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Getting caught up, Microblogs, Recap RSS

Saturday, August 30th, 2008

I didn't really announce this change, so I wanted to officially put it out there…

Remember Microblogging? (you have to be logged in) You put in a game… while you are playing it, you go to your computer… the site will know you are playing it and let you make a comment on the game as well as locking in your streak. This also makes it so demos and betas can appear in your blog and you will get credit for playing the… I have slightly extended this:

  1. You can now microblog without a game in the drive… this allows you to create a manually entry about anything you want. It also makes the blog a little more versatile.
  2. If you put a game in and try and blog, we will properly explain what your current status is… we don't let you blog a game if you are marked as "away" while in the title… but at least now it will tell you what status is appearing so you know.

I also added an RSS feed for weekly recaps only… so if you just want to get those notifications about yourself or a person, you can. Check out your share page to see that.

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A cleaner look at next-gen, cel-shaded Prince of Persia

Saturday, August 30th, 2008

Filed under: Sony PlayStation 3, Microsoft Xbox 360

pop

An Ubisoft rep tells us, “We haven’t officially released any screenshots online for PoP” — kinda hard to believe when there’s a fresh cluster warming up the server on Czech Republic site Tiscali Games. (There’s a preview too, in Czech — and here’s Google’s best effort.) While the images look virtually identical to those seen in the leaked Joypad feature from last month, being online screenshots, these new offerings have an obvious advantage over the scans we were forced to make due with previously. As for when Ubi plans the official release of screenshots online: “All screens and artwork will be available on the Ubidays press kit on Wednesday, May 28th.”

In addition, we’ve posted a new “Speed Art” trailer after the break, depicting Elika, a “powerful companion who accompanies the Prince throughout the game.” Elika will apparently be integrated into the actual gameplay, assisting with acrobatics and combat. Just think of her as the new Dominic Santiago, you know, minus the Hispanic meathead part.

[Via NeoGaf]

Continue reading A cleaner look at next-gen, cel-shaded Prince of Persia

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Tekkyuuman

Saturday, August 30th, 2008

Tekkyuuman is a new release by prolific Japanese developer Ikiki, famous for a number of controversial games featuring ninjas, bloodbath and outrageous violence. Usually with all three elements at the same time.

In this game, you must make your way towards the green spiky object and smash it with the flail. Use the control key to swing your weapon and tap the left shift key to jump. A wall jump can also be executed by pressing the same shift key when scaling up walls.

Red switches can be activated either by touch or hitting them with your flail. An extra life is awarded after every boss fight. [zip file of Ikiki’s games]

Web site address belongs to the musician.

Name: Tekkyuuman
Developer: Ikiki
Category: Action
Type: Freeware
Size: 1MB
Direct download link: Click here [zip format]
Video walkthrough: Available (major spoilers!)

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Interview: Crackpot’s Ahern Sprays You With Insecticide

Saturday, August 30th, 2008

- [Crackpot Entertainment’s Curse Of Monkey Island alumnus Larry Ahern has just debuted DS detective action-adventure Insecticide as part of an intriguingly decentralized and outsourced development effort - and our very own Brandon Sheffield has been chatting to him about how he pulled it off.]

Like many other members of the decade-long LucasArts adventure game veteran diaspora, Larry Ahern has been involved in a number of freelance projects since leaving LucasArts.

But he recently served as creative director on Insecticide, a Gamecock-published action/adventure detective title that shipped for Nintendo DS in March and is planned for downloadable release on PC.

During his ten years at LucasArts, Ahern worked on numerous games including Sam & Max Hit the Road and Day of the Tentacle as an artist and animator, and is probably best known as the co-designer of 1997’s fondly-remembered Curse of Monkey Island before leaving in 2000.

Insecticide was developed by Crackpot Entertainment, an outsourcing-heavy studio that reunited several former Lucas adventure developers including concept artist Peter Chan, technical artist Mike Levine, and, briefly, designer Dave Grossman (now at Telltale Games with numerous other Lucas vets).

Ahern sat down with us to discuss Insecticide’s odd platform pairing, how Crackpot and its decentralized structure work, and why the studio probably won’t have another project for a while.

You recently released Insecticide. Hooray! It’s an unusual target, PC downloadable and DS. What made you go that route?

LA: It’s interesting, we hear that a bit. But for us, given that we are doing some puzzle-y adventure-style stuff in the detective sections, it actually makes a lot of sense on the DS.

