Dragon Age: Origins

Dragon Age: Origins Witch Hunt Micro-Review: An Unsatisfying Epilogue "Never follow me," said the dark witch Morrigan as she disappeared towards the end of Dragon Age: Origins. Adventurers never were very good at listening.


In the final downloadable content for Dragon Age: Origins, players are tasked with tracking down the abrasive sorceress and learning her true motivation for siding with the Grey Wardens. It's been a year since she was last seen, and curiosity has finally gotten the better of us. Where has she gone? What is she doing? Is she thinking of us? These questions and more drive our hero and two new companions on an adventure that will take them to the far reaches of Ferelden.


Of course just because they're far reaches doesn't mean we haven't reached them before.


Loved

New Faces: For the brief time you know them, new characters Ariane and Finn are charming companions, something fresh and new in Witch Hunt's stew of regurgitated content.


Hated

Old Places: The enemy population may have been mixed up a bit, but the locations you visit in Witch Hunt are places you've been before. There's really not much new to see here.


Fast Paces: From start to finish, Witch Hunt only lasted an hour and fifteen minutes. That's including several defeats and restarts. That's pretty pathetic.


Witch Hunt would be bad enough if it presented us with an hour of new gameplay, but having players wandering through areas they already explored for 60 minutes to deliver an ending that could just as easily have been released as a free teaser trailer bridging the gap between Dragon Age: Origins and Dragon Age II is an insult to players who've invested so much time and energy to playing through this epic tale.


Dragon Age: Origins Witch Hunt was developed by BioWare and published by Electronic Arts on September 7. Retails for $6.99 USD or 560 Microsoft points. A download code for the game was given to us by the publisher for reviewing purposes. Played through entire story on normal difficulty.


Confused by our reviews? Read our review FAQ.


Kotaku

Kinect Creator: No One Plays First-Person Shooters On PC Anymore Microsoft's Kudo Tsunoda, talking to Game Informer about the future of Kinect, had this to say about the current state of first-person shooters on the PC.


Kotaku

Kinect Creator: Hardly Anyone Plays First-Person Shooters On PC Anymore Microsoft's Kudo Tsunoda, talking to Game Informer about the future of Kinect, had this to say about the current state of first-person shooters on the PC.


Kotaku

Who Argues Violent Video Games Are Like Porn, And Who DisagreesIt is the season for battling in the Supreme Court about whether it should be a crime to sell very violent video games to children. No such law exists for other forms of entertainment. Who is for? Who is against?


Should very violent video games be illegal to sell to kids, the way certain kinds of pornography can be?


Do you side with the co-creator of the Fantastic Four? Or do you side with the former Governor Moonbeam?


Do you agree with the agreeing id Software and Activision Blizzard? Or are you a Common Sense Media kind of person?


Are you allied with the attorneys general Arkansas, Georgia, Nebraska, North Dakota, Oklahoma, Puerto Rico, Rhode Island, South Carolina, Utah and Washington or those of California, Connecticut, Florida, Hawaii, Illinois, Louisiana Maryland, Michigan, Minnesota, Mississippi, Texas and Virgina?


What Are They Arguing About?

Hordes of powerful people and advocacy groups have filed their arguments to the United States Supreme Court in advance of November 2 showdown between the State of California and the video game industry.


In the first case involving video games to ever reach the highest court of the United States, California will attempt to convince the Supreme Court what it has failed to successfully argue to the lower courts: That a 2005 law that would make it a crime to sell very violent games — those that lack artistic value — to minors does not violate the freedom of speech guaranteed in the First Amendment to the U.S. Constitution.


The California law has been blocked from taking effect for five years due to successful legal challenges by the video game industry.


For a medium-length version of California's take, read Kotaku's July summary of the state's argument to the Supreme Court about why the high court should overrule the lower courts' decisions. The state basically argues that extremely violent games can harm minors, that it should not be required to prove direct causation and that — this is key — if states can (as they are) be allowed to criminalize the sale of some sexual content to minors that is legal for adults then they should be afforded the same ability to do so with very violent content.


This is the short version: One of California's favorite targets, Postal 2, is held up by the state as the kind of game that it thinks a retailer should be fined $1,000 for selling to a kid.


