Adam Creighton, Computer and Video Gaming (Subscribe)
Thursday, April 08, 2010
Wicked cool video game commercial
Written and directed by Patrick Jean and DPed by Matias Boucard, this may be one of the cooler commercial / video game vids I've seen in some time:
I'd love to link to these two guys, but "DIVISION" is a sucky name for a company when you're trying to Google it, and it turns out there are a ton of "Matias Boucard, Director of Photography" out there. Who knew?
Emergent Game Technologies -- Posts from EGT employees (including me), and EGT press releases and news items -- including those from partners and licensees
Game Releases -- For years, I've wanted a timeline of the games I care about; this is a down-and-dirty version of something I hope gets much, much bigger.
The timeline implementation is a bit rough, but it's around 70% of the timeline mashup I was building myself, so I'm all for someone else building and maintaining it. And I've made requests for things like reverse chronological sorting, color-coding different feeds, a hierarchy model for promoting / minimizing timeline entries, "timeline includes", tag sorting / viewing, and so on; here's hoping.
Interesting. This post itself will show up in the first two timelines. Clicking on it will open the post. Clicking on the links will open the timeline. Ad nauseam.
So, if you're jonesing for stop-motion as much as me (my stuff's still in storage), dig Evangelion or Revoltech, or just need a new Napoleon Dynamite fix, here you go.
I'm wicked impressed, and want to file this under "little guys with great marketing concept make good".
2D Boy -- "a brave new indie game studio based in San Francisco, making games the old fashioned way - a team of two, no money, and a whole lot of 'love'" -- has struck a deal with retailers (Target stores being possibly first out of the gate).
You can buy independent game game T-shirts, which come with a demo or full version of the game, for like $12.
A bunch of the titles are a la the Experimental Gameplay Project (clothing company egp apparel looks to be an offshoot of the effort), and this is a slick way to get indie cred mainstream recognition (the tags talk quite a bit about the games and creators).
I like Matt Burlingame's quirky, three-dimensional (real-world) art.
I like quite a few of his pieces. I like that Matt has a video game inspired piece (unfortunately, it's sold), depicting a copesetic Taizo Hori (Dig Dug), Mario bludgeoning a Shell Creeper / Koopa Troopa, and a rabid Pac-Man (complete with mouthed-on remains of Bashful / Inky).
Click the pict in the link to view multiple detail shots.
If you're a breathing human being, like it or hate it, you're probably not going to be able to get away from Halo 3 over the next couple of weeks.
Microsoft's new "Believe" advertising campaign presents a sober take on the Halo mythos that's vaguely World War II retrospective-ish. I'm liking the campaign, because it's trying something new and gutsy, and hooking into the mythos and heroes that could make the Halo franchise more than it is currently (and hopefully, not just in a marketing capacity).
Featured in the first video, "Museum", the Halo 3 diorama (the "John-117 Monument") will be touring the country soon.
The diorama was put together by the incomparable Stan Winston (Aliens, Jurassic Park, Spider-Man 3, 300, Superman Returns) and is more than 1200 square feet (30'x40') and 12 feet tall. Each figure is handcrafted (eight to twelve inches high). Honestly, it's a beautiful piece of art.
Online, you can tour the whole diorama in an amazing camera fly-through that includes 180- and 360-degree views, enemy and participant pop-ups, and first-person accounts. The fly-through shows some stubs where more videos will be available on September 25 (the date the game launches) and (interestingly) October 1.
My only gripe is I wish the first-person accounts had voice over, since this would have been a powerful addition to the piano-overlaid experience, and the text is too small to read comfortably on high-res monitors.
And there are spoilers in the fly through, so be careful. I generally "protect" myself from these kinds of things, but I'm such a Stan Winston / old-school set modeling fan, that it's worth the hit to me.
I call Todd McFarlane "Toddy", because no one else seems to. No word yet on whether he's OK with that, but I'm told someone is checking this out for me.
...at least Master Chief will have "more than 18 points of articulation" (would that be "19"?), which ups the Joyride Series One's 15 points. No articulation notes are given for the other figures, which makes me nervous.
Master Chief does, indeed, look decent. The photos, unfortunately, are not good at showing how much range of articulation the figure has. A little of critical analysis yields encouraging stuff, though:
Photo 1: Looks like the shoulder joint is pretty versatile
Photo 2: (with Photo 1) showcase a range of motion for the knee joint, and similar jointing for the ankle (which would be good news)
Photo 3: Looks like the elbow has great range of motion
What I can't tell from the photos is what the hip joints are like (Photo 2 is closest to giving a view, but it's too dark to see). To be fair, hip joints are hard -- you have to avoid the whole "adult diaper" look (epitomized by Hasbro's Marvel Legends White Queen). But I can't tell if the Chief can stand straight, or he's eternally ready to crap Brute spike grenades.
