Posts Tagged ‘ ps3

GDC 10: God of War III game director says game’s visuals could be improved 11 March 2010 at 1:40 pm by Admin

GDC 10: God of War III game director says game's visuals could be improved screenshot

God of War III looks amazing. I can’t stress that enough, and I’m still impressed even after having completed the game for review. But according to the game’s director, Sig Asmussen, there’s plenty of room for improvements, which we’ll see in Sony Santa Monica’s next title. 

“Well, I think our studio will use this engine again,” he told me today, “and it’ll get better. And I think we’re probably about 50- or 60-percent at it right now. I think there’s a lot more we can do with it.”

What improvements could be made? For one, Asmussen says the game’s animation system could be tweaked. In fact, he says they already have the tech. 

“I think individually our animations are incredible,” he said, “and our animators are incredibly talented. But I think we could make our system technically better, in the way we blend animations. And I’m pretty sure that we already have the code to do that, and we just didn’t implement it in God of War III because it came in real late.”

He also points to other obvious engine improvements, including lighting, seamlessly transitioning from cut-scenes to gameplay, and more. 

While this might seem like a “captain obvious” — of course it’s working to improve its engine — looking at God of War III, it’s exciting to imagine what could come next. My head, it has exploded.  

+ Kick pigs in Zeno Clash: Ultimate Edition because you can By Admin 11 March 2010 at 1:00 pm and have No Comments

Kick pigs in Zeno Clash: Ultimate Edition because you can screenshot

Zeno Clash developer ACE Team knows us all too well. Apparently, we let the latest trailer for Zeno Clash: Ultimate Edition slip into inbox obscurity, which is unfortunate. We were informed that the video features hot pig-on-foot action, which is not unfortunate. Hence this write-up of said trailer.

Jump straight to the one-minute mark if you’re only in this thing for the animal abuse. Otherwise, I urge you to watch the full thing; it’s a good trailer, especially for those of you who are relatively unfamiliar with what Zeno Clash is all about.

+ GDC 10: Quantic Dream designed its own motion control device for Heavy Rain By Admin 11 March 2010 at 12:40 pm and have No Comments

GDC 10: Quantic Dream designed its own motion control device for Heavy Rain screenshot

With the reveal of PlayStation Move, the question on everyone’s minds is whether or not Heavy Rain will be updated to take advantage of the motion controller.

While Quantic Dream is quiet on the topic, we do know that the developer had originally designed Heavy Rain with a motion controller in mind. But taking it a step further, David Cage revealed to me that they went as far to design a working motion controller, specifically for the title. 

Designed for two hands, the controls were to allow for full interaction with the on-screen environment. While he didn’t go into any great detail, he calls it “very different” than Sony’s upcoming motion controller. Cage talks about this, he taps the back of both hands to visually describe the concept. I’m reminded somewhat of ARI, the fictional virtual reality device used by Heavy Rain’s Norman Jayden. 

The controller was eventually shelved, as Quantic Dream came to the conclusion that designing a device to work with one game “wouldn’t make sense.” As for whether or not he feels motion controls are the next step for what they’re trying to accomplish, he’s not entirely convinced, but is interested to see how it could work.

“I wouldn’t say it’s the next step,” he tells me. “It’s… something we will look at with some interest. We want to see if it’s possible to create something that’s not family entertainment or casual games, to see if it’s possible to use it in the context of a more serious experience.”

+ GDC 10: Hands-on with Bit.Trip Runner By Admin 11 March 2010 at 12:30 pm and have No Comments

GDC 10: Hands-on with Bit.Trip Runner screenshot

Lawsuits aside, I’m a huge fan of the Bit.Trip series. I may wish nothing but destruction on Gaijin Games, but hell if they don’t make some fantastic stuff.

Bit.Trip Runner, Gaijin’s newest game, was playable on the GDC expo floor. As the first Bit.Trip platformer and the first game in the series to not consist entirely of abstract visuals, I was very curious as to what I’d see once I put my hands on the controller.

These are my impressions.

Hrm.

Runner controls as well as you’d expect: the platforming is incredibly precise, and it’s surprisingly easy to make a distinction between the stuff you need to interact with and the considerable visual noise that comprises the background. Each jump and dodge results in a sort of 8-bit beep, and the obstacles are thrown at you in such a way that by successfully navigating the level, you also sort-of create a song. From a musical perspective, the game is more along the lines of the uberlinear Bit.Trip Beat than the more improvisational Bit.Trip Core, but it still sounds distinctly like a Bit.Trip game. When you’re doing well, you get into that same sort of aesthetic nirvana where everything — the visuals, the music, and your own control — feel as if they’re in a kooky, transcendental harmony.

