Well regarded as a series, Top Spin's last entry in 2008 took some risks that were, in hindsight, inadvisable for an American-published game simulating a sport that has lacked a dominant American men's professional for several years. 2K Sports' Top Spin 4 puts a focus back on playability, aligned to a sport that's seen growth in participation, if not in domestic television exposure or sports media heat.
In my hands-on preview earlier this week, Top Spin 4's philosophy was described to me in the terms of a fighting game. For example, no matter your level of exposure, everyone can jump into Street Fighter IV and kick and punch, realizing that more, eventually, learning sophisticated moves will be necessary. But for complete beginners there's no real barrier to play. Unfortunately, there was in Top Spin 3.
The timing system of Top Spin 3's face-button commands, roundly panned as inscrutable and off-putting to new adopters of the series, is gone this year. 2K Czech, the studio taking over the project from the shuttered PAM, has taken a multilayered approach that lets everyone on the court to whack balls around if they like, while making it clear that learning shot type, selection, and playing to your player's strengths, is the key to winning big matches.
In Top Spin 3, everything was an advanced technique from the beginning. Standard forehands and backhands - the basic kick and punch - were difficult to grasp because they depended so much on when a face button was released rather than pressed, a counterintuitive act. In Top Spin 4, a quick flick on the A button (X in PlayStation 3) will still produce a shot that keeps you in the game. It won't have much behind it, but it's better than Top Spin 3, when many novices were frustrated by making simple returns, especially under duress.
Top Spin 4 will also do a better job of telling you what kind of swing you're implementing. Last time, you were shown the aim direction, type and power of your previous shot. In Top Spin 4, you'll get onscreen cues signifying your current shot type, represented either as a filled-in dot (a powerful swing) or a crosshairs (weaker, but more accurate). A yellow X also indicates the bounce point of the incoming ball, aiding players in positioning. The shot variety goes slice (X-square), topspin (B-circle) or lob (Y-triangle) with the right trigger/R2 as a modifier (drop shots were trigger-X, for example).
Those are the basics. The game this year will include a breakdown for each of its 25 pros that, in addition to ratings, provide three one-line attributes that are more than an analysis, they're a specific attribute within the game. "Diesel hard hitter," "shot counter," "monster defense," or, for Andy Roddick, "highly flammable," tell you about your opponent's game and get you thinking about how to manage it.
Playing against a user-controlled Rafael Nadal with Roger Federer, I didn't take a game off my opponent in the first set, but fought back to force a tiebreak in the third once I realized that playing a baseline game against Rafa was only tiring me out. I started mixing up my shot type with slices and coming to the net. In a Pete Sampras-Andre Agassi matchup, with me taking Agassi, the AI played Sampras' serve-and-volley game to type; I responded with lobs, sending Sampras back to the baseline on lung-bursting runs for a point full of drama.
And that's where Top Spin 4's other noticeable improvement came to the fore: The crowd is livelier. 2K Czech has worked in reactions that get progressively more intense, giving a sense that the spectators actually are watching. As Sampras sprinted back to the baseline to keep the rally alive, fended off a smash to prolong it and then won it with a torpedo down the line, the patrons at Arthur Ashe Stadium (one of seven licensed venues) got louder, punctuating the hard-fought rally with a long roar.
There is no broadcast commentary in the game - possibly because the most identifiable voices of the sport have contracts with ESPN, which has an agreement with 2K Sports' competitor. For a genre warring between simulating what one plays and what one sees on television, I didn't miss it that much. Though 2K Czech says they're opting for creating an immersive you-are-the-player experience as opposed to being a spectator to your own performance, there are some awkward silences, especially in pre-match animations where you are a viewer, watching your player enter the court. Of course, with no commentary, you'll notice things like crowd "sweeteners," the linesmen's calls, and the chair umpire speaking in French at Stade Roland Garros.
2K Czech also says it doubled the animations it filmed for the game, from 4,000 to about 8,000, to make the players more fluid and less poppy from context to context. It'll also serve up some signature shot types within context, like Agassi's one-foot backhand, Nadal's lariat baseline forehand, or Boris Becker diving at the net. On clay, players will plant their feet and slide in a cloud of red dust, and get grimier and sweatier as a match progresses.
Players get three of the four slams - the Australian, U.S. and French Opens, with Wimbledon remaining aloof to video games. It's replaced by a fictitious court in Ireland for the mid-summer slam event in your career mode. O2 Arena in London and the ATP World Tour Finals is in the game, as are the BNP Paribas Open at Indian Wells and the Sony Ericsson Open in Florida.
