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July 31, 2010

Round-Up: Gamasutra Network Jobs, Week Of July 30

In a plentiful week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Blizzard, Eat Sleep Play and 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:

Crytek: Lead Designer
"Crytek is always looking for the best talent in the industry. If you are passionate about great games and want to work with a highly talented and creative team on cutting edge technology and tools, then look no further."

Eat Sleep Play: Game Programmer
"Eat Sleep Play, Inc. is a game development studio with immediate openings. Located in Salt Lake City, Utah, ESP is currently under contract with a major publisher to develop game product for the Playstation 3 game console. The ESP team has an experienced track record of creating hit Playstation titles such as Twisted Metal 1, 2, Black & Head-On, Jetmoto, Warhawk, Critical Depth, Downhill Domination, War of The Monsters, Calling All Cars and most recently Twisted Metal:Head-On for PS2."

Sony Computer Entertainment America AI Programmer
"Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America (SCEA) markets the PlayStationA® family of products and develops, publishes, markets, and distributes software for the PS one console, the PlayStation 2 and PlayStation 3 computer entertainment systems and the PlayStation Portable (PSP)."

Harmonix Music Systems: Senior Graphics Programmer
"Harmonix, the studio that created Rock Band and the upcoming Kinect exclusive Dance Central, is looking for a Senior Graphics Programmer to take charge of our cross-platform engine, pipeline, and optimization. The Senior Graphics Programmer will work closely with our world-class artists to bring their work to life at 60 fps."

Blizzard Entertainment: Language Tester (Traditional Chinese) Localization
"Blizzard Entertainment is looking for intelligent and highly motivated multilingual game testers to help test our games in Traditional Chinese. Job duties include documenting bugs, working closely with a team of developers, and testing games for hours upon hours. The ideal candidate is a hardcore gamer who is good at both finding bugs and describing them in an organized and clear fashion."

Foundation 9 - Double Helix Games: Sr. Tools Programmer
"Foundation 9 Entertainment, the largest independent game developer in the world, is always looking for talented and motivated people to join our highly-skilled, creative, and dedicated team. Our studios are fast-paced, fun-filled and We are passionate about creating awesome, innovative games while fostering creative freedom in our employees. Through it all, we constantly strive to create an environment that strikes that elusive balance between work and play."

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.

Analysis: What Metal Gear Solid 4 Teaches Us About the War Economy

original-patriots.jpg[Having already examined The Patriots and their clandestine goals of global control in Metal Gear Solid 2:Sons of Liberty, writer Zoran Iovanovici turns his attention to Metal Gear Solid 4: Guns of the Patriots (the direct sequel to MGS2) and explores the game in relation to the military-industrial complex and the war economy.]

Far from being eliminated at the conclusion of MGS2, the influence of The Patriots resurfaces as an even greater threat in MGS4 in the form of The System. The System is not simply a term used to define a hypothetical collection of political, social, or economic institutions; it is a tangible cluster of AI (artificial-intelligence) supercomputers developed by The Patriots to oversee and maintain the financial, political, and social stability of the United States from behind the scenes.

At some point between the events of MGS2 and MGS4, The System’s influence became so great that it began to have an impact on politics, technological development, and the global economy.

At the very heart of The System’s dominance is the establishment of the game’s war economy. The war economy in MGS4 is composed of many layers including the PMCs (private military companies) and soldiers that make up the majority of the world’s standing forces along with the laws that regulate and keep the PMCs at center of economic stability. More importantly, The System controls the entire weapons market from production to distribution to actual end-use. This control over the global economy is essentially what gives The System total global control.

The most important factor as it applies to gameplay in MGS4 is The System’s applied proliferation of ID locked weapons. In previous MGS games, players could acquire and procure weapons and ammunition from downed opponents or random weapon caches discovered throughout missions. In MGS4, however, this tactic is rendered obsolete as nearly all mass-produced weapons are digitally ID locked by The System. Each weapon is assigned to a particular soldier and tied to them via nano-machine identification between the soldier and weapon. If a change in ownership takes place, it must first go through System checks and protocols.

This ID system has wide-ranging military and tactical implications: it prevents raids on weapon caches by guerilla groups, it helps keep weapons out of the hands of terrorists, and it prevents the staging of armed revolutions. As a result, ID weapons become highly revered by the general public for creating what Colonel Campbell calls a “cleaner, safer battlefield.”

At the same time, it helps The System control who can use weapons and regulate how the weapons are used as only System sanctioned PMCs gain access to ID weapons. MGS4’s token arms dealer Drebin explains: “ID guns can't be sold on the black market. The System's practically a license for us arms dealers to print money.”

While presented to the public as a safety measure, The System’s complete control over all weapons is really more of an economic stranglehold. Weapons development, manufacturing, distribution, and use are all controlled and regulated by The System. It’s a complete monopoly in every sense.

In fact, a major element of progress for PMC soldiers in MGS4 revolves around the economic structure of weapon purchasing and upgrading. By proving themselves in battle, they are rewarded with better weapons and items to kill opposing forces in order to gain even better weapons in an unending cycle of consumption. Even the typical video game reward system seen in similar titles in the genre are nowhere to be seen – soldiers don’t fight for medals, prestige, or even promotions in rank; they fight for access to superior ID locked weapons.

This in-game economy of weapon purchasing and unlocking implies an outright capitalist system and it’s the first time that players have had to directly deal with the issue of economy in the MGS series. As Snake is not officially employed by a PMC, he is at the mercy of gun launderers like Drebin who are willing and able to take the risk in dealing in rare non-ID weapons. However, Drebin doesn’t offer this service simply out of good grace, he does it under the condition that Snake continually procure ID weapons and items on the battlefield. Drebin explains: “You'll be picking up a lot of guns out in the field, I'm sure. I'll take and buy 'em off ya. That'll earn you points you can cash in for services.”

It’s a wholly capitalist arrangement that Snake is utterly dependent on for survival and that the player, in turn, is dependent on for progress. Even when Snake discovers a new weapon on the battlefield, he must pay Drebin a fee to ‘unlock’ the weapon from System ID checks.

There is yet another major gameplay component plays into this capitalist arrangement. The Mk. II device that Snake uses from the outset of the game is initially touted as an advanced self-cloaking robotic device capable of scouting the battlefield for reconnaissance while providing battlefield maps and real-time situational data. While this is certainly the case early on in the game, once Snake meets Drebin, the Mk. II’s primary function shifts from a battlefield support device to a tool used for economic advancement. Even Otacon, the man who created the Mk. II, encourages Snake to play into this business arrangement:

"We'll use the Mk. II to deal with Drebin from here on out. The Mk.II can act as a kind of delivery boy - connect you with him. I'm adding a 'Drebin' menu item to the Mk.II's interface. Whenever you pick up multiple units of the same weapon, any extras will automatically be sold to Drebin on your next visit."
Gaining more currency (in this case Drebin Points) in order to buy and unlock guns, mods, and supplies subsequently becomes a focal point of the game. As the game progresses, Snake’s reliance on the Mk. II as a delivery mechanism for profit becomes increasingly prominent. It automatically picks up weapons and ammo that can later be bartered and sold for custom parts and upgrades. It’s an unprecedented focus on commerce that the series has never seen beforehand and players are absolutely required to participate in this new monetary gameplay system.

The fact that there is an economy in the game that stands in the way of the player/avatar succeeding is of particular interest as it solidifies the war economy as an inescapable element of society in MGS4 on both a gameplay and narrative level. This new age in history is explained by Campbell during the game’s initial mission briefing:

"The System has turned war into a form of economic activity. Analysts are calling it the 'war economy' in that it's picking up the slack for the downward-sloping oil market. Because of the military might of the PMCs and the effect they have on the economy, war is to the 21st century what oil was to the 20th: the pillar that supports the global economy. For PMCs, market expansion entails fanning the flames of war. The global community is concerned, but they're all too afraid of the war economy collapsing to do anything."
It is equally important to note how the player obtains currency in the game. They are rewarded monetarily for killing enemy soldiers and selling any ransacked weapons and equipment. As Snake exists outside of The System, he is not under the employ of any government organization or PMC and he receives no payment for the work he does, yet he is still stuck within the confines of the global war economy.

While the player takes on the role of Snake and the story is delivered largely through his point of view, the player is constantly haunted by the figure of the average PMC soldier as most of Snake’s missions and objectives function in relation to them. The average PMC soldier in MGS4 can claim one thing with certainty: life is war. Even more disconcerting is just how expansive the PMCs are as Drebin explains:

"The line between civilian and soldier is getting real blurry. Sooner or later, the whole damn human race is gonna be green collars. More like, we're all gonna be fighting proxy wars. But hey, this war economy puts the food on my table."

Even before the game starts players are given a peek into the widespread popularity and influence of PMCs and the war economy in the form of cleverly directed faux commercials. These live-action commercials are the first thing players experience upon pressing the START button. They also play in loops whenever the player takes a break from the game or if they leave the game idle on the menu screen. It’s a well executed postmodern narrative technique that glamorizes PMC life and perpetuates the ‘war is life’ ideology.

When compared to real-life military recruitment ads there is no mention of serving one’s country or fighting to defend any nation; they are simply stylized montages depicting choreographed action sequences, women, and money. They allude to a life of freedom and success through economic enrichment.

While the commercials presented at the opening of the game promote a wide variety of PMCs and suggest that potential PMC recruits can choose the company they will work for when they start their military careers, these choices are completely removed from which nation they will represent or which ideology they fight for in any given battle. It’s purely an economic lifestyle choice. In essence, the PMC soldier is the embodiment of the PMC itself and fights for personal profit under a banner of a profiteering entity. They are treated as anonymous assets in random battles for random causes.

Moreover, since The System largely controls and regulates the global economy (via the war economy), it influences the standard of living for the common individual as it plays a part in defining what career choices are viable. Unfortunately for the world in MGS4, the most profitable and readily available career choices involve participating in the global war economy via enlistment and recruitment into PMCs. If society deems that war is necessary, natural, and profitable, then war becomes a cornerstone of human existence and a commonplace for the majority of humanity.

When it all boils down, MGS4 is a stark commentary on the disposable nature of human life in a commodity based culture where private military companies are at the heart of economic progress. Perhaps Big Boss’s closing words at the end of the game are meant to be considered as a warning to any government, real or fictional, that may choose to walk down a similar path:

"This age chose to act through economics instead of nation-states. Powered by the industrial and digital revolutions that came before it, this age gave birth to a twisted economic revolution - a battlefield revolution. It created a new world without substance. In this new world, there were no ideologies, no principles, no ideals.

There was only the war economy."

Best Of Indie Games: May the Forte Be With You

[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 time-bending platformer similar to Number None's Braid, a new educational game created by the developer of Flotilla, a Sokoban-style puzzler, a 2D puzzle platformer that features a transposer gun, an an excellent arcade game in the same vein as the classic shooter Gravitar.

Here's the highlights from the last seven days:

Game Pick: 'Air Forte' (Blendo Games, commercial indie - demo available)
"Air Forte is a brand new educational game from the creator of Gravity Bone, out now for Windows, Mac, Linux and Xbox 360. Designed with the young of age in mind, the objective in Air Forte is to fly your plane into the numbers, flags or words that meet the requirements of each level."

Game Pick: 'Stream' (Roger Hicks, freeware)
"Stream is a time-bending platformer with some really interesting ideas. Your soldier can place wormholes down, then travel back in time to where the hole was placed, allowing him to then co-operate with past version of himself."

Game Pick: 'Ssshifty' (Glen Forrester, browser)
"Ssshifty is a puzzle platformer created by Radix for submission to the Klik of the Month competition, where players have to collect all fruits in a level while trying to avoid falling off the map. Similar to Polygon Gmen's Transmover, you have a transposer gun that can be used to switch places with any solid object on the screen."

Game Pick: 'Cygnus' (Thunderware Games, freeware)
"Cygnus is an arcade space game that's in the same vein as the classic shooter Gravitar. Fly through simple rooms, chasing down a mysterious red craft and dying many, many times. Your ship can thrust and rotate, but cannot shoot. The action is also accompanied by one of the weirdest soundtracks I've heard in a good while."

Game Pick: 'Connection Road' (D.K, freeware)
"Connection Road is a Sokoban-style puzzler created by Japanese developer D.K and his friends, where the objective is to collect all diamonds in a stage so that you may progress to the next. You start out with pulling or pushing blocks out of the way, but things get a bit more complicated with the introduction of pipes a few levels in."

July 30, 2010

Blip Festival Tokyo Tickets Now For Sale

The organizers for Blip Festival Tokyo, which holds its inaugural show this September 4-5, are now selling tickets to chiptune fans that planning to attend. Of course, you could buy your ticket for the same price at the door, but purchasing one in advance will guarantee your admittance and net you a free drink ticket (value: $6).

Each ticket is priced at $35, and you'll need to buy two if you want to come both nights. That sounds expensive, but just consider all the artists/VJs performing: the venerable Hirokazu "Hip" Tanaka (Metroid, Donkey Kong), popular chip group YMCK, Portalenz (USK and Maru), Hally, Nullsleep, Bit Shifter, Raquel Meyers, and many others!

Blip Festival Tokyo has also updated its site with a schedule, so you can plan your nights accordingly. Or if you're unable to attend like me, you can just load the list of performers on the agenda and sigh after reading each line.

AGO Helps To Bring Back Beat'em-Ups With AssKickers

The 2D beat'em up seems to be making a comeback, what with games like Ubisoft's Scott Pilgrim vs The World and Wayforward's Batman: The Brave & The Bold, releasing soon. AGO Games, a new independent studio out of France, has another title to add to that list: The Asskickers.

The developer hasn't revealed much media for the PC/Mac game yet, but the details it's shared sounds promising: pencil-drawn 2D sprites and backgrounds animated with frame-by-frame animation, seven levels amd in "the heart of the modern urban jungle", and two-player co-op with collaborative attacks.

As AGO Games describes it, The Asskickers is about "three heroes sharing [their] love for the martial marts defending their innocence and their freedom by kicking asses in a world corrupted by greed and special interests." Naturally, each of those three playable heroes have their own different/complementary fighting styles.

The studio plans to have a fully playable demo for The Asskickers at Gamescom (August 18-20) and invites attendees to visit its booth for a look (H045). Says AGO Games' managing director and owner Stanislas Berton, "If you come across a slender dark-haired fellow with Brezhnev-style eyebrows during the show, well that’s probably me."

The Psychology Of Games: Psychological Reactance and Bioware Games

morrigan_sqare.jpg[Continuing his regular GameSetWatch column, psychologist and gamer Jamie Madigan looks at the psychological underpinnings of one of Bioware’s trademark RPG elements, defining 'psychological reactance' and pointing out how it's used in titles like Mass Effect.]

Earlier this year I was playing through Bioware’s Dragon Age: Origins and found myself on the twin points of one of the company’s signature dilemmas: with which of the non-player characters should I pursue a romantic interest? Should I woo the crabby but sexy Morrigan or should I court the more pure hearted and worldly Lelliana?

Or hey, maybe I should put the “role play” in “role playing game” and succumb to the roguish (literally) Zevran’s advances? Oh, I can’t commit! Bioware has been presenting me with this same basic choice since Baldur’s Gate (Viconia, before you ask) and I always end up doing the same thing: I string everyone along as far as I can until I’m absolutely forced to make a choice.

So why is this? Why do I invest so much mental and emotional energy into this pointless choice between make-believe people in a video game and why am I so reluctant to commit?

Well, part of the reason is that humans hate to lose choices. Or, more to the point, we hate to lose options. Psychologist Jack Brehm coined the term "psychological reactance" to explain the concept that we really hate to lose options or freedoms once we think we have them. A child will want the toy they showed no interest in moments earlier just because her sibling is playing with it now.