The deco looks spot-on, though, and I'm curious about the tenuously attached frag grenade -- Clever magnet gimmick? Pin and socket? Breakable and child snortable in waiting?
Cortana is a non-articulated statuette with a light up base. And honestly, Scott Fischer set the sexy bar for our favorite semi-corporeal Femme AI in The Halo Graphic Novel. That's the new Femme AI Sexy Bar, or FAISB(TM). And "Mother" from Alien is our favorite non-corporeal Femme AI. So I'm mheh on this sculpt until I see it in person.
The Brute Chieftain has probably the coolest deco scheme of the lot. The picts are also better about showing a range of motion the other product photos don't. The gravity hammer accessory is almost a character in itself (hmm, new weapon for the game?). My only concern is whether his "I'm compensating" loin cloth thingy gets in the way of posing the figure. I dig the sculpt, though.
Imagine if there was unholy wedlock between Pan (the goat dude, not the cross-dressing broadway dude/tte) and Skeksis (from The Dark Crystal). This would be their baby.
The sculpt and deco are complex and detailed, the picts again show a more varied range of motion, and I'm curious what the spiky things on the head and forearms are made of. I'm more curious as to the balance of the figure, given the goatish legs. This will either be amazingly done, or amazingly frustrating.
Speaking of balance, that could be the bugaboo with these cooly crafted little ... buggers. The Grunt Two-Pack has one each teal and burnt orange armoured Grunts (What? Specificity is good.) that look great, down to the nubby little feet that could make their back-heavy Notre Dame(ish) humpbacks a problem. But if the weighting is good (and the rock-like feet are cleverly sculpted to compensate for character tilt), these could be a couple of little winners.
I do hope the guns are removable. And I wonder if it's too late to have Jason Staten voice clips emanate randomly from the figure as they sit otherwise quietly on the shelf?
So, there's my unsolicited (but stunningly brilliant) deconstruction of the toys. If I get permission to post picks from McFarlane Toys, I'll update this post with those.
Here's my take on game thingey's announced at the recent Leipzig Game Conference ("Leipzig", or "GC") and Penny Arcade Expo (PAX).
By way of framework, there are games I care about, there are conference-related announcements, and there are conference-related announcements about games I care about. My summaries are mostly about this overlap. With smatterings of other stuff to celebrate diversity.
Oh, and Uwe Boll was the surprise guest at PAX. Not Jack Thompson. Good.
On to game announcements.
Age of Conan: Hyborian Adventures -- I'm a Conan fan, and getting two games based on the franchise is pretty cool. This one is the MMO from Funcom, expected in early 2008 for PC (with an Xbox 360 version following), and early play tests from press have been fairly positive (with the caveat that for an MMO you really need more than a play test). And it was named Leipzig's "Best Online Game of the Show". I'm trying to get into the beta.
Borderlands -- Likewise, I want Plano, TX-based Gearbox Software (Brothers in Arms) to do well with their just-announced Borderlands. Sounds promising, and with a randomization feature that touts up to 500,000 different firearms (and is likewise applied to armor, vehicles, and so on) and randomized level layouts, this game doesn't sound like it's going to be boring at all.
Chronicles of Narnia: Prince Caspian -- The works and mythos created by C.S. Lewis are deep and rich, and given the movie is coming along nicely, the inevitable game from Disney Interactive is, too. Early build screens are already looking good, and I hope some gameplay videos pop up soon.
Fracture -- I'm hoping this new IP from LucasArts lives up to the hype of the terraforming gimmick. While the play mechanic is enticing, I haven't been struck by the character designs, and initial impressions from game press have said while the mechanic is cool, it was straight-up shooting that won matches.
Halo 3 -- So far, industry folks are liking Halo 3's campaign (same, but tweaked), multiplayer (tweaked way more), and in-game editor, "The Forge" ("This might be the coolest addition to Halo 3"). I think I may be going dark on this title soon, to avoid any (more) spoilers for me. Oh, and breaking from tradition, Halo 3 was the title used for the final Omegathon challenge (usually a retro game) at PAX. It was a new level, with new maps, with many lucky, lucky fans in attendance.
Haze -- I'm excited about this game, if for no other reason than it's from the Free Radical folks of TimeSplitters fame. There are unconfirmed rumors the game is not coming to Xbox 360, which would suck.
Heavenly Sword -- This PS3 brawler looks good, and reviews so far have been mixed on gameplay and depth. They certainly seem to be putting a lot of the right effort behind story telling, acting, character design, and audio, so I hope the game rocks as much as its potential.
Legendary: The Box -- Aside from Gamecock or Spark Unlimited needing to rename this title, I'm so looking forward to this take on a literal Pandora's box. More mythology for me, and dev chops from Spark partnered with the announcement of multiplayer have me grinning. And dodging griffins. Gamecock knows how to pick 'em; and they're in Austin.
Mass Effect -- Allegedly more polished, allegedly more pretty.