Also, if you do anything wrong, at any point, you have to repeat the entire level. No checkpoints.

The game consists of 36 levels in total along with a few unlockable special stages. I couldn’t finish the level I attempted, so I can’t say how long they are, but I do know that about 60% of my time with Runner consisted of me replaying the first fifteen seconds of the level over and over and over again.

On the one hand, this makes a sort of sense: Runner is the series’ most visually referential work since Beat, and it’s understandable that the sort of trial-and-error gameplay that categorized so many of Runner’s influences should make an appearance here. Even beyond the aesthetic reward of doing well, the game gets incredibly tense once you start dodging obstacles with some level of effectiveness: given that one mistake will send you back to the start, I felt a constant tension that I’d never really gotten from the previous games in the series.

On the other hand, gone is that wonderful health system from previous Bit.Trip games, where a half-dozen small mistakes eventually turned into larger ones, eventually reducing all the visual sexiness from the screen until all the music and graphics were gone save for a few white dots and some minimal beeping noises. Gone is the sensation of finding yourself just one or two missed beats away from plunging into failure, desperate to do just a little bit better, to get that little bit of health back so you can go back to screwing up every once in a while. That rhythmic, elegant give-and-take that allowed the player to make mistakes while steadily learning the different beat configurations and patterns has been replaced with intense fear and a demand for pinpoint precision.

Not to say that one type of design is demonstrably better than another, or anything: the GDC expo floor is a stressful place to try any game, and it’s tremendously hard to get a feel for how the game will truly play when you’ve only got a few minutes with it. Once I start playing the full version at home, perhaps the constant retries will become an integral and compelling part of the experience. Maybe the frequent death with give the game its own unique, funky rhythm on par with the more forgiving experience of playing something like Core.

Either way: Bit.Trip Runner is unlike anything we’ve yet seen from Gaijin Games, and that excites me more than anything.

+ Something about sex: The case of Jack By Admin 11 March 2010 at 11:00 am and have No Comments

Something about sex:  The case of Jack screenshot

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

I was all ready to jump in with my old Shepard and Mass Effect 2 for a spin. However, I was shocked to learn that my old flame was no longer really receptive to my feelings. Bioware had a new set of romantic subplots for me to choose from though. There was Miranda (who seemed to be up on her high horse a bit too often for me), Tali (who seemed honest in her feelings, but that weak immune system makes things complicated), and perhaps the most complex of the choices, Jack.

From here on, you are forewarned, we are entering spoiler country.

Upon first meeting Jack, I felt like I was not going to like her much at all. She had the exact kind of attitude that I hate; and I believe this video just about sums it up.

As I talked to her, I noticed there was something funny about the way she acted. It was like she was trying too hard to be the bad girl. Missions went by, and I learned more about Jack. The woman had a hard life. From being used for her talents or her body, being suckered into trusting people, and even a story that heavily implied that she was raped, it’s hard to tell if she had one social interaction that did not end negatively. Surely this would help form her overly negative kill or be killed attitude, but it seems that underneath there is something else.

Then her loyalty mission came. She seemed anxious to confront the earliest stage of her life and erase it. Coming into the planet, I begin to see her change. She was nervous and looked like she wanted to run away, but I brought her to her object, encouraged her to find strength in what she endured, and convinced her to show mercy to another person trapped in the past. On the way out, I briefly notice a sad look on her face as she detonates the facility where she spent her earliest known years.

Briefly afterword, I went to check on Jack. At first she was thankful, but then her conditioning takes over. She demands to know what Sheppard wants, saying “You eyeing me up? Because if this is just about sex, maybe you should just fucking say so.”

This is where things get intriguing. While the subplot involving Jack is a “romance,” it feels wrong to tell her yes and just go at it. If anything, it justifies her world view, that everyone wants something and that Sheppard is no exception. Should I sleep with her here, she clams up and won’t let me get closer to her, in effect causing me to fail at the romance.