The stuff that you can do with the mouse makes sense with the touchscreen and the stylus, so I think it’s a good combo. It definitely seems that DS the market has taken a liking to a lot of the adventure-style products recently anyway.

How do you think the DS market is for original IPs? It strikes me it’s a little bit difficult in some ways.

LA: I don’t know, that’s probably more of a Gamecock question as to how they’re positioning it and marketing it. I can just speak to what we wanted to make and what made sense on the platform.

The DS wasn’t initially part of the plan, we just came with a general pitch, and then we talked about what platforms made sense and Gamecock was helping us figure that out, and so…

Oh, I see. That makes sense. It was an interesting decision to have the DS game have the whole extent of the narrative, and then the PC version be broken up into two spots.

LA: Yeah, like I said, it’s mostly based on trying to keep the size of the download pretty small. I know some of the downloadable games can be pretty big and you sit there for hours, but the feeling was, we’re not a next-gen title, we’re not some big licence that everybody knows, if we’re going to him them and catch their interests, it probably makes sense to make the price point low enough so that it’s intriguing, and make the download quick enough that they’ll go, “Oh, yeah, let me try that out.”

And, obviously the cart on the DS, you can get it all on there. The PC side, there’s a heck of a lot more visual detail and a little bit more interactivity that’s not critical path stuff on the PC side, so we wanted to have all that extra stuff in there and we didn’t want a huge download for it, whereas with the DS you pretty much have to say, this is the product: what is it, start to finish?

Were you able to share any resources over the two?

LA: In terms of reusing models or geometry or any of that kind of thing, no, that didn’t happen. But the basic design, yes. The storyline that got put together, the basic gameplay structure, how the level designs were working – essentially we put together the PC versions of those levels and then handed those off to our team who’s our co-developer which is actually Creat Studios.

They’re a Boston-based American company, but they have a studio – the ones we worked with were in St. Petersburg, Russia, so the team we were collaborating with were over there. They had the DS engine technology, so they were taking a lot of our levels, a lot of the design lead, and fitting it onto the DS there.

How has outsourcing some of that stuff been working for you?

LA: You know, it has its challenges, but I’d say at the end of the day, it’s one of those things where, how we did this and what we did, we couldn’t have done this if we’d done it any other way. There were specific people that we’d worked with that aren’t going to want to be hired as employees.

Peter Chan, our concept designer, he works exclusively in film except for a couple of people he worked with at Lucasarts who he’ll do some game work for, kind of the old crowd. And a bunch of people who are like that, there’ll be people who we used to work with, like the music guy – some of those things are more contract work anyway – but a bunch of that stuff is: these people are out there doing freelance, that’s how they want to do it, they have their own service company, and you just plug them in.

Whereas if you’re going to bring staff on, you’ve got more overhead, more stuff to worry about – what’s my next game the minute this is done? – so we liked that structure and we think it worked well. The downside is that you’re a virtual company and there are some communications issues long distance.

Working with Creat there’s a little bit of those issues, but it’s balanced out by: they’re a separate group, they can pull on more staff to meet a milestone, because they’ve got a bigger studio, and they can go, “Oh my gosh, we’re not going to make this milestone unless we steal some people from some other project that’s not in crunch and put them on here to meet that milestone.”

Or, we’re working on something and it’s late at night here, and you can say, “Hey,” because the workday’s about to start for them in Russia. The flipside of course is that, “Oh, I really need to talk to the guy in Russia” and it’s the middle of the night. It’s back and forth.

Did you find there was more asset management you had to do, making sure deliverables were alright?

LA: Yes, it’s a combination of more headaches with that and there’s a little bit more of – I just had to let go of things. [Laughs.] I think I said this in some interview elsewhere recently. This is more like, I tried to put together this train and design, what is the train? Here it is.

And now I’m running along behind it, trying to catch up. It’s still my train, I still came up with where it’s going, but sometimes things are happening and I’m not totally in control of it.

Eventually, by the end of the project I jump on and I’m driving again, but before that there’s a little bit where you have to let go and say, “That wasn’t how I wanted to do that, but it’s still good, so it’s good enough I guess.” You sort of deal with it that way, and that’s the trade-off.