As one of the novices who tried the Top Spin 3 demo and said the hell with it, Top Spin 4 does much to bring new or less knowledgeable players back to the fold. Experienced fans or those who did master the controls of the previous game may not see much more than roster additions and a coat of polish.
2K Sports has promised to show more of the game's features, such as PlayStation Move support and the game's career mode, in February. At first blush, though, Top Spin 4 still looks like a baseline winner, and when it gets here March 15, it should be a solid option for simulation sports fans looking for variety outside the big five of team games.
The mainstream stereotype of video games, especially MMORPG's, as antisocial diversions that rip up relationships is well known. That makes Wanda Kirk's recollection, of how playing World of Warcraft with her son helped her through her divorce, heartwarming indeed.
Kirk, a mother nearing 50, writes that she ordinarily would have refused her nine-year-old son's request to spend his allowance on a Warcraft installation disc and subscription. "Until my husband delivered the 10-minute fatwa: he wasn't happy, had never been and wanted (or already had) the younger girlfriend," she writes for Salon. "Without warning, I joined a great and storied company: the Unwanted."
Seeing the video game as means of therapy for her son, Kirk ended up exploring Azeroth with him, learning qualities of his personality that she wouldn't have seen otherwise, and discovering things about people and herself in the process. She ends the piece with 13 tips for playing World of Warcraft; many of them, of course, read like metaphors for getting through life.
In the end, what defeats the antisocial stereotype is the fact the game was played socially, and by that I don't mean unseriously. Kirk played with her son. "He sat with me and hugged me and helped me fire-blast Scarlet Hunters and retrieve crates stolen by Dustwind Harpies," Kirk writes. "Through these wild characters, all the gore and running, with the shrill shriek of Decayed Morlocks in my ears, I felt his love."
I very much encourage you to read this, and please share your own experiences in the comments.
How World of Warcraft Helped Me Through My Divorce [Salon]
Dead Space 2's campaign to appall mothers has been deemed a success. Rather than dismiss the moms from their focus grouping, lets keep 'em around to work on some other games we like - or find equally hideous.
As with most challenges, I'll stay hands off here, but your ingredients today are one of these lovely ladies at the bottom of the page, something identifiably a video game, and, as always, polysaturated funny. You're going to have to think creatively because, as they're facing us, we can't exactly see what they're watching. But we can put it all around them, or put them in a game, or make a two- or multi-paneled gag with mom as a deadpan reaction.
If you want to cut your own screengrabs of the mom videos, you may find links to all of them here:
Post your submissions in the comments. The 20 best will get rounded up and published at the end of next Saturday. Meantime, I and the rest of the starred commentariat will approve and promote as many as we can so folks can see them and pass judgment. Remember, if you're trying to get a comment account approved, turning in a worthy 'shop is an easy path to the privilege.
Also, we seem to be forgetting one of the very few rules here: Post your work only. Don't post someone else's image - unless you're trying to help the community with extra source material. In that case, mark it as such. But "I saw this a few months ago," or, worse, misrepresenting something you didn't do as your own, risks comment moderation. This is your contest, we want to use it to showcase your work, not as a tribute to others, or to confuse people.
by Katie Tiedrich
published Jan. 17 - Read more of Awkward Zombie
by Josué Pereira
published Jan. 18 - Read more of Nerf NOW!!
by Jerry Holkins and Mike Krahulik
published Jan. 21 - Read more of Penny Arcade
by Kelly Turnbull
published Jan. 17 - Read more of Manly Guys Doing Manly Things
by Griffon Ramsey and Luke McKay
published Jan. 18 - Read more of Rooster Teeth
by Matthew Taranto
published Jan. 17 - Read more of Brawl In The Family
by Jeremy Vinar and Mike Fahmie
published Jan. 19 - Read more of Virtual Shackles
by Steve Napierski
published Jan. 20 - Read more of Dueling Analogs
by Borislav Grabovic and Ure Paul
published Jan. 17 - Read more of ActionTrip
Another Videogame Webcomic did not publish this week.
Is your overconfidence your weakness? Or is it your faith in your friends? Find the answer inside Kotaku's official space for discussing all things video games.
Hisilarn is the weekend winner of the #taypics derby. There are six chances each week to get your handiwork featured. Just shop up this image and submit it to the #taypics hashtag.
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Facebook games' lack of a soul and ability to steal yours was the subject for last week's 'Shop Contest. Not as many people entered this week's showdown as the last making it appropriately, a more casual affair.
On with the finalists!
Action Fitz (1) and ARYXANDRE (2) had two of the better takes on modern games ported to Facebook. Diamond Sea (7) immediately came up with the 'shop had been imagining. Vulture of Culture (19) presents us with a vision of the future that's a little too real.
