The Tokyo Game Show is over. We're home. We're extremely sleepy. And we'd like for you to take this post by the reins and take it where you want to go. If that means, talking about TGS, so be it!
Seriously, the commute via Friendly Airport Limousine to Narita Airport to LAX to home has been an exhausting one, but there were big boxes of Cap'n Crunch waiting for me at home. All I need now is some rest. Tell us what you're up to in the comments.
If you're more of a lurker, take a lurk at these things.
Computer hacking isn't really a spectator sport, so movies will embellish hacking scenes with funky visuals, inane jargon, and supercomputers that run on magic and prayer. Here are 10 of the most awesomely groanworthy hacking scenes.
Fortress (1992)
Fortress occurs in a dystopian future where Christopher Lambert and his wife are jailed for violating the regime's one-child policy. The movie has many classic bits, particularly the scene in which the cyborg warden spies on the inmates' sex dreams. Another great sequence is the film's final hacking sequence. John Brennick (Christopher Lambert) and D-Day (Jeffrey Combs) upload "D-DAY'S REVENGE VIRUS" just before John's wife gets an unanesthetized C-section. Also note the system's hamfisted password: "CRIME DOES NOT PAY."
Jurassic Park (1993)
As a gang of bloodthirsty velociraptors bear down on our heroes, a middle schooler finds the gumption to hack Jurassic Park's entire computer system. Hey, it was programmed by the mailman from Seinfeld. What did you expect?
Tengen Toppa Gurren Lagann: Gurren-hen (2008)
In this anime film, the villainous Lord Genome accomplishes a "super hack" by becoming a sprinting 8-bit mescaline bender. It's so profoundly strange that you forget that Lord Genome is a head in a jar.
Lawnmower Man (1992)
The final sequence of Lawnmower Man was impressive for the 90s but looks remarkably hokey nowadays. Jobe (a.k.a. Jeff Fahey a.k.a. Lapidus from Lost) is a hyper-intelligent virtual being who gives up his flesh to become pure information (indeed, his physical body wastes away like a giant month-old meringue). Jobe becomes trapped in a mainframe and tries to hack his way out by punching polygons as if he was playing Starfox. James Bond hops in a gyroscopic carnival ride to distract Jobe from the bombs he's planted; Jobe overreacts and crucifies him. For more VR bloopers, check out Jobe's sex fiasco and this death scene from Lawnmower Man 2.
WarGames (1983)
Plucky Matthew Broderick hacks into a NORAD supercomputer, mistakes it for a videogame, and almost starts World War III. By telling the computer to play tic-tac-toe against itself, Ferris teaches the machine that global thermonuclear war is very bad. Nostalgia requires me to have a soft spot for this flick, but the whole premise makes Small Wonder look like a documentary.
Hackers (1995)
Hackers is so painfully dated it rules. This movie aspired to be the mainstream cyberpunk flick but instead comes off as Neuromancer 2: Electric Bugaloo. Just witness this Prodigy-fueled hacking battle between "Crash Override" (Johnny Lee Miller) and the enigmatic hacker "Acid Burn" — they're fighting with fonts and shitty homepage graphics! This major motion picture is so disingenuously anti-authoritarian that it may have well been directed by McGruff the Crime Dog. Also, real hackers vandalized the Hackers site to protest this film's overall silliness.
Independence Day (1996)
Jeff Goldblum and Will Smith fly into an alien vessel in a 50-year-old space junker, upload a computer virus in less than 5 minutes, and lo! Everything's compatible! You'd think a race of malevolent extraterrestrials would invest in a better firewall, but I bet that's the big twist in ID42. (On a side note, whenever I see a Roland Emmerich movie, I like to pretend they all take place in the same universe.)
The Core (2003)
In this scene, "Rat" (DJ Qualls) gives Aaron Eckhart free long-distance for life...using nothing but a Wrigley's wrapper, a cell phone, and a song in his heart.
Superman 3 (1983)
In Superman 3, Richard Pryor steals the rounded half-cents that don't go into employees paychecks — just like Office Space! In a movie where Superman gets totally shithoused and fights his subconscious in a garbage dump, it's saying a lot that the most implausible detail of the film is that a megacorporation's security override command is "OVERRIDE ALL SECURITY."
