus: Computer Virus System (Tetris). It's less gross than the unreleased Wacky Hackers concepts, too!

Billed as a "Complete Bland Shame", Actifiction's Guitar Zero bundle includes four instrument controllers: a guitar with a broken neck, a trash can, men's underwear, and what look like a pair of hipster-ish eyeglasses. Time to put in an order for a box.

[Via GamerVision]

Looks Great On Paper: Ilvelo Trailer

I can name at least half a dozen things UFO Interactive is doing wrong with Arcade Shooter: Ilvelo's Wii boxart alone (see after the break), but at least the bargain bin publisher put together a neat trailer for the vertical scrolling shoot'em-up.

As far as I can tell, the actual game, which is a port of an arcade title released by Karous and Radio Allergy developer Milestone, doesn't feature any paper-based ships or stages, but that makes it extra cool that UFO Interactive went through the trouble of producing this clip.

The strange title, Ilvelo, seems like an unneeded shortening of the game's Japanese name (Illvelo), making it even harder for Milestone's handful of fans to search for more information on the upcoming U.S. release. Unfortunately, UFO Interactive didn't use its full title, Illmatic Envelope, which sounds like a tight shoot'em-up/rap album hybrid.

Paired with the right boxart, gamers browsing their local shop's shelves wouldn't be able to resist buying something called Illmatic Envelope. Instead, they'll see this strange cover which doesn't look like shoot'em up at all:

Analysis: Requiem For A World

[Researcher and digital media professor Celia Pearce reflects on the closing of Makena's There.com, chronicling the rich culture found there and the ingredients for an enduring virtual community.]

Earlier this month, we saw the passing of yet another virtual world. There.com was one of the early “second wave” metaverse-style offerings (the first wave was in the mid-1990s), an open-ended social world with user-created content. Born in 2003, the same year as Second Life, There.com was one of the more successful and enduring virtual worlds, with one of the most cohesive long-standing communities of any of its competitors.

I began doing research in There.com in 2004 with a study of refugees from the defunct game Uru: Ages Beyond Myst, chronicled in my 2009 book, Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (MIT). I’ve also conduced a number of other research projects in There.com, one of which was in progress at its closing.

There.com is often compared to Second Life, its better-publicized competitor, but There.com attracted a different audience, and hence, a unique community emerged over its seven-year lifespan. There.com aimed to appeal to the “everyday person,” a broad, relatively low-tech audience, in contrast to the early adopter geek who often dominates massively multiplayer games and virtual worlds.

While Second Life has enjoyed widespread appeal, it is very much born of the Burning Man culture, both in terms of its aesthetics and the cultural cache of technical prowess. But There.com was designed with a different audience in mind that also spanned older adults, women and ‘tweens, as well as the twenty-somethings who are the standard staple of the genre.

What It Did Right

I often hold There.com up as an example to both my clients and my students for having done three things exceptionally well, perhaps better than any virtual world or MMOG I’ve seen. First, it had the most expressive and well-crafted avatar design and animation, and the most appealing to women, of any virtual world to-date.

Second, it did a remarkable, if imperfect, job of facilitating bonds between people, the most important ingredient to success. And third, rather than simply giving creative tools to the tech-savvy, There.com opened up creative channels for people who often had no idea they even were creative. It empowered new voices and expression, often in a highly entertaining and unexpected way.

Virtual world and MMOG designers greatly underestimate the importance of a good “fit” between player and avatar, as evidenced by what T.L. Taylor calls designers’ often “impoverished” ideas about gender. The appeal of avatar design is a strong factor in a game’s initial appeal, including who chooses to play the game in the first place.

Over time, once they “don” one that fits, players can develop strong attachments to their avatars, which is one of the reasons players are often so devastated when worlds close. For many, the avatar is a second body, a social prosthetic, an expression of the self through play that allows people to explore aspects of their personalities that may not have release in other contexts.

Many people use virtual worlds as an escape, but just as often (and sometimes simultaneously), players find themselves inadvertently learning new things about themselves through structured social play. There.com’s abstracted, cartoony style, with its lip-synch voice system and its gracefully choreographed set of gestures, movements and emotes, was a “good fit” for over a million and a half people.

Death Of An Avatar

When virtual worlds close, one of the points of trauma my research subjects have cited is the “death” of their character, particularly if they have invested many years in creating it. This is particularly tragic for those of us who use this “second body” to overcome physical, social or geographical limitations.

The people I encountered in my research included a disabled woman who became the leader of a 300-strong group of game refugees, and provided in-world classes for other players with disabilities; a young man whose experience in virtual worlds helped cure his agonizing fear of people; a woman who used the speech affordance of There.com to rehabilitate herself after an auto accident; and two self-described “bubble ladies” (homebound by pervasive environmental allergies), both in their 50s, who became top designers in There.com, as well as best friends.

For people without these constraints, the avatar becomes a vehicle for creative expression and social experimentation. And while the people live on, the avatars through which these personas emerged are gone, leaving players with a profound sense of loss.

But the individual avatar is not the only thing that is lost when a world closes. When my virtual world clients ask me what is the most important aspect to the success of a virtual world, my answer is one word: friendship. The more obvious answer would be “community,” but community is built upon a foundation of friendship.

Social Bonding

The long-term sustainability of a community rests largely on the social bonds between its members. One of the most important findings of my MMOG research has been that players come for the game, but stay for the people. If the environment does not provide a substrate for social bonding, through its environment, its activities, its social tools and above all its people, it will ultimately wither on the vine.

The success of virtual worlds is comparable to that of the real-world “Third Place,” such as a cafe or bar. They need to attract the right mix, then create an appealing environment to which people want to return as “regulars.” Similarly, virtual worlds rely heavily on repeat visits. Many of the people I spoke with in There.com’s waning days had been “in-world” since the very beginning, including a handful from the pre-release beta test. This is a major accomplishment in a business where the average lifespan of a subscription is around 18 months.

A common problem of games and virtual worlds is attracting the wrong mix of people. There.com managed to attract a highly diverse audience in terms of culture, class and gender (more than 50 percent female) who formed a community that was greater than the sum of its parts.

User-Created Content

Finally, There.com did something exceptional vis a vis user-created content: it gave creative voice to numerous people who had no previous experience as artists. Unlike Second Life’s uncensored open content policy, There.com had a “gated” approach to user-created content. All player designs had to be submitted for review (for a fee) to be made available in-world.

This was both to protect the company from potential intellectual property violations and also to maintain the wholesome “all-ages” ethos that attracted and sustained a large portion of its population. Players went so far as to found their own in-world university where they taught each other everything from hoverboating (a mode of transport in There) to Photoshop and 3D modeling, to creative writing, and even Native American culture.

People who had no previous history of creative output suddenly found themselves successful designers. Others were motivated to learn computer skills in order to share their creativity with the community. The most successful of these used the revenue from sales of virtual items to support their design habit, or in some cases, as a source of real-world income. Some players used the skills they learned in There.com to effect a career change, such as a woman who was promoted from receptionist to graphic artist after her employer learned she knew Photoshop, a skill she learned and later taught in There.com.

For those who have not experienced life as an avatar firsthand, it is difficult to understand how the closure of a “game” could have such a strong emotional impact. But There.com is not just a “game,” and not just a “virtual world.” It’s also a culture and a community, and massive creative effort that was built up over a period of years by a group of very dedicated players who transformed it from a cartoony “club med” comprised primarily of company-created assets, into a vibrant, creative culture comparable to any culture that exists in the real world.

Conclusion

As an ethnographer who has devoted six years of her life to serving as a kind of emissary and folklorist for the people of There.com, I feel both a sense of loss and a special sense of responsibility. The book I published on the Uru culture in There.com was meant to describe a living, breathing culture. But, as real-world anthropologists know, when a culture is eradicated, anthropology can tragically become history.

My greatest fear is that in the black-and-white, boom-and-bust world of techno capitalism, the demise of There.com will be viewed as an absolute failure rather than a learning experience. Based on the statement of its owner, Makena, There.com’s demise seems to be a casualty of the recession. The loss of a few key sponsors, as well as declining developer and real estate fees, tipped the company over the line.

This is not a new phenomenon: virtual worlds have been closing since the earliest text-based and graphical worlds of the early 1980s. What’s different is that they are no longer a niche form of entertainment but a pervasive part of the Web 2.0 social landscape. Many of today’s numerous virtual worlds rival small and large countries in terms of population, culture and even economics. The largest of these, Finnish-based kids’ world Habbo, for instance, has more than 140 million registered users, but there are numerous small and mid-scale worlds as well.

By attaching them to real-world economies, as many have done, they can even impact people’s real-world livelihoods. But the bottom line is that virtual worlds, despite the fact that they are growing increasingly mainstream as a cultural phenomenon, are businesses.

Perhaps the biggest tragedy of There.com is not that its creators got it wrong, but that they got it right—right enough to create a sustainable community that flowered more than seven years, but not quite right enough to weather the recession. Although it’s no longer possible to experience There.com, creators of virtual worlds would do well to study both its successes and its failures. Because increasingly, if companies cannot continue to build the most successful formulas to create sustainable environments, they can and will break hearts.

[Celia Pearce is Assistant Professor of Digital Media at Georgia Institute of Technology.]

Aksys Reveals 'Lolitastic' Deathsmiles Limited Edition

Publisher Aksys Games has revealed a "lolitastic" limited edition set for its first run of copies for Deathsmiles, an arcade-to-Xbox 360 port of Cave's gothic-lolita-themed, bullet-hell shoot'em up .

Priced at only $49.99, the Limited Edition set includes a branded faceplate exclusive to North America, a 15-track album of "spooky high energy tracks" selected by the game's director Manabu Namki, and a horizontal artbox designed to complement the game's horizontal-scrolling orientation.

For those unfamiliar with Deathsmiles, it stars a group of gothic lolita angels as they dodge waves of bullets and battle demonic enemies. The North American discs will include the Mega Black Label content released in Japan, the ability to save/watch/download replays, online leaderboards, and online two-player co-op.

"Most shooters feature space ships heroically charging through bullet showers to kill some alien nuisance," says Aksys's PR specialist Cherie Baker. "With Deathsmiles, you’ve got little girls flying through a gothic otherworld to destroy the horrific, necrotic Imperator Tyrannosatan. Really what could top that!?"

Too Good To Be True: iPad Arcade Cabinet

And now my favorite Western April Fools' Day reveal (so far): ThinkGeek's iPad Arcade Cabinet. Built to win over even the most stalwart iPad critics, this setup combines so many things gamers love dearly: MAME, mini-arcade cabinets, and new technology re-purposed to play old games.

Please, someone make an arcade accessory this simple to hook up:

"To use the iCade, gently slide the iPad into the docking cradle. The docking cradle uses a standard 30 pin connector to link the iPad to the professional-grade arcade controls. Once the iPad is in place, launch the iCade App (available free in the App Store April 3rd) and it's game on!"

Priced at $149.99, the setup includes 2.1 dolby speakers (and a subwoofer in the cabinet), a 10w USB power adapter so you can charge the device while it's hooked up, and a "beautifully retro styled, handcrafted wooden tabletop arcade cabinet and MAME emulator for your otherwise useless iPad".

You can find more information, photos of the product, and a preview of Super Steve Bros. at ThinkGeek's online shop.

A Cartoon Bear Announced Virtua Fighter 5 Final Showdown

Easily my most favorite April Fools' Day joke out of Japan (other than Foolipnote Hatena), this new Virtua Fighter 5 Final Showdown trailer has the relatively realistic fighting series taking a few notes from its more popular rivals Tekken and Street Fighter.

As you would expect, the result looks nothing like Virtua Fighter: dragon punches, fireballs, inescapable air juggles, and even super ending moves litter the trailer. You know it must be great, though, because a cartoon bear is yelling excitedly into his microphone about the game.

[Via Versus City]

GameSetLinks: The Seven Day Swamp Thing

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Here's the second half of the GameSetLinks RSS round-up that was so richly promised, and it starts out with a fun 1UP piece on those games that endure in the memory of the fans beyond even what their creators might reasonably expect.

Also in this set of URLs - a neat timeline of MMO development, some good data on how Topspin are changing the digital map for independent music, some more feedback on the Observer piece on GTA and recreational pharmaceuticals, plus 7-day Roguelikes, a lost Swamp Thing game, and rather more besides.

