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Vancouver Canucks’ Ryan Kesler is on NHL 2K11 cover 09 March 2010 at 5:00 pm by Admin

Vancouver Canucks' Ryan Kesler is on NHL 2K11 cover screenshot

If Ryan Kesler’s name sounds familiar to you, then you’re either a fan of hockey (perhaps specifically, of the Vancouver Canucks), or you watched the USA hockey team make their way to a silver medal in the 2010 Winter Olympics last month. (Or both!) Well, if you plan on picking up 2K Sports’ NHL 2K11 when it launches exclusively for the Wii this fall, then you’ll become very familiar with Kesler’s face as well as his name — he’s the cover athlete for the game.

Kesler is the alternate captain for the Canucks, and last year, the team’s fans voted him as the Canucks’ MVP. He’s a great two-way (i.e., defensive as well as offensive) forward; he was one of the finalists for the Selke Trophy in 2009. You can see a photo of him in the gallery that was taken during a motion capture session at Caesar’s Palace in Las Vegas.

[image via Canucks.com]


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+ GDC 10: Indies and Publishers: a System that Never Worked By Admin 09 March 2010 at 10:10 am and have No Comments

GDC 10: Indies and Publishers: a System that Never Worked screenshot

The 2010 Independent Games Summit opened today with a talk by Ron Carmel, one half of the 2DBoy team that created World of Goo.

Entitled, “Indies and Publishers: Fixing a System that Never Worked,” Carmel’s talk promised to elaborate on the details of the recently-announced Indie Fund, as well as the publishing environment than spawned it.

Hit the jump for my summary of the talk.

I really wish I’d had a camera at the talk — all of Carmel’s PowerPoint slides were gorgeously illustrated by David Hellman. “If you find yourself not listening to a word I say,” Carmel warned, “it’s his fault.”

Carmel opened by restating the title of tha talk and elaborating on exactly what “never worked” means. He likens the situation of game distribution to basic assumptions about software production twenty or thirty years ago: for a very, very long time, software engineering was treated like most other kinds of engineering, where you create a design doc and then just keep working to achieve what’s in the doc. It wasn’t until the 90’s that people began to truly accept that this sort of development structure is fundamentally incompatible with the iterative design that most software simply needs.

In much the same way, today’s major publishers treat digitally distributed games no differently than retail games. Publishers assume there’s no inherent difference in how these two types of games should be published, which creates problems for everyone.

Publishers give too much money to smaller, digitally-distributed games. A lot of these sorts of games don’t require big budgets, and when the inevitably fail to make a significant return on an oversized investment, it’s problematic for both the dev and the publisher.

Publishers have to take too much money in return from all of their other properties, because they have to offset the money they lost games that failed to make a return. They do this “not because they’re evil,” Carmel says, but because they are financially obligated to do so.

As a result of this format, devs sort of become like tenant farmers: while you’re working on the game you’re still paying out salaries and taking care of bills, and if you get to the end and your game isn’t a gigantic success, you’ve gotta find another publisher and get into the same flawed system all over again until you eventually can’t and have to shut down your business.

Ten to fifteen years ago, you really wanted a publishing deal, because your game simply had no way to make money if it wasn’t on a store shelf. Publishers would pour in a shitload of money for publishing and marketing, taking huge risks by doing so.

But that system is no longer as useful as it once was. It doesn’t work in regards to digitally distributed games. These games are much smaller, being produced by much smaller teams, creating a product that doesn’t need to be physically manufactured or transported, with budgets small enough that they don’t have to sell spectacularly well in order to break even.

Carmel then compared the amount of time it took for World of Goo to get accepted and placed on Steam, versus how much time it took to get the same game out there as a retail, Games for Windows product. For the retail version, it took 2DBoy two months of dealing with lawyers, then another two months making sure their game was technically functional.

With Steam, the entire process took five days.

“To be completely fair, though,” Carmel admitted, “this isn’t a fair comparison.” Steam has beena round for years and is a known quantity, whereas Games for Windows is relatively new. Still, though, it illustrates the inherent problems with the retail system.

You used to need a publisher to get funding and distribution. Thanks to Steam and Greenhouse and Direct2Drive and XBLA, however, you don’t need publishers for distribution anymore. the only thing indies really need, then, is funding — and that’s where the Indie Fund comes into play. (Again, I wish I had a photo, but this was illustrated in Carmel’s slideshow by a sad-looking developer suddenly getting ambushed by  the founders of the Indie Fund, who were for some reason drawn as happy little elves).

