Posts Tagged ‘ japan

Full sequel to EA Sports Active coming this fall 09 March 2010 at 6:00 pm by Admin

Full sequel to EA Sports Active coming this fall screenshot

EA Sports announced yesterday that a full sequel to the tremendously successful, critically acclaimed workout program EA Sports Active is currently in development, set for release this fall. The sequel, tentatively named EA Sports Active 2.0, is reaching out to more customers — it’s coming to the PS3, iPhone, and iPod Touch as well as the Wii. The product will come with leg and arm straps, both of which will include their own motion sensors, and a heart rate monitor to, uh, monitor your workout.

People who bought EA Sports Active and its expansion pack (More Workouts) on the Wii may be disappointed: it looks like the PS3 version is going to be the most attractive option, if only because it will offer downloadable workouts and exercises. Curious indeed is the omission of a Project Natal version — it seems like Microsoft’s new control scheme would be ideally suited to an exercise program. Perhaps Microsoft is working on its own workout software, or maybe EA will announce a 360 version of EA Sports Active 2.0 at a later date.

Another impressive-sounding feature is the ability to upload exercise data to an online hub that will allow you to track your workout progress and share it with users around the world. I can see it now: “Sally, you lost 30 pounds in two months? Oh, hell no. I’m coming for you, woman! Ain’t nobody going to seduce my man!” This time around, you’ll be able to work out wirelessly, and Active 2.0 will include a nine-week “total body conditioning” program. It’s not clear at this point if the PS3 version will support the PlayStation Motion Controller, or if the iPhone/iPod Touch version will let you, say, track your daily run.

Folks, here’s some free advice: your significant others or spouses probably won’t be too happy to see EA Sports Active 2.0 under the Christmas tree, even if you mean well, so don’t go out and get it for them as a helpful nudge — unless they’ve explicitly asked for it. Seriously.

+ GDC 10: Dan Tabar’s tracksuit By Admin 09 March 2010 at 5:34 pm and have No Comments

GDC 10: Dan Tabar's tracksuit screenshot

That’s Dan Tabar, one of the guys behind Cortex Command. You could talk about day one of the Indie Games Summit as a momentous day where a potentially revolutionary new way of funding games was explained, and where indies cemented their financial and artistic importance in the growing games market. And yet, to focus on any of that stuff is to miss the point entirely.

The point is, Dan Tabar wore a bitchin-ass tracksuit to GDC. During the Q&A section of his talk, Ron Carmel complimented Dan on this tracksuit. Dan stared at Carmel for a few moments, as if trying to find something to say.

“You didn’t even have a question, did you,” Carmel sort-of said (I’m paraphrasing). “You just wanted to show off your track suit.” Perhaps he did. I would not blame him.

Also, in the full picture you can see the outline of his weenis and that’s kind of funny.

[Via TIGSource.com]


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+ Steambot Chronicles 2 is (still) in the works By Admin 09 March 2010 at 4:00 pm and have No Comments

Steambot Chronicles 2 is (still) in the works screenshot

Yes! Irem has officially stated that the sequel to Bumpy Trot (known as Steambot Chronicles to western gamers) is in development for the PS3!

Well, still in development, at any rate. Y’see, Bumpy Trot 2 was first announced at the Tokyo Game Show…in 2006. After another quick trailer shown at TGS the following year (you can see it below), Irem went dark regarding the game until a magazine scan showed up in 2009 (also visible below).

Now, after some fevered prodding from ScrawlFX, Irem representative confirmed that Bumpy Trot 2 was still in development, and that they were working hard to get the game out in Japan ASAP.

They gave no word as to any western release plans, but given that Atlus USA has published both the original and Steambot Chronicles: Battle Tournament on the PSP, I’d wager that begging and pleading with talking to them once more details surface would be the way to go.

I think the chances of a release coming are good enough. Both other games made it over and met with decent reviews (all of which acknowledged its gee-whiz charm), and Irem seems to be on good terms with Sony, since an Irem-themed space in PlayStation Home went up recently, complete with Trotmobile statues and outfits for purchase.

If you’re looking for more information about the original, why not check out Anthony’s profile of the game? Strange though, that he noted Steambot’s release in 2006 came “at the end of the PS2’s lifespan.” Oh Anthony! You so crazy!