So I tell her I want to know her first. This initially serves to frustrate her, and she closed up for a time. Then she told me. She wasn’t always on her own. She had a partner at one point, and they were on the verge of a big score when she got caught. While her partner could have run off with the loot, he instead came back and saved her, dying in the process. This confused Jack, but the true blow was yet to come. A time sensitive message played for Jack, detailing the plans for the future he wanted to share with Jack had he survived. He was closer to her than anyone, and it hurt her. Sheppard’s advances reminded her of all this, and she told me she needed time to think.

Fast forward to the climax of the game, and on my way to the Omega 4 Mass Relay, this happens:

The scene is little more than some making out and crying, but that is what makes it work. It would not make much sense to me if they did go at it right then and there. Jack finally opened up completely, admitting to Sheppard that she needs someone to care about. This would, of course, put her in an extremely fragile emotional condition. Sleeping with her here would be a bad move, and could later reinforce her previous “everyone’s after something” view on life. If all Sheppard did was comfort her, then that would set the foundation for a trusting relationship. Jack’s peaceful smile at the end hints to me that they opted to take it slow.

So what does this have to say about sex in gaming as a whole?

That can be looked at many ways, but to me it shows a bit of maturity in the approach. Jack’s hyper sexualized appearance certainly doesn’t say much, but the approach to the positive resolution to her romantic subplot shows that sometimes, you have to take it slow. Should Sheppard choose to take her up on her initial offer, the player is shown a brief, PG-13 style love scene that shows little more than the fulfilling of a momentary spark of lust. This results in nothing; however, as no lasting relationship is formed, and Jack is openly hostile towards Sheppard should he try to talk to her. If the player is more sensitive to Jack’s feelings, none of that anger is present.

Sometimes it’s more rewarding to take the more mature route.

This promoted blog was written for our March Monthly Musing assignment, “Write something about sex.” You too could get promoted if you write something about sex in videogames over on the Community Blogs.

+ DICE says Bad Company 2 also cures ‘mapathy’ By Admin 11 March 2010 at 9:00 am and have No Comments

DICE says Bad Company 2 also cures 'mapathy' screenshot

I know it’s bad form to go on too much about prior events in the beginning of a post, so go read up on the whole “mapathy” thing here if you haven’t. There. That was painless enough.

In a sorta hilarious move, DICE has made a not-so-subtle joke at Modern Warfare 2’s expense. On the Battlefield blog, they have an article entitled “How to avoid ‘mapathy’ without paying!” You see, the second map pack for VIP Bad Company 2 members is going out the same day as MW2’s DLC — and it’s free.

DICE says this new content “helps avoid segmenting the community,” and “plays a vital part in making sure you, the players get proper value for the money you’ve invested.”

Of course, if Infinity Ward wanted to, the studio could pretty easily come out and say A) the BC2 DLC — Arica Harbor for Conquest mode and Laguna Presa for Rush mode — is essentially on-the-disc maps re-purposed for new modes, and B) “hell, at least we can keep our game up and running.”

I love your latest game DICE, really I do, but the (somewhat expected) server-side stuff that’s cropped up recently is getting damned annoying.

+ GDC 10: Is this PlayStation Move’s answer to Wii Bowling? By Admin 11 March 2010 at 8:40 am and have No Comments

GDC 10: Is this PlayStation Move's answer to Wii Bowling? screenshot

Considering that there are some people that bought a Wii just to play the bowling game bundled with Wii Sports, it’s simply out of the question for Sony to launch PlayStation Move without its own take on the sport. While Sony doesn’t have anything prepped as far as we know, developer FarSight Studios has its own game, Brunswick Bowling, in the works.

Unsurprisingly, the game is exactly what you’d expect, with the basic mechanics not dissimilar from “Wii Bowling.” A notable difference is that the Move lacks any sort of direction pad, unlike the Wii Remote. Because of this, shifting your bowler left and right, as well as changing the angle of your shot, is all done with basic controller tilts. Point the controller upwards while holding the Move’s middle button, and tilt left and right to shift placement of your bowler; point downwards and do the same to change the angle. 

Once you’re set to bowl, pulling the trigger (called the “T” button) preps the bowler. Next, you simply pull back on the controller and swing forward, releasing the trigger to send the ball down the lane. In the build FarSight was showing off, the moving of the bowler on the screen and your movements wasn’t one to one; instead, you had to match the movements of the on-screen bowler, which was a bit awkward. FarSight says that when the game launches, this one-to-one movement will be in place, however. On the plus side, I found it easy to put spin on the ball with a slight flick of my wrist; it definitely felt as much (if not more) responsive than the bowling in Wii Sports Resort. 