Metal Gear Solid 4 --Seriously, if you're not excited about MGS 4 for franchise love, pushing technical boundaries, innovative character design, or boundary-pushing story and thematic elements, you're probably reading the wrong blog. News at the show was a bit of "maybes", with possible support for customer soundtracks and online play. Themes and new boss characters were revealed, with a loose "Beauty and the Beast" theme, and boss characters based on real-life actresses / modelsYumi Kikuchi, Scarlett Chorvat, Mieko Rye, and Lyndall Jarvis.
Rock Band -- This game got rave pre/reviews at GC and PAX. I'm fascinated with this whole phenomenon that arguably allowed Activision to unseat Electronic Arts as top publisher (but let's see what the Madden '08 numbers do). Oh, and Rock Band is Harmonix / MTV Games. I was just, y'know, talking about the phenomenon.
Spore -- I so want this game, but I've put my interest on hold, repeatedly, to match its repeated delays. The devs at GC said the game is completely playable (yay!), but "still requires a lot of polish" (boo!), but there may be an open beta to help them do that (yay?). Oh, how they tease me.
Too Human -- While I'm tired of the soap-opera drama coverage of delays for this trilogy, I'm still excited for this game. GC announcements narrowed the 2008 release to early in the year, with a demo to hit this fall. And it's derivative of Norse mythology.
Totems --OK, this is a just-announced, PC/360 free-roaming / sandbox game from 10tacle Studios (best-named dev studio EVAR), and is inspired by the French sport Le Parkour, animism, super heroes, and Cirque de Soleil. Tell me your interest isn't piqued.
Viking: Battle for Asgard -- Long-time readers know I'm a fan of mythology, and Norse mythology in particular (my dog's name was Loki, and Thor and Loki action firgures are currently beating the crap out of each other on my office shelf). So I'm stoked about SEGA's announcement of Viking: Battle for Asgard, an Xbox 360 and PS3 hack-n-slasher where you'll also get to "order around mythical beasts and liberated troops in enormous battles" as Skarin, a warrior protecting Midgard (earth) from goddess Hel and her minions. Hey, even if it's just now-gen Rune with a few other mechanics, I'm on board.
Virtua Fighter 5 -- This is an improved version over the current cabinet arcade "Version C", and has upped the number of NPCs, the intensity of the AI in Quest Mode, and added more accessories with which players can customize their characters. The big show at GC was online play for Xbox 360 -- something the PS3 version doesn't have. VF5 hits this October, also from SEGA.
WET -- Is a new action shooter from Sierra, and game reviewers and sites have been a little jaded on it, marginalizing it as derivative of Tomb Raider, BloodRayne, Prince of Persia, and Covert Ops. "Jaded" being the operative word. The pre-rendered cinematics belie an attention to detail and love of Hong Kong / Rodriguez-style films that make for great target visuals and gameplay. Could be some potential here.
Sony -- Sony's booth evidently had toilets as seats, probably an allusion to some of their Euro advertising that had a model sitting on a toilette (no, it doesn't make sense to be either). But they did announce Play TV -- just for Europe -- which will sit between your PS3 and TV and let you record one channel and watch another (so it sounds like a dual tuner setup). Play TV not only supports high-def video but lets you stream live or recorded video from the PS3 to your PSP, letting you watch TV shows on the PSP from anywhere in the world. Not earth-shattering for those familiar with Slingbox tech, but still pretty cool. Sony says this isn't coming to the U.S., because the "U.S. doesn't have terrestrial digital television yet."
To me, not a good excuse, and I expect Microsoft to announce a leapfrog move that involves an extension of what they're already doing with their Media PCs, Xbox 360, and Zune players (now #2 in the MP3 marketplace, I'm told). If they don't make such an announcement, we can chalk it up to one of the bigger missed opportunities in media intersection.
(Oh, and I'm not the 'techno-geek screaming, "F***ing get with the times, game industry!"' He probably wouldn't appreciate me giving out his contact info; he actually works in the games industry.)
Anyway, some folks wanted some more concrete examples of Web 2.0 and video game intersection.
First, a review:
Web 2.0, to oversimplify, is that intersection of getting desktop-application-quality ("rich") functionality from your browser, and user-generated content that draws people in droves.
And since I used a Halo example last, I'll use another one.
First, as an additional caveat, consoles have a ways to go to catch up to PC gaming in user-generated content. So to get to this Web 2.0 intersection about which I'm talking, they need to leapfrog the stuff they're currently not doing that well, and get with the Web 2.0 times. Recent changes from Microsoft with regards to (for example) allowing Xbox Live user-generated content means this may actually happen sooner than later. If someone capitalizes on it.
Back to the example.
At its simplest, think about being able to create player customizations, user skins, game types, and map changes, and share them -- from your browser -- with your Xbox Live friends list.
(Here's where I tick off game devs again.)
