Within a minute of logging into my trial account at games-on-demand service The Happy Cloud I was playing the full PC version of LEGO Batman. "Instant gratification" is a phrase the company likes to toss about, and it certainly fits the bill.
"Happy Cloud brings gamers instant gratification," says Eric Gastfriend, Vice President and General Manager of Happy Cloud. "We're giving AAA first-person shooters the seamless accessibility of a Flash game-no waiting overnight and no installation. Try-before-you-buy is finally a reality. That's going to open up real gaming to a whole new audience."
This isn't the sort of streaming video game technology offered by Onlive, in which the game plays on a separate server and the video is streamed through your PC monitor or television. By the time a Happy Cloud game finishes downloading to a PC the player has a full install of the game on their hard drive, playable with or without an internet connection. The key to Happy Cloud's technology lies in the way the games are packaged before a player begins downloading.
Each game available for purchase through The Happy Cloud is already pre-installed and pre-packaged on a virtualized file system on the network. Rather than transferring the setup files for LEGO Batman, the service is delivering a fully installed copy to my hard drive, with all the right files in all the right places.
That differences means that once my computer has the bare minimum files needed to launch a game, I'm ready to play. LEGO Batman took under a minute. LEGO Harry Potter, a much larger game, took around two minutes. Once the game launches, files are downloaded in the background as I play. Eventually I'll possess the whole thing, and I won't have to connect to The Happy Cloud until I'm ready to purchase and play something else.
"This is true cloud computing; the game is virtualized and pre-installed in the cloud," says Jacob Guedalia, who co-founded the company with his brother David. "By enabling a cloud computing platform for games, Happy Cloud will supercharge digital distribution for the gaming industry."
I've seen technology like this before. Another games-on-demand service, GameTap, used something similar to deliver its streaming titles. It wasn't quite this fast, but the selection was also much better.
As it stands, The Happy Cloud currently hosts only four titles: LEGO Harry Potter, LEGO Batman, Amnesia: The Dark Descent, and Mount &
Blade: Warband. That's four games from three publishers, though the company says many more publishers are in the pipeline.
The Happy Cloud is going to need those publishers to survive the PC market. With Steam offering thousands of games and relatively fast download speeds (LEGO Batman only takes a half-hour to install from Valve's service as it stands), I'm not sure simply getting people playing faster is going to cut it.
Later this year The Happy Cloud plans to roll out console versions of the service. If they can deliver the same sort of speed in a console environment with a robust selection of games, then perhaps that's where its best chance of success lies.
The Happy Cloud is currently in beta testing. To request an invitation to the beta, visit the webpage.
Brink will still hit the Playstation 3 as planned despite the ongoing Playstation Network outage, the developer tells Eurogamer. While the game mostly lives online, it does have the ability to be played with bots and in single-player mode. [Eurogamer]
The battle to save and/or escape The Ark kicks off tomorrow when Brink launches for the PC, Xbox 360, and PlayStation 3. Which side of the struggle will you be on?
Back in 2007 I read an article on BoingBoing about a small "museum" of Soviet-era video games that had been opened by a couple of students in the basement of a small technical university about 30 minutes outside the center of Moscow. The article was accompanied by awesome pictures of hulking consoles that looked like they were designed with the same sense of fun that an engineer would use to construct a hospital waiting room.
It was an amazing article, but as I browsed the collection I never imagined that two years later my wife and I would find ourselves descending into the Ploshchad Revolyutsii Metro station, about to take that 30 minute ride to the outskirts of Moscow.
It was only 6:30 in the evening, but this was December and Moscow had already been dark for two hours. We were originally scheduled to spend four nights in the city, but transportation complications caused by the bombing of the train line between St. Petersburg and Moscow delayed our arrival and gave us only a day and a half in the city. We spent that morning running around to see as much as we could: Red Square, St. Basil's Cathedral, Lenin's Tomb, The Kremlin… we were exhausted but as we navigated the busy subway we were probably more excited than we'd been all day.
