SCEA Judges Day: MotorStorm Pacific Rift interview

August 31st, 2008 by hiphper

Here’s another pre-E3 Judges Day interview about another big sequel - MotorStorm Pacific Rift. In this video, I caught up with Felice Standifer, who you may remember as Sr. Producer on the original MotorStorm game. Wasn’t that long ago, was it?

Once the camera was rolling, I asked her about transitioning from one game to the next, how much more work remains to be done, and *your* role in getting local multiplayer/split-screen into the sequel.

Like yesterday, if you’re not interested in what we’re talking about, enjoy the game playing in the background.

More videos to come later this week!

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Guitar Hero World Tour Drummer Trailer

August 31st, 2008 by hiphper

For all of you Guitar Hero addicts, here goes a little more: the new Guitar Hero World Tour Drummer demo trailer.

The demo features drummers from:

  • The Red Hot Chilli Peppers
  • The Police
  • Blink 182

Enjoy!

 

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Opinion: The Beautiful Mundanity Of GTA IV

August 31st, 2008 by hiphper

- [In this editorial, Gamasutra Editor At Large Chris Remo takes a look at some of the alternatively laidback and frenetic design angles within Grand Theft Auto IV, making a case that it’s the slow periods of gameplay that really make the title’s longevity as much as the big action sequences.]

Having just played through Rockstar North’s Grand Theft Auto IV, whose story I completed a few minutes ago, I wanted to comment on the design decisions that the makers of the game successfully balanced in order to make it so surprisingly compelling, even to series veterans.

Everyone has said great things about GTA4 so I’m not going to list them all myself. Rockstar North indeed managed to create a bafflingly well-realized world with an impressive level of fidelity and life. It’s been said, and I agree.

For my part, the thing that impressed me most–and led to me completing the game at all–was how brilliantly Rockstar balanced on the midpoint between overexaggerated absurdity, believable mundanity, and genuine gravitas.

The first of those was established in the original Grand Theft Auto and Grand Theft Auto 2, laying the seeds for the crucial third entry; the second trait was most significantly introduced (perhaps moreso than necessary) in Grand Theft Auto: San Andreas; and the third has been generally on an upward curve from III to Vice City to San Andreas; but it has not been until GTA4 that all three were so expertly set against one another.

Most appealing to me, perhaps unexpectedly, has been the mundanity.

Things like art design and lighting, graphical fidelity, sound design, character design, and so on, are of course a big part of creating a believable world, but what really sells Liberty City for me are the things that ground it in true reality, not just Hollywood reality–slowing down and paying the toll at the turnpike, chasing after a cab while whistling and flagging it down, calling a buddy to go bowl a few frames, sitting in the apartment watching TV (of which there is some two hours).

Thelma Schoonmaker, longtime editor for the great film director Martin Scorsese, has spoken on Scorsese’s desire to avoid “TV writing” in his films–that is, that kind of condensed, overly-snappy dialogue that tends to strip out the often mundane nuances that comprise real life.

Though it may not be an ironclad analogy, I would draw parallels between the relationship of TV and films to that of films and games, at least with respect to density and volume of narrative. Just as a film gives more time for exposition, nuance, and character-building than does a single television episode, so could a game have more time to create genuinely convincing characters and worlds (not ones that are simply immersive from a sensory perspective).

Most character- and world-driven games, however, essentially seem to try and deliver interactive analogues to the high-octane Hollywood action sequences, but for hours and hours on end. Even roleplaying games or other titles high on exploration and dialogue generally put the player in situations where they are constantly questing or working towards a quest, while largely bypassing most of the simple convincing mundanities somebody in that situation would encounter along the way.

GTA4 succeeds in this arena by making these things available all the time, just about anywhere, but not pressing the issue (like San Andreas arguably did). I recently watched a friend play the game, and all he did was stomp around Liberty City with a rocket launcher, and crash through police barriers while racking up heat. All that GTA mayhem is there, better than ever.

But the game also offers the sensation of really being a part of Liberty City, albeit a relentlessly lawbreaking one. If you want, you can go to restaurants, pay the road tolls, take public transportation (several different kinds, including cabs, cable cars, and the metro), hang out in your pad, surf the internet in a cafe–you can invest yourself into the character and the world.

It’s not all simply a matter of overwhelming development budget either (although that helps); a number of freedoms and options from SA have been removed, such as the extreme character customization and stat-building, and various character needs.

Paradoxically, this increases the realism of the player’s involvement in the world, and the believability of protagonist Niko Bellic, because it strips away both the player’s ability to create an ultimately too-ludicrous character, as well as the need to engage in video gamey tropes such as grinding, which may have real-world parallels to strength training but is more of an immersion breaker than an enhancement.