 


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+ GDC 10: Hotel des Arts hosting Dante’s Inferno art show By Admin 09 March 2010 at 3:00 pm and have No Comments

GDC 10: Hotel des Arts hosting Dante's Inferno art show screenshot

It’s an avalanche of art shows in San Francisco this week! On top of hosting the Into the Pixel exhibit this week, Hotel des Arts will also have an entire floor dedicated to the art of Dante’s Inferno. The art will be on display starting this Thursday and will be up until April.

The gallery below has a small taste of what to expect at the Dante’s Inferno art show this week. Some pretty disturbing stuff!

And as a friendly reminder, Giant Robot is hosting the Game Over III art exhibit this Friday too. See!? So much art!


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+ God of War III will make you ignore your girlfriend By Admin 09 March 2010 at 2:00 pm and have No Comments

God of War III will make you ignore your girlfriend screenshot

Kevin Butler tells the truth in this ad, ladies. Once your boyfriend/husband/significant other gets a hold of God of War III, your relationship will be doomed. For like a week. At least. Seriously, you all are so not ready for God of War III. The first level alone makes God of War III an easy contender for 2010’s game of the year.

Our review went up this past week but words alone can’t really describe this experience. By the way, we’re giving away a PlayStation 3 and God of War III this week!

It Only Does Epic Trilogies [PlayStation.Blog]

+ Spelunky gets a new look for its XBLA debut By Admin 09 March 2010 at 12:20 pm and have No Comments

Spelunky gets a new look for its XBLA debut screenshot

The prospect of free-to-play indie PC games being upgraded visually and in terms of features for digital distribution on consoles is something that excites me greatly. Super Meat Boy, Cave Story, and Spelunky are the three that immediately come to mind.

We recently got our first look at the shiny new Spelunky for Xbox LIVE Arcade: four screenshots, all viewable here. It’s difficult to say this, because I appreciate all the work Derek Yu is doing to HD-ify the game, but I absolutely adore his pixel artwork. So much so, that I dig the original look over the new style.

What do you think? Am I being unreasonable here or what? And yes, I realize there’s a little “work in progress” disclaimer attached to the images.

New screens for Spelunky XBLA released [Diverse's community blog]

+ More free Mass Effect 2 stuff for Cerberus Network users! By Admin 09 March 2010 at 11:20 am and have No Comments

More free Mass Effect 2 stuff for Cerberus Network users! screenshot

Perhaps the exclamation point is overkill — the latest free add-on for Mass Effect 2 is simply a new heavy weapon. Nothing more, nothing less. The Arc Projector, as BioWare has so lovingly named it, can now be downloaded for anyone with access to the Cerberus Network storefront.

On the other hand, the gun sounds rather fun to use. You point it at things you want to electrocute to death, and splash damage plays a big role in its effectiveness. There’s a nice picture on BioWare’s site that shows the Arc Projector shocking some poor Husks in the most glorious of fashions.

Yeah, I get that you mostly just want the “Firewalker” DLC to come out already. So do we.

[Thanks, Steve]

+ GDC 10: Theme is Not Meaning By Admin 09 March 2010 at 10:50 am and have No Comments

GDC 10: Theme is Not Meaning screenshot

Soren Johnson spent five years working on the Civilization series for Firaxis, eventually landing the job of lead designer for Civilization IV. He also did work on Spore, amongst many other things. He also gave the keynote address of the 2010 Serious Games Summit.

Johnson’s talk, “Theme is Not Meaning,” opened with a simple question: who decides the meaning of a game? The designer, or the player?

Hit the jump for the answer to that question, and a summary of Johnson’s keynote.

It’s the player.

The designer might want a mechanic or a story to mean one thing, but the player is the one intimately dealing with that game, and so his decision as to what the overall theme is will always be the correct one.

When comparing a game’s theme versus a game’s mechanics, though, what defines that game’s ultimate meaning? The theme is, in Johnson’s words, “essentially the skin of the game.” You can buy Star Wars Risk or Lord of the Rings Risk, but it’s still Risk from a mechanical standpoint no matter what the game tokens look like. But to the player, theme is important: you buy Star Wars Risk because you really like Star Wars.

