Kotaku

Lost Planet 2 Invaded By The Helghast
With Resident Evil, Gears of War, Monster Hunter, and Dead Rising already represented in cameo form in Capcom's Lost Planet 2, where do we go from here? How about the ravaged surface of Killzone's Helghan?


The nightmarish Helghast from the Killzone series are the latest cameo characters to make an appearance in Lost Planet 2, joining the likes of Resident Evil's Wesker, that guy from Monster Hunter, Dead Rising's Frank West, and Gears of War's Marcus and Dom.


Of course Marcus and Dom are Xbox 360 exclusives, so releasing the Helghast Assault and Scout troops as PlayStation 3 exclusives should balance things out quite nicely.


Looks for these scary bastards to be available as free downloads from the PlayStation Network at the end of June.


Lost Planet 2 Invaded By The Helghast
Lost Planet 2 Invaded By The Helghast
Lost Planet 2 Invaded By The Helghast


PS3 Exclusive For Lost Planet 2 [PlayStation Blog Europe]


Far Cry® 2

Top Nine Videogame Reporters and Journalists Journalists in video games are as diverse and wide ranging as journalists in the real world.


Some are action reporters, others prefer to sit down with their subjects and chat. The common thread that ties them all together is their search for the truth. This truth depends on their skills as an observer and actions as a reporter. Good journalism in video games is about how a character develop a story. And there are a few characters here who have epic stories to tell.


1. Jade – Beyond Good and Evil: GC, PC, PS2, Xbox: 2003


With a laundry list of good deeds, Jade from Beyond Good and Evil is a real action reporter. With the IRIS Network and under the pen name "Shauni", Jade infiltrates and exposes the Alpha Section–the so called protectors of Hillys–as a corrupt military organization bent on world domination. Now that's a scoop. What distinguishes Jade is the diversity in which she uses journalism to help save Hillys. Altruism comes in many forms. You can promote the preservation of ecological zones, support a local orphanage or defend the planet from alien invasion. With her camera, Jade exposes lies told by a corrupt military regime and reveals the hidden plot to take over the world.
Top Nine Videogame Reporters and Journalists 


It helps to be able to kick a little ass when you're a journalist. Though her interviewees might be a little more intimidated than cooperative, Jade isn't looking for a peaceful solution to save Hillys from its fate. She uses revolutionary journalism as a weapon to fight the Alpha Section. Jade is an action reporter who constantly throws herself into dangerous and life threatening situations. Sometimes you might even forget that she's actually a journalist. With her camera she categorizes the planet's wildlife for future preservation, she finds evidence of the Alpha Section's involvement with extraterrestrial life, the DomZ, and she exposes the truth to the people of Hillys. Journalists in video games often strive towards finding a definite truth in their reality. Through her investigation, Jade finds out the truth of her existence and why she kicks so much ass.


Without spoiling her secret it involves a prophecy, her pen name and the color green. Jade finds a larger than life story for IRIS Network, and in the process she finds a personal truth. Journalism isn't always about making headlines or getting onto the front page, for some video game journalists and real life journalists it's about exploring the self. There always has to be a motivation for a journalist. Jade's past is obscured and we only know so much about her character. There's always an exploratory impetus for good journalism and in-depth stories. Jade is a damn fine journalist, and she'll go to any lengths to find the truth even if it takes her into space and beyond. And back here on Earth another journalist is looking for his true identity.

2. Rex Chance – Impossible Creatures: PC: 2002


Rex Chance has what is, possibly, the best name of all video game journalists. He's a former wartime correspondent who worked during the Spanish Civil War. And in 1936, when fascists attacked a local village, he tried to save a child only to see him die. Disgruntled and disillusioned, he returned home only to be fired from the news agency. A few years later, Rex received a letter from his estranged father Dr. Eric Chanicov. His father had gone missing several years earlier, and in the letter he revealed that his reasearch was being used in the development of Sigma technology. Rex puts on his protagonist boots and war reporter gear and heads out to Isla Variatas, a remote set of islands in the South Pacific.
Top Nine Videogame Reporters and Journalists


Rex is also a hybrid semi-creature half-human who has the power to control animals. The game is old, so I can spoil some of the plot on this one. Sigma technology has allowed scientists, like Dr. Chanicov and Upton Julius, to combine creatures and creature more powerful hybrid specimens. Rex just so happens to be the first cross between an animal and a human being. He represents a newer and stronger form of the human species. His awesome name is just an added bonus. Now he has to fight for his life and find out the secret behind his existence.


