Posts Tagged ‘ entertainment

Medal of Honor ‘not necessarily pushing the genre forward’ 11 March 2010 at 12:00 am by Admin

Medal of Honor 'not necessarily pushing the genre forward' screenshot

You’d think that EA would be doing its best to separate Medal of Honor from the pack in a very crowded first-person shooter market. The team at EA Los Angeles is, indeed, working to make the game stand out, but the experience is not likely to be the most innovative shooter you’ve ever played. Executive producer Greg Goodrich explained that the intent is to build a highly polished game:

What we’re focusing on is making a great first-person shooter. [If we don’t] put out [a game] that revolutionize[s] the genre, so be it, but we’re showing up to do a great game — a great experience that fans will love.

He went on to express his belief that Medal of Honor will innovate in the way it tells its story, and by including the experiences of a Tier 1 operator, the game is already doing something no other shooter has done. In addition, as seen in the debut teaser trailer, your enemies will employ “unexpected” and unconventional tactics. “But at the end of the day,” Goodrich told me, “it’s all about making a great shooter, and not necessarily pushing the genre forward.”

That said, the developers are certainly aware of the competition and that the stakes are high, and they’re aiming for the top. “Nowadays, especially in the shooter genre, if you show up to the table, you have to show up with quality — you have to show up with a product that’s meant to be at the forefront of this genre,” said Goodrich. “Because if you show up with a product that’s not of quality, you might as well just not show up — there’s no point.”

For the lowdown on Medal of Honor’s single-player campaign, check out my full preview, which is going up at 9:20 AM EST.

+ Oscar winners working on Ghost Recon movie By Admin 10 March 2010 at 9:00 pm and have No Comments

Oscar winners working on Ghost Recon movie screenshot

You know the part of the academy awards where you haven’t seen any of the movies and you stop paying attention? Well, those movies have a name and they’re called shorts and this year had some really amazing ones if you ever get a chance to actually seem them. One of the most amazing, in fact the one to win best animated short, was Logorama. It’s good and with that academy award two talented film makers have gotten their foot into the door of Hollywood film making. So what are they doing? Turning to videogames.

The pair are returning to the short form film, but this time they’re adapting Ghost Recon. Francois Alaux and Herve de Crecy will be working with writer Tim Sexton (Children of Men) to create a 20 minute short for Ubisoft. The short will act as a prequel to the upcoming Ghost Recon: Future Soldier. Ubi has put aside $8-$10 million dollars for the film, and if they’re anywhere near as well done as the Assassin’s Creed film we are going to be in for quite a treat.

Oscar-Winning Duo Working On Ghost Recon Movie [Kotaku]

+ GDC 10: Take a gander at MI: SE 2: LeChuck’s Revenge By Admin 10 March 2010 at 8:38 pm and have No Comments

GDC 10: Take a gander at MI: SE 2: LeChuck's Revenge screenshot

Developer LucasArts isn’t settling for the same list of features for the second Special Edition release of their coveted Monkey Island franchise. In a conversation with me earlier this afternoon during the debut event, Lucas producer Craig Derrick said all should expect a few subtle additions on par with the Spiffy the dog insert in MI: SE.

Of course, that’s on top of the core set of new features that might make the more memorable, perhaps reflective piece. It was suggested at the event that one feature in particular, the developer commentary, might star Tim Schafer and Ron Gilbert. If that happens, it’ll put me in tears harder than that time I spotted a Armani jacket on sale.

If MI: SE 2 is a thing you want to see, look no further than the gallery. Or wait until the game hits every platform under the sun this summer. Your choice.


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+ GDC 10: Mount and Blade: Warband impressions By Admin 10 March 2010 at 7:56 pm and have No Comments

GDC 10: Mount and Blade: Warband impressions screenshot

Paradox Interactive’s latest Mount and Blade, Warband, might tickle KOEI fans in their special hidden place. The combat in particular has that breezy, disconnected feel of a hollow Dynasty Warriors title. But Warband has its share of differences. Foremost is the choice of its medieval setting, and of course, the class-based MP mode that support up to 64 players in a single match.

I saw Warband earlier this afternoon and left the demo unimpressed. The long and sweeping attacks of either melee class made for several uninspired battles against players participating in the game’s beta. And while I think the tactical options are there to exploit (for example: hold this castle), it’s nigh impossible to get 32 players on the same page without a robust reward system like MAG. And that’s not to mention that the maps felt dead. A lone castle in a sea of green grass was all that I could find. I need, and want, more time with this one. Give it a spin before I can if you’re interested.


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+ GDC 10: Lead and Gold is no Team Fortress By Admin 10 March 2010 at 6:03 pm and have No Comments

GDC 10: Lead and Gold is no Team Fortress screenshot

Until this afternoon I never had the opportunity to check out Fat Shark’s downloadable shooter Lead and Gold. But I thought I had an idea of what it was: a Team Fortress 2 clone set in the Wild West.