Duck45 hit the obligatory Minecraft meme. hybrid92 (11) served Bad Dudes'. lewismortonysb (13) and Mr Dent (14) both spent way too damn much time on theirs, but we'll give 'em a star anyway. For my money,it came down to (9) Gio Dude or (20) TopHatLayton, with TopHatLayton getting personal honors.
Congrats to all who entered. See you in here tomorrow.
Action Fitz
ARYXANDRE
aynoobynoobers
BigMike McCarthy
Cillixblad
Clayt Keefer
Diamond Sea
Duck45
Gio-Dude
Halfbeast
hybrid92
laodicea-dude
lewismortonysb
Mr. Dent
oosiegewolfoo
RavenWorks
Shredator
sorenbachler
TheVultureofCulture
TopHatLayton
Most Nintendo 3DS games will cost $40, though two are listed at $50 in a list GameStop is giving to customers who preorder the new handheld. Projected release dates are given for 26 titles, with the 3DS remake of The Legend of Zelda: Ocarina of Time confirmed for June 2.
Kotaku was sent this list by a reader; we have confirmed its information with multiple GameStop locations in different regions of the United States.
Only Dead or Alive Dimensions and Samurai Warriors Chronicles, set for release 12 days before the 3DS, were listed at $49.99. The remainder, from Madden NFL Football 3D to Super Street Fighter IV to Kid Icarus: Uprising and Resident Evil: Mercenaries, are $39.99.
The Legend of Zelda: Ocarina of Time for 3DS was specifically confirmed as a June 2 street date. All other games' dates are tentative and unconfirmed by their publisher. (3DS games' launch window has been defined as beginning March 27, and the list gives three titles with dates preceding that.)
This is the list of titles being given to customers.
March 15
Dead or Alive Dimensions $49.99
Samurai Warriors Chronicles $49.99
March 22
Lego Star Wars III: The Clone Wars $39.99
March 27
Madden NFL Football $39.99
Sims 3 $39.99
Nintendogs & Cats $39.99
Steel Diver $39.99
Pilotwings Resort $39.99
Super Street Fighter IV $39.99
April 2
Tom Clancy's Ghost Recon Shadow $39.99
Tom Clancy's Splinter Cell $39.99
Asphalt $39.99
Combat of Giants: Dinosaurs $39.99
Rabbids Travel in Time $39.99
June 1
Cartoon Network SuperToon Rumble $39.99
June 2
Animal Crossing 3D $39.99
Mario Kart 3D $39.99
Paper Mario 3D $39.99
Dream Trigger $39.99
Legend of Zelda: Ocarina of Time 3D $39.99
Kid Icarus: Uprising $39.99
Star Fox 64 3D $39.99
Super Monkey Ball $39.99
July 6
Resident Evil: Mercenaries $39.99
Sept. 2
Face Kart: Photo Finish $39.99
Pet Zombies in 3D $39.99
I have no idea what this signifies, but the fact they're asking is curious. EA Sports wants to know where the band sits in all 120 stadiums in major college football. Band geeks are marching to the rescue.
NCAA Football has, for several games, featured crowds in the home team's colors - with a swath of the visitor's colors down in the crappy seats set aside for them. Marching band animations are largely restricted to pre-game, overhead shots, with a few coming out in signature formations, like Ohio State's famous Script Ohio formation at the beginning of a game in Columbus.
Evidently Ben Haumiller, a producer on the game, also asked a college fan forum for "info on cheerleader chants several months ago." If this means I'm going to hear the Wake Forest mike man babbling "DUBYA-A, KAY-E! EFF-OH-AR-EE-ES-TEE-LETS-GO" I'm turning off the game. Hell, if it means I'm gonna hear any team's mike man, I'm turning off the game.
I've emailed Ben to ask what's up.
EA Sports: Help Us With Band Locations [Tradition Sports via Operation Sports]
Being unlicensed means you can be uncompromising, says Ricci Rukavina. It also means you're unaccountable, especially to those heavily invested in a sport built with violence and blood, who bristle at any association with them.
Rukavina's studio, Kung Fu Factory, sparked controversy when it released a trailer for Supremacy MMA, the fighting game it plans to deliver in late spring. The video ends with a fighter cavorting on a blood-soaked plywood floor, writhing in pain, his shattered leg wobbling grotesquely.
"Licenses typically don't have gameplay as a No. 1 priority," Rukavina told me. Kung Fu Factory is, as many studios say, making the game its fight-fan staff wants to play. "They don't have the gamer in mind. It's always ‘oh, you can't do this, no the fighters can't look this way, hey, we're going for this rating. All of that got to a point where we said let's make our own game.'"