Rex takes to his leadership role pretty quick. As an international journalist; he's seen his fair share of war, blood and fighting. Most couldn't go from taking a cruise to commanding a legion of half-wolverine half-crocodile mutants in one day. However, the intensity of warfare can really affect a journalist's outlook on life. Ernest Hemingway was a foreign correspondent during the Spanish Civil War. After he returned, he wrote For Whom the Bell Tolls, a powerful story about an American demo man sent to destroy a bridge. Now, Hemingway wasn't a genetically created human being. He was just a journalist, but his retelling of the Spanish Civil War provides some insight into the intensity of warfare and how it can change you as a person. When it comes down to it, Rex is pretty hardened and he brings that to his journalism.


Throughout the game we learn about Rex's past from his journal. He is constantly writing and detailing his journey with Dr. Lucy Willing. He shows his skills as a leader, a technician and a fighter. You have to wonder, why did Rex get into journalism? It could just be that he has good instincts for danger and his dormant animalistic traits make him more aware of his surroundings. Or it could be that he is obsessed with finding the true nature of his existence. Journalism in video games is often used as a means of finding personal truths. Investigations are used as a vehicle to drive a journalist towards the truth. Rex receives a letter from his father and investigates the true nature of his existence. Impossible Creatures left players on a huge cliff hanger and I think this game definitely needs a revisit. And speaking of sequels.


3. Reuben Oluwagembi  – Far Cry 2: PC, PS3 and Xbox 360: 2008


Far Cry 2 was a huge departure in the series. Jack Carver disappeared and the player was given the choice of 12 unique, yet silent, characters. The game's plot can be surmised in just one statement: Find and kill The Jackal. This notorious arms dealer has armed the Alliance for Popular Resistance (APR) and the United Front for Liberation (UFL), and it's your job to track him down and eliminate him. It's a real virtual adaptation of Joseph Conrad's Heart of Darkness and Francis Ford Coppola's Apocalypse Now. The problem for you is that the Jackal is like Nietzsche spouting ghost or a spectre, and there are others looking for him.
Top Nine Videogame Reporters and Journalists


Reuben Oluwagembi is a journalist looking for the Jackal. Your interaction with Reuben  in Far Cry 2 is limited as your character doesn't really have a voice. He wants to expose the illegal arms trade in the small nation and he asks you at the beginning of the game to look for the Jackal's tapes-small bite-sized recordings that have been spread all over the country. The Jackal touts his overman philosophy and believes he has gone beyond the bounds of morality, but that doesn't mean he condones the brutal level of violence in the small nation. The player kills a lot of people. Essentially, we become apart of the bloody cycle of this trade and you go up against mercenaries who are armed to the teeth. It's easy enough for you to dole back the punishment, but Reuben is just a journalist and he isn't the protagonist.


A majority of the journalists on this list can either defend themselves or have the miraculous ability to dodge bullets with ease. Reuben is only human and he's looking to write a story. The Jackal, is inaccessible to anyone else other than another mercenary. He can't go out by himself and go looking because he'll get killed. In one mission, Reuben asks you to rescue a number of journalists that had been captured. They were to be executed or deported from the country, and if you did everything right that won't happen. It's important to him that this story is told and that the world is made aware of the chaos the arms dealing trade has created in this small country. As an observer, Reuben becomes an objective voice on this conflict that you are trapped within. His observations as a journalist form an empathic bridge for the player exposing the true nature of the game's violence. The saddest part of all of this is that Reuben's story was ignored by the international press. He plans to publish his story on his blog.