To be honest, we really weren't sure what to expect. The museum seemed amazing, but the small print was a little strange: It was only open two or three days a week, and not until 7:30 at night. The brief articles I'd read never mentioned anyone else being in the museum, so we wondered if the reporters had arranged private tours or we were about to visit a guy sitting by himself in a basement. Regardless, we figured that whatever happened it would be an amusing adventure.
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It was only about a five-minute walk from the subway to the school, a brick building on the corner that didn't look much different from the apartments that surrounded it. There were a few uneven steps leading up to a metal door where a small, unlit sign identified it, in Cyrillic, as the Moscow State Technical University. We walked through the door and found ourselves in a small lobby facing a guard sitting behind a desk a few feet away. Just to the right of the guard was a flight of stairs heading down. Not speaking any Russian, we gestured to the basement and said "Here to see the museum?"
"музей?" ( muz-yey?) he replied, which sounded close enough and we nodded vigorously. He got on the phone and in a minute an excitable guy with a wild head of hair came hustling up the stairs. Speaking to us quickly and only in Russian, he buzzed us through the turnstile and led us downstairs.
So far this article has been text-heavy, which is bad form, but was intentional. I wanted to do my best to recreate the experience of walking into the museum because Imagineers could not have done a better job of designing the atmosphere.
These are the stairs leading down to the basement.
This is the hallway that leads to the museum: Teal cinder block walls with a dirty red tile floor (that's not the door, the actual door is behind us).
The photo here is inside the museum, looking back at the front door. It's a military-grade metal door with locking levers in each corner. Those aren't for show; that's still how the door is opened and closed. Also, the chipped bricks and general structural decay was consistent throughout the space. And yes, those are florescently-lit yellow and pink walls.
I wish I had done a better job of documenting every step of the process, but even the best photos in the world can't do it justice as they don't capture the atmosphere, which was perfect. As soon as you walk in you feel like you've discovered some secret bunker of fun and we couldn't wait to start trying everything.
This is the main room that you walk into.
Alexander Stakhanov, the guy who met us at the door and one of the four people who started this museum, gave us a quick rundown about which machines work and which don't, how to put coins in (some are finnicky) and the general lay of the land. We actually understood most of it, though he was speaking rapidly and entirely in Russian. It wasn't until after he was done and I said to Anjel "maybe we can leave our coats here" that he realized that we were American.
He apologized for being able to speak so little English and we apologized for not being able to speak any Russian. He ran through a few of the key points again, handed us each a small plastic cup of 15-Kopek coins and excused himself to duck into the other room. At this point it was just a little after 7:30 and we were the only ones there. I took as many photos as I could before I just had to put down the camera and start playing.
This was one of the first games we tried. It's called "Репка Силомер" (Repka Silomer) or "Turnip Strength Tester." Later that night, we showed the photos to our homestay host, hoping for some sort of explanation. She had never played the game but told us that the concept was based on an old Russian children's story.
The tale is called "The Giant Turnip" and is about a family who planted a turnip that grew so large that they couldn't get it out of the ground. The Old Man tries pulling on it, but it won't budge. The Old Woman grabs on to him, but still no luck. Then the Granddaughter grabs hold, the dog, the cat and finally, with the help of the mouse, they're able to pull it out.
It didn't seem like the most exciting children's story, until I looked into it and found that in the original Russian it's much more lyrical. As the verses progress it almost becomes a tongue twister. The final line reads:
Myshka za koshku, koshka za Zhuchku, Zhuchka za vnuchku, vnuchka za babku, babka za dedku, dedka za repku, tyanut-potyanut–vytyanuli repku
("The mouse took hold of the cat, the cat took hold of the dog, the dog took hold of the granddaughter, the granddaughter took hold of the old woman, the old woman took hold of the old man, the old man took hold of the turnip, they pulled and pulled–and finally–out came the turnip!")