So, thinking about theme, which is the true successor to Warcraft: World of Warcraft, or Starcraft? One takes place int he same fictional universe but with drastically different gameplay, while the other is basically “Warcraft in space.” Depending on whether you value theme over mechanic or vice-versa, your answer may differ.

Johnson moved on and talked about Ticket to Ride, which he called “one of the greatest board games to come out of the last decade.” Over the course of the game, you draw cards and create routes, and you get more points based on how long your route is. It’s a typical railroad management game.

The problem is that the manual thematically frames the game as a sort of Around the World in 80 Days-esque adventure, where the objective is to see which of the game’s characters can travel by rail to the most US cities in just 7 days. According to the manual and the designer-authored theme, the game isn’t about management and building an empire, it’s about travelling.

The actual mechanics, however, don’t jibe with this. If you’re just a traveler, why can you claim routes in any order? Why do claimed routes close for other players? Why does your physical presence on the game board not matter?

So, who decides what Ticket to Ride is about? The player will say they’re playing as a rail baron, and they’re not wrong just because the manual says otherwise – it’s their experience, and they’re the ones playing.

Going back to Risk, Johnson compared it against a similar board game called Democracy. Both games involve conquering territories and using army tokens, except for two seemingly minor distances: Risk has sequel turns while Democracy has simultaneous turns, and the combat in Democracy doesn’t involve any die-rolling.

Though these may seem like small changes, they completely change the experience of playing each game. Democracy is about mystery, and trying to read your opponents and imagine what they’ll do, and Risk is about everyone knowing what everyone else is doing, and potentially taking risks to go reach their objectives. There is a great coupling between the the thematic and the mechanical: “Risk is about risk,” Johnson said, “and Democracy is about Democracy.”

Having worked on Spore, Johnson brought it up as a thematically contentious game. It was pitched as a game about evolution, but the creature creator was more about encouraging and exploring the player’s creativity. The theme and the mechanics didn’t sync up.

But are there any games that are truly, mechanically about evolution? Johnson argued for World of Warcraft as a possible contender, due to the community-created idea of builds. Whatever type of character you wanna create, there is an optimum series of upgrades and things you need to do. Johnson referred to this as “Paladin Natural Selection,” as the idea of optimizing your own specialized character shares a lot in common with Darwin’s finches, even though the authored theme is about orcs and war.

Similarly, the Mario games are about timing, not plumbing. Peggle is about chaos theory, not unicorns. Even though Battlefield 2 and Left 4 Dead have different outward themes — “modern combat” and “zombies,” respectively — they are both actually about cooperation.

X-Com is about limited information, not aliens, thanks to the fog of war.

Gears of War is about cover, not aliens.

Starcraft is about asymmetry, not aliens. The three races are fundamentally different gameplay-wise. You can rush, you can boom, or turtle.

Galaga is about pattern matching, not aliens. The player has to predict where are the aliens gonna come from, where are they gonna end up.

After four consecutive examples in this vein, Johnson pointed out that “aliens” is a really common theme for games because it’s an easy theme to map your own mechanics onto.

Players come to certain games with expectations of what they should be, and sci-fi prevents you from relying on those sole expectations. When you play Civ IV, you feel that archers MUST do a particular thing based on what you know about archers — they’ve gotta be long-range attackers. Conversely, in Alpha Centauri, you have no idea what a “mind worm” is, so the designers can create totally new mechanics for that unit without worrying that they seem thematically wrong, in some way.

But what happens when a game’s mechanics don’t match its theme? Johnson brought up Jon Blow’s argument that BioShock claims to be about altruism and the difficulty of being a good person, but the fact that you get the same amount of Adam for either killing or harvesting all the little sisters makes this a thematic lie. “Players see right through this,” Johnson said.

So, who decides what a game like Spore is about?

Science magazine reviewed Spore’s basic depictions of biology, and found it a total failure.

That’s because they were sold on the idea that the game was specifically about evolution. Not only was Spore not giving you something meaningful about evolution – it was giving you WRONG information about evolution. If you bought into the whole “evolution” theme, that was a real problem.

 

 

 

Does that mean Spore, with its creature creator and focus on player creativity, is actually a game about intelligent design? The dev team joked about it, but that’s the reading most supported by the mechanics.