The guy was frustrated:

Posthumous Cult Favorites: Games That Endure from 1UP.com
'How fans keep the memory of cult favorites alive.'

encubed » News Archive » Interview with the Visual Novel Translator
'We had a nice chat with one of the visual novel translators from MangaGamer. In this interview, he details the translation process at MangaGamer and provides advice for budding translators.'

A Timeline of Western MMO Development « Double Buffered
'Rectangles indicate company events such as formations and closures, while ellipsoids indicate game releases or closures. The position on the X axis indicates rough time ordering, corresponding to the years below.'

The Observer: The Beguiling Nature Of Videogames - Botherer
'Last week Alec and I were invited to join in a conversation about videogames for the Observer newspaper, in response to an article they are running in the magazine today about a man who spent four years playing GTA and doing lots of cocaine. We were gathered to offer an alternative voice about gaming.'

1UP's Retro Gaming Blog : Lost Levels: Swamp Thing Vs. Beanball Benny
More fascinating archaeology from Mr. Cifaldi.

:: Temple of the Roguelike – Roguelike News, Reviews, Interviews and Information :: » Blog Archive » 2010 7DRL Challenge is over, results!
John Harris will cover this, no doubt, but the quality and amount of Roguelikes produced by this contest every year are astounding.

A Tree Falling in the Forest: Infinity Ward and Activision: Deja Vu All Over Again Edition
Keith Boesky is a smart cookie and an interesting guy, here's a good perspective.

Topspin Media » Marketing with Data
It's for music, but look at 'impact of physical goods in offers' in particular... some relevance for games here, I bet.

March 31, 2010

ABCs Of Quarrel's Word Tactics

If Quarrel's bewildering but intriguing pitch of board game "word tactics" -- a mixture of Scrabble, Risk, and Countdown -- doesn't quite make sense to you, worry not! Scottish digital toy and game company Denki have posted this first trailer for the XBLA game to explain the ABCs of its premise:

  • "A is for Attack Your Neighbours" (invade neighboring spaces on a world map to expand your own territory, as in Risk)
  • "B is for Best Word Wins" (form as long a word as possible out of a random set of letters given to you, as in Scrabble)
  • "C is for Crush Everyone" (repeat!)

See, it's pretty simple! The game uses Collins Official Scrabble Dictionary, so you'll have a wide selection of more than 114,000 words to choose from while leading your tribe of Quarrellers to vocabulary victory. Denki will release Quarrel to Xbox Live Arcade some time in 2010

[Via GamerBytes]

Romero Takes Over Latest Retro Gamer Issue

Imagine Publishing announced that id Software co-founder game industry legend John Romero (Doom, Quake) served as guest editor for the latest edition (#75, Wolfenstein cover) of British magazine Retro Gamer for a "special celebration issue" of the figure's career.

Along with content picked by Romero, the issue will feature a huge 12-page interview with the id veteran about his thoughts on the industry and his current project. You'll also find comments, tributes, and insights about Romero from other game industry notables John Carmack and David Perry (Earthworm Jim).

Other items to look forward to in the issue include features on the Famicom Disk System, Tynesoft (Summer/Winter Olympiad), Rez, The Addams Family, Beach Head, Road Blasters, the Dizzy series, and more. You can watch editor Darran Jones flip through the magazine as he discusses its highlights in the video after the break.

The new Retro Gamer issue should be available now in the usual spots (Borders and Barnes & Noble if you're in the U.S.), as well as on iPhone.

[Image via psj3809]

Interview: The Life And Games Of Jeremy Blaustein

[In this mammoth GameSetWatch interview, put together by writer John Szczepaniak, he quizzes industry veteran Jeremy Blaustein about his vital translation and localization work on both vital and cult franchises that span Metal Gear Solid, Silent Hill, Castlevania, Shadow Hearts, Sky Odyssey, Senko no Ronde, and many more.]

As a married father of three with a black belt in matsubayashi-ryu karate, Jeremy Blaustein will happily speak about his love of Japan, his many cats, and telling his son Pokémon stories. He casts an unassuming figure – just a regular guy looking after his family.

Many people won’t realise the vast number of games he has worked on over the past 18 years. So many games in fact, that there is probably not a single person reading this who has not either experienced one of them or knows someone who has.

While he hasn’t yet reached Creative Director on a project, Blaustein’s work as a freelance localiser, translator, writer and voice director has given him a unique opportunity to work alongside some of the most prominent people on some of the best games in the industry.

He has had a hand in shaping for its western audience everything from established franchises such as Metal Gear Solid, Silent Hill and Castlevania, to lesser known cult-classics such as Shadow Hearts, Sky Odyssey and Senko no Ronde. He was even involved with the creation of Shenmue on the Dreamcast.

Read on for a full table of contents for this mammoth retrospective interview:

CONTENTS:

1) Early Years and Jaleco
2) Konami
3) Freelance
4) Metal Gear Solid
5) A renaissance and period of change
6) Too many army games today
7) Prefer to be known for other games
8) Suikoden II
9) Valkyrie Profile
10) Silent Hill series
11) Some say bitter
12) Dragon Quest 7
13) Dark Cloud 2
14) Japan’s downfall
15) Peter Molyneux and Fallout 2
16) Jeremy’s big game idea
17) Shenmue
18) Recent games
19) What his family and friends think
20) ZPang and the future

Early Years and Jaleco

Born in New York, 1966, Blaustein went on to read Asian Studies at University. As he explained it, “I wanted to be able to communicate with a foreign culture of some type, something ‘exotic’ and Japanese was certainly that. I always had the sense that Asian countries may have figured out some of the deeper truths about reality than we had here in the West.”

Fresh out of university in 1991, Blaustein found himself in Chicago when Jaleco USA were hiring. He landed a job as Assistant Producer, though it was to be short-lived. “Oh, man, I was only there for like a couple of months before I got myself fired by getting angry.”

Prior to this, though, Blaustein was given a fascinating view into how the old guard of games developers operated. As he explained, “It’s interesting because it’s a snapshot of a certain kind of relationship during a certain period, that hasn’t existed for a long time. It makes you realise what small potatoes videogames were back then, and how they were viewed. And we were dealing with tiny budgets, tiny amounts of money, tiny bits of memory. Tiny little games, you know? To look at the games we have now, and these huge launches, and these multi-million dollar things, it’s hard to believe they’re the same thing as Shatterhand on the NES, like we were doing back then, or Whomp ‘Em. I remember this meeting with my first boss Howie Rubin, the sound guy on Q*Bert, and he was like, we’ll make a pizza game and call it Delivery Boy! And we’d write up these half-assed little game plans, and send them to Japan asking ‘can you make a game like this?’ And they would maybe throw a little team at you. We’ll give you a team of three guys and they can work up this little game. Games were so innocent back then.”

I asked if he knew who did the Shatterhand artwork. “I do NOT know who did the Shatterhand cover. It was a Chicago art agency I think. At the time I remember talking about making a Sumo game with Sumo wrestlers from all over, many countries, and the Japanese rep there told me it was impossible because Sumo is a sacred Japanese sport with no foreigners. This was, of course, before it became as international as it is now. At that time, there had only ever been one foreigner and he only rose to the level of Sekiwake. That’s a very typical example. [It was the perception] that Japanese stuff hadn’t yet gained the status of being attractive to the west.”

Later on at Jaleco, it was a misunderstanding over an illegible Japanese letter regarding Bases Loaded which led to Blaustein getting into an argument with his Japanese superior, ending his time there. Feeling the need to improve his Japanese, Blaustein went to grad-school in Japan, culminating in a Masters degree in Japanese Anthropology. After this he enjoyed, as he puts it, a three-month stint of general slackery in Kyoto before teaching English as a foreign language. “I did that for about a year. It was one of those chain English-language schools in Japan. I was not asked to teach a second year. I spoke too much Japanese to the students, I think... But, during my time at Jaleco I’d gotten my twin brother, Michael, a job there. He later went on to Konami USA and, in 1993, returned the favour by getting me an interview with Konami Japan in Tokyo.”

Konami

“I got the job at Konami Japan when Super Famicom and Sega were burning everything up in the 16-bit world.”

Rather than work in Research and Development, something which he’d always wanted, the young Blaustein was posted in the international business department – a single foreigner in a company employing over a thousand Japanese people. Recalling the time, he spoke of the difficulty getting ideas noticed by those in positions of creativity. In spite of this though, being a native English speaker meant he was asked to write the text for several Konami games, including Rocket Knight Adventures, Sparkster, Animaniacs, Biker Mice From Mars and others. It also allowed him to get an understanding how Japanese developers viewed the west.

“The minds at Konami Japan were thinking: there are some games that we make that are going to be just domestic, and there are some games that we’re going to make for overseas, because they like violence and we like violence less. We like lots of deep, rich RPG stories, with Japanese mythology, and they won’t buy that. So we need to start developing a sports series. I was there when Konami started talking about developing a soccer series, and we were so far behind EA and companies like that. My direct boss was very big on the idea of getting that going. Look where they are now, with the Winning Eleven series.”

Blaustein’s first official work on a game was as producer on the English version of Snatcher on the Sega CD, with Scott Hard acting as translator. Blaustein had been asked to assess the potential for Snatcher to sell in the west and, in the context of the time, he was blown away by the quality of the story and resonance of the characters. They put a lot of effort into it, hiring some quality voice actors and recording most of the dialogue simultaneously in one room. Sadly the sales were abysmal, thanks mainly to the low user-base of the hardware. After Snatcher Blaustein decided to go freelance, though maintained a strong relationship with Konami.

Freelance

“When I was getting started I basically advertised any Japanese-to-English translation. So I did some patents, semi-conductors, electronics, I transcribed American express consumer complaints. I did all sorts of stuff.”

This was at a time when the CD medium was becoming mainstream, due to the popularity of Sony’s PS1, and an early freelance games localisation effort by Blaustein was Konami’s Vandal Hearts. “It’s interesting for a few reasons, though I’m seldom asked about it. It was a rather early strategy RPG for the American market and a serious effort at doing a good localisation all by myself. I played it a lot so I’m confident that it was internally coherent.”

His next project was Castlevania Symphony of the Night, and I asked if there had been any controversy regarding the religious iconography in it. “Do you just mean the crosses? Castlevania always had that same issue. Yeah, there was definitely some concern on Konami’s part and mine as well, though we didn’t really talk about it.”

Metal Gear Solid

“When translating the script I had to balance things so it sounded as natural in English as the original, while still staying as close to the original as possible to satisfy the purists.”

Metal Gear Solid, of all the games he worked on, brought Blaustein the most recognition. Rather unfortunately, it also proved to be one of the most stressful of his projects and landed him in trouble with Kojima, who didn’t appreciate the changes he’d made. Blaustein did a podcast interview with PushToTalk, where he highlighted some of the heavy goings on regarding the project.

“When you create an environment where people aren’t allowed to question you, you get a translation by committee where the uniqueness of any person’s speaking style is wiped away in favour of a bland approach which doesn’t take any risks. You get something less direct, less stylised, less intentionally suited to that market.”

I asked if Blaustein feels his work on MGS influenced Kojima’s subsequent handling of the series. “Yes, I do! I absolutely do. Because if he proceeded along the lines that: ‘changes were made to my script are not what I want,’ and he’s working under the mistaken view that changes during translation are a move away from similarity, then [he’s going to reign in subsequent localisers]. I started out so well with Kojima too.”

Speaking on the subject of MGS, Blaustein also raised the same criticisms held by the majority of gamers: the series’ over reliance on cut-scenes. As he sees it, “That’s more the fact that Kojima never had [an interest in] gameplay. Look at Snatcher, it wasn’t even a game in the traditional sense. It didn’t even have the complexity of Pong. All Kojima cares about is creating a great feeling, great atmosphere.”

Blaustein also touched upon Kojima’s reliance on the rest of his team to formulate gameplay ideas – which echoes what was pointed out in making of documentaries for Sons of Liberty: Kojima handed each team member a notepad and demanded that every day they come up with a new idea, which eventually led to the bomb disposal sequence.

“It’s like he puts all of his attention into the story and the characters, and then he would gather the rest of his team and say ‘OK, you guys make a great game.’ In the first Metal Gear Solid there were set-pieces where you need to use a gun, then grenades, then a Sniper Rifle – and in that sense it was just a series of minigames patched together and placed into the storyline.”