When shoppers in Florida were told that a certain kind of laundry detergent was banned, they rushed to not only horde the soapy goods, but they began organizing caravans to import them from neighboring states.

And some members of one messageboard community I regularly visit reacted to having a particular nasty curse word automatically replaced by the word "tapir." They found progressively more insidious ways of circumventing the ban and by adopting “tapir” as a well known code word for the very thing it was supposed to replace, resulting in more name calling than before.

da_doors_480.jpg

Behavioral economist Dan Ariely provided a neat example of psychological reactance in his book, Predictably Irrational, and I think it’s directly relevant to my inability to let go of romance options in Dragon Age. Ariely and his colleague created a little computer game where participants could choose between three doors --red, blue, and green. Players had only 100 mouse clicks to “spend” in the game by clicking to navigate between doors and then clicking in the rooms on the other side of each door.

Clicking once inside a room yielded a random amount of money within a certain range. The red room, for example, could pay between 3 and 9 cents for each one of the player’s limited clicks, but the blue room may pay between 8 and 16 cents per click. Only the players didn’t know the ranges; they had to experiment to determine the optimal way to play the game and maximize their payout.

But here’s the trick: If a player ignored a certain room for 12 turns (i.e., clicks), the door to that room would shrink and eventually disappear --gone was that option! But players could "reset" the door by clicking on it just once before it disappeared (an act that cost 2 clicks without generating any money).

So what did people tend to do? Even after discovering which room yielded the highest payout --in real money-- they STILL tended to go back and waste clicks on lower paying doors just to keep those options open even thought they didn’t intend to actually exercise them. This was totally irrational, but psychological reactance made them reluctant to lose those options.

I think the same thing is at play when we wring our hands over closing the door to one of Bioware’s trademark NPC romances, especially after the point where we have nothing to gain by stringing the other players along. I’m not sure that the wizards (and doctors --Canadian ones at that!) at Bioware call it “psychological reactance” in their design documents, but I bet they’ve figured out that this approach adds a lot of drama and tension to the game, which we react to well in the end.

This kind of thing is so common in character progression as to be mundane (do I spend my talent points upgrading weapons or stealth abilities?) but game designers can certainly aim to do the same thing by giving us irrevocable choices in narrative choices. Making choices that kill the player have little tension, because you can always load a saved game. But forcing a player to make a choice that will result in losing a party member will cause real consternation.

Remember the fates of Ashley Williams and Kaiden Alenko in another Bioware joint by the name of Mass Effect? The tension could be highlighted even more when we have to allocate (some might say “waste”) limited resources to keeping options open as long as possible. Or force a player to choose between upgrading his armor rating or getting a chance to complete an entire side quest. By leveraging psychological reactance, designers can inject a lot of hand wringing into the experience that will be remembered for a long time.

References:

Ariely, D. (2008). Predictably Irrational: The Hidden Forces that Shape Our Decisions. New York, NY: HarperCollins
Brehm, J. (1966). A Theory of Psychological Reactance. New York: Academic Press.
Cialdini, R. (2009). Influence: Science and Practice. Boston: Pearson Press.

[Jamie Madigan, Ph.D. is a psychologist and gamer who explores why players and developers do what they do by studying the overlap between psychology and video games at The Psychology of Games website. He can be reached at jamie@psychologyofgames.com.]

Limbo Re-Created In LittleBigPlanet

We've seen people re-create a number of classic video games with LittleBigPlanet's robust content creation tools such as Contra, Tetris, and Gradius, but this awesome production by Bra2008 pays homage IGF 2010 multi-award winner and XBLA Summer of Arcade release Limbo.

In this user-created level, titled "Limbo, Son of the Forest", Bra2008 managed to capture the puzzle platformer's black-and-white silhouette scenes, foreboding scenery, and lonesome tone. This is just the first part of a video series, too -- Bra2008 promises that part 2 is coming soon!

Finally, a way to (sort of) enjoy Playdead's Limbo on your PlayStation 3!

[Via Kotaku]

Cletus Clay Team Seeking Publisher, Considering iPhone Minigame

Without much explanation, indie game developer Tuna revealed a few months ago that it was seeking a publisher for its claymation-based action platformer Cletus Clay, revising its plans to just self-publish the game on Xbox Live Arcade.

As the company's head Alex Amsel explains in a recent blog post, this change came about due to "game industry politics":

"The big news is that Cletus Clay is now not going to be on Xbox Live Arcade. At least, we won’t be self-publishing it on the platform because apparently we no longer fit in with Microsoft. Given the current state of Xbox Live Arcade and sales thereon, perhaps they are right!

We have plenty of interest from publishers on both Xbox and PlayStation 3 but at present we prefer to retain our independence. This does, however, mean that Cletus Clay is going to have another development change. Anthony and Alex will continue the project in due course and we will be funding it from our other projects unless one of you happens to be feeling very rich and generous!"

Tuna artist Anthony Flack adds, "We’ve swum this far up a river of shit and I’ll be damned if I’m gonna give up now."

The developer did have some more positive news to share, though, such as the welcoming of fellow indie studio Games Faction (Inkvaders, Project Aftermath) to its office. It also revealed that it's toying with Cletus Clay: Cow Patrol, "an iPhone mod of a Cletus mini game", which the company says it will release if the final product seems fun enough.

Japanese Publisher Dimple Entertainment Closing

Tokyo-based publisher Dimple Entertainment, which probably isn't a familiar name to most North American gamers but released some curious titles across the Pacific nonetheless, announced that it will close its operations at the end of August.

Though, as far as I can tell, none of the PS2/DS/PSP products it picked for release ever made it to the States, the company published several games that I'd always hoped would receive English editions, such as Kumatanchi, Vanillaware's DS titles about caring for a bear-girl and all her other animal-people friends at the zoo.

Dimple also put out DS Therapy, software that diagnosed you by comparing questions you've answered to the latest psychological research; and Eigo o Taberu Fushigi na Ikimono Marsh, Microvision's English-trainer/pet-sim starring a creature that literally devours English words.

The publisher is probably best known in Japan for its Pinky Street Kira Kira games, touchscreen-based rhythm action titles for the DS. Kira Kira Pop Princess actually released in Europe and Australia under 505 Games.

Dimple Entertainment's CEO Takashi Kamio has posted a note on the company's site thanking fans for their loyalty and for buying its releases.

[Via Siliconera]

In-Depth: Xbox Live Arcade Sales Analysis, First Half Of 2010

[Sister site GamerBytes' editor Ryan Langley examines the successes and failures of the past six months of Xbox Live Arcade -- from Toy Soldiers to Darwinia+, as he checks in on Leaderboard statistics over the first half of 2010.]

At the end of 2009, we created a very large list of Leaderboard statistics with over 100 Xbox Live Arcade titles on it. Now that we’re half way through the year we’ve done it again – allowing us to see how both the old and new titles have done in the past six months, according to Xbox Live users who've played games and registered on their high score tables.

This sort of information is crucial for publishers and developers alike -- determining the costs of what is still a very young marketplace is still very difficult, and we've attempted to make it easier for you for nearly two years.

Do note that this does not contain details for all games – titles like Battlefield 1943 and P.B Winterbottom have Leaderboards that we cannot follow, and aren’t included.

We've done our best to check as many old and new titles as possible, in the hope that we can clear some of the dust off of the truths and myths about digital distribution. Here's our full list:

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Sales For The First Half Of 2010

Those that are in red are new titles, and blue are those which have been on sale during this time.

Of the 24 new titles that we followed, only 13 of them gained more than 10,000 players on their Leaderboards – three of them, Voodoo Dice, Ben 10 and Fret Nice, were near or below 1,000 players total.

Only two were able to do over 100,000 – Perfect Dark and Toy Soliders, both helped by the Xbox Live Block Party promotion. However, RISK: Factions and Snoopy Flying Ace will likely hit the mark by the end of the year. Toy Soldiers added an impressive 338,206 players and Perfect Dark added 264,627.

Other big winners for the year include Trials HD, which added 416,568 new players in 2010 to make up 1,061,148 players total – crossing the million players line that so few have reached. The DLC also added 176,085 players this year, making it the best-selling DLC for a downloadable game that we're aware of.

The never-stopping Castle Crashers added 295,497 players in 2010, and now has 1,740,293 in total, and Splosion Man added an extra 100,000 players this year as well, and scooted over 300,000 players since its release.

Some additional milestones were also hit -- A Kingdom for Keflings crossed 400,000 players during 2010 now with a total of 430,000 players, as did Geometry Wars 2 now with 401,742 players -- N+ is very close to the mark too. Last year's Summer of Arcade hit TMNT Re-Shelled hit 300,000 players and Shadow Complex will also be hitting 500,000 very soon. Capcom's 1942: Joint Strike was able to push past 100,000 players, alongside Defense Grid.

On the other had, there were 13 games, both old and new, that sold less than 1,000 copies in 6 months. Jeff Minter’s Space Giraffe only added 532 players since January, and plenty more added less than 5,000 players.

The “long tail” of digital distribution isn’t a particularly truthful way of describing Xbox Live Arcade – there’s unlimited shelf space, but that doesn’t mean that people are buying old games consistently. Microsoft has begun to get very vigorous about sales on older titles, but a lot of the games on sale, like Braid and Shadow Complex, already sold a boatload anyhow.

There are still so many old games that have continued to be available for $10, when they perhaps should be made cheaper now to get more active players. Poker Smash, Death Tank and the like could do with a price cut – we see it all the time on Steam and the PlayStation Network, and it would be nice to see Microsoft play along too.

We will continue on in another 6 months for a full year roundup of Xbox Live Arcade titles -- including the new Summer of Arcade and a ton more games coming from a variety of publishers.

July 29, 2010

Get Lamp Documentary Shipping Next Week

After working on the project for more than three and a half years, Textfiles.com admin and filmmaker Jason Scott will begin shipping out orders for Get Lamp, his documentary on the history of text adventure games and their creators, in just a few days.

The documentary features interviews with dozens of "creators, players and academics related to interactive fiction and text adventures". Fitting with the film's theme, it also offers an optional, branching interactive mode that lets you take different paths for watching the film.

The documentary is the main highlight of the two-disc DVD set, but you can also enjoy separate featurettes on Infocom, Mammoth Cave, and other companies/topics. You can put in an order for Get Lamp for around $40 (plus $5 for shipping/handling; $9 if international) at the film's site.

Gandohar Calling: Two Worlds Promotional Videos

In preparation for Two Worlds II's North American launch this September, Southpeak Interactive has tamed up with comedian Ian Bagg to put together a humorous series of promotional videos that pokes fun at the first game's quality and the RPG's former evil lord Sordahon.

The series follows the dejected villain after his escape from Two Worlds, as he wastes his days letting the messages on his answering machine pile up, and as he looks for a new job to replace his evil lord gig -- all while ignoring orders from his boss Gandohar.

While the writing is clever, what really makes the videos for me is Sordahon's cheap get-up, which Fidgit speculates was "pulled out of a closet where it had been sitting since it was made to promote the original game a few years ago."

Southpeak says it has two more weekly episodes ready to release and wants to extend the series. You can also expect "Gandohar Calling" ring tones in the near future, too!

Sound Current: 'Rock, Roll & Kamurocho - An In-Depth Yakuza 3 Music Interview'

[In a new installment of his 'Sound Current' series for GameSetWatch, writer Jeriaska tracks down Yakuza 3 and franchise soundtrack composer Hidenori Shoji to discuss the making of the music for the Sega's signature crime drama game.]

Over the course of the Yakuza game series, protagonist Kazuma Kiryu has battled a crime boss in Osaka, started an orphanage in Okinawa, and even found himself transformed into Gion's 17th century swordsman Miyamoto Musashi. In spring of 2011, the character will be returning to English-language regions for Yakuza 4.

Through much of Kazuma's travels, the centrality of Tokyo's fictional red light district "Kamurocho" has endured, the scene of intense rock tracks written by Sega in-house composer Hidenori Shoji.

Ironically, Shoji started out on the path toward becoming a rock musician only upon setting aside his dreams of joining a popular band in Tokyo. Entering Sega, he learned to channel his passion for live performance into the composition of electronic music. Today he regularly appears on stage, performing rock renditions of classic Sega game themes as part of the band "H.".

The sound of the Yakuza series' battle scenes has emerged gradually out of a personal mission to give rock the same primacy in games as other forms of music. In this in-depth interview taking place at Sega's headquarters in Japan, Shoji describes how the soundtrack to the Playstation 3 exclusive Yakuza 3 is an expression of this artistic motive.

The creations of the Sega sound team have held a prominent place in the history of videogame music, with the S.S.T. Band being an early innovator of live game-inspired performances. How do you conceive of your own game scores within the broader context of Sega's musical legacy?

Hidenori Shoji, Sega composer: I would say that Sega Sound is to a certain extent bound up in the history of the S.S.T. Band. I have great respect for those who have come before me, but at the same time I recognize that if we are too beholden to the past, then Sega Sound cannot hope to have a future. With that in mind, I aim to write music that consciously diverges from the past in all of my music for Sega.

Rather than conform, you might say I express my appreciation for the company's traditions by committing heresy against them. The hope is that blasphemy blazes new trails. In all honesty, it's not without a touch of remorse that I'm greeted by cheers and applause whenever H. performs the old music from OutRun and Fantasy Zone. (laughs) It's a gentle reminder of the long road ahead of us. The great achievements of our predecessors are an obstacle, so I wish to overcome this challenge through willful defiance.

Years before the original Yakuza, you wrote music for the soundtrack to F-Zero GX/AX. Had you previously played the racing game for the Super Nintendo?

Yes, in fact I played it all the time when I was in Junior High. The music was great and I was such a big fan. As you can imagine it was unbelievable to be given this opportunity to revisit a game soundtrack from my youth, one that I had on repeat all throughout school. If only there had been less pressure working on F-Zero GX/AX, I could have enjoyed the experience to the fullest.

Is there music from the Super Nintendo title that stands out in your memory?

My favorite music track is "Result Theme of F-Zero," which plays right after you clear the Mute City course. Hearing that calm, almost melancholy piano melody made such a strong impression on me. I ended up writing an arrangement of the theme for the end credits.

For the Yakuza sequels, you've had numerous opportunities to reinterpret your own compositions. What have you found to be the greatest gains of self-arranging?

Sometimes there are time constraints in game development, so I always enjoy the chance to take revenge on a track I didn't nail the first time around.

The Yakuza series has developed a tremendous following in Japan. Were you surprised by its success initially, having been involved in its development since the beginning?

When the concept was first described to me, I thought this would be either a huge hit or a total bomb. When it turned out to sell half a million copies, my expectations on the optimistic side were far exceeded.

Previously you've stated that the Yakuza series was your chance to introduce rock to games, which has traditionally been influenced by genres like jazz fusion and orchestral. How did you see rock music contributing to the feel of the game series?

I was told there would be a lot of emphasis on the fight scenes, so it seemed to me that rock would be a good avenue for enhancing the excitement of battles. I had to steer clear of too many electronic sounds or familiar Western motifs, because this wasn't a story happening across the ocean about gangsters or the mafia. In terms of my motivations, I've always wanted rock music to find its place in games as it has in the movies.

Music in the Yakuza series often changes depending on the setting. For instance, there is a different style to the soundtrack depending on if Kazuma is making his way through Kamurocho, the Kansai region, or ancient Gion. How have the games' locations informed your role while writing music?

