Posts Tagged ‘ network

Mega Man Zero Collection out this June for the DS 29 April 2010 at 11:20 am by Admin

Mega Man Zero Collection out this June for the DS screenshot

Mega Man Zero Collection is set to hit the Nintendo DS on June 8 here in North America. The collection will retail for $29.99 and will include all four of the Mega Man Zero games that were released for the Game Boy Advance. You can expect some new features as well such as an easy mode to be included in this re-release.

For more on the game, check out the official Mega Man Zero Collection website which just launched today. The press release for this announcement also says to check out this post on Capcom-Unity for more details, but it’s the same exact info on the blog that’s in the press release. Capcom’s PR tricked me. Jerks.


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+ Bleszinski not revealing new game tomorrow, Justin Bieber to blame? By Admin 07 April 2010 at 4:00 pm and have No Comments

Bleszinski not revealing new game tomorrow, Justin Bieber to blame? screenshot

For those “gearing” up for tomorrow night’s Cliff Bleszinski game reveal on Late Night with Jimmy Fallon, I’m sorry to be the bearer of bad news — it’s not happening.

Fallon producer Gavin Purcell has confirmed via Twitter that Bleszinski appearance on the show has been shifted to Monday due to scheduling conflicts. Looking at the updated Fallon schedule reveals that in Bleszinski’s place teenage singing sensation Justin Bieber is to appear. And if you didn’t like Bieber before…

So it looks like we’ll have to wait a few extra days for the big reveal of “probably Gears of War 3.” If it’s any consolation, Attack of the Show’s Olivia Munn will appear on Fallon this Friday, and she’s like pretty or something. You can be patient, right?

+ Sonic 4 videos leaked, people ruin game for themselves By Admin 02 April 2010 at 6:00 pm and have No Comments

Sonic 4 videos leaked, people ruin game for themselves screenshot

So, Sonic the Hedgehog 4 has been leaked all over the Internet. Earlier this week, the complete soundtrack was spilled, allowing “fans” to download and listen to all the music in the game, completely out of context. Later on, a bunch of videos popped up online showing full playthroughs of various Zones, including Splash Hill, Lost Labyrinth and Casino Street. Basically, two thirds of the game’s content.

You can find the videos online if you really want to look for them, but I would ask the question … why? Why are people listening to the entire soundtrack, and why are people watching whole Zones getting played? Especially for a community so obsessed with “omg spoilerz,” why would Sonic fans happily spoil the entire thing for themselves? 

Screenshots, trailers, and a tiny slice of leaked footage is one thing. An entire soundtrack and videos of entire levels? What kind of stupid mong actually enjoys that? This story is less about the fact that the content is available, and more about the fact that people are stupid enough to absorb said content. The more I am exposed to so-called Sonic fans, the more I am convinced that the vast majority of them are f*cking idiots. 

No wonder Sega never treats the IP with respect, if its fans are this stupid.

+ GDC 10: Tripping the art fantastic By Admin 11 March 2010 at 8:30 am and have No Comments

GDC 10: Tripping the art fantastic screenshot

The full name of the talk was “Tripping the art fantastic: A beginner’s guide to the brains of these here artists”. It featured Edmund McMillen (Super Meat Boy), David Hellman (Braid) and Derek Yu (Spelunky). As a fan of all three and an artist, you couldn’t drag me away from such a panel!

These three talented fellows willingly had their brains picked in front of a live audience. There was laughter, tears, drawings of boobs and artistic wizardry abound. The awesome was a bit hard to keep up with, but I did my best to condense it into written word for you all to enjoy. Hit the jump for the summary of the journey into these three artists’ minds; it’s a great read even if you’re not an artist (but it might help).

Ben Ruiz of Flashbang Studios (you know, the guys who made Off-Road Velociraptor Safari) acted as the moderator for the discussion. His first question to the panelists was, “Which of your works are you most proud of?”

McMillen’s answer was Aether because of the way the game flowed from him. It was easy to make, very personal, and it turned out better than anything else he’d made so far. Hellman looked back fondly on Braid and his old comic, A Lesson is Learned, But the Damage is Irreversible. Yu picked Aquaria because it was the hardest game he’d worked on. The difficulty caused him to grow as an artist.

Ruiz jokingly asked Yu how much of the Seumas McNally Award that Aquaria won was because of its art, but he did feel like it made a big difference. “Graphics are the first thing people see. They tell a story by themselves.”