Brunswick Bowling may not be the “Wii Bowling” killer some would want it to be, especially due to the fact that it’s a full retail title, and not a pack-in with the controller itself. Its realistic, HD visuals also don’t seem to have the same charm as those of Wii Sports, either. Still, with a little polish, the game could be a solid experience for PS3 owners with “Wii Bowling Envy.” 

Brunswick Bowling is set to ship this fall alongside the release of PlayStation Move. 


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+ GDC 10: Windows 7 Mobile is game-focused, ready By Admin 11 March 2010 at 8:00 am and have No Comments

GDC 10: Windows 7 Mobile is game-focused, ready screenshot

I know that we finally got to see a bit of what Microsoft had up their sleeves for mobile gaming at the recent Mobile Congress. I’d guess that anyone even remotely interested sat up and took notice of the changes Windows 7 Mobile would bring to your pocket. Today I got a better look at how gaming is going to work on the platform.

Everything from the slick W7M interface to the Xbox Live integration impressed in this meeting with Charlie Kindel, program manager for the Windows Phone Application Platform & Developer Experience, and Michael Klucher, lead program manager at XNA Game Studio. What’s most exciting is how Microsoft has enabled game developers to easily bring quality connected experiences to W7M. It’s apparent that Microsoft cares about having quality games on Windows 7 Mobile, and they’re going out of their way to make this happen.

On a Windows 7 Mobile phone there’s an Xbox Live tile. By touching that, you’ll be able to see all the games you’ve purchased on the service on your phone. I’m glad that Microsoft is going with what they’re calling a managed collection of games. They’re working with several game developers to create a managed portfolio of high quality games that will be featured within the Windows 7 Mobile interface.

There’s a games hub that does quite a bit more than simply launching your games collection. A section has news about games, including editorial content on offered and owned games. There’s Xbox Live integration that gives you access to everything form to your avatar to Gamerscore and Achievements. All the social networking aspects are also built in. Notices and game invites seem to be easily manageable.  I saw an example based on a checkers game. There were multiple sessions in varying states. By clicking on any of them, the player could continue the next move and then send their status back to their opponent. The player would receive notifications on new turns and challenges within the interface.

The games I saw were prototypes, but they did a pretty good job of showing where Microsoft is headed with mobile gaming. XNA Game Studio 4.0’s power was shown off a bit in a couple of these games. The goal with these examples was to demonstrate what is possible with the platform. A game named Harvest, created by Luma Arcade, was developed in only three weeks. This was a full 3D fighting adventure with impressive visuals and destructible terrain, all controlled by touch. Within the game, I saw an example of an Achievement notification. A horizontal bar dropped over the game from the top, coming with the same Achievement sound effect you’d expect to hear on your Xbox 360. Of course, your Achievements on your phone will add to your overall Gamerscore that you’ve already started on your Xbox 360. 

Gravity Bear and Mythos Labs put together a game called Battle Punks. This example showed off some of the casual gaming options for the platform, including Facebook integration. Simple character customization came complete with Achievements. This game had two 3D characters battling by screen tapping.

Portability was demonstrated in a very simple platformer. I was able to see the same game experience running on the Xbox 360, PC and a Windows 7 Mobile phone. The Xbox 360 and PC version were identical. On the phone, the look was similar, but the game was presented upright, in a portrait mode. This changed the landscape a bit, though you could easily see that it is a related experience. The control also changed, using the phone input options.

It’s nice to see how much of a focus Microsoft has placed on gaming for Windows 7. Later this year we’ll get our first taste of finished W7M games from publishers like EA, PopCap, Konami and others. We’ll be looking forward to seeing some of these titles in the near future.


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+ GDC 10: Molyneux on Fable III By Admin 11 March 2010 at 7:30 am and have No Comments

GDC 10: Molyneux on Fable III screenshot

It’s easy to be snarky about Peter Molyneux, but the man can (on occasion) give a pretty entertaining presentation. Thursday morning, Molyneux gave a talk entitled “Complex Challenges of Intuitive Design,” and we were there to cover it.

“I had to call it that complex thing to get the talk accepted,” Molyneux admitted. The actual talk had more to do with how Lionhead is “radically changing” the design of Fable II in the production of Fable III, and why. Beyond going over the same “touch” system revealed earlier in the year, Molyneux revealed some never-before-seen aspects of Fable III.

Hit the jump for my summary of the talk.