Who Is With California?

Louisiana! And .. Connecticut, Florida, Hawaii, Illinois, Louisiana Maryland, Michigan, Minnesota, Mississippi, Texas and Virgina.


These states attorneys general, including the one trying to maintain a Democratic seat in the senate against the former CEO of World Wrestling Entertainment, have filed a brief in support of California. This brief reminds the Supreme Court how low games have sunk in a couple of decades:


In 1975, a cutting-edge video game console allowed players to bounce an electronic ball back and forth on a television screen by rotating small knobs. This was Pong.1 Things had changed by
2003. That year, a popular game called Postal2 invited players to:
• Burn people alive with gasoline or napalm;
• Decapitate people with shovels and have dogs fetch their severed heads;
• Beat police to death while they beg for mercy;
• Kill bald, unshaven men wearing pink dresses (in an "expansion pack" called Fag Hunter);
• Slaughter nude female zombies;
• Urinate on people to make them vomit;
and,
• Shoot players with a shotgun that has been silenced by ramming it into a cat's anus.
Postal2 is made by a company called Running With Scissors, which promotes the game with the tag line: "[R]emember … it's only as violent as you are!"


The makers of Postal likely never intended its hyperbolic violence to be taken seriously. Ten-year olds,
however, may fail to grasp the satiric content in an exploding cat.


These states are prepared for naysayers. They are ready for the people who will cry that the California law supports a view of America that neuters art and chills speech by making laws against anything that's bad for the children.


Don't worry, grown-ups, the states argue:


The California law... simply restricts minors' unmediated commercial access to certain graphically violent video games. But it prevents no adult from buying or renting such games. It does not even stop minors from playing them. Rather, the law helps ensure that parents- and not the marketplace-ultimately decide whether their children play a game, such as Postal2, in which players are encouraged to urinate on their victims before burning them alive.


Shouldn't parents get this help? Look, Louisiana and friends say, noting that states can make it a crime to sell porn to kids:


Parents, in other words, have just as keen an interest in guarding their children from Postal 2 as from Penthouse, and laws like California's may help them do so.


What Would Thomas Jefferson Think?

Also in the corner of California is Common Sense Media the family values advocacy group that dares to image what great 18th century American men would have thought of the likes of Postal:


There is no historical evidence or any other support for the proposition that the Framers or the founding generation would have recognized a constitutionally protected right for children to purchase violent video games.


The Common Sense Folks are with California in asserting that there is an "impressive body of scientific literature [that] confirms the validity of the State's interests in protecting juveniles from exposure to images that can have profound impact on their behavior and development." We recognize juvenile's minds as being still in development, the group says.


Protect the kids? The group quotes philosophers such as John Locke, who is worried about children rejoicing in the harm of others, and then from an 1808 letter from Thomas Jefferson to his then-16-year-old grandson: "Be very select in the society you attach yourself to, avoid taverns, drinkers, smokers, idlers and dissipated persons generally."


Yeah, But Why Video Games? Are They Really Worse Than Other Things?

The writers of the California law suppose games are, compared to movies and books, more damaging to kids' minds because they are interactive. Defenders of video games might grant that, yes, games are more involving than other forms of entertainment.


But California also has one extreme ally in the Eagle Forum Education & Legal Defense Fund which goes way past the Golden State to argue to the Supreme Court that "Video games are role-playing activities that do not constitute free speech."


Furthermore, game-playing is dangerous, the Eagle Forum contends:


Does playing violent video games lead to aggressive or violent behavior? Yes, and nearly as much as the other major indicator of youth violence: gang membership. Playing violent video games ranks almost as high as gang membership as the number one tell-tale sign among youth for a propensity to commit violence. See Violent Video Game Effects, infra, at 143 (utilizing for comparison purposes data from a 2003 report by the U.S. Department of Health and Human Services).


Playing violent video games is a far bigger risk factor than other familiar indicators of youth violence. For example, playing violent video games is three times greater as a risk factor for aggressive/violent behavior than engaging in substance abuse, being from a broken home, having a low IQ or even having abusive parents. Id. Playing violent video games is nearly two times greater as a risk factor for aggressive/violent behavior than having a record of prior violence or being a large consumer of media violence.