Johnson moved on to a concept he calls “the agency problem.” Civilization’s theme is ostensibly about world history. Its mechanics are about becoming an awesome, all-powerful god-king. But in order for Civ to work as a game, the player needs to have abilities that break this theme: you need to be able to know the consequences of your actions, and have top-down decision making, and even be allowed to decide when your nation will undergo a revolution.

The fan community called this the “Eternal China Syndrome”: at some point the game no longer looks like history because the states become very static. No breaking apart, no ups and downs. Everything is as it was. In Civ 3 the team experimented with a Dark Ages feature, but people hated it. In Civ 4, the team allowed players to choose government types in order to create bottom-up decision making, which just really wasn’t all that fun. Nobody ever used them, because people like making decisions.

Louis the sixteenth would ahve really loved a “revolution” button, Johnson said, but Civilization isn’t scholarship. It’s a game.

But can games be scholarship?

A while back, Johnson really wanted to make a game like the book Guns, Germs, and Steel by Jared Diamond, which tries to explain why Eurasians were the ones to create guns and steel and conquer the entire world, rather than the Incans.

According to the book, the Incans were simply in a crap part of the world; early on, civilizations could easily share crops and agriculture to the east and west  of a continent because of basic climate uniformity. It’s not possible to share crops between the northernmost and southernmost parts of a continent, because the climate changes are too problematic. Additionally, the Americas only had one domestic animal (the llama) where the Eurasians had a bunch.

“The long and the short of it is, you know, the Incans are doomed,” Johnson said. “There’s no way they can win under these situations.” This sort of geographic determinism may be good scholarship, but it’s really bad game design — who would want to play as a game where your starting location decides everything about your future?

Can Civilization’s mechanics ever match its theme? Can you make a game that is engaging AND about world history in a meaningful way? Maybe not, Johnson argued, but other mediums are equally incapable of doing the same. Movies are more about stories than world history — if you want history, books are really your only choice.

Instead, why not let the player “play a life”? Why not put them in the shoes of a historical figure and force them to make difficult decisions, like what The Redistricting Game does? The game is about gerrymandering, and the actual gameplay is about drawing districts to further your own political goals. Considering this is exactly what real-life gerrymandering entails, the game has a great theme/mechanic marriage as well as teaching the player something valuable about real life.

Have there been any thematic/mechanic successes in mainstream games? Sure, Johnson argues: sports games, management games a la Sim City, and tactile games like Rock Band. Two of Dan Bunten’s games, MULE and Seven Cities of Gold, were also singled out as great examples.

Johnson pressed that realism wasn’t the key to thematic harmony, however. It can help, but it’s not necessary. Which is a more effective statement about the bombing of Guernia — a photograph of the wreckage, or Picasso’s famous painting? Which feels more right?

Which conveys the feeling of what it’s like to be in a race — Gran Turismo, which focuses on car design and realism, or Mario Kart, which is about unpredictability and constantly shifting player standings?

Theme still matters, though. GTA3 and Crackdown are both fundamentally about open-world stuff, but they have different themes. People look at GTA and complain that it’s indicative of everything that’s wrong with games, and maybe that doesn’t matter, but it’s still true that GTA didn’t HAVE to be about crime. Crackdown wasn’t.

Johnson briefly quoted from Raph Koster’s A Theory of Fun, where Koster postulates that a Holocaust-skinned version of Tetris could have great mechanics, but also suffer from a repugnant and distancing theme.

But what about Brenda Brathwaite’s Train? It’s another board game about trains where you wanna delvier the most cargo and defeat your opponents, but at the end you find out that your ultimate destination was Auschwitz — that you’re a Nazi trying to get the most Jews to their deaths. And that’s a powerful moment, but does that mean the game is really about the Holocaust if most of its mechanics are still about trains and winning?

If not, can we actually make a true game about the Holocaust, or about evil? If we force players to “play a life,” as Johnson suggested, can we get them to play an evil life?

Going back to The Redistricting Game, Johnson argued that, yes, we can. Gerrymandering is evil — not on a Holocaust scale, but still pretty evil — and the mechanics encourage players to explore and further that evil. The Holocaust itself was actually kind of ironic and self-destructive in that Hitler got the exact opposite of what he wanted in nearly every way, but it might not work to have all of a player’s actions in a game massively backfire just to prove a thematic point.