The Fable games were born out of Molyneux and Simon Carter’s passion for roleplaying games like Ultima, or even more recent fare like Fallout 3. With Fable, Molyneux wanted to broaden the definition of RPGs, as RPGs traditionally don’t sell as well as action games.

“We asked ourselves a question,” Molyneux said. “Are we truly a roleplaying game, or are we actually starting to become more of an action-adventure game?” What if Lionhead moved completely toward an action-adventure format? What would be lost and gained?

Molyneux feels that game sequels “just get better and better. Look at Modern Warfare 2, look at Mass Effect.” If the Fable series didn’t expand and grow like those games, Molyneux felt, it’d die.

Fable sold about three million copies, and Fable 2 sold about 3.5 million. As Molyneux wanted to break the five million mark – to become “one of the big boys” – the guys at Lionhead also had to think about how to expand their audience.

“The RPG market is limited by core gamers,” Molyneux said. It’s hard to market RPGs, and people have a harder time wrapping their heads around RPGs than they do with, say, action games.

What’s more, through Microsoft’s user research, Molyneux found that “more than sixty percent of the Fable audience understood less than fifty percent of the features” – many of the RPG aspects were being ignored or underutilized by most players. Molyneux also claimed that the industry has moved from huge tutorials and manuals to simpler, more intuitive design. How does the complex number-crunching of RPGs function under this design philosophy? To what extent does Fable III need to be an RPG? The team needed to first discern what was core to the Fable series.

Avatar morphing has always been a part of Fable, but Molyneux admitted that the second game didn’t handle it very well. Nearly all female characters ended up looking like looking like “1970’s russian shot-putters.” Choices are a big part of Fable. People like making choices, but they can’t be making the same choices in III that they were in II. Drama is also important to Fable, and in this respect, Molyneux thought Fable II was more successful than the first. When it comes to eliciting emotion, “the dog was a great success,” Molyneux said. Fable games are also meant to be accessible.

With a grasp on the core features of the Fable series, Lionhead sat down and made a list of big changes they wanted to make for Fable III.

Firstly, the team wanted to simplify the interface. According to Molyneux, “the interface we had in Fable 2 and Fable 1 meant that people who played the game, if they wanted to, say, customize their hero, had to work through up to 300 items in the list.” Very few people ended up customizing their clothes, because the 2D interface was such a hassle. For Fable III, then, Lionhead decided to put all of the 2D interface’s functionality into the 3D world. Molyneux also wanted to remove the health bar, a decision which “epitomizes this drive for simplicity.” Why not do the “industry standard” of using the entire screen to show health, a la Gears of War? Lionhead also wanted to redesign the title screen to make it clearer, like popping in a DVD and just being able to start your adventure.

Fable III’s morphing system is more obvious and simple than those from previous games, Molyneux says: if you use a lot of swords, your muscles develop. If you use a gun, you get taller and more agile. If you use magic, your complexion will change. If you eat food, you’ll gain weight, and if you get a bunch of followers, you’ll gain more “power,” whatever that means. As in Fable II, the combat system breaks up each of your different attacks down to one button which can each be tapped for a regular attack, or held for a flourish.

Molyneux loved the dog from Fable II, but this time around he wanted to make it more meaningful by giving it more abilities, allowing the player to play with him more, and making him a more surprising character in general. For example, the dog in Fable III hates rabbits, and all of your training and connection with the dog goes out of the window when he sees a rabbit and starts chasing it. Lionhead initially wanted to make the dog hate chickens, but given stuff like the chicken-kicker Achievement in Fable II, the team eventually decided they were being too cruel to chickens.

The new “touch” mechanic is meant to be an extension of the player’s emotional involvement. This mechanic was actually inspired by Ico, and the hand-holding mechanic between the protagonist and Yorda. The touching is used for all ingame interactions like opening doors, using chests, and making expressions.

Fable III wanted to amplify the intensity of its choices through a new mechanic called Judgments, which Molyneux wasn’t going to show. Somehow, though, Molyneux promised it’d make the moral choices more impactful.

Molyneux wanted to make Fable III’s story is much clearer, and more different, than the narratives from the first two games.The team could have retread the same narrative ground and made another Hero’s Journey where you start weak, then get really strong, and then kill a baddie at the end, but Molyneux asked: “what if we made that hero’s journey the halfway point in our game? What if we constructed this story where you started as a hero without any power at all, and what if there was this evil terrible tyrant king, and what if you went out as a rebel, took forces and took on and overthrew that tyrant king, and then you became that king yourself? Would that be a unique and original story if that was a halfway point? The answer was yes.”