That's an extreme argument that Calfornia itself does not appear to back. It has not denied that video games are speech.


The Cali Tally: There are four briefs supporting California: the three quoted above, as well as one from California state senator Leland Yee, a child psychologist and author of the law. (Read the full original texts of all the pro-California arguments here.)


Will Anyone Stand Up For Video Games?

On September 10, the Entertainment Software Association, the lobbying group that runs the E3 gaming convention every year and will argue against California before the Supreme Court, filed its official response in advance of the November 2 hearing. It characterized California's law as "the latest in a
long history of overreactions to new expressive media."


Arguing that games are "a modern form of artistic expression," rattling off usage states and dollars earned, quoting the New York Times' review of Red Dead Redemption, and praising the industry's own ratings system, the ESA is basically saying, games are great and grown-up and do not deserve to be treated differently than other forms of entertainment.


The ESA goes after the helping-parents-out part of the California argument:


Parents certainly have the right to determine what expression they want their minor children to experience. But that parental prerogative does not give the government the right to decide what is worthy for minors to view.


The ESA also attacks the argument that laws that make the sale of certain kinds of sexual content illegal for minors should allow similar blocks on violent content. They go back to Ginsberg vs. New York, the same case cited by California but parsed differently by the gaming industry:


Ginsberg held only that the scope of the category of sexual obscenity – already a recognized category of unprotected expression – might vary as between minors and adults. Ginsberg did not hold that other categories of expression, entirely protected as to adults, could be restricted for minors.


Moreover, the State's analogy to obscenity fails because depictions of violence, unlike obscenity, have played a longstanding and celebrated role in expression properly consumed by minors, from Greek myths to the Bible to Star Wars and Harry Potter. A new exception for depictions of violence would threaten access to these materials. California's assertion that it will regulate only "offensive" depictions of violence compounds the First Amendment problem, as "offensiveness" will invite viewpoint discrimination, with depictions of violence committed by malefactors rather than "good guys" being deemed offensive.


The gaming industry asks: Do you know what happens when you start legislating against violent speech? Then you are arguing that high schoolers maybe shouldn't read Ovid. The gaming industry then quotes from Ovid's Metamorphoses to remind us of the kind of violent content children are exposed to (assuming children do their homework and read their Ovid):


The princess willingly her throat reclin'd,
And view'd the steel with a contented mind;
But soon her tongue the girding pinchers strain,
With anguish, soon she feels the piercing pain: . . .
In vain she tries, for now the blade has cut
Her tongue sheer off, close to the trembling root.
The mangled part still quiver'd on the ground,
Murmuring with a faint imperfect sound: . . .
The piece, while life remain'd, still trembled fast,
And to its mistress pointed to the last.


The gaming industry complains that the California law is unreasonably vague about which games it would cover, scoffs at California's assertion that there is scientific evidence that shows violent games can be harmful to kids and, in an effort to say, hey these violent games do have artistic value, tosses in a New Yorker quote about Uncharted 2 being a ""visual glory hallelujah of a game."


Fine, But What Does Activision Think?

More than 25 parties have filed briefs with the Supreme Court to argue that the gaming industry is in the right here and the California is in the wrong. Among them is Activision Blizzard, which focuses on the official video game ratings board and says, you know, these ratings are terrific at keeping kids from buying very violent games:


Without conceding that video games cause any harm, Activision Blizzard submits that current statistics – including those from studies commissioned by the FTC – demonstrate that children cannot easily purchase violent video games and that California can easily advance its goals by supporting the existing ESRB system.


Oh, and they add that California need not worry about the really bad games because no government blockage is needed for a type of content already censored by the industry itself. The equivalent of X-rated games — AO-rated games — won't be sold to California kids because: "most
retailers do not stock or sell AO-rated games and console manufacturers will not certify them."


Let's Hear From The People Who Made Doom

The people at id Software, filing a brief in support of the gaming industry of which the Doom-maker is a part, see the aforementioned quote from Ovid and raise it with some quotations of Homer. The first amendment protects Homer's bloody Iliad, Id argues, The question then arises how a video game with the same expressive characteristics can somehow lose commensurate protection."