This is easy.
(What? It is. You know how stuff like this gets done? A development manager says, "We need to do X." And, hopefully he's got a management style that's built a dev team that want to work to make that happen for him, rather than being made up diva devs that will spend the week explaining why it can't happen. Because, conceptually, everything's doable. We get to shop online with credit cards, for crying out loud. You're welcome, by the way.)
So, think about how Halo 3 is going to support multiple player models and more variation in armor customization than the previous 2 Halo games.
There are a definable set of fields for customization. That's begging for a data-driven web page that takes your little radio and checkbox selections for armor types, colors (probably via a slick picker widget), symbols, and so on, and sticks them in your table in the user database. Then, Bungie gives me the field names and technical specs for each (type, length, key, allowable values, binding, etc.) and the output configuration file (or segment of a file it belongs to a larger config file), and I can convert that to a Halo 3-consumable input.
And it's not just colors and armor types. I should be able to upload symbols and skins (in pre-defined templates), and those should likewise be able to be batch converted to consumable input (Hey, it worked for Rune 8 years ago; they just didn't have the batch process).
Game types are even "easier" -- given the process for customization of game types is already defined for Halo 3, the high-level context and user flow has already been defined -- it's just about adapting it to the Web medium (and the creation of the additional conversion conduit).
And if you're concerned about being invaded with obscene or otherwise undesirable symbols, skins, and the like (and you should be), this whole functionality can be constrained to your friends list -- just like the personal gamer pictures or the Xbox LIVE Vision camera's output. Mostly.
But think about it. Think about a friend of yours creating an amazing Star Wars Stormtrooper skin, and 16 of you showing up in a Big Team Battle variant. Halo has red and blue armor (and for that we're grateful). Halo 3 has more colors, and multi-team battle. Halo 3 would rock with uniform-motiff team armor. Stormtroopers (but not clone troopers). Cobra troopers. Hydra or A.I.M. troopers. My Little Ponies (What? Girls gotta represent!).
Have you seen the Forza 2 paint community? Think of that applied to Spartan models (or the Puma, but that's probably asking too much).
Anyway, yet another example of Web 2.0 servicing our gaming. And to be honest, these are pretty tame examples. I have bigger stuff about which I'm thinking ...
Or it may be some techno-geek screaming, "F***ing get with the times, game industry!"
Web 2.0, to oversimplify, is that intersection of getting desktop-application-quality ("rich") functionality from your browser, and user-generated content that draws people in droves.
Tastes are out there. YouTube, FaceBook, and other specters of new-technology past that are, frankly, "so 2005".
But what about gaming? Where's that perfect storm of Web 2.0 mashables (which, I think, are required to include at least one of Google's forever-in-"beta" products) and gaming?
Some stuff is already out there. Maybe Habbo Hotel is an example.
But what about mainstream game intersection with a Triple-A title?
"As development on Halo 3 reaches a climax in preparation for the game's September 25 release date, developer Bungie has revealed details of an expanded file-sharing system for players with Microsoft Points to burn. Halo 3 features an innovative in-game system of file sharing, whereby custom map configurations, "game variations, screenshots, and game movies can be uploaded to Xbox Live's central servers. Every player with a copy of the game and a Live Gold subscription can upload six different pieces of content that cannot exceed 25MB in total. Bungie Pro raises the stakes, opening up a total of 24 slots and a 240MB storage total. The price of this expanded file-sharing option is 750 Microsoft Points for a year's subscription, or "around 78 cents per month," as Bungie puts it. Sophisticated integration with Bungie.net is also promised, allowing gamers to quickly navigate other users' shared content on your computer, and even queue it up for download when you next load Halo 3 on your Xbox 360. "
Interesting.
That last part is pretty key from a Web 2.0 / video game integration perspective. The stats for Halo 2 are already teasing at some cool stuff, with being able to look at in-game activity from different angles, Email it to a friend, and so on. I've got to think this is just a hint of the hidden rich-statistical goodness that is going to be in Halo 3. I claim dibbs on the phrase "rich-statistical goodness".
And I want a lot. I want to be able to set up in-console on on-Web the folks whose content I want to watch. I want to get notices when new stuff from them comes out. I want to look at the Game Viewer, and zoom in to that moment, and watch that movie, from every angle. I want to watch when I earned that 12th beat-down that also won the game, and I want to Email that to my buddy. I want to get his response in-game on the Web or on my phone. I want to be able to look at who's watching my movies and playing my maps.
And so does Bungie. You think they won't be watching the variations to which their customer base is gravitating?
I also want little things, like my Xbox Live Friends list to be accessible with my non-Xbox Live (Windows Live) Friends list from my Xbox and my computer, and I want to be be able to do the same stuff on both platforms, and have it enhanced beyond what it is -- with Xbox 360 content. Things like that.