To play this fairy tale adaptation you simply pull on the handle and the counter displays "Ваша сила" (vasha sila—your strength). Since I wasn't sure how rough one should be with a 20-year-old video game, my first pull was pretty tentative. It resulted in a 67 and the achievement of "Mouse" level (pathetic). Having been duly slapped down by the game I tried again, this time with one foot braced on the machine and pulling as hard as I could (as my wife demonstrates, left). That netted me a 161 and got me up to "Dog" level—two up from Mouse but still one step below the little girl (sigh).
This was Anjel's favorite game: "подводная лодка" (Podvodaya Lodnka which translates to "submarine" or, literally, "underwater boat"). It was a combination of a mechanically moving sea floor and electronic sights and torpedoes.
This was a great two-player game called "торпедная атака" (Torpednaya Ataka—Torpedo Attack).
It was also a combination of physical and electronic elements. Ships move slowly back and forth (like ducks in a shooting gallery) while you train your sights on them and try to time your torpedo shots to intercept them.
There was also a little viewing window where your buddies could watch you play (though it was much cooler looking through the sights).
When the game is being played, the background is much darker and the ships are just silhouetted against the it. When you hit a ship, the background goes completely black and there's an awesome red "explosion" light with an accompanying sound effect. At some point (if you've sunk enough ships?) it even switches to a "night" mode where all the lights turn off except for an actual spotlight (no wider than one ship) that shines out from your sights—increasing the difficulty significantly.
This next one is a racing game called "Магистраль" (Magistral), which is very similar to Grand Prix for the Atari 2600, except the track runs vertically and the other cars move back and forth across the road (apparently veering constantly and madly).
This game is kind of the poster-boy of the museum and seeing it in person was (embarrassingly?) very similar to the first time one sees a ubiquitous-but-famous piece of art in person: "wow, this is the Mona Lisa." Each driver is on their own parallel racetrack and crashing into one of the computer cars on the track momentarily stops you. There's actually a playable version of this game online on the museum's website but, as with most emulators, it captures the spirit, but not the soul.
The gas pedal has a satisfying spring action to it and the steering wheels on the console are bare metal, lacking the plastic covering that Pole Position had. Like most of these games, though, you play them gingerly at first. The only way to win is to really whip the wheel side to side to avoid the other cars. It's awesomely satisfying.
There's also a large floating head that appears when the game is not being played.
This next one didn't seem to be working too well, or we were just really bad at it. It's called "Air Fight" (воздушный бой—vozdushnyi boy).
I could explain it, but it's pretty straightforward and this video can do most of the heavy lifting.
This is a children's turkey ride. I did not climb on, for fear of breaking it, but it did work. Between the bright colors, industrial-looking structural base and years of wear, it falls into that "uncanny valley" between whimsical and terrifying.
We'd been wandering around the museum for 15 minutes or so when another couple showed up, followed shortly by another—and within a few minutes, our entire experience had changed. As I mentioned before, the previous articles I read gave the impression that it was only the reporter in the museum. Maybe it was empty because the museum was relatively new, or because a private viewing had been arranged, but by the time we had been there for 30 minutes, the place was packed with about 20 people.
The air was filled with the sounds of games, and it was exactly like walking into any bustling arcade.
It made the whole experience even more fun, as people weren't visiting the museum with some sort of ironic detachment or casually looking around—everyone was there playing games and having a blast.
This next one was a skill crane game that wasn't working. "зонд" (zond) translates to "probe" and I'm hoping the word has different connotations in Russian, as that's the least playful skill crane name I've ever heard. (Thanks to a helpful commenter, we now know that "Zond" was the name of an unmanned Soviet space program that ran from 1964 to 1970.)
These were some of the prizes inside.