The next question was, “Which of your works are you most ashamed of?”

When working on Lesson, Hellman sometimes had to “get through some crap so [he] could move on to the better stuff”. Even so, he didn’t mind that they’re a part of his body of work. “It’s interesting to see the contrast,” he said. McMillen had a not-so-fond look back on a poetry book he wrote in high school. It was pretty self explanatory why that would be something to be a bit ashamed of.

Hellman then pulled out a little orange booklet. It was a small, homemade comic that Yu had created several years earlier, which was “full of boobies”. He felt it was appropriate to pull out for this question, but Yu assured everyone that he wasn’t at all ashamed about the weird, tit-filled ‘zine.

Ruiz then asked the panelists, “What is the most inspirational thing you’ve ever experienced?”

In response, McMillen told the audience a story about an independent artist who visited his class in high school. “I thought he was the coolest guy in the world,” he said. He saw so much freedom in the man that it pushed him to try and lead the same kind of life. Hellman’s inspiration comes from no one person or thing; he is inspired by the wrold. He feels he needs to answer his reactions to things he sees or hears by making something.

Yu’s mother and father were his biggest inspiration. “I drew before I could write. My mom would spend time making up stories for the things I drew, and my dad was the first person I drew with.” He still talks shop with his dad and shows his work off to his parents.

“How often do you feel deprived of inspiration, and how does it affect your game making?”

McMillen simply said, “I don’t make them.” “I can’t work on things if I’m not invested,” added Yu. When he’s in a creativity funk, he often switches from art to coding because it forces him into a different mindset. Hellman states that one of the hardest things about being an artist is figuring out what you actually like and creating that, as opposed to creating something you want to make. Sometimes, what you want to make is outside of your capabilities, and pursuing something like that will result in art that is not your own.

The next question regarded the feedback they receive from their audiences. While Hellman looks forward to feedback and McMillen uses it as a part of creation, Yu feels like it’s something completely separate from that. He enjoys getting it, but he feels it’s too impersonal to fit into his creative process like the others do.

The panelists were then asked how they deal with rising expectations for their games as they work on them.

McMillen said, “Respond with more content. If impressions are already positive, make it better.” On the other hand, high expectations make Hellman excited to defy them. “I don’t worry about the expectations of others because I have my own,” he said. “When expectations are met, it’s not necessarily a bad thing,” Yu said, “Though, I would like it if people were more willing to be surprised.”

In an attempt to get some interesting answers, the next question was, “Drug of choice?” The panelists laughed, and both McMillen and Hellman responded with “caffeine”.Yu said that he injects snake venom into his eyes, but he didn’t really convince anyone so he gave up and answered “sleep.” He sleeps ten hours a day if he can help it.

“What types of creative mistakes do you see others make that you’ve already made?” was the next question.

“Using abstract formulas in games where the user gives up their own interpretations of things as a crutch,” McMillen answered first. He reflected back on Coil, a game where he attempted to tell the audience something about himself. But he had left it so open-ended that players filled in the blanks and unintentionally changed its intended meaning. Hellman spoke about clarity, and how walking the line between ambiguity is difficult. Many fall on either side instead of trying to stay near the middle.

The mistake Yu sees other artists make is a lack of exaggeration in their works. Making something or someone look super realistic has the opposite effect; the exaggeration of certain features can do a better job of making a character seem more alive. He makes an example of caricature art and how they are often a better reflection of the subject than a photograph.

Ruiz then asked, “Do you make art for yourself or others?”

Again, each panelist had a very different answer. McMillen makes his art for himself, but he doesn’t feel validated until it reaches others. It’s his personal way of communicating with people on a large scale. Yu feels that his art is always created to entertain, whether it be making a game for other people or doodling to pass the time for himself. Hellman had a few wise words to share: “Give people something that’s true, not something that was cooked up for them.”

The talk ended on a funny note when Ruiz prompted Yu to talk about how Internet Rule 34 (which states “if it exists, there’s porn of it”) of videogame characters, especially his own, makes him feel. He’d been sent Spelunky porn recently and has seen plenty of weird Aquaria stuff since its release, but he has never taken offense to any of it. In fact, he thinks it’s funny.

“The nature of art can’t be spoiled by someone else taking something you’ve made and perverting it.”