You may have to do the “Star Trek solution,” where you put everything in the future and then you can talk about it freely — the show couldn’t deal with interractial romance, but it could create green alien women and have Captain Kirk make out with them. 

The Ultima series tackled these sorts of ideas (er, evil and irony, not hot green chicks). In Ultima V, part of the goal of the game is to destroy the underworld, which is full of typical demon Gargoyle dudes. But when you get to Ultima VI, some of the gargoyles appear in your world and start causing problems for humanity. But as the game goes on, you realize that they’re not fundamentally evil characters: they’re just creatures who lived in the underworld who lost everything at the end of Ultima V. The thematic and mechanical answer isn’t to kill the gargoyles, it’s to find a peaceful solution.

So can games actually be about something? Johnson argued that they could, but only if the mechanics deliver on the promise of the theme. Furthermore, the theme only matters if the mechanics enlighten us about it.

At this point, Johnson took audience questions.

One audience member asked why Johnson accused Train thematic disharmony if Train is, in fact, supposed to be about the banality of evil and the fact that the player, even if unthinkingly, is an administrative Nazi who just doesn’t care about anything but his bottom line?

How are those mechanics not enlightening you about the theme?

 

Soren agreed that those mechanics do sort of enhance the theme, but that he was trying to make a larger point about what a Holocaust game would actually entail. There’s a bit of a problem with a game like Train where the mechanics make you do one thing and then someone arbitrarily says, oh, you’re not really doing that thing. It’s a one-off game. Train is, in Johnson’s words,  “one of those pieces of art like 3 ½ minutes of silence.” Somebody had to make it, but we can’t keep making stuff in that direction.

The next audience member asked, who are you designing the mechanical meaning for? Are you narrowing the subset of players who want to play your game if you want it to be “about” something? Not everyone’s gonna wanna play The Redistricting Game. Johnson said that he’d think of it as a designer with a target audience in mind, though he’d still hope that everyone could play it because it was fun in some way. Johnson was quick to point out that while every game needs to be a little fun to compel people, “compel” shouldn’t just mean “entertain.”

The final audience question concerned game type and formula, and how much things like the number of players or the length of a game impact the theme.

In Civ 4, Johnson said, they needed to add an option to extend the length of the game. Average playthroughs felt too fast, and didn’t feel like you were building epic civilizations. The basic game scenario is an important issue to Johnson, and also leads into the question of singleplayer vs multiplayer. Certain things you can only explore in singleplayer. Multiplayer games are all about beating other people, and singleplayer games aren’t so limited.

 

 

 

 

 

+ Suda 51 interested in revisited Killer 7, Michigan By Admin 09 March 2010 at 10:40 am and have No Comments

Suda 51 interested in revisited Killer 7, Michigan screenshot

Eccentric game designer and Lucha Libra aficionado Suda Goichi has been chatting about the past, stating that he’d be interested in revisiting some of his old classics like Michigan: Report From Hell and Killer 7. Please, please, don’t let us stop you, Suda!

“… I think that it would be very interesting to create something like Michigan again in the future — it could be really good,” says Suda. “I still talk to Sakurai-san, who is the president of Spike Games which was the publisher of Michigan. They’re also interested in making a game like that again in the future.”

As far as Killer 7 goes, simply had this to say: “If I had the chance, that would be great too!”

I dare say it would be. Killer 7, for all its foibles, was one of my favorite games of the last generation. There has often been talk of a Wii version coming eventually, but I’d relish any chance to return to the twisted world of the Smiths and their many foes. Maybe if we ever got a sequel, we’d find out what the whole bloody thing was about!

SUDA51 on Revisiting Killer 7: ‘If I had the chance, that would be great.’ [Electronic Theater via GoNintendo]

+ GDC 10: Abusing Your Players Just for Fun By Admin 09 March 2010 at 10:30 am and have No Comments

GDC 10: Abusing Your Players Just for Fun screenshot

Jonatan Soderstrom, aka “cactus,” stole the show at last year’s Independent Games Summit with his surreal, multimedia presentation entitled “The Four-Hour Game Design.

(Also: if you don’t know who cactus is, I’d suggest you spend the next week playing through every game he’s ever made. They’re alternately wacky, fun, surreal, irritating, totally independent experiences.)