Good times ahead for Web 2.0 and video game integration. I just hope the games industry is quick to get on the bandwagon. Or quicker, since folks have been rolling on it for a while.
Below is the teaser video for it, followed by his previous (non-Escapist, and therefore embeddable) video reviews of The Darkness and Fable: The Lost Chapters.
Why are there not stories six ways to Sunday about 38 Studios?
Formerly Green Monster Games, the smartly renamed game studio that had been unfairly simplified as "the house that Curt Schilling built". (If you don't know who Curt is, go away, become wise in the ways of history, and return.)
The Maynard, MA-headquartered game development studio is a machine of creativity and proven-ticket-producing industry folks.
There's Brett Close as President and CEO (probably so he doesn't get bored), who helped build the Midway Austin studio (and has done it at least a couple of other times, with EA-LA and VR1).
There's Todd McFarlane as the Creative Art Director and Concept Artist. Todd's a self-espoused "pop-culture machine", and I'll totally give him that.
There's R.A. "I killed Chewbacca and gave you Drizzt Do'Urden" Salvatore as Director of Creative Content / Storywriter (sorry about the Drizzt spoiler).
They're working on an MMORPG (yeah, so's my grandma).
But they're going to make it big. They're going to make it good. They say they're keeping the basic formula simple (Toddy actually said that; that's saying something for Toddy; wonder if he hates being called "Toddy").
They'll also be looking at media intersection with wireless and comic books and other media. I'm sure they'll be looking at licensing (pfft, it's McFarlane -- are you surprised? Dude just opened a McFarlane store in AZ).
I'm excited to see what they produce. I know of these guys, and know a few of them (a little).
They're in my family's stomping grounds back East. They know their stuff. Brett knows the importance of running a studio without burning out everyone in the studio.
Wow, things are flying fast and exciting at QuakeCon, id Software's love-fest for all things id.
First, they've finally announced their new game, Rage, which will be a first-person shooter adventure thing. id's CEO Todd Hollenshead summed up the game:
"It's more than just a first-person shooter, we will show vehicles and racetracks, driving and racing elements," he said. "It is an action-oriented game but with a lot of adventure elements. It will be story driven, but you can also choose your own route to go through things."
Perhaps even more exciting, the game will built on the new id Tech 5 engine, which makes the promise to "allow a developer to create games for the Mac, the PC, the Xbox 360 and the PS3 simultaneously by using identical media for all four platforms". If the promise holds out, this is huge.
Why? Because you don't need separate development teams for each port, and you effectively quadruple your target platforms and quarter your resources (that is, mathematically; after living through a lifetime of "write once, debug everywhere" Java realities, I'll wait until the end of the year when they start licensing to other folks).
Also announced was a free web-based version of Quake 3 multiplayer, dubbed Quake Zero. Free, and supported via in-game ads.
And the fragfest classic Quake Arena will be coming to Xbox Live Arcade.
As far as the Hollywood connection, Hollenshead said id Software did license film rights for Return to Castle Wolfenstein, and Roger Avary (Silent Hill, Beowulf) will be writing and directing the movie. Not badmouthing the Doom movie, Hollenshead did say they wanted to "learn to do things better". (Good thing they didn't ask John Carmack his thoughts.)
Allegedly, "B.J. Blazkowicz" will remain the name of the lead character in the film. Hope they call him whatever "B" is short for, or "Beej", or something.
Those will be soup-to-nuts kind of things, covering acting, comic books, film, cartoons, toys, and video games.
A lot of stuff happened on that last front, and I had some great conversations with everyone from NCsoft to SEGA, and played stuff from the Cartoon Network MMO to TimeShift, and saw hands-off demos for things like Iron Man.
I'll post summaries as it makes sense, but you can also get a ton of Comic-Con content downloaded from Xbox Live (for a limited time), and hit up the following sites / posts for more Comic-Con video game goodness:
Very cool how they updated the Clix gameplay to address dual wielding (which as a side benefit, makes all of your pieces available), and respawning.
Best part?
This:
"At this year’s San Diego Comic Con, Wizkids will be unveiling something pretty incredible for Halo fans and ActionClix players alike. We’re not telling you what it is, though; you’ll just have to wait until the Comic Con which runs from July 26-29 this summer."
"(I wonder if JoyRide Studios lost the Halo franchise to McFarlane Toys? That would be sad.)"
Turns out McFarlane Toysis now doing the Halo 3 toys, with five figures (Master Chief, Brute Chieftain, Jackal Sniper, a two-pack of Grunts, and light-up action Cortana) and three mini (3-inch plastic and die-castmetal) vehicles (Warthog, Ghost, and Brute Chopper). The Brute Chopper is new for Halo 3, and this may be the first place it's been officially confirmed.
