Kotaku

Two new demos of PlayStation Move, shot by us today, show some of the coolest things that Sony's Move motion controllers can do. Two weeks ago, we saw Move control games. Today, Move moved windows and made the Eiffel Tower.


Kotaku shot these demos in New York City, just hours before Sony was allowing the public its first hands-on with the new Move controller. The new controller, which works with the already-released PlayStation Eye camera, is Sony's attempt to one-up the technology of the Wii Remote.


The demos here were whipped up since the Move was unveiled earlier this month. The first is a Move take on the kind of motion-controlled interfaces guessed at in the movie Minority Report. (Which is cooler than the motion-controlled cross-media-bar interface I saw two weeks ago.) The second shows a whole new way people could make levels in a game like Little Big Planet.


Part 1 features Sony's Richard Marks. Part 2 features a walk-on by Anton Mikhailov. Marks and Mikhailov are two of Sony's senior developers on the Move project.



The PlayStation Move will be released this fall for the PlayStation 3.


Kotaku

Electronic Arts May Have Just Killed Its New Syndicate GameStarbreeze Studios, developers of The Darkness and The Chronicles of Riddick, were working on two projects for EA. Now it's only working on one, a potentially bad sign for Syndicate fans hoping that "Project RedLime" would reinvent the franchise.


EA and Starbreeze had partnered to work on two games, one based on Robert Ludlum's Jason Bourne character, another dubbed "Project RedLime," officially described as a reinvention of "one of EA's most acclaimed classic franchises." That classic franchise was reported to be Syndicate, the Bullfrog-developed line of PC games released in the '90s.


Starbreeze announced in a press release this week that it was now focused on just one of those projects, with the other "still in pre-production phase" to be shut down. The developer did not specify which of the two had been put on hold.


"We will continue to focus only on a big production together with EA," says Starbreeze CEO Johan Kristiansson, in a press release originally in Swedish. "Our relationship with EA is stronger than ever, and the aim now is to spend more resources on the game that demonstrated the greatest potential. This game is already in full production."


Which game has greater "potential"? Another Bourne game—possibly known as The Bourne Ascendancy—or an update to Syndicate? Commercially, it would seem like the former, but we've reached out to EA and Starbreeze to clarify.


Kotaku

Electronic Arts May Have Just Killed The New Syndicate (Or Its Bourne Game)Starbreeze Studios, developers of The Darkness and Chronicles of Riddick, were working on two projects for EA. Now it's working on one, a potentially bad sign for Syndicate—or Jason Bourne—fans hoping that "Project RedLime" would reinvent the franchise.


EA and Starbreeze had partnered to work on two games, one based on Robert Ludlum's Jason Bourne character, another dubbed "Project RedLime," officially described as a reinvention of "one of EA's most acclaimed classic franchises." That classic franchise was reported to be Syndicate, the Bullfrog-developed line of PC games released in the '90s.


Starbreeze announced in a press release this week that it was now focused on just one of those projects, with the other "still in pre-production phase" to be shut down. The developer did not specify which of the two had been put on hold.


"We will continue to focus only on a big production together with EA," says Starbreeze CEO Johan Kristiansson, in a press release originally in Swedish. "Our relationship with EA is stronger than ever, and the aim now is to spend more resources on the game that demonstrated the greatest potential. This game is already in full production."


Starbreeze is reported to have been hard at work on its Syndicate revival since 2007, with its planned Bourne-starring game officially announced late last year.


Which game has greater "potential"? Another Bourne game—possibly known as The Bourne Ascendancy—or an update to Syndicate? Commercially, it would seem like the former, but we've reached out to EA and Starbreeze to clarify.


Kotaku

Kotaku Talk Radio Is Live Tomorrow With The Man Behind Red Steel 2 Just in time for the release of Red Steel 2 comes this week's episode of Kotaku Talk Radio with special guest Ubisoft's Jason VandenBerghe, the creative director of the Motionplus Wii title.


VandenBerghe will be on Kotaku Talk Radio this Wednesday at 11 a.m. Kotaku Time (that's 1 p.m. ET, 10 a.m. PT), giving you a chance to quiz him on everything Red Steel 2.


