Dragon's Dogma sounds rotten. It doesn't roll off the tongue, and it's ridiculous. It sounds like a title created by someone who just got a Thesaurus. If these screenshots are anything to go by, though, the game looks stunning.
The game, a role-playing title, is from the Devil May Cry team. Read Kotaku's eyes-on impressions here and see some gameplay footage here.
Dragon's Dogma is kind of like Monster Hunter meets Dragon Age. It will be out next year.
Not only is Dragon's Dogma the biggest game Capcom has ever made, it's rumored to be the most expensive. Shame about the title.
 Late last week, Sony chief financial officer Masaru Kato said, "For the home equipment the PS3 still has a product life, but this is a platform business, so for the future platform—when we'll be introducing what product I cannot discuss that—but our development work is already under way, so the costs are incurred there."
That sounded like he was talking about the PS4. Sony now say he wasn't. A Sony Computer Entertainment spokesperson tells Japan's J-Cast News that the "future platform" referred to is Sony's upcoming portable, the NGP, and not the PS4.
According to J-Cast News, Sony Japan was surprised to see Western sites writing that the PS4 was under development. When J-Cast asked Sony about the PlayStation 4, the Tokyo-based electronics giant stated, "We have nothing to announce at this time."
 「ソニーPS4の開発始める」 海外サイトが報じた特ダネの真相(J-CASTニュース) [livedoor ニュース via はちま起稿]
 With Guitar Hero on extended leave and no new Rock Band title coming out this year, now is the perfect time to trade in our toy guitars for something a bit more substantial. Going from five colorful plastic buttons for six strings with 22 frets each is a daunting task however, especially when music games have trained you to respond to visual cues to guide your playing; you see a green circle, you hold down the corresponding button and strum. A regular guitar won't flash little circles in front your eyes to help you hit the right notes.
The Fretlight guitar does.
Optek Music Systems' Fretlight is a guitar learning tool like no other. It teaches by example, and that example is a series of red lights blinking on and off on the instrument's neck, letting you know exactly where your fingers need to be to play the music you wish to learn.
How does it work? Let's shed some light.
The key to the Fretlight's power lies in a thin layer of LED circuit board pressed between the guitar's neck and polymer fret board. This circuit board contains a red LED for each of the instrument's frets, capable of turning on and off according to the instructions sent to it via the included software suite. Setup is a simple matter of installing the software and plugging the guitar into a Mac or PC via a MIDI to USB cable. As a Fretlight-ready song is played, the frets on the guitar illuminate to indicate where fingers need to be pressed in order to duplicate the sound. These moving lights guide the Fretlight player through the motion of playing songs, forming chords, or crafting light-guided solos to numerous included backing tracks. The software also includes video tutorials which illuminate the Fretlight as the on-screen guitarist plays. Both videos and song files can be slowed, making it easier for eager students to follow along.
Not a Bad Little Guitar: You could do a lot worse for the $429.99 asking price of the Fretlight FG-421. The Stratocaster-style alder body has a lovely weight to it, and the sound it crisp and clean when hooked up to an amp or piped through the computer using my M-Audio Fast Track Pro. The five-position pickup switch offers a nice range of tones courtesy of a pair of single coil pickup sand a humbucker. My only real issue with the guitar is a lack of action from the fret board (especially noticeable when bending strings), likely due to it being polymer instead of wood. It's not the sort of instrument you'd bring on stage to make your mark on the music map, but it's a good start.
Connect the Dots to Learning and Fun: The frets in the Fretlight guitar? They light up. I know, I was surprised as well. Used in conjunction with included Fretlight software, the guitar's fret board becomes a lighted you-should-be-here map for your fingers to follow, whether you're trying to learn simple chords or tearing your fingers apart attempting to follow Eric Johnson's "Cliffs of Dover". As a child I took guitar lessons from a man that would simply play something, ask me to play it back, and glare at me judgmentally as I failed. The Fretlight shows you how to play, allows you to set your own pace, and never ever gives you any indication that it's secretly judging you.