It's nice to see the figures will maintain a sense of relative scale (5", 6", 5", 3.5"and 4.5", respectively), and despite my previous rantings (across a few blogs) about the lack of articulation in McFarlane's toys, the press release says at least Master Chief will have "more than 18 points of articulation" (would that be "19"?), which ups the Joyride Series One's 15 points. No articulation notes are given for the other figures, which makes me nervous.
But wait, there's more!
Fox, having co-stalled the film that was to be co-produced by them and Universal Pictures, have now signed on to be the primary licensor for Halo, and will provide "a broad array of products, from books to apparel to collectible merchandise."
I've got mixed feelings on all of this licensing. As pro-game as I am, it's a game, not a blockbuster movie. Now, 14.5 million units on a franchise is inarguably market penetration, but is it enough? Also, even executive VP of domestic licensing for FoxElie Dekelacknowledges, "Fox's licensing division focuses primarily on teens and young adults instead of kids". That makes Halo a great fit for Fox, but does it make for mass-consumerism for a mature-rated game (17 or older) demographic?
Also, the McFarlane toys, oddly, are due "by spring 2008" -- putting them 6 months (or more) after the release of Halo 3.
But the franchise undoubtedly has legs, so I'm curious to watch how all this licensing plays out.
I haven't written in a week. Fine. I've been on vacation.
Apologies to those of you who hang on my constant industry updates and insights, and ...
Y'know what, screw it. People who need daily updates probably stopped reading this thing a week ago.
For those sentimentalists among you, I'm going getting into the WayBack Machine and doing a post similar to the original "Xbox Buddies Newsflash" of years ago -- lotta brief summaries.
Tenchu Z finally hits the Xbox 360 stateside. The Japanese demo I played way back when left me underwhelmed, but I'm sure this thing has gotten at least two coats of polish since then. And there's the overwhelmingly redeeming facet of getting to fight pirates -- as a ninja. Seriously.
This is mainly for its local Austin connection (and my respect for these particular industry folks). but indie-publisher-looking-to-break-the-deep-pockets-mold Gamecock Media is throwing a party at the same time as this year's greatly reduced Electronic Entertainment Expo (E3). Gamecock's shindig is called the "Expo for Interactive Entertainment: Independent and Original" ("EIEIO"; those guys are nothing, if not punsters).
The gig looks to be shaping up to be less inclusive and more Gamecock-y, but they've got 6 titles for which I'm already stoked, and promise two "major unannounced next-gen titles" (does anyone ever promise two minor titles?). I'm guessing at least one of those two will be from Big Rooster.
Gamecock has not knocked down my door and invited me to their party. I'll let you know if that changes.
Halo 3 "goodies":
Can't get enough Halo 3, now that the beta is over?
Get ready for two, limited-edition wireless controllers (one Spartan, one Covenant), and a limited-edition wireless headset. The controllers will set you back an extra $10 (at $59.99 MSP) over the non-LE wireless controllers, but you get a freeHalo 3 figurine. Given the art and figurine are designed by Todd McFarlane (an amazing business and licensing creative), I'm looking for pretty-to-look-at, non-functioning tchotkies. One would hope this applies just to the figurine (Toddy, I like your stuff, but if they aren't fully articulated, it's just your take on the Precious Moments concept).
(I wonder if JoyRide Studios lost the Halo franchise to McFarlane Toys? That would be sad.)
Soul Calibur IV:
I'm sorry, but weapons-gimmicky button-mashing franchise Soul Calibur is my favorite fighting game. I'm so happy Soul Calibur II now plays on the Xbox 360. And I don't feel like I missed out on the PS2-only Soul Calibur III, given critical and popular reception. But Soul Calibur IV looks to add beautiful interlocking fiber armor and more ... Ivy (fans of the franchise know what I mean). And, so far they're guaranteeing 60fps and 1080p when the game hits sometime in 2008. Buttery ...
Picts of cracked open repaired Xbox 360s reveal something interesting. A new (additional) heat sink / pipe combo.
So, if we tally up the following:
Heat sink / pipe combo (now)
Quieter DVD drives (now; in new units and some repaired units)
Smaller, cooler, cheaper CPUs (July-ish)
Smaller, Cooler GPU (Fall 2007)
By this Christmas, we should see a quieter, more robust 360 -- a scant three years after the console's release.
UPDATED: From Microsoft (a la Kotaku.com):
"Regularly updating console components is commonplace within the industry and is a standard aspect of the business for a variety of reasons including cost reduction, improved manufacturability and improved performance."
David Jaffe:
The dude behind God of War and Calling All Cars might be making good on his "going independent" mutterings. Cell phone picts have surfaced on Jaffe's site, indicating an in-process build out, possibly of a development studio. Will he become a Sony "Second-party" Dev (playing it safe), or will he branch out and show some Wii, 360, PC, and other love? We'll see ...
Gears of War DLC:
A Gears of War free title update (with new achievements) hits late tonight (June 14th) / tomorrow. It'll add eight new achievements for the "Annex" game-play type and Hidden Front Maps. It also includes an improved version of the "Roadie Run" controls.