This video shows "Winter Hunt" (Зимняя охота—Zimniaya ohota). Different animals light up and move across the board while you shoot them with a light-sensitive rifle. After a first round of hitting almost nothing, Anjel dialed in the sights and went to town, throwing down a score of 240. Our video of some of the ass-kicking in progress.
Not surprisingly the video setting on my point-and-shoot camera distorts things a little bit. The running animal doesn't appear as a big circle of light, instead you see the lit-up silhouette of the animal. When I zoom in near the end of the video you can see what the animals look like to the right and left of the one that's lit up.
This is "авторалли" (avtoralli—Auto Rally). Don't let the beige exterior fool you, this is a fast paced game.
You and a buddy race cars around a driving area littered with oil slicks and obstacles that slow you down. There are a number of flags on the board, most of which are red, one of which is green. The object is to be the first to reach the green colored flag, thereby winning the number of points on the flag.
As soon as one person reaches the flag they get the points, the flag turns red and another flag lights up as green. There's a bit of strategy involved as the point values differ. Some flags are six-pointers, others just one. If there's a one-pointer all the way across the board, it might not be worth racing all the way over for it. The seven-pointer in the middle is clearly the jackpot.
We didn't actually play this next game. It was really hard to figure out and seemed to somehow involving knowing and choosing correct traffic signs.
After the fact, we learned that "викморина" (viktorina) translates to "quiz"—in this case one involving traffic signs. Exactly what it looked like.
This next one was a fantastic game that we only played once—for good reason. "Баскетбол" (Basketball) consists of a large plastic dome with nets at either end and a small rubber ball. The "court" consists of 15 divots, with two bumpers at the bottom (one for the Red Team, one for the Blue). Each divot is numbered, and the object is to launch the ball into the opponent's basket by pressing the button of whatever divot the ball is in (which triggers the bumper, which launches the ball).
It is fantastically fast-paced and ridiculously competitive and luckily the first game ended in a 12-12 tie. Anjel and I looked at each other and sort of laughed, saying "ha ha, that was fun… we should play something else." I think we both saw that this could easily become a battleground game that would have quickly turned into a best two-out-of-three, three-out-of-five… situation.
This next one is probably my favorite game in terms of design. If I could have one game to sit at home as a playable piece of art it would probably be this one. It looks like it was designed as a companion to the Soviet space program.
It's called "теле-спорт" (tele-sport) and features five different variants of pong.
We played Soccer where each person controls two "players" on the game board: the Goalie and the-guy-that-does-everything-else (we'll call him the Forward). Moving the joystick up and down moves the Goalie and the Forward up and down in sync. Moving the joystick right and left moves the Forward back and forth across the field, but the Goalie stays in the same plane in front of the net. If the ball hits the Forward (or Goalie) from behind, it will pass through (slowing and changing direction slightly). If it hits them from in front, it bounces off like a standard pong game.
This next one was a little strange. The title of the game is "Городки" (gorodki) which translates to "little structures." On the screen there's a white cube that moves back and forth. Inside the white cube are simple patterns made up of black tiles which are represented three-dimensionally in designs across the front of the game.
The game is more than a little cryptic, so I had to send my Russian friend Ilya an email asking for a little help with the explanation. According to him, the mechanics are based on an old Russian game. He says:
The goal is to knock out those figures by hurling a wood stick about 5' tall and the thickness of a shovel stock. It's a variation of Bowling and the score depends of how many pieces you knocked out with one strike. I never played it myself but have seen people playing it in a park when I was about 7 years old.
As if that didn't answer all the questions I might have, he went on to add: "the name ‘gorodki‘ derives from Russian ‘gorod‘ (town or city) which derived from old Russian word ‘gorodit‘ (with a soft T) which means to build , so "gorodki" means "little structures."
Each level has a different formation, and each formation has a name: Canon, Star, Water Well, Artillery, Machine Gun Hole, Sentries, Shooting Range, Fork, Arrow, Jack shaft, Racquet, Cray fish, Sickle, Airplane, and Envelope.
