Why spend $15 on a box-less copy of The Legend of Zelda for the original Nintendo Entertainment system when you can spend $150,000 on a mustard yellow NES cartridge adorned with a faded label with the game's name typed on it? It's collectible craziness available right now on eBay.
Now I can understand paying a pretty penny for the factory sealed and graded copy of The Legend of Zelda for the NES, but not much more than $500. I wouldn't pay that much myself — I'd make my own box for a cheaper loose copy — but I understand the allure to a collector.
What I don't get is why anyone would consider paying $149,500 more for this.
I have no doubt that this is a prototype copy of The Legend of Zelda. There's a video of the seller playing it, pictures of the prototype board inside the cartridge; nothing is making me question the validity of his claims. I'm just questioning his asking price. Is this one-of-a-kind yellow mess really worth that much?
If I have to ask, I'm probably not the target audience. Then who is?
The Legend of Zelda NES Nintendo Prototype and VGA Factory Sealed copy graded 85 [eBay via Luxury Launches]
Radical Entertainment, the twenty-year-old game studio behind games like Prototype and Scarface, has shut its doors.
Audio designer Rob Bridgett, formerly of the Vancouver-based studio, confirmed the news on Twitter today.
In addition to the Prototype series, Radical also worked on games like goofy open-world title The Simpsons Hit & Run and the old educational title Mario is Missing!. Radical was a subsidiary of major publisher Activision Entertainment.
Earlier, sources from various game studios contacted Kotaku to inform us of the news. We also saw chatter on Twitter suggesting that Radical had indeed been shut down.
Radical Entertainment, the twenty-year-old game studio behind games like Prototype and Scarface, has shut its doors.
Audio designer Rob Bridgett, formerly of the Vancouver-based studio, confirmed the news on Twitter today.
Update: When reached for comment, Radical parent company Activision sent Kotaku the following statement:
Although we made a substantial investment in the Prototype IP, it did not find a broad commercial audience. Radical is a very talented team of developers, however, we have explored various options for the studio, including a potential sale of the business, and have made a difficult conclusion through the consultation process that the only remaining option is a significant reduction in staff. As such, some employees will remain working for Radical Entertainment supporting other existing Activision Publishing projects, but the studio will cease development of its own games going forward.
In addition to the Prototype series, Radical also worked on games like goofy open-world title The Simpsons Hit & Run and the old educational title Mario is Missing!.
Earlier, sources from various game studios contacted Kotaku to inform us of the news. We also saw chatter on Twitter suggesting that Radical had indeed been shut down.
There's a movie coming out next year called The Prototype. It stars a "man" in a hoodie who is on the run, being hunted for his extraordinary powers. Combine the plot with the name and you'd be forgiven for assuming it's a movie about Activision's Prototype series.
But it's not.
The Prototype the movie is about a military robot that escapes containment, and has to defend itself while on the run, all the while playing around with ideas of what it is to be human.
It looks interesting. And the robot itself looks great, falling somewhere between Mike Mignola's Kroenen (from Hellboy) and Mass Effect's Geth.
But that name, huh? Sure, it's got a "the" in front of it, but as I bet you thought that headline suggested this was an adaptation of Activision's open-world series, so too have a ton of other people (check the clip's YouTube comments, if you dare). The fact it stars a killer with special powers wearing a hoodie to disguise his face only makes things more confusing.
While this isn't a legal issue, it might be a pain for publishers and developers should this movie ever see a video game tie-in. Which, given the nature of the film, the combat and even the presence of an established first-person perspective, isn't a crazy assumption, especially if the movie is a hit.
Fun fact: the leading "man" is played by Joseph Mawle, who you may know most recently as Benjin Stark on Game of Thrones.
Some of us play games without worying about how much they cost. Others, like commenter Sol, want to make sure they're getting a fair amount of entertaiment for their money. How do you measure the value of a video game?
Is there any way you guys quantify whether you get your money's worth on a purchase? Or is it a gut feeling? I've heard people talk about the "dollar per hour" way of telling whether it's worth buying a game or not, but sometimes that just doesn't apply. At what point do you generally feel satisfied with your money? Were there any games you bought that made you feel cheated?
