The promise of blending a real-time strategy game with legions of gamers around the world in a persistent online environment is great. But pulling that off remains a challenge.
Earlier this month, I had a chance to sit down with End of Nations, Petroglyph Games' attempt at cracking the code for a working, successful MMORTS. While the game has some really neat ideas, the early build I played had some major implementation issues.
The backstory for End of Nations has you revolting against a group called the Order of Nations, something the developers describe as an amalgam of the United Nations and the military industrial complex. This totalitarian regime rises to power in the vacuum formed by a worldwide melt down of the economy and collapse of governments around the globe.
The Order of Nations is a high-tech, well-funded military complex that you have to take down with the help of players from around the world. End of Nations' plays up that need for massive cooperative play with maps big enough to support 50 players at once, we were told. But the demo we played had just four players working together to take out a mammoth walled city.
We were warned before we started that the developers still need to do a bunch of balancing and tweaks to the game. This was meant to be just an early look.
The map, titled End of the Line, opened with a quick run down of the objectives each of the teammates had to accomplish to get to and finally take out that mammoth central structure. It also explained some of the tactical choices we'd asked to make and the dangers we'd be facing.
Once the briefing ending the game opens with players each in command of a collection of units. While you can do things like add turrets and upgrade abilities, it didn't look like you were able to increase your unit count on the map. Fortunately, you can use the cash earned in the rolling battle across the map to repair and respawn the units you start with.
Our game split the team of four into two smaller teams, each with their own set of differing objectives. In the case of our team, we had to move up the map taking out smaller bases and control points before working our way back to the center of the map and that single mammoth structure.
The battles were quick, tactical affairs that focused more on the intensity of battle than any worries over resource gathering. (It appears resources come entirely from battle.) I was able to drop down a number of turrets that acted as sort of defensive positions to keep enemies from rolling up behind me as we made our way up the map to a sort of mini-boss battle at a smaller base. Currency awarded me through a dev cheat code also allowed me to call in some mammoth special attacks, like a barrage of missiles or a nuke. Both sped up what likely would have been a slower, more thoughtful progress up the map.
While the engagements were mostly point and click affairs, tactics and unit placement seemed to be an important part of the game. I enjoyed the fun, fast-pacing of the battles but I also noticed a few odd issues.
Chief among them was the inability to tackle objectives out of order. The early build I played didn't just make it difficult to confront that mammoth city in the center of the map early, it made it impossible. It appeared that massive base was invulnerable. While I understand the idea of forcing gamers to work their way through a map in a specific order, it might make more sense to just completely over-power that final objective and have it get easier as your team and the other group of two start to take down those ancillary targets.
And that brings up the other issue. The other team. The inherent problem with cooperative games is that you have to rely on cooperation to complete them. Typically, one would think that won't be a problem. People are there because they want to play together. But what if someone skips out early? In the demo we played it essentially made the map unbeatable. In our case the other team left early. We accomplished our goals, but because the other team hadn't we weren't able to complete the map.
We started to work our way down to the opposite corner of the map to try and complete their goals, but the distance and the spawn points made it beyond difficult and certainly not much fun. I'm hoping that as the team work toward launch they keep both of those issues in mind. They seem very fixable, and it could mean a much better play experience.
The one thing I really didn't get a sense of during the demo was the persistence of this online universe and how the game will play out over time and with more engagements. In other words, I didn't get a sense of how this is anything other than a real-time strategy game. It was nice to see that the heart of the game is built on some solid concepts, but I remain very interested in how this game is going to work as a bigger massively multiplayer online title.
Cosplay can be great when a piece is a painstaking recreation of the original. There is, however, nothing stopping it from being great when there's a bit of gender-bending going on, either.
Rmthompson1979's shot of Abigail here, dressed as Zelda's Link, is proof of that.
She's far from the only amazing picture we've got this week though, as a red Spartan goes overboard with attention to detail, some Pokémon cosplayers go all slow-motion on us and, going back to Zelda for a moment, a Skull Kid shows they look just as weird in the real world as they do in Hyrule/Termina.
As seen on ohad*.
 OK then.
 When the Mushroom Kingdom meets the Village People.
As seen here.
As seen on Samcraft.
As seen on Gixxer85.
captaincarpet.
As seen on TyrelAirizon.
As seen on Lionofdemise.
As seen on makecowsnotwar.
When big PS3 games are released, Sony often launches a limited edition PS3, either with a special design or in a unique color. Role-playing game Tales of Xillia is no different.
