Kotaku

Don't Watch This For T&A, Watch It For Button Mashing Playboy's Jo Garcia is a big gamer. Ultimate Fighting Championship octagon girl Brittney Palmer is a big button masher. Together, they go boob-to-boob knuckle-to-knuckle in Mortal Kombat.


It's kinda hard to tell what's going on, between the shiny pastels, the bizarro controller exercises (PowerGlove, really?) and the whole schtick. Shouldn't be any surprises for what this is all about - button mashing.


Click to view


Jo Garcia in Mortal Kombat vs. UFC Octagon Girl Brittney Palmer (Video) - Sexy Photo Gallery [Playboy Thanks, Nathan!]


Portal

Portal 2 Is The Better Portal, But You Better Bring A FriendYou probably won't read much of this review.


If you know what Portal 2 is you probably just want to know if the new game is great like the old one (it is) and if it is long enough to pay full price (depends on how much money you earn each week).


If you don't know what Portal 2 is, you just shouldn't read further. Unlike legions of Portal 1, fans you can actually be stunned by what a Portal game really is. Saying more would ruin things.


But there will be a review below this sentence, because there are things to discuss.


Portal 2 is the sequel to the 2007 surprise critical hit Portal. Before its release, that game was always shown as a first-person puzzle game. You were this person, this lab test subject, who had this gun. It shot two portals that could adhere to most surfaces in the game's world, the labs of Aperture Science. You could walk into one portal and you would exit the other. That was it, though what you could do with it was amazing: imagine, for example, shooting one portal at a wall and another on the ceiling and then walking through the wall in order to fall down the ceiling.


People who played Portal discovered that the game wasn't just what was advertised. It had a story. It had a villain. It had a great song and memorable jokes. It was an excellently written black comedy that sometimes made the player feel guilt.


Portal 2 is the longer storyline sequel to that first game. It offers new puzzling portal challenges, some new abilities and a separate co-op campaign that in and of itself exceeds the length of the first game. It's still a black comedy.


Why You Should Care

It's the sequel to one of the most-praised games of the past decade. Of course it demands attention. This game is a test of whether Portal worked strictly as a gem or whether it can be a series.


What We Liked

The Returning Excellence You are once again a voiceless wielder of a Portal gun, a glorified lab rat who has to use her portal gun and your wits to get through test chambers in the Aperture science labs. Each chamber is a challenge of chasms that must be spanned, switches that must be hit and impossible leaps that must be made not via quick reflexes but through inspired placement of two portals.


You are once again subject to devious puzzles that are as much fun to sort out as they are to solve once you know the solution. You're once again a silent player in a black comedy, this one arguably better-written and better-acted than before. I could tell you the plot, but that would ruin things. Let's just say that if you enjoyed the passive-aggressive torment of Aperture Science super-computer GLaDOS in the previous game, the gaming world's most nefarious computerized puppet-master, then you'll like the goings-on in this one.


The New Abilities The sequel's puzzles are more complicated than the original's, thanks primarily to the addition of new contraptions in the environment, such as tractor beams and some special paint that changes the properties of the surfaces on which it splashes. (That latter idea was great enough that the people who first cooked it up in an indie game called Tag: The Power of Paint, got hired by the makers of Portal, Valve Software, to bring their idea into Portal 2.)


The Better Look Portal games are visually spartan, illustrated mostly in the blacks, whites and grays you'd expect to see in a high-tech science lab. The design of that look had already been strong, so strong that even the little gun turrets in this serious have fan followings.


The new game livens this visual scheme not by changing the palette but by animating the world. Where games such from Super Mario Bros. to Assassin's Creed presented mostly still landscape, the damaged labs of Portal 2 are full of moving pistons, shifting walls, collapsing ceiling panels and more. This sequel takes the idea of "destroyed beauty" from Gears of War — a style that invites the player to imagine the events that wrecked the terrain they're playing through — and intensifies it by animating the restoration of much of its destroyed beauty before your eyes. The result is a marvelous animation of an intriguing world that happens before your eyes. (See the video in this review for a spoiler-free example of this.)