Of course a major theme of the series has been the shift in musical styles depending on whether battles are taking place in Tokyo or the Kansai region. These are different cultures, so I wanted the soundtrack to reflect their unique personalities. This time I wrote a song specifically for the battles taking place in Okinawa, called “Ryu-kyu Humming." You can hear some traditional instruments from Okinawa on this track, a castanet-like sound. The song is warm in tone to match the weather.

Other contrasts within the game world can be found in the character of Kazuma himself. In Yakuza 3 he benevolently devotes his life to raising a group of orphans, while at the same time he is constantly engaged in brutal combat. How have you found players are able to relate to someone with such a contradictory nature?

These contradictions are in fact a large part of the character's allure. In Japanese there's a common way of describing someone as "a person of gentle nature and strong will." This archetype I think is a good fit for Kazuma. While facing off against his opponents, he has lines like, "Come and get me if you're so anxious to taste death." However, there has been care taken throughout the series for him never to suggest any murderous intentions. This is a little known, subtle nuance of the character, part of a decision made by [Toshihiro] Nagoshi, the executive director of the Yakuza series. The entire staff in turn carefully maintains his stipulation.

Essentially Kazuma is not a violent person, but will wield violence as a means of protecting others. In a sense he's more than just a character, but an ideal. The act of maintaining those standards is one reason why I think so many people enjoy playing as Kazuma.

Visually the Yakuza games offer intricate if often fantastical depictions of contemporary life in Japan, such as the bustling, sun drenched streets of Okinawa in Yakuza 3. Does the visual attention to detail in any way inform your choices on the musical score?

I think that reality in a sense informs the art and sound design of the Yakuza series, but it has less sway over the musical score. However, I was conscious of a certain theme of adulthood that is present in Yakuza 3. When the first game was released, it came with the tagline: "For adults who crave gaming." And yet there was a juvenile, upbeat feeling to a lot of the music. For some time I've wanted to completely reinvent the style of the background music so that it speaks more to grown-up audiences.

While both Yakuza and Yakuza 2 gained recognition for their mature themes, I think that Yakuza 3 marked a turning point with its transition onto the Playstation 3. It was the right occasion to focus more intently on an aesthetic that would appeal to older audiences, for instance incorporating bluesy guitar passages and jazzy electric keyboard phrases. The transition has been controlled, so as not to clash with what came before, but I hope the changes are noticeable.

Do the personalities of the numerous characters that Kazuma encounters in Yakuza 3 factor into audio techniques you've employed?

The personality of each individual as well as how they relate to Kazuma can inform the sound design. With the introductory Yakuza, I decided to assign particular sounds to each character. These were later incorporated into the game score to mirror the development of the narrative. For instance, a strumming harp stood in for a good-natured flower shop owner, while an acoustic guitar twang followed cool and dispassionate Daté around.

Of course, this technique would have grown tedious had it been applied to scenes featuring numerous characters, so it was used in moderation. However, I kept to this pattern in certain instances, particularly when a character was being introduced for the first time. I think it helps the player differentiate individual characters within the storyline, operating on an unconscious level.

With Yakuza 3, I again took up this method. Listen in just prior to the fight between Richardson and Majima and you'll notice that the sound of the music box is indicating a character off-screen, namely that of Miné. If a player were to go through the game a second time, paying close attention to the use of sound, there might be added enjoyment derived from insights like these.



The English-language release of Yakuza 3 features the original Japanese voice acting. Were there performances that you felt were particularly effective?

I was impressed by the acting in the scene between Kazuma and Miné in Chapter Thirteen, when the latter flies off the handle. As a Yakuza member, you can understand that this is someone with a temper, though he normally keeps his cool. In this particular scene he lets loose on Kazuma. I thought the sobriety that actor Nakamura Shidō lent the character conveyed these extremes of emotionality truthfully. I find it interesting that a single character can represent both extremes of stillness and emotionality.

"Encounter The Dragoon" is among the tracks included on the pre-order bonus CD released in Europe. Could you offer a personal take on its '70s music influences and the meaning behind the name?

In Yakuza 3 there appear scenes in the game that involve training with nunchucks. These ascetic training scenes borrow elements from the title Ryuu ga Gotoku Kenzan!, a game which never appeared outside Japan. The thinking was that there should be an original track dedicated to training, so I spent some time bouncing ideas off the battle planner. "So, if I were to mention nunchucks," I said, "would that bring to mind Asian cultural influences?" Exchanging these sorts of associations, gradually '70s music began informing the piece. If you notice any similarity to the famous film, I'll leave it to your imagination to decide what to make of it.

You have mentioned previously that for your soundtrack albums you design new endings for music tracks that loop in-game. How has this tradition figured into more recent publications?

“Clay Doll On The Cradle” from Yakuza 3 is actually among my favorites in the series. You hear it during an extended rumble preceding the final showdown. It was such a stretch from my personal style and turned out to complement the scene. The track has a three-minute loop, which means all that's required is an ending. More challenging is adapting tracks of a shorter duration. There I'm modifying the entire structure to match the progression of standard pop songs by switching things up in the second verse. I'm always thinking about how to make the album the most enjoyable listening experience as a standalone experience.

What was the inspiration behind your track "Fly," the first song on the bonus CD, and how did you adapt the track for live performance at the Tokyo Game Show?

It might come as something of a surprise, but "Fly" was the direct result of writing "Encounter The Dragoon," the track previously mentioned. Because production on the Yakuza series runs on a tight schedule in Japan, from the very get-go the sound team is required to get to work on promotional tracks for use with guest artists. Music is needed almost immediately for announcement trailers and promotional videos.

When executive director Nagoshi-san approached me for a theme during pre-production, I turned in a draft of "Encounter The Dragoon." He liked the use of power chords but said, "Can I hear a different take on it?" At first I was thinking, "What's with this guy?" However, it turned out to be enough of an inspiration to lead to "Fly." This is why you'll notice "Encounter The Dragoon" and "Fly" are in the same key and transition naturally from one to the next. Because there was this personal challenge giving rise to the track, it was especially meaningful to perform it live at the Tokyo Game Show. After the guitar solo, I had to get creative with the melody to suit the live environment. It didn't go too well. (laughs) If the opportunity arises again to perform at the Sega booth, I'll be sure to request more time to prepare.

Could you speak on the subject of involving Sega composer Chihiro Aoki on "D 2 A," and H. band member Mitsuharu Fukuyama on the track "Independence for Violence"?

"D 2 A" is an example of one of the so-called joke battle tracks, which have featured in the series since Yakuza 2. It's a category of music that I enjoy because there are few barriers restricting unbridled creativity. For instance, with this track the formula I had envisioned was a bit ridiculous: (French pop + surf rock + a mix ÷ 1.8). Aoki has experience in this area and lent her voice to the female chorus. Her vocal style is deep and resonant, so she struggled to capture the cute singing style. (laughs) If I ever perform the track live, I'll be sure to bring some helium gas with me to inhale while joining the chorus.

Another collaboration was on "Independence for Violence," the Nishikiyama Family battle theme, an arrangement of "Intelligence for Violence" from the original Yakuza. Brass instruments served a symbolic role in the earlier title, so in thinking about this opportunity for an arranged track my thoughts turned to Fukuyama's trumpet skills. When it came time to record, the trumpet accompaniment guided the use of the guitar. I think the ease with which the new arrangement can be enjoyed is a testament to the power of teamwork.

While not strictly collaborative “The Dragon God’s Gospel” is my arrangement of a track featured in the epilogue, composed by Hiroyoshi Kato of Noisycroak. With his permission, I arranged the track in order for it to appear during the title screen of each chapter. The intention was to provide a smooth transition so as not to break the momentum of the gameplay between chapters. For my part, it was refreshing to have the chance to arrange a composition written by someone from outside the company.

What insights could you provide regarding the tracks appearing on the bonus CD included in the PAL standard deluxe edition, otherwise known as the Yakuza 3 Battle Pack?

“Roar of the Dragon God” can be heard on the title screen and furthers the series' tradition of ambient "roars." Specifically, the wailing electric guitar is standing in symbolically for the roar of a dragon. With Yakuza 3 the title of the track suggests Kazuma has ascended to the rank of "Dragon God," corresponding with the strength of the guitar chords in a shift away from the prior ambient style. "Dead Run" was inspired by the new gameplay feature of chase scenes introduced in Yakuza 3. The techno style is something I had not emphasized previously, and the dissonant piano accompaniment is meant to heighten the thrill of the chase.

"Crush & Strike" is the background track for battles with young yakuza members, not to be confused with street thugs. For this track I went with a vulgar-sounding electric rock vibe that I felt added to the personification. "Skirmish" was written specifically for the Underground Arena, which has never had a dedicated track prior to Yakuza 3. While its inclusion was not planned upon the onset of production, it soon became obvious that we would need it. I wrote this one during the latter half of development and it features the use of a brand new soft synthesizer. "Underground Dazzling Star" was intended to add musical variety to the battle tracks leading up to the final encounter and features a techno style meant to contrast with "Skirmish."

Those who are familiar with the original Yakuza might recognize that "End Point" is a rendition of that title's “Turning Point.” The return of “you know who” was planned early on in production, so this arrangement was foreseen from the start. Since the original track had a strong alternative rock feel, for this rendition I decided on an orchestral approach. The emphasis on instrumentation swapped electric bass for cello, electric guitar for violin. The results were an orchestral number with a strong Asian flair to the conclusion. I hope that its contrast with the original might be a source of enjoyment for listeners.

"Pure Malice" is unique to a single battle with a Tamashiro Family member, and therefore had to be distinct from other tracks. Normally while recording an electric guitar it's common practice to capture a line input rather than use a microphone. An amp simulator (a type of effector) will be used to simulate the vibration. No amp simulator was used for this one, thereby sacrificing the natural timbre. Instead I ended up with an edgy distortion sound. The piano recordings were also manipulated to sound old and low-fi, which I like to think adds to the sense of impending danger.

"More Huge" appears during boss battles. You might notice some similarities to “Pure Malice” since both were written around the same time. What I remember most about this song was that I accidentally erased the main melody data during a computer maintenance check. (laughs) I tell myself it happened for a reason because in re-recording I ended up with a fresh new sound. "Illtreatment" is another example of a song type that returns for each new title. More specifically, this piece is an example of those long battles that extend beyond the normal duration of a fight. My image of this track was that it was meant to be performed live, so I stripped away the guitar riffs and simplified the melody in pursuit of getting the adrenaline pumping on stage. (laughs) I look forward to the chance to play this one before a crowd someday.

"FM-Sound's Storm" was planned from the beginning for use once during the first and second halves of the game. It made me realize once again how much I like the distinctive graininess of FM synthesis. "Ogre Has Returned" was written specifically for Lau Kar-long upon his return to the story and incorporates Chinese-style percussion. The concept of acrobatic kung-fu featured in a contemporary setting called to mind The Matrix, which influenced the electronic tone and use of strings on the track. (If you manage to activate your heat gauge during this battle, you can trigger a fitting slow-mo attack.)

“Lyricism without Tears” features the use of various guitars. You can hear layers of unfiltered and distorted electric guitars, as well as twelve-string acoustic and extended-range classical guitars. Since I was playing all these instruments myself to build up the layers, I kept shredding away, even cutting up the skin on my fingers. (laughs) This is an example of letting a riff carry an entire melody, a technique I've been known to favor over the years. In the game, the track exists in two styles, patterned after different environments. On the soundtrack album, I merged them together to make it easier to listen to independent of the gameplay.

In concluding this discussion on your music for Yakuza 3, would you have a message to relate to those outside of Japan who have followed the series thus far?

Yakuza 3 is a return to origins that pays homage to the original title. The track that plays during the staff roll is an arrangement of a piece from the first game and is only available outside Japan. I'm sure it will be familiar to those who have stuck with the Yakuza games from the start. For first time players, I hope you can enjoy the way that the music of Yakuza 3 has been designed to support the gameplay.

[This article is available in Japanese on Game Design Current. The Yakuza 3 original soundtrack album can imported from Amazon.co.jp. Interview and photos by Jeriaska. Translation by Yoko Wyatt.]

Taito Announces Darius Burst: Another Chronicle

Though Darius Burst for PSP still hasn't released in the States, Taito has announced Darius Burst: Another Chronicle for Japan, a four-player arcade edition of the game. I don't expect this to ever release anywhere in the West, but I've never let that stop me from admiring what all the Japanese gamers will get to play!

Another Chronicle features a special cabinet with two 32-inch widescreen monitors -- this sounds somewhat similar to the two-screen Darius II arcade setup at Akihabara's Taito Hey game center (pictured; the original arcade game featured three monitors). It also includes "body sonic seats" and headphone inputs, so players can properly enjoy Zuntata's music.

Taito expects to put out Darius Burst: Another Chronicle in Japan this winter and will hold a location test at Taito Hey in Akihabara on August 7-8.

[Via Versus City, Saturday Morning Robots]

Gravity Hook HD For iPhone/iPad, Free Soundtrack Released

Gravity Hook HD, the latest addictive iPhone/iPad title from Canabalt developer Adam 'Atomic' Saltsman, hit the App Store last night for $2.99. You can still play a mouse-based version of the full game online, but now you can also enjoy it on the go.

Danny Baranowsky, who composed the atmospheric tracks that so many people loved in Canabalt, also worked on Gravity Hook HD's music. To celebrate this new release, Saltsman and Baranowsky have made its entire seven-song soundtrack available for free this weekend!

You can grab the electronic soundtrack in a variety of high quality formats at Baranowsky's Bandcamp page. After this weekend, it looks like you'll need to cough up $0.99 to download the full album.

Leap 4 Blue Trailer Hops Out

Indie game designer Noel Berry posted this new video for his puzzle platformer project Leap 4 Blue, which he started work on several months ago for TIGJam: Winnipeg. In the Flash title, you create and place platforms that help you reach glowing/shining squares that you need to collect before completing the stage.

If you've already seen the original Leap 4 Blue trailer (embedded after the break), this video introduces some new elements, like "currents", which act as conveyor belts to move around your platforms. This clip also features music from Infinite Ammo's Alec Holowka (Liam Berry also contributed to the soundtrack).

The developer hasn't said when Leap 4 Blue will release, but he previously stated that he wants to create 50 levels for the game before seeking sponsorship. This trailer shows levels 20-25 from Leap 4 Blue.

Interview: Nitrome's Annal on Keeping Their Retro Flash Game Ideas Fresh

nitrome1.png[Continuing his series of interviews with notable independent game developers, Mike Rose catches up with the Brits behind popular retro-style Flash game site Nitrome, discussing their approach to free browser gaming and their inspirations.]

Nitrome is an independent game development team based in London, England. Originally founded in 2005 by two graphic designers, Matthew Annal and Heather Stancliffe, the company now houses more than a dozen employees.

Every Nitrome game is Flash-based and sponsorship/advertising supported, and features striking pixel art graphics and chiptune or techno soundtracks. Some of their biggest releases have included the like of Cave Chaos, Twin Shot and the more recent Fault Line. At the moment, Nitrome is trying to release a new game every month, and also has its first iPhone game in the works.

We talked to co-founder Matthew Annal about Nitrome's pixel art style, coming up with fresh new ideas, and whether setting a timeframe for projects cripples creativity.

Who is Nitrome and what do you do?

Nitrome is ultimately a bunch of games enthusiasts that have somehow managed to land ourselves in the privileged position of developing our own games ideas without too much of an outside influence. Or on a more basic level we make free browser games that we host on our own website.

The company was originally formed in 2005, and has since then developed over 70 games. Have any games in particular been turning points for your team?

There are a few... Skywire was our first really very popular game and that really helped us decided to focus on making games with original concepts and helped us settle on the retro pixeled style for the company. Dangle was a pretty big turning point for us as that was when we doubled the size of the team and with these extra members came other changes.