In the arcade version of the game the player has a right-and-left moving joystick with a red button on top that releases a spinning stick. The spinning stick can't be steered once you've sent it on its way. The object is to hit each of the black tiles in the white cube. When you've destroyed all the tiles it moves you on to the next level (new formation). I recorded a video of this one as it was a little hard to understand—plus it had a neat "theme song" when the game starts and ends.
This is "Tankodrome" (Танкодром). Either it wasn't working right or we just couldn't figure it out.
The right lever moved the tank by the old "magnet under the gameboard" technique. The other was (we think) some sort of fire lever, but anything that happened seemed to be by chance, rather than our own efforts. There was one "danger zone" that you drive through and cause a counter to rapidly scroll up to 50 in a cool electro-mechanical way—though its effect on gameplay was unclear. (Watch this game in action.)
It was pointed out in the articles I'd read that none of these games featured a high-score list. This originally jumped out to me as a fantastic cultural difference—you could be rewarded for a high score by a free game, but in the spirit of Communism, there was no recognition of individual achievement. Before we visited the museum I would usually mention that aspect of the games to friends, but to be honest while we were there I completely forgot about it and in fact never noticed the lack of a high-score board.
Most of these games were either entirely mechanical (foosball, basketball) or a combination of mechanical and electronic elements (Torpedo Attack, Submarine) and even the American versions of those types of games didn't necessarily have high-score lists. There were a couple of games that could have had a list (and perhaps didn't for ideological reasons) but on the whole it wasn't as glaring a difference as I had expected.
Still, it's an interesting little difference between Soviet and American gaming.
Here is another mystery machine. The title translates roughly to "Information." It seemed to be a collection of schematics and was fantastically ominous, but we couldn't make any sense of it. After we left I was bummed that I didn't ask more about it, but there was a lot to see at the time. Instead I sent an email to Ilya's brother Alexi (who still lives in Moscow and who we spent an afternoon with while we were there) to ask him about it.
He confirmed that it was not in fact a game and was a collection of various diagrams and charts, like the one here of "motorized infantry company in defense."
Finally, I'll end with the most utilitarian soda machine ever.
"Газированная вода" (gazirovannaya voda) translates to "sparkling water." Though not exactly a game, these used to be a common sight on the streets of Moscow. There are three options: one Kopek for plain soda water and two 3-Kopec options for flavored soda.
In the top photo you can see the slot in the middle of the machine where the soda was dispensed. Each machine would have a glass (an actual glass glass) that would be used by everyone. The soda came out of the left side. On the right side, there was a small bit of water that could be used to "rinse" the glass. Alexander said that, when he was a child, his parents had forbidden him from ever drinking from the machines— which was probably sound advice.
And with that, having spent almost two hours playing games and taking pictures, we finally headed back into the cold Russian night to make our way back home. It was a fantastic experience, and, though I don't know that one can justify a trip to Moscow solely to visit the museum, if you find yourself in the city I would absolutely recommend giving it just as much weight as any other tourist destination.
The entrance fee was 300 rubles (about $10 USD) and was 100% worth it—especially considering that the guys that run the museum have put countless hours into getting these machine up and running again. You can visit the museum website here, though the English language version of the site doesn't have nearly as much content as the Russian.
You can click here to see our complete Flickr set of photos from the Museum of Soviet Arcade Games.
There were also a number of fantastic signs and posters around the museum like the one below. You can click here to see our complete Flickr set of Soviet Video Game Posters.
This article originally ran on January 5, 2010. Republished with permission.
Commenter Monsieur Froid returns to Speak Up on Kotaku once more to ask readers whether they want daring new intellectual property or games that build upon the tried and true.
Alrighty, Speak-Up, here's a question to tickle your brains. Which do you prefer: continuations of your favourite series or new and original IPs?