This year, cactus delivered a talk about, in his words, “abusive design, and why you’d want to be mean to your players.”

Hit the jump for a summary of his talk.

Cactus’s talk opened with a seizure warning. Because that’s kind of how he rolls. Every bit of text he presented on screen hovered in front of a harsh, constantly rotating combination of black and white stripes that hurt my eyes after a few seconds of intense staring. Thematic coupling at its best.

So, why would you want to be mean to your players? According to Soderstrom, most games are really easy, and worrying about what your player may be feeling and if they feel comfortable can compromise your vision as a designer. It’s more fun to just be free, and do what you want to do without caring how the player will feel. You can also find new players if you do something unusual — a lot of people don’t like “normal” games.

Soderstrom went on to spend a great deal of time likening games to movies. Long story short: fantastic, surreal works can be found quite frequently in film (El Topo, the works of David Lynch and Stanley Kubrick), but almost never in videogames. Soderstrom argued that David Lynch’s videogame equivalent might be Suda 51 given how trippy Killer 7 was, but No More Heroes was more MTV than Lynch.

Shadow of the Colossus borrowed a lot of narrative stuff from El Topo, but the visuals and style, Soderstrom argued, shared more in common with Studio Ghibli films. And these works are fine, but they aren’t pure, unique, unfiltered self-expression like David Lynch films are.

Soderstrom quoted John Holmstrom, referring to progressive rock: prog rock was for people who weren’t good at music, but had a need to express something personal. And that’s the idea behind abusing, or ignoring, your player.

But if you can’t program, what do you do? Soderstrom suggests using Klik-n’-play, or Game maker, which is what he uses. Nonprogrammers might not follow established rules of game design, and might create the kinds of games they’d personally like to see made. That’s what auteurs do, and can end up being really interesting.

Soderstrom used Matt Alridge’s La La Land series as a great example of player-abusive personal expression: the La La Land games have bad graphics and extremely limited interaction, eliciting a sort of “WTF” vibe from players, but to Soderstrom, the games prove that you can make games with limited interaction, but still have that interaction enhance the experience and make the game interesting.

“[Mark Essen, aka messhof] is kind of my idol,” Soderstrom continued. Messhof’s games are all extremely abusive, but extremely personal: they’re really hard, really simplistic, and really restrained. Cactus showed a video playthrough of Punishment before briefly touching on Flywrench (”I think it should have been nominated for an IGF award at one point”), and how the mechanics force you to play the game like a speedrunner. JPH Wachesky’s games were also singled out.

After highlighting his favorite abusive designers, Soderstrom moved into the question of how to make an abusive game. Starting with graphics, you can create blinking, rotating, or psychadelic patterns that make things really annoying for the player.

In terms of actual gameplay mechanics, you can create weird, inconsistent logic for your games that doesn’t seem to make immediate sense. As an example, Cactus showed a level from his game Mondo Medicals, where you’re in a maze and a bunch of arrows painted on the floor seem to direct you to the exit. By following the arrows, however, you end up going around in an infinite circle; to proceed, you need to ignore the arrows and go backwards, which results in the spontaneous appearance of a new door that couldn’t have physically existed there before. “You don’t really understand how it works,” he said, “but it’s a game and you don’t care.”

Weird logic allows you to create fresh puzzles really easily — the Mondo Medical level in question only took him an hour to make — and you can have a really varied game if you don’t force yourself to follow established rules.

To further illustrate this, Soderstrom played through a little bit of Psychosomnium. I don’t wanna bother saying which part, because you should really play Psychosomnium for yourself (doesn’t take long).

The problem with weird logic, Soderstrom admits, is that it might feel too random and arbitrary, and it’s really hard to adjust the difficulty of your puzzles if you’re just being random.

Alternately, you can use “insane difficulty” to keep your players surprised. I Wanna Be the Guy is singled out as an ideal example. A game like IWBTG is not completely unfair, but it forces the player to do things they’re unused to, as well as treating difficulty like a puzzle in and of itself. This ends up creating a sort of slapstick atmosphere, where constant death is a punchline. To prove his point, Cactus showed this video.

Soderstrom began to play another demo of a game I didn’t recognize before running out of time and wrapping up his talk with an unceremonious nod.