It is widely known within the industry that most players do not complete most games. Though I can only definitively speak for myself, I would posit that, at least within character-, story-, or world-driven “core” games (do we have a name for those yet?), part of this can be pegged on “action fatigue”–that is, exhaustion or lack of interest that comes with playing hour after hour of fairly similar action-oriented gameplay, or other complex or demanding gameplay regardless of genre.

Very few films actually consist of high physical intensity from the first reel to the last, and for good reason, but games, which take much longer to complete and which demand much more involvement, do so without flinching. One potential ameliorating angle here could be wider variety of accessible gameplay within a given game to break up the core gameplay, and of course there are plenty of successful examples of this.

Another angle is Rockstar North’s–to provide for interactions that may not explicitly work towards the completion of the game, but allow the player downtime on his own terms while remaining invested in the game and its world–if done well, becoming more invested. Obviously, this seems most suited to open-world games, but it also applies to hub-based games or, really, many games that allow players to move freely between areas, even if there are larger linear barriers over the course of the experience.

(A third angle–simply making much shorter, cheaper, highly-tuned experiences–has been demonstrated as well, most obviously and recently with Portal.)

It’s a bit of a design risk, to be sure. The line between convincingly and enjoyably mundane, and gratingly mundane, is a perilous one, and I would argue Rockstar has made efforts ending on both sides of the line over the years.

Though I have been known to bemoan the franchise-driven nature of the industry, I freely admit that such game-by-game tuning is one of the greatest beneficiaries of what is largely a business reality.

As an individual, I didn’t really need three main GTA entries in one generation as well as two portable efforts (by halfway through San Andreas, I was basically overwhelmed), but seeing the culmination in GTA4 and being able to so easily trace the iterative design process through those four main entries, during which the very mechanics I am praising were perfected, makes it more than worth it.

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Rise of the Video Game

August 31st, 2008 by hiphper


Rise of the Video Game is a five-part series which examines the evolution of the video game and its cultural impact on the world of entertainment today.

“From the early days of Pong to today’s ever-popular Halo 2, and from Atari 2600 to Nintendo to PlayStation, this Discovery Channel special tells the story of the people, the ideologies and the technology behind video games and how they have exploded into a cultural phenomenon.”

Level 1: part 1 - part 2 - part 3 - part 4 - part 5

Level 2: part 1 - part 2 - part 3 - part 4 - part 5

Level 3: part 1 - part 2 - part 3 - part 4 - part 5

Level 4: part 1 - part 2 - part 3 - part 4 - part 5

Level 5: part 1 - part 2 - part 3 - part 4 - part 5

Knowing YouTube, the videos are probably in the process of being removed even as you’re reading this.

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Will It Blend? Wii Edition

August 31st, 2008 by hiphper

Uncle Floyd asks the ultimate question: Will the Wiimote blend?

To find out the answer watch as Uncle Floyd sticks a couple of wiimotes in a blender and turns it on.

Don’t try this at home, kids!

 

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KingsIsle casting MMO spell on kiddos with Wizard101

August 31st, 2008 by hiphper

Filed under: PC, MMO, Casual

It seems like a day seldom goes by without news of one company or another vying for its own sliver of delicious crust from the MMO pie. The latest to take a bite is Austin-based startup KingsIsle Entertainment, which this morning officially threw its crown into the ring by announcing a new MMO titled Wizard101.

Designed for the younger set in mind, the colorful game plays on such things as Harry Potter and CCGs by casting players in the role of a youngster at a wizarding school where spells and combat play out in turn-based fashion using collectible online cards. While obviously not competing with the likes of World of Warcraft or Age of Conan, the game looks to offer tweens coming off of such things as Toontown or Club Penguin a game with a slightly more serious MMO flavor when Wizard101 casts its spell in the third quarter.

Gallery: Wizard101

Character creationCharacter creationCharacter creationCharacter creationCharacter creation

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Metal Slug makes City Connection on Virtual Console

August 31st, 2008 by hiphper

Filed under: Retro, Nintendo Wii, Action, Driving

The Virtual Console provides some intriguing social commentary on tourism this week, with two games allowing us to travel the world and make a mess of it while we’re at it.

  • Metal Slug (NeoGeo, 1-2 players, 900 Wii Points): Honestly, we shouldn’t even have to expend a bullet point on this game. You know what Metal Slug is all about. Dash through some jungles, some mountains, some ruins (they’re all to East, just so you know) and shoot everything that isn’t part of the background. Everything.
  • City Connection (NES, 1-2 players, 500 Wii Points): Travel through cities like New York and London, while marveling at the engineering incompetence that spawned multiple levels of dead-end roads floating in the sky. Driving up and down them is apparently illegal too, so be sure to bump off those pesky police vehicles.