4. Frank West – Dead Rising: Xbox 360: 2006


Looking for a scoop on what he thought was a riot, Frank West goes to Willamette, Colorado and finds himself in the middle of a zombie infestation. With no other journalists in sight he has an inside scoop on a story the government is trying to cover up. He has the ultimate exclusive. Unlike Rex above, Frank's intervention and interference in the situation goes beyond his role as a journalist. In order to survive, he has to wait 72 hours until Ed Deluca, his chartered helicopter pilot, returns to save him and his scoop. Frank initially goes into this situation looking for a story, but it evolves into something much deadlier. Frank is really more of an action hero than a photo journalist, and zombie smashing has to go against some part of the journalism code of ethics. Hell with it this game is about causing undead mayhem and saving lives. Frank is one of the toughest video game journalists ever, he knows how to knock out a zombie and take a fantastic photograph.
Top Nine Videogame Reporters and Journalists


Frank has reported on wars and shows his skills as a natural leader. And in a time of crisis, like a zombie infestation, having someone who knows what to do and where to go-the roof in this case-is essential to survival. Think of Dead Rising as George A. Romero's Dawn of the Dead simply with a journalist instead of two cops, a flyboy and a lady. The fun and the danger are both there, but the atmosphere changes with the character's vocations. Journalists don't get in the way of their stories. They aren't supposed to get involved and start bashing heads at a riot. In a video game, where's the fun in just being an observer. Sometimes you just want to be involved in what is going on around you. Yet, Frank finds himself up against a greater opponent.


He's going up against the zombie invasion and a mass government conspiracy to cover up this incident. Dead Rising has six endings. Some end with Frank escaping to tell his tale of zombies, victims and survival. One ends with him being kidnapped by government forces leaving his fate unknown. Another has the zombie infestation going nationwide affecting the whole of the United States. In Tatsunoko versus Capcom we see Frank standing by some lockers with his co-workers. So maybe his story was told, but as we've seen in the trailers for Dead Rising 2 the zombie infestation has spread. And he isn't the only journalist who's had to deal with the undead.


5. Joseph Schriber – Silent Hill 4: The Room: PC, PS2, Xbox: 2004


An in-depth investigation into a serial killer and the occult sounds interesting. Who wouldn't want an interesting subject like Walter Sullivan? Joseph Schriber is an investigative reporter who led an exposé into The Order, a cult running the Wish House, an orphanage in Silent Hill. As a fan of the survival horror genre, you know when "Silent Hill", "orphanage" and "cult" are all in the same sentence that you might just want to stay home. As a journalist, well that's another story.
Top Nine Videogame Reporters and Journalists


Joseph Schriber lived in room 302 in South Ashfield Heights, an apartment complex in a small town not too far from Silent Hill.  We learn of his fate from a small diary that's passed under Henry Townshend's door. His diary reveals that Walter Sullivan is more than just an ordinary killer. His investigation revealed that Walter had committed suicide in prison and his body disappeared. Joseph went one step further and dug up Walter's grave only to find his body gone and the numbers 11/21 marked in the empty coffin. Those numbers represent the 21 murders Walter has to commit in order to revive his mother who has been manifested in his psyche. It's a long story. The interesting part of all this is Joseph was able to decipher all of this and The Order's influence over Walter. His diary's red pages help Henry defeat Walter and return some order to Ashfield Heights.


Going overseas for a story is a typical endeavor for a journalist. International reporters travel to every end of the Earth looking for stories. Joseph Schreiber traveled into Walter Sullivan's psyche to find his story. He literally went into Walter's "Other Worlds".  Joseph even returns from the afterlife as a spirit to help guide Henry, now that's dedication to your craft. What's more none of the analysis of the game or the development of the mythos could have occurred without his investigation. Joseph Schriber found himself an amazing subject for an unprecedented investigative report. Yet there are other serial killers out there terrorizing the media with their myths.


6. Nolan Campbell – Clock Tower: PS 1996


What's up with video game journalists and serial killers? It's like they have a death wish. Nolan Campbell is a relatively young reporter for the Oslo Week Newspaper and he's embroiled in the murderous plot of the Scissor Man. Unlike some of the other journalists here, Nolan is a little bit of a bad one. I can respect that he's looking for a scoop and the Scissor Man, but it's more than a little strange to romantically hound Jennifer, a 15-year-old and clearly disturbed individual. Still with his cameraman Tim, the two make a formidable team and manage-if you play your cards right-to help defeat the Scissor Man. Finding images of Nolan is next to impossible, so here's a photo of director Christopher Nolan and B movie star Bruce Campbell.
Top Nine Videogame Reporters and Journalists