I'm looking forward to Arkham City, Uncharted 3, Skyrim and Bioshock Infinite as much as the next guy, but I'd much rather have Journey, L.A. Noire, Rage or LMNO simply because there's the added bonus of helping aid the industry into moving away from franchised works and into new, original settings/characters/stories.
Researchers at Osaka University previously brought us Affetto, the disembodied baby head who was supposed to teach us empathy (or something). Now roboticists at Osaka's Hosoda Lab have built Pneuborn-7II and Pneuborn-13, pint-sized robots that emulate infants' movements.
The robots get their names from their tiny pneumatic muscles — Pneuborn-7II mimics the movement of a seven-month-old, whereas Pneuborn-13 imitates a 13-month-old walking. These bots will debut at the International Conference on Robotics and Automation in Shanghai later this week.
While it's well and good that researchers are applying biomechanical principles to machines, a nagging suspicion tells me this won't end well. It's like we're witnessing the birth of some adorable lil' Cylons.
[Via Plastic Pals]
While BioWare may be known for its epic role-playing games, back in 2000 the developer was responsible for crafting the sequel to one of the greatest third-person shooters of all time, MDK, and today that sequel comes to WiiWare.
The original MDK, developed by Shiny Entertainment of Earthworm Jim fame, followed the adventures of Kurt Hectic, janitor of eccentric inventor Dr. Fluke Hawkins. In order to save the Earth from an invasion of alien strip miners, Kurt must don the gravity-defying coil suit (complete with helmet-mounted sniper rifle) and save the day.
It was a miraculous experience, something I'd never played before. The environments were colorful and unique. The free-falling segments that saw Kurt plunging towards each new enemy base delivered a rush like none other.
BioWare handled creating the sequel for publisher Interplay (Shiny was busy working on Messiah). They followed the formula of the first game rather well, adding in playable bits for Dr. Hawkins and his six-armed robotic dog, Max. The only other games BioWare had released at that point were the classic PC RPG Baldur's Gate and mech simulator Shattered Steel.
MDK2 was released in 2000 for the PC and Dreamcast, with a PlayStation 2 port popping up in 2001. How well does it hold up today? The answer is 1,000 WiiWare points away.
Or you could just grab Whack-A-Friend for DSiWare and punch your dog in the face. Your choice.
Mighty Milky Way
Publisher: WayForward
Players: 1
ESRB Rating: E (Everyone) - Mild Cartoon Violence, Mild Suggestive Themes
Price: 800 Nintendo DSi Points
Description: Are you ready to pulse some planets and soar through space? With a pocket full of planet candy and a heart full of ennui, green-skinned cutie-pie Luna needs your help to accomplish her secret mission. Prepare for fever-pitched puzzles in another mighty game from WayForward. Luna uses her magical staff to create and destroy planets on a whim. Explode vicious space monsters, avoid sizzling electric barriers and grab all the delicious planet candy you can. But watch out for the T-Rex, Luna's arch-nemesis. His laser eyes are matched only by the awkwardness of his sketchy past.
GO Series Tower of Deus
Publisher: Gamebridge
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: Overcome a deadly curse as you race to the top of the tower in this dark, atmospheric 2D platformer. The only way to release the curse is to reach the top before the clock runs out. Tower of Deus is modeled after an old-fashioned 2D platform game from the 1980s. Take control of a cursed man and race upwards. Go higher and higher inside a tower in a desperate race to break the curse. You'll need to overcome hordes of ghastly creatures and demons that lay in wait. Run, jump and fly your way to the top as time ticks away. There are 40 eerie levels with 10 types of gothic-style graphics - not for the faint-hearted.
Whack-A-Friend
Publisher: Agetec, Inc.