The Indie Fund, unlike regular publishing processes, is shorter and more transparent so devs won’t be dicked around like they might be by a larger corporation. Devs will talk with single individuals within the fund rather than jumping from lawyers to PR people to managements and back. The funders will allow their devs to work on a flexible development cycle: rather than working off a design doc and a bunch of milestones, which discourages iterative design and often produces shitty games, the funders will periodically compare where the game is versus where it used to be. Devs will not be punished for changing their game’s direction, or not adhering to a year-old idea of what the game should be.

The funders will also take no IP ownership. If the devs don’t wanna make a sequel, they don’t have to. If they do, then they have the freedom to make it for anyone they want. The funders also don’t exercise any control over the IP: if they provide funding for a game, that funding is an implicit vote of confidence in the developers and what they’re trying to do. It’s easy to assume that as the guy with the money, you know what’s better for the game than the developers do. If that ends up being true, however, then the indie fund shouldn’t be helping you out in the first place.

Carmel’s talk ended here, and he took a few audience questions.

How big is the fund? Carmel knew he’d be asked this, and gave out an admittedly pre-canned answer: it’s not the size of the fund that matters, so much as it is the number of games they can successfully develop in a year that make good use of the investment.

Another audience member asked how the Indie Fund will deal with distribution. According to Carmel, it won’t. The typical model looks like a chain, of developer-publisher-distributor; the distributor gets the money and gives it to the publisher, who then gives some to the developer. The Indie Fund will work differently, where the dev goes off and finds a distributor on their own, then gives a percentage of the revenue to the fund after paying off the initial investment.

When asked how the fund came about, Carmel mentioned that at last year’s GDC, a group of indies were trying to figure out how to get funding using everything from bootstrapping to government grants. Eventually, they found that there was enough money being made in the indie community to justify pulling some money together to help other indies out.

An audience member from Africa asked if the Fund would be interested in funding a game made by an African company, since the game development community there isn’t as well-recognized as those in the western worlds. Carmel responded that for much of World of Goo’s development, he and Kyle Gabler weren’t even on the same continent. Since everything’s digitally distributed, location doesn’t matter. 

+ Black 2 was in development, got canceled By Admin 09 March 2010 at 6:00 am and have No Comments

Black 2 was in development, got canceled screenshot

Did you know that Criterion was working on a sequel to its respected PS2 FPS Black? So says Stuart Black, the creative director to spiritual successor Bodycount. Apparently, Black 2 was in development shortly after the original game had been finished, but the game “bit the dust.”

“I certainly did some preliminary pre-production work on Black 2 once we finished Black, the first three or four months,” reveals Black. “I moved on quite quickly after that. A lot of the guys on the team I’m working with here now carried on with that and did a lot of pre-production for about a year or so on Black, before that kind of bit the dust.

“So, I don’t really have personal knowledge about how that all played out. But there seemed to be overall a kind of general lack of direction. I’d be surprised if they managed that again.”

Stuart Black was Black’s senior designer, and is now the brain behind Bodycount. This new game appears to be an unofficial sequel to Black in many ways, with a focus on pure bullet-riddling gameplay and environmental destruction. Gun porn, essentially. You can check out Bodycount’s first screens here.

Black creator talks up Bodycount on PS3, 360 [GameSpot]

+ Podtoid’s ‘everyone is at GDC’ episode records tonight By Admin 08 March 2010 at 7:30 am and have No Comments

Podtoid's 'everyone is at GDC' episode records tonight screenshot

Tonight’s edition of Podtoid will be what we call “cosy” at best, since everybody’s f*cked off to GDC and left those considered too ugly or shameful to appear in public behind. Anthony Burch won’t be in attendance, nor will Brad Nicholson or Aaron Linde. I know, it sucks. What’s worse is that Samit will be available. That’s like adding insult to injury, right?

Since the show will mostly consist of myself, Samit and Topher, we’re going to need your help. Not least for the fact that Topher and I are about the most apathetic podcasters you could hope so meet and so we totally won’t be bothered trying to find stuff to talk about. It’s time for listener questions. Lots and lots of listener questions. 

Oh, and we might squeal about Portal 2 for a bit.