Out on September 8, the game will be sold as a stand alone title in Japan or bundled with a Tales of Xillia PS3. It's the first PS3 to feature several different colors (gold and red). The result is striking.
The bundle is priced at ¥37980 or US$470. There are also other pre-order goodies such as mascot charms.
【画像追加】PS3「テイルズ オブ エクシリア」の発売日が9月8日に決定&ソフト同梱の限定モデル「PlayStation 3 TALES OF XILLIA X Edition」も同日に発売 (テイルズ オブ エクシリア) [4Gamer.net]
Over on Hardcore Gaming, there's a new timeline up for reading called "A Brief History of Western Action RPGs". Brief? Are you kidding me?
Spanning over thirty years of role-playing games (mostly) free of teenagers with stupid haircuts and over-sized swords, the timeline begins with the likes of Adventure and Dungeons of Daggorath and ends with 2010's Mass Effect 2 and Fallout: New Vegas.
The highlight though, at least for me, is the halfway point when we hit what many believe the "golden age" of role-playing (with at least some kind of action) on the PC, with series like Quest for Glory and Ultima Underworldin the late 80s and early 90s.
If you're a fan of any of those games, or Diablo, or Jade Empire, or System Shock, or Elder Scrolls, you can check out the whole thing below.
A Brief History of Western Action RPGs [Hardcore Gaming 101]
Metal Gear Solid 5 isn't the only thing sitting out this year's E3, the stealth series' creator Hideo Kojima also won't be at E3. Last year, there was a flurry of MGS news at E3. This year? Probably not. [@hideo_kojima]
Headphones. You've seen one pair you've seen them all. Unless they're Sony's new official wireless PS3 headphones, in which case, they look different, and great as a result.
The standard headphone design of "buds and band" is dominated by two massive panels over the earpieces, one there to hide the microphone which can retract within, the other to...balance things out and keep the whole thing looking sharp.
The headphones promise 7.1 sound, are wireless and will have complete on-screen displays for stuff like battery levels and sound controls. How good that all works in practice we'll have to wait until September to find out, as they won't be released until then.
And when they are, they'll be USD$100.
NOTE: Seems our gallery isn't playing nice with the sheer SCALE of these pics. The fourth and final picture is a shot of the entire headphones (the other three details pics), you'll have to click "expand" to see the whole thing.
In 2005, comedian Masaki Sumitani became the most popular funny man in Japan. He dressed in a PVC hotpants, thrusting his pelvis as he exclaimed, "Fooohhh!" Little kids imitated the catchphrase, and Sumitani conquered the country.
You probably know him better as "Razor Ramon HG" or simply "Hard Gay". Gay, he's not.
Japanese comedy is populated by one-hit wonders, comedians who come up with gags or catch sayings (or even songs) that stick in people's heads. They're one-trick ponies, and just as soon as they capture everyone's imagination, they disappear.
The truly great comedians, like Sanma Akashiya or Downtown, don't rely only on gags, but being constantly funny.
Hard Gay might've been hard, but he wasn't gay. Sumitani did hang out in Osaka's gay district, where he purchased his costume, but rumors quickly circulated that comedian, who recently fathered his second child, was just putting on a gay act.
These rumors were apparently verified when a tabloid showed him out on a date with bikini model Anna Suzuki. While Hard Gay's antics earned him fans and fame, gays in Japan were less amused, pointing out that he was stereotyping and reducing gays to goofy gags for plunder and profit. Sumitani even released a reworking of "Y.M.C.A."
Even though some found his comedy offensive, Sumitani's best bits relied on how inappropriate he was or how uncomfortable he could make people—both comedy hallmarks.
By 2006, his act was starting to wear thin—Japanese audiences are quick to tire. By that spring he'd married that bikini model. As television appearances dwindled, Sumitani focused more on pro-wrestling, which he continued to do until he shattered his foot in a wrestling match.
Sumitani is attempting to make a comeback, saying that he isn't a one-hit wonder but a two-hit wonder. As he recovered from his wrestling injury, his bikini model wife continued to work and support the family. But Sumitani is slowly getting more work, such as this promotion clip for The Devil's Third (see gallery above), the upcoming game from Dead or Alive creator Tomonobu Itagaki. The clip shows some footage of the game as well as dancing girls.
Think they got Sumitani on the cheap? Fooohhh sure.
It's the week before E3. There are rumours buzzing around like flies on a turd. Here's the biggest fly, then, from the weekend: that the NGP has a name. And that name is "Vita".
Now, there's a sordid tale behind this, beginning with "leaked" snaps from a supposed marketing brochure and ending with the original source of the rumour deleting itself from the internet with an apology for being "stupid".