Along with teaching songs, scales and chords the Fretlight software also gives you a chance to flex your solo muscles via its Create a Solo mode. In this mode you select one of 149 backing tracks in wail over. The MIDI files play a series of notes to play that can be plucked in any order to create a passable guitar solo. It makes even the most sausage-fingered novice (me!) sound good, thus it is somewhat addictive.
Required Reading: While I had issues with the Fretlight software in general, tucked away in the 'Chords & Scales' section of the package is a wealth of information about how to actually play the guitar, versus simply watching the red dots flash. Chords are illustrated with photos showing the proper fingering, scales light up the Fretlight with notes that sound perfect when played together. Beyond the lights there are text lessons, a glossary of guitar terms, and even a brief introduction to music theory. It's all information just about anyone could find with a Google search, but it's good to have it all in one place.
Pay to Play: One of the strongest features of the Fretlight is also one of the more expensive aspects of the device. The bundled software only offers nine MIDI versions of popular songs for the player to play along with, five more promised when the guitar is registered. Beyond that, you're going to have to pay, either for a copy of Guitar Pro 6 that allows you to download free guitar tabs and use them with the Fretlight, or by paying $2.99 per song for the relatively limited selection of tracks available in the Fretlight store. A dollar more than a Rock Band track scores you a MIDI file of the song you wish to learn compatible with the Fretlight software. Yes, Optek Music Systems has managed to monetize the dinky music files I used to download in the early 90's before the rise of the MP3. Bravo!
Bitter Software Suite: The suite of software tools that comes bundled with the Fretlight guitar leaves much to be desired. Of the four included applications — Create a Solo, Midi Player, Chords and Scales, and Video Player — only the first two items look as if they were designed as part of a cohesive package. The design is messy and for the most part counterintuitive, requiring a lot of fumbling about before you figure out what's what. As if Optek Music System realized the weakness of the package, the Fretlight website suggests players purchase a copy of the Fretlight-ready version of Guitar Pro 6, a much superior program that unlocks the full potential of the instrument. If it's that good (and from what I've seen it is) Optek should just find a way to work it into the price of their guitars and toss out the bundled junk.
I've purchased many a guitar over the past few decades, each time promising myself I would take my learning beyond the three or four tunes I've managed to pick out by ear, and every one of them has ended up sold, traded, or stuffed into a closet and quickly forgotten. The Fretlight FG-421 is the first instrument that's actively taught me something. I'm not suddenly a guitar master. I can't quite play along with the intro to Dire Straights' "Money for Nothing", but after watching the notes illuminate themselves in time with the music several dozen times I can do a fair approximation.
There are less expensive ways to learn how to play the guitar. You could pick up a $99 Wal-Mart special, scour the internet for free tablature, and watch any number of YouTube videos dedicated to passing on string-plucking skills to the masses. It's easy to get started. It's also easy to get lost and fall off track. With the right software the Fretlight guitar could be the light that guides you further down the road to musical mastery.
The Fretlight FG-421 was manufactured by Optek Music Systems for the PC and Mac. Retails for $429.99. A unit was lent to us by the manufacturer for review purposes. Other models available, ranging in price from $329 to $1199 at Fretlight.com. May have rocked the cradle of love, but not easily, it's true.
My brother Richard volunteered to help, as I cannot play guitar and hold a camera at the same time. Why didn't he record me while I played? Shut up.
This is how we do it.