Look for a reminder post about the podcast at 11:00 a.m. mountain time (1:00 p.m. ET) on Wednesday. The post will include call-in info so you can ask your questions. The show will be live a few minutes after the hour. If you're too busy, nervous, or shy to call in to ask your questions, you can always Tweet me during the show with them.


Subscribe to "Kotaku Talk Radio" in iTunes to continue to follow our show if you so choose. We'll also continue to provide direct downloads of the show a couple of hours after showtime each Wednesday.


You can also get us through Zune. And through RSS.


Kotaku

To Do In NYC: Kotaku Talking Games Journalism At NYUIf you're in New York City on Thursday and would like to see me and other games journalists talk about our profession, come on over to New York University. 721 Broadway, Room 006. 6pm. Details on NYU's site.


Kotaku

Apple Adds Ability to Gift Apps, Games in iTunes In the past 24 hours or so Apple added the ability to give iPod Touch and iPhone applications and games to other people via an email or a printed certificate.


The Give a Gift feature now pops up when you click on the arrow icon next to the App's price and select "Gift this App."


The option allows you to write a personal message of up to 500 characters. Unfortunately, gifts can only be redeemed in the store country from which they were originated, according to the site. You can also purchase the same app for mulitple people at the same time just by entering multiple recipient email addresses. Of course you will be billed separately for each one.


What a great idea. I wonder why it was so long in coming?


Did this new ability arrive just in time for a friend or loved-one's birthday? Check out our sweet sixteen list of games every iPhone or iPod Touch owner should buy.


[Via Alyssa Milano's Twitter... it was a retweet I swear]


Kotaku

Hide Your Valuables, It's An RPG Hero Why do epic quests to save the world always have to begin with someone breaking into your house and rifling through your valuables?


For the record, I would like to state that my apartment doesn't contain any magical items, potions, rare treasures, weapons, armor, or mystical herbs. Well, to be honest, I do have a few prop weapons and some cilantro, but that's hardly enough to justify busting down my door and breaking all my clay pots.


Isn't it?


Note the lovely music from chiptune artists Anamanaguchi in the video. They'll be in concert at PAX East this weekend to show everyone why college humor went to them for 8-bit tunes.



See more funny videos and funny pictures at CollegeHumor.
Kotaku

Hide Your Valuables, It's A RPG Hero Why do epic quests to save the world always have to begin with someone breaking into your house and rifling through your valuables?


For the record, I would like to state that my apartment doesn't contain any magical items, potions, rare treasures, weapons, armor, or mystical herbs. Well, to be honest, I do have a few prop weapons and some cilantro, but that's hardly enough to justify busting down my door and breaking all my clay pots.


Isn't it?


Note the lovely music from chiptune artists Anamanaguchi in the video. They'll be in concert at PAX East this weekend to show everyone why college humor went to them for 8-bit tunes.



See more funny videos and funny pictures at CollegeHumor.
Kotaku

Red Steel 2 Review: If Only 2006 Was This GoodA skeptical world might not see video games as essential. But we can point to many games that feel worthy of this planet. Games about eating mushrooms, arranging falling blocks, saving the world. However: A first-person shooter with motion-based swordplay?


You'd be right to be skeptical.


More than three years after the release of the first Red Steel, Ubisoft is taking another shot and stab at it with Red Steel 2. The sequel is divorced from its strong-selling but critically-maligned predecessor in all ways but the most basic. Drawing none of the narrative or art-style from its predecessor and led by a new creative director, Red Steel 2 takes the basic concept of Wii-controlled first-person shooting and sword-fighting, adds a required new piece of hardware to the set-up and embarks on something that feels fresh.


But it is a game that needs to feel more than just fresh. Fundamentally, it needs to prove that the concept of Red Steel — in some ways the concept of what many of us thought in 2006 the Wii could do and be — is a good idea for a game like this. That's a lot of pressure on a single-player game, an action adventure that pits the last of a clan of swordsman gunfighters against gangs of ninjas and gunmen, that fuses the Wild West with modern and old Japan, and asks the player to use controls no other game has before.