What distinguishes Nolan from the other journalists-so far-is that he's just a third-rate writer looking for a story. He has no grand altruistic vision driving him towards protecting Jennifer and defeating the Scissor Man. He's just in the wrong place at the journalistically right time. He's just a little more unscrupulous than some of the other characters on this list. There are certain boundaries that you have to abide by when writing a story. No making up names, avoid misquotes like the Scissor Man and use the utmost discretion when approaching a subject. Nolan and Tim investigate the Scissor Man myth and find themselves in the middle of a tense situation. In a few scenarios they survive and in others they end up either roasted in a fireplace or shoved into a wine barrel. That's a morbid fate for two reporters looking a big scoop. However, like most of the journalists on this list Nolan and Tim have ultimately redeemable characteristics and traits.


In a few of the game's scenarios, Nolan actually helps Jennifer defeat the Scissor Man. In one ending, he distracts the large-fulcrum wielding maniac until she casts a sealing spell. He redeems himself a little and managed to make himself out as a good journalist. As far as I know, Nolan never actually published his story about the Scissor Man and his ordeal. Well, he's more than just a sleazebag asking Jennifer out on a date just to derive some "truth" out of his investigation. He is searching for the truth and though he may have some odd mannerisms and off putting characteristics, he is a journalist in search of a story. He finds it, but there are things worse than serial killers out there.

7. Rick Henderson – Hitman: Blood Money: PC, PS2, Xbox 360: 2006


A journalist can work his or her entire life towards getting one good story, and that scoop of the century seldom comes looking for us. Rick Henderson is a journalist with the First Edition, a newspaper dealing with both international and national affairs. In Hitman: Blood Money, he's lured to Alexander Leland Cayne's estate assuming the former Pentagon director wants to talk about the attack on the White House or his plans for retirement. What Rick found was the story of a lifetime. Alex had the Hitman.
Top Nine Videogame Reporters and Journalists


The Hitman is like a myth, a ghoul or goblin made up to scare politicians and the world's corrupt into being good. He's really the result of a cloning experiment designed around creating the perfect human being. He was made from the genes of four of his previous targets (Lee Hong, Pablo Ochoa, Franz Fuchs, and Arkadij Jegorov) and some from his creator Professor Ort-Meyer. The nature over nurture problem comes into existence, he kills the Professor, ending the production of Hitman 48's, and Hitman 47 mystifies himself as the International Contract Agency's deadliest assassin. Rick stares, mouth open as Alex tells him all this. In journalism this is called a "Get". Fortunately and the unfortunately for Rick, this "Get" gets him killed.


Rick's last words are, "Your secret is safe with me! I swear to God, I won't tell a soul!" Now, he knows, Hitman knows and I know that any journalist worth his salt would go right to printers with this kind of story. With the overwhelming evidence at the scene and the evidence produced by Alex, Rick could easily account for the hundreds of unaccounted murders and assassinations that have taken place over the last twenty years! Now this-as Alex comments early in the game-is the type of "good journalism" Rick is known for. Unfortunately for him, his story is left unpublished and he ends up as another casualty of the Hitman. Hmm… but he did have his recorder with him and even the best clean up teams can be sloppy sometimes. This is truly the mark of a good journalist.

8. Lotta Hart – Pheonix Wright: Ace Attorney: GBA 2001, Ace Attorney Series


How does one describe Lotta Hart? Born in the Heart of the Heartland, Lotta is a hot blooded, Osaka accented-akin to a Southern accent in the United States- photographer whose first claim to fame involved a UFO and a wedding. She's steeped in the paranormal and has been heavily involved in Pheonix Wright's case file. She's kind of annoying and has a penchant for getting into "a lotta" trouble, but she's a damn fine photographer and she has a huge fro to boot.
Top Nine Videogame Reporters and Journalists


As a journalist, Lotta leaves a lotta to be desired. Okay enough with the puns. She's a photographic journalist who lives by a strict journalistic ideology. If she has a source, evidence or an insight into a case; she'll protect it no matter what. That's professional, but it makes things difficult for Pheonix. In Justice for All, she becomes a key witness in two different murders. In the first case, Maya Fey had been accused of murder after she had channeled a dead spirit. In the second case Juan Corrida, a television superstar, had been murdered and Lotta's photographs become key pieces of evidence in the case. The problem is she needs to be coaxed into giving testimony.