Id doesn't then just start quoting positive write-ups of Doom, but it gets into the action of quoting the New York Times about gaming's artistic potential. The id brief spends many paragraphs defending violent content, but also goes after the assertion that games are more problematic than other forms of entertainment because they are interactive:


Nor is video games' status as interactive a reason to deny them full protection. For one thing, with the advent of the DVD, film is no longer necessarily passive. A viewer may choose to watch the same scene many times in a row, or skip scenes he or she does not like.


Postal: The Movie vs. Postal: The Game

The attorneys general of Arkansas, Georgia, Nebraska, North Dakota, Oklahoma, Puerto Rico, Rhode Island, South Carolina, Utah and Washington also have made their case, filing a brief in support of the gaming industry.


These states view the California law as a violation of the first amendment, saying, among other things:


There is little sense in restricting the sale of Postal the game, while allowing the same
minor to purchase Postal the movie.


The standout argument in these states' brief is that the permission of the California law "may unintentionally turn a baseless 'twinkie defense' into an increasingly functional criminal defense." The Twinkie line refers to the attempt of the defense for a man named Dan White to claim that his murder of two San Francisco politicians in 1979 was due to an intake of sugary foods. The states in this brief fret that allowing the California law would essentially allow more people to blame video games for their actions, as it would codify the idea that video games are distinctly capable of triggering bad behavior.


If this Court accepts California's argument that games encourage and cause violent behavior in impressionable youth, this will function as a nationwide signal that appropriate criminal prosecutions just got more difficult to procure.


The Anti-Cali Tally: There have been 27 briefs filed to support the video game industry, including briefs by the American Civil Liberties Union, Microsoft, the Comic Book Legal Defense Fund, the Motion picture Association of America, the music industry, reporters groups and others. (Read the full original texts of all the anti-California arguments here.)


California vs. The Gaming Industry... The Supreme Court will hear both sides out on November 2.



Read Kotaku's full coverage of California's legal battle with the video game industry to criminalize the sale of violent games to kids.


Kotaku

Having been a fan of Firemint's Flight Control for sometime, I was intrigued when I caught a glimpse of indie title Air Traffic Control.


Instead of trying to simplify the art of managing, taxing, handing off and landing a sky full of planes, ATC mimics the complexity of the task. In the game you have to pay attention to airport codes, altitudes, speeds, hand-off points, and runway directions.


The $2 iPad game sounds daunting, but surprisingly, it's also kinda fun. Despite some odd wording in iTunes, ATC is only available on the iPad.


Kotaku

Nine Hours, Nine Persons, Nine Doors, One Watch Now you can pretend you're about to die a horrible death by drowning upon a sinking ship with the Gamestop exclusive preorder watch for Aksys Games' DS thriller Nine Hours, Nine Persons, Nine Doors.


It can be hard to sell a game like Nine Hours, Nine Persons, Nine Doors, or 999 as Aksys likes to call it. It's an adventure game in which nine people find themselves on a sinking ship, forced to play a twisted game in order to escape with their lives. How do you market it? How do you make people want to play this particular game?


Well this watch certainly helps.


A replica of the bracelet the characters in the game find themselves wearing. this colorful preorder bonus keeps its numbers hidden beneath its shiny metal face, glowing bright red with the press of a button. It's horribly garish, and it definitely won't fit my giant wrist.


I must have it.


"You too can sport the watch that the game revolves around, just like Junpei and his companions!", says Frank "Bo" deWindt II, Associate Producer, Aksys Games.


Yes yes, Junpei something whatever. Just give me the watch.


Nine Hours, Nine Persons, Nine Doors hits stores on November 16. Make sure you make friends with your Gamestop manager beforehand to make sure these babies don't "run out" before you get yours.


Nine Hours, Nine Persons, Nine Doors, One Watch
Nine Hours, Nine Persons, Nine Doors, One Watch


Global Agenda: Free Agent

Global Agenda Woos Distraught APB Players Taking advantage of the closure of Realtime Worlds' All-Points Bulletin, Hi-Rez Studios is giving APB refugees 30 percent off the purchase of its massively multiplayer online shooter Global Agenda.