“It’s interesting, because it’s sort of the opposite of the way games used to be made. When graphics were primitive, game creators would first consider the gameplay, and then they would think of a story that would act as a vehicle to carry people’s interest. This story would be mapped on to the gameplay, and you would imagine that these dots represented a dragon, and these dots represented a shield. And oftentimes there was no story at all. Game creators were experts at understanding the interfaces – understanding what made people’s hearts pump by the simple action of chasing after something, or shooting at something. And I think that in the pursuit of photo-realistic beads of sweat and hair follicles, focus on gameplay has diminished. But, I also think we’re now seeing nostalgia for those well-crafted games of the past, as people yawn at today’s realistic eye candy.”

A renaissance and period of change

“I’m really excited by today’s movements. And I’ve noted as well, for example, more old-fashioned games like Little Big Planet [and the games available for download]. To me it looks like it’s all coming back, and that the last few years will ultimately be perceived as an odd experiment. Maybe what we needed was a levelling off of technology. We can’t continue with this accelerated process of improving visuals, there’s got to be a limit – it can’t get much better than it’s gotten now, right? Plus it gets more expensive, and you get increasing competition from other forms of hardware. It’s going to reach a point where that bubble explodes, it’s the law of diminishing returns, and people are going to say to hell with it, we’ll just create a 2D game that’s going to sell 20,000 rather than aiming for 2 million.”

Despite the slow diversifying of the medium, Blaustein commented on other changes within the industry, especially pertaining to the economy and localisation, which aren’t so positive.

“It’s getting much more difficult because the economy sucks. There’s automatic translation machines, there’s fan translators, and there’s the perception that you shouldn’t have to pay for anything today. If you’ve got a machine on Google which translates a page for free in two seconds, even if it’s not so great, suddenly paying 20 Cents a word for a translation that’s good doesn’t sound like a great idea. Ten years ago the price per word for a translator was twice as much as it is now. Normally it goes in the opposite direction, because you have inflation, the cost of living. Translators have been demolished, and the industry has changed – when I started nobody translated games. I became marginally successful because I left Konami at a time when games were expanding in size, and there were so many opportunities. Even doing just Konami games was more than I could handle, and it paid so well. So I did a few games a year, that’s all. But now I have to work constantly.”

“Things are cyclical, and if you stay in it long enough you start to see things. I saw Square start up their in-house translation team, and I saw how that changed, and how people left Square and started their own translation agencies. Hell, people that I trained in the early days as translators that worked on games, are now out in Tokyo translating games. So these people leave and do their own thing, and big companies start examining how much it costs to run their in-house localisation group versus how much it costs to outsource, considering the number of employees they have, and so on. But it was interesting, because unless I’m mistaken, I seem to recall other companies using Square’s localisation department, including Capcom. Now Capcom has their own in-house localisation team, and they seem to be doing very well. But it’s a hell of a lot of work, because you’re looking at manuals, at game translations. Some companies manage it well, and they might say ‘we have a great team we don’t have to outsource,’ and some companies say this isn’t working out, let’s fire all these guys and we’ll outsource it. The way I see it everything goes through these cycles. I’d guess the prices for translators will continue to drop, because the market is so saturated. I’d say that the good days are pretty numbered.”

Too many army games today

“In a lot of ways the game industry has paralleled MTV. At first it was a counter-culture thing, and then it got bought and became more corporate. Back in 1983 I don’t think anyone thought they’d see US army recruiter commercials wall-to-wall on MTV. And games like Call of Duty, there’s so many damned army games.”

This raised an interesting point, since among the more enlightened followers of games, there’s been growing dissatisfaction towards the industry’s obsession with grey-coloured military games and First Person Shooters. But this seems to conflict with the fact that one of Blaustein’s greatest works, the one he tried his hardest to make authentic, was the military themed Metal Gear Solid.

“My first thought would be there’s a million miles between MGS and something like, I dunno, ‘Call to War, Afghanistan Attack!’ You know, with these games it’s like, ‘Look, there’s Osama Bin Laden! ’ That’s not Metal Gear Solid. They’re not living in the same worlds. Look at Decoy Octopus, Vulcan Raven, I mean come on now, that was like 007 – a highly stylised fantasy.”

Prefer to be known for other games

With so much focus given to Metal Gear Solid, a series which has inspired hundreds of articles and podcasts, and the game which Blaustein is best known for, there is a vast back-catalogue of work which has been overshadowed. I asked if there were any other games he’d rather be known for.

“There are indeed. And the game that comes most to mind when I say that is Shadow Hearts Covenant. I really loved that game and it turned out that, from the moment I read the story, I loved it. It was a great Japanese game, I had a relatively free hand when translating it, and the voice over production I arranged in LA, at a good studio. I even hired a well-known, professional director – this guy named Richard Epcar. He does a lot of anime out in LA and did a lot of voices. I hired him and he directed it and did some voices in it. Anyway, the whole thing turned out very well, with great dramatic scenes, and this very interesting story with tie-ins with real historic figures like Rasputin. It was an awesome game.”

“I think it was released alongside a Final Fantasy, and you literally couldn’t have timed the thing worse if you wanted to. So yeah, I wish fans could have seen that one. And it got good reviews – everyone said it was great, one magazine said it was the best RPG of the year or something. It was critically acclaimed. It was by a real dark horse Japanese company too, some company called Sacnoth did it. And I know those guys worked their brains off too. This represented so much, it had so much effort. That’s the remarkable thing about games – the good ones, the creators put so much effort, so much of their hearts into it, and they’re not recognised. The industry is so rife with irony, the whole situation.”

“Games creators can have a vision and then they come out with something that breaks the mould. It achieves some cult notoriety, it creates a bit of a phenomenon which is then pursued by the bean counters. And at that point it’s no longer a work of joyful creation for the game creators, because they’ve got the bean counters telling them that their market survey people think they can sell a million units of a game that fits these categories. So they then force the creators to make a game, they whip them into working 15 hours a day or whatever, and they get this soulless simulacrum of a game. God, it makes me sick.”

His work on Shadow Hearts also generated hostility from the fans of Koudelka, the game’s predecessor. “In Shadow Hearts I changed Urmnaf to Yuri, because he was meant to be Russian. And yet I had people write me like death threats because of that. Well, not really, but I know that fans were really, really angry about it. Because the original, Koudelka, was like one of these cult hits.”

Suikoden II

After Metal Gear Solid in 1998 Blaustein worked on Konami’s phenomenal RPG, Suikdoen II, a much-coveted title which today sells for over $100. Despite the love the game gets, it also garnered a lot of animosity among the hardcore fans due to some slight errors that cropped up in the scripting. These were a result of it being an extremely stressful project, forced through very quickly – keep in mind the recruitable number of characters, each with unique dialogue and back-story, numbered 108, on top of which were NPCs and the antagonists.

Blaustein mostly recalls being dissatisfied with the names, something he wasn’t allowed to change. “I remember being unhappy about a lot of these names. I was so unhappy about these. I struggled with all those names. I mean, in Japanese you have ‘Appuru’ for example. Now is that ‘Apple’ or is it ‘Appulu’? You tell me! Also, the developers would tend to put in a name like Victor or Edward or Ted, and to me that sounds SO mundane. So I would make it ‘Viktor’ for example. But that still left me somewhat dissatisfied. I was trying to satisfy the demands of keeping it close to the Japanese, but still interesting enough.”

The game featured the deaths of several key characters, which created quite a strong emotional resonance in Blaustein. “As far as the deaths of the characters, I just rewatched the death of Nanami. That was pretty good stuff! Great music. Nice smooth dialogue. Many translators were on this project and they were divided up by character instead of just doing chunks of text. This was to maintain consistency of voice. No one but me was thinking about stuff like that in those days.”

Many agree, finding the portrayals to be heartfelt. By the time the final credits roll, describing each character’s life after the in-game war ends, most players should admit to being quite choked up.

“Isn’t that great? And when you consider Suikoden, graphically it was quite cartoonish, and yet that doesn’t prevent you from experiencing the emotion of the game. Because you knew those cartoons were representative of characters, and they didn’t need to look like your next-door neighbour to feel they were human. It’s a suspension of disbelief, and it’s as if for games today the idea of engaging people to use their own imaginations is a bad thing – it’s a bad word.”

Valkyrie Profile

After Suikoden came another RPG, Square’s Norse-themed Valkyri Profile, another game which deals with death and had a strong emotional impact on the player. And like Suikoden II, the PS1 original also garners high resale prices. I asked if he’s aware of the high resale prices some of the games he’s localised now go for, and if he owns a copy of everything he’s worked on. Games like Snatcher, Symphony of the Night, Suikoden 2 and Valkyrie Profile at times reach triple figures. “Really? Wow. I have copies of most games. There was a time when I could go to Blockbuster and see three or four of my games up on the shelf.”

“I loved Valkyrie Profile. I am a huge fan of Norse mythology from way back. Some of it was frustrating (such as Frey being a girl, so I changed the name to Freya). I sure was disappointed that I wasn't asked to work on the Valkyrie Profile follow-up for PS2. I think the original Valkyrie attracted some good reviews at the time. Enough to make people desire a sequel. I had a lot of input into that one and enjoyed working on it.”

Silent Hill series

“Silent Hill 2 was a game intended from the start for the USA, because it had more blood and everyone was becoming hypersensitive about violence and gore in Japan.”

The other big series Blaustein is known for working on is Konami’s Silent Hill, parts 2, 3 and The Room. The second holds a particularly special place in his heart, since he came aboard as a creative consultant for the team, not only dealing with the English text and directing the voice actors, but helping to formulate early story ideas.

“Forget about having started the game, even while Owaku was throwing around ideas for his story, they called me in to have a big conference and meeting about what I thought would be acceptable themes in America. There was a solid team of about four or five guys, including Owaku and the monster creator guy, Tsuboyama.”

With Blaustein having such a direct influence on the game, I thought it time to clear up a few questions which fans of the series have been asking over the years. Two long-running debates held by fans, such as those on igotaletter.com, pertains to the nature of Angela’s past, and also what is being said during the ‘voice whisper’ which can occasionally be heard while playing.

Blaustein stated categorically that the abuse Angela is speculated to have endured at the hands of her father, did indeed occur as part of Silent Hill 2’s back story. He explained, “This is an easy issue to clear up. From the very earliest conversations that I was in on (the pre-script writing meeting), the team had the intention of including incest and sexual abuse in one of the character's backgrounds. They wanted, remember, to get at the very heart, or maybe I should say edges, of psychological pain. So we all knew precisely what we wanted with Angela in terms of her dialogue on paper and as performed. As you can see, it is also well reflected in her appearance. We thought about it all the time, in every scene. Just watch the scenes again. She gets physically ill when she thinks about her experience. It seems clearly depicted if you know what you are looking for.”

“As for the whisper, I am pretty sure it is just a little loop of one of the actors doing what we called at the time ‘butsu-butsu’ or ‘hitori-goto’ (mumbling or talking to himself) in the recording booth. I think they just snipped a loop and added some reverb. The Japanese sound guys would NOT have known what he was saying either, if I am right, because it was just unscripted adlib.”

“I would say it was without a doubt the single biggest influence I’ve had on a game. I don’t think there was any other game where I was ever asked to have that much of an affect on the story. It was also unique in that series that I did all the translation myself, and I did all the direction myself – the voice direction and motion capture directing. It was completely unprecedented.”

Blaustein went on the share his personal reflections on the game, especially the emotional impact of the letter James Sunderland writes, and revealed an interesting anecdote from the recording booth. “I was reading through a SH2 FAQ and came across ‘the letter’ from SH2. I really loved it and wanted more readers to have a chance to see it. The scene where Maria reads it, if you have never seen it, is one of the three most emotional moments I have ever had with the actors. The actress cried after she read it and many of us were getting a little misty-eyed. Try to listen to it on Youtube if you can. It was a great moment.”

Some say bitter...

Despite the fond memories of working on the Silent Hill series, Blaustein has in interviews commented regretfully on how Konami treated him. Some in the industry, having listened to his candid PushToTalk podcast interviews, have even commented that he sounds perhaps a little bitter at the way things went.

“I think when people say I sounded bitter, they were referring mainly to Metal Gear Solid and Silent Hill, and you know, bitter is just a word. I was certainly regretful, and disappointed, and in a sense felt victimised by a few people. From the beginning, when you’re working as a freelancer for a company, they don’t want to put your name out there. So you’re already kind of a stealth figure. If I’m bitter with Konami over Silent Hill and MGS to any extent, it’s just that they weren’t very honest about admitting my role in it. Watch the making of Silent Hill videos and look for me – you might see me in a couple of scenes, I appear in it, but it’s as if I pop up in the way and they can’t get rid of me. But I did everything for those games, and so it would have been very hard to make those videos without my appearing in them, but the fact they managed to do it is an indication of how hard they tried to get me out of it. My question is, where the heck am I in those videos? I was there every single day, so yeah, it bothers me a little bit.”