Swordfish (2001)
Hugh Jackman has 60 seconds to hack the Department of Defense while a nubile lady named Olga blows him. If Hugh fails, Vinnie Jones will blow his brains out. Incidentally, this is how any respectable computer science graduate program vets its PhD candidates.
Much thanks to Lindsay Wolfe for the awesome research.
PixelJunk Shooter 2, the sequel to Q-Games' inventive PlayStation Network game, adds more than just light and acid to the list of new fluidic matter the developer is playing with. Bugs, bubbles and bullet hell also join the updated liquid arsenal.
We've already experienced how PixelJunk Shooter 2 plays with the corrosive acids that spew forth from the belly of a beast and how Q-Games used its fluid technology to dynamically render light in pitch black caves.
But there's another substance filled the guts of the massive creature you'll find yourself exploring in Shooter 2. A green, sticky goo will fill some organic caverns. Touch it and you'll become attached. Upon freeing your ship, the goo will grow.
Combine that goo with water and those goo balls will birth tiny green bacteria. They'll mess with your flight path and that of your missiles, should you fire through their swarms. They're more of a nuisance, it seems, that the rest of PixelJunk Shooter's lifeforms.
In this organic world, we got a peek at the game's Hungry Suit. It attaches a pair of mandibles to your ship, which let you chomp through hard deposits like Pac-Man. You'll only be able to move your ship in four directions, sticking to the X-Y axes, and your ships missiles will be inaccessible while wearing the Hungry Suit.
After players clear the fourth world of PixelJunk Shooter 2, which runs from worlds four through six in the series, they'll enter a cool, spaced out environment. Q-Games president Dylan Cuthbert calls this the bullet hell level, because of the creatures that inhabit it.
Bizarre flora-fauna blended creatures will spit out a stream of bullets in patterns that invoke Cave shooters. The flow of bullets is not nearly as relentless as those hardcore scrolling shooters, but it's a nice homage and reflective of the more challenging difficulty level in PixelJunk Shooter 2.
The sixth world is the previously featured Dark World, which plays with darkness and light in incredibly clever ways. Don't miss our previous coverage for more details on how light flow will add a new layer of complexity and creativity to the sequel.
Q-Games' sequel is clearly that, adding an impressive level of depth and new features to an already inspired game.
PixelJunk Shooter 2 will be coming to the PlayStation Network "soon," according to Cuthbert, featuring all-new tracks from musical outfit High Frequency Bandwidth.
Weekends we run "Box Scores,", showcasing superlative games played by readers. This game from MLB 10 The Show was CPU-simulated, but looking at that linescore, baseball fans instantly understand how far beyond the pale it is.
Reader Luke T. handed that to me yesterday. He's playing in franchise mode on MLB 10 The Show, with the Red Sox. The rosters are fantasy-drafted (MLB's entire active roster is pooled into free agency and then assigned based on draft position at the beginning of the franchise.) Luke T. was chugging through his year with the Sox and elected to button-simulate the schedule for July 13. The Show - roundly acclaimed as the most accurate console sports simulation - spit that back.
That is a game without a hit or an error for either side.
In the Major League Baseball All-Star Game.
It is possible for a run to be scored with no hits or errors. Walks, hit batsmen, dropped third strikes, fielders' choices and stolen bases all figure into the realm of possibility, however uncommon, and these runs are scored every season.
But never in the history of professional baseball, going back to 1876, have two teams played a game to conclusion without a hit for either side. Ever.
Hardcore baseball fans will immediately recall that Cincinnati's Fred Toney and Chicago's Hippo Vaughn, in a game played May 2, 1917, are the only pitchers ever to duel each other with no-hitters past the 27th out of the same game. Vaughn, for the Cubs, surrendered a run on a couple of hits in the top of the 10th inning of that game, while Toney, for the Reds, went on to win it. Under a rules revision in 1991, Vaughn was stripped of his credit for the no-hitter, though he and others are anecdotally considered to have pitched one.
Assuming that Luke T.'s game went to extra innings, this would be only the third time a no-hitter has been pitched in a losing effort, out of the thousands of games pitched annually in the professional game's 134-year history. Ken Johnson of the Houston Colt .45s lost a nine-inning no-hitter in 1964, and Baltimore's Steve Barber and Stu Miller combined for a losing no-hitter in 1967.