I tend to go with the dollar-per-hour for online games, but it's more of a gut feeling for single-player. If a game can't hold my interest online for very long I'll feel cheated, but if a five hour campaign just blew me away I won't regret spending my money. I felt cheated most when I bought games that I simply didn't like. Prototype was the only game I pre-ordered but didn't finish, and I wish I could get that $60 back. Otherwise I only buy if I'm pretty confident I'll play the game.
Yesterday night, the world of TV comedy got a bit of a drama injection when news broke that Community showrunner Dan Harmon had been fired by Sony pictures Television.
Harmon had had a prickly relationship with his network overlords since the first season of the show, and will be replaced with David Guarascio and Moses Port, writers of the ABC series Happy Endings.
This morning, Harmon weighed in on the situation on his own blog with a funny, understandably upset rant indicating that not only was all of this news to him, but that none of the people involved in making the decision to remove him from the show he'd created had ever even talked to him about it.
"Why'd Sony want me gone?" he writes, "I can't answer that because I've been in as much contact with them as you have. They literally haven't called me since the season four pickup, so their reasons for replacing me are clearly none of my business. "
Harmon explains that though technically he still retains some sort of "executive consulting something or other" title, he wouldn't have any creative control over the show, and naturally, doesn't feel super awesome about that.
If I actually chose to go to the office, I wouldn't have any power there. Nobody would have to do anything I said, ever. I would be "offering" thoughts on other people's scripts, not allowed to rewrite them, not allowed to ask anyone else to rewrite them, not allowed to say whether a single joke was funny or go near the edit bay, etc. It's….not really the way the previous episodes got done. I was what you might call a….hands on producer. Are my….periods giving this enough….pointedness? I'm not saying you can't make a good version of Community without me, but I am definitely saying that you can't make my version of it unless I have the option of saying "it has to be like this or I quit" roughly 8 times a day.
Hilariously, Harmon then points out that that same contract would have allowed him to keep getting paid while doing anything he wants… including playing the ultra-violent catharsis simulator Prototype 2. Which he's been doing throughout this process.
The same contract also gives me the same salary and title if I spend all day masturbating and playing Prototype 2. And before you ask yourself what you would do in my situation: buy Prototype 2. It's fucking great.
Because Prototype 2 is great, and because nobody called me, and then started hiring people to run the show, I had my assistant start packing up my office days ago. I'm sorry.
Hey, there are certainly worse ways to deal with the fact that the show you created has been taken from you than playing super destructive, empowering video games. And as thursday's videogame-tastic episode demonstrated, Harmon certainly has more than a passing familiarity with the medium.
"Do not believe anyone that tells you on Monday that I quit or diminished my role so I could spend more time with my loved ones, or that I negotiated and we couldn't come to an agreement, etc," Harmon writes. "It couldn't be less true because, just to make this clear, literally nobody called me."
And if they had called him, he would probably would have answered. After all, he was totally just hanging out playing video games.
Dan Harmon Is No Longer Showrunner on Community [Vulture]
Hey, I Miss Anything? [Dan Harmon's Tumblr]
10: Mortal Kombat Vs DC Universe
"The first Mortal Kombat for the next-gen consoles. Highly sought by Mortal Kombat fans and fans of DC heroes like Superman and Spider-Man." (editor's note: Spider-Man is neither a DC property, nor even present in Mortal Kombat VS DC Universe)
9: X-Men Origins: Wolverine
"Most games based off of anime or movies are generally lackluster, however, this title turned out to be surprisingly good. Much like the Toy Story 3 game, which came it at number 11, X-Men Origins: Wolverine is a fairly popular movie-based game."
8: Splatterhouse
"An entirely new game in the series. The ability to unlock and play the previous 3 games is an added bonus."
7: Mortal Kombat
"The second next-gen Mortal Kombat. Unlike Mortal Kombat Vs DC Universe, which, much to the chagrin of many hard-core fans, was rated Teen due to the addition of the DC heroes, the new Mortal Kombat was rated Mature, with its staple graphic killing scenes."
6: Aliens Vs Predator
"Pretty much all Alien-based games sell well. It's best to play this game after watching all the Alien movies, Predator movies, and Alien Vs Predator movies!" (editor's note: It's really not.)