“The bitterness comes out because I was playing the role of a director in a very unique way – and I didn’t get any credit for it. If I had been a Konami employee, I would have been in those making of videos, and they would have said: here’s a central figure from the localised versions of the games.”

Dragon Quest 7

After Silent Hill 2 Blaustein was tasked with working on Dragon Quest 7, an instalment in Japan’s biggest and most popular RPG franchise, eclipsing even Final Fantasy in terms of popularity. Bringing Japan’s darling of the genre to the west was a phenomenal, responsibility-laden task.

It was a gig he landed as a result of one of DQ’s producers being impressed with his work on Valkyrie Profile. The project though was considerably more difficult than he anticipated. There were 70,000 pages of text, with 20 translators and 5 copy editors working late nights to complete it. Was it stressful?

“Yes, exactly. Over a million words! What a nightmare! I feel so bad about Dragon Quest 7. It was more than anyone could handle. No one wanted to take it on, but I took it on. Along with my new business partner, a software designer, we named our company Wordbox, which was also the name of the software which we created to work on the game.”

Blaustein went on to explain that while he was happy with the quality of the translation itself, several other things hampered them. The nature of the assets, quantity of work and also problems with the newly developed editing software meant some extremely late nights before deadline, just to make sure all the text would synch with the game’s code when being re-inserted.

Dark Cloud 2

After Dragon Quest 7 Blaustein worked on several games, including Shadow Hearts, unique horror game Fatal Frame, Ape Escape 2 and then RPG follow-up Dark Cloud 2. Like all RPGs, doing a good job required a lot of effort, and there were problems along the way. The examples he gives highlight some of the sticking points encountered with Japanese.

“We had lists of items to translate. They were devoid of context and in one example the word ‘denkigoma’ in katakana was translated by someone on my team as ‘electric sesame’. Well, it turned out that it was an electric top: a combination of the words denki and koma, with koma undergoing a shift which changed its ‘K’ sound to a ‘G’ sound, which is common. It wasn’t electric sesame, or ‘goma’. Oops! But such errors are largely unavoidable on the first run around and need to be flagged later during the debugging process. Another mistake may be that we called something a ‘Georama’ which SOUNDS right because you think ‘Geo = earth’, but the Japanese (jio-rama) is actually just how they phonetically spell the English word ‘diorama’. Anyway, I still think Georama sounds better.”

Japan’s downfall

Being so closely linked to Japan and the fortunes of prominent Japanese companies, Blaustein has a unique insight into the world of Japanese games development, and also the downward spiral they’ve found themselves in. His analysis of the situation makes for sad reading.

“How long has it been that Japanese games have started to take a nosedive compared to American games, sales wise? The real tragedy of this is for me – and I’ve read huge amounts of Japanese history, being a Japanese anthropology major – the real issue which I feel strongly about, is the Japanese view of themselves. It’s a huge crisis of confidence.”

“When the Japanese started to realise that Americans and others were loving their games, they were actually leading this massive movement. The best games made in Japan were games made by Japanese people for Japanese people. And then we just happened to say: whoa, they’re making really cool stuff! And they were making this cool stuff unconscious of its affect on the wider world.”

“So you look at the Japanese developers of today, the Xbox 360 comes out and Americans start buying nothing but war games and nothing but sports games, and the Japanese are shut out. All of sudden, no one cares about their creations. Metal Gear Solid has an interesting place on that continuum. Take the Grand Theft Auto games, before those came out, Kojima had done the most realistic 3D shooting games on a console.”

“But the thing is, a Japanese developer cannot in any way, shape or form ever create a game, no matter how good the localisation is, that’s got a guy running around saying ‘Yo, Vinny! Get me a canolie!’ It’s not going to happen, because it’s not within their ability. Nor should they do it. But this is where the American market has turned, and Japan’s like, ‘what the hell do we do? We can’t make a better Grand Theft Auto than those guys.’ Any yet it’s in the nature of these companies to try to follow the leader. So it’s like a worsening spiral, where the Japanese stop making things which interest themselves, and they become worse and worse creators, because they have no confidence in their own abilities. And when they do create something really special, we in the west don’t take notice of it.”

Blaustein reflected further on current trends in gaming, noting the parallel to modern society’s intellectual degeneration. When I talked with Blaustein, his observations to me were right on the money, and call to mind the satirical statements made by writers such as Mike Judge in the film Idiocracy. It would seem we’re heading for a future where people satisfy only their base desires, and anything which is delicate or higher minded is branded by forumites and loud teenagers with microphone headsets as being ‘gay’. More worrying still is the point Blaustein raises regarding the West’s military actions in the rest of the world, and how this influences the populace.

“There’s quite a lot of narrow-mindedness and bigotry today. When you speak to a lot of gamers now, they always say stuff like: ‘That’s so fucking gay, that game’s gay.’ I don’t know, it’s the way kids talk these days. Online gaming? I don’t want to do it. I think we’ve become a dumber society in the last 10 years, we’ve become much more xenophobic. And I don’t think it’s unrelated when you look at the number of war games. When your relationship with the rest of the world is going around shooting the hell out of things, it doesn’t leave a lot of room for studying pretty Japanese characters, forming and reforming in mist-like environments.”

Fallout 2 and Peter Molyneux

Blaustein also shared his views on some of his favourite games, and the creators he most admires.

“I really liked playing Fallout 2. Great humour – I think that very little is required to engage with it. I think there’s two types of game playing: there’s constant button smashing, direction moving and keeping your focus on things in real-time. Think of a coin-op or a shooter. And then you’ve got a game where you can control the pace that the game is going at, and can put your attention on and off of it at the pace that you choose. So, I tend the prefer the latter, and I think they’re very different animals.”

“I think that there’s so little thinking in game creation these days – I think Peter Molyneux is a great guy, and he’s trying to achieve something which few else are. He pushes the envelope of what a game is, and I think there’s not many who can take games in different directions, but he’s one of them. He hasn’t gotten what he wants yet, but every game he gets a little bit closer to it, a kind of gradual refining of what he’s trying to do. His Fable series, it speaks to me.”

Jeremy’s big game idea

Of course, Blaustein also has grand ideas for a game of his own. “I do have one or two big ideas for games, but it requires a lot of resources and involves great risk. And it’s frustrating to never be able to work on them, but I haven’t given up – maybe if I meet the right person.”

“My big idea is, for example, most people’s online behaviour could be described as surfing the internet, right? Well imagine you have an online avatar that represented you, and this avatar gained experience from your online activities, just like when you dungeon crawl. What if your behaviour online, just through a passive process, was able to form a character that represented you via a series of invisible attributes? Perhaps if half of your online behaviour is checking sports scores, maybe you’ll become strong. But whatever, we map some sort of internal, logical system onto the creation of these avatars that grow and change and evolve in accordance with your game playing and web surfing.”

“Have you ever found an RPG game where you love the character creation screens so much, you just do it over and over? Because what you’re really in love with is creating an avatar. You ever have fun making a Mii on the Wii? I would find it interesting if, through the creation of this avatar, we could expose some of the unconscious behaviours that we do in our online surfing, general computer use and gameplaying. Our surfing is like our game playing in some sense – we follow things that we want to follow. That’s what human beings do, they follow things that interest them and they push away things that disgust them. And so a representation of this that went with us, on that journey, and changed with us, and their changes mimicked what may be happening inside of us.”

Blaustein’s vision is – in one sense – creating a connection between the avatars people use for Home, Xbox Live and the Wii, and other things related to the games they play, for example the trophies and achievements they receive. “I think it would be interesting to hook those things up, because they should be hooked up. I think it would be interesting.”

I asked Blaustein if he’d intend for these avatars to be controlled within specific games.

“Absolutely. It’s my big idea that you’d be able to use them in a consensual reality world – the characters would be exportable and importable into different situations. And not just games, but even things like Amazon shopping if the website had a hook to detect your character. So you would have to design it forward looking enough so that people could grab these things and exchange them between websites. I think it’s a sound idea based upon certain logically consistent ideas of what players enjoy. If you make posts on a forum, you already have an avatar online, it just doesn’t have any representation.”

Shenmue

Of all the games Blaustein has been involved with, it’s Shenmue which is likely to generate the most interest among fans – even more so than Metal Gear Solid.

As Blaustein explains, “It was a weird time. I think if you look up Shenmue you’ll see that it was localised by IMagic. I was one of three company owners at IMagic, and I’ve got interesting anecdotes. Shenmue was such a problematic project, you could write a whole book about how messed up things got. You know what the budget on that thing was? $70 million dollars I’m told. And I don’t know what its sales were like, but it didn’t even come out on hardware that sold well. So how much of a disaster was this? This is like the videogame equivalent of that famous western movie, Heaven’s Gate.”

“Suzuki was coming off of huge past successes, and he was the man. And so this was going be THE thing. And surrounding us at the initial meeting were, of course, people from Sega, but also all sorts of outsourcers: localisers and sound people and recording studio people. People to make this, and people to do that. And everyone wanted a piece of that $70 million, you know? And of course that’s like the worst thing you could do, is to start out a project saying we’ve got all this money, and then just keep throwing more money at it.”

“I’ll never forget the meeting for this, it was the oddest thing. I was at the meeting – the let’s kick it all off meeting. And what IMagic did for Shenmue was, we were hired to handle the voice acting... Now, of course with games there’s the localisation itself, and then there’s the voices. The localisation is what we’d normally do, along with the voices, but we didn’t get the initial localisation work.”

Blaustein was reluctant to give specifics, but speculation at the time was that Yu Suzuki gave the text translation to a family member, possibly his brother-in-law, who owned a translation company. This left the voice work to go to a separate company. Unfortunately there was the added burden that Suzuki insisted that all voice acting, including the English, had to be recorded in Japan.

“The reason we did it in Japan by the way, was because Mr Suzuki wanted access to it while it was being done. He probably thought that if he could go and quality control it himself it would be better. Or I dunno, maybe he just wanted to leave his desk and go see how things were going. It was done around his schedule. It wasn’t done because it was the best thing to have done. It wasn’t done because we didn’t have the money to do it in New York. It was simply done because that was his decision. Nobody that was doing that thought it was a good decision. And clearly it wasn’t. Add that to my regrets, that we could have done a great job. It’s like, if we had gone to New York or LA and did it, they’d all have been great actors. We could have had a great script and... Let me ask you and the readers, would Shenmue have done better if it’d had better actors, or wouldn’t it have made a difference?”

“I don’t remember how many characters were in that game, but it’s hundreds. And there simply weren’t enough English-speaking voice actors. In Japan you already don’t have the cream of the best actors, what you have are people who were models who turned into actors, and people who were teachers who turned into actors, or people who were actors and couldn’t hack it as actors in the West and so left to become actors in Japan – and those are the best actors in Japan. So the best ones you have are the ones who failed in America and went to Japan. So it was such a stupid proposition to do it there.”

“The auditions go ahead, we hire basically every single person that exists and calls themselves a voice actor. The people that are doing the translation are late, and I remember it was such a messed up situation, it was so bad that stuff was going directly from the translators, without being checked, faxed to the studio and having actors just read the stuff. That’s how slapdash it all became. And there were actors that had no place at all doing the acting. There was no time for direction – it was like, get it done! When you’re doing it right, like with Metal Gear Solid or something like that, you set up the situation – you’re not doing anything by the seat of your pants.”

“I didn’t direct it, but I’m sure the director was having one cut for everything: OK here’s a line, read it! OK, next. It wasn’t ‘let’s get the best performance for this line’, it was just a massively messed up situation, and the end results wound up being what they are. So, play the game, listen to it, and you’ll know exactly why it got that way.”

Of course Blaustein wasn’t at all happy with the actor situation, so in a desperate attempt to salvage the project and find talent who could fulfil their needs, he flew back to America to round up some voice actors and then fly them back to Japan specifically for the job – something which was unprecedented in the localisation industry.