'The "Annex" gametype is now available for free and the "Hidden Fronts" Multiplayer Map Pack is available on Xbox LIVE Marketplace for 800 Microsoft Points. All four multiplayer maps will be available for free after Sept. 3, 2007.'
3D Realms announces announcements:
3D Realms, the developers of the forever-in-development Duke Nukem Forever, have two upcoming non-DNF announcements. Says creative director Raphael Van Lierop:
"I can say that we have a big announcement coming in the next four weeks, and I'm not sure, but I believe we have another major announcement coming in the next four to six months... while I can't say exactly what these are, are they about Duke Nukem Forever? No."
BioWare's 2009 MMO:
BioWare Austin's (Star Wars-themed?) MMO opus won't be hitting until 2009. Yes, "9". Last I heard, they were using a middleware solution so they wouldn't have to build their own engine, so maybe all the extra time is for incredible MMO add-ons and deepenings. PvP newness. Branching paths to the nth power. Cross-platform play. Voice acting for every NPC organism (call me). Important stuff like that.
Carmack's game engine:
Demoing during a Steve Job's keynote address, id Software'sJohn Carmackshowed off the new "id Tech 5" game engine -- designed for Xbox 360, PS3, PC, and ... Macintosh. Looks slick, promises to make amazing development easy, blah blah blah.
It is cool that it seems to decouple the game play from the asset reworking, so, after finalizing game play, you can still "put artists on it to go ahead and make it look as good as we have time and resources to do."
Junction Point updates:
Another on the Austin gaming connection, over at the recently reworked junctionpoint.com, new concept art for unnamed game(s) is showing up throughout the pages. And there's a new, bare-bones WordPress blog for Warren Spector and other Junction Point devs to use as a pipe through which to share their brilliance with the rest of us.
Steamed Capcom?:
Capcom's jumping on Valve's Steam distribution / download service, which is huge. Microsoft, Sony, GameTap, RealNetworks, Valve -- there are a ton big (and a plethora of small) players in this space. As broadband speeds increase, ultra-wideband wireless becomes a reality, and fiber becomes the norm, the winners are going to win big.
Sony launches blog:
Joining the now-gen, Sony has launched an official Playstation blog, with the inaugural post by none other than President & CEO Jack Tretton. Some good, reasonably transparent stuff here.
Dark Sector due 2008:
For gamers, this holiday is going to rock. For those (like me) waiting for Digital Extremes'Dark Sector, you're going to need to wait until after the holiday. According to D3Publishing:
"We've decided to pull Dark Sector out of a very crowded holiday season and it is now slated for release in Q1 2008."
Honestly, "Episodic Content" and "Digital Distribution" are two of the two New Hotnesses of gaming, so Telltale is on the forefront, and playing this wicked smart.
Usability and Human Factors:
Usability is not a choice. Good usability is. So I like this apropos Penny Arcade strip. Devs, take note.
Peter Cullen:
Peter Cullen, the voice of Optimus Prime in the 80s cartoon, upcoming Michael Bay Movie, and video game tie-in, gives a brief video explanation of his role and the voice of Optimus. As a voice actor, I'm inspired. As a fanboy, I have goosebumps.
Xbox Live adds country, anime, and gay content ...
This just in from "we're marketing to everyone, and damn your twentieth century contradictions":
Xbox Live is adding a ton of content from new partners Country Music Network (CMT), Logo (MTV's lesbian, gay and bi-sexual aimed channel), and anime distributors FUNimation (Samurai 7, Trinity Blood) , and Geneon Entertainment (Akira (in HD), Lupin the 3rd) -- who join current anime big-gun distributor ADV Films.
Tomorrow (May 31st), GameTap is going to launch a functional and aesthetic face lift to GameTap.com.
I've been meaning to write up some thoughts on the company, concept, and potential for several months, and tomorrow's relaunch --and a Joystiq.com interview with GameTap VP of Marketing David Reid and their VP of Content Rick Sanchez (who I've met, is a sharp (and nice), and has been very responsive to my questions) spurred me to action.
If you're unfamiliar with the GameTap service, the oversimplification is it's a Turner Broadcasting offering, and lets you play (usually) older PC game hits on your PC. It's a subscription model (that is, until tomorrow), with nearly 900 games on-Tap (*snicker*).
Stuff like, "Turner Broadcasting has this core competence in acquiring content", which is ostensibly how TBS, Cartoon Network (seriously dislike the usability of their Website), and GameTap got started.
"What you'll see more of is a less purist game business model and more of an overall broadcast model. Like our ad-supported games service."