Along the way, though, there's been plenty of conversation, some (with good reason) calling the pics bullshit, others upset at the name—which is Latin for "life"—in scenes eerily similar to the complaints over the Wii's branding prior to its release.
Whether Vita is indeed the handheld's name or not we don't know at this stage, nor are we going to toss a coin and judge. We're just dropping it here for public record and discussion, in case it's actually on the money.
If it is, though, I like it! PlayStation Vita would be a fresh start for a console family deemed unsuccessful (despite its impressive sales) in the wake of the Nintendo DS' dominance, and with other Sony products called things like "Vaio" doesn't sound that "out there" or unlikely from the company.
Kotaku reached out to Sony for comment.
As the creator of Nintendo's Pokémon series, Satoshi Tajiri is one of the most important (if not well-known) developers working in video games today.
Like another Nintendo legend, Mario creator Shigeru Miyamoto, Tajiri's most popular work has been directly inspired by his childhood experiences and hobbies. While Miyamoto's Zelda was the product of boyhood explorations, however, Tajiri's role-playing juggernaut is the product of, as you may expect, boyhood insect collections.
Tajiri grew up in Machida, a city that now forms part of the sprawling metropolis that is greater Tokyo. As a boy in the 1960s and 1970s, though, it had a quaint, almost rural atmosphere, which led Tajiri to a hobby of collecting local bugs and insects.
He was so mad for it, in fact, that his classmates would call him "Mr. Bug", and as a child he wanted to grow up to be an entomologist (someone who studies insects). As happens when kids get older, though, interests come and go, and by the time he was a teenager Tajiri's focus had shifted from harvesting bugs to pumping coins into arcade games like Space Invaders.
So keen on gaming had he become that Tajiri began to cut high school classes to go play games (so much so he nearly failed to graduate from high school), and when he eventually bought a Famicom in the early 80's, took the thing completely apart to see how it worked so he could make his own games.
If that sounds a little...different, that's because Tajiri is unlike most other noted game developers in that he has according to both Western and Japanese reports been diagnosed with Asperger's syndrome, a condition that can - as seen in first his insect collecting and then fascination with games - lead to incredibly focused activities, often at the expense of other duties (like, in Tajiri's instance, schoolwork).
Asperger's syndrome also causes issues with social interaction, which explains why the name Satoshi Tajiri isn't as well-known as one would expect given the popularity of his creation. Nintendo representatives explained a few years ago that, while Tajiri is incredibly creative, he is also "reclusive" and "eccentric".
This means that, again unlike most other developers, Tajiri never went to college or university. Instead, he studied electronics at a Tokyo technical college, and in 1981 started up a little video game fanzine called Game Freak. While little more than a few pages of writing crudely printed and stapled together, the zine was distributed enough to catch the attention of additional contributors, including, most crucially for Taijiri's future success, a young man by the name of Ken Sugimori.
The pair soon became friends, and after Game Freak (the zine) wound up in 1986 (and a few years studying programming language and Nintendo's Famicom console), in 1989 the two founded Game Freak the development company.
Game Freak's first game, Mendel Palace, was published by Namco on the Famicom in 1989, but it was in 1990, when Taijiri saw two Game Boys connected using a link cable, that the penny dropped. Drawing on his childhood love of collecting insects, Taijiri envisaged a game where Game Boys could be linked together and creatures not only collected, but put into battle against one another.
Nintendo, and particularly Taijiri's "mentor" Shigeru Miyamoto (who helped Game Freak release a few games like Mario & Yoshi for Nintendo in the early 90's) backed the idea, and while it took over six years to develop - and nearly bankrupted the fledgling studio - in 1996, the first Pokémon games were released on the Game Boy in Japan.
What came next, well, you don't need a Total Recall post to tell you that.
Free the Indianapolis 500 | The U.K.'s Dan Wheldon won on the 100th anniversary of the Indianapolis 500 today, zipping to the checkered flag first when rookie J.R. Hildebrand crashed in the final turn of the final lap. (Photo: Jonathan Ferrey | Getty Images)
 Bankrupted Studio Says Square Enix Demanded Code by Fax, Didn't Recognize FFXII Screenshots
 War Pigs and Brothers to the End: Here is Gears of War 3's World Premiere Trailer
 Reaching for the Brass Ring on NCAA Football 12's Coaching Carousel
 At Last, the 3DS Proves Useful for Something
 You Can Have Any Sports Video Game You Want, But There's Only One
 Poland Gives President Obama The Witcher 2's Collector's Edition