Players: 1
ESRB Rating: E (Everyone) - Crude Humor
Price: 200 Nintendo DSi Points
Description: Players are able to use their Nintendo DSi systems to capture a picture of a friend or anything else they desire. The picture will be then used in targets that pop up from various holes. Players must use the stylus to tap them back into their holes. The faster this can be done - without making mistakes - the more combos are achieved. As players continue to earn combos, the picture on the top screen will begin to display graphical changes such as bruises, bugs, black eyes, bandages and scars. The simple game design and easy, intuitive controls make it a game that the whole family can enjoy.
MDK2
Publisher: Interplay
Players: 1
ESRB Rating: T (Teen) - Animated Blood, Animated Violence
Price: 1,000 Wii Points
Description: Kurt Hectic must save the universe. He has teamed with the ingenious Dr. Hawkins and a six-legged, gun-toting robotic dog named Max. Together they must out-sneak, out-blast and out-think their enemies as they attempt to reclaim Earth from a vile alien menace. Play as all three characters, each with its own distinct style of game play. Save the world with unique gadgets and weaponry such as the Black Hole Grenade and the Sniper Shield. Ten massive environments will immerse you in an eccentric and wacky world. A captivating and humorous storyline unfolds through each level, all the way to the grand finale. Sniper mode allows you to shoot an enemy in the eye from more than a mile away. Solve puzzles to create deadly weaponry with the brilliant mind of Dr. Hawkins. Sneak, snipe and shoot with Kurt's suit, which is equipped with a cloaking device.
David Zhou noticed the resemblance between the open titles of HBO's Game of Thrones and the maps of an RTS. And what do you know? A StarCraft 2 movie (created by Zhou) set to the GoT intro music looks pretty great.
StarCraft: A Game of Thrones [Wellplayed.org]
Like most Final Fantasy games, Talk Amongst Yourselves is turn-based. Like most FFs, TAY is full of lots of text dialogue. Dare I say this, but like most Final Fantasy games, Talk Amongst Yourselves seldom has an awesome plot.
So cast Blizzaga and comment here about video games.
Thanks to reader Goldfuzzy for today's image. Submit your image to #TAYpics.
(Read this thread for directions on how to do a TAYpic.)
Osama bin Laden hunches quietly in the darkness of an Abbottabad basement, rifle clutched in his hands. He swivels smoothly left. Stops. Then swivels smoothly right. His face is frozen in a thousand mile stare, eyes unblinking.
"We found him."
The game developer sounds relieved. The virtual bin Laden, created over a rush of all-nighters by a team of game developers who specialize in turning current world events and military battles into playable video games, had somehow disappeared from the faithful recreation of his Pakistan compound.
For the past thirty minutes or so the heads of studio Kuma Games sat patiently as a developer raced his Navy SEAL through the compound. He moved the character from under a hovering copter, past the wreckage of a second crashed helicopter to the front door of the compound. He made his way up two floors, checking rooms and balconies. But no bin Laden.
Finally, four days after a team of real Navy SEALs ambushed bin Laden's Pakistan compound and shot him in the head, the developer discovers the recreation swiveling smoothly in the basement, apparently lost in deep, armed thought.
It's Thursday, just one day before Kuma Games is set to release this, their last episode for a game that has recreated the battles, the war in the Middle East and elsewhere over more than ten years and 100 missions.
The studio invited me to come watch them put this last episode together in record breaking time.
Things are fluid. The key points for the game, drawn from the reality of the SEALs mission, are written up on a whiteboard in a mid-town New York office. But they keep changing.
"12:30 a.m. Abbotobad, Pakistan," is written across the top of the board.
"Drops into compound" "
"Shots fired by courier in guest house."
The list goes on, ending with "burial at sea"
There are also questions: "Who was armed?" "Woman as shield?"
As the United States, the world, wrestles with these questions, the people working to turn the entire mission into a playable, educational they say, game need to nail this stuff down.
"There are certain elements we know are fixed," Keith Halper, CEO of Kuma Games, tells me as we stare at the whiteboard. "Like we know where the compound is, and its layout.