Being a king makes the player feel powerful, which was really important to Molyneux. That’s what roleplaying games are all about, he said – that’s why he ignored his girlfriend for Ultima.

Beyond simply making the player feel powerful, however, being king will also complicate the player’s decisions. Molyneux was inspired by someone like Obama, who made endless promises that haven’t come to fruition. What if, on your journey to overthrow the king, you’re asked to make promises? Then, when you become king, those promises resurface and you find that you might not be able to follow through on those promises? At thsi point, Molyneux said, “you realize that being powerful is also being responsible. That becomes a really interesting story.”

Moving onto a discussion of basic gameplay, Lionhead wanted to make the core mechanics more simple. The team initially wanted to hang onto the idea of experience points, but experience is just about combat – you don’t get experience for getting married, or doing expressions (”which, in Fable II, meant farting in peoples’ faces a lot”). This is where the “followers” system came into play. What if everything you did caused you to gain or lose followers? If you marry a high-class woman, you get a lot of followers; if you marry a skullery maid, you get fewer followers. Followers act as support both as AI companions and through co-op. Molyneux cryptically mentioned that he likes the idea of Twitter followers, and that Fable III might include some sort of similar system.

Finally, level-ups now take place within the 3D world, rather than the 2D interface, because it’s more visually rewarding.

At this point, Molyneux handed the talk over to design director Josh Atkins, who talked about the combat system.

In designing Fable III, Atkins said the team had to examine what was unique about Fable’s combat. Where other games incentivize fighting through scores or visual rewards, the Fable games want the player to feel like they have a “cause,” and a reason for fighting beyond pure, visceral fun. Additionally, Fable’s combat has always been focused on fluidity, but combat needed to be even more fluid and intuitive the third time around. Many other combat games have your character zipping around all the time and it looks cool, but you don’t feel like you have total control over them. Finally, Fable’s enemies also need to have a personality and a behavior beyond their attack patterns – the player needs to remember more about the enemies he fought beyond which strategy he or she used to defeat them. In the Fable games, all of these different aspects of the combat design are meant to come together to make the player feel incredibly powerful.

Atkins briefly talked about “a huge discussion topic” at Lionhead: difficulty balancing. Is Fable too easy? “That’s a tough thing to figure out,” he said. The balancing is all intentional – traditional game balance is built around what arcades used to do, where you’d have to keep dying just to keep putting in quarters. “We try to slowly move away from that,” Atkins said,and build around this idea of balance to create an emotional experience…we want you to feel powerful, but we also want you to care…it’s more important that you feel powerful and you feel like your character is the greatest hero in the world” rather than having the game push back and force you to drop in another metaphorical quarter.

Atkins then threw back to Molyneux, who started the Fable III demo.

First focusing on the “touch” mechanic, Molyneux explained that the right trigger activates your hand. According to the context and who you’re touching, your action will change. Onscreen, the player character verbally punished with a press of th right trigger, before using that same touch button to comfort her. At first glance, I wasn’t sure how the game differentiated between the “scold” and “hug” actions.

Fable III allows for more varied forms of player-on-NPC interaction, including what Molyneux called “the American man-hug.” Digressing for a moment, Molyneux gave the Americans in the audience a bit of advice: if you’re an American and you’re gonna hug a British person, keep your groin away. Brits don’t hug that way.

Back to the demo. The hero held his daughter’s hand and walked through the streets. Molyneux illustrated that even when holding onto your hand, your kid still has a personality; as the hero and his child approached a bar, the hero’s daughter lamented her father’s propensity for drunkenness. “You said you wouldn’t go back here again,” she whined.

The hero took his daughter back home – kind of an unimpressive shack, given the hero isn’t king yet — and his fat wife came out. After shooing the hero’s child into the house, the hero’s wife (who, again, was kind of fat and funny-looking) expressed her desire to kiss the hero.

The hero ran away without another word, to a sudden burst of audience laughter.

Approaching a bum, the hero grabbed him by the hand and began running with him. As they approached a factory, however, the bum realized what Molyneux then told the audience – that the hero was going to sell the bum into slavery. The bum started struggling against the player’s grips, appearing visually distressed at the prospect of being a factory slave. To Molyneux, this replaces the simple “A and B button” moral choices; it’s more intimate and emotional to have to physically drag this dude to his death than simply picking an option in a menu.