Loved
Hurdles Wii Sports Resort: In retrospect, Nintendo had it easy when making last year's sequel to the generation-defining Wii Sports. That game introduced the world to the MotionPlus, a Wii controller peripheral that adds the sensitivity to the Wii Remote that matches many of the motion-control dreams spun by Nintendo in 2006. Resort was built, though, on the foundation of Wii Sports, as firm and proven ground for a crowd-pleasing experience as there has been. In fact, so successful has it been that Nintendo competitors have been cloning it for years, adding to the collective gamer and game developer vocabulary for what works and what doesn't in the realm of motion-controlled short-session games.


Red Steel 2 had it so much harder, trying to improve on a formula that was deemed broken at best. Shooting in the first Red Steel worked fine thanks to the Wii's reliable pointer-technology that placed a targeting reticule on the screen wherever you aimed the Remote. But swordplay with the Remote was clumsy and imprecise, prone to misinterpreting short jolts of the hand with swings of a sword and not at all providing the player with a feeling of connection between motion controller and televised game. Notice that few games cloned Red Steel, adding nothing to the vocabulary of gamers and game-makers who might want to further explore its fundamentals. From that desert of stalled progress emerges Red Steel 2 which, as I'll explain, works. It makes the player feel physically connected to the world in their TV. It pulls off motion-based swordplay and shooting with very few hitches. It's what that first Red Steel was supposed to be and it feels as novel to control as Wii Sports did in 2006.


The Swordplay: The game is played with a Wii Nunchuck in your left hand and a Wii Remote in the right. Any jolt of your right hand unsheathes the sword. Sword controls aren't 1:1. You don't see the sword move exactly as you swing your arm. But horizontal swings cause horizontal strikes; vertical causes vertical. The MotionPlus helps the Remote discern between weak swings and strong cuts. Playing through the game introduces new moves, including deflection techniques that require the sword to be held upright or sideways as well as a wonderful array of finishing moves that combine a single button tap or analog-stick tilt with specific swings to cause some brutal maneuvers.


As I learned the controls, the moments of misinterpretation dwindled and I could reliably and enjoyably execute a wide range of offensive and defensive maneuvers. Eventually you are engaging in combat against three swordsmen at a time, blocking the leaping chop of one, swinging to stab the guy creeping up behind you, knocking the armor off the third guy and then throwing your sword at him. You are doing this all with pronounced arm movements that essentially match what happens on screen. You feel at times as if you are controlling a cyclone and it feels fantastic.


The Gunplay: It is less surprising that shooting works well in Red Steel 2. Just as Remote-based shooting worked in Metroid Prime 3 and other Wii first-person shooters, it works here. Thanks to MotionPlus the game is less confused when you accidentally point your remote off the TV. One minor drawback is that the transition from pointing and shooting to a vertical sword strike, if done too slowly, will move the reticule and the game's first-person camera angle too far up. The game counteracts this by consistently locking on to enemies as they approach, requring the player to still manually aim, but keeping a player from swinging their camera too far away from the direction of their target. (You can switch locked-on targets with the tap of a button.) The game's four guns are upgradable and increasingly powerful.


The Peculiar Progression: Red Steel 2 brings the player through a variety of old-West-meets-old-Japan levels, from one dusty town to some dusty temples to another dusty town. You take missions from a board full of bounties, mixing major goals involving boss battles or reaching new areas with some simpler collection or kill-count quests. In the process of unfolding the adventure, the game spaces the shops where you buy upgrades far apart and doesn't offer everything at every shop. As a result, your guns stay weak for a while, even as you earn cash that you can spend upgrading your sword moves. This makes the player focus on swordplay. By the time the gun shops are available again, it's hard to want to switch to using guns, but the gun upgrades eventually make it tempting. By pacing the access to upgrades like this, Red Steel 2's developers ensure that players experience both the shooting and swinging elements of its core gameplay. It is for this reason alone that I didn't use my machine gun on every ninja


The Borderlands Look: Red Steel 2 takes place in a cartoon-outlined Western setting. The comic book look resembles that of Western-themed Borderlands, a similarity that echoes even more loudly with every ca-ching of the money you're constantly collecting from the enemies you kill and boxes your forcefully open. The Wii does this graphics style superbly and is helped by the strong art direction form Ubisoft, which places Japanese temples and modern Japanese vending machines amidst the tumbleweed towns of a sci-fi Old West. The sky you see from the orange plateau where you play looks lovely. The chunky locomotives and complicated radio towers are memorable landmarks. This landscape is creative and looks great.