Journalism is about helping people, defeating tyranny and finding the truth. That's the ideal. Sometimes journalism can be just about finding that scoop or that claim to fame. Lotta is a good journalist and photographer, but when someone's life is in danger c'mon, just C'MON! Especially when it's a friend like Maya. Still, any journalist can respect the protection of sources and information. Just when it's a life or death situation you might want to rethink your ideology, especially when Franchizka von Karma pops out the whip.


9. Frederick Lancaster – Front Misson: SNES 1995, Wonder Swan Colour 2002 and DS 2007


How many journalists can claim to be an accomplished Wanzer pilot? Frederick Lancaster is an Oceania Community Union war reporter who joins the Carrion Crows, a crack team of mercenaries hired to combat the United States of the New Continent. Huffman Island becomes the focal point of the OCU and the USN's conflict, and he's right in the thick of it. Lancaster's really not much of a fighter, but he's quite a journalist and he has a giant mech! Imagine the interview you could get. You could literally pull people into interview and meetings. But he's just there as a reporter and as an observer, and the only pulling Frederick does is info out of the Carrion Crows, and he has quite a beat.
Top Nine Videogame Reporters and Journalists


War reporting and video game journalism make a good combination. It means that a character like Frederick can fight for his life and keep his wits about him. Combat in Front Mission is visceral. Wanzers, derived from German "Wanzer Panzer" meaning "walking tank", are giant dueling mechs that can battle over any terrain. Fredick isn't an accomplished pilot, but traveling with the Crows means that he has to know how to defend himself, properly pilot a giant mechanical tank, travel light with a constantly moving caravan of soldiers and learn how to maintain his machine. Most journalists I know have trouble waking up in the morning. Frederick Lancaster is tough stuff.


Admittedly, Frederick is one of the worst pilots you can have on your team. He's weak and the only skill he excels at is the "Evade" skill, which is kind of funny and rather apt. Journalists in war zones have a tendency dodge bullets, but not always. Journalism is a dangerous career choice, especially during times of war. Frederick is quite a journalist and he makes an appearance in Front Mission 4, seasoned and still reporting. One thing about his character that can be deceiving is his stance with the OCU. He fought with the Carrion Crows, not because he wanted to defeat the USN, but because he saw a story in the mercenaries. Journalists are supposed to objectively observe their surroundings and write stories. The change they create comes after and from the reactions of his or her audience.


***


Journalism in video games is used as a tool to help characters develop their stories. Whether it's Frank West beating down some zombies or Jade revealing a large extraterrestrial conspiracy, journalists seek the truth so audiences can get a bigger picture of the world around them. That's really what journalism is all about. Each of these characters has a story and we become their audience.


There are a few more video game journalists out there still. Heavy Rain's Madison Paige and Uncharted's Elena Fisher are two, and the crews from Siren: Blood Curse and Michigan: Report From Hell. Leave a comment and let me know if there are any that I missed.


Republished from Level Forty-Two with permission.


Matthew O'Mara is a journalist, feature writer, and game enthusiast living in Toronto, ON. He started writing about video games after seeing Geoff Keighley defend Mass Effect on live television. He was inspired to help end the stigma that has been placed on this emerging art form. He currently writes for LevelFortyTwo.com.


Call of Duty®: Modern Warfare® 2 (2009)

It's hard to be angry about paying $15 for another mix of new and old maps in the Modern Warfare 2 Resurgence map pack when the Funhaus is staring you right in the face, now is it? Let's visit the carnival!


Sure, Vacant and Strike are rehashes of old Modern Warfare maps, but look at those three new ones! Surely the whimsy of the expansive Carnival map is worth your 1200 Microsoft points by itself, and Trailer Park brings back so many glorious memories that I think I might just go be sick.


And then there's Fuel! Actually I don't link Fuel. Not enough clowns, perhaps.


So really, what you'll be paying for is two exciting new maps, two exciting old maps, and one new map I don't particularly care for. If that isn't a bargain, I don't know what is.


The Resurgence Pack hits Xbox Live on June 3.