The journo shorthand seems wrong. Lead and Gold doesn’t cash in on the addicting action of Valve’s class-based shooter or otherwise rip ideas. For me, it’s a solid third-person competitive shooter with just a dash of meaningful class-based tactics. Sure, using the four classes in each map has its advantages (for example the Blaster heals others when near) but the core of the game leans on simple and satisfactory shooting — the most important part of any competitive shooter. In short, Lead and Gold feels and looks great. I can’t wait to hit up a full server later this year.


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+ OnLive launches on June 17 By Admin 10 March 2010 at 4:00 pm and have No Comments

OnLive launches on June 17 screenshot

OnLive will be released on June 17 for the PC and Mac, the same week as E3 2010. The cloud gaming service promises to offer instant streaming of PC games from various publishers such as Electronic Arts, Ubisoft, 2K Games and many more. The service will run for $14.95 and additional subscription plans will be announced closer to the launch.

OnLive will be available in the United States and the first 25,000 people that sign up for the service will get three months of access for free. Some of the launch titles will include Mass Effect 2, Dragon Age: Origins, Assassin’s Creed II, Prince of Persia: The Forgotten Sands, Borderlands and Metro 2033. The MicroConsole TV Adapter that will connect OnLive to your TV will be announced later in the year.

Despite everything I’ve heard about the OnLive service, I’m still not sold on the idea. How about you? Have any of you been in the beta for OnLive and if so, what did you think of it?

+ Lara Croft and the Guardian of Light coming this Summer By Admin 10 March 2010 at 2:00 pm and have No Comments

Lara Croft and the Guardian of Light coming this Summer screenshot

New details have surfaced for Lara Croft and the Guardian of Light. The latest Lara Croft adventure will be out this Summer for the PlayStation Network, Xbox Live Arcade and PC. The new game offers about six hours of gameplay and will sell for $15. 

Destructoid will be checking out Lara Croft and the Guardian of Light later this week at the Game Developers Conference. In the mean time, you should jump over to the Destructoid Forums and harass Keir, the head community manager from Eidos and Square Enix. He’s bringing the gospel of Lara Croft to anyone that wants to hear about it!

Lara Croft and the Guardian of Light launching this summer for $15 [Joystiq]

+ Massive hammer GET: Clash of the Titans screenshots By Admin 10 March 2010 at 1:20 pm and have No Comments

Massive hammer GET: Clash of the Titans screenshots screenshot

It’s hard to say why I keep choosing to write about Clash of the Titans. It’s as if a mysterious force is pulling me toward this game adaptation of the upcoming film. It looks to be a decidedly mediocre action game, and yet, I feel oddly compelled to continue posting all of the screenshots Namco Bandai sends our way.

This time — thank goodness! — there’s actually something worth highlighting. Namely, the bigass hammer Perseus has his hands on, and the dude with part of his brain showing. Uh, what!?

I seem to remember hearing something or other about cooperative play, which could prove useful in making Clash of the Titans possibly fun to play. Beating up on frogmen sounds like an ideal way to spend an afternoon, if you ask me.


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+ Rumor: Staff cuts hit Rebellion By Admin 10 March 2010 at 1:00 pm and have No Comments

Rumor: Staff cuts hit Rebellion screenshot

Develop-Online is reporting that up to 20 Rebellion employee’s have been let go from the Oxford studio. Rebellion’s Derby location is reportedly no more as well. It’s been known that the Derby studio has been facing some troubles since the beginning of the year, but a source close to Develop has stated that the studio is all but closed.

Rebellion recently put out Aliens Vs Predator which has done pretty well, especially over in the UK. It’s always sad to hear about these kinds of troubles and we’ll have to wait to see what the official word is on all of this from Rebellion.

Source: Staff cuts at Rebellion’s Oxford HQ [Develop-Online, via Edge -- Thanks, Danny!]

+ GDC 10: Savvy Indie Solutions to Design Problems By Admin 10 March 2010 at 11:40 am and have No Comments

GDC 10: Savvy Indie Solutions to Design Problems screenshot

Aquaria, Canabalt, and Monaco. Two games you should have already played, and one you’ll likely wish to play when it comes out. Even if you don’t recognize the names Alec Holowka, Adam Saltsman, or Andy Schatz, one can’t deny the quality of their work (hell, even Jim liked Aquaria).

The three designers teamed up for my second Indie Games Summit talk of the day, “Savvy Indie Solutions to Difficult Development Problems.”

Hit the jump for my summary.

Saltsman immediately set up that the talk wouldn’t be another “AAA sucks, indies rule” rant. Instead, the talk would “compare and contrast things we can do as smaller developers…not things that studios won’t do, but things that in many ways, they can’t do.”

Is having a lot of money and people a good thing, or a bad thing?

Alec Holowka took the stage first. Suddenly jumping back to a discussion of who he was at sixteen, Holowka talked about the anxiety of being a part of a larger community while also striving for self-identity, and understanding all these connections.