+ New releases: Final Fantasy XIII, Resi Evil 5: GE & more By Admin 08 March 2010 at 7:00 am and have No Comments

[New releases is your weekly look at all the hot new titles coming out this week.]

The major-huge-mega-awesome-omega-oh-my-gosh release of this week is easily Square Enix’s long anticipated Final Fantasy XIII. So what system are you planning on getting the game for? Xbox 360 or PlayStation 3? Which is the better version?

Resident Evil 5: Gold Edition is also out this week and the new missions look pretty fun. Just getting to play the game as a lether-bound Jill Valentine is worth the price of addmission.

What’s looking sw33t to all of you this week, Dtoiders? Hit the break for the full releases and trailers for most of the games!

X360: Resident Evil 5: Gold Edition, Final Fantasy XIII, Supreme Commander 2

XBLA: Scrap Metal

PS3:
Resident Evil 5: Gold Edition, Final Fantasy XIII, Yakuza 3

PSN: Mega Man 10

Wii: Max & the Magic Marker, Racquet Sports, Sam & Max: Beyond Time and Space, Calling

PSP: BlazBlue Portable

DS: 50 Classic Games, Imagine: Sweet 16, Spectral Force Genesis

DSi: Foto Showdown

PC: Rise of Prussia, Assassin’s Creed II, Battle of the Immortals, Order of War: Challenge, Warhammer 40,000: Dawn of War II Gold Edition

Releasing 03/09:

Resident Evil 5: Gold Edition (X360, PS3)

Calling (Wii)

BlazBlue Portable (PSP)

Yakuza 3 (PS3)

Final Fantasy XIII (PS3, X360)

Foto Showdown (DSi)

Scrap Metal (XBLA)

Releasing 03/11:

Spectral Force Genesis (DS)

Warhammer 40,000: Dawn of War II Gold Edition (PC)

Supreme Commander 2 (X360)


Mega Man 10
(PSN)

+ Kid shoots herself with gun she thought was a Wiimote? By Admin 08 March 2010 at 6:00 am and have No Comments

Kid shoots herself with gun she thought was a Wiimote? screenshot

A mother in Tennessee is claiming that her daughter fatally shot herself in the stomach with a handgun she mistakenly believed to a Wii controller. At least, that’s her only explanation for what could have happened. 

The gun was left lying around by the victim’s stepfather, who claims he produced the .380 caliber pistol to deal with a potential prowler, then left it on a table and promptly forgot all about it. Even more astoundingly, the mother was in the same room as the three-year-old girl when she picked the gun up and managed to shoot herself with it. 

This story is all kinds of f*cked up. A man leaving a gun — safety off — in easy reach of a three-year-old, and a mother who is in the same room as a kid playing with the deadly weapon and somehow not noticing. That’s before we even get into the fanciful notion of a child, however young, somehow confusing a gun with a controller. 

I literally don’t know what else to say about this. Seriously … what!?

Mother Says Girl Thought Loaded Gun Was Wii Controller [Scum Central]

+ Nintendo downloads: Oh Max, your marker is so magic! By Admin 08 March 2010 at 4:00 am and have No Comments

Nintendo downloads: Oh Max, your marker is so magic! screenshot

This week’s big game on the Nintendo download front is Max & the Magic Marker, a game starring a boy called Max who has a marker. The marker is magic. It’s all about drawing stuff that comes to life, a bit like a mix between Crayon Physics and Smart Arty from long-forgotten CITV show ZZZap! Also, waggle.

In other news, Dracula: Undead Awakening joins Max on WiiWare, Final Fantasy II (actually FF IV) jumps onto the virtual console as Square Enix continues to make money out of that little cash cow, and DSiWare gets a load of crap that nobody cares about. 

As always, hit the jump for the full list, courtesy of Nintendo.

 

Sometimes realism is overrated. Don’t we all need a regular jolt of fantasy to keep our imaginations alive and kicking? For Wii™ owners, this week’s new game lineup is set to deliver exactly that. Max & the Magic Marker for the WiiWare™ service imagines what would happen if your own artistic creation turned against you, while the Virtual Console™ service features a big dose of otherworldly action with the classic FINAL FANTASY® II. Browse all the latest downloadable games for the Wii and Nintendo DSi™ systems to help keep your imagination fueled to the max.