The Excitement For all of the first game's excellence, it was mostly a restrained experience, a thinking person's game that invited a lot of pondering and poking around. The new game is often just like that but mixes in events of extraordinary scale and heart-racing intensity. These sequences that never make the game too hard but do bring it closer to an Uncharted as a game that can offer some of the same thrills as the best sumer action movies. The energetic, mostly-instrumental score helps achieve this effect.


That Whole Co-Op Thing Most of my favorite Portal 2 puzzles are in the game's co-op campaign, a separate chunk of missions that puts players in control of a pair of robots, each capable of generating their own linked pairs of portals. The storyline for this campaign is thin, but it's little bother. The main event in co-op is the series of locked-room puzzles that comprise each of the campaign's five chapters. A co-op chapter will last two new players one to two hours, unless those players are freakishly smart. Progress can be saved after completing each challenge room, but players will probably find it more rewarding to give each other the commitment of gamers embarking on a Left4Dead campaign, soldiering through an arc of co-op until its climactic chapter end.


Just be warned: when a puzzle can involve two people placing four total portals, those puzzles can be very hard. Co-op gives headaches that single-player didn't. I didn't mind. There are few games out there that allow two people to enjoy un-rushed collaborative problem-solving. Credit to Portal 2 for doing that rare sort of multiplayer, which was as fun for me and teaming up with a friend to solve a crossword puzzle.


The Elegant Assistance Portal 2 writer Erik Wolpaw told me prior to the game's release that the new game will teach players its crazy portal maneuvers gradually and would not demand of its gamers crazy ninja twitch skills. For the most part, the game doesn't and even sometimes fixes the orientation of a placed Portal to ensure that small misfires don't lead to large frustrations. You can see the Portal 2 creators' helping hand if you pay attention, but they certainly don't make things obvious, just less tedious and finicky.


The Humor The potato stuff is funny. I also liked the stuff about lemons. But you don't want me spoiling these jokes, do you?


What We Didn't Like

Rapid Exhaustion It will be hard for most Portal 2 gamers to avoid burning through the game. While the main adventure took me more than nine hours and the co-op campaign at least seven, all of it is so fun and transitions so smoothly into interesting sequence after interesting sequence that it will be tough to stop playing. This is not a flaw of the game; it's simply a trait. Portal 2 will pass in a rush. Once it is over it may be hard to go back. This isn't a Mass Effect, in which the story can change the second time through, and it's not even a modern Mario in terms of inviting replayability to unlock new areas. While there are interesting nooks and crannies to discover, some of them teased via smartly-written Achievement goals, there's little chance that playing Portal 2 a second time will feel like a fresh experience. Given that the primary challenge of Portal is solving its puzzles — and that you burn most of the game clock just trying to figure out how to get out of each of these damn rooms — replaying the game will likely being given a crossword puzzle to complete that you already solved last week.


The inclusion of multiplayer in a video game is often a value-extender based on the idea that competitive play can have everlasting appeal. But Portal 2's multiplayer is all co-op and puzzle-based. It's a great experience the first time but one that many players may not derive much pleasure from repeating. If you enjoy games that can be savored in a single weekend, then you have nothing to worry about. But if you need the constant pull of novel experiences, the appeal of Portal 2 will expire quickly.


The Bottom Line

Portal 2 has much in common with last year's BioShock 2. Both games are sequels to beloved originals that transported gamers to extraordinary, unique locales. Both games impressed their customers with unusually sharp writing and won themselves grand affection through late-game twists that confounded gamers' understanding of what they were enjoying. Portal 2 players who know Portal 1 can't be shocked by those things again. They will expect them.


Without the ability to feel like a newly-discovered species, Portal 2 has to get by simply by being the better Portal game. It's not just bigger, it is more clever. It's puzzles are more ingenious and — I must emphasize this again — it earns high marks for presenting puzzles whose solutions are enjoyable to execute even once you've identified the labor needed to complete them. The original Portal may have had a simpler, more pure narrative, but the sequel gets by with more interesting gameplay and the unmissable opportunity to bring a friend into a must-play co-op adventure. Valve hit the right notes here. This is a great game.