Modern Warfare 2's Resurgence Map Pack In Five Pictures
Modern Warfare 2's Resurgence Map Pack In Five Pictures
Modern Warfare 2's Resurgence Map Pack In Five Pictures
Modern Warfare 2's Resurgence Map Pack In Five Pictures
Modern Warfare 2's Resurgence Map Pack In Five Pictures


Kotaku

Video game addiction, Internet addiction, Blackberry addiction: The more mainstream a bit of technology becomes the more people pop up who can't seem to handle it appropriately.


During last night's episode of The Marriage Ref, viewers were introduced to a teacher who is so addicted to her Blackberry that she texts during sex.


Let's hope she never finds out about Farmville.


Catch the full episode over on NBC. [Thanks for the vid work Matt]


Kotaku

The Old Republic's Advanced Class System Revealed With only four classes for each of its two factions, BioWare's Star Wars: Knights of the Old Republic further mixes things up with the Advanced Class system, a talent system that splits each class right down the middle.


The Advance Class system comes into play once your character in The Old Republic grows in power. Upon reaching that point, players will be able to select between two advanced classes, further honing their role in the MMO world.


For instance, one Sith Warrior Advanced Class will focus on charging in and taking the brunt of the damage, or 'tanking,' while the second will focus on doing as much damage as possibly, taking foes down quickly, known in MMO circles as the DPS (damage per second) role.


The Old Republic's Advanced Class System Revealed


Choosing one Advanced Class or the other will lock players out from skills from the alternative Advanced Class, though a shared skill set will be available, featuring skills both of the more advanced roles can use.


It's basically a talent system like the one you see in World of Warcraft, with fewer choices involved. You won't need to worry about mixed talent builds or swapping talents depending on the situation. It's all about defining who you're going to be in Star Wars: The Old Republic.


Advanced Classes Overview [Star Wars: The Old Republic]


Kotaku

Rather than bury us in another flood of screenshots for Monkey Island 2 Special Edition: LeChuck's Revenge, LucasArts gives us a behind-the-scenes look at what goes into bringing Guybrush Threepwood to life from 19-year-old sprites.


For an iconic video game leading man, Guybrush Threepwood's look is open to a lot of interpretation. LucasArts went through at least four different versions of the master pirate before settling on one the designers felt was perfect.


I thought they nailed it in the first image, with the slightly rounder Guy, though it might be too reminiscent of Booger from Revenge of the Nerds for some. Instead, LucasArts went slimmer and slimmer, finally coming up with a Guybrush suitable for portrayal by a very young Hugh Laurie.


Which is your favorite? Do you prefer your Threepwood reedy or stout?


Monkey Island 2 Special Edition: LeChuck's Revenge is coming to the iPhone, iPod Touch, Mac, PC, PS3 and Xbox 360 this summer.


Building A Better Guybrush Threepwood
Building A Better Guybrush Threepwood
Building A Better Guybrush Threepwood
Building A Better Guybrush Threepwood
Building A Better Guybrush Threepwood


Kotaku

21 Stars Into Super Mario Galaxy 2, A Few Thoughts Come To MindYou don't want me to try to describe the surreal galaxies of the first three worlds of Super Mario Galaxy 2, so how about some more abstract impressions?


I've spent one evening playing Nintendo's next Mario game, collecting 21 stars across three of Super Mario Galaxy 2's world maps. Each map contains several galaxies, which themselves contain mulitple challenges for Mario. Those challenges usually involve the kind of jumping, Yoshi-riding, power-up-using and all-around joyful jungle-gym fun you'd hope for. So far, so good.


Yes, It's Tough: The early levels of Mario Galaxy 2 are not brutally difficult, but I think I've already passed the point of the game that those whose only recent gaming experience is Wii Sports won't be able to reach. The first star challenge in each of the galaxies has been easy enough to probably not trouble any Super Mario Galaxy veterans, but the second or third (or hidden!) star quests in these galaxies have sometimes been more than a match for me.


The Mario makers' cruel-but-kind level design has landed me into little loops of gameplay failure a few times — imagine, for example, a long, winding slide that requires Mario to make jumps at key moments but is easy to fall off of. Each of these gameplay loops has included an easy opportunity to grab a free life before dying and then restarting at a checkpoint. I've given up, temporarily (?), on a few challenges that seemed too hard. I died enough last night that I depleted a pool of 23 lives I'd gained on some of the game's easier levels.