Molyneux jumped to the next part of the demo, which concerned the GUI. Everytime you press the start button, you appear in a sort of otherworldy chamber full of different rooms. The chamber, according to Molyneux, replaces all of the functionality of Fable II’s pause menu. Again pointing out the menu-based tedium of picking clothing in Fable II, the process of dressing your character is much more intuitive in Fable III: you simply move into a dressing room withint eh pause chamber, where your butler – described by Molyneux as “like Gordon [sic] from Batman” — sets up different outfits for you.

Though he couldn’t present any of the butler’s actual dialogue, Molyneux revealed that John Cleese voices your butler. Applause ensues. “Having John Cleese big you up in a slightly sarcastic way,” Molyneux said, “is absolutely wonderful.”

Anyway, your butler lays out some clothes appropriate to what you’re going to do. If you’re a king about to go to a celebration, you’ll have more regal looking stuff. If you’re still a rebel, you’ll have more aggressive stuff to wear. You can mix and match between the different outfits your butler presents; take the trousers from the soldier type, and wear a kingly shirt.

Molyneux then moved onto “the other big failing of Fable II,” the map. Unlike the circular, two-dimensional map from Fable II, the third game’s map is a three dimensional “sort of godly view” of the world, where the player uses a magnifying glass to check out almost RTS-like simulations of each region. Zooming in on a town, the hero watched a few of the townsfolk walking back and forth. Zooming in on his house, the hero could check out the status of his family. According to Molyneux, you can see everything and check on everything purely from the map screen.

Jumping forward again, Molyneux elaborated on the weapon morphing system. Though all weapons start out pretty simply, “depending on what you kill when you’re fighting, it changes the texture of the weapon. Depending on how many kills you’ve got,” the size and shape of the weapon will change. Killing innocents or evil people will morph the weapon, as will your gamerscore.

At this point, the hero fought a big group of baddies. During his particularly brutal flourish attacks, wings shot out of the hero’s back. Molyneuxd promised that the size and shape of your wings can be modified by the number of followers you have.

At this point, the Q&A section began.

The first audience member asked if the game would ever come out for the PC. Molyneux, wary of the PR people in the back, gave a noncommittal non-answer.

The next question concerned the breadcrumb trail from Fable II, and whether or not Molyneux felt it made the game too easy. Molyneux responded that, actually, he thought the breadcrumb trail was a “huge success” – he liked the idea of allowing the player to move through a linear path and not get lost, without mandating that the player follow that linear path. To Molyneux’s mind, the only significant prolbem with the breadcrumb trail was that the game didn’t tempt the player off the trail frequently enough, which is another thing Fable III will attempt to improve upon.

At this point, I asked Molyneux about the ethically ambiguous choices in Fable II, where the player would often be punished for doing the right thing. How did effective did Molyneux feel those choices were and how would Fable III build upon that system? Molyneux responded that he liked the idea of creating ambiguous choices, and found it more interesting than simply allowing “good” or “evil” options. Fable II’s moral greyness is still around in Fable III, but on a larger scale: it’ll be physically impossible to follow through on all of your kingly promises, so you’ll have to decide exactly what sort of king you want to be, and that can involve compromise.

The next question concerned the expression system, and whether or not the expression interface would also be transferred entirely into the 3D world. “You just wanna fart all the time,” Molyneux said to the audience member who asked the question. Molyneux couldn’t elaborate, but he said players could do something “amazing” with expressions, “…and something else,” Molyneux sheepishly concluded.

The next audience member asked how Fable III will specifically address character morphing. As Molyneux said before “the big design flaw” of Fable II’s morphing system was to link morphing with the experience system. In order to get combat flourishes, you HAD to spend XP on strength, which always made you look bulky. In Fable III, however, you don’t have to spend points like that, because you level up weapons and skills simply by using them a lot: if you want your character to look feminine and agile, just use guns and magic. You can get through the entire game without using a sword, if you like.

The next audience member asked how the basic gameplay will change after your hero becomes king. Will the game still involve your hero going on quests, or does it turn into more of a management sim? You’re still a hero, Molyneux responded, and you still need to go on quests when you’re king. Once you become king, though, you get two new gameplay mechanics. The first are judgments: these are big events, where you can say, in Molyneux’s words, “I am king, and law will be THIS…and you almost write your own constitution. Tear down those factories, replace them with trees. That’s a judgment. But unfortunately, that’s going to result in a huge amount of starvation because you aren’t making food anymore.” The second mechanic has to do with the 3D worldview. “Don’t think of this as an RTS game,” Molyneux warned. “It’s more to do with choices you can make. ” Molyneux likened it to being in a war room, where you decide where troops go and such.