We were originally aiming for quite a cute style but we found ourselves wanting to explore some darker and edgier themes. So originally, Toxic and probably more so Dirk Valentine and Final Ninja were quite a bold change in art direction for us. I would put a lot of that down to new staff that came aboard broadening our outlook on what we should and could be doing.

I’d also say possibly Twang, as it was the first time we seemed to be able to make any idea work rather than rejecting it for seeming too ambitious to program. Again, I would put this down to the strength of building a larger team that encompasses more skills.

nitrome2.PNGWhen you were first starting up, were there any developers who you took inspiration from?

I don’t think we were particularly inspired by other Flash developers at the time, as I don’t think there was the same quality of Flash games in general then as there is now (though there was some…no disrespect!).

We were much more inspired by the games we grew up with in the 8 and 16-bit era, particularly Japanese developers -- because of their abstract qualities which fit well with the concepts we were aiming for at the time. We also took influence from older English games - and for characters, also from more modern vector illustration work.

Nitrome's games are easily recognizable by the lovely pixel art visuals and chiptune music. What was it about this particular approach that appealed to you?

When I first got into Flash, all the client work I got was vector based. So when we decided to make some original content, I thought it would be a good opportunity to explore a retro pixel style that I had very fond memories of - but that I had never got to explore commercially. It was something we seemed to get noticed for, so we kept doing it.

I guess we let fan reaction mold us, rather than it being a conscious decision to head in that direction from the beginning. If you look at the early games, you can see that decision occur as the style gets more focused after the first few games.

Has it been tough to keep that style fresh over the years?

Originally there were just two of us that made up Nitrome, and now there are 10. I think each new artist or even programmer that starts brings something new to the table that inspires the rest of us in some way. It is actually very easy to find inspiration and stay fresh when you are in a group of like minded people!

Your latest games, Ribbit and especially Fault Line - in which you take control of a robot who can fire his hands at nodes, then fold the nodes over each other, taking entire sections of the level with them -- have rather ingenious concepts behind them. How do you come up with your ideas?

I do still come up with a lot of the ideas myself, and I think some people have a natural flair to draw ideas from things they see around them as I do. But I think that the reason we manage to get so many good ideas is more down to us opening it up, so that everyone in the team gets chance to pitch in their thoughts and be able to bounce ideas off each other.

We have a monthly meeting where we sit round and discuss what we have came up with, and we each keep little books so we can write them down when we think of them…you really never know when that will happen! I think people are influenced by other people a lot -- so if you are in an environment with great ideas bouncing around you are more likely to come up with some of your own.

Fault Line was not my idea, and I think it is one of our most original to date, so I think this is a testament to that open approach (Well done Chris, who came up with the concept and managed to make it work!).

nitrome3.PNGYou're currently aiming to release a game every month. How easy is it to stick to a timeframe like this? Does it not put an unnecessary limit on your creativity?

It is increasingly difficult to stick to this timeframe….the aim is actually to have a game come out every two weeks, but we're happy as long as we manage at least one a month! As we make more games, the ideas and engines and visuals get more ambitious. So despite taking more people on to join the team and build more games at the same time, any actual increase in frequency of our output is muted by this.

You have quite a community following, and even have a Nitrome Wiki run by your followers. How important is gathering a community base for a games site like yours?

I think we are very fortunate to have built up such a large and loyal fan base. It is because of them that we continue to exist and grow! We used to be solely reliant on sponsorships and licensing to fund what we do, but the loyalty of our return visitors and that word of mouth has since shifted that focus. So we now make the majority of our money from the advertising on our own site, which gives us a lot more stability!

We actually don’t do that much to encourage our community - we have no forum and no way to comment, other than to email us directly. So it is even more surprising that our fans are so loyal and dedicated... perhaps there are some areas there that we need to address.

What can we expect from Nitrome in the future?

We fully intend to keep developing Flash projects and continue to explore new ideas and avenues there, but we also have plans to expand into other formats. Our first non-browser game is going to be on the iPhone, and is called Super Feed Me - you can check out a trailer at the official website: http://www.superfeedme.com!

July 28, 2010

Arcade Propaganda Posters Collected In Calendar

Steve Thomas, the artist behind all those mock propaganda posters for classic arcade games like Joust and Dig Dug, has collected the twelve prints from that series and is now offering them all as a 20111 calendar.

Thomas is selling a 7"x11" version for $32.30 and an 11"x17" edition for $34.10, which sounds like a lot for a calendar, but it's a deal when you consider that just buying an individual 11"x16" poster from his shop will set you back $11.95. This way, you can own them all without needing to spend $140+.

You can purchase the calendar online and see what each of the pages/months will look like on Thomas' Zazzle shop.

[Via Super Punch]

UCF Game Project Seeks To Reduce Pregnancy, STDs Among Young Latinas

University of Central Florida's Institute for Simulation and Training has received a $434,800 grant from the National Institutes of Health to develop a game that teaches abstinence and peer-resistance skills to Latina girls still in middle school.

"Our ultimate goal is to reduce pregnancy and sexually-transmitted disease among the young Latina population," says UCF nursing professor Anne Norris, who is working with the department and UCF computer science professor Charles Hughes (pictured) on the project.

Norris says UCF is focusing on low-income Latina adolescents, age 12 to 15 years old, because that group tends to have higher teen birth rates, as well as higher rates of HIV and other STDs compared to their Caucasian peers. She believes the best time to teach these skills is during middle school before they become sexually active.

"In lower-income communities, there is often a lack of clear role models for adolescents," Norris said. "Parents are concerned and want to help, and teachers try to intervene and make a difference, but there needs to be more for these girls."

In the game, which isn't slated to be completed for two years, players interact with characters that speak and respond to them in scenarios modeled after real-life. The avatars are controlled by a trained and unseen "interactor", possibly set up in a remote location, through motion-capture technology.

The project, which will be played in after-school and youth outreach programs run by teachers and counselors, looks to "improve girls' skills in responding to peer pressure to engage in sexual behavior" by teaching them how to handle sensitive situations and questions (e.g. characters asking why the play and her boyfriend aren't having sex.).

The UCF team is collecting data from focus groups of Latina students at local middle schools/programs in order to make sure the game's scenarios, words, phrases, and gestures are as realistic as possible. If the game is successful, Norris plans to work on a similar project for boys and girls of other ethnicities.

[Via UCF News, GamePolitics]

COLUMN: Abbott's Habit: Blood, and Steel, and Bacon

[Abbott's Habit is a monthly GameSetWatch column by writer and Brainy Gamer blog author Michael Abbott. This month, he looks at DeathSpank and the evolving role of comedy in games.]

All I need to make a comedy is a park, a policeman and a pretty girl. --Charlie Chaplin

I tell you, we are here on Earth to fart around, and don't let anybody tell you different. --Kurt Vonnegut

Hothead and Ron Gilbert's DeathSpank has me thinking about humor in games and the challenge of creating an integrated design for comedy. As I've noted previously on my blog, fully-realized comedy is a system. It can't be delivered on a separate channel or stirred into a recipe to add spice. Comedy is a self-contained unified aesthetic. A game that wants to be a comedy must be a game directed through a comic vision that defines the whole project.

As a comedic game, DeathSpank advances the ball down the field in some creative ways, and I'll discuss those in a moment. But I also think DeathSpank exemplifies the conundrum faced by video games that try to be funny. We can illustrate that tension with two apparently contradictory claims:

Claim 1: Video games are well-suited to making us laugh. Like a well-crafted game, a successful comedy is highly technical, based on a set of clearly-defined rules, and carefully engineered to trigger a calculated response. It relies on the precise execution of a final build, fine-tuned through iteration and feedback.

Comedy, as Henri Bergson observes in his seminal "Theory of Laughter," is "something mechanical encrusted on the living." One could easily apply the same phrase to describe games. Game developers understand how to build complex systems for interactive communication, and that's exactly what a successful comedy is. Comedy is aimed at the intellect, and gamers are smart. We can do this!

Claim 2: Video games are hopeless vehicles for comedy. They may manage to deliver wordplay and 'wackiness,' but desperately trying to 'be funny' usually results in an outmoded brand of one-liner comedy that died with the Borscht Belt. Furthermore, player agency in an interactive world (a defining feature of modern games) is mostly antithetical to comedy.

When choice, pace, and timing are handed off to the player, the potential for comedy dissipates. We may play an interactive role watching a live stand-up comic, but we don't write the punchlines; nor do we decide when to deliver them. In the same Bergson essay referenced above, he describes comedy as a "social gesture." Nearly all the 'funny' games we've seen are single-player affairs, lacking the spontaneous group-mind formed when we experience comedy in other media. We're out of our league!

DeathSpank makes good on the promise of the first claim and goes some way toward refuting the inevitability of the second.

At first glance, DeathSpank appears to be Hothead Games' and Rob Gilbert's attempt to update the old LucasArts dial-a-joke adventure game formula, with lite-RPG and hack-and-slash mechanics stirred into the mix. First glances can be deceiving, however, and DeathSpank brings far more cleverness and ingenuity to the table than "Diablo meets Monkey Island" (despite Gilbert's fondness for describing his new game as exactly that).

DeathSpank extends its comedy through the player's experience, from its menu screens to its voice acting; from its art style to its quest-giving system; from its character animations to its wacky-answer puzzles. Nearly everything in DeathSpank is funny, and the comedy operates on two simultaneous levels. Characters such as Freen the Felt Salesman and Eubrick the Retired (formally known as Eubrick the Bitter, Eubrick the Undefeated, Eubrick the Bastard of Hillhaven, Sally the Stable Girl, and Eubrick the Bed Wetter) are funny creations regardless of how many games you've played.

But if you happen to be a video game veteran, DeathSpank operates as an inspired parody, sending up RPG and adventure game chestnuts left and right. Even the game's UI has a comedic personality, behaving with a mind all its own. One of my favorite DeathSpank moments accompanies a trivial event: the sudden appearance of a quest window.

A little orphan girl has been running DeathSpank ragged, insisting he fetch her one thing after another. Finally, she demands "I want a pony!" and the game offers me a range of possible responses. Hoping to deny her request, I choose one and listen to a snippet of dialogue...then BANG, a quest window appears with a clank, as if to say, "Sorry pal. Can't help ya. Get her the pony!"

DeathSpank's writing is consistently clever, with a wonderful spirit of self-mockery and a refreshing absence of mean-spiritedness. DeathSpank himself is a vainglorious idiot (voiced by Michael Dobson), a digital braggart soldier worthy of Plautus. The remaining gallery of oddballs is expertly voiced by actors who fuel the game's parody, affecting not-quite-right 'game character' dialects and generally elevating Gilbert's script. By the way, the two ex-World of Warcraft orcs in Lord Von Prong's vanity museum make a visit there an absolute necessity...that, and the quest item you'll need to finish the game.

DeathSpank revels in silliness. The demon witch's name is "Ms. Heybenstance." She lives in the ramshackle house with candy cane pillars. Tina the Taco Vender, earning money for college, runs the Pluckmuckel Taqueria located across from Bong the Potioneer, who makes really good brownies. Each time DeathSpank teleports to another area (via an outhouse), just before handing control to the player, DeathSpank defiantly hitches up his codpiece. That is, I assumed it was a codpiece. The game clears up that mystery near the end.

The Diablo-style combat has you battling legions of menacing goofball enemies, including little gingerbread men that attack you in hordes, dead-certain they can deal damage. These wee men die, pathetically, with a single swat. You collect chicken lips. You hurl poop at your enemies. On the outskirts of town, a wise cow awaits you with philosophical ruminations.

Visually and sonically, DeathSpank has far more up its sleeves than you may expect. Its score blends Morricone-esque guitar strums and whistles with a pastiche of mod-60s Our Man Flint action music, ala Jerry Goldsmith.

Its art design is a colorful blend of 2D objects in 3D environments, bearing an unmistakable Hanna-Barbera vibe (fused with Animal Crossing's rolling orb), but with far more texture, movement, and whimsical detail. Do yourself a favor and visit the lake in the north-central part of world. The stylized water and fluid waves artfully integrate with DeathSpank's lush comic visuals. How can a lake be funny? I'm not sure, but this one definitely belongs where it is.

Game designers who want to create a unified comedic world face a task that can't be answered with humorous dialogue or cutscenes: how do you make the gameplay funny? DeathSpank doesn't fully answer this question, but it takes a few promising stabs at it. For one thing, the frenetic pacing of a hack-and-slash game is more conducive to comedy than a point-and-click adventure. DeathSpank slows when it's time for conversation, encouraging the player to gradually prune each dialogue tree to get all the jokes. But in general the fast pace of play in DeathSpank enables the game to gather and sustain its comic momentum.

A fine line separates 'fun' from 'funny,' and DeathSpank attempts to deliver both in its active play elements. Killing unicorns (in itself an absurdity) is a stiff challenge in DeathSpank, and from a purely ludic perspective, the game makes it fun. DeathSpank delivers enough useful loot, incentivizes leveling up, and offers combat sufficiently addictive that it strikes the Diablo-fun chord its creators clearly wanted.

But...you're killing rabid unicorns in a whack-job wonderland of pastels and storybook visuals (and those pathetic gingerbread men I mentioned). Clearly, these add a demented comedic dimension to the challenging combat. So is DeathSpank's gameplay comedic? I say yes, most of the time; though I realize nothing is more subjective than humor.

After a couple of hours of continuous play, DeathSpank's steady stream of jokes can begin to feel numbing, which may put DeathSpank's writing, best enjoyed in limited spurts, at odds with its gameplay, designed to lure the player into long sessions of Diablo-style marauding. DeathSpank's UI is a bit cumbersome, requiring frequent menu visits; and I wish the game helped me better manage my inventory and make optimal equipment choices. These are fairly inconsequential niggles.

Where DeathSpank falls down hardest as a game - but especially as a comedy - is in its simplistic dungeons, devoid of the comedic flair and imagination evident throughout the rest of the game. I can't help but see these areas as a series of missed opportunities for Hothead and Gilbert. What if DeathSpank had adopted a playful take on navigating the dungeons (unreliable maps maybe?) or implemented some comedic obstacles that challenged the player to progress or escape?

I can imagine more self-reflexive content might have been fun too - like creating a fake save file you're forced to load, and then finding yourself plunged into a hyper-cheery Farmville-like dungeon that requires you to befriend five hyper-cheery NPCs. Later, another quest makes you go back and slaughter them. I'm just brainstorming here. The consistently high level of cleverness displayed throughout the rest of the game suggest Hothead may simply have run out of time designing DeathSpank's dungeons.

As a comedy DeathSpank does a lot of things well. It's smart and funny, a well constructed parody of other games, game genres, and game culture. It's a gift to longtime fans of Gilbert's previous work and proof that he can still produce a game full of warmth, wit, and tons of laughs.

Some may see that accomplishment as grabbing the low-hanging fruit. Playing with genres and having fun with familiar game tropes - it's the easiest comedy for games to do, right? I'm not so sure.

How telling is it that Ron Gilbert and Tim Schafer, who arrived on the scene together over 20 years ago, remain the only two designers most gamers can think of when it comes to comedic games? It's a worn-out cliche, but it remains true: comedy is hard - hard work; hard to produce; and hard to perform. A million things can go wrong and sink the ship. If you want to see what that looks like, play The Return of Matt Hazard.

I've spent my career writing and directing plays for the theater, and I can tell you unequivocally that building a production from scratch designed to make an audience laugh for two hours is a herculean task. A game that can sustain itself comedically for a dozen hours? It boggles my mind.