The Music: Red Steel 2's music may offer a nice mellow western twang during the game's more exploration-oriented moments, but the soundtrack is at its best when its drums beat through a tense 1-on-20 swordfight. It provides a thrilling pulse to the combat.


Hated
Emptiness: I'm not sure if it's the silence of our hero, the intentionally desolate feel of this game's towns, the shallowness of this game's extras (no multiplayer, just time-based challenges), but this game feels a bit lonely. It works for building mood but it doesn't work in a game that otherwise feels so progressive to feel so disconnected from other gamers, be it through lack of multiplayer or any other online connectivity.


Sandwich Incompatibility: There is a chance that, should you pause Red Steel 2 in order to eat a sandwich, the game will not work when you return to it. An idle Wii Remote powers down and disengages from the Wii. This seems to disengage the MotionPlus in some way that caused, oddly, my Nunchuck to be calibrated wrong any time I resumed my game from an idle Remote. Using the game's MotionPlus recalibration option from the pause menu didn't help. Only after my hero's death and a checkpoint restart would I be okay. So don't pause Red Steel 2 to eat a sandwich unless you want trouble.


In the same month that Red Steel 2 reaches Wii owners, Sony has loudly proclaimed that its Wii-style Move controller is the device that will enable the best motion-controlled gaming experiences that appeal to fans of so-called hardcore games. But you don't need a Move to feel just how impressive and involved an action game can be when controlled by your motions. Red Steel 2, a game any PS3 owner ought to hope comes to the Move, shows that Sony's console wasn't essential to make this happen. Ubisoft is on a streak of sequels-as-atonement that began with Assassin's Creed II. It has now built not just one of the Wii's best games and not just one of the most radically improved sequels in many years but a motion-controlled game with previously unfelt depth of control and excitement of action. To understand how well motion-gaming can feel, Red Steel 2 is a must play. This is a 2006 Wii promise delivered.


Red Steel 2 was developed and published by Ubisoft for the Wii on March 23. Retails for $49.99 USD (or for $10 more with a bundled MotionPlus) A copy of the game was given to us by the publisher for reviewing purposes. Played through the sort of short campaign (8-10 hours maybe?) and now believe that the game's stab-the-guy-behind-you move could be the 2010 video game Move of the Year.


Confused by our reviews? Read our review FAQ.


Kotaku

Report: Nintendo 3DS Also Has "3D Joystick," Force Feedback & MoreNintendo's fifth generation version of its wildly popular Nintendo DS hardware, the Nintendo 3DS, comes with more than just the power to display 3D images. It also comes with a new joystick and force feedback, according to one report.


Fortunately, that report is from the typically reliable Nikkei, who writes that Nintendo "plans to give the new system a 3-D joystick and a force feedback mechanism that will let players feel the collisions of a game character." Nintendo has experimented with force feedback on the DS with the Rumble Pak add-on, originally bundled with Metroid Prime Pinball.


The Nikkei also feels comfortable enough reporting that the 3DS will feature improved wireless communication speed and battery life, but that its dual screens will be slightly smaller than that of the Nintendo DSi XL, due in North America on March 28.


The Japanese news outlet also says Nintendo is "considering" adding an accelerometer for tilt-controlled games. We've heard similar reports before about motion-sensing controls, reports that Nintendo later said were "misinterpreted."


The Asahi Shimbun writes in its report on the Nintendo 3DS that the latest hardware update may take advantage of 3D LCD screen technology developed by Sharp and Hitachi—technology already available in 3D-simulating PC monitors.


While the Nikkei doesn't provide sourcing on its report, leading us to believe that some of this may be speculation, the publication tends to be accurate. We reached out to Nintendo of America this morning for clarification on the Nintendo 3DS's features, but the company declined to comment.


No Glasses Necessary For 3-D Nintendo DS Debuting In FY10 [Nikkei]


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