You said before about the LucasArts thing, it does seem to have, to me, a bit of LucasArtsy – more like Lucas-related – stuff. More like Psychonauts

LA: We’ve heard that before and it’s interesting. It’s “Did you try to do that? Where did that come from?” Honestly, the best answer is I worked with Tim Schafer as his animation lead and designed characters for most of his games, except for Grim Fandango, so if my stuff looks like his game…

And Peter Chan – the art director who did a lot of the environments and he did some of our character stuff too – worked on Psychonauts. So we have similar tastes, I think. That’s where it comes from. We like a lot of the same stuff.

Makes sense. Where are you guys going to go from here?

LA: The bad answer that I’m not supposed to give is that we don’t have something lined up next, but, again, that sort of folds back in to the whole virtual studio thing. We like how we put this project together – it’s more like the film model where it’s project by project and that’s how it goes.

And it turns out that my partner Mike Levine, he has another company and does a lot of web development, a lot of online casual MMO-type stuff, and he’s swamped, he’s got a bunch of projects there.

And I already committed to a freelance project that’s going to keep me busy through the end of summer, so you look at that and it made sense to set up this company to do this project the way we did, and the great thing is then we can do those projects and we’re not freaking out on how to hire somebody to step in because we’ve got to do something else.

We can bounce back and forth, we can do the freelance stuff and then say, what do we want to do next as Crackpot?

How big is your core team?

LA: The core team, right now we’re down to five or six guys as we’re finishing up – we’re almost done, so nobody was officially an employee. Essentially Mike is the only guy that’s Crackpot because the company’s in his name and we co-own the IP, so even I’m a contractor in terms of getting paid for it, until royalties kick in or something like that.

But we had staff that we brought on – we had four or five level designers that were working for us for a while. We subcontracted out animation with the FMVs, we subcontracted out the character models, so a lot of it was subcontracted out.

The people who were officially managed by me as individuals was maybe fifteen guys, but then there’s also subcontracting groups where it’s like the animation studio doing the FMVs, which I would do primarily with one person – the guy who was the production manager there and I’d talk mostly to him about, “This is what I need”, and then he has to put his team on it. And that works a lot better I think.

That’s the good thing, it leaves us to be pretty flexible – the people that we’re working with: you don’t have employees that you have to lay off if you don’t have another project, so you can kind of plug them in if you want to do it again.

Like I was saying, the animation company that we worked with, they do a lot of subcontracting for stuff like that, so if we do another project like that next year, we can plug them in again, because that’s what they do. They’re a service company that does animation. So it’s a good set-up.

The fact that there’s enough infrastructure that you can work as a virtual studio, it’s like the Hollywood model. The reason the Hollywood model works is that there’s a workforce that’s around Hollywood, and they know there’s jobs they can get on.

But because of the versatility of being able to work virtually from wherever, we’re starting to be able to do that, because a lot of game developers are spread out, but if you can handle it all through phone and email and instant message and Skype, that’s what we did.

The guys doing our character models were over in Europe, we got the development partner in Russia, so it’s nice having that ability, because these are people that you’re not going to hire and have them come work for you, you’d have to find someone else, because they’re not going to move.

So there’s no home office for you guys?

LA: No. I have an office in my house, Mike has an office in his house, he runs another company out of it. Some of the people we work with have their own studios – like the animation company we work with has its own facility.

I found definitely that working with subgroups, people set up that way - that was the easiest, because you talk to one key guy at the animation group, he’s got everybody there with him, and then he can disseminate that info and they can focus on that and really get the details right.

Whereas some of the people we work with, we worked with level designers – three or four guys in a bunch of different locations – and it was harder to pull all of that together than if it was our level design team all together somewhere. So I would probably do that a little differently in the future. Some of them work, some of them don’t.

Our concept designer lives up in the San Juan islands up near Seattle – he can be wherever because he’s doing an isolated one-man job and he just has to work with us, whereas the other thing is you have to work more closely with the people in production. The production work gets trickier that way.

So it will be probably be a while before we see another game that is technically from you guys – from the name anyway?

LA: I don’t want to make it seem like, “Well, we’re done!” but we don’t have something that’s currently in the works or we’ve signed a deal on, so I’m guessing it would be later in the year before something got put together. Like I said, we’ve got some freelance stuff keeping us busy through the summer.

It’s definitely an interesting way to go about it – to come together for a single project.

LA: Yes, and what I like about it too is because people are working on other stuff, you get the ability for people to bring in other influences. Even myself going out to do other freelance stuff, you get a different perspective and then you can roll that into your next project.

