Posts Tagged ‘ network

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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+ 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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+ 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]

+ First Modern Warfare 2 DLC hitting XBL this month By Admin 09 March 2010 at 1:20 pm and have No Comments

First Modern Warfare 2 DLC hitting XBL this month screenshot

It feels like only yesterday Infinity Ward was talking up the mysterious first Modern Warfare 2 downloadable map pa–oh, that totally was yesterday. Huh, that was quick! The marketing division has created an informative site about “mapathy,” an all-too-real medical condition affecting millions of gamers.

They say the cure is coming to Xbox LIVE on March 30, which would mean an April release for PlayStation 3 and PC since Microsoft acquired a full month of exclusivity for the add-on. The real question, at least in my mind, is whether or not we’ll see video/pictures of the maps during GDC.

Either way, the wait shouldn’t be too painful. As wrapped up in Battlefield: Bad Company 2 as I am, I wouldn’t mind getting back into Modern Warfare 2, if only to play new content from time to time.

+ 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]

+ 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]

+ Here’s what Heavy Rain’s ‘The Taxidermist’ DLC looks like By Admin 09 March 2010 at 10:20 am and have No Comments

Here's what Heavy Rain's 'The Taxidermist' DLC looks like screenshot

If you’re hungry for more Heavy Rain, then you’ll be pleased to know that it’s getting episodic DLC, so you can keep enjoying that top-notch writing and quality acting. The first episode is The Taxidermist, and Sony has released some screens to let you all see what it looks like. 

It will be interesting to see how well these DLC episodes sell. Heavy Rain had fantastic launch sales, but the reaction from those paying customers has been very split, with some adoring the game, and others hating it. We’ll soon get to see who thought the Heavy Rain experience was worth extending and how that stacks up against initial sales. 

How about you lot? Who’s looking forward to getting the DLC, or was European enough to get it already?


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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. 

+ Prince of Persia: The Forgotten Sands gameplay video By Admin 09 March 2010 at 9:40 am and have No Comments

Prince of Persia: The Forgotten Sands gameplay video screenshot

Prince of Persia: The Forgotten Sands is looking really sexy, despite the Prince’s mawkish cartoon face. In fact, it’s looking so good that I’m convinced Ubisoft’s one-button Prince of Persia from 2008 was just a sinister marketing scheme, all convoluted to make Forgotten Sands look that much better. 

This video definitely tells PoP fans what they want to hear — a familiar control scheme, an atmosphere similar to Sands of Time, and classic time-manipulating abilities all work together to make Forgotten Sands look like the game Ubisoft should have released the last time around. So yeah, that’s good. 

Seriously though, the Prince looks like a stuffed animal gone wrong.