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PS3 Guitar Hero III getting free God of War track in June [update]

August 31st, 2008 by hiphper

Filed under: Sony PlayStation 3, Rhythm

With Xbox 360 players getting a Halo 3 musical number for free last Thanksgiving, the gods of rock have now smiled down on PS3 owners as well. Tucked away in the latest PlayStation Underground newsletter comes word that PS3 armchair rockers will be able to download a free God of War-themed track for Guitar Hero III to rock out to on Thursday, June 5.

No other details have been revealed, including what selection exactly will be released. Even so, free is free, though honestly we’re racking our brains trying to come up with a single piece of God of War music that’s memorable enough to warrant a living room encore.

Update: It has a name! “The End Begins (to Rock).” [Thanks, Dan; via Guitar Hero Community]

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The eleven-minute Automatic Mario masterpiece

August 30th, 2008 by hiphper

Filed under: Culture

It’s been months since the e-fad of creating automated levels in Super Mario World to the tune of popular Anime soundtracks surfaced — normally, that’s much longer than the lifespan of most internet memes. However, this post-mortem contribution to the Mario-on-rails movement caught our attention (as well as the collective attention of Digg-dwellers) largely due to the fact that “months” is the amount of time the architect of the above masterwork needed to really hone his craft.

The above eleven-minute long video, set to a remixed hodge-podge of Anime songs (feel free to flaunt your knowledge of Anime theme music in the comments), is absolutely incredible. Not only do Mario’s predetermined movements match up perfectly to the music, the sound effects are often pitch perfect to the background track. It’s difficult to explain — we suggest you watch it to fully comprehend, then spend the rest of the day wondering if all those Journey covers you made on Mario Paint are still as breathtaking as you once thought.

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GameSetLinks: The Tao Of The Rochdale Balrog

August 30th, 2008 by hiphper

- Ambling into the GameSetWeekend, we’re proud to debut some new GameSetLinks - starting off with some more discussions from the makers of ‘Grand Theft Childhood’ on the new instalment in the series - at least from a theoretical standpoint!

Elsewhere in this particular parcel of joy - Gnome’s Lair talks to a gloriously homebrew adventure game veteran, Boing Boing Gadgets busts out a neat exergaming history, and we learn something useful from Nordic Game, fermentation-wise.

Ready, set, gone:

Grand Theft Childhood Author Weighs in on GTA IV — Open Education
‘This is strikingly similar to the concerns over and editorials against comic books, radio, gangster films and—back in the late 19th century—the evil influence of paperback novels on teenage girls.’

the random Gnomes’ random Lair: ‘a few gnomish questions / The Balrog of Zenobi’
‘Zenobi Software, the Rochdale Balrog, the Cat and the Cockroach were responsible for over two hundred excellent -nay, classic- ZX Spectrum text-adventures’ - interview ensues, the Zenobi site also worth checking for awesome British text adventure oddness!

GameTap : [Playlist of the Week] - Randy Pitchford
Gearbox’s Pitchfork (haha!) digs uber-cult Mechner title The Last Express, intriguingly.

Don’t fear the Mutant photoblogs Ste Curran at Nordic Game
…featuring an important equation!

auntie pixelante › change ain’t cheap
Dessgeega and Guildhall@SMU part ways, due to design differences - some interesting discussions in the comments about ‘grinding’ on traditional games vs. alternatives.

From Atari Joyboard to Wii Fit: 25 years of “exergaming” - Boing Boing Gadgets
Nice - quite similar (but more web-specific!) to Noah Falstein’s recent Games For Health Conf lecture! Via der Waxometer!

Space Invaders 360 @ZKM Besucherfest [Update] | toblux blog a.k.a. toblog
Neat art alert: ‘Space Invaders 360 is a tribute to the ’70s and ’80s where a good video game didn’t need a 3D-Shader or a 256bit rendering-pipeline to spend hours of joy and fun.’

Last Exit Magazine « Love in Game-space
Aw, Animal Crossing - via The-Inbetween.

Origin Systems - Wikipedia, the free encyclopedia
Didn’t know that Britt Daniel (lead singer of Spoon) used to work as a composer for Origin - wacky.

Twitter / N’Gai Croal: 14:59 Watch: Recognized by …
Journalist or… celebrajournalist? Ascending into Keighley-space!

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