Here's the software suite's main screen. Lovely.

The MIDI player looks like a decade-old Winamp skin.

Just showing off my mad picture-taking skills.

Four pickups, all in a row.

The Chords and Scales sub-program in all its glory? We'll go with glory.

The whole shebang.

Random picture number seven.

Headlights.

Scales light up quite a few LEDs.
For each of the last two years I've checked the E3 promises of Sony, Nintendo and Microsoft. Sure, they make June/July tradition of telling us exciting things that will surely, definitely happen with the PlayStation 3, Nintendo DS, Xbox 360, 3DS, PSP and Wii.
But do their E3 promises of one year turn out to be true?
Mostly, but not always. Not if you're the chump still waiting for a hot new Resident Evil on the PSP or holding your breath for the Xbox Live Primetime line-up or hoping for other hot E3 promises of yore. (Were you someone who was sure that "it's safe to say it will generate a lot of smiles—new smiles—in a whole new way", and did you think that "it" = Wii Music?)
All E3 promises don't come true. Plans change. Hype deflates. Somewhere in the Pacific a butterfly flaps its wings. And then, as if Kotaku tradition, we show up a year later to nag about which promises didn't come true.
In previous years, I checked Sony, Nintendo and Microsoft's promises. This year, I sent our interns after them:
E3 is the biggest event the video game business. Every company lays their cards on the table, and every AAA game for the next year is on display. How did Nintendo do with their 2010 hype? More »
Can you believe the hype you hear from Sony, Microsoft and Nintendo at each year's big E3 circus of video games? How did Microsoft do with their 2010 hype? More »
E3 is a den of promises. Promises sell products. And according to the cynics of the world, promises are meant to be broken. How did Sony do with their 2010 hype? More »
"Combat!" That's the thing that differentiates 38 Studios and Big Huge Games' Kingdoms of Amalur: Reckoning from your typical role-playing game fare, says the game's lead designer. It's the primal stuff extracted from games like God of War, Tekken and Call of Duty and injected into this high fantasy world.
"We've failed if we haven't communicated that," says Big Huge Games senior designer Ken Rolston, who is perhaps better known for his work on The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion at Bethesda Softworks. Rolston's got pen-and-paper RPG in his blood, having worked on Dungeons & Dragons, Paranoia and Warhammer games.
Rolston told Kotaku at a recent preview that, while he still has a fondness for the "lovable, old-fashionedness" of role-playing games like Baldur's Gate, his company's 2012 game has him just as excited for fighting game-like action, loot drops and the "candy" that Kingdoms of Amalur: Reckoning will hand out to players over dozens of hours.
The designer says he's "excited by the absence of that other stuff," the tabletop mechanics of old that may be obscured in game's like Mass Effect, now just as much a third-person shooter as an RPG, and Reckoning, a brawler with the DNA of a huge, high fantasy adventure.
"I'm lying until you play it," Rolston says of the combat-focused gameplay of Reckoning. "And you should not trust a word I say until you play it. It's the degree to which you have fun per unit time when you didn't expect to that will create the 'Fuck, that's just fun.' This is stupid fun and satisfying."
That means less stiff combat, which flows like a Ninja Gaiden or God of War game, and a continuing sense of excitement when one unlocks new skills or finds new weapons—even if they're at level 40 or finding daggers as loot drops.
"Nobody's ever gotten a dagger as loot and been happy," Rolston jokes, with the exception of a blade he names that talks and eats planets. "Now the daggers do cool stuff, like you can go through a guy and stab him from behind." (He means literally go through a guy. One of the cooler attacks we saw pre-E3 was a character teleport through his prey, then backstab him, leaving a toxic trail in his wake that could poison multiple enemies.)
Also apparently cool? Chakrams as weapons, the circular blade people may be familiar with from Xena: Warrior Princess or Tron, a rare weapon that has popped up in a handful of video games, rarely as a starring weapon.
"Magical Frisbees? How are you going to make that cool?" Rolston says, implying that nothing was off the table when talking about Reckoning's approach to new combat ideas. "I think because we had stupid ideas and prototyped them, like 'Let's make the daggers as much fun as anything else you can use in the game.'"
We recently had a chance to see and play Kingdoms of Amalur: Reckoning, a PC, PlayStation 3 and Xbox 360 effort that strives to match action packed combat with the narrative, exploration and advancement that Big Huge believes is key to making a great role-playing game.