That makes the reaction from MMA fans among the gaming community a little intriguing. Many hardline devotees panned the game, not necessarily for the gameplay, or its roster of fighters, licensed or lack thereof, but for that unapologetic depiction of brutality.
MMA's orthodoxy holds that, yes, in the 1990s, the sport shot to early notoriety on the promise of no-holds-barred violence - disclaimers preceded pay-per-view bouts, groin shots were found in them, states banned them outright - but now it has been cleaned up, primarily by the Ultimate Fighting Championship. Still, outlaw or underground labeling is usually shunned and resented, like a criminal cousin showing up at a family function.
The idea this sport teeters on the lip of legitimacy, enough that an unlicensed video game could harm it, is more than a little paranoid. Still, Supremacy MMA remains controversial because its title presents it as a representative of a sport, but its more extreme content is a stylized, unrealistic presentation that, if it were depicted as a fighting game only, few would have a problem with.
That's where Jens Pulver, the first lightweight champion in UFC history, sees Supremacy MMA fitting in. Pulver will appear in the game. He's also a gamer with an unimpeachable resume - multiple 80-level characters in World of Warcraft, a multiple prestige player across the past four Call of Duty releases. The MMA in the game's name connotes a fighting style only, not the sport at large, he says.
"If you want to learn about MMA itself, that's when you go get a simulation game, like UFC Undisputed - which I'm in," Pulver told me. "But when you play an MMA game like this, what I want you to understand is that it's a fighting game, and MMA is the style. When we were doing Tekken and Street Fighter back in the day, tae kwon do, [other] martial arts, that was their style.
"To me, it's a fighting game," Pulver said, when asked if it belonged to the sports or fighting genres.
As for the idea that Supremacy MMA's gritty gameplay and presentation could create a false impression for MMA at large, "If people were just blind enough to go buy this game and go, ‘Oh, this must be what the UFC's like,' well, where have you been in the last eight years?" Pulver said.
"I mean, we've got Madden, and then a game like NFL Blitz, or NBA Jam," Pulver reasoned. "In NBA Jam, your head catches on fire and you do a 720 before you dunk. It's farfetched. But it's a video game, and that's what everybody knows it to be."
I agree there's no comparison in the gameplay of Supremacy MMA to that of UFC Undisputed or EA Sports MMA. True, there are no dragon punches or energy attacks, but it's still a game that calls on an arcade fighter tradition that unapologetically discards simulation quality. Rukavina himself says that ground combat, a distinguishing feature of mixed martial arts, is minimized in this game because in a video game it slows down the action and many don't find it engaging.
But it's those three letters in the title that rile people up. Maybe it's because so many professional leagues have three letter acronyms, that people react to "MMA" as a sport identifier first, and a combat style second.
The title "Supremacy MMA," which could easily sound like the name of a real-world fight series, justifies the hypothetical argument so many MMA fans use against the game: Some parent who has no concept of the sport sees MMA in the title, picks it up for their kid (ignoring the game's almost-certain M rating) and is horrified that this is the sport he's so interested in.
If it ever happens, it's a highly anecdotal occurence. What this controversy reeks of more, to me, is a sport that's a big enough business to be harmed, and young enough to have multiple constituencies presuming to speak for what it means: Fighters, fight promoters and fight fans. Video games are just another medium where these constituencies are asserting control without getting their messages straight. And as challenger sports nearly always have an us-against-them chip that comes from being disrespected or not regarded as big-time enough for something - a TV contract, a video game, a star on the cover of Sports Illustrated. Supremacy MMA isn't toeing the line of being presentable to polite company.
"It's in a publisher's interest to get that rating," Rukavina said, of the T that UFC Undisputed and EA Sports MMA have gotten. "It usually translates to more sales."
It's not a game that worries about ruining someone's business, in other words. Still, Pulver sounded almost stung by the allegation this title would hurt his sport, or that his appearance in it would legitimize someone's misconceptions of it.
"I love MMA," Pulver says. "It's been my life. I won a world title in it. I love video games, too. This is a game, and a game is supposed to be fun."
Stick Jockey is Kotaku's column on sports video games. It appears Saturdays at 2 p.m. U.S. Mountain time.
No, мать зовет is not "MEAT BOY" in Cyrillic. A famous piece of World War II propaganda was the inspiration for the winning box art submission for Super Meat Boy's lone retail release, in родина - Russia. Large size inside.
[via Super Meat Boy's Twitter, thanks Maritan]