We’ve also got some free bonus inspiration for you this week: At last September’s Penny Arcade Expo, Nintendo invited professional artists to create one-of-a-kind animations using the Flipnote Studio™ application for the Nintendo DSi system. The results are now online and ready for viewing at the Flipnote Hatena site (http://flipnote.hatena.com), including cool clips from top comic artists like Eric Jones, Christina Strain and Mike Choi. Check them out and treat your brain to extra helpings of creative juice.

WiiWare

Max & the Magic Marker

Publisher: Press Play

Players: 1

ESRB Rating: E (Everyone) – Comic Mischief

Price: 1,000 Wii Points™

Description: One day Max gets a mysterious marker in the mail. Not knowing better, the first thing he draws is a wacky, purple monster. As soon as the marker leaves the paper, the monster comes to life and jumps off the paper and into another drawing. With the monster on the loose and messing with Max’s drawings, Max has no choice but to go after it. Armed with the magic marker, you must help Max track the monster through 15 inventive and challenging levels. You’ll need more than good will and quick reflexes to tackle the challenges ahead. Draw freely inside the game to help Max defeat enemies, overcome obstacles and solve puzzles. As you draw stairs, seesaws, balloons, surfboards and whatever else you can think of, your creations will interact with the physical environment, making every session unique.

Dracula – Undead Awakening

Publisher: Chillingo

Players: 1

ESRB Rating: T (Teen) – Fantasy Violence

Price: 1,000 Wii Points

Description: Are you a vampire hunter? Are you ready to battle legions of undead foes including zombies, ghouls and werewolves? You’ll need to wield an arsenal of powerful weaponry while using your skill and intelligence. Uncover devastating firepower – machine guns, buzz-saws, flamethrowers and more – and choose upgrades for them as well as unique new perks for your character as your enemies increase in number and ferocity. You’re a tough customer, but beware – Lord Dracula is always on the hunt, and you are his prey. Enemies in Dracula have one thing in common: Undead, lycanthrope or mutant, they’re all after your flesh.

Virtual Console

FINAL FANTASY II

Original platform: Super NES™

Publisher: Square Enix

Players: 1

ESRB Rating: E (Everyone) – Mild Fantasy Violence, Mild Suggestive Themes

Price: 800 Wii Points

Description: Follow the dark knight Cecil – Lord Captain of Baron’s elite force, the Red Wings – as he embarks on a fateful journey riddled with trials, betrayals, friendship, loss and self-discovery. Plagued with uncertainty over his monarch’s motives, can Cecil turn away from the path of darkness and destruction?

Nintendo DSiWare™

Elemental Masters

Publisher: lbxgames

Players: 1-2

ESRB Rating: T (Teen) – Animated Blood, Mild Fantasy Violence, Mild Suggestive Themes

Price: 800 Nintendo DSi Points™

Description: In this fantasy card game, stand your ground in a quest filled with magic and adventure, and experience a thrilling combination of strategy and role-playing. Choose your character, build up your army in your card deck and fight the mystical creatures of Elendior. With thoughtful use of your cards, you’ll obtain the monsters of your enemy and support your attacks by using arcane spells and the rules of dark magic. Dive into this captivating story in the quest mode or duel with your friends in multiplayer mode. More than 100 creatures in numerous maps are waiting for you.

4 TRAVELLERS™ – Play Spanish

Publisher: AGENIUS Interactive

Players: 1-4

ESRB Rating: E (Everyone)

Price: 800 Nintendo DSi Points

Description: Whether played alone or together with friends, 4 TRAVELLERS can teach you new words in Spanish. The game is suitable for both young and old, and no previous knowledge is necessary. The more you play, the more your Spanish vocabulary increases. You can also play and learn with the game’s unique learning mode. The game is perfect to bring on your trip, with more than 240 carefully selected words included specifically for this occasion.

Dracula – Undead Awakening

Publisher: Chillingo

Players: 1

ESRB Rating: T (Teen) – Fantasy Violence

Price: 500 Nintendo DSi Points

Description: Are you a vampire hunter? Are you ready to battle legions of undead foes including zombies, ghouls and werewolves? You’ll need to wield an arsenal of powerful weaponry while using your skill and intelligence. Uncover devastating firepower – machine guns, buzz-saws, flamethrowers and more – and choose upgrades for them as well as unique new perks for your character as your enemies increase in number and ferocity. You’re a tough customer, but beware – Lord Dracula is always on the hunt, and you are his prey. Enemies in Dracula have one thing in common: Undead, lycanthrope or mutant, they’re all after your flesh.