Correction: As commenter DukesDawg points out, it's impossible for the home team to win a game by more than one run in extra innings without a hit. So while this objectively can't be a double no-hitter, or the third losing no-hitter in major league history, it still would be the only professional game played to conclusion without a hit by either side.
I hit up Marc Normandin, a dedicated Kotaku reader and analyst for Baseball Prospectus, the game's most respected journal of statistical analysis, for a comment on the possibility a true double no-hitter could ever happen in real life.
"Dueling no-no's, with this many runs scored, seems unbelievable, especially in an All-Star game with the supposed finest hitters around," Normandin said. "But it could happen."
So MLB 10 The Show returned a one-in-a-zillion shot, but not one outside the realm of statistical accuracy.
Sure, but let's not say this is entirely believable.
"Honestly, the most unbelievable part of this whole box score," Normandin said, "is that no one gave up any hits in a game where Barry Zito made an appearance."
When indie developer Jake Kazdal told me his studio's game, the still in development Skulls of the Shogun, was heavily inspired by his love of Nintendo's Advance Wars series, I was already on the hook.
I was pleasantly surprised "inspired by" didn't mean "a clone of." While elements of Advance Wars are apparent in Skulls of the Shogun, currently planned for release on Xbox Live Arcade (and elsewhere), this strategy game is a very different beast.
Kazdal, founder of Haunted Temple Studios, offered me a peek at his turn-based strategy title just before Tokyo Game Show kicked off officially. In Skulls of the Shogun, undead samurai take to the battlefield to fight for dominance over plots of land, engaging in strategic combat that is light on troop management and resource building, heavier on smart, carefully planned battle tactics.
Skulls of the Shogun features a comparatively small set of units. Matches start with just four available troop types: Cavalry, a mounted unit that has a wide range of movement, but relatively weak attack power; Infantry, your front line, hand-to-hand combat unit; Archer, which excels at long range attacks; and your General, a powerful commanding unit. If the General dies, you lose.
The General unit features an interesting twist. If you leave him idle at the start of the match, his hit points will increase, up to a maximum amount. Move him too early and you may send an unnecessarily weakened General out onto the field. But given his strengths as a unit, a full scale attack right from the get-go might just be crazy enough to work.
Players can also call in Monks by sending units to capture—or "haunt"—Fox Shrines, which start as neutral structures. There are different Monk types featured in the game, which can cast healing and defensive spells. Summon Shrines, analogous to the factories of Advance Wars, can also be captured to summon in new undead units.
How do you pay for all this stuff? By capturing rice paddies. Rice is the era appropriate currency of Skulls of the Shogun. Paddies offer a finite amount of funds and the game's maps don't appear to be flush with these resources. There were maybe 10 on the small 1-versus-1 map on which Kazdall and I played. That limited amount of raw materials looks to put the game's emphasis on attacking and defending, not land-grabbing and building up massive armies.
While the limited number of units may make Skulls of the Shogun appear a tad shallow, every unit in the game can be upgraded. When you kill an enemy soldier, he'll drop his skull. Eat that skull and you'll power up a unit's defense, hit points and attack power. Snack on three skulls with the same unit and you'll transform it into the Demon Lord version of itself, a big, scary and tough variation on a stock unit.
Chowing down on three enemy skulls is no mean feat—especially since Monks can cast Purify on the skulls of downed friendly units, sending them into the ether—so these super units are appropriately bad-ass.
Instead of the grid-based combat of an Advance Wars or the hex-based layout of other strategy games, Skulls of the Shogun is circular in its movement. Units can move within a certain radius while advancing through a map, lending a more organic strategic element to turn-based attacks. Some units, after attacking, can move again, but within a much smaller radius to shift out of harm's way.
Units can form defensive walls by huddling close together. When one is successfully formed, a series of colored circles appears under each protected unit. Enemy infantry can't break through these walls to attack, say, your archers in the backfield, limiting an enemy unit's effectiveness.
I was lucky enough to form such a defense during my hour-long match against Kazdal, which I was happy to lose. That wall of infantry was a great boon to my side as I sent units back to my captured Summon Shrine to heal, sending my monk toward my front line for some healing. Still, I lost, thanks to Kazdal's late game skull grab and the ensuing slaughter of my regular powered troops.