"Narrative and exploration, I have been partially responsible for," Rolston says of two core of the four pillars of Big Huge Games' design sense. "Advancement? Blizzard probably does the best job in MMOs, making that the core of their games. But nobody's really done a combat system which I think is really designed to work on a console."
Rolston assures us that the game plays just as well on a PC, thanks to Reckoning's interface, but concedes that this game, "inspired by playing really well on a controller," may not feel as fluid or tactile when played with keyboard and mouse.
Kingdoms of Amalur: Reckoning, an action-heavy role-playing game being published by Electronic Arts, used to be something else entirely, a game once codenamed Crucible. Then the creative forces of Curt Schilling, R.A. Salvatore and Todd MacFarlane got on board with Big Huge, bringing supergroup attention to an already existing effort.
"All the tech, all the tools, a lot of the systems were shared," says Big Huge Games GM Sean Dunn of the former (leaked) game and Reckoning. "All the intellectual property that's associated with Kingdoms of Amalur, that's all 38 Studios and put on top of it afterwards. So it was kind of a reboot for it, which was great, because there was a lot of synergy between the style of this universe and the things we wanted to do with this engine."
And one of those things was, of course, combat.
"When we looked at all the parts that make up an open world role-playing game, when we got to combat, it wasn't really satisfying in this genre," says Dunn. "We thought it was something that, if we put a lot of time and emphasis on, it was something that could be better."
To do that, they tapped a man who knows about action games.
"Joe Quadara, our lead combat designer, came from Crystal Dynamics, where he worked on the Tomb Raider series," explains Dunn. "He's also a tournament level Tekken player, so he has a deep understanding of all those things that make up [the] really good in-hand feel of a combat system.
"We looked at what other genres had done for responsiveness and controller feel. If you look at what Infinity Ward does to the trigger pull—the amount of time that goes into making that feel perfect—that was the type of effort and passion we wanted to put into combat."
But Reckoning is less of a shooter than it is an action game with the evolutionary traits of a fighter. Dunn continues.
"That meant we had to build a system that supported all those things. It's akin to what you'd see in a fighting game or an action game. There are frame interrupts, there are blocks and dodges and parries, you have fast weapons and slow weapons, weapons that hit heavy and light, weapons that launch people into the air so that you can juggle them. All of those things that come from a core fighting system."
We'll have more hands-on time with Kingdoms of Amalur: Reckoning at E3 2011, but we'll all get our hands on it next year, when the game ships for the PC, PS3 and Xbox 360.
 Our dive into all things FIFA 12 last week at Electronic Arts started out with a blistering critique of everything wrong with FIFA 11 by one of the people involved in both games.
The team wanted to deliver more of a revolution than an evolution with the coming of FIFA 12, we were told, but before they could do that they had to go back to last year's soccer game and fix the things that bothered them.
FIFA 11 tackling had a lack of accuracy, EA Canada's David Rutter explained to us. Players stuck together or passed through one another when they collided. In FIFA 12 the impact engine is completely new, using a physics engine based around the physicality of players on the pitch.
In FIFA 12, they said, the players actually collide. Nothing is scripted. Then they showed us.
In action the nuance of what Rutter was trying to explain was suddenly blindingly obvious. FIFA 11 has stall moments, moments when the intersection of one player's foot with another's leg, for instance, would cause the game to momentarily pause to deal with the tangle of digital flesh. In FIFA 12, we were promised, those collisions and resulting bottlenecks can still happen but they will be portrayed in a very real world way. People will trip, fall over, movement and kicks will be interrupted on the fly.
This is possible because the game will be harvesting information about players on a frame-by-frame basis, Rutter said. The game will also be able to tell if the collision can result in someone getting hurt, or hurting themselves.
"If you really run someone into the ground you will be penalized on rare occasions," he said.
When not in possession of the ball you can push and pull opposing players.