5: Silent Hill: Homecoming
"The Japanese version was cancelled just before release, so this game sells well even now. Recently, people have been buying Homecoming together with the newly released Downpour and the HD collection of the originals."
4: Dead Space 2
"The sequel to Dead Space. It looks like "game sequels never outsell the original." Still, people who enjoyed the original should enjoy this one as well."
3: Prototype
"Even people who don't regularly play foreign games often come to our store asking, "Do you have this game called, ‘Prototype?'" Mostly likely it's word of mouth from friends that's making this game popular enough for people to buy it without knowing what it's about."
2: Call of Duty: World At War
"This was the only game in the Call of Duty series that didn't get a Japanese release. Whether it's because it was released the year Activision pulled out of Japan, or because the enemies in the game are the Japanese, either way, it's a must-have for fans of the Call of Duty series." (editor's note: My bets are on the latter…)
1: Dead Space
"Dead Space is so famous that even people who don't play imported games know about it. The announcement that it wouldn't be sold in Germany or Japan was probably the best sales advertisement ever."
*All data gathered from Game Station and Game Station Online sales from August, 2007 to April, 2012.
外国人ゲームショップ店長のつぶやき"日本版未発売Xbox 360海外ゲーム売上ランキング"【よりぬきXbox 360 6月号】 [ファミ通.com]
Is there anything worse than killing a child? It's one of the most reprehensible things a person can do. Not just in real life: Along with Golden Retrievericide, child-murder is one of the most double-secret-ultrabad things a character can do in a movie, book or video game.
The murder of a child can be an incredibly potent moment in a story. But it can also be a hacky, cringe-inducing grasp at unearned maturity.
I played a good chunk of Prototype 2 over the weekend. It's a fun game—it's basically as though Crackdown met Hulk: Ultimate Destruction, and it's a lot more balanced and enjoyable than its predecessor. I like it, despite its rough edges and dumb writing.
But man, that dumb writing can be really dumb. The game takes place in "New York Zero," a quarantined city that has been infected with a horrible super-virus that turns people into all sorts of murderous monsters. The government bad guys are represented by a seemingly endless army of hilariously amoral Blackwatch soldiers and Gentek scientists. They're all so vile that they can't even stand each other—they're designed that way expressly so that you won't feel bad about ripping a thousand of them in half.
Early on, I picked up an audio collectible that let me listen to a recorded sound-byte that seemed designed to flesh out the world and share some of what had happened in this city. On the recording, a soldier at a checkpoint yells at a terrified civilian woman who's trying to pass.
"Why isn't he talking? Why isn't your kid talking?" the soldier barks.
"He's not infected!" his mother cries, panicked. "He has autism! That's why he can't respond!"
Cue sounds of the soldiers opening fire, and a woman screaming.
Look, I get it: New York Zero is a really shitty place to live. All the same, this was just… come on, guys. This was needless. It was basely manipulative, a grasp at relevance and maturity that serves only to make the game feel more crass and less mature.
The story starts out with some child-murder, as well—protagonist James Heller's wife and daughter getting brutally murdered, so, you know, we've already got one child-murder in the game. But okay, whatever—many a comic book origin story has done this, and while the whole "woman in fridge" thing is worn and hacky, in a game like this I don't really care.
The audio diary, however, was unnecessary. I'm not all pearl-clutching about it or anything; it was just... gross. We as a culture have got all sorts of things going on with autism at the moment as it is, but just blandly throwing a murdered autistic kid onto an audio diary seems like a pretty tasteless way of enhancing a game's fiction.
[Mass Effect 3 spoilers follow.]
I was reminded of how I felt when I saw BioWare's Mass Effect 3 presentation at E3—they showed the opening level of the game, leading up to the appearance and subsequent laser-blasting of the Only Child in the Universe.
I scoffed at the time, since my god did this feel manipulative—"Okay, time to get invested! See this kid? You like him. Yeah, you do. You think he's cute. Well now… watch him die."
The full game, of course, did more with the child than simply use him as a first-act motivation for Shepard. He became a (ham-fisted but still roughly effective) symbol of all that Shepard had lost on Earth, turning up in dream sequences and eventually making a return as the form that the Deus Ex Machina celestial presence took, Contact-style, to tell Shepard about the grand plan and give him or her that controversial final choice. Call it Chekov's little kid.