“And here’s a thing about Shenmue that made it even more complicated, and I can’t recall why this was the case, but for some reason we were also looking for voice actors who would physically look like the characters. I think Suzuki was planning to do some kind of non-videogame media thing. Like there’s that guy Corey Marshall, who played Ryo. And Debora Rabbai too. I hired these people. I came back to America, right, and I found some unknowns and some knowns. There weren’t enough actors in Japan and it was the case that Mr Suzuki wanted a good looking, young unknown. Like an actor. Not even an actor, a young newbie... I don’t know what he was thinking, actually, because if you look at the page of actors on Shenmue Dojo, they’re all good looking people. And Deborah Rabbai, I remember interviewing her in America, she’d had a lot of experience working with animes. Look at these people, these are voice actors that were hired partially because of their looks. Doesn’t that seem strange to you?”

“The one thing you can do to make hiring a voice acting cast even more difficult, you can add this condition: they have to be good looking. So here we are with this ridiculous thing added on top of it. But we weren’t going to say no. So I went back to America, I put out advertisements and I got a couple of people. And the people I got were Deborah Rabbai, and certainly Corey Marshall. And he did martial arts, that’s one of the reasons why he got the job. So I wrote contracts and sent them back to Japan. Corey had never been to Japan, he’d never done acting. We were doing some weird stuff, and that’s just how weird a project Shenmue was. Nobody else was doing anything like that – flying actors from one country to another.”

Despite all the hard work that went into finding Corey, the end result was not without irony, as Blaustein notes. “Now, let me recap. We’ve done a worldwide search for this guy, we find a complete amateur, not hugely talented but good looking enough to be called good looking. He did martial arts so we could say he did them. He satisfied a lot of the checkmarks, and then they changed his voice electronically at the end of all this, to make him sound younger! Isn’t that ironic? Isn’t that hilarious, that after all that work they change his voice?”

“I’ve done a lot of these projects, and a lot of the times we’ve talked about my past work I’ve complained about how the budgets are low, and there isn’t enough money, and here’s a case where they made so many mistakes in the opposite direction. There was poor management and too much money thrown at it. It was rushed, and I know enough about games to know you’re unlikely to get a consistent product. You have bits of it that were translated well, but there were probably 20 translators touching it, would be my guess. And with that many translators, working on that many characters, with a story that diffuse, you’re going to have huge problems with consistency, huge problems with the story, huge problems with characters speaking.”

As Blaustein recollects, no amount of budget could save Shenmue. “Thinking that more money would solve the problem of doing it in Japan, was a mistake. I was not exaggerating when I said it could be an outstanding metaphor for the excesses that videogames reached. The last thing I’d say about it is this: its development is a fascinating story. It’s one of a kind. It may be much more of a disaster than even you know. Didn’t it deplete most of Sega’s finances? What a story!”

Recent games

Senko no Ronde:

I think that piece of work came through Haruhiko Inaba, he’s a guy that I worked with at Konami, in the business division, and we used to talk a lot about our games ideas. In many ways he’s like a Japanese version of me. We worked together in the same company post-Konami for a while, doing freelance translations together, so we were kind of partners. Senko no Ronde would have been a game where he picked up the sales from Japan and said, here Jeremy, translate this. I don’t have much recollection for that game besides the name, so it’s quite likely that I simply hired some translators to translate the game for me. Among the games that I list on my company’s credits, even among the Japanese to English games, there are some games I translated entirely myself, and there are others where the company said to me, we’ve got a million words and need it done in two months, can you do it? Obviously I can’t do it all myself, so maybe I’ll be one translator among six. I’m arranging the translation and co-ordinating the team.

Invincible Tiger and Velvet Assassin:

Yeah, I remember, the Legend of Han Tao. Well we did it from English into French, Italian, German, Spanish, Japanese and Korean. I didn’t do any translation myself. I wore my president’s hat for that. Same thing for Velvet Assassin. Sad fact is that very few big games are given enough time to be localised by one person these days. We just worked on a MMORPG called Uncharted Waters from Japanese to English. I did some work on it, but had to work with many others.

What his family and friends think...

“Everyone thinks it’s cool. Although I’ve got to talk quietly, my wife’s around here. You know, it’s still difficult enough being a freelancer that you go through ups and downs. As you know, it’s not the most stable economic situation, however I’ve been doing it for 15 years. So mostly people close to me all think it’s very, very cool. It’s great.”

“People always ask me, do you get a copy of the game you’ve worked on. And it’s like no, not anymore. Even back in the day I rarely got a copy of the game. You know, they just don’t do that. They don’t give it to people on the R&D staff either, it just doesn’t happen. My family thinks it’s really cool. Although, it’s funny, my kids, in some ways they don’t really realise how cool it is because they’ve been growing up with it. But they’re starting to get old enough to realise it’s cool. Gives them playground credit .”

ZPang in the future?

“I’m in videogames, I don’t want to look like a Wall Street banker.”

Blaustein’s current company is ZPang, which is undergoing a shift in direction. From the new year Blaustein has moved with his family from America over to Japan, where the heart of videogame localisation work is. He also has several exciting works in the pipeline, especially for Apple’s iPod range.

One such game, which can’t be disclosed yet due to an NDA, is a classic title with deep Japanese roots, which most people would never have expected to ever reach the west. And yet, Blaustein is concerned about Apple’s hardware. “Unfortunately I don’t have a lot of confidence that iPod apps will necessarily pay. It reminds me a little bit of the 1980s glut that caused the whole crash of Atari, because there’s just too many apps. It takes time to design games/apps and the perceived value of these things is being really degraded by the sheer glut of free or 99 cent games. So I’m not very confident that it will work.”

“I’m also looking into more dubbing of anime, TV programme and so on, as well as potentially some interesting music-related material. I know some interesting people, and as an entrepreneur, you always think about the connections you have and how can you put people together to form more powerful opportunities.”

“I regret the fact that I don’t do as many games these days. I regret the fact that game companies don’t consider a translation to be a work of art – they consider the original script something that should be done by a script writer, and it’s well written for the story. But for some reason people still think that the process of localising the script into English, from the Japanese, or creating the French or Portuguese, somehow is not an art. They think that the translation is something that can just be given out to two or three translators. That to me seems remarkably small minded. You’re talking about a game that was created for the Japanese, a population of 130 million people, and then it’s going out to 300 million Americans and several million Europeans, and they ask for it to be translated in three weeks, a game that was worked on for two years! I don’t understand what people are thinking when they do that. How can it be given such short shrift?”

With Blaustein’s move from America to Japan, you’ll now likely find him giving games and other media the attention they deserve when being localised. He’s got several games planned, plus work in anime and a few things he’d rather not disclose just yet. Otherwise you can follow his work on the ZPang website.

Boing Boing's Indie Rants And Dreams

Though Boing Boing's alternate/indie gaming site Offworld is, for the most part, no more, managing editor (and Gamasutra alum) Brandon Boyer is still putting up great video game articles at the main Boing Boing site, including two recent pieces on indie developers presented in an attractive blogazine format instead of using the site's typical post template.

The most recent article, "Less Talk More Rock", is an approximation of a presentation given by artist Craig "Superbrothers" Adams at the recent Indie Games Rant, a GDC lecture in which a collection of indie developers (e.g. Thatgamecompany's Robin Hunicke) and game journalists (e.g. Area 5's Ryan O'Donnell) take the stage for five minutes and speak about their thoughts on the game industry.

Adams, who is currently collaborating with Capybara Games (Critter Crunch, Might & Magic: Clash of Heroes) on Sword & Sworcery EP, shared some of his slides from his presentation in Boing Boing's article, including the above re-creation of a famous Legend of Zelda scene.

In the artist's rant, which argues that "the native language of videogames can neither be spoken nor written", he describes projects as starting with a vision, moving into a phase in which developers plan and talk about the idea, then actually making the game. Adams calls on developers to skip that second step:

"Don't talk about it. Don't plan it. Dive in and start making it happen. If you do that -- if you can start rocking -- you'll get some momentum, and when you have some momentum then the project has a chance, because now you're into it. It's going somewhere, it's tangible. Sure, you'll still run up against problems to solve and decisions to make, but you'll approach these in the moment and solve them in the moment. You'll solve them so you can keep moving."

Once you've read that rousing piece, make sure you also take in Boyer's other recent Boing Boing article, "Caught Sleeping", a tour through Jason Rohrer's (Passage) upcoming two-player, storytelling PC game Sleep Is Death -- which sounds just as intriguing as his other current project, Diamond Trust of London for Nintendo DS/DSi.

Roll 20s While You Shower: D20 Soap On A Rope

Pen and paper RPG fans looking to score a "critical hit against bad body odor" have a new and finely crafted item to add to their inventory: D20 Geeksoap On a Rope. The giant 2.5"x2.5", 4 oz. dice comes in blue, peach, seafoam, lilac, pink, or lemon (with a solid oatmeal formula available, too).

Craftster Lesley Karpiuk says the handmade item is lightly scented with "an invigorating smell guaranteed to woo the opposite sex" (Charisma +2?) but can also be made frafrance-free. She uses pure vegetable glycerin and moisturizers, enriched with aloe and vitamin E, to create the soap.

The $5 D20 On a Rope is just one of several Geeksoap items available in Karpiuk's Etsy shop. She also sells D20 Massage, Embedded D20, Twitter, Star Trek, Star Wars, Warcraft, Pi, 1UP Mushroom, Binary, Gmail, and Cthulhu soaps!

[Via Craftzine]

In The End: Linkin Park's 8-Bit Rebellion

In one of the oddest game collaboration projects yet, rock group Linkin Park and game developer Artificial Life have revealed Linkin Park 8-Bit Rebellion, a new 2D action-adventure game starring the band and featuring its music, releasing to iPhone, iPod Touch, and iPad soon.

In the game, players must travel through 8-bit stages themed after each band member while fighting agents of PixxelKorp, an evil corporation that's stolen Linkin Park's music. Players can create and customize their avatars with hundreds of different combinations. 8-Bit Rebellion also offers lots of social gaming features like IM chats, in-app messaging, message boards, virtual gift sending, and player rankings.

Along with original, 8-bit interpretations of the group's hits like "Crawling and "In The End", the iPhone title features an exclusive new song titled "Blackbirds", which is unlocked after completing the game. Artificial Life says this is "the first time an artist has released a brand-new song through a mobile game app."

I'm sure Linkin Park fans will eat this up, but the mix of different and unattractive art styles seems jarring and reminds me of Sengoku Hime, which you might remember as 2009's "Kusoge Of The Year" award. Also, I hope the chiptune remixes of Linkin Park's songs aren't anything like what's in the trailer; those tracks sound awful.

This Week In Video Game Criticism: From Addiction Through Bob's Bad Company

[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham checks out stories on addiction, Battlefield: Bad Company 2, and McDonald's toys.]

This week, Tim Rogers published a multi-part Gonzo style documentary of GDC wherein he spends a week with Bob of ‘Bob's Game’ fame. Your mileage may vary, but there were some interesting sections and it’s certainly a unique take on the GDC experience.

Another big long article of note is Tom Bissell’s Observer piece on Videogames, Cocaine and addiction, which is simply stunning. One of my PhD supervisors actually emailed me to ask if I’d read it, so know that it’s certainly making the rounds, and with good reason.

Elsewhere, Trent Polack writes on his blog Polycat about ‘The caged destruction of Battlefield: Bad Company 2’. It’s a game I’ve been enjoying this past week as well.

Jorge Albor writes about ‘Controlling emotions in Heavy Rain on the Experience Points blog. In addition, Steven O’Dell continues his ‘Origami Collection’ series he started last week with the newest entry ‘Mundane Magic’, commenting: "Just how can the act of shaving or picking up some mail be fun in a videogame?"

For Ada Lovelace Day this week, the Border House ran a huge selection of essays on and interviews with women involved with games and the games industry. As Brinstar notes of her time at GDC: "While many shared observations (and sometimes firsthand experiences) of sexism in the industry and rightfully griped about sexism in games and games marketing, all of the women I encountered were optimistic and hopeful for the future. There’s no other field they’d rather be in, and all of them were passionate about their work and ambitions."

CT Hutt at Press Pause to Reflect talks about how games manage the players level of mental engagement in ‘Playing with your brain’. He particularly says: "Great video games, like all great art, are most effective when they engage us completely, when they encourage us to be active thinkers and problem solvers rather than passive participants."

Designer and professor Frank Lantz wrote at Game Design Advance about, to quote his tweet, “Jon Blow, Sid Meier, Rob Pardo and truth in game design”, which is to say he skilfully wove a couple of threads together from GDC. A highlight: "Shouldn’t games be an opportunity for players to wrap their heads around counter-intuitive truths? Shouldn’t games make us smarter about how randomness works instead of reinforcing our fallacious beliefs?"