Portal 2 was developed and published by Valve Software for the PC, Mac, PlayStation 3 and Xbox 360, released on April 19. Retails for $59.99. A copy of the game was given to us by the publisher for reviewing purposes. Played through the solo campaign and the co-op campaign, the latter via a mix of online and local split-screen. Hugged my fellow co-op player — robot to robot — a few times, only one of which times was followed by intentionally sending my buddy to his virtual death.


Kotaku

This is martial artist Pek Pongpaet, who along with his friends Don, Taylor and Yusuf performed the motion-capture for the latest Mortal Kombat trailer. So if you thought that was all just computers and make-believe characters, nunh unh.


In the clip above, you can see just how good this guy is. Fun fact: Pongpaet's favourite fighting game is actually Virtua Fighter II. To the point where he wrote an FAQ for the game. "That's how hardcore I was". Awesome.


Less awesome, but slightly more amusing, is around the 5:06 mark in the video to the left, where Pongpaet re-enacts some Soulcalibur moves at the expense of an office lightbulb.


[via Super Punch]


Portal 2

This won't spoil the actual game in any way, so don't worry, but there's a unique little bonus included with copies of Portal 2.


Kotaku

Picking up where the first episode left off, the second episode of the new Mortal Kombat web series once again has Jeri Ryan as Sonya Blade and Michael Jai White as Jai hot on the heels of 300's Darren Shahlavi as Kano.


Mortal Kombat: Legacy is a series of nine live-action shorts that explore the motivations behind characters participating in the Mortal Kombat tournament.


Kotaku

Picking up where the first episode left off, the second episode of the new Mortal Kombat web series once again has Jeri Ryan as Sonya Blade and Michael Jai White as Jai hot on the heels of 300's Darren Shahlavi as Kano.


Mortal Kombat: Legacy is a series of nine live-action shorts that explore the motivations behind characters participating in the Mortal Kombat tournament.


The embedded code for this clip isn't working, due to YouTube code poison. Check out the second episode here.


Kotaku

A Wooden Neo Geo Is A Masterpiece Of Fine CraftsmanshipThis is a Neo Geo. A working, fully armed and operational Neo Geo. Made entirely of finely-crafted walnut. I don't know the precise moment master craftsmen and video games got together, but it's a union worth celebrating.


The entire console's casing is made out of walnut. Even the cartridge slot. Everything inside, though, is pure Neo Geo. Shipping next month, the console has a universal power supply, meaning whether you're in the US, Europe or Japan, you can order one and know it'll work on your relevant voltage.


Such a great console with such a great finish was always going to come at a price, however: it costs $649. Expensive, but then, in a poignant touch $649 was the retail price of the Neo Geo when it was on the market for real.


Neo Geo Consolized MVS [Analogue Interactive, via Engadget]


Kotaku

When Paper Robots Kick Ass Everything is now digital. This sentence, for example, doesn't exist in tangible space. But there was a time when you could reach out and touch everything. There was a time when paper was king.


That time is over. But don't tell that to Tomohiro Yasui. In his hand-made ring, paper is still king - and has been since the analog era. As a fifth grader in the early 1980s, Yasui began creating paper robots. Instead of having his real robot toys fight (and get possibly dinged up), Yasui had them wrestle in his bedroom.


The paper robots are between 15cm and 20cm, sporting joints that enable them to move like posable paper figurines. His robots start out with a drawing. He then cuts the individuals pieces out of stiff paper with either scissors or an x-acto knife, and the pieces are then painstakingly colored. Some pieces are connected by cellophane tape, others with wire. Over time, the stiff robots become easier to move and play with.


After finishing grade school, Yasui decided that his paper robots, or "kami-robo" as he called them, were kids' stuff, and he stuffed them away in his closet. It wasn't until he was studying art at university that a then 18-year-old Yasui decided to resume his papercraft hobby.