I'm one of those people who didn't hate the Mass Effect 3 ending, but I don't love the inclusion of the kid—it just felt so out-of-step with the rest of the trilogy. Couldn't we have had one of Shepard's dead allies be the one to haunt her dreams, and the one to turn up at the end and talk her through the master plan? Why did they have to write this kid into the third act?
For all its faults, Heavy Rain was one of the first games I've seen really go the distance in attempting to realistically portray the pain of losing a child. The fact that David Cage and company felt the need to use the game's shattering opening events to get us invested before ripping the other child away is perhaps less elegant. But still, points for effort.
Bioshock used child-murder as a central gameplay mechanic, and got away with it, largely because the entire game was built around that father-child/big daddy-little sister relationship. That relationship was further explored in Bioshock 2, and taken in an (I thought) even more interesting direction.
It's even possible to—gasp!—make the death of a kid a little bit funny. Limbo embraced sick thrills by making its little boy protagonist die over and over again in horribly violent (but silhouetted and vague) ways. The "Childkiller Perk" (shown at the top of this article) in Fallout is another example of kid-murder pushed to a ridiculous, offensive, and blackly funny place. (It probably wouldn't fly today, however: In the modern Fallout games, you can't kill kids at all.)
As Stephen pointed out a couple of years ago, we are in the midst of "The Daddening of Video Games." That feels truer now than it did in 2010. More and more developers are fathers, and it makes sense that they'd begin to write more stories of parenthood into their games. Think about the big-budget games you've played that are in some way or another about fatherhood. They are legion. (And while yes, plenty of women make games too, the "Mommening" of video games has yet to manifest itself to the same degree.)
It's a good thing that games are looking at our relationships to our kids, twisting and turning them to make statements that are worth making. Our fear for our kids, our desire to protect them, and even the awfulness of a child's death are all worthy topics for a game (or anything else) to discuss. That now-infamous Dead Island trailer promised us a level of emotional catharsis that it turns out we want very much. Its popularity and lasting cultural impact demonstrate that this subject matter is both potent and relevant. But it's live ammunition, particularly when a kid is actually being killed, and it's easy to handle it classlessly.
One of my favorite things about the new Walking Dead video game is the paternal, cautious relationship between protagonist Lee and his ward, a girl named Clementine.
I don't know how Lee and Clementine's story will play out, but if there comes a moment where she gets bitten and I have to decide what to do, I don't know how I'll handle it. That will be a mature, dark, and intense decision; Bioshock's harvest/save choice made devastatingly specific. It's just the kind of thing that I'd love to see a game do, as much as I'm dreading it actually happening. It would feel truly mature in a way that the hastily barked, recorded murder of an autistic kid never could.
I applaud games willing to take chances, who'll risk dealing with difficult material like the death of a child. But you've got to earn it, and keep it in a context that feels appropriate to the kind of game you're making.
Prototype 2 is good in plenty of ways. But a game that's at its best when I'm dive-bombing from a skyscraper and blasting tentacle-shockwaves into military compounds... probably doesn't need to start killing kids in an effort to get me to take it seriously.
Released: April 24
Critic: Frazzi (Metacritic).
• "Lets also ignore the fact that Metacritic user reviews are often avenues for trolling."
• "Be smarter than me and not waste your money on this absolutely cynical release from EA. "
Score: 3.
Critic: uk_friday (Metacritic).
• "EA clearly have committed suicide with this product and heads should roll."
• "Players disappear from your squad during the tournament and new players arrive ... Did they miss the plane? Did they just go home and sulk?"
Score: 1.
Released: April 24
Critic: Prototype 2 (Metacritic).
• "As I learned from Mass Effect 3's review, the ending is everything, have you seen this game's ending? the ending was terrible!!!"
• "It all builds up to a Final Epic Battle of simple quick-time events"
Score: 1.
Released: April 20
Critic: eastrazor (Metacritic).
• "**** **** **** ! Boring"
• "**** for kids !"
• "I fought that it will be funn or even hard but this is game for not too smart kids."
Score: 0.