LB Jeffries looks at ‘The Literary Merits of Dante’s Inferno’ for PopMatters: "Boiling down the first book of the Divine Comedy to its surface elements is a bit trickier than it sounds because you either think the poems are about three stages of the afterlife or that they’re about Dante’s spiritual transformation as he grapples with accepting God’s authority."

Finally, Michael Abbott at The Brainy Gamer, in a slight departure from his regular writing about videogames, relates a short experiment he conducted with McDonald’s toys for boys and girls, his daughter and finding out which one is more ‘fun’ - a compelling end to this week's round-up.

March 30, 2010

Insanely Twisted Shadow Planet Headed To XBLA

Cartoonist Michel Gagné and indie developer Fuelcell Games announced that they've negotiated with Microsoft to release their stylish shooter Insanely Twisted Shadow Planet to Xbox Live Arcade. When asked if the title is an XBLA exclusive, Gagné commented, "No one here is saying that there won't be a PC version ;)".

Fuelcell's CEO Joe Olson and Gagné put together a production team for the title shortly after the two met in 2007 and discussed the potential of "feature quality 2D animation" in a side-scrolling game. While the game seems to share a lot of similarities with PixelJunk Shooter, Gagné's visual design for ITSP gives the project a distinct look/atmosphere.

"We’ve assembled an extremely talented, dedicated, and passionate group of people around this unique project," says Olson. "The combined forces of our team of game industry veterans, Michel’s unique artistic style and vision, and Microsoft’s expertise in the downloadable game space is sure to make for a lasting impression on 2D gaming."

[Via Eastern Mind]

Uematsu's 10 Stories Released With English Edition

You might have heard that Final Fantasy composer Nobuo Uematsu released 10 Stories, a collection of songs written by the composer during his high school years, released earlier this month to Japanese retailers and digital download shops like iTunes. The tracks are mostly in Japanese, but it turns out that, as with most of Uematsu's video game works, the album was localized with an English edition!

The songs in the English version, titled 10 Short Stories, now feature English lyrics, so you can actually understand what the songs are about without having to decipher the odd but colorful music videos put together by Uematsu's label Dog Ear Records.

Uematsu also elected to use a different singer for 10 Short Stories; a young girl named Carol Chiaki Nobuka sings most of the English tracks. Two other girls from Japan's Shichida Child Academy also lend their voices to "Here Comes Conga Boy" and "Coconut Castaway". Just comparing the preview tracks, the Japanese and English albums sound completely different!

[Via Nobuooo]

Interview: Intellectual Asado With Today I Die's Dan Benmergui

[In his latest interview for GameSetWatch, Patrick Dugan catches up with IGF Nuovo finalist and thought-provoking independent game creator Daniel Benmergui, quizzing him about his titles and his thoughts on game creation in today's market.]

Daniel Benmergui worked at Gameloft Argentina for years before saving up and going indie. With enough cash to live for about 18 months he started making small, experimental Flash games, eventually putting together a cadre called "Moon Stories" that earned him a place in the Tokyo Game Show's inaugural Sense Of Wonder Night in 2008. His 2009 title, Today I Die, was a 2010 IGF Finalist for the Nuovo Award.

We caught up with Daniel to dig deeper and explore making video games, inspirations, and the meaning of independence - particularly independence in his native Argentina.

You're an Argentino, how do you feel about that?

Pretty well... I'm sort of proud of being able to end up doing what I always wanted to do in my own homeland, despite the lack of supporting infrastructure.

Your games, I Wish I Were The Moon in particular, are popular among female players, what do you think it is about the design that made that possible?

Probably because the initial impression from those games are more closely related to our everyday life than most... you can make a very good game that is very hard to get into for non-gamers (VVVVVV), but most games out there won't cause a very good impression on first look (elves? marines? cute robots? what?).

The game design in both Moon and Today I Die is pretty light and doesn't demand a lot of engagement to able to navigate through the games... You can tell right away what these games are about just by taking a glimpse.

What's your impression of the IGF, Indiecade, and similar forums? Which one do you think is doing the best job of promoting innovative work? Do you think the IGF's Nuovo Award should be seen as a model for process governing the rest of the awards, or should it be kept as its own thing?

The IGF reflects the "institutional" part of the indie community. Its rules and worldview define what most people in the industry believe "indie" is. Thus, the IGF has quite a bit of power. But of course, it's not as large as indie games as a whole are.

Indiecade is a very intimate meeting for a bunch of the best indies around... many games Indiecade selected ended up as finalists in the IGF. I only wish the event would grows not towards the IGF, but towards the general public, somehow.

The Nuovo Award's definition is very close to "innovative games", in my opinion, and it's not the indies job to innovate, despite being a common occurrence. I would make the Seumas McNally Grand Prize the "Important Game" award and be done with it, making the aspect prizes (design, aesthetics, etc.) a mention instead of a prize itself. Of course, there should be room for plenty of "important games".

Does South American culture have more potential to espouse great game design work than Northern Hemisphere cultures?

I wouldn't know. Before that happens, LATAM (Latin American) culture should make an effort to spin away from the northern influence. I have no idea what a local culture would mean, gamewise.

What do you think is holding back the Argentine game industry, and where could it go if these limitations were removed?

The Argentinians are holding Argentina back. The country is exploiting itself into oblivion, from the government up to most of the local "entrepreneurs", who are often as hypocritical and exploitative as the government they claim to hate. But if we remove the Argentinians we run out of a country, so either the few who are true manage to gain and wield power for the growth of the country, or we'll eventually become Haiti.

I trust the former will happen.

What was it like trying to get games in the '90s in Argentina? Since the peso was at par with the dollar, you could have bought the same systems as in the U.S. for the same price, right? Did a lot of kids get game systems before the crisis kicked electronics importing in the shins?

I am guessing by "system" you mean a PC. No consoles here ever, except horribly overpriced. Getting games in the 80s, 90s, 00s and 2010s here was always easy, since piracy is a very efficient distributor. Middle classes could always afford a decent enough PC to run most games.

How many truly great game designers are there alive right now, on this planet? Off this planet?

A bunch of them! There are also designers that are going to be legendary if they don't stray from the path. Jonathan Blow, Jason Rohrer and Frank Lantz are geniuses to me. Terry Cavanagh is probably going to join them at some point. But you don't need truly great game designers to make something that matters... we are still too young.

I do believe Jonathan Blow was brought from outer space. He's that strange.

In your 2009 EVA keynote, you spoke about the different ways independent developers can directly get into a cash-for-satisfaction trade with their audiences. If this starts to work for people, how would you expect the industry to change? How far could it go?

In the past decades, researchers and companies tried their hardest to figure out how to shove people into spending to buy products. Using this body of knowledge and having money, you can always force the "market" into buying your product, regardless of what it is. You can't beat that right now.

But getting in touch with your audience can make you a good living, while at the same time having an honest business relationship with the people paying. That's the best thing about these alternate models.

You've once commented that you'd like to live like Jason Rohrer, growing your own food and whatnot. Do you still feel this way and do you think that's a broadly applicable model for "rightsizing" the life of an indie developer?

Not only indies need to rightsize their lives. Everybody should. The amount of power you gain by controlling your expenses cannot be overemphasized. The less money you need, the more leverage you have to control your own life. The more leverage you have, the more money will come your way. I believe it just works like that.

You don't need to live at a total minimum like Jason, but being able to renounce to expensive luxuries is very liberating and puts your life back into your own hands (warning: that's pretty scary). I started by giving away my TV.

What's the most important thing in life? If you ranked all the most important things, what rank would games have?

Pretty low. I was looking at an ad on the subway that asked what would you pick if you were stranded on a desert island: books, movies and games. I picked in that order.

The most important thing in life is to scrap and rebuild every five years.

Best of FingerGaming: From muBlip to We Rule

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor in chief Danny Cowan and authors Mathew Kumar and Jonathan Glover.]

This week, FingerGaming covers the rhythm-puzzler muBlip and ngmoco's online kingdom sim We Rule.

Also within are the lists for top-grossing, most-downloaded free and paid Apps from Apple's store, as well as quick looks at Flick Bowling 2 and QRANK.

Here are the top stories from the last seven days:

- Ngmoco Releases Free Online Kingdom Sim We Rule
"Like ngmoco's other free-to-play titles Eliminate Pro and Touch Pets Dogs, We Rule allows unlimited free gameplay, though players have the option to speed up plant growth and building construction by purchasing add-on content."

- Top-Grossing Game Apps: Zombie Farm Makes Top 10 Debut
"Where's Waldo?, Monopoly and Street Fighter IV continue to see strong sales, as Playforge's microtransaction-supported FarmVille clone Zombie Farm finishes its debut week at fourth place."

- Free Daily Trivia App QRANK Pits Richard Garriott Against Monkee Michael Nesmith
"Following a grueling celebrity trivia battle, Nesmith ranked in at second place, narrowly beating Austin, Texas mayor Lee Leffingwell. The top prize went to Deus Ex designer Harvey Smith, who has proven himself smarter than any living human."

- Rhythm Puzzler muBlip Premieres in App Store
"iPhone developer para9's rhythm-based multitouch puzzler muBlip was a standout title in this year's IGF Mobile competition, earning a finalist spot in the Audio Achievement category."

- Top Free Game App Downloads: Chalkboard Stunts Leads Over Simon
"Manta Research's physics-based racer Chalkboard Stunts soars to the top of today's chart. Simon: Classic moves up to second place after taking third last week, as MobilityWare's free version of Solitaire follows close behind."

- Virtual Currency Company Offerpal Acquires Developer Tapjoy
"Offerpal Media has acquired Tapjoy, creators of the Tapjoy mobile application monetization platform and distribution service. The purchase extends Offerpal's virtual currency model to mobile applications for the iPhone, iPod Touch, and Android platforms."

- Top-Selling Paid Game Apps: Where's Waldo?, Doodle Jump Lead Charts
"Gameloft's Dungeon Hunter and Earthworm Jim enjoy newfound popularity after a weekend-long sale, as Cupcakes! maintains steady sales at fifth place."

- iTunes Update Adds App Gifting Option
"Apple's iTunes has been updated with a new 'Gift This App' option, giving customers another avenue to spread the word about their favorite App Store titles."

- Freeverse Launches Free, Ad-Supported Version of Flick Bowling 2
"Freeverse takes an unusual approach with its Flick Bowling follow-up, adding a new story mode that 'takes you on a journey through time and space to defeat the insidious Baron Von Schtopwatch.' With bowling."

Blip Festival Tokyo Announced: Hip Tanaka, YMCK, And More

With Blip Festival's annual chip music extravaganza in New York City and the inaugural European event last year at Denmark, it was only a matter of time before organizers announced a version of the show for Japan. Blip Fest Tokyo was just announced for September 4-5 (unfortunately for traveling game journalists, that's two weeks before Tokyo Game Show).

The two-day show will take place at Tokyo's Koenji High venue and will feature local artists like legendary composer Hirokazu "Hip" Tanaka (Metroid, Donkey Kong), popular chip group YMCK, Portalenz (USK and Maru), Quarta330, and Hally.

Western musicians and VJs like Nullsleep, Starpause, No Carrier, Bit Shifter, Trash80, Little-Scale, and Stu are also slated to play at Blip Fest Tokyo. Organizers add that they will eventually announce more acts; I'm personally hoping to see Omodaka and Kplecraft included on the list. This seems even bigger than Fami-Mode!

Smilin' And Toothy Gish Plushes For Sale

Almost six years since the Cryptic Sea released the game, plush versions of Gish's eponymous hero are now available thanks to Bigshot Toyworks! For those who need their memory jogged, Gish was the indie action game from Edmund McMillen (Super Meat Boy) and Alex Austin that won the Grand Prize and Innovation in Game Design awards at IGF 2005.

The plush ball-of-tar hero comes in 4" ($8) and 8" ($16) sizes, each available with two different faces: Smilin' or Toothy. The figures are made of velour with embroidered detail, and Bigshot Toyworks says they're perfect for "perching next to your computer, hurling at irritating roommates, or just having a long heart-to-heart with after you get dumped by someone who just doesn't love video games like you do."

Ubisoft Trademarks Horse Gaga

Offering little explanation for what such an oddly titled game could offer, Ubisoft registered a trademark for Horse Gaga last week, filed under "entertainment services, namely, providing an on-line computer game for others over global and local area computer networks and providing information on-line relating to computer games, video games and computer and video games related products".

A day before filing the trademark, the French developer and publisher registered the HorseGaga.com domain, which doesn't have any content at the moment. What could Horse Gaga be about?! Is it something as simple as a game for young girls who "go gaga" over horses?