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Design Lesson 101 - Boom Blox

Saturday, August 30th, 2008

-[’Design Lesson 101′ is a regular column by Raven game designer Manveer Heir. The challenge is to play a game from start to completion - and learn something about game design in the process. This week we look at Steven Spielberg’s first foray at an original game for the Wii: Boom Blox]

The name Steven Spielberg is synonymous with big Hollywood movies, such as Jaws, Jurassic Park, and Minority Report. When it was revealed that he signed an exclusive contract with EA to produce three games for the next-gen consoles, it was assumed by most that all three games would be like his films: huge blockbusters. So, like many others, I was very surprised to find out that his first title would be a simple physics-based puzzle game on the Wii.

Don’t let appearances fool you. Even though the production values aren’t epic, Spielberg’s Boom Blox manages to produce a very entertaining set of puzzles that can appeal to gamers of all ages. Part of the reason is the fun, kinetic style of play that does a great job of utilizing the Wiimote’s motion features. Additionally, Boom Blox does an excellent job of setting regular, small goals for the player, which is the focus of this design lesson.

Design Lesson: Give regular micro-goals during gameplay, so that the player knows what is expected of him and exactly what to do at all times.

This is a fairly basic rule of design, and complements the design lesson from Sam & Max Season Two, where I talked about the player needing to feel constant progress. Playing Boom Blox re-emphasized this point, so I felt the need to expand on the original lesson.

Boom Blox has a number of types of puzzles within it. Some of the puzzles require the player to topple down structures in the fewest amount of throws. Others require the player to remove blocks Jenga-style for point. There are even some shooting gallery puzzles, that focus on quick reflexes in small amounts of time.

No matter what the puzzle, a couple of things are always true. First, the player is always told exactly what conditions must be met to get a bronze, silver, or gold medal for the puzzle. Second, the puzzles usually last under five minutes. In fact, most of the puzzles take about a minute to complete.

The effect of having such short puzzles, with specific goals, is that the player is constantly aware of exactly what to do at all times. If some of the puzzles took fifteen minutes, you may get frustrated at your inability to make progress or even forget exactly what is needed for a gold medal. If you weren’t told what was necessary for a gold medal, only that it exists, you may have an even harder time reaching that goal.

Think about action games for a moment. How many times have you progressed through a level in a shooter, not knowing exactly what you are trying to do, only because forward is the only way to go? Eventually, you get to the boss or the level objective, at which point you are reminded of why you were running through this particular graveyard on this particular night shooting these particular zombies.

Boom Blox is a completely different type of game, but to me the lesson is still valid. Let the player know, at all times, exactly what to do for the next few minutes of gameplay. String that together enough times, and you are at engaging the player by giving him constant feedback as to his progress.

Boom Blox’s positive feedback results in the unlocking of more puzzles. Completing the first set of puzzles opens the second set, and so-on. One of the more frustrating parts of the game was when I had unlocked all of the single player puzzles, except for one set (“Master Challenges”). The game didn’t tell me what I needed to do to unlock this set of puzzles, so I had to guess.

In other words, I was unsure of my micro-goals that needed to be completed in order to reach my macro-goal of unlocking the “master challenges”. The game told me what I needed to do for all the other unlockable puzzles, tools, and characters, so I didn’t run into this problem until after playing the game for a long time. When it occurred, I got frustrated and looked up what I needed on the internet. It made me realize what a great job the rest of the game had done at setting small, manageable goals for the player.

Spielberg and EA may not have brought us a blockbuster game, in terms of budget, but they have built it from very sound design fundamentals. Boom Blox does an excellent job of setting player expectations up front, with respect to its goals. If its puzzles were longer or the requirements for getting a gold medal unspecified (I’m looking at you Guitar Hero and your inability to tell me what score I need to get 5-stars on a song), the game would have been less enjoyable.

Luckily, the majority of the game focuses the player on small, obtainable goals for completing puzzles and unlocking new puzzles. This makes sure the player is always aware of exactly what to do next, but not necessarily how to do it. This allows the player to make constant progress, which is important to keep a player engaged, and part of why Boom Blox is so much fun.

Bonus Lesson: Destroying things is fun!

This is the other big (and more important) reason Boom Blox is so much fun. There’s not much more to be said about this. Knocking down towers of blocks is just, at its core, enjoyable. It reminds me of being a kid and playing with Lego. More games where I can knock down towers of blocks please!

[Manveer Heir is currently a game designer at Raven Software. He updates his design blog, Design Rampage, regularly. He is interested in thoughtful critique and commentary on the gaming industry.]