The autonomy and deep interactivity inherent in recent games argues against the notion of a master jester at the authorial helm, penning quips and stringing together gags. If the player assumes an authorial role in a narrative game, what sort of comedy can emerge? We've seen the sparks of satire emerge from Fallout 3's Museum of Technology and Bioshock 2's Journey to the Surface Ride, both of which deliver their humor situationally when the player chooses to explore a place. The Sims 3 provides a game-world engine for humor based on the player's interactions with the AI and the unpredictable outcomes that can emerge. WarioWare D.I.Y. encourages players to create their own comedic minigames.

At GDC last March, several designers including Tim Schafer conducted a panel discussion of comedy in games. Telltale's Sean Vanaman cautioned against making games strictly to provoke laughs. "If you set out to make a comedy game you're just going to keep telling fart jokes, or keep going back to the same comedy well. If you say 'We're going to be funny,' it'll come off as insincere."

"Unless you're funny," quipped Schafer.

Indeed. Unifying all the elements of a design is a consummation devoutly to be wished, and DeathSpank achieves it to a greater degree than it's been credited for. But I'm not convinced seamless ludo-narrative hyper-convergence would have made this game any funnier or more fun. DeathSpank misses some opportunities, but sometimes tapping a mother lode of well-crafted jokes for the sake of laughter is reason enough to do it. Battling unicorns is icing on the cake.

Pac-Man Seance Summons A Shirt Design

English artists Stuart "Bramish" Colebrook combined a public domain image of folks gathering around for a seance with a sprite of Blinky to create this awesome shirt design, currently up for voting at Threadless. It almost looks like a comic from Married To The Sea!

Colebrook describes the concept: "You know how it is - one minute you're chasing a pizza shaped yellow thing around a maze for no reason at all, and the next you've been summoned by a bunch of Victorian chaps and chapesses as the sit around a table chanting like morons. We can all relate, right?"

If you want to show off this goofy "Medium Difficulty" image on your chest, make sure to vote it up at Threadless -- if enough people give it a high ranking in the next six days, the online shirt shop might feel compelled to print and sell the design.

[Via Rampaged Reality]

Astro Port Releases Small Demo For Gigantic Army

Japanese doujin developer Astro Port have put out a two-stage demo of Gigantic Army, a 2D run'n gun that has you fighting huge robots (naturally) with your mecha. It reminds me a lot of Dracue's Gunhound -- though with much bigger enemies -- which isn't a bad thing!

While some of the text is in Japanese, it's an action game and most of the UI elements are in English, so you should have no trouble playing through it. It also features some snippets of English dialogue with its background communications, which really add to the atmosphere (even if they don't have anything to do with the actual gameplay)!

Doujin publisher Curious Factory has so far localized two Astro Port games, Supercharged Robot Vulkaiser and Witch-bot Meglilo, and also plans to release the studio's Armed Seven shoot'em up. If the company is still around, perhaps it will also publish Gigantic Army? You can download the PC game's trial here.

[Via The2Bears]

Baby Castles To Host Super HyperCube, Katawa Shoujo

NYC's indie game arcade Babycastles will host another wicked party next week featuring a musical performance by chiptune artist Glomag and a selection of playable indie titles picked out by video games journalist and GSW contributor Matt "Fort90" Hawkins.

The headline game of the "Hardcore Feelings" show will be Super Hypercube, a 3D puzzler project presented by the Kokoromi Collective and Polytron (Fez), with the latter group's Phil Fish attending. You can find out more about the game here!

Also at the event: Calvin & Hellen's Bogus Journey, a collaboration between Hellen Jo/Calvin Wong/Derek Yu originally exhibited at Game Over/Continue?; Untitled, another Game Over/Continue? project from Deth P Sun and Cactus; Katawa Shoujo, Four Leaf Studios' dating sim featuring disabled girls; Love Love 2, an enigmatic PS1 title from TYO and Seitron & Art Inc; and Rescue the Beagles by 16 x 16.

While Babycastles will have the games on display all month, you'll still want to attend the opening party on August 5th, as it's the only night Super Hypercube will be available due to "all the specialized hardware involved." Make sure to RSVP!

Interview: Paradox's Wester On Digital Distribution Consolidation, DRM, F2P

[Fredrik Wester, CEO of hardcore-oriented developer and publisher Paradox Interactive, chats with our own Chris Remo about his plans and thoughts thoughts on digital distribution, DRM, free-to-play, shaved heads, and more.]

For over a decade, Swedish publisher and developer Paradox Interactive has steadily grown with its portfolio of hardcore PC strategy game series like Hearts of Iron and Europa Universalis.

Now, Paradox is broadening its reach more than ever, reaching into the console market and exploring free-to-play territory on PC. The company's traditional hardcore focus has left it with a strong understanding of how to listen to and satisfy its dedicated base, and that's reflected in Paradox's attitude to controversial topics like DRM, and in the company's digital success -- it expects to see a majority of its business come from download sales in the next year.

We sat down with Paradox CEO Fredrik Wester to discuss his company's upcoming plans, its relationship with digital distribution groups like Steam and GamersGate, expected consolidation in online sales, and why DRM isn't the best answer.

Plus, Wester provides an update on his infamous head-shaving bet about the company's upcoming Victoria 2.

What's the state of Paradox these days? What's in your immediate future?

Fredrik Wester: We're continuing to grow as a company. We grew almost 40 percent in gross revenue last year and we're continuing the trend with almost 40 percent this year, and we meet all the budget goals. Mount & Blade: Warband did phenomenally well, especially in online sales, and was very well received by the audience.

Out first really hardcore simulator, Ship Simulator Extremes, is releasing in August, and it's exciting for us to move into a new genre. We did our first console release with Lead & Gold, a team-based cowboy shooter, on PSN and PC so far, and we're working on what we'll call "other consoles" as well. We can't mention them [by name], but we hope to have it out on a few more platforms by the end of the year.

And we're looking at some free-to-play games. That's not really revolutionary in any way, but we found some great stuff at E3, and previously as well, so we'll release our first free to play game in January of next year.

When you say it's not revolutionary, you mean in the sense that it's been around a while and it's new to you guys?

FW: It's been used in China and Korea for several years; we just haven't had any good games to try with that model. It's good, because people who want to play a little can buy their way into happiness, and people who like to grind and grind can do that. We're looking to attract a few million people, hopefully, by the end of next year, we'll see.

I'm guessing it's mainly Asian developers and European developers you've been talking to?

FW: It's a mix. We're talking to one Asian developer and three different European developers, both Eastern European and Western European. It's a wide range of developers and a wide range of game types as well. We're looking for a mix to see what works for us, and we can use a universal currency all over the games.

Free-to-play games seem to really emphasize geographical or cultural differences. The Western European ones tend to be these fairly in-depth strategy or management games, then the Asian ones are often more like traditional MMOs.

FW: More RPG-like, yeah. Ours are mostly strategy games, not surprisingly, but we're looking at some RPGs as well. We did a survey on our forums, where we have 210,000 registered members, and it turns out 85 percent of the people there are RPG gamers as well, which is kind of surprising -- 99 percent are strategy gamers, of course, but 25 percent owned the Wii as well. That's a big surprise for us. Maybe WiiWare is something to do as well.

As a company, you seem to put a lot of stock into your customers' direct feedback, particularly through your forums. That seems unusual.

FW: That's correct. We get a lot of feedback on our games and on our DLC, and every now and then we take some ideas from the users as well, because the users know a lot about our games -- sometimes more than we do ourselves. Collectively, they definitely know a lot more about our games than we do. Taking advantage of that is really good, I think. We're not afraid to discuss with our forum people and our fans.

Speaking of your forums, you had your infamous Victoria 2 bet. How's that game coming along?

FW: The game is coming along very well, so I'm actually fulfilling my part of the bet later today, at one o'clock. Just to show my support for the team after playing the game, I said, "You know what? This is a lost cause. I might just as well do it now when it's warm and it's still summer." So, it's kind of my way to support the team, show them I'm on their side, and that I don't have a separate agenda when we release the game.

So, you're actually shaving your head today?

FW: That's actually what this apron is for, this yellow apron with the "I Love Paradox" symbol on it. Later on, I'm actually giving this to Jason Holtman at Steam. It's my gift to Valve for selling a lot of games for us.

What's your relationship like with companies like Valve? I know you're no longer the same company, but you have a historic relationship with [digital distributor] GamersGate.

FW: When I started GamersGate, I went through the process of signing different publishers and travelling throughout the world to reach people. I think, initially, it was kind of an interesting process, because Valve sent this NDA to me saying, "You can't say this and that to our competitors," so I had to email back and say, "You know, I'm still at the board of directors at GamersGate."

But for the past year I've been moving away completely from GamersGate. I'm still a minority owner of 20 percent or so, but I'm not operationally involved at all. GamersGate is doing well on its own, so they don't need me anymore either, so that's good.

The relationship with Valve, from our point of view, is excellent. And the other download portals as well. We work with 17 different portals I think, big and small.

Do you think that there's going to be further consolidation there? Seventeen seems like a lot.

FW: Yeah, absolutely. You're going to see a lot these portals closing in the coming two years. And I just got myself an iPad. That's going to take a part of the download market as well.

You're going to see the download market separated into different platforms. We're doing game for PSN and XBLA, and it's not very visionary to say that the future is downloadable games -- of course it is -- but the way it will shape up is basically being decided right now.

Within two years, we'll see who's staying in the business and who's not, and the smaller ones will probably be bought by the bigger ones. You're going to see some mergers, you're going to see maybe some media companies going in to buy some of them to create synergy effects, you're seeing Amazon starting its own service. So, it's interesting times.

For us, of course, it's excellent, because all these want to be aggressive, they all want to sell a lot of games, and they want to show us they can really place your titles to sell a lot of them. It's the content holder's market at the moment, so we're just enjoying the ride.

What's the breakdown between retail and online for Paradox right now?

FW: Last year was 60/40 in retail's favor. This year, it's going to be the opposite.

That's basically 50 percent growth in market share for online in one year. That's huge.

FW: Yeah. It's a big shift. It's quick, it's big. Then you have a few titles, like Lead & Gold, that are only sold online -- that's going to add to it for us as well. In terms of units, it was basically 60/40 in retail's favor, but online is quickly gaining ground on the number of units sold, and I think a lot of pirates have been converted into paying customers as well by services like Steam.

Do you think Paradox benefits from that particularly by being a hardcore-oriented publisher? Do you think your audience flocks to online faster than some others?

FW: I think we have a lot of early adopters in our audience, and that helps us with digital change faster than say, EA. I don't compare our company to EA though. In terms of size, there's a huge difference, obviously, but their audience is also typically a different kind. There are a lot of family gamers and casual gamers, while we have these geeks who are really into the game. So it has worked in our favor so far; we'll see if it continues that way, but so far we're really enjoying it.

It sounds like you're diversifying your portfolio a lot, going into consoles and free-to-play and so on, but how is the market for that hardcore strategy gamer you're known for? Is that market growing, is it stable, is it shrinking?

FW: It's quite stable, actually. We're selling the same number of units for every release. We're like the heavy metal band Slayer. They were never really huge, but they've been there for 30 years releasing an album every three years, and they sell 600,000 records of each album. We're the Slayer of the games industry.

We're also releasing a service for our gamers. The working name is Paradox Connect. I can't say too much about it because we're going to announce it later, but it's going to allow extra services for the people who actually buy our games.

We're not really a pro-DRM company. We skip DRM for almost all of our titles, so instead we're giving something extra to the people who can prove they actually bought the game. I think that's the best way of fighting piracy. We can speak more about it next time we meet.

Are you planning that for this year?

FW: We hope to launch it in August, but you know how it is with development. It might be Q1 next year. When we have the beta running, we'll announce that something is coming up. But before then…you know.

What's your internal development team size at this point?

FW: It's 12 at this point. We're adding three or four more this fall. It's a small, tight team, but we outsource a lot. We outsource some graphics, music, and sound. Doing a lot of stuff externally means we can keep the team lean and mean, and that's how we like to keep things overall at Paradox.

The publishing team is publishing eight titles this year -- really, six titles plus a lot of DLC -- and that's basically six people, but we have 20 different consultants working with us in different ways.

Is Victoria 2 the main internal title right now?

FW: It is the main internal title, and we've started the game coming after Victoria 2, but we haven't announced anything on that yet. It's going to be thrilling and kind of scary to announce the new title, because you never know how people are going to react. Most of the time, it's exciting in a positive way.

July 27, 2010

The Secret Story Of Sabreman Stampede

As MundoRare, a shrine for all things Rare, Ltd., closes up shop (its farewell post lamenting the studio's decline is worth reading), the fan-site posted its final feature, an in-depth look at the company's cancelled Sabreman Stampede game.

MundoRare says the title was first introduced as Donkey Kong Racing, a GameCube sequel to Diddy Kong Racing, at E3 2001. After Microsoft purchased the British developer from Nintendo, Rare adapted the game's license to feature Sabreman, the hero of its ZX Spectrum/BBC Micro/C64/CPC/GBA series Sabre Wulf.

According to an anonymous Rare employee who spoke to MundoRare, the game was converted from "a racing game involving jumping from one animal to another" into more of a "sandbox adventure style" title for the Xbox in which Sabreman crash landed on an island, completed tasks for villagers, learned how to ride animals, and explored the area.

"[It was] basically Grand Theft Auto with animals," explained the source. "You have a huge open landscape and you can catch animals, and ride them around." Catching the animals to ride them was a controversial topic with the team, as it "involved catching animals that didn't want to be caught -- essentially it's a cruelty-to-animals simulator."

The Rare employee blames the game's eventual cancellation on a lack of design direction on the team: "... programmers and artists were constantly putting in more & more scenery, more animals with different handling, interesting features & mechanics. But, the skeleton of the game was just not there. It was severely lacking in major features, [such as] the game's progress, story, main tasks/objectives, etc."

You can read more about Sabreman Stampede's history and watch several new videos of the cancelled game at MundoRare.

Reproducing Van Gogh, Caravaggio Works In Art Academy

Developed by Headstrong Games (House of the Dead: Overkill, Aragorn's Quest) the Art Academy series for DSiWare -- soon to receive a retail cart compilation in Europe next month -- allows users to replicate or create original artwork with virtual pencils and paint, offering lessons on the art tools, theories, and techniques.

To promote the game, Nintendo's Spanish arm has produced a set of videos showing viewers how the software can be used to reproduce works by famous artists like Vincent Van Gogh, Giorgio Morandi, Michelangelo Merisi da Caravaggio, and Duccio di Buoninsegna.

Nintendo actually visited local museums to film the creation process next to the original artworks. While it seems impossible to create an exact reproduction of the paintings, Art Academy's tools are robust enough to allow for a close approximation of the famous pieces. You can watch more of the Art Academy video series after the break:

GDC Online Adds Zynga, Disney, Playdom, Lectures

[My colleagues are starting to roll out a bunch of good content for GDC Online now, and here's the tip of the iceberg, with a number of the leading online game folks heading to Austin in October - plus those neat Summits, too.]

As momentum builds for GDC Online (formerly GDC Austin) in Texas this October, organizers have announced key new lectures from the world's leading online game firms, including Zynga, Disney, Playdom and more.

The Austin, Texas-based GDC Online conference and expo -- taking place October 5-8, 2010 -- is focused on online games of all kinds -- including social network titles, free-to-play web games, kid-friendly online titles, large-scale MMOs, and more.

With a leading advisory board guiding the evaluation and choice of lectures, and the newly announced GDC Online Awards honoring the leading games in the space, the conference is a must-attend for those working in online games.