"I believe the rest of the story is starting to gel right now."
One set of facts seem to depict a real world mission that was heavily weighted in favor of that Navy SEALS assault team. Will gamers get anything from playing a reenactment that has them going in as one member of a team of 20 against unsuspecting enemies, I ask.
"Every time we do a game there is always going to be a balance between telling a story and creating interesting gameplay," Halper says. "We have to make sure we're factual, but at the same time the gameplay is going to vary a little from what happened.
"If you're going to have a game that feels like a game that has to be part of your plan."
The plan with this particular mission, is to create a movie, Halper explains, that uses the game to show exactly what the current thinking was on what happened. As of Thursday afternoon, that means only one armed enemy. That means an unarmed bin Laden with a weapon within reaching distance. It means women and children in the compound. The movie, which players won't be able to control, wasn't available to players as of Monday morning, days after the missions release.
The gameplay itself, though, is far afield of reality. Kuma Games has decided that players will take on the roles of both sides, although bin Laden will never be playable by a person. He will always be controlled by the computer, a sort of moving goal.
As members of the SEALs, players will have five minutes to try to kill bin Laden, capture his body, find intelligence, blow up their faulty copter and bury bin Laden's body at sea. As the opposing force, players will be asked to protect bin Laden.
"Some people will drop into the game and all of a sudden be the Taliban," Halper says. "I think you don't get the picture unless you play both sides."
While the reality of the mission had the odds in favor of the SEALs, the game will have an even number of U.S. military and enemies.
"When you're playing a video game you don't care if you get shot or killed. In the real world you do," Halper said by way of explanation. "We can build that same sense in players by making the sides more even."
Despite the heavy shift from reality to something more tactically interesting to play, Halper thinks this last episode of Kuma War will provide something to the public, something that television and newspaper reports cant. It will give people a chance to walk through the diagrams of the Abbottabad compound as if they were there, Halper says.
The conference room is darkened and they boot up an early version of the mission. The developer showing us this first look, yells into a nearby room.
"The servers are live."
Animated SEALS and Taliban begin to pop into the virtual recreation of the compound.
The developer guides his SEAL into the compound on a hunt for bin Laden, but he's shot before he makes it past the first room. A few seconds later he's back in the game, respawned as a member of the Taliban. Again he only lasts moments. His third try, as a SEAL again, ends just as abruptly.
He pauses the game and types in a code to make his character invincible and starts looking for bin Laden to show me what the aged character will look like.
"We read there were 27 children in there," Halper says, as we watch the screen up on the wall. "We could put children in there, but I can't find any proof of that."
"Will you?" I ask.
"It's a sticky issue," he responds. Perhaps, if it's proven that there were children in the compound and that they in someway impacted the mission, they'll put them in, but not as children. Maybe they'll be depicted as unarmed adults.
Halper's attention returns to the game. He points out that the chief tactical challenge seems to be going up the stairs.
"I feel like it could get boring after a couple of times," he says to the developer. "It becomes easily defendable."
Halper's also worried about the timeline, which seems to keep shifting as news reports hit and are confirmed or disproven. The team has a little more than 24 hours left to wrap up the mission and setting it live on their servers for people to download and play for free.
I ask Halper if he worries that people will use this game to delight in the death of bin Laden, and perhaps trivialize it. Is this essentially the same as "spiking the football" after a victory, something President Barack Obama has repeatedly said he doesn't want the U.S. to do? Is this a game that is cathartic, educational, or just ghoulish?
"We have something to add to the information that is out there," Halper says. "We are going to help people understand the tactical picture because of the tools we work with, that's something you can't do in most magazines that work in 2D.
"We will provide real value to the conversation... that being said, when it stops raining the birds sing. I think it's OK to take a moment and be happy this guy is gone. I don't want to be overjoyed at anyone's death. But I think this is a guy who created a tremendous number of problems for the world, all over the world. So many things become easier with him gone."