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Crazy Sega Nerds: Genesis rap

Saturday, August 30th, 2008

This is just for fun really.  Someone on YouTube, InfamousChris1, made this video/rap as an ode to videogames.  But in particular as an homage to the Sega Genesis.

Quite frankly I think it’s better than most of the sh*t I hear guys like 50 Cent coming out with.  Not that I’m a ‘playa hater’, I like quite a lot of rap, but in the last 10 or so years it has gone down hill quite badly.  I think InfamousChris1 should try and get a record deal and rectify the issue! :o )

[Special Thanks: Sega Uranus Via The Forums]

Tags: , Crazy Sega Nerds, Genesis, Rap

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Games incentivam a violência

Saturday, August 30th, 2008

Aha! Você estranhou o título do post, né? Bem, foi por meio do Lucas que conheci o site engraçad [leia mais]

Comentar

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Bioshock on PS3 and the Cautious Fanboy

Saturday, August 30th, 2008

Famous gaming webcomic Penny Arcadehas addressed the recent confirmation of Bioshock for the Playstation 3.

(I spelled that as “Biosock” at first. Mankind’s Deadliest Weapon is Festering at the Bottom of the Laundry Hamper.)

I’ve seen some pretty awesome console wars flare up over this topic, and therefore I can only smile at the guarded enthusiasm of Playstation 3 owners. There’s a sort of paranoia involved here, like Charlie Brown’s haunting fear of Lucy pulling away the football.

Then again, memories of The Orange Box port will not fade quickly.

Going back to Penny Arcade for a second, I’m glad to see that Carl the Exterminator was not devoured by the deep crow, and in fact managed to tame her. I don’t ask for much out of life either, but I think I’d banish myself to the dinosaur-populated centre of the earth if I could have a deep crow as a mount.

Tags: deep crow, just for fun, lol, Penny Arcade

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Hands-On: Dead Space and ‘Strategic Dismemberment’

Saturday, August 30th, 2008

Dedsp_gen_scr_051508_4

The buzzword that the developers of Dead Space kept throwing around during a recent demo was “strategic dismemberment.”

Hitting the game’s alien enemies in center mass won’t do much of anything, they said. What you’ve got to do is take out their crazy tentacles and appendages.

“That gun you’re using looks quite conveniently spaced to that alien’s tentacles,” I pointed out. “Are some guns going to be specifically matched to enemy types?”

As it turns out: Yes.

Electronic Arts’ upcoming outer-space shooter, set for release this
Halloween on Xbox 360, PS3, and PC, is drawing many comparisons to BioShock. But for my money,
it looks more like a high-res Metroid Prime 3, with its
abandoned-space-station vibe and glowing blue futuretech scattered liberally throughout its environs.

Dedsp_gen_scr_051508_1

Speaking of which, I was really impressed with how Dead Space handles
the issue of life bars and info gauges. They’re all on the back of your
character’s suit. Even when he’s running out of oxygen, the timer that
shows how long he has before he asphyxiates is shown in glowing type on
the back of his crazy space-corset.

Going hands-on for a brief few minutes after the guided demo, I was quickly thrown into a deadly situation and performed just like every other journalist in the room: Poorly. I got my ass kicked pretty hard by the swarms of aliens and their perfectly-spaced tentacles. Yes, I was able to fire off a couple of well-placed three-bullet rounds and strategically dismember the alien shown above, but soon after I was overwhelmed.

Is Dead Space brutally difficult, or are its designers just a bunch of sadists who enjoy throwing journalists into the hardest part of their game without any preparation? You never quite know, but we can all find out together later this year.

Image: Electronic Arts

See also:


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id Software leaves the ESA

Saturday, August 30th, 2008

id Software has confirmed it has left the Entertainment Software Association, joining a growing list of recent departures that includes Activision, Vivendi and LucasArts.

The publisher departures follow decisions made by the ESA board surrounding last year’s E3 move to Santa Monica that ultimately cost the association $5 million and necessitated raising its membership dues, as Kotaku reported earlier this week.

Both id and the ESA confirmed the departure; while id Software declined to comment, ESA senior VP of communications and research Rich Taylor responded:

“We can confirm that id Software has decided not to renew its membership in the ESA. We admire their creativity and innovation. We also respect their decision,” he said.

“The ESA continues to lead the thriving video and computer game industry. We are dedicated to protecting intellectual property, preserving First Amendment rights and fostering a beneficial environment for the entire entertainment software industry.”

Source

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