It wasn't only paper robot wrestlers Yasui created, but increasingly detailed backstories, rivalries and alliances. Yasui had always been a fan of Japanese pro-wrestling and even wrestled in college, and the world of real Japanese wrestling was reflected in his toys.


By 2004, Yasui's private hobby went public. He started taping kami-robo fights and uploading them to the internet, complete with his own color commentary. His videos appeared on the website of Shigesato Itoi, famed Japanese copywriter and Mother designer.


When Paper Robots Kick Ass The following year, his paper bots were being shown at art galleries in Tokyo. It was around that time that I interviewed Yasui for a magazine piece. In 2006, his robots were exhibited at the Institute of Contemporary Art in London, and one of his kami-robo fights aired on Japanese television.


Yasui continues to make his robots, even appearing at the 2007 Comic Con for a live kami-robo fight. Besides books and kami-robo goods, Yasui also gives workshops on how to design and build paper fighting bots, and this past January, his work even appeared on Smap x Smap, one of the country's most popular television programs. And this past March, Yasui's kami-robo, which have been influenced by Mexican wrestling aesthetics, were brought to life as Consejo Mundial de Lucha Libre wrestlers donned kami-robo type outfits.


When Paper Robots Kick Ass What makes his robots so unique is that like many very cool papercraft, his work isn't designed to be left up on a shelf somewhere, like these impressive South Korean "Pabot" or "paper robots" recently released in Japan (pictured) and that claim to be the world's first paper folding robots. Kami-robo are designed to beat the tar out of each other - win or lose. And in today's digital world, that's what makes them so special.


Click here to see Yasui build a kami-robo out and here to see a Pabot put together. [Pic, Pic]


CULTURE SMASH

Culture Smash is a daily dose of things topical, interesting and sometimes even awesome - game related and beyond.



Kotaku

Madden 12's Cover Vote Gets A Little FarcicalWhen EA Sports drew up 32 options for Madden fans to vote on to determine who would be this year's cover star, they probably had an absolute worst-case scenario of how the votes would unfold. This is that worst-case scenario.


The two finalists - and this is a decision based on public voting, not EA Sports' own decisions - have been decided, and they are...Eagles QB Michael Vick and Cleveland Browns RB Peyton Hillis.


Hillis, while not exactly a complete stranger, is not Madden cover material. Especially given the fact he plays for the Cleveland Browns, possibly the least marketable team in the league (don't email me though, I love the Browns).


And Vick? Let's put aside the dog-killer argument for a minute, and remember that in spite of that, the guy has already been on the cover of Madden, back in 2003.


No player has ever repeated as a Madden cover star, not even the likes of Brett Favre. Players like Tom Brady and Peyton Manning have never been on the cover. Neither have players like Adrian Peterson or LaDainian Tomlinson. or reigning Super Bowl Champion QB Aaron Rodgers.


It'd be a shame for some of the game's greats to have never made an appearance while Vick - a great player but also a highly controversial choice - gets a very good shot at his second.


Then again, this is Madden we're talking about. They could put an undrafted punter on the box and it probably wouldn't make a lick of difference to the game's overall sales.


[Madden 12 @ ESPN]


Kotaku

FortressCraft, a new game on the Xbox 360 which is, to put it kindly, borrowing gameplay elements from indie smash Minecraft, has proven about as popular as you'd expect, given you can't actually get Minecraft on the Xbox 360.


According to FortressCraft's developers, Projector Games, the game's trial was downloaded 84,006, with 58,572 then committing to buy it, both unheralded numbers for the Xbox Live Indie Games Channel.


While there are complaints FortressCraft is lacking in polish, Projector say it'll continue updating the game through Xbox Live, and will also be selling "episodes" as downloadable content.


While it's awesome seeing an indie game put up the kind of sales numbers you'd expect from an Xbox Live Arcade game, it's a bit of a shame it took a shameless knock-off - and not an original title, as the service was established for - to do it.


FortressCraft Sells 58,000 copies in 6 Days [GamerBytes]


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