Some of the highlights from newly announced sessions -- as the August 4th alumni registration deadline for GDC Austin 2008/2009 attendees and speakers approaches -- include:

- 'AAA To Social Games -- Making the Leap' sees Playdom VP John Donham, most recently at Metaplace and a 20-year veteran of online games, discussing why "developing games for social networks is a dramatic shift from making titles for PCs, consoles, or even the Internet." The session will "provide you with a solid basis for revising your strategy as you approach social game development."

- In 'Scalability for Social Games: YoVille, Mafia Wars and Farmville', Zynga's Robert Zubek expands on his GDC 2010 Summit talk from the leading Facebook game firm to "describe architectures and proven techniques for building scalable server infrastructure, particularly for social web games, operating on the web and social networks."

- A practical lecture called 'MMO 101: Building Disney's Server System', Disney Online Studios' director of architecture and R&D Roger Hughston presents on the system underlying titles like World Of Cars and Pixie Hollow Online This technical discussion -- "with heavy emphasis on server systems" -- will describe approaches that have been taken in the Disney Online Studios in the development of their MMO environments, including "candid discussion about what is good, bad, and ugly."

In addition to the main conference content, GDC Online will present specialized Summit programs, with in-depth business and technical advice on major up-and-coming facets of the game industry, including the 3D Stereoscopic Games Summit, the iPhone Games Summit, the iPad Gaming Summit, and the Game Narrative Summit (formerly the Game Writers Summit).

A vibrant GDC Online Expo Floor -- something no other online game-specific conference boasts -- also enables attendees to get all the latest information from game tool, engine, middleware, payment, and virtual currency firms exhibiting at the show, as well as recruitment-specific areas and other notable vendors.

GDC Online -- part of the UBM TechWeb Game Network, as is this website -- is scheduled for October 5-8, 2010 at the Austin Convention Center in Austin, Texas. To learn more about the newly announced lectures across all tracks for GDC Online, for which registration is available now, please visit the official GDC Online website.

COLUMN: 'The Game Beat': What's in a Length?

Limbo screenshot[The Game Beat is a bi-weekly new GSW column by Kyle Orland examining the video game press and the process by which gamers get information about the games they love. This week, it examines the industry’s somewhat misplaced obsession with a game’s duration, rather than its content.]

Without a doubt, Xbox Live Arcade’s Limbo is an instant classic. The reviews are near-unanimous in their praise. Limbo is “bleak and beautiful.” It’s “haunting.” It’s “elegant and minimalistic.” It’s “clever." It’s “gorgeously constructed." It “will stay with you for a very long time.” Some are already calling it “a masterpiece.” Others are breaking out the dreaded a-word: “Art.”

But there’s one other thing Limbo reviewers are almost equally unanimous about. Some seem almost reluctant to bring it up. Others seem proud that they were able to find some flaw to balance out an otherwise glowing review.

Regardless, the critical consensus seems to be that Limbo is excellent but, well... it’s kind of short.

“The only real complaint I have of this game is that it is so short,” writes Gaming Age. “Probably the only flaws that I can think of with Limbo are that the game is sadly shorter than it should be,” writes Planet Xbox 360. “If you are concerned about the game’s length, you might want to see how low the price can go,” writes Cheap Ass Gamer, living up to its name by complaining about the value of a high-quality $15 game.

Perhaps nothing speaks better of Limbo’s essential quality than the fact that the only negative most reviewers could come up with is that they want to play more of it. Still, it seems a bit gauche to bring up the game's length when everyone seems to agree the game is almost perfectly crafted in every other respect. It’s like whining that the Mona Lisa wasn’t painted on a bigger canvas, or that Casablanca wasn’t padded out with more fight scenes.

But many critics seem to agree that Limbo's length is lacking, even if they can’t agree what that length is exactly. “Four hours” seems to be the number most commonly cited in reviews, but plenty of critics claim it only took them three. Plenty more mention getting stuck in Limbo (HA!) for five or even six hours.

My personal favorite quote on Limbo’s length might come from The Review Crew, who say the game took them three to four hours, but “of course it will take you longer if you get stuck on the numerous puzzles.” I mentally inserted the unwritten subtext: "(Note: This game may take you a while if you are not as awesome at video games as we are)"

This brings us to one of the maddening facts that makes video game criticism different than criticism of most any other medium: length is not an absolute fact. Different players play at different paces -- a game that’s a two-hour breeze to some might be a ten-hour slog for others. The very idea of a set length doesn’t make sense for many games. How long does it take to complete The Sims? Tetris? The Multiplayer mode in Modern Warfare 2? These games are only as long as you are willing to keep playing them.

This should be the critical length benchmark for every game: not “How long until I reach the end?” (Are we theeeeere yet?) but “How long do I want to play?” Yet publishers constantly describe the “number of hours” for upcoming games as if that was a feature as concrete as “number of players.” What usually goes unsaid in these inflated marketing claims of “hundreds of hours” of longevity is that 90% of those hours will be spent mindlessly grinding for experience points, or repeating endlessly similar escort missions, or chasing down hidden doodads that have long-since ceased being interesting to collect, all in pursuit of some quasi-mythical and utterly pointless “100%” on some statistics screen.

Perhaps this marketing push is why many critics seem fixated on length. Or perhaps they’re just used to judging games less as carefully constructed works of art (or even craft) and more as mere value propositions. “Give me X hours of gameplay for every Y dollars of my investment” is the unspoken context of this type of review.

The relative quality of those hours -- and whether all those hours eventually come together into some sort of satisfying whole -- don’t seem to matter much to these critics. As long as the game is suitably distracting from the essential emptiness of everyday living, then more quantity equals more quality, as far as they’re concerned. And hey, if that game only costs $20, that leaves $40 extra in the budget left over to take the family out to a thoroughly enjoyable two-hour movie. Er, wait...

This value-based approach to reviewing seems ill-suited for a game as carefully constructed and self-contained as Limbo. Heck, it seems inappropriate for any game, especially considering that reviewers often rush through their single, straightforward playthrough of a game as quickly as possible in order to meet some very tight deadlines. How are these reviewers supposed to judge replay value when they’re expected to move on to the next game on their review pile almost immediately? In fact, you’d think most reviewers would appreciate a shorter game, given the mountains of unplayed games sitting unloved on their shelves (poor babies).

Still, it seems wrong to totally ignore the issue of game length. Games are consumer products as well as works of art, and sometimes even a good game doesn’t provide sufficient value for the money. One of the most elegant solutions to this problem I’ve seen came from the sadly short-lived Game Buyer magazine, a Future publication which ran for four months in late 1998.

Each review in Game Buyer came with a horribly unscientific graph with time on the X axis and the game’s “tilt level” on the Y axis. So a game that started slow but had tons of replay value would have an upward curve, while a game that started with a bang but fizzled out would curve downwards. Bang! The value proposition in a handy visual format -- you don’t even have to waste any words in the review text!

To be fair, many reviewers seem to be handling the problem of Limbo’s length appropriately, even without the aid of graphs. The Telegraph review mentioned a "perfectly formed running time of around four hours," while 7outof10 pointed out that the game "packs more spine-tingling wonder and horror into its opening hour as those games manage in eight or more." Some reviews, most notably Paste’s and Eurogamer’s, even managed to capture the game elegantly without mentioning the running time at all (or, in the case of Eurogamer, downplaying it).

But perhaps the most elegant statement on the matter of Limbo’s length came, surprisingly (to me at least), from “>IGN’s review of the game: “While [five or six hours] may sound short, it's better for a game to leave us wanting more than to overstay its welcome.”

Amen.

[Kyle Orland is a freelance video game journalist with over a decade of experience, if you count reviews for his college paper and fansite Super Mario Bros. HQ, and he’d appreciate it if you did. He’s written about issues surrounding the game press for a variety of outlets, most recently at his new blog, which is also called The Game Beat.]

Best of FingerGaming: From Let's Golf 2 to Castlevania Puzzle

[Every week, Gamasutra we sum up sister iPhone and iPad site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable game platforms, as written by editor in chief Danny Cowan and authors Tucker Dean, Jason Johnson, and Ryan Hibbeler.]

This week, FingerGaming covers Konami's Castlevania Puzzle: Encore of the Night and Gameloft's Let's Golf 2, among other notable debuts.

Also within are the lists for top-grossing, most-downloaded free and paid Apps from Apple's store, as well as reviews for Helsing's Fire and Monkey Island 2 Special Edition.

Here are the top stories from the last seven days:

- Top-Grossing Game Apps: Wheel of Fortune, Battle for Hoth Climb Charts
"Sony’s Wheel of Fortune Platinum remains a big seller even after an increase to $1.99, outselling chart mainstays Bejeweled 2, Tetris, and Doodle Jump."

- Review: Monkey Island 2 Special Edition
"Monkey Island 2 Special Edition is an excellent update to a well-loved classic that remains largely entertaining almost two decades later. However, unless portability is an important factor, I would recommend interested parties pick up the PC version instead."

- Castlevania Puzzle: Encore of the Night Now Available in App Store
"Borrowing Taisen Puzzle Dama's core gameplay, Konami has crafted a unique puzzler that features backgrounds, music, and characters taken directly from its classic platformer Castlevania: Symphony of the Night."

- App Updates: Zen Bound 2 Goes Universal, N.O.V.A. Adds Retina, Gyro Support
"Though the title remains an impressive showcase of the iPad’s hardware capabilities, iPhone and iPod Touch owners may now play a fully-featured version of Zen Bound 2, with only a slight loss in visual fidelity."

- Top iPhone Game Apps: Wheel of Fortune, Gamebox Return to Paid Chart
"Triniti’s 35-game compilation All-in-1 Gamebox returns to the top ten at fifth place this week, outselling Freeverse’s Skee-Ball and THQ’s Star Wars-themed tower defense title Battle for Hoth."

- Gameloft Launches Let's Golf 2
"Taking its inspiration from Sony’s Hot Shots Golf series, Let’s Golf! 2 features brightly colored graphics, a cast of wacky characters, and an easy-to-grasp three-click control scheme."

- Review: Helsing's Fire
"Unfortunately, the action doesn’t pick up until at least halfway through the game. Until then, you’re stuck solving tedious logic puzzles that show only the faintest glimpse of potential, and by the time you get there, the game is almost over."

- Top iPad Game Apps: Clickgamer Leads Charts with Modern Conflict, Angry Birds
"Clickgamer’s iPad strategy title Modern Conflict HD and its physics-based action game Angry Birds HD lead as today’s biggest-selling iPad games. Last week’s chart champion Osmos falls to fourth place, landing behind a heavily discounted Shrek Kart HD."

- Free Promotional Apps Released for Upcoming TRON, Scott Pilgrim Films
"Disney will update the TRON application with additional games and content leading up to TRON: Legacy’s December release. Future TRON minigames will be available as in-app purchases."

- Apple Posts Record Third-Quarter Revenue; iPad Sales Reach 3.27 Million
"Apple announced the results for its fiscal 2010 third quarter ending June 26th, revealing record revenue and net quarterly profit of $3.25 billion. The concluded quarter saw the debut of Apple’s iPad device, which has since sold 3.27 million units worldwide."

Hydorah Developer Details Next Project

If you've already played indie shoot'em up Hydorah -- which you should, as it's not to be missed (and it's free!) -- you probably can't wait for the next project out of Spanish indie developer Locomalito, who, for the most part, designed and coded the Gradius/R-Type-influenced game by himself over the course of three years.

Locomalito gave some clues on his next title, The Curse of Issyos, in his interview with our sister site IndieGames.com earlier this month, calling it an ancient Greek mythology action-arcade game. He gave up even more details on the project in a recent Q&A with Just One More Game:

"It’s the kind of game I love to play now, as I don’t have time to play more than 30 or 40 minutes a day. It’s a straightforward (hard) arcade/platform game, with no more than 30 minutes of gameplay in a row. The Curse of Issyos has NES style graphics/look and feel, chip tunes, clear playability…

It’s focused on Greek mythology. I’m trying to mix the smell of Mediterranean sea ambiance and the power of 8bit games, two things I love!

The references for this game are titles like Shinobi, Ghosts ‘n’ Goblins, Castlevania III, and Megaman."

Fans of Hydorah who can't get enough of the game, even after reading its "Making Of" document, should definitely read the full Just One More Game interview to check out some sketches from Locomalito, the story behind his strange nickname, his ideas on what makes a memorable boss, and more.

Kana: Little Sister Eroge Releasing For PSP

I hadn't heard anything about this until Andriasang posted about pre-order bonuses for the game this morning, but CyberFront is porting Kana: Little Sister (Kana Imouto) to PSP in Japan.

Those of you who recall our Aberrant Gamer column or Leigh Alexander's piece on Kana: Little Sister will remember it as that incest-themed visual novel game. Leigh described it best, though, as "much less a sex game than it is a self-generated essay on deep-rooted human essentials: the value of life, the nature of family, the manifold definitions of love".

It's also the game that apparently got a Japanese father into serious trouble after his wife discovered that he named their daughter after the eroge's titular character (he had told her before that Kana was the name of a "really wonderful child" from a book he read years ago).

Originally released for PCs in Japan in 1999, Kana: Little Sister will ship for PSPs this October with new artwork (based on the original character designs, not on those from the 2004 Kana Okaeri remake), re-recorded voices, a new opening movie, around 20 new CG events, and more.

CyberFront has likely taken some elements out, however, in order to make the game more appropriate to the PSP audience. It appears that the developer has edited out the nude/pornographic scenes, as was going to be the case with Panther Software's cancelled Xbox 360 port of Kana: Little Sister.

You can learn more about Kana: Little Sister's PSP port at CyberFront's Japanese site for the game.

Olly Moss' Bookmark For Gamers

Olly Moss, the super talented illustrator behind those stylish Video Game Classics book covers and A Life Well Wasted posters, has created this clever bookmark that gamers are sure to appreciate -- every smart player/reader knows that saving often is a must, lest you lose your progress/place.

"Urban Outfitters asked me to design them a bookmark to hand out in-store," explains Moss. "I couldn't help but nerd it up." Of course, you could easily create one of these yourself with some cardstock and a printer, but we'll let you know when the apparel shop will begin selling or giving these out.

COLUMN: 'Game Mag Weaseling': Mag Roundup 7/24/10

['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. This time -- an analytical look at the latest video game magazines released in the last couple of weeks, alongside a tribute to closing UK magazine PC Zone.]

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It was with a sad heart that I learned recently that PC Zone, the oldest English-language PC game mag still in operation (predating PC Gamer by seven months), is closing up shop with Issue 225 in September. The news was hardly unexpected, given that PC Zone has one of the lowest ABC-rated circulations of any game magazine in the UK at the moment, but it's sad nonetheless.

Will Porter, who wrote for PC Zone for a long time and edited it for a run in 2008, wrote a memorial for Rock, Paper, Shotgun that both explains why the mag is worth remembering and offers a few examples of its greatest moments. If I could summarize my opinion more succinctly, I'd say that PC Zone was a great example of a mag you bought not because of what's on the cover, but because you genuinely dig the folks who wrote it and wanted to get their unique take on video games. There were mags like that in the '80s and '90s, but more recently they've been a dying breed.

Porter blames the Internet in general for PCZ's demise, of course, but I think the real culprit is the rise of gaming podcasts, the best of which are addictive fun for the exact same reason I gave above. Like those podcasts, PCZ wasn't trying to be the ultimate final source for all things games, a trap that lots of mags fell into and keep falling into.

It was just trying to have some fun and maybe attract a few readers along the way, and the fact it lasted over 200 issues indicates that they were doing something right, at least. (On that note, I think an official PCZ podcast would be a great way to keep the "spirit" going. Not as lucrative, perhaps, but UK game-writer salaries aren't exactly first-class to start with, so...)