In case you missed the news last week, APB is dead. Some other company might snatch it up and give it a go, but as far as the troubled Realtime Worlds is concerned, the ambition Grand Theft Auto flavored MMO is no longer a going concern. This is bad news for APB players, but potentially good news for Hi-Rez Studios and Global Agenda.


In a letter addressed to shooter/MMO fans, Global Agenda executive producer Todd Harris expressed delivered his condolences for the loss of APB.


"Today, we mourn our latest fallen colleague, APB. In making APB, Realtime Worlds had a bold vision to make an MMO devoid of traditional tab-targeting, cast bars, and die-roll combat. We honor their effort and innovation, and greatly mourn the game's closing."


What touching, heartfelt sentiment! I feel tears coming on. Oh wait.


"So between today and Friday, September 24, 2010, we are offering refugees from APB and other Shooter/MMOs an opportunity to join Global Agenda's growing community more easily and affordably than ever. We figure you deserve it. And you'll fit right in since you already know how to aim."


Anyone who purchases Global Agenda from the game's official website can enter the code "LongLiveShooterMMOs" to receive a 30 percent discount on the game. That's $20.99, £13.12, or €15.75 depending on where you live.


On one hand I appreciate the savvy of Hi-Rez and their crack marketing team. This is an excellent opportunity to drum up some new business.


On the other hand, it feels a little bit like going to a man's funeral to hit on his widow. Granted the players and the game were only married for three months, but still, they loved each other very much.


So what's your verdict? Classy or tacky?


Kotaku

Since Apple's App Store opened in July 2007, France-based mobile game developer Gameloft has sold more than 20 million games on the service built for the iPhone, iPod Touch and iPad.


The company said today that of the 47 iPhone and iPad games they've launched from the beginning of this year, a whopping 42 of them have hit the top five mark on Apple's Top Grossing charts and 25 hit the top spot.


"The first half of 2010 marks a new step for us on the App Store," said Michel Guillemot, president of Gameloft. "The launch of the iPad and iPhone 4 has opened new horizons for developers and allowed us once again to transform our consumers gaming experience. 20 million paid downloads is proof that our games meet the expectations of our players and we will continue to satisfy them."


Gameloft has developed and published more than 100 games for the App Store since its launch in the summer of 2008. The publisher plans to release another 15 games to the store this year, including Assassin's Creed: Altaïr's Chronicles HD, Dungeon Hunter 2, Star Battalion and Modern Combat 2: Black Pegasus.


Kotaku

When two tribes go to war, delicious cake is all you can score. With Fable III due out next month, the developers at Lionhead Studios turn their attentions from making kings to baking things in an all-out Cake War.


From Xbox 360 controller button cupcakes to a partial Companion Cube, the fine folks at Lionhead show us that their skills aren't limited to game development, creating a wide variety of cake and cake-related goodness. These and other delectable creations are now open for judgment on the Fable development blog, giving fans a chance to pick their favorite creation in the comment section.


Being in a simple mood this morning, I'm officially throwing my support behind the controller button cupcakes. They could have been executed better, but the concept is solid and bite-sized.


Lionhead Cake War [Lionhead Studios]


Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War
Lionhead Goes To War...Cake War


Kotaku

Doctor Who: The Adventure Games Scores A Second Season With the first three episodes downloaded more than 1.6 million times and a fourth episode on the way, the BBC reveals plans to continue the groundbreaking Doctor Who: The Adventure Games with a second season in 2011.


Doctor Who: The Adventure Games has been a tremendous success for the BBC and developer Sumo Digital, not only giving gamers a way to connect with the 11th Doctor and his companion Amy Pond outside of the television series, but also giving a large number of non-gaming fans their first taste of PC gaming.


"Given the success of the first series, we'd be daft not to recomission," says Simon Nelson, head of multiplatform in vision, BBC. "But it's not just about the numbers; the feedback we've had has been overwhelmingly positive. Our audience has been introduced to a new form of drama - and, for many, these have been the first computer games they have downloaded. We've set new standards in audience participation - and we think we've really helped push the concept of families actively playing together. I can't wait to see what the team does next."


Perhaps this series is a harbinger of things to come. One day many of our favorite television shows could have interactive gaming elements that tie directly into the continuity that glues us to the screen every week.


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