Maybe it's a team-up between pop superstar Lady Gaga and Ubisoft's Horsez/Petz franchise (see picture)? Or perhaps it's a sequel to Dreamcast import Segagaga that Ubisoft licensed about a struggling ranch? Probably not, but please let me dream!

[Via Trademork]

GameSetLinks: The Fortress Of Game-Itude

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Well, I'm afraid GameSetLinks are more or less over nowadays, due to my overstressed schedule running all kinds of GDC and Gamasutra-related things. Luckily, it's been quite handily replaced by Eric's smaller individual posts and Ben Abraham's weekly round-ups of the best critical blogging.

But you'll still get catchups from time to time as I rotate through my feeds, and here's one, starting with notes on CSPAN's newly available video game-related archival coverage, and continuing with neatness on the Toy Soldiers Facebook game, the honesty of the Team Fortress 2 blog, and lots more besides.

What is it?:

1UP's Retro Gaming Blog : Things I Learned From the 1993 Game Violence Senate Hearing
CSPAN's video archives include some fascinating video game-related things!

Ton of Clay: At War With My Friends
Toy Soldiers tie-in Facebook game coded in-house at Microsoft? Super interesting, hadn't heard of this...

GDC 2010 Hub | Pixelsocks.com
Some nice in-person IGF interviews rolling out here...

7 of the Best #GDC Slideshows for Indie Social Game Designers - Facebook Indie Games
'GDC is over. Below I've assembled the seven most useful slide decks I could find from GDC for social game developers.'

WoSblog: Weird or Standard? » Blog Archive » The New Arcade
'Three main things characterise the games of the New Arcade movement. One is extremely low cost... another is instant playability... and the third is high-score competition, reborn as the online leaderboard. '

VideoGamePriceCharts: Welcome to Violence - Sega Wii Bundle
Sorry, this is old, but... Sega really released a Australian Wii game bundle called 'Welcome To Violence'?!

Team Fortress 2 Blog - Dammit dammit dammit dammit!
Really interesting design discussion on a feature that they didn't put into the game. Via Zack HiWiller.

March 29, 2010

Pride And Prejudice And Zombies Adapted For iPhone

It is a truth universally acknowledged, that a man in possession of a good novel like Pride And Prejudice And Zombies, must be in want of a video game adaptation. Freeverse is making just that, bringing Quirk Classics and Seth Grahame-Smith's Zombie-filled edition of Jane Austen's text to iPhone and iPod Touch next month.

The game follows Elizabeth Bennet's adventures in Pride And Prejudice And Zombies, focusing on her battles against the undead instead of her dealings with the insufferable Mr. Darcy. Hopefully, Freeverse will include key scenes from the novel such as Elizabeth's epic battle against Lady Catherine's cadre of ninjas.

The game's announcement comes shortly after Quirk Classics released a prequel to the novel, Pride and Prejudice and Zombies: Dawn of the Dreadfuls. If we're lucky, we'll see a video game version of that as well, along with similar adaptations for the publishers other novels: Android Karenina and Sense and Sensibility and Sea Monsters.

[Via Technabob]

New Photos, Hero For Snapshot

Over a year has passed since we've seen anything new about 2009 IGF Finalist Snapshot, a 2D puzzle platformer with a photography gimmick, but Phoenix-based developer Retro Affect (Kyle Pulver, David Carrigg, and Peter Jones) posted a couple new screenshots to show their progress on fleshing out its 2009 prototype.

Along with environments no longer looking like stages ripped from Super Mario World 2: Yoshi's Island, the screens show a new hero for Snapshot. Instead of a diminutive orange boy with a brown cap, Snapshot now stars a robot. His primary power is still taking photos of enemies and objects, then pasting them back into the scene to solve puzzles.

"We’ve added a decent amount of features since the prototype," said Retro Affect's Peter Jones in an interview with Games Fascination. "I think the one we’re most excited about is the ability to capture the physics of an object."

He continues, "So, when you snap a photo of a falling rock, that rock’s velocity is preserved in the picture. When you paste the picture, the rock will continue on its way. That, combined with the ability to rotate photos creates some really fun puzzles and hilarious moments. Physics is fun."

Retro Affect looks to release Snapshot on PC and "at least one console" in the fourth quarter of 2010.

GameSetInterview: Space Lions? Neptune's Pride Have a Word

NP%20GSW%205.jpg[Continuing a series of interviews with the indie developers who live on the edge of the cultural consciousness, Phill Cameron has a chat with one of the guys between the sloth of the PC browser based space-expansion RTS genre, Neptune's Pride.]

I haven't slept in weeks. I just try and occupy myself for five minute bursts so that I can justify checking on my empire again. I wonder if Ming the Merciless ever had this problem, or if he just chopped off intern's heads until one of them did it for him. I wish I had some interns. Or a guillotine.

Neptune's Pride is a browser based galactic empire RTS. That might make you think of Farmville with thrusters, but it's far more akin to something like Civ 4, or maybe even Solium Infernum. I mention that last because a big part of the game is diplomacy.

And by diplomacy I mean betrayal. And when betrayal is imminent, you can't sleep. Because you want to be awake when that knife slips between your shoulder blades, don't you? We chatted to Iron Helmet, headed by Australian-based ex-Irrational developer Jay Kyburz, to find out more about the project:

Can you explain a little about yourself and what you do?

Iron Helmet Games is a small group of independent developers interested bringing back and modernizing hard core strategy games. We don't believe strategy games need to be overly complex and in fact the games we most enjoy have simple mechanics and an emphasis on player interaction and diplomacy. We love board games and card games but were beginning to lose our passion for video games. We wanted to take a step back and make, and play the kinds of games that first captured our imagination.

Coming out of Irrational, what made you decide to develop a browser-based space strategy game, rather than continue with the whole first-person genre?

Many of us have been making FPS's in the Unreal Engine for over 7 years, it was time for a change. Strategy games gives us something new to think about, new problems to solve, new challenges. We hope to bring some of the polish of the Bioshock games to whole new genera and platform. We think it's an area that needs a shake up.

NP%20GSW%204.jpgWith Neptune's Pride, you're creating a game that's providing a stripped-down mechanical structure that engenders player interaction on the most fundamental of levels. Was this the intention when you started out or is it purely a happy coincidence of the on-going beta state of the game?

No, thats exactly what we set out to do. It's so easy to get bogged down in the complexity of a strategy game and lose site of whats really important, what the other players are doing. There is no story in Neptune's Pride, no real AI. In Neptune's Pride the players are the heroes and villains. The tension is created because there is no formal alliance system and you have to trust your neighbors. You have to interact with them and work out who are the good guys and who you will attack.

Another reason we stripped everything back was so that players could easily make meaningful decisions and understand their consequence. In large complex games many players find themselves guessing how the underlying mechanics work which leaves them feeling unengaged. We want players to clearly understand what they are getting when they upgrade their stars or research a technology.

Which then leads back to player interaction because, while the most efficient upgrades are obvious, the actions of the other players introduce an element of risk that must be taken into consideration. It might be cheapest to build a science facility on your front lines, but will you be able to defend it?

Following on from that, as you introduce new systems to the game such as concrete alliances, alien races and a more in-depth tech tree, do you see them obfuscating the game a little more, or just providing a more intricate experience for the players to enjoy?

When we add new features we always look back at those fundamentals, we don't want to water down what we have now. The alliance system is a good example, a feature we recently added. We wanted a feature that would help players cooperate in taking down a larger enemy, so when you have "ceased hostilities" with another player you can pass by their stars and share you scanning data, but there is no formal lock-in of that alliance. It can end at any time without warning, and there is no sharing of victory. The important tension is preserved and in fact the risk is greater because your trusted allies can see your stars and their defenses.

NP%20GSW%201.jpgWhile the game is in Beta at the moment, there's still the option to pay for credits and access the your premium services, such as custom and larger games. How has the response to this been?

The response has been great, players are really enjoying the game and seem willing to contribute to its development.

With the free version of the game already so involving, have you seen a large conversion rate from the free to premium service?

Yeah, its a little unexpected, but it seems that one of the best selling points for the premium service has been the private games. We have a significant number of people creating fairly standard games, but making them private and inviting a small group of their friends to play. Its always more fun to play these kinds of games with your real life friends.

Neptune's Pride seems a remarkably versatile and expansive game to be operating within a browser and on flash. How was the engine to work with? Did you meet any particular obstacles when creating the game?

Flash is great, we love working with it. The only obstacles we faced were in learning all the new technologies. Flash is a huge platform and you really need to make a product or two before you could say you know what you are doing. There is tones of stuff we would love to go back and change in Neptune's Pride now that we know Flash better.

We are also just learning how to run a server and maintain an online game. Lying in bed at night and wondering if the server is still up is a whole new level of stress for us.

Has there been any temptation to push the game into a more persistent, wider situation? As in a persistent galaxy that all the conflicts have an influence on?

One of the core principles of Neptune's Pride is to have players interacting and we don't feel a bigger game is conducive to that. We wan't players to get to know and interact with the 6 - 12 players in a game. It's a manageable group. I think generally speaking we would like to keep moving and provide players with a variety of fresh and interesting small games rather than one huge game.

When making the game, did you realise quite how much of a back-stabbing, malicious, deviant, deceitful environment you've created? When testing the game did any of the development fall out over a particularly cutting betrayal?

Haha, no. Though I nearly found myself sleeping on the couch one night when my girlfriend accused me of trading weapons tech to somebody she was attacking. We play in different games now.

NP%20GSW%202.jpgFor a game in beta, it does seem incredibly robust and versatile already. How extensive are the changes you are planning on making to the game before an official release?

We don't plan to make too many more significant changes. We have been internally testing some unique alien races and new technology streams but they haven't been as satisfying as we hoped. I think the game will look largely the same as it does now. Right now we are focused on fixing some very rare bugs and optimizing the server. An official release is still probably a few months away because when your game takes 2-6 weeks to play its takes a while to find the bugs and get your feedback.

Looking forward, what direction are you aiming to take Neptune's Pride, and what's next?

Neptune's Pride is nearly done. We have already been talking quite a bit about out next game. The tech guys have already taken a step back and started building the new flash client and app engine sever. On the design side we have allot of notes but no functioning game just yet.

The new game, while still focused on diplomacy and social interaction, won't be quite so focused on back-stabbing and deviant behavior. Instead we are going to drop the players is a game with a common goal, to fend off an advancing horde. Once it's overcome all players will win. But its not going to be a cake walk, and the players are going to have to trade and interact in order to succeed.

The players will still be the villains and heroes of our story, but all players will share the rewards of victory or the shame of defeat!

Come Out and Play Street Games Returns This June To Brooklyn

Organizers for Come Out & Play, an annual New York City festival where players take part in street games that have them running around and exploring public spaces, will return this June 4th to 6th at Brooklyn's Park Slope and Gowanus Canal neighborhoods (each year's festival takes place in a different neighborhood).

The Brooklyn Lyceum, a 100-year-old bathhouse converted into a theater/gym/cafe, will host this year's Come Out & Play and serve as its headquarters, though the street games will extend to surrounding neighborhoods.

While a list of games planned for this fifth Come Out & Play aren't announced yet, festival co-founder Greg Trefry says this year's even will feature both games that don't take advantage of technology and those that do. He was particularly enthusiastic about location-based games that use smartphones and apps, according to ARGNet.

Festival sponsor SCVNGR, which runs a "geo-gaming platform", says it will present a location-based mobile game there this June. Trefry adds that Circle Rules Football, a popular game from last year's Come Out & Play, will appear again at this festival. He expects other "weird new sports", too.

Come Out & Play is accepting applications for both low-tech and high-tech games that "make interesting use of the city" until April 19th. The games will have access to a variety of areas in South Brooklyn, including Prospect Park, the Old Stone House, Green-Wood Cemetery, Gowanus, and "the streets, sidewalks, and other public areas waiting for the perfect game."

DICE's Unreleased Hardcore Genesis Game

Long before it became EA DICE and released titles like Mirror's Edge and various Battlefield games, Swedish studio Digital Illusions Creative Entertainment worked on an unreleased and forgotten Genesis/Mega Drive game called Hardcore in 1994.

As the video above explains, the Turrican-esque run-and-gun shooter project was 99 percent complete with just "one bug left to squish" when Psygnosis cancelled 13 of its Genesis projects in an afternoon meeting after deciding to abandon the platform.