21 Stars Into Super Mario Galaxy 2, A Few Thoughts Come To MindDid that...before beating up Bowser.


Yes, It's More Mario Galaxy: So far, across three maps and many galaxies I have seen no repeat levels from the first Galaxy, but I have heard repeat sound effects, seen repeat enemies and power-ups, and heard a lot of familiar music. All of this is mixed with some new or revived elements, such as Galaxy 2 box-art star Yoshi.


If you're a Nintendo gaming veteran like me, you may be at a point in your life when you'll notice the new Zeldas and Marios are wonderful if considered in a vacuum but can feel overly familiar if you've also dove deeply into, say, Super Mario Bros., Super Mario Bros. 3, Super Mario World, Yoshi's Island, Super Mario 64, Super Mario Sunshine, Yoshi's Island DS, New Super Mario Bros., New Super Mario Bros. Wii and Super Mario Galaxy. Which doesn't mean I don't wish I was playing more of Galaxy 2 right now.


21 Stars Into Super Mario Galaxy 2, A Few Thoughts Come To MindDid that... but as Mario (how'd Luigi get in this shot?)


The Secrets Have Secrets: The Mario game that Galaxy 2 has most effectively evoked for me (other than Galaxy 1) is Super Mario World. It's not just because World's gift to gaming, Yoshi, makes his Galaxy debut in this new adventure. It's because this new game emulates a key Super Mario World strength: alternate path discovery.


I consider Super Mario World to be the best Mario game at hiding secrets and enticing players to find them. Super Mario World's map teased alternate paths. The game's alternate roads were opened by exploring its levels' nooks and crannies. Those new paths hid their own secrets that led to even more deeply hidden paths.


The Galaxy 2 map, which looks as simple as the plain, barely-branching layout of New Super Mario Bros. on the DS, belies the surplus of side-adventures I've sleuthed my way into unlocking in just a few hours of playtime. The best, least spoiling way I can describe this is that I had a moment in an early level when I noticed something that seemed odd. I investigated it and found a hidden room with a challenge. I completed the challenge, but not perfectly, and got a reward. When I returned to it and tried that challenge again, a perfect completion helped me gain the ability to travel to an even more interesting, more deeply-hidden area, for an even better reward. To end this section where it began, that's my way of explaining that Super Mario Galaxy 2's secrets have secrets. Recent Mario games haven't had much of that.


A little Mario fatigue notwithstanding, I'm getting a good vibe so far with Super Mario Galaxy 2. It will be out for Wiis in North America on May 23. Expect a review here late next week.


Kotaku

Stormtroopers Love Mario Kart, Tetris, Space InvadersStormtroopers 365 isn't just a year-long photo project that wrapped up last month, it's also proof that like you and I, Stormtroopers love to get their game on.


Found among the 365 posed shots of mini Stormtroopers in the rain, guarding cameras and running from giant Darth Vader, are these shots of the tiny white armored fascists playing with the Wii, the DS and acting out their favorite bits of Mario Kart.


Stormtroopers 365 Thanks Rhi!


Stormtroopers Love Mario Kart, Tetris, Space Invaders
Stormtroopers Love Mario Kart, Tetris, Space Invaders
Stormtroopers Love Mario Kart, Tetris, Space Invaders


Kotaku

Talk Amongst YourselvesHere at TAY labs we lament that we were never able to get that fast-Mario music to play when you become a starred commenter. Nevertheless, please comment here about video games. Thanks.


Confused about commenting on Kotaku? Read our FAQ.


May 14, 2010
Kotaku

Too Big and Too Hard Video games are too big, and too hard. Even for those of us that will argue against this notion until we're blue in the face, there is an increasing amount of data that proves it. Here's what seems to be going on in game development right now to address it.