Let's move on to my coverage of the game mags that crossed my desk in the past little while, a somewhat boring post-E3 period despite the launch of a brand-new mag in the US:

@GAMER July/August 2010

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Cover: Medal of Honor

@GAMER kicks off its first issue with a small Q&A section that includes this very apt question: "I can get gaming information for free on the Internet. Why should I buy a magazine?" Their answer: "First and foremost, @GAMER's staff has more than 40 years combined experience working in the gaming industry. We know games. And most importantly, because every issue of @GAMER comes with coupons for the games you're gonna buy anyway, the subscription pretty much pays for itself ;-)". (Their emoticon, not mine.)

The coupons are pretty valuable, sure, more so than when Best Buy last distributed a game magazine -- $20 off ODST, Skate 3, and that sort of thing. But I'm more interested in content, of course, and in that respect I'm maybe not the best critic for something like @GAMER 'cos the magazine isn't meant for someone like me; it's meant for people who shop at Best Buy a lot.

The bent of @GAMER is certainly casual in nature, no doubt a departure for EIC William O'Neal compared to his days at Computer Gaming World. Even multipage previews and features (including the cover article on MOH) feature very short maintext sections, the rest of the space instead used for screenshots, sidebars, and/or mini-commentaries from the editors. It makes the mag a very quick read or thumb overall -- much more of an efficient "bathroom read" than most of the other game mags that a lot of people accuse of being bathroom reads.

There isn't much point in analyzing @GAMER's writing too in-depth. As the editors state right up front, they're aiming to "try to focus on games that are worth your time and money" while attempting to remain "a credible source for honest gaming information." In that respect, it's perhaps closer to a buyer's-guide type thing than, say, GMR or Game Informer is. That shouldn't be interpreted to mean I don't find it entertaining, however -- like I said, it's meant to be a fun, fast-paced read, and it succeeds pretty well at that.

I wish O'Neal and the rest of the gang great luck with the mag. The ad department, no doubt, probably wished they launched at a slightly less dead time for new releases -- the 100-page @GAMER has a fair amount of ad pages, but the great majority either tout other Future mags or are free PSA-type ads from the ESRB or ECA.

Game Informer August 2010

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Cover: Dragon Age 2

This issue is nearly all E3 content, from the news pages up front to the "E3 Hot 50" preview feature in the middle to the four pages of GameStop house ads encouraging you to pre-order all the E3 games you're reading about in said preview feature. Even the back page is an E3 quiz, and the Retro section seems to have taken a vacation to pack all this coverage of a month-old event into the pages.

The cover feature is a nice one if you played the original, but otherwise may be a bit tough for readers to follow. I certainly didn't mind, of course.

PC Gamer September 2010

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Cover: WOW

Not a lot of flashiness to this month's issue; the cover piece is a pretty straightforward hands-on story that, if you care about Cataclysm, you probably have all the details from already.

Much more interesting to me: A full-size article about the making of Torchlight and all the behind-the-scenes Blizzard and Flagship Studios drama that went into it. The game's been out for a while, yeah, but it's still a hell of an article. I also dug Andy Schatz's column discussing what "The First Great Game," the one that will serve as the so-called "Citizen Kane moment" for the medium, could be like.

If you hadn't noticed, PCG's website has been expanded into a full-on site...well, game blog, anyway, but that's still a lot more than it was before. Not as ambitious as GI's online home, no, but it's been worth a look to me now and then.

Official Xbox Magazine September 2010

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Cover: Dead Space 2

Another issue that mainly involves E3 stuff, with lots of pages on the Kinect and the redesigned 360. There's some spice -- one postmorem on Alan Wake, plus an article on cool things to do in Red Dead Redemption you might've missed.

Beckett Massive Online Gamer September/October 2010

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Cover: World Of Warcraft

It may be my imagination, but the WoW beatures in BMOG seem a lot more engaging and neatly designed than the stuff in the rest of the mag. I think I'm beginning to see where the editor team's personal loyalties might lie.

Game Developer Presents Game Career Guide 2010

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It's time once again for GD's annual game-career issue, chiefly distributed for free at GDC conventions and other places like that. For the most part it's a catalog of game schools coupled with accounts of what to expect once you join one, from game-engine design tips to an article on what to do if your student project crashes and burns. Man, there are a ton of game schools these days. I'm not sure how I'm going to have the time to play all the games made by the designers these joints are pumping out. [EDITOR'S NOTE: the Game Career Guide issue is also now available for free online in online readable/PDF form]

[Kevin Gifford used to breed ferrets, but now he's busy running Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots of publishers and game companies.]

July 26, 2010

Hothead's Developer Diary On 'Engineering Funny'

Now that Deathspank is out and available to purchase for XBLA/PSN, Hothead Games has more time to work on other projects like this new developer diary video, which takes a different, more playful approach than traditional dev diaries with the hope of showing more of the studio's personality.

Here, Hothead's lead designer Darren Evenson examines the company's approach to "engineering funny" into their games, focusing on key elements like timing and Three's Company ("Where the kisses are hers and hers and his, Three's Company too!").

The independent developer is looking for reactions and feedback on the video before producing more of these developer diaries, so make sure to share your thoughts on the video's Youtube page or Hothead's blog. If we never get to see the next diary entry about "how to amp up action in your video games", you only have yourself to blame!

Undead Civil Rights Group Protests Burn Zombie Burn's PC Release

As Doublesix prepares to bring Burn Zombie Burn, its fun dual stick PSN shooter, to PC via Steam in early August, the UK developer and publisher P2 Games is receiving opposition from undead civil rights group B.R.A.A.A.I.N.S., or the Brotherhood for the Restriction of Attacks, Ammunition And Injury of Necrotic Species.

The fictional organization takes issue with the game's premise of shooting, burning, and blowing up waves of zombies, and is especially opposed to the PC edition's new Survival mode and Extreme difficulty mode. It's probably not too happy about the included strategy guide and comic with instructions on how to eliminate the undead, either.

"... the release of Burn Zombie Burn on Steam is a threat to ghouls everywhere, since it celebrates the destruction of the undead in all sorts of creative ways including bashing with baseball bats, chainsawing, lawnmowering... and don't even get me started about the Brain Gun!" says the group's head spokesman Romero A. Bubb.

He ads, "It's unfortunate that P2 Games is stoking the flames of anti-zombie sentiment with this release. Don't we have enough of that wanton destruction in movies? Please, join with B.R.A.A.A.I.N.S. to protest this game. After all, destroying an undead brain is a terrible waste when it can be fed to starving zombies everywhere!"

[Image via ThinkGeek]

Comic-Con Time With the Raroos: 2010 Edition (Part 5)

Live Action Raroos at Comic-Con[GameSetWatch's coverage of Comic-Con concludes with a collection of photos from the event compliments of The Raroos. In a revelation that shocked everyone here at GameSetWatch, it turns out Mister Raroo and his family may not actually be a group of elephants after all, but instead are actual human beings! Thanks for reading the Comic-Con series. We hope you enjoyed it!]

Attending San Diego Comic-Con International for Preview Night and all four main days is a tiring feat, and I think I speak for the entire Raroo family when I say we are completely exhausted.

We had a lot of fun this year, especially since it was the first time we were able to attend with baby Yoshie. Missus Raroo and I may have been able to more nimbly navigate the crowds and attend panels to our hearts’ content in the past, but having our kids along with us is definitely more fulfilling.

We feel like we’ve written more than enough on Comic-Con this year, so instead of wrapping up our coverage with more of the same, we thought it would be fun to share some of the photos from our time at Comic-Con. A special thank-you goes out to all of the friendly people we were able to meet up with this year!

Klingon Signs at the Trolley Stop

The San Diego Trolley stop near the Convention Center changed its signage from English... to Klingon! We noticed it as we were making our way to the Convention Center on Preview Night, and we thought it was a pretty cute. There aren’t as many Star Trek cosplayers as in years past, but having the signs in Klingon is kind of a nod of the head to the old-school Comic-Con attendees.

Excited Kaz and Missus Raroo

Kaz was really excited. We think this is the first year our little three-year-old “got” what Comic-Con was all about. He knew he was probably going to get some new toys, so he was very giddy as we waited in line to get into the Convention Center.

Yoshie Snoozing

Our daughter Yoshie, on the other hand, was already wiped out by the time we secured our passes and were waiting in line to get in, and she decided to take a snooze. Oh, the life of a baby! Toting around a baby girl, even in a carrier, proved to be rather tiring over the stretch of the convention, but it was nice.

Luna Ian and Mister Raroo

When we first entered the Convention Center’s main hall, we met up with our friend Ian, fearless clerk at local retro video game store, Luna Video Games. Ian is always smiling, making hanging out with him a pleasure. We had fun canvassing for fellow Dragon Quest IX adventurers together.

Simon Carless and Mister Raroo

Hey, it’s GameSetWatch’s big boss, Simon Carless! Simon is just as pleasant in person as he is online, and I’m glad we finally had the chance to meet face-to-face. Simon had a pretty detailed itinerary for Comic-Con, whereas mine consisted of: “Just walk around and see what adventures transpire.”

Chikorita and Kaz

I’m not sure if Kaz was trying to make a face like Chikorita on purpose or if it was just coincidence, but I think the likeness is uncanny. Kaz fancies himself to be a Pokémon trainer, so we spent a lot of time in that booth.

Dead Rising 2: Raroos

That moose head I'm wearing was already kind of gross from attendees sticking their heads into it, and when we had this photo taken it was only Preview Night. I can’t imagine how nasty it must’ve been by the last day! Kaz was too scared of the zombies to get into the photo with us.

Red Faction Robot

Activision was really doing a lot of promotion for their new Red Faction game, even if we thought it looked totally dull. But at least their booth had this cool robot that people could climb into. We weren’t sure if Kaz would stand in line to get his picture taken after he bailed on the Dead Rising 2 scene, but he actually went through with it.

Marvel Toys at Comic-Con

Comic-Con is totally a toy collector’s paradise. A lot of the big-name toy companies had elaborate displays of their wares. Here we find a pretty awesome battle scene from the Marvel booth. I don't collect toys, but displays like this are almost enough for me to give it some consideration!

Adult Swim Ice Cream Truck

The Adult Swim ice cream truck was painted with an exceptionally bright design that you could see from blocks away. The guy handing out the ice cream was totally goofy and energetic. Pretty soon the line for free ice cream became really long.

Uncle Brandon and Yoshie

It’s Game Developer Magazine’s Editor-in-Chief, Brandon Sheffield! Brandon spent some time sitting down and being lazy with us. Yoshie seemed to really like sitting with “Uncle Brandon.”

Distant Worlds Concert

Missus Raroo, Yoshie, and I met up with our friend Maki and her son Kazuma at the Distant Worlds: Music from Final Fantasy concert. Sitting on the grass to listen to the music was great, but it ended up getting pretty cold down by the water, so we had to bundle our babies up. Maki brought us yummy treats to snack on, like Chocolate Almond Crunch Pocky!

Shawn Smith and Mister Raroo

It’s the man behind Ninjatown, Shawn Smith! Missus Raroo and I own a handful of Shawn’s original Shawnimal plush toys from the days when he used to make each one by hand. It’s wonderful that such a nice guy has been successful, and we hope things keep going well for him in the future. He deserves it!

Mister Raroo and Stuntdouble

For the first time ever, San Diego Public Library had a booth at Comic-Con, and I put in a couple shifts during the convention. It was really fascinating to have a chance to see what life at Comic-Con is like from the other end of the table. Here I am hanging out with rapper (and library clerk), Stuntdouble.

Library Buttons

At the library’s booth we gave away buttons that featured art drawn by yours truly. I think they turned out really well, and attendees seemed excited to take them. That is Kaz’s hand reaching in to grab a button in the photo.

Yoshie the Bear

We decided to get into the spirit of dressing up for Comic-Con by putting Yoshie into a bear costume. She’s not supposed to be any specific character… we just thought she looked cute! We got quite a few compliments on her outfit.

Pac-Man and Ghosts

As adorable as she was, Yoshie’s bear outfit doesn’t hold a candle to these five attendees who stole the show as Pac-Man and ghosts. The Pac-Man was even saying “Wakka wakka” as he scurried by.

Swag Monster

Swag is a one of the big draws for many attendees, and this guy’s funny costume was a perfect lampooning of the freebie fever that infects many folks at Comic-Con. I added to his costume by taping on some library handouts.

Scary Silent Hill Nurse

Man, this lady's costume was creepy. I have always been scared of those eerie nurses in Silent Hill, but I decided to get my photo taken with her all the same. Even though she looked menacing, she was really friendly, as are most costumed attendees.

Kaz and the Transformers

It was fun to watch Kaz as he wandered around Comic-Con with a look of amazement in his eyes. Here he is enraptured by the Transformers toys on display at Hasbro’s booth. He spent a good chunk of time looking at every square inch of the exhibit so that he wouldn’t miss a single toy.

Mister and Missus Raroo on the Trolley

This is Missus Raroo and me riding the trolley to the Convention Center. Our lives have been so hectic in the past few months, so having a fun vacation together was something we truly needed. We had a great time at Comic-Con, and we know the convention will just as fun next year because, more than anything, we will be enjoying it as a family!

[Mister Raroo is a happy husband, proud father, full-time public library employee, and active gamer. He currently lives in El Cajon, CA with his family and pets. You may reach Mister Raroo at mister.raroo@gmail.com.]

Best of GamerBytes - Our Analysis Of The Industry

pvszonlawn.jpg[We round up the week's top news and new digital releases from console digital download site GamerBytes, featuring new information about Xbox Live Arcade, PlayStation Network, WiiWare, DSiWare and PSN Minis.]

This week we've gone all-out on our analysis of the industry -- Xbox Live Arcade and PlayStation Network have been looked at in-depth, based on Leaderboard and sales data. We've also looked at the last 6 months of Xbox Live Arcade Leaderboard data to see how well games, both old and new, are selling.

It's fascinating data, and some that we hope has helped many developers looking to get into the space. We hope it gives you an insightful look into how the console digital games space is working, as well.

Store Updates

XBLA Update - Summer Of Arcade Begins With Limbo, Destination Arcade, Plus Game Pack 007 Part 2
NA PSN Store Update - Gravity Crash PSP, Sam And Max Episode 4, Young Thor And More
EU PSN Store Update - Sam and Max: Beyond the Alley of the Dolls, Gravity Crash PSP, Young Thor And More
NA Nintendo Update - Furry Legends, AquaSpace, HoopWorld And More
EU Nintendo Update - Aero The Acrobat, Arcade Sports

GamerBytes Originals

In-Depth: Xbox Live Arcade Sales Analysis, June 2010

In-Depth: Xbox Live Arcade Sales Analysis, First Half Of 2010

In-Depth: PlayStation Network Sales Analysis, June And First Half Of 2010

Top Stories

Microsoft Cancels 1 Vs. 100 (XBLA)
Was two seasons enough?

Trailer: Crystal Monsters (Gameloft) (DSiWare)
Gameloft's take on Pokemon coming to handhelds.

Get Ready For a Universe Of Mega Man (XBLA / PSN)
Make your own Mega Man.

Trials HD Gets "Big Thrills" Expansion Pack (XBLA)
50 new levels to keep you addicted.

Plants Vs. Zombies Coming In September With New Features (XBLA)
How will this work without being able to click on sunshine?

Xbox Indies - AvaGlide (Haiku Interactive) (XBLIG)
HD-styled Pilotwings?

Footage: Dead Space: Ignition (EA) (XBLA / PSN)
Looks like Art Style: Light Trax to me.

Dead Rising 2: Case Zero For Less Than A Burger Meal (XBLA)
400MSP for a slice of Dead Rising.