DICE co-founders Andreas Axelsson and Olof Gustafsson debuted this footage of Hardcore at Swedish demoscene show Datastorm last month. I really like how the bosses have a counter showing how close they are to dying. Also, make sure to watch the video to the end for the rotating Continue text on the Game Over screen -- very fancy!

Psygnosis and Sony still own Hardcore's license so DICE hasn't been able to release the game for free to Public Domain, but Axelsson says they're "working on that."

10-Second Gospel: Molleindustria's Run, Jesus Run

Molleindustria, creator of fine indie products such as Oligarchy and Every Day The Same Dream, has a new browser-based game that summarizes the New Testament in 10 seconds. The developer created Run, Jesus Run as part of this month's Experimental Gameplay Project theme: games presented in 10 seconds.

In Run, Jesus Run, you sprint through an 8-bit version of the Messiah's life, jumping out the manger and ending on the cross, performing miracles (by hitting the space bar at appropriate moments) and gathering apostles along the way. Each scene includes a note on where you can read more about the miracle in the Bible.

If you don't have the time to learn all the tricks for even this very short game, Andy Baio's already posted a speedrun playthrough!

[Via Waxy.org]

GameSetNetwork: Best Of The Week

As we put together stories from elsewhere on the Gamasutra network, here's the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus our GameCareerGuide features for the week.

There's some really neat post-GDC stuff in this update, including interviews with Final Fantasy XIII's director, Heavy Rain supremo David Cage, and a reprint of Game Developer magazine's Brutal Legend postmortem, as well as a feature on smaller Facebook game developers, a rickrollin' Game Design Challenge on GCG, and lots more.

Pay billions for this formula:

Tense Questions: David Cage On Heavy Rain
"After its release, Heavy Rain director David Cage talks to Gamasutra about the perhaps unexpected success of the title -- one that he hopes will make players think, feel, and expect different things from games."

Postmortem: Double Fine's Brutal Legend
"In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend."

Inside the Sausage Factory: The Art of IP Development
"Ex-EA DICE man Marcus Andrews gives a peek into the IP development process, offering cultural observations and process-oriented suggestions about how to drive at finding the next big thing -- when finding the next big thing is your job."

In The Shadow Of FarmVille: How Small Studios Can Succeed In Facebook Development
"Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish."

The Mind And Heart Of Final Fantasy XIII
"Director Motomu Toriyama speaks about the controversial and unexpected gameplay design of Final Fantasy XIII, the series' audience, and the possibilities that are open to the future of what's arguably the world's most popular video game RPG saga."

GCG: Game Design Challenge: Rickroll
"Our latest challenge, which is more than a little silly, asks you to Rickroll players or characters in your game -- in essence, to play the role of the designer as trickster."

GCG: 10 Steps To Succeed as a Freshman Game Developer
"Looking for a quick guide on how to get in gear as a game developer? University of Illinois at Urbana Champaign student Chris Ridmann offers his post-freshman year tips on making progress while in school."

March 28, 2010

Opinion: The News Of Console Gaming's Death Has Been Greatly Exaggerated

[In this editorial penned by Gamasutra news director Leigh Alexander, she suggests that "rich gaming experiences" on console won't go out of style, despite a burgeoning social game sector that often views the triple-A space as a lumbering dinosaur.]

When a large and nuanced issue is interpreted by hundreds of thousands of people at once, the result is that the nuance is often lost in favor of the simplest takeaway. Such was the case at the 2010 Game Developers' Conference, an event reports would suggest played host to the death of traditional gaming and design.

The giant-slayer, of course, was ostensibly the general concept of "Social Gaming", a phrase that encompasses a deceptively narrow vertex of products -- not just that which is literally "social", because Team Fortress 2 and World of Warcraft (those relics!) are indeed that.

When people say "Social Gaming", they mean a few things: Games played on social networks (i.e. Facebook, because who really is psyched about the viability of MySpace and Friendster anymore?).

But beyond that, the vaguely sinister phrase refers to a certain school of game design most traditionalists find depressing: One where the goal is to create not fun or meaningful engagement, but metrics; one which aims to create of its players a legion of turnkey drones.

It's one which sets its userbase to work recruiting other players, an opportunist approach that exploits natural human tendencies of cooperation and competition to make players feel obligated to engage in repetitious tasks.

This recent column from former Civilization IV project lead and Spore designer/programmer Soren Johnson does a handy job of covering key talks and events in the social gaming space during GDC 2010. The pervasiveness of the controversy is evident.

Peak revenue for AAA gaming has passed, argue venture capitalists, and developers still toiling stubbornly away on million-dollar console games are in denial. The king is dead, they toll! The common argument points to the fact development budgets rise at a rate with which returns cannot possibly keep pace, and financiers draw tidy maps to illustrate the inevitability.

Of course, most of these prognostications are being made by investors who've taken million-dollar bets on asynchronous social play and have their fingers crossed that the Facebook gaming bubble will turn out to be more resilient than the virtual world bubble most of them were quite excited to fund just two or three years ago.

It's dangerous to presume that quality is not an issue. Without truly compelling design, will your average Farmville user be interested in the same grind a year from now?

How long will they take to figure out that throwing incremental change into a Facebook game provides them no tangible reward? The theory that many in the much-touted multi-million user figures just mess around with the game for a few weeks and grow bored has yet to be disproven.

But one doesn't need to tarnish the gloss of excitement all over the Facebook gaming boom in order to see the case for the enduring viability of AAA. The secret weapons are tools that are getting more powerful and less expensive, plus teams that are getting smaller and more agile.

Perhaps "traditional" development -- 200-man teams spending millions of dollars over years to create a first-person shooter, working as segregated departments toward fixed milestones -- is indeed less relevant in today's climate.

New ways of viewing development are surfacing, as successes like ThatGameCompany and Naughty Dog are producing work that stands in support of the concept that treating teams as flexible and human (rather than cogs in an elaborate machine solely in service to a publisher) produces profitable games. Explosive successes from the indie scene are showing the merit of rapid prototyping for the discovery of new concepts.

This year at GDC, plenty of people came to talk about the death of traditional development and the rise of Facebook, but less discussed were the wide variety of development practices in play. For the first time, every developer to whom you spoke had a different and personalized internal collaboration process, rather than a prior era that only saw one way to do things.

And new tools (Unreal Engine 3's procedural city-builder comes to mind) are making development more efficient and less expensive. AAA developers aren't dinosaurs on the way to extinction, but beings capable of evolution.

Certainly, the cream of the social gaming crop will rise to the surface and gain permanence; there's not only room for light web-based experiences alongside full-scale living room gaming experiences, there's a need for them. But rich gaming experiences -- not shallow reward structures designed to drive numbers -- will continue to get smarter, cheaper and faster. News of AAA gaming's death has been greatly exaggerated.

GDC Canada Debuts Obsidian, Telltale, Dead Rising 2 Talks

[You may just be recovering from GDC in San Francisco, but my colleagues are putting on GDC Canada up in Vancouver in a few weeks, so if you're local and interested, now's a good time to register - new speaker info below.]

With this Wednesday's early registration deadline approaching, GDC Canada organizers have revealed talks from Obsidian, Blizzard, Telltale, and Blue Castle Games execs and creators for the May 6th-7th Vancouver event.

As well as already-announced emerging market lectures from Zynga and the Diner Dash creator, the event will also host in-depth tracks about core game elements such as game design, business and production, programming, and visual arts.

Some of the newly debuted highlights for these core GDC tracks, spotlighting some of the industry's major creators, include:

- In 'Ask The Decision Makers - Find Out What Publishers Want And How To Get What You Want', speakers including Capcom's Adam Boyes, Electronic Arts' Sinjin Bain and Activision Blizzard's Bob Loya will sit in on a panel where attendees can 'hear directly from publisher and financial representatives regarding what they want to see to release funds to a developer', as well as further advice from business development professionals.

- Telltale CEO and co-founder Dan Connors is talking on 'Evolving Episodic for a Growing Digital Audience', with the developers of the Sam & Max, Monkey Island and Wallace & Gromit episodic game series discussing "how to bring story, humor, and casual game mechanics to a broad audience of connected gamers... [and] best practices for determining price points for these experiences."

- The in-depth talk 'Using Telemetry to Improve Zombie Killing' sees Tom Niwinski and Dee Jay Randall from Dead Rising 2 developers Blue Castle Games discuss "how the Dead Rising 2 team is using in game telemetry to tune the game, tracking item usage, and ensure all the nooks and crannies have been visited."

- Obsidian Entertainment (Alpha Protocol, Fallout: New Vegas) CEO Feargus Urquhart, who launched the Fallout, Baldur's Gate, Icewind Dale and Neverwinter Nights brands while at Black Isle/Interplay, will discuss contract negotiations, "sharing strategies and advice, gleaned from over almost 15 years of experience, that is aimed at smoothing out the negotiation process - for both developers and publishers."

This year, new GDC Canada tracks will also focus on hot game industry topics including digital distribution, social games, and iPhone games. GDC Canada, presented by Reboot Communications and this website's parent the UBM Techweb Game Network, will also host evening networking events, as well as an expo hall.

More information on the 2010 GDC Canada event, including pricing specifics, lectures announced to date and registration deadlines -- the first of which is next Wednesday, March 31st -- are available on the official GDC Canada website.

COLUMN: 'Game Mag Weaseling': Mag Roundup 3/27/10

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

arcadia2010.jpg

While in New York last week I had a chance to pick up the latest edition of Arcadia, which is (if I'm not mistaken) the only print mag left in the world that's completely devoted to arcade games.

As their whimsically machine-translated English page shows, Arcadia is the spiritual successor to Gamest, a magazine launched in 1986 by a group of fanzine authors. It started as a bimonthly title, but switched to monthly after six issues and twice-a-month publication in 1994, growing along with the '90s Japanese arcade bubble and the worldwide fighting-game boom. The mag was shuttered in 1999 after the publisher went bankrupt, and the vast majority of its staff moved on to ASCII (currently Enterbrain) and founded Arcadia in late '99.

The last time I looked at an issue of Arcadia in 2008, it struck me as "not nearly as hardcore-oriented" as its pedigree would've suggested. Maybe I just caught Arcadia at a bad time. The April '10 edition, as you can see, is nearly 100% devoted to the Neo Geo's 20th anniversary, packed with info on past releases, interviews with the SNK old guard, and fond reminisces from all kinds of people in the business. The rest of the mag's pages are straight-on, totally hardcore game strategy, complete with those little tables of combo patterns and move lists that I used to identify with Gamest.

I don't think Arcadia can enjoy a very large circulation -- how else to explain a 128-page magazine selling for over ten bucks? -- but its continued presence is a testament to exactly how dedicated to their hobby arcade rats are in Japan today.

Anyway, click on to check out all the new US mags that have crossed my mailbox in the past two weeks:

Nintendo Power April 2010

np-1004.jpg

Cover: The Next Scribblenauts

The cover piece on the (as yet unnamed) DS sequel is pretty extensive, although since there isn't anything thaaaat new with the game, it lacks the surprise effect of the original.

If anything, NP's editors seem to have put more effort into the odder corners of this issue, from the Sonic preview at the start to a six-page retrospective on Super Mario Bros. 3, of all things. (It's the tenth anniversary of its USA launch, yes, but it still seems like such a delightfully random thing to devote so much space to. Good article, too.

[EDITOR'S NOTE: I just got a Mario-themed Nintendo Power special issue with lots of posters/stickers and retrospectives on Mario titles, so guessing the editors yoinked it out of that into the main monthly magazine.]

NVISION Issue 4

nvision4.jpg

Cover: Final Fantasy XIV

I never received Issue 3 of Future's Nvidia-branded seasonal mag (a problem I've since had worked out), so it was a pleasant surprise to see this sucker in my mailbox once more. Doubly so, in fact, because the mag's really living up to its mission now, covering everything behind the art styles of MMOs to making-of bits that examine motion capture.

(Particularly surprising: Coverage of new graphic technology in health care, from 3D sonograms to fighting H1N1. Yeah, maybe it's all an Nvidia PR vehicle, but at least it's an engaging one.)

Tips & Tricks June 2010

tt 1006.jpg

Cover: Tatsunoko vs. Capcom

Besides fearing a huge Tatsunoko vs. Capcom poster, this issue also reminded me of the fact that Ace Attorney Investigations is out in stores now. Oops!

[Kevin Gifford breeds ferrets and runs Magweasel, a weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots and lots of publishers and game companies.]



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