Since we rebooted GamePro at the beginning of the year we've spent an awful lot of time talking to game designers and creative directors in an effort to try and get into their heads and find out what makes them tick. While we've heard lots of different stories about what motivates them to get out of bed in the morning, there have been a surprising number of common threads that we've pulled from each of these conversations. Most pervasive is the notion that the games business is currently going through a once-in-a-lifetime period that should be relished as much as humanly possible. Unlike any other part of the entertainment business, gaming's auteurs and its most influential (or at least most affluent) consumers are maturing at roughly the same pace. So as the vanguard of creatives in charge of our experiences adjust to their own life changes, they are able to channel their learnings back into their products (reasonably) safe in the knowledge that they'll be well-received and broadly supported. As an overall community we've grown up together. We've gotten older, settled down, and had kids together. So as designers are deciding that they want to make different experiences to indulge their own lives, they can be fairly confident that their audience is in the same boat. This period is unique in that the industry will only be as naturally in tune with its audience as it is right now for a brief period, and its still adjusting its technology at roughly the same pace as its artistic vision.


This whole scenario isn't just based on anecdotal evidence and wishful thinking from people that want to go home and spend time with their kids. Like everything else about game design, the tools available to designers that prove these theories are more useful than ever, and they're providing the sort of data about the way we all consume games that's proving very surprising.


The revelation that I've heard from more designers than anything else is this:


Games are too hard, they're too long, and they provide way too much stuff.


While this may sound like an excuse from an aging group of individuals faced with technology that takes an increasingly large degree of effort to utilize, there's an enormous amount of data being collected that backs this up.


This isn't the kind of conclusion that can be reached through surveys or questionnaires, because when it comes to our behavior we all have far too much pride, we're all greedy, and we all lie.


Conventional gaming wisdom thus far has been "bigger, better, MORE!" It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. The vast majority of gamers don't need more. They don't have the time or the inclination to invest enormous amounts of time and effort with a game. This isn't the kind of conclusion that can be reached through surveys or questionnaires, because when it comes to our behavior we all have far too much pride, we're all greedy, and we all lie. If someone asks us, collectively 'do you want more or less game?" it's fairly safe to say we'd all go with the former rather than the latter. Also, when someone asks us if we want to coast through something that's just challenging enough, we'd say "oh no, I'm a gamer - I need the challenge."


The problem is, the vast majority of gamers don't really behave the way they say they do. How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.


Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that "more than 90 percent" of a games audience will play it for "just four or five hours."


So what does this mean for the future of games? Well, before we all get our panties in a bunch over the inevitable endumbening of games, it seems that games will become increasingly modular in order to accommodate different tastes. Currently, Microsoft's development guidelines tell developers and publishers that the optimum time to release DLC is "within the first 30 days" of a game's release. The problem with that though is that it's not enough time to gather enough data about the audience's behavior and then generate content that reflects it. Content delivered in the first month has to be pretty much finished and sitting in the first party approval queue before the actual game comes out. So right now, that first bunch of DLC we see for something is usually based on a hunch, rather than the way we actually play. For some games that appeal to specific tastes, that's easier (I guess) to anticipate. But as games are increasingly under pressure to achieve monstrously huge sales, the whole system will have to change.


The nature of the majority, as one developer told me recently, is that their preference is to "just dick around" rather than follow the structure. It's not just an occasional thing – in terms of behavior its pretty much pervasive. There's always a minority that plays things the way the studio intended, but as another developer told me, "sometimes, you just want to tell people that they're playing it wrong."


So expect this; more games that reward that "dicking around" and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption.


The thing is, we're not playing it wrong. What's happening is that studios are starting to look at the way they make games and concede that they're making them wrong. The vast majority of releases, even the most spectacular and successful, adhere to structural conventions that date back 20 years. As an audience we're getting bored of that, if we're honest. Right? Younger gamers demand something more sophisticated, while older gamers don't have the time or energy to play through something built around a punitive system for a bazillion hours.


So expect this; more games that reward that "dicking around" and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption. Big time multiplayer shooters like Call of Duty and Halo can always rely on an unusually large hardcore contingent, but the teams making many other games can stop beleaguering under misguided assumptions. Consequently our experiences will be "tuned" over time to a far larger degree than they are currently, and they will do so based on how we're actually playing them, rather than how its hoped we're playing them.


Hopefully the notion of "value" won't be lost during all of this.


Reprinted from GamePro with permission.


John Davison is the EVP of content at GamePro Media where he oversees all editorial content for both its print and online properties. Previously he was the co-founder of What They Play, the games website for parents which was sold to IGN last year. Before that you may have known him as the editorial director of the 1UP Network where, among other things, he co-hosted the popular 1UP Yours podcast. You can follow him on Twitter @jwhdavison.


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