Sequel To Pinball FX Coming To Xbox Live Arcade (XBLA)
Would you rather have a new game, or just more DLC for PSN?

Bionic Commando Rearmed 2 Comic-Con Demonstration

Aside from titles like Ghost Trick and Okamiden -- which Mister Raroo played and previewed over the weekend -- Capcom brought Bionic Commando Rearmed 2 to San Diego Comic-Con, offering attendees an early look at the XBLA/PSN sequel to 2008's Bionic Commando remake.

Gametrailers scored a developer walkthrough with Capcom producer Rey Jimenez, who demonstrated some of the changes introduced in this Fatshark-developed follow-up, such as the new jumping feature (deemed sacrilege by some Bionic Commando purists) and a significant visual upgrade.

As Jimenez explains in this showfloor demo, Bionic Commando Rearmed 2 uses the same Diesel Engine as the original but adds more foreground and background elements to show "a lot more going on in general". The stage shown here looks great! Let's just hope Fatshark has put as much effort into designing the stages to ensure they're still challenging even with the new jump feature.

Adam Saltsman Posts Prototypes, Gravity Hook HD Release Date

Adam "Atomic" Saltsman, creator of Flash Actionscript library Flixel and developer of runaway iPhone hit Canabalt, has posted online five prototypes of game ideas he's tinkered with between June 2008 to May 2010.

The prototypes include Rocket Warrior, a Rocket Knight-inspired action title; Nova Miners, a co-op digging/exploration game; Zombie Office, which so far is a level generator for a Metal Slug-esque shooter; Stellar, an overworld for a co-op, procedurally generated Zelda clone; and Take Aim, a Silent Scope-styled sniper game.

Each of the experiments are in various incomplete states, with Take Aim (pictured) seeming to have the most meat to it. Saltsman says he hasn't totally given up on his Nova Miners and Rocket Knight ideas, so it's possible we might see more fleshed out versions of those games, too.

The developer also recently announced that Gravity Hook HD, a remake of his addictive, mine-ascending game, will release to the App Store with a universal (iPhone and iPad) app on July 29th for $2.99.

[Via IndieGames.com]

Infamous 2's Comic Cut Scene Fit For A Superhero

Last week, we shared a video interview with Sucker Punch Productions on the comic book influences of the studio's PS3 franchise Infamous. At its recent panel at Comic-Con, the developer continued that sentiment with the debut of this 2D cutscene from Infamous 2, drawn with a comic book style.

"It’s time consuming and a lot of hard work but, in the end, I hope Infamous 2 will reflect our love for comic books and give fans the experience of being a super powered hero," explains Sucker Punch senior artist Edward Pun.

Fitting with the theme of comic books, which seem to reinvent their superheroes' look every few years, Infamous' protagonist Cole McGrath features a new voice actor, David Sullivan (replacing Jason Cottle), who you can hear in this trailer.

GameSetNetwork: Best Of The Week

Examining the feature-length stories from 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 the new GameCareerGuide pieces that debuted last week.

Some good things in here would include the latest NPD U.S. game sales analysis, an interview with Warren Spector, a mammoth postmortem of Tale Of Tales' The Path, plus practical pieces on design and coding, and some neat new GCG pieces.

Bomb diddy bom:

Putting the 'Epic' in Epic Mickey
"In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work."

Postmortem: Tale of Tales' The Path
"Tale of Tales' Michaël Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms."

Evaluating Game Mechanics For Depth
"Former Insomniac designer Mike Stout takes shares a useful rubric for judging the depth of play mechanics, including checks for redundant ones, in this in-depth design article, which contains examples from the Ratchet & Clank series."

Branching For The Win: How Black Rock Uses Code Branches
"Black Rock (Split/Second, Pure) core technology group member Julian Adams explores the practical ins and outs of code branches -- including how his team has implemented them, productivity gains, and compromises inherent in the approach."

NPD: Behind the Numbers, June 2010
"Gamasutra analyst Matt Matthews takes a look inside June's somewhat unusual NPD U.S. console retail results -- strong hardware puts all eyes on the Big Three platform holders, but why can't software keep up?"

GCG: A Look at Serious Games
"Serious games -- used to teach or train -- have great potential and are spreading through professional environments; here, student Liam Morrow presents a look at the phenomenon."

GCG: Hyper-Ludicity, Contra-Ludicity, and the Digital Game
"Post-doc Steven Conway outlines two game concepts he believes "permeate many genres, yet all too often they remain muted or unrecognized by the designer, even as they have a pivotal impact upon the player experience.""

July 25, 2010

Comic-Con Time With the Raroos: 2010 Edition (Part 4)

Raroos at Comic-Con Logo[GameSetWatch's coverage of Comic-Con continues with another report from The Raroos. This update features Missus Raroo at the helm, and she discusses how the changes to Comic-Con in recent years run parallel to the changes in the Raroos' lives during the same period of time.]

Just as Mister Raroo and I have watched Comic-Con change over the years, so too have our lives. In our first years of attendance, we were just in our early twenties. We were out of college and working, but we did not yet have children, a mortgage or many other responsibilities. This meant we felt free to spend money to buy stacks of our favorite small press comics and manga. Back then, the general market wasn’t saturated with “graphic novels,” and so it was a real treat to discover new works that we couldn’t find at just any ordinary bookstore.

Each day, we would fill up our backpacks with new reading material, and we would head home with aching backs from hauling our goods around. Fast forward to today and we are still ending up with aching backs, but it’s no longer from backpacks full of purchases. Instead, we have backpacks full of diaper bag supplies, and we’re also frontloaded by taking turns carrying around our toddler son Kaz and infant daughter Yoshie.

As many can attest, Comic-Con has blown up in scale during the past decade. It wasn’t so long ago that people could walk up the same day to purchase available passes, and now the venue becomes sold out nearly a year in advance. With all of this growth, it seems like Comic-Con has perhaps lost some of its innocence and yet for our family, the experience has become fresher than ever because we are able to experience it in a new way with our children.

Sometimes people will hear that we’re taking our kids to Comic-Con and they either feel bad for the kids or else they feel bad for us. If Mister Raroo and I expected to get the same experience out of Comic-Con that we had when we were younger, I would agree that all parties would be pretty miserable and cranky. Luckily, Comic-Con is an opportunity that can be tailored to offer countless different experiences to all of its unique attendees.

Outsiders of Comic-Con usually assume that the experience is something that can be summed up by what they see in news coverage. In turn, we always get asked the same two questions by curious people in our lives: 1) What did you go dressed up as? and 2) Did you see any famous people? While Comic-Con is about dressing up for some and about seeing celebrities for others, this is not what it’s all about for the Raroos.

Family Time

This year, Comic-Con for the Raroos has included some of our favorite old routines, but with a twist. We have checked out video game booths so Mister Raroo can try out game demos, only nowadays he has a sidekick in three-year old Kaz who watches the gameplay in awe. I’m also pretty proud of my nursing-on-the-go and so I’ve been able to tag along while feeding Yoshie at both Nintendo’s and Hudson’s booths. While this doesn’t beat my all-time favorite—nursing a baby Kaz in Elvis’s carport in Graceland—it’ll certainly remain a fun memory of Comic-Con during this era in our lives.

Almost as if on autopilot, our feet still take us to all of the booths we used to buy comics from. It’s fun to look at the latest works by our old-time favorite cartoonists. In many cases, it brings a smile to my face to see how people who were just starting out have managed to find some level of success in the industry. In the past, we wouldn’t have been able to hold ourselves back from snatching up their new releases, but with only a little sadness, I’ve come to accept that we simply can’t keep up anymore. We don’t have the money to spare, we don’t have the space to store more, and we don’t have the time to enjoy it.

While this last statement sounds a little bleak upon rereading it, my experience of Comic-Con this year has been completely joyful. It makes me happy to see how people continue to pursue their creative talents and passions even as my everyday life has become so packed with the ordinary routines of work and caring for our home and kids. Seeing people persevere in the arts from year-to-year inspires me to make time in my life to pursue my own creative outlets.

I also think that I’m able to enjoy Comic-Con more now because I’ve grown more tolerant of its inclusiveness. When Mister Raroo and I used to attend in the past, we were quick to believe that our tastes were superior. We were very proud of our love for the emerging Indie comic scene and were appalled by the throngs of people who clogged up the aisles for the blockbuster movies and mainstream TV franchises. We used to consider these types of attendees to be lesser and we avoided this area of the floor as much as possible.

Having our son Kaz, though, was an eye-opening experience. We started off thinking that we would be able to influence Kaz to appreciate “cool” things, but we soon learned that he liked what he liked and not simply what we did. So, just as we grew to accept and eventually welcome the place that Teletubbies would have in our home, we have also learned to embrace the full spectrum of Comic-Con.

Karaoke Revolution: GleeThis year, for example, Kaz was enthralled by the same kind of “big name” displays that we used to belittle. He stood transfixed at the Hasbro booth, only breaking his trance to ask where the key was for the display cases because he wanted to play with the toys. I would have never taken a second glance at the giant Bumblebee statue in the past, but through Kaz’s eyes, I could see how it is amazing.

Along these lines, I also had to smile to myself when Mister Raroo was checking out the Otomedius demo at Konami’s booth. The colorful and quirky shooter looked like just the type of game that I know my husband would love and appreciate. Meanwhile, on the other side of him, I watched an unfortunately awkward tween girl singing her heart out to the demo of Karaoke Revolution: Glee. This game, on the other had, is just the type that would normally make us wince and ask, “Who buys these games?” And, the answer is apparently that girl.

As Comic-Con winds down, I look forward to our final day of attendance for 2010. We haven’t made it to any panels like we used to enjoy in the past since Kaz cannot sit still for any length of time. We haven’t been able to take advantage of opportunities like attending free movie screenings on a whim as we did one year with Shaolin Soccer, one of our all-time fondest Comic-Con memories. But, Comic-Con this year has fit us just perfectly.

A Trainer Like AshWe used to criticize the parts of Comic-Con that didn’t interest us, but now it’s fun to know that from year to year, no matter what Kaz and Yoshie end up getting into, we will be able to tailor our experience to meet us wherever we are in our lives. Perhaps some year we will end up camping out early to meet a famous movie star that Yoshie is in love with. Another year maybe I’ll be busy sewing Kaz some cosplay outfit for the Masquerade Ball. These are things we’ve never done and in the past would’ve never dreamed of, but I’m so excited thinking about these possibilities now—these are the ridiculous and fun things I can look forward to whenever I start to get sad that our babies are growing up too fast.

As for tomorrow, I have a feeling we’ll be revisiting the Pokémon booth yet again since Kaz is apparently a “trainer like Ash.” And, while I have to admit that Mister Raroo and I had become a little jaded with Comic-Con in the recent past, this year we’ve fallen back in love. Comic-Con, we choose you!

[Missus Raroo doesn't consider herself to be a "real" gamer, but between listening to her husband excitedly talk about games on a regular basis and trying her hand at a select few titles herself, she knows a thing or two about video games. She served as the co-editor-in-chief of the Game Time With Mister Raroo print zine and was called the "heart and soul" of the publication by readers. She lives in El Cajon, CA with her husband, son, daughter, and pets. You may reach Missus Raroo at koopaboo@yahoo.com.]

This Week In Video Game Criticism: Affectation, Accessibility, Waggle

[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 examines pretentiousness in games, cultural accessibility, and intelligent use of the Wii-mote.]

I’m not sure how I missed including this last time I compiled TWIVGB – it’s Margaret Robertson with a piece she originally wrote for a Polish newspaper, freshly dusted off and popped online. It’s about ‘games as dating tools‘.

Sent in by Matthew Gallant and continuing the trend of sourcing from outside this week in blogging, Lost Chocolate Lab performs an ‘Informal Game Sound Study‘ by looking at the sounds of footsteps as heard in a number of games. Footstep sounds are a microcosm of the broader issues of game development.

Gallant also recommends Brilliam’s piece ‘Pretense, Affectation, Videogames‘ in which Brilliam diagnoses what he sees as the problem of affectation in the game enthusiast community: “the real problem: we, as game nerds, are too embarrassed by our pretentiousness to call it what it is.” Not sure I agree with this one, but thought provoking nonetheless.

Keeping the contrarian theme going is the blogger known as Voorface, who writes in a post titled ‘Against Immersion‘ that “Pretending that video games are real is a way to avoid living. One of the definitions of the verb “to immerse” is “to embed; bury”. Immersion is nothing less than a death wish.” To offer a quick alternative – my understanding is that in some spiritual philosophies the letting go of ‘self’ can be a path to enlightenment.

The ‘Game Narrative Triangle‘ by Fraser Allison is a thing worth reading. Allison takes the usual author/player dichotomy in game narrative and storytelling and adds a third element to the mix – the computer.

Found via Rock Paper Shotgun’s always worth reading Sunday Papers – as video games (or at least hardcore/mainstream games) are a very dude dominated subculture, I thought this tangentially related piece had real applicability to the industry and to video game communities – How to ‘Make your dude dominated subculture more accessible to women‘.

At the intriguingly named Wing Damage blog, Jesse “Main Finger” Gregory asks ‘Will We Still be Able to Play our Games in 20 Years?‘ Another pertinent question might equally be will we even want to play these games in 20 years?

Michael Abbott has the following to say in a post on The Brainy Gamer called ‘The Waggle Wanes’: …. it seems to me developers (especially 3rd-party) have finally embraced the notion that waggling the Wiimote may not always be the best or even necessary option. Looking over the list of Wii games I’ve played over the last 6 months, I see lots of terrific games that made little or no use of motion-control (or rendered it purely optional), and none suffered for the loss.

Zoran Iovanovici continues his series for GameSetWatch on ‘What Metal Gear Solid Has To Teach Us’, this time looking at Metal Gear Solid 3 and Baudrillard’s concept of Hyperreality. Also from Iovanovici is this piece at Gamasutra analysing ‘Humanism And The Virtues of Violence and Patricide in God of War’.

Jeffrey Jackson at Game Language comes out swinging with a pair of posts on ‘Cultural Hegemony within the world of Mass Effect’. Part one has this to say: In the universe of Mass Effect, the organization called Cerberus is either a terrorist group or a pro-human organization. In cultural studies, however, it could be considered something else: an instrument designed to combat cultural hegemony. And then read the follow-up, part two.

LB Jeffries writes for Pop Matters about the ‘Transparent Difficulty in Order of Ecclesia. Also at Pop Matters, G Christopher Williams has been playing the new Prince of Persia game and finds ‘an aesthetics of demolition’ in the game. From there he goes on to discuss ‘Abusing the world‘ and the games like Red Faction: Guerrilla that involve some level of subtraction from the world as part of their game mechanics: Even games without obvious opponents frequently depend on the idea that erasure is the solution to the problems that games pose and that some measure of satisfaction is derived from such erasure. Indeed, a similar pleasure is evoked in a seemingly less destructive game like Tetris.

Paul Sztajer, now blogging at Fabula Ex Machina, writes in ‘A Matter Of Perspective’ about the separateness of gameplay genre from the issue of perspective. He says: There’s an innate problem in defining the narrative form of a game: the gameplay genre may point towards one form, while the narrative essence of the gaming medium points in a different direction. Yet this description seems to underplay the sheer complexity of the issue, a complexity which seems to lie mostly in the concept of perspective.

And finally for this instalment, Matthew Weise at Outside Your Heaven explains “Why Red Dead Redemption Is Disappointing”. We must dissent!



If you enjoy reading GameSetWatch.com, you might also want to check out these UBM TechWeb Game Network sites:

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Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

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Worlds In Motion (discussing the business of online worlds.)


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