More interesting is the game's retooling of dribbling. In the previous version of the game EA took great pride in the fact that a player could dribble a ball around the inside of the center circle. In FIFA 12 you can dribble in a collapsed circle, essentially footing the ball around you without ever moving your player's location.
Up on the screen, this new precision dribbling adds an extra level of detail to the game. In practice it makes the game feel that much more authentic and responsive.
While the game has a lot of other interesting little tweaks, like a new tactical defending system, the ability for game-controlled teammates to use the specific skills of the player they are controller, it's this new dribbling system that seems most important.
Even a novice console soccer player feels like they have the ability, even sometimes the skill, to outmaneuver their opponents and that strikes me as the best way to draw in an audience that doesn't have to be steeped in the rules and culture of the sport to enjoy it.
 Yawn. Carried off on the arms of a Monday holiday (kinda like today's TAYpic—thanks Prof.Gast). And for those of you working retail jobs and other unkind professions, I say: let today's gaming discussion be in honor of you!
Would some of you like to spend your Memorial Day creating TAYpics? Be our guest: #TAYpics.
(Read this thread for directions on how to do a TAYpic.)
The Heist is bookended by two spoiler-riffic features I simply can't give up, but they help bundle a series of logic puzzles into a package that is brilliantly and uniquely executed on the iPhone. 
Suffice to say, The Heist's heist is not entirely metaphorical. Yes, you're trying to break a vault by completing a series of four puzzles: A sliding-bar gridlock puzzle that requires you to move blocks and create an opening for your microchip; a pattern-matching game that is akin to Sudoko with heiroglyphs and astrological symbols; a block-moving game where the wrong move leaves your box immobilized in a corner; and a sliding-tile puzzle whose objective is connecting different colored wires.
Four of each puzzle group will be unlocked at a time, and completing eight will move you to the next stage. If you're good at one category, you can't just lean on it to get through to the end; if you're weak in another, you can press ahead in your strong suit and come back later. I appreciated the opportunity to set my agenda for advancement.
But there is a material reward for completion, and you will communicate with a partner in crime. That's as much as I'll say about the details that give the The Heist, by the creators of MacHeist, just the right amount of alternate-reality game seasoning. The enjoyable soundtrack and bright visuals provide a warm ambience for the long time you'll spend pondering your next step of the challenge.
The Heist is a smartly designed game that gives heft to the puzzle genre on all iOS devices. It's out now, it's 99 cents, and it's an absolute steal at the price.
The Heist [iTunes App Store]
	Crytek's CryEngine 3 technology, which we've seen most recently in the company's own Crysis 2, is the driving force behind a $57 million project from the US Army aimed at teaching its soldiers how to fight.
While virtual battlefields have long been a staple of military training, the new Dismounted Soldier Training System (DSTS) looks to blow previous efforts out of the water, using the latest in gaming tech to give soldiers one hell of a realistic video game experience training ground run.
The DSTS isn't a simple game played on a PC or console. It's a full virtual experience, with soldiers donning a vest and helmet (both lined with cameras, vibrators and sensors) and then standing on a 10x10 foot pad, which is also full of sensors.
This means the experience is almost fully motion-controlled, and instead of being projected on a screen, the program's visuals are displayed on a pair of virtual reality goggles attached to the soldier's helmet.
CryEngine 3 comes into it with its ability to model not just infantry combat but vehicle and aircraft controls as well, and also display wildly different terrain and weather conditions.
The DSTS is expected to go into service next year, with around 100 units available for training.
[via GamePro]
I'm with Leather | ARLINGTON, VA: Former candidate Sarah Palin checks out the Rolling Thunder Rally over the weekend. (Photo: Chip Somodevilla | Getty)
Link is Dreaming of Some Creepy-Ass Pokémon 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.
End of Nations Is Packed With Unrealized Potential 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.
Japan Gets the Best PS3 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.
Being Hard Gay for Laughs and Cash 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.
Is Sony's New Handheld Called "Vita"? 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".