There's a fundamental switch from a "cable model", to a "film / TV model, with three new "tiers":
Subscription (the current GameTap model, and likened to "video-on-demand"
Digital Retail Business (new on Thursday, and likened to "box office premiere")
Free service (new on Thursday, and analogous to "free broadcast television")
I'm pretty excited at the announced prospect of more integration across Turner services -- like more Adult Swim content available via GameTap, as well as more of the Adult Swim online games (seriously twisted / fun, high-caliber games I'm not used to seeing on a branded site). I'm all about media intersection that gets me the stuff I want in more ways through more pipes.
There's also some other good stuff in the interview, like a succinct (and diplomatic) breakdown of GameTap's version of "episodic" (which they've made work, with Sam & Max), versus Valve. And there are bigger media change nuggets in the interview, like what the interviewer calls "co-releases in retail and on the service" (the first being Tomb Raider: Anniversary), but Mark Cuban has been calling "day-and-date" releases (like what he and Steven Soderbergh did with Bubble and it's same-day theatrical / DVD release). Media distribution is changing big-time.
And I'm excited that America McGee's Grimm -- a 24-episode treatment of children's fare, a la the 2000 PC hit Alice (one of my favorite PC games). But it's American McGee, and while I think he's brilliant (again, a laAlice), Bad Day LA and Scrapland got me hyped and then left me cold. And they took loooong development hikes. So despite GameTap saying they make episodic content work by "only talking to developers who can actually deliver on a schedule", my sense is McGee isn't great on that front. On the upside, he's an entrepreneur's entrepreneur, and I'm impressed by his Spicy Horse Shanghai game development studio (love their logo), and his Carbon6 / TMIEC cross-media IP development houses.
Oh, and Mac owners are going to get start playing via GameTap this summer.
But I want more:
Seriously. Maybe I'm greedy. And maybe it's my product management background. And maybe it's that I'm really good at making product / service suggestions with other people's stuff (my bonuses aren't tied to their success or failures ;-).
Not to get all We-are-the-World on you, but from a business perspective, why can't Microsoft pull a DirecTV partnership with GameTap, and give GameTap an additional distribution pipe, giving both of them additional revenue, and me an additional play pipe?
Additional revenue for Microsoft (depending on how they structure their "consignment" take on XBL Marketplace content).
Additional way for me to play the games I want, on the platform I want.
I envision something like a "My Subscriptions" Xbox Dashboard blade, where I can get to my value-added subscriptions (which would also be embedded in appropriate existing blades). These would be services (GameTap, DirecTV, Zune Marketplace (detest that site), etc.) that I pay for on top of the Xbox Live subscription cost, or I'm already paying for outside of Xbox Live.
OK, all of the news posts about the newly announced Ninja Gold game and film have focused on John Woo, largely because of his current work on the Stranglehold video game from his studio Tiger Hill Entertainment (and Midway Entertainment).
To me, that's the news. As the Hollywood Report coins it, it's a "collaboration between one of the biggest names in video games and one of the top action filmmakers."
"What happened with 'Ninja Gold' was very different and, to my mind, much cooler. I know that my thought from the start was to develop something that would work just as well in games as in movies, and I know John was thinking along the same lines. This was an attempt to create a concept that would work in, and be developed for, a variety of media simultaneously. That's something new for games -- and for movies."
"The movie's, as well as presumably the game's, plot is set in the modern day, but focuses on a group of ninjas still dedicated to centuries-old traditions. The title refers to the smuggling of gold from South Africa by organized crime syndicates."
No timetable has been set for the game or movie, though I've seen some unconfirmed reports that "production will start in 2008".
"GameTap have announced Re\Visioned, a new and quite frankly fantastic-sounding animated series for GameTap TV. The deal is that a whole bunch of quality and/or popular writers and artists are going to get together and make short cartoon series based on video game characters and their settings."
First up is Tomb Raider, and "[s]ome of the guys involved in series one are Warren Ellis, Peter Chung and Jim Lee". And me, doing voice over. Hopefully. Seriously, I'm calling someone about this right now.
Oh, and the "shows are available globally, and they're free."
First Person Shooter takes us inside 'JetPack Games', a start-up video game company, where the hottest, most violent game on the market has brought instant success to its twenty-something tech geniuses. Their celebration fizzles when their game is blamed for a schoolyard shooting. As the young CEO of Jet Pack deals with an impending lawsuit and the father of one of the victims, he must confront whether he has any responsibilities in the world beyond his computer screen.
Aaron Loeb was a video game reporter at the time of the Littleton, Colorado shootings:
"[Loeb] wanted to write a play about the people caught in the echo chamber of the debate. What must it be like for the people actually accused of making a game that turns kids into killers? What about the parents of the victims? Their children are dead and the news is jam packed with talk of something so trivial as videogames!"
Kudos to Loeb for taking this on -- not necessarily for the content, but for taking what he knows into a new medium to explore something important. And for doing more than sensationalizing and cheapening single events (and extrapolating those single events to describe the "problem" / "solution").
If you're in SF and get a chance to see it, let me know how it is. I'll try to get down there before the run ends June 9.