The next audience member asked if Pub Games would be making a return, and how your gamerscore changes your weapon. Molyneux avoided specifics about the return of Pub Games, though he admitted there will be some outside way of affecting your Fable experience. Regarding gamerscores, Molyneux liked the idea of your gamerscore changing the appearance of your weapon because, ultimately, your gamerscore says something about you.

Molyneux was then asked for clarification on the touching mechanic. In the demo, how did the hero determine whether he chastized or comforted his daughter? While the right trigger activates the touch, Molyneux said, the d-pad gives you the choice of how you touch them. The d-pad HUD wasn’t shown onscreen because the demo looked better without it.

The next question concerned Natal, and how it helped or hindered Molyneux’s design process. “Natal is wonderfully additive to this experience. It really does add to the Fable world. I can’t give you specifics about that,” Molyneux admitted.

The final question regarded co-op play, and player identity. If you invite someone else into your game after the halfway point, does that mean you have two kings running around? In co-op play, Molyneux responded, your co-op partner (whom you can now marry) will have the same power in the world as you do. Your partner can even make their own Judgments, which means that you have to be careful about who your partner is.

 

+ The Daily Hotness: Last night’s edition! By Admin 11 March 2010 at 7:00 am and have No Comments

Man, Harmonix knows how to throw a good party. Also, the Hakan trailer was the best character reveal trailer ever.

A ton of GDC previews, news and more flooded the front page yesterday. Sony also finally revealed the name of their motion controller, the PlayStation Move. Anyone else get a strange sense of Déjà vu from their presentation of the Move?

GDC 10 Originals:
GDC 10: An early look at True Crime
GDC 10: Street Fighter IV hits App Store now
GDC 10: Why gaming veterans are flocking to social gaming
GDC 10: Transformers: War for Cybertron meets my eye
GDC 10: Teaching child violence prevention through gaming
GDC 10: Puzzle Quest 2 will ruin your life
GDC 10: A few details, screens from Civ 5
GDC 10: Guns, gangsters and old cars: Mafia II impression
GDC 10: Control Inspiration
GDC 10: 15 minutes with Split Second
GDC 10: Street Fighter iPhone IV quick preview
GDC 10: A few minutes with Magicka
GDC 10: Move: Sexy images and quick impressions
GDC 10: Building a blockbuster franchise
GDC 10: Kid Adventures: Sky Captain, drinking game king

GDC 10:
GDC: Sony reveals motion controller as ‘PlayStation Move’
GDC 10: An overload of Tiger Woods 11 media
GDC 10: Sony Press Event about to begin, called ‘Move’
GDC 10: Savvy Indie Solutions to Design Problems
GDC 10: Enjoy some EA Sports MMA screens
GDC: Sony reveals first PS3 Move game collections
GDC: LittleBigPlanet with PlayStation Move
GDC: Sony shows off Motion Fighter game concept
GDC: Monkey Island 2: SE coming, MI: SE hitting PS3 & Mac

Community:
Something about sex: That ‘this is just weird’ feeling
Community blogs of 03/10/10
Forum of the day: Starcraft 2 Beta

Contests:
Win a PlayStation 3 and God of War III!

News:
Full sequel to EA Sports Active coming this fall
More Sonic 4 details, game inspired by Sonic 2
EA Sports Active 2.0 coming to PS3, snubs Xbox 360
Yggdra Union prequel announced for PSP, Blaze Union
Square Enix ships five million Final Fantasy XIIIs
Final Fantasy XIII on Xbox 360 ‘not a hard decision’
Will Wright says the Wii is a toy
Reminder: Free Dawn of War II goodies today
Grab the Resident Evil 5 DLC at a small discount
Rumor: Staff cuts hit Rebellion
Lara Croft and the Guardian of Light coming this Summer
Flixel announced for iPhone
Late, but appreciated: Napoleon: Total War demo out now
OnLive launches on June 17
Capy bringing Clash of Heroes to XBLA and PSN in HD!

Media:
Why did nobody tell me about Flip’s Twisted World?
Hakan finally gets revealed for Super Street Fighter IV
Massive hammer GET: Clash of the Titans screenshots