Thus ended the short trip into the minds of these three videogame artists.

+ Torchlight coming to consoles By Admin 11 March 2010 at 1:00 am and have No Comments

Torchlight coming to consoles screenshot

Blizzard may keep hemming and hawing on whether or not Diablo III will leave its snuggly PC home, but Runic Games will make sure loot-hungry console gamers get their dungeon crawling fix. The team is making “serious efforts” to bring Torchlight to the non-PC crowd, and that’s just super. 

“We’re going to put some serious effort into it — pretty quick– getting Torchlight onto consoles,” confirms Runic CEO Max Schaefer. “There’s a lot of really cool things about the console world, too, that would work well with our game. So, we are definitely going to be going in that direction.”

Whatever helps that game sell more copies is fine by me. If you’ve never played it and you like Diablo clones with a hefty bit of charm, then you really need to get hold of this thing. It amazes me that you’d even be reading this right now.

Runic Games ‘putting serious effort’ into console Torchlight [Joystiq]

+ Medal of Honor ‘not necessarily pushing the genre forward’ By Admin 11 March 2010 at 12:00 am and have No Comments

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.

+ Experience the war effort from all sides in Medal of Honor By Admin 10 March 2010 at 10:00 pm and have No Comments

Experience the war effort from all sides in Medal of Honor screenshot

When I saw a demo of the single-player campaign from EA’s upcoming Medal of Honor reboot last week, it instantly brought back memories of some of the early entries in the franchise, such as Allied Assault and Frontline. Those games were typically characterized by a player character who was a one-man army; he turned the tide of World War II seemingly by himself, and it didn’t usually feel realistic.

So I asked Greg Goodrich, the executive producer of Medal of Honor, if the development team at EA Los Angeles is de-emphasizing the player’s contributions in the new game, and instead putting the gamer’s experience in the context of the greater war effort. Here’s what he told me:

Yeah, a little bit of both, I think. People playing the game [...] want to feel like they make a difference, right? And it comes down to our squadmates — it comes down to [the player] feeling like they’re just part of the ride, or [that] they’re really affecting this story. [...] And in our narrative, absolutely, the player characters make a difference, and they’re a part of that.

That being said, there’s a whole lot of stuff going on and things happening around you that, at times, you feel, “Wow, I have no control over what’s happening,” in a story sense (not physically in a game sense). But in a story sense, that’s how warfare is, right? It’s like, all this stuff is going on, but besides all that: I’m going home, my buddy’s going home, and we’re going to get through this. And so that’s the narrative that we’re telling, and hopefully, that’ll come across.

Certainly, there’s a balance between feeling like you’re part of something bigger than yourself, versus going solo on a Rambo-style rampage. And it sounds like there’s more of a team aspect to Medal of Honor than we might have guessed. For further details on how this will play out, stay tuned for my full preview of Medal of Honor, coming up in a few hours.

+ 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: 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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+ Survey hints at Netflix on the DS By Admin 10 March 2010 at 7:00 pm and have No Comments

Survey hints at Netflix on the DS screenshot

As of right now I can play my Netflix on my computer, on my 360, through that Netflix box thing and through my PS3. Down the road the streaming video part of the service has already been confirmed for the Wii, though thanks to the many hi-def options most gamers already have that won’t be so useful to a lot of us. The main problem with all of these things is that they can’t fit in your pocket. Netflix just isn’t portable enough — yet.

The company seems to be doing some research into getting their streaming videos onto portable devices. Last week a survey was discovered asking about Netflix on the iPhone and this week it’s the DSs turn. Kotaku found a survey conducted by Netflix that stated, “Imagine that Netflix offers its subscribers the ability to instantly watch movies and & TV episodes on their Nintendo DS. The selection available to instantly watch includes some new releases, lots of classics and TV episodes. There are no advertisements or trailers, and movies start in as little as 30 seconds. You can fast-forward, rewind, and pause or watch again. The movies & TV episodes you instantly watch are included in your Netflix membership at no additional fee.”

The survey then went on to explain that you would be able to control the videos you were watching (fast forward/rewind) and asked the survey taker how interested they would be in the product/service. My response to that at the moment would be “not very,” but with the DSi XL landing, and those big, sexy screens rolling in with it, that response would change pretty quickly.

New survey hints at Netflix streaming for DS [Yahoo! Tech, via Kotaku]