Flips: The Bubonic Builders

Publisher: Electronic Arts

Players: 1

ESRB Rating: Not Rated

Price: 500 Nintendo DSi Points

Description: Flips Interactive Books are the fun new way for kids to read. The builders are in to replace the girls’ toilet block, but they’re more interested in cups of tea and instant noodle snacks than doing any work. James suspects foul play, but Alexander and Lenny are doubtful until a strange accident hammers the truth home. How will the three friends stop St. Sebastian’s from being reduced to rubble?

Nintendo adds new titles to the Nintendo DSi Shop and the Wii Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.

Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.

 

+ GDC Rumor: PS3’s Wiimote getting a PS3 Nunchuk By Admin 08 March 2010 at 3:00 am and have No Comments

GDC Rumor: PS3's Wiimote getting a PS3 Nunchuk screenshot

According to THE INTERNET, Sony is planning to basically admit it’s copying the Wii by revealing a Nunchuk attachment for its PS3 Wiimote. The Wiimote, codenamed “Arc” currently exists as a black stick with a pink ball on the end, looking like some sort of Satanic sex toy. Apparently, GDC will add a little bit more. 

NeoGAF is the source of gossip, as it so often is, with one poster claiming he’s seen the attachment with his very eyes. He claims that the nunchuk device has an analog stick with an X and O button beneath it, and a D-Pad under the rest of the input. L1 and L2 triggers are on the underside, presumably where C and Z are on the Wii nunchuk. 

Until it’s confirmed, this is a mere rumor, but it would make absolute sense. Just a remote would severely limit the potential for PS3 games, so it would only be natural that an attachment with more buttons and a stick would appear. There’s no way Sony can avoid looking like a “me too” company if it unveils the thing, though. 

[Via NeoGAF]

+ Welcome to Destructoid’s new look! By Admin 08 March 2010 at 2:26 am and have No Comments

Welcome to Destructoid's new look!   screenshot

Just a quick note — we’re doing a little housekeeping this morning!  Please pardon our dust as as we roll out some new features of the site and sweep those old graphics under the rug.

Here’s what’s new:

  • Destructoid has a new video site!  Hit the videos tab up top to check it out, and look for our God of War III video review later today after the 9am embargo.
  • Browsing article headlines is a little easier now with the new “Chubby” and “Quickie” toolbar.  You can read short headlines or in our traditional blog format – choose your poison.
  • Forums topics now appear on the home page (alas!), as do promoted community blogs.
  • There are some known issues with YouTube Embeds and the Cblogs that we’re ironing out right now.  We’ll have that fixed in no time.
  • More coming!  This is just a taste of the stuff we’ve been working on at our new office.  We’re also working on something bigger … teehee.  Have any suggestions for us?  Drop us a line in our official feedback forum and we’ll hop to it.

More surprises coming — next week it’s going to be 4 years since we launched the site.  Where does the time go?  Anyway, it’s GDC week and we have a mountain of great stuff coming your way.  Thanks for reading us!

+ Ubisoft lied about DRM servers, admits they were attacked By Admin 08 March 2010 at 2:00 am and have No Comments

Ubisoft lied about DRM servers, admits they were attacked screenshot

Yesterday, Ubisoft claimed that its controversial (and f*cking retarded) DRM servers were down due to what it called “exceptional demand.” Not only was that comment insulting to anybody with a brain, it’s also been revealed as a bare-faced lie. Ubisoft has since commented that the DRM servers were attacked.

“Apologies to anyone who couldn’t play ACII or SH5 yesterday,” explains the publisher’s Twitter, clearly having not yet received the PR memo. ”Servers were attacked which limited service from 2:30pm to 9pm Paris time.”

It would appear that naughty Internet thugs, possibly disgruntled PC gamers who were protesting against Ubi’s shady DRM, initiated a DOS attack on the servers. Ubisoft claims that only 5% of players were affected, although I am now struggling to believe a word the publisher says. 

This definitely won’t be the last PR blunder we see as Ubisoft continues to polish the biggest turd in the PC market right now. 

Ubisoft confirms server attack [Videogamer]