This is like the position games are currently in. People keep asking: what are games, ultimately?

Games are a subset of interactive multimedia, made of components like gameplay, scripts, and so on. Holowka claims we don’t really review movies like we do games – we don’t give Citizen Kane’s cinematography a 9/10, we just call it a movie. So, don’t split up the different aspects of design; what’s interesting are the connections between the different aspects of design, and how they work together.

If games are a subset of interactive multimedia, what kind of subset are they? “But do we really care?,” Holowka asked. “Games are still a wild west.” They’re a hugely unexplored space that can’t be explained by a few easy labels. We’ve got mainstream games, indie games, Tale of Tales “notgames,” which Holowka claimed could just as easily be called “poo-poo games,” because both labels are equally ludicrous. As is the term “art game,” because all games have some inherent artistic value — saying something is an “art game” is like describing a color as “blue blue.”

When it comes to designing a game, Holowka argues that different designers focus on different ideas of what games should be: Jenova Chen starts about feelings as a starting point, while Jon Blow might talk about systems. There are many different inspirations for games, and opinions on what they could be. This is a good thing.

Holowka’s inspiration for his current game, Marian, was a single character and the world she lives in. He refers to the process of exploring this world as storytelling, but not in a linear narrative kind of way — it’s about making sure that the player is meaningfully drawn into a world moreso than scripted events.

Still, Holowka argued that stories are still important to games. Mario needs to be a plumber fighting in mushroom kingdom, because otherwise the game is just a bunch of boxes hitting other boxes. FF6 has losuy gameplay, but the story is great (illustrated by a screenshot of Celes waking up on a beach and taking care of the old man). If you could combine the story of saving the old man with better gameplay, it’d be amazing. It’s about context.

Players see moer than just the raw components, so why not encourage players to explore emotional spaces rather than just physical spaces? Story-based indie games allow players to hear the voice of the creator more clearly than a game that was essentially designed by committee.

Next, Andy Schatz took the stage, promising to focus on the specifics of “what you can do as indies that can’t be done” by larger studios. Schatz worked for AAA studios from 1998-2005, at which point he went indie. He’s currently working on Monaco, which I’m sure I’d like if the IGF build could run on my computer.

According to Schatz, the main difference between AAA production and indie production is team size. “This may seem obvious,” he says, but this results in drastically different games, and even what games you’re capable of making. When your team gets large, you have to keep your pipeline full – you end up doing concurrent work in order to keep the team busy, rather than finding the best parts of the design and building on those “shining gems,” as Schatz called them: “pipelining…is your enemy, focus is your friend.” The best indie stuff takes a single cool concept and then builds the rest of the game around that.

As an indie, you could also focus on niche audiences – big companies aren’t going to make nonviolent games or kids’ games. You have nobody to pay other than yourself, so it doesn’t matter if your target audience is tiny.

If you’re designing a AAA game, you might approach your game as a comparison to other games. Schatz worked on a “Sims-killer” for Microsoft a while back. You can’t do that as an indie, though, because you don’t have the resources to copy a bigger game. AAA developers might try to make the next great game in an existing genre – “the same basic arms race the industry has been in for the past twenty years,.” as Schatz explains it – but again, indies don’t have the resources for that, so it’s not even worth trying.

Instead, indies could come at their games from what Schatz called a business/Meta-game approach. In other words, FarmVille.

Or, you could create a game for an unfulfilled market, so you aren’t competing with existing products. Or, you could use a thematic or character-based approach: AAA studios won’t do this because it’s hard to describe what a game will feel like if you’re making a game about a world, or a particular character.

Finally, you could use an open-ended approach where you treat your game’s development as a stream-of-consciousness experience. Schatz calls this a “bad idea,” however, because there’s a difference between exploring a design like the kind the Experimental Gameplay Project is based on, and just hurtling through development without any clear direction.

Licensing-wise, indies – Schatz phrased this carefully – have more “legal agility.” You can license cheaper music that doesn’t have to be exclusive to your game. You can use open source stuff. People love Monaco’s music, but nobody realizes Andy didn’t have the music specifically made for it.

Also don’t be afraid to participate in the indie community. Schatz was making a game about dinosaurs that he eventually abandoned, but he went on to sell the dinosaur models he used to Flashbang Studios. Flashbang went on to use the models for Offroad Velociraptor Safari. Schatz joked that maybe he should be getting some royalties from that.

The talk had already gone over its alloted time as this point, so Adam Saltsman had to rush through his portion of the talk.

He acknowledged that large companies like Valve, who make games “even indies can’t crap on,”  break production into really small teams in the same way indies naturally work. Same deal with Pixar, Treasure, Blizzard, and Id. It’s not a coincidence that small teams can make really great stuff.

Why is this? Probably because of communication. Team members also take personal responsibility when the team is smaller, and they feel a need to be significant to the team. “People need to matter.” Small teams are also a “natural filter” for good design solutions for problems.