Multiplayer will support up to four players in 2-versus-2 and free-for-all matches. Kazdal says Skulls of the Shogun will feature asynchronous multiplayer options, letting players save in the middle of online battles and revisit them when its more convenient.
Skulls of the Shogun is lush, colorful game. Surprisingly pretty for a turn-based strategy title about a war between undead Japanese soldiers. The map that we spent the most time on was based on the spring season, with glowing cherry blossom petals raining down on a dark battlefield, a slow creep of shadows from the clouds above painting the ground.
The game's heavily stylized look, Kazdal says, draws from elements of anime from the 1960s. Matches take place on gorgeously rendered battlegrounds with high resolution assets that zoom in and out smoothly.
Those art assets will scale well to the other planned platforms for Skulls of the Shogun, Windows-based PCs and Windows mobile phones. Haunted Temple is planning on a multi-platform release for Skulls of the Shogun starting in 2011.
Kazdal says that Haunted Temple Studios is close to locking down a publishing agreement for Skulls of the Shogun.
The demo for NBA Elite 11, teased in this video, will be available later tonight over the PlayStation Network, and early in the morning on Xbox Live.
That's per EA Sports in a post to the game's official Facebook page. The deployment windows - since apparently we have to schedule this like Comcast hooking up the cable - are:
PS3: 9 p.m. U.S. Pacific time for North American consumers.
Xbox 360: 2 a.m. to 6 a.m. PDT on Tuesday, for worldwide consumers.
PS3 Europe: Wednesday, 9 a.m. to noon.
I am assuming that the PS3 Europe time is local to Europe. It's U.S. Pacific time, add about eight hours.
NBA Elite 11's demo will feature a replay of the fourth quarter of Game Seven of the 2010 NBA Finals between the Los Angeles Lakers and Boston Celtics; a tutorial practice mode; a brief introduction to the Become Legendary singleplayer career mode, variable difficulty settings, and both the new and standard control sets.
If you thought all developer Bizarre Creations can do is driving, wait until you see Daniel Craig driving his fists, knees, feet, and elbows into the easily broken bits of his enemies in Blood Stone 007.
I'm quite impressed by how the combat system in Blood Stone has turned out. It has a very The Bourne Conspiracy look to it, and the close quarters combat in that game was one of its few redeeming factors. With Bizarre at the helm we know the driving bits will be solid, so that makes two solid bits of gameplay. That's probably enough for me to give it a go when it hits stores this November.
The battle between Sony and Nintendo in Japan is, once again, pretty darn even. Continued strong sales of the PSP gives Sony first place, with Nintendo's DS doing what it does best: Sell! Sell! Sell!
The PlayStation 3's been ahead of the Wii for a little while now, at least on a weekly basis. Can Sony's console ever catch up? Perhaps not at this rate, since it moved close to 5,000 units more than Nintendo's console, but when the PS3 starts to drop a bit more in price, we could see some interesting shifts.
According to sales tracker Media Create, here's how the weekly Japanese console war went down last week.
In a recent interview with the New York Times, the U.S. secretary of education touted his own TV-less upbringing before unloading the chicken-dinner applause line that he's "not a fan" and "absolutely" wouldn't get his kids an "Xbox."
Arne Duncan said this despite answering that "every student needs access to technology," when asked if they need a computer. "I think technology can be a hugely important vehicle to help level the playing field."
Duncan, a father of boys ages 6 and 8, was asked what he'd do if they asked him "to buy them an Xbox."
"Not a fan. No, absolutely not," he replied.
Though Duncan and his equally uninformed questioner clearly meant "games console," and not specifically an Xbox or Xbox 360, I think it's legitimate to ponder his response had the reporter asked him if his kids wanted a Wii.
Secretary of Education Arne Duncan Says He Won't Buy His Kids an Xbox [Seattle Weekly, via Game Politics]
To: Ash
From: Crecente
I went for a run last night with Trish and Tristan. We did two miles at about ten minutes a mile, which isn't too bad for someone who spent the past year sitting on his ass writing about video games.
Trish is prepping to train for